<?xml version="1.0"?>
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	<id>https://wiki.ffrtt.ru/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BukTop</id>
	<title>Final Fantasy Inside - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.ffrtt.ru/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BukTop"/>
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	<updated>2026-08-16T12:39:49Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7:CC/Video_Formats&amp;diff=5879</id>
		<title>FF7:CC/Video Formats</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7:CC/Video_Formats&amp;diff=5879"/>
		<updated>2021-02-11T00:06:44Z</updated>

		<summary type="html">&lt;p&gt;BukTop: /* PSMF Format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=  Known FF7:CC Video Formats  =&lt;br /&gt;
&lt;br /&gt;
* [[FF7:CC/Video_Formats#PSMF_Format|[PSMF]]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== PSMF Format ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Stub&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[PSMF] Video files are PSP-format videos.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
 And, I think I know how to get the audio within a pmf file. You need MPlayer to extract the at3 from pmf file and&lt;br /&gt;
 use a homebrew called 'at3decode test' written by Z33 to decode it to wav.&lt;br /&gt;
 here is the guide https://www.pspx.ru/forum/printthread.php?t=101184&lt;br /&gt;
 &lt;br /&gt;
 Finally, as far as I know, there is no other way to decode the at3 to wav in Windows or any environments.&lt;br /&gt;
 It can be done only on PSP. In short, psp system has to decode the at3 first to play it and Z33's homebrew&lt;br /&gt;
 simply takes this moment to decode it to wav (of course, it's not as &amp;quot;simple&amp;quot; to complete such great work at all Cheesy)&lt;br /&gt;
 --SilverWings&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF8/Variables&amp;diff=5607</id>
		<title>FF8/Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF8/Variables&amp;diff=5607"/>
		<updated>2019-07-19T21:06:21Z</updated>

		<summary type="html">&lt;p&gt;BukTop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;By [[User:Shard|Shard]].&lt;br /&gt;
&lt;br /&gt;
Game variables can be accessed using the PSHM family of script functions, and can be written to by using the POPM family of functions. Which one you use depends on the size of the variable.&lt;br /&gt;
The variables are all stored in save files, with the save block starting at address 0xD10 on uncompressed PC saves. The parameter to access a variable in the game scripts is basically the offset from this point in the variable block. For example, getting main story progress (word 256, which is word 0x100 in hex) just gets the two bytes starting at address 0xD10 + 0x100 = 0xE10. The varmap is continuous in memory while the game is running as well. In the en-US version of the original and SE releases (and likely most other versions), the varblock begins at 0x18fe9b8. You can use [https://www.mediafire.com/?ucolf65ewq1yoty|this Cheat Engine table] to track them as you play.&lt;br /&gt;
&lt;br /&gt;
Items in grey are unused by field scripts (some of them may be used in battle scripts).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Var type&lt;br /&gt;
! Var Number&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 0-3&lt;br /&gt;
| unused in fields (always &amp;quot;FF-8&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
! Long&lt;br /&gt;
| 4&lt;br /&gt;
| Steps (used to generate random encounters)&lt;br /&gt;
|-&lt;br /&gt;
! Long&lt;br /&gt;
| 8&lt;br /&gt;
| Payslip&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 12-15&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Signed Word&lt;br /&gt;
| 16&lt;br /&gt;
| SeeD rank points?&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 18-19&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Long&lt;br /&gt;
| 20&lt;br /&gt;
| Battles won. (Fun fact: this affects the basketball shot in Trabia.)&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 24-25&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 26&lt;br /&gt;
| Battles escaped.&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 28&lt;br /&gt;
| Enemies killed by Squall&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 30&lt;br /&gt;
| Enemies killed by Zell&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 32&lt;br /&gt;
| Enemies killed by Irvine&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 34&lt;br /&gt;
| Enemies killed by Quistis&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 36&lt;br /&gt;
| Enemies killed by Rinoa&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 38&lt;br /&gt;
| Enemies killed by Selphie&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 40&lt;br /&gt;
| Enemies killed by Seifer&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 42&lt;br /&gt;
| Enemies killed by Edea&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 44&lt;br /&gt;
| Squall death count&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 46&lt;br /&gt;
| Zell death count&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 48&lt;br /&gt;
| Irvine death count&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 50&lt;br /&gt;
| Quistis death count&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 52&lt;br /&gt;
| Rinoa death count&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 54&lt;br /&gt;
| Selphie death count&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 56&lt;br /&gt;
| Seifer death count&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 58&lt;br /&gt;
| Edea death count&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 60-67&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Long&lt;br /&gt;
| 68&lt;br /&gt;
| Enemies killed&lt;br /&gt;
|-&lt;br /&gt;
! Long&lt;br /&gt;
| 72&lt;br /&gt;
| Amount of Gil the party currently has&lt;br /&gt;
|-&lt;br /&gt;
! Long&lt;br /&gt;
| 76&lt;br /&gt;
| Amount of Gil Laguna's party has&lt;br /&gt;
|-&lt;br /&gt;
! Long&lt;br /&gt;
| 80&lt;br /&gt;
| Counts the number of frames since the current movie started playing.&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 84&lt;br /&gt;
| Last area visited.&lt;br /&gt;
|-&lt;br /&gt;
! Signed Byte&lt;br /&gt;
| 86&lt;br /&gt;
| Current car rent.&lt;br /&gt;
|-&lt;br /&gt;
! Signed Byte&lt;br /&gt;
| 87&lt;br /&gt;
| Built-in engine variable. No idea what it does. Scripts always check if it's equal to 0 or 10. Related to music.&lt;br /&gt;
|-&lt;br /&gt;
! Signed Byte&lt;br /&gt;
| 88&lt;br /&gt;
| Built-in engine variable. Used exclusively on save points. Never written to with field scripts. Related to Siren's Move-Find ability.&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 89-103&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Long&lt;br /&gt;
| 104&lt;br /&gt;
| Seems related to SARALYDISPON/SARALYON/MUSICLOAD/PHSPOWER opcodes&lt;br /&gt;
|-&lt;br /&gt;
! Long&lt;br /&gt;
| 108&lt;br /&gt;
| Music related&lt;br /&gt;
|-&lt;br /&gt;
! Long&lt;br /&gt;
| 112&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 116-147&lt;br /&gt;
| Draw points in field&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 148-179&lt;br /&gt;
| Draw points in worldmap&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 180-255&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 256&lt;br /&gt;
| Main Story quest progress.&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 258&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 259-260&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 261&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 262-263&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 264&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 265&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 266&lt;br /&gt;
| World map version? (3=Esthar locations unlocked)&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 267&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 268&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 269&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 270&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 271&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 272-299&lt;br /&gt;
| SO MANY F***ING CARD GAME VARIABLES&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 300&lt;br /&gt;
| Card Queen re-cards.&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 301-303&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 304-305&lt;br /&gt;
| Timber Maniacs issues found.&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 306-319&lt;br /&gt;
| Reserved for Hacktuar / FF8Voice&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 320-332&lt;br /&gt;
| Ultimecia Gallery related (pictures viewed?)&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 333&lt;br /&gt;
| Ultimecia Armory chest flags&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 334&lt;br /&gt;
| Ultimecia Castle seals. See [[FF8/Field/Script/Opcodes/159_SEALEDOFF|SEALEDOFF]] for details.&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 335&lt;br /&gt;
| Card related&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 336&lt;br /&gt;
| Deling City bus related&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 338-340&lt;br /&gt;
| Deling Sewer gates opened&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 341&lt;br /&gt;
| Does lots of things.&amp;lt;sub&amp;gt;5&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 342&lt;br /&gt;
| Deling City bus system&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 343&lt;br /&gt;
| G-Garden door/event flags.&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 344&lt;br /&gt;
| B-Garden / G-Garden event flags (during GvG)&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 345&lt;br /&gt;
| G-Garden door/event flags.&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 346-349&lt;br /&gt;
| FH Instrument (346 Zell, 347 Irvine, 348 Selphie, 349 Quistis)&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 350-356&lt;br /&gt;
| Health Bars (Garden mech fight)&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 358&lt;br /&gt;
| Space station talk flags, Centra ruins related (beat odin?).&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 359&lt;br /&gt;
| Centra ruins related (beat odin?).&lt;br /&gt;
|-&lt;br /&gt;
! Long&lt;br /&gt;
| 360&lt;br /&gt;
| Choice of FH music.&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 364-368&lt;br /&gt;
| Randomly generated code for Centra Ruins.&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 369-370&lt;br /&gt;
| Ultimecia Castle flags&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 371&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 372-376&lt;br /&gt;
| Ultimecia boss/timer/item flags&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 377&lt;br /&gt;
| Ultimecia organ note controller&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 378&lt;br /&gt;
| Centra Ruins timer (controls blackout messages from Odin)&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 379&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 380&lt;br /&gt;
| Squall health during mech fight.&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 382-383&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 384&lt;br /&gt;
| Something about Laguna's time periods and GFs.&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 385&lt;br /&gt;
| Laguna dialogue in pub. Only the +2 bit is ever set. Don't change the +1 bit.&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 387&lt;br /&gt;
| Winhill progress?&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 388&lt;br /&gt;
| Timber Maniacs HQ talk flags (main lobby)&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 389&lt;br /&gt;
| Timber Maniacs HQ talk flags (office room)&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 390&lt;br /&gt;
| Edea talk flags at her house&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 391&lt;br /&gt;
| Laguna talk flags (in his office, disc 3)&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 392&lt;br /&gt;
| unknown (used in Edea's house and in the Balamb Garden computer system)&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 393-399&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Long&lt;br /&gt;
| 400 and 404&lt;br /&gt;
| Related to monsters killed in Winhill, but I don't think it actually does anything. Will investigate.&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 408&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 409&lt;br /&gt;
| Balamb Garden computer system&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 410-431&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 432&lt;br /&gt;
| BG Main hall flags&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 433&lt;br /&gt;
| Flags. Switches are assigned all over BG. No idea what any of them control.&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 434&lt;br /&gt;
| Flags. Switches are assigned all over BG. No idea what any of them control.&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 435&lt;br /&gt;
| Flags. Switches are assigned all over BG. No idea what any of them control.&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 436&lt;br /&gt;
| Moomba friendship level in the prison? Some actions cause these flags to be set.&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 437&lt;br /&gt;
| In BG on Disc 2, keeps track of who's in your party. In the prison, it's the current floor you're on.&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 438&lt;br /&gt;
| Cid vs Norg event flags&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 439&lt;br /&gt;
| Cid vs Norg event flags&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 440&lt;br /&gt;
| Event flags. (+1 Quad ambush, +2 quad item giver, +4/+8 Infirmary helped, +16 Nida, +64 Kadowaki Elixir, +128 Training center)&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 441&lt;br /&gt;
| Cid vs Norg event flags&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 442&lt;br /&gt;
| Rinoa Garden tour flags&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 443&lt;br /&gt;
| Zell Health in Prison (Hacktuar)&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 445-447&lt;br /&gt;
| Propagator defeated flags&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 448&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 450-451&lt;br /&gt;
| Various magazine/talk flags&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 452&lt;br /&gt;
| Lunatic Pandora areas visited?&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 453-455&lt;br /&gt;
| Moomba teleport variables&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 456-457&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 458-459&lt;br /&gt;
| Used with MUSICSKIP in some Balamb Garden areas&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 460&lt;br /&gt;
| Random flags (some used for Card Club)&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 461-473&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 474&lt;br /&gt;
| Random flags (some used for Card Club)&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 475-478&lt;br /&gt;
| CC Group variables&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 479&lt;br /&gt;
| If set to 0, disables all random battles during area loading.&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 480&lt;br /&gt;
| State of students in classroom (what they're doing).&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 481&lt;br /&gt;
| Controls a conversation in the cafeteria.&lt;br /&gt;
|-&lt;br /&gt;
! Signed Word&lt;br /&gt;
| 482&lt;br /&gt;
| Error ratio of missiles&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 484&lt;br /&gt;
| Missile Base progression?&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 485&lt;br /&gt;
| ToUK Progression (initially 0b111010101, +2 on finish quest. No other pops)&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 486&lt;br /&gt;
| ToUK room? (used to control map jumps in the maze)&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 487&lt;br /&gt;
| Missile base progression (also does something in BG2F classroom)&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 488&lt;br /&gt;
| Alternate Party Flags. Irvine +1/+16, Quistis +2/+32, Rinoa +4/+64, Zell +8/+128.&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 489&lt;br /&gt;
| Random talk flags?&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 490&lt;br /&gt;
| Cafeteria cutscene&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 491&lt;br /&gt;
| ToUK stuff&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 492&lt;br /&gt;
| I think this is a door opener for the missile base if you choose a short time limit.&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 493&lt;br /&gt;
| Missile base timer related?&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 494-527&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Signed Word&lt;br /&gt;
| 528&lt;br /&gt;
| Sub-story progression (it's a progression variable for individual segments of the game)&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 530&lt;br /&gt;
| X-ATM related (defeated it in battle?)&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 531&lt;br /&gt;
| Functionally unused. Read from at dollet, only manipulated in debug rooms.&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 532&lt;br /&gt;
| Controls footstep sounds at dollet (sand to concrete)&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 533&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 534&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 535&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 536&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 537&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 538&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 539&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 540-591&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 592-593&lt;br /&gt;
| Seems to control angles and character facing.&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 594&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 595&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 596&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 597&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 598&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 599&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 600&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 601&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 602&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 603&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 604&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 605&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 606&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 607&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 608&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 609&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 610&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 611&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 612&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 613&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 614&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 615&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 616&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 617&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 618&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 619&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 620&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 621&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 622&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 623&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 624&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 625&lt;br /&gt;
| Balamb visited flags (+8 Zell's room)&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 626&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 627&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 628&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 629&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 630&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 631&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 632&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 633&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 634&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 636&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 637&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 638&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 639&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 640&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 641&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 642&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 643&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 644&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 645&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 646&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 647&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 648&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 649&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 650-655&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 656&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 658&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 659&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 660&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 661&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 662&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 663&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 664&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 665&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 666&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 668&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 669-671&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 672&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 674&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 675&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 676&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 677&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 678&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 679&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 680&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 681&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 682&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 683&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 684&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 685&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 686&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 687&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 688&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 689&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 690&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 691&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 692-719&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 720&lt;br /&gt;
| Squall's costume (0=normal, 1=student, 2=SeeD, 3=Bandage on forehead)&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 721&lt;br /&gt;
| Zell's Costume (0=normal, 1=student, 2=SeeD)&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 722&lt;br /&gt;
| Selphie's costume (0=normal, 1=student, 2=SeeD)&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 723&lt;br /&gt;
| Quistis' Costume (0=normal, 1=SeeD)&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 724&lt;br /&gt;
| Dollet mission time&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 726&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 728&lt;br /&gt;
| Does lots of things.&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 729&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 730&lt;br /&gt;
| Flags (+1 Joined Garden Festival Committee, +4 Gave Selphie tour of BG, +16 Kadowaki asks for Cid, +32 and +64 Tomb of Unknown Kind hints?, +128 Beat all card people?)&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 731&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
| 732&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 734&lt;br /&gt;
| Split Party Flags (+1 Zell, +2 Irvine, +4 Rinoa, +8 Quistis, +16 Selphie).&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 735&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 736-751&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 752&lt;br /&gt;
| not investigated&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| 753-1023&lt;br /&gt;
| unused in fields&lt;br /&gt;
|-&lt;br /&gt;
! Byte&lt;br /&gt;
| Above 1023&lt;br /&gt;
| Temporary variables used pretty much everywhere.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Notes =&lt;br /&gt;
#1. When the party splits in disc 2, each party member in the inactive party except Selphie has one of the eight bits changed for this variable. One member has a flag in the 4 most significant bits, and the other has a flag in the 4 least significant bits. It's done this way so that when the characters appear, they animate towards different locations in the field, rather than stacking on top of each other.&lt;br /&gt;
#2. This byte contains flags for which characters are in Squall's party when the party splits in disc 2.&lt;br /&gt;
#3. List of everything that 728 holds throughout the game:&lt;br /&gt;
* SeeD field exam &amp;quot;Conduct&amp;quot; score (lose points when you do something wrong at Dollet).&lt;br /&gt;
* Train job attempts (Timber)&lt;br /&gt;
* Tomb of the Unknown King student ID.&lt;br /&gt;
* Who you took to space in disc 3.&lt;br /&gt;
#4. The field controlling restriction unlocking in Ultimecia's Castle uses this to figure out where to jump the party after they've broken a seal. It's unknown how SETPLACE actually sets this, it's not always related to the field ID or the SETPLACE parameter. This variable is also set at Balamb Garden's front gate manually.:5. List of everything that 341 holds throughout the game:&lt;br /&gt;
* First flashback team&lt;br /&gt;
* Selphie's current action when escaping from Deling's mansion (changes the dialogue)&lt;br /&gt;
* FH Concert Crappiness&lt;br /&gt;
* Something in B-Garden classroom during the paratrooper attack.&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=User:MaKiPL&amp;diff=5606</id>
		<title>User:MaKiPL</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=User:MaKiPL&amp;diff=5606"/>
		<updated>2019-07-14T22:38:44Z</updated>

		<summary type="html">&lt;p&gt;BukTop: Created page with &amp;quot;=VIII research notes:= ===GameShark codes to PC version - memory calculation=== This is battle camera hack (just get some fun with short[int16] values):  FF8.exe+78B7F2  Also,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=VIII research notes:=&lt;br /&gt;
===GameShark codes to PC version - memory calculation===&lt;br /&gt;
This is battle camera hack (just get some fun with short[int16] values):&lt;br /&gt;
 FF8.exe+78B7F2&lt;br /&gt;
&lt;br /&gt;
Also, if you wish to use GS codes for FF8 NTSC_U in ePSXe 1.9.2 with CE, then apply:&lt;br /&gt;
 GS_code + A8B6A0&lt;br /&gt;
Example:&lt;br /&gt;
 80078A62 270F --(delete GS directive of MOV [8])--&amp;gt;&lt;br /&gt;
 00078A62 270F --(Trim the 4 last bytes, it's the MOV value to address)--&amp;gt;&lt;br /&gt;
 00078A62 --(Now ADD A8B6A0)--&amp;gt;&lt;br /&gt;
       Your address in ePSXe 1.9.2: 000B04102&lt;br /&gt;
&lt;br /&gt;
== MEMORY!!!!!!!!!!!!!111 ==&lt;br /&gt;
&lt;br /&gt;
 01D974B4 - enemy position Y/X&lt;br /&gt;
 01D974B2 - enemy position Z&lt;br /&gt;
 01D974B0 - enemy position X/Y&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
= FF XIII-2 PC =&lt;br /&gt;
&lt;br /&gt;
== Position hack ==&lt;br /&gt;
I'm at it again... Flying with Serah thru whole world:&lt;br /&gt;
&lt;br /&gt;
 ffxiii2img.exe+7543C6 - movaps [edx],xmm2&lt;br /&gt;
&lt;br /&gt;
1. Get addresses above opcode access&lt;br /&gt;
&lt;br /&gt;
2. See which one changes as Serah moves (float!)&lt;br /&gt;
&lt;br /&gt;
3. NOP above opcode&lt;br /&gt;
&lt;br /&gt;
4. X Y Z are three single (float) one after another: data data XXXX YYYY ZZZZ data data.&lt;br /&gt;
&lt;br /&gt;
4a. Opcode refers to x float address. You just need to add manually Y and Z by adding 4 and 8 bytes to X address&lt;br /&gt;
&lt;br /&gt;
*NOTE: Area out-of-map is mostly non walkable and you'd just fly thru ground, but will stop eventually just a bit under map. Map has some type of bounding zones, Serah will stop eventually at some point if you again movaps [edx],xmm2 the ffxiii2img.exe+7543C6. Flying beneath this zone on NOP'ed and then returning to movaps [edx],xmm2 will warp Serah to nearest point in bounding zone. Flying totally out of map space will freeze the game (not crash nor &amp;quot;not responding&amp;quot;). Just will make it unplayable and hang in place showing last screen. (The game will crash when going out to historia crux [or maybe that's issue that happens to me])&lt;br /&gt;
&lt;br /&gt;
== Camera ==&lt;br /&gt;
&lt;br /&gt;
Camera in FFXIII-2 is based on Scalars. Opcodes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Y axis scalar copy - look at target [from 0x30 to 0x40, where 30h is top down and 40h is bird like view]:&lt;br /&gt;
 ffxiii2img.exe+19E2F4 - Change of movss [esi+00000154],xmm1 &lt;br /&gt;
&lt;br /&gt;
Some other related to camera. XIII-2 crashed while editing vars after NOP'ing those two:&lt;br /&gt;
&lt;br /&gt;
  ffxiii2img.exe+19E31E - Change of movss [esi+00000154],xmm1 &lt;br /&gt;
  ffxiii2img.exe+19DC21 - Change of movss [esi+0000016C],xmm1 &lt;br /&gt;
The last one 19DC21 may operate translation X&lt;br /&gt;
== Cool hacks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Delete distance barrier (this means you can access on map gates and talk with people even if you are on the semi end of map. This literally makes game think you're near to every object in the game. &lt;br /&gt;
 ffxiii2img.exe+77A88B - movaps xmm0,[eax-10]&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=User:Sithlord48&amp;diff=5605</id>
		<title>User:Sithlord48</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=User:Sithlord48&amp;diff=5605"/>
		<updated>2019-07-14T22:37:12Z</updated>

		<summary type="html">&lt;p&gt;BukTop: Created page with &amp;quot;Contributing user, Programmer of Black Chocobo. Working on the savemap and a few other projects like the File Reconstruction Project.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contributing user, Programmer of Black Chocobo. Working on the savemap and a few other projects like the File Reconstruction Project.&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=User:Cyberman&amp;diff=5604</id>
		<title>User:Cyberman</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=User:Cyberman&amp;diff=5604"/>
		<updated>2019-07-14T22:36:47Z</updated>

		<summary type="html">&lt;p&gt;BukTop: Created page with &amp;quot;Bored engineer (literally) I began finding the final fantasy 7 curious around 2000 refound interest in 2002 finally started beating on it part time from 2003. I guess I'm slow...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bored engineer (literally) I began finding the final fantasy 7 curious around 2000 refound interest in 2002 finally started beating on it part time from 2003. I guess I'm slow, I really could care less, I'm a just curious person I suppose. Hobbies include model airplanes, sound reinforcement, electronics and the obvious geeky computer stuff. Currently creating a program for displaying the PS1 FF7 battle models. These are pretty much described now. So I'm going to be moving on to FIELD scenes. This of course is quite a bit more complicated even so it looks like it may be possible to view background scenes. My hope is to be able to animate a field location but that could take a while no?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===  8-21-2005  ===&lt;br /&gt;
&lt;br /&gt;
PSX view 0.0.2 should be available in a few months, it will include battle models and hopefully animate them properly. The model viewing is done via Objects that create the skeleton. This is fine for final fantasy 7's method of animation. However adding in Final Fantasy 8 information will change this completely as the structure of the models are completely different. Unfortunately the tutorials from NeHe aren't adequate for me, so I'm studying the Open GL Programers guide (aka Red Book). I need a more disciplined approach to OpenGL because of the more generic approach I'm taking for the models. Why? It will allow the models to be exportable into other 3d formats. That's the idea at least.&lt;br /&gt;
&lt;br /&gt;
===  9-12-2005  ===&lt;br /&gt;
&lt;br /&gt;
New Job and dead computer, this is not fun especially since PSX view was on that machine.&lt;br /&gt;
&lt;br /&gt;
===  12-8-2005  ===&lt;br /&gt;
&lt;br /&gt;
Computer crash wiped out PSX view. So it's being redone. I have added semi background viewing to it now. So it partially works. The additional information I've added to the wiki and cleaned up some links to make things make more sense. Currently I'm working with a VCL component called GLScene to add 3d content and animation control in for 3d model viewing. Things are progressing slowly on that front.&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=User:M4v3R&amp;diff=5603</id>
		<title>User:M4v3R</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=User:M4v3R&amp;diff=5603"/>
		<updated>2019-07-14T22:36:13Z</updated>

		<summary type="html">&lt;p&gt;BukTop: Created page with &amp;quot;I'm a programmer from a small city Konin in a small country Poland :). I like reverse-engineering, hacking various things and such. I program in Delphi, PHP and Javascript. In...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm a programmer from a small city Konin in a small country Poland :). I like reverse-engineering, hacking various things and such. I program in Delphi, PHP and Javascript. In free time I make scripts for my page - [http://www.subfan.pl Subarashii Fantasy] - a polish site about RPG Games (one of the biggest sites of its kind, btw) or write some weird programs for editing Final Fantasy games :).&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=File:Hal1.jpg&amp;diff=5602</id>
		<title>File:Hal1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=File:Hal1.jpg&amp;diff=5602"/>
		<updated>2019-07-14T22:34:34Z</updated>

		<summary type="html">&lt;p&gt;BukTop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halkun&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=User:Halkun&amp;diff=5601</id>
		<title>User:Halkun</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=User:Halkun&amp;diff=5601"/>
		<updated>2019-07-14T22:30:26Z</updated>

		<summary type="html">&lt;p&gt;BukTop: Created page with &amp;quot;&amp;lt;tt&amp;gt;&amp;lt;center&amp;gt;Teh Halkun&amp;lt;/center&amp;gt;&amp;lt;/tt&amp;gt; I was the original maintiner of the Final Fantasy 7 &amp;quot;Gears&amp;quot; documentaion project, which was a precursor to...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Hal1.jpg|frame|right|&amp;lt;tt&amp;gt;&amp;lt;center&amp;gt;Teh Halkun&amp;lt;/center&amp;gt;&amp;lt;/tt&amp;gt;]]&lt;br /&gt;
I was the original maintiner of the Final Fantasy 7 &amp;quot;Gears&amp;quot; documentaion project, which was a precursor to this Wiki. I'm a Mod in Qhimm's [http://forums.qhimm.com/viewforum.php?f=4 &amp;quot;Tech Related&amp;quot; forum], and have been a memeber of the Qhimm community way back when Joey used to post.&lt;br /&gt;
&lt;br /&gt;
I also wrote the [http://www.zophar.net/tech/psx.html Playstation Documentation Project] many many moons ago.&lt;br /&gt;
&lt;br /&gt;
I'm also single, and think asian girls are the purest forms of beauty you will ever see.&lt;br /&gt;
&lt;br /&gt;
^_^&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=User:Qhimm&amp;diff=5600</id>
		<title>User:Qhimm</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=User:Qhimm&amp;diff=5600"/>
		<updated>2019-07-14T22:29:38Z</updated>

		<summary type="html">&lt;p&gt;BukTop: Created page with &amp;quot;The benevolent dictator of [http://www.qhimm.com/ Qhimm.com], including its sub-sites http://forums.qhimm.com/ and http://wiki.qhimm...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[wikipedia:Benevolent_Dictator_for_Life|benevolent dictator]] of [http://www.qhimm.com/ Qhimm.com], including its sub-sites http://forums.qhimm.com/ and http://wiki.qhimm.com/.&lt;br /&gt;
&lt;br /&gt;
Currently working on reverse-engineering [[FF7]] (ooh, such a nasty word these days) in order to discover file formats and the inner workings of the game engine. Inspired by the works of people like Terence Fergusson, hoping to one day gain a complete understanding of FF7's nitty-gritty details.&lt;br /&gt;
&lt;br /&gt;
Spent a year living in Tokyo, Japan as an exchange student (2004-2005). Currently employed by [http://www.opera.com/ Opera Software], making the world's best web browser.&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=Final_Fantasy_Inside:About&amp;diff=5599</id>
		<title>Final Fantasy Inside:About</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=Final_Fantasy_Inside:About&amp;diff=5599"/>
		<updated>2019-07-14T22:29:07Z</updated>

		<summary type="html">&lt;p&gt;BukTop: Created page with &amp;quot;This is a running list of Qhimm.com &amp;quot;Regulars&amp;quot; who contribute to this fine project. Don't be shy.  If you want to leave a message with one of the contributors in relation to t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a running list of Qhimm.com &amp;quot;Regulars&amp;quot; who contribute to this fine project. Don't be shy.&lt;br /&gt;
&lt;br /&gt;
If you want to leave a message with one of the contributors in relation to this wiki, (kind of like a private message, but public), place a note in their discussion tab. It's also recommended that anyone with a user profile, place a &amp;quot;watch&amp;quot; on your discussion tab so you know when someone's attempted to talk to you.&lt;br /&gt;
&lt;br /&gt;
If you want to leave a true private message, use the [http://forums.qhimm.com Forums.]&lt;br /&gt;
&lt;br /&gt;
== Who's who in the Qhimm Wiki community. ==&lt;br /&gt;
&lt;br /&gt;
[[User:Qhimm|Qhimm]]&lt;br /&gt;
&lt;br /&gt;
[[User:Halkun|Halkun]]&lt;br /&gt;
&lt;br /&gt;
[[User:Synergy Blades|Synergy Blades]]&lt;br /&gt;
&lt;br /&gt;
[[User:M4v3R|M4v3R]]&lt;br /&gt;
&lt;br /&gt;
[[User:Cyberman|Cyberman]]&lt;br /&gt;
&lt;br /&gt;
[[User:Sithlord48|Sithlord48]]&lt;br /&gt;
&lt;br /&gt;
[[User:Shard|Shard]]&lt;br /&gt;
&lt;br /&gt;
[[User:MaKiPL|MaKiPL]]&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=MIDI_format&amp;diff=5598</id>
		<title>MIDI format</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=MIDI_format&amp;diff=5598"/>
		<updated>2019-07-14T22:20:11Z</updated>

		<summary type="html">&lt;p&gt;BukTop: 6 revisions imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Standard MIDI File (SMF) Format =&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;B&amp;gt;Standard MIDI File&amp;lt;/B&amp;gt; (SMF) is a file format used to store MIDI data (plus some&lt;br /&gt;
other kinds of data typically needed by a sequencer.&lt;br /&gt;
&lt;br /&gt;
This format stores the standard MIDI messages (ie, status bytes with appropriate data bytes)&lt;br /&gt;
plus a time-stamp for each message (ie, a series of bytes that represent how many clock pulses&lt;br /&gt;
to wait before &amp;quot;playing&amp;quot; the event). The format also allows saving information about tempo,&lt;br /&gt;
time and key signatures, the names of tracks and patterns, and other information typically&lt;br /&gt;
needed by a sequencer. One SMF can store information for numerous patterns and tracks so that any&lt;br /&gt;
sequencer can preserve these structures when loading the file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;NOTE:&amp;lt;/FONT&amp;gt;&amp;lt;/B&amp;gt; A &amp;lt;B&amp;gt;track&amp;lt;/B&amp;gt; usually is analogous to one musical part,&lt;br /&gt;
such as a Trumpet part. A &amp;lt;B&amp;gt;pattern&amp;lt;/B&amp;gt; would be analogous to all of the musical parts (ie,&lt;br /&gt;
Trumpet, Drums, Piano, etc) for one song.&lt;br /&gt;
&lt;br /&gt;
The format was designed to be generic so that the most important data can be read by all&lt;br /&gt;
sequencers. Think of a MIDI file as a musical version of an ASCII text file (except&lt;br /&gt;
that the MIDI file contains binary data), and the various sequencer programs as text editors&lt;br /&gt;
all capable of reading that file. But, unlike ASCII, MIDI file format saves data in &amp;lt;B&amp;gt;chunks&amp;lt;/B&amp;gt;&lt;br /&gt;
(ie, groups of bytes preceded by an ID and size) which can be parsed, loaded, skipped, etc.&lt;br /&gt;
Therefore, SMF format is flexible enough for a particular sequencer to store&lt;br /&gt;
its own proprietary, &amp;quot;extra&amp;quot; data in such a way that another sequencer won't be confused when&lt;br /&gt;
loading the file and can safely ignore this extra stuff that it doesn't need.&lt;br /&gt;
For example, maybe a sequencer wants to save a &amp;quot;flag byte&amp;quot;&lt;br /&gt;
that indicates whether the user has turned on an audible metronome click. The sequencer can save&lt;br /&gt;
this flag byte in such a way that another sequencer can skip this byte without&lt;br /&gt;
having to understand what that byte is for. In the future, the SMF format can also be&lt;br /&gt;
extended to include new &amp;quot;official&amp;quot; chunks that all sequencer programs may elect to load and use.&lt;br /&gt;
This can be done without making old data files obsolete, nor making old sequencers no longer&lt;br /&gt;
able to load the new files. So, the format is designed to be&lt;br /&gt;
extensible in a backwardly compatible way.&lt;br /&gt;
&lt;br /&gt;
Of course, SMF files may be used by other MIDI software than just sequencers.&lt;br /&gt;
Since SMF files can store any and all types of MIDI messages, including System Exclusive&lt;br /&gt;
messages, they may be used to store/load data by all kinds of MIDI software, such as a Patch&lt;br /&gt;
Editor that wants to save some System Exclusive messages it received from a MIDI module. (The&lt;br /&gt;
&amp;quot;timestamp&amp;quot; for each message may be irrelevant to such a Patch Editor. But it's easily&lt;br /&gt;
ignored for programs that don't really need it).&lt;br /&gt;
&lt;br /&gt;
In conclusion, any software that saves or loads MIDI data should use SMF format for its data&lt;br /&gt;
files.&lt;br /&gt;
&lt;br /&gt;
== Chunks ==&lt;br /&gt;
&lt;br /&gt;
Data is always saved within a &amp;lt;B&amp;gt;chunk&amp;lt;/B&amp;gt;. There can be many chunks inside of a MIDI file.&lt;br /&gt;
&lt;br /&gt;
Each chunk can be a different size (and likely will be). A chunk's size is how many (8-bit)&lt;br /&gt;
bytes are contained in the chunk.&lt;br /&gt;
&lt;br /&gt;
The data bytes in a chunk are typically related in some way. For example, all of the bytes in one chunk may be for one particular sequencer track. The bytes for another sequencer track may be put in&lt;br /&gt;
a different chunk. So, a chunk is simply a group of related bytes.&lt;br /&gt;
&lt;br /&gt;
Each chunk must begin with a 4 character (ie, 4 ascii bytes) &amp;lt;B&amp;gt;ID&amp;lt;/B&amp;gt; which tells what &amp;quot;type&amp;quot;&lt;br /&gt;
of chunk this is.&lt;br /&gt;
&lt;br /&gt;
The next 4 bytes must form a 32-bit length (ie, size) of the chunk.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;All chunks must begin with these two fields&amp;lt;/U&amp;gt; (ie, 8 bytes), which are referred to as the&lt;br /&gt;
&amp;lt;B&amp;gt;chunk header&amp;lt;/B&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Here's what a chunk's header looks like if you defined it in C:&lt;br /&gt;
&amp;lt;c&amp;gt;&lt;br /&gt;
struct CHUNK_HEADER&lt;br /&gt;
{&lt;br /&gt;
   char             ID[4];&lt;br /&gt;
   unsigned long    Length; &lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/c&amp;gt;&lt;br /&gt;
&amp;lt;B&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;NOTE:&amp;lt;/FONT&amp;gt;&amp;lt;/B&amp;gt; The &amp;lt;B&amp;gt;Length&amp;lt;/B&amp;gt; does not include the 8 byte chunk&lt;br /&gt;
header. It simply tells you how many bytes of data are in the chunk &amp;lt;U&amp;gt;following this header&amp;lt;/U&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
And here's an example chunk header (with bytes expressed in hex) if you examined it with a hex editor:&lt;br /&gt;
&lt;br /&gt;
 4D 54 68 64 00 00 00 06&lt;br /&gt;
&lt;br /&gt;
Note that the first 4 bytes make up the ascii ID of &amp;lt;B&amp;gt;MThd&amp;lt;/B&amp;gt; (ie, the first four&lt;br /&gt;
bytes are the ascii values for 'M', 'T', 'h', and 'd'). The next 4 bytes tell us that there should&lt;br /&gt;
be 6 more data bytes in the chunk (and after that we should find the next chunk header or the end&lt;br /&gt;
of the file).&lt;br /&gt;
&lt;br /&gt;
=== MThd Chunk ===&lt;br /&gt;
&lt;br /&gt;
The MThd header has an ID of &amp;lt;B&amp;gt;MThd&amp;lt;/B&amp;gt;, and a Length of &amp;lt;B&amp;gt;6&amp;lt;/B&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Let's examine the 6 data bytes (which follow the MThd header) in an MThd chunk.&lt;br /&gt;
&lt;br /&gt;
The first two data bytes tell the &amp;lt;B&amp;gt;Format&amp;lt;/B&amp;gt; (which I prefer to call &amp;quot;type&amp;quot;).&lt;br /&gt;
There are actually 3 different types (ie, formats) of MIDI files. A type of 0 means that the file&lt;br /&gt;
contains one single track containing midi data on possibly all 16 midi channels. If your sequencer&lt;br /&gt;
sorts/stores all of its midi data in one single block of memory with the data in the order that it's&lt;br /&gt;
&amp;quot;played&amp;quot;, then it should read/write this type. A type of 1 means that the file contains one or&lt;br /&gt;
more simultaneous (ie, all start from an assumed time of 0) tracks, perhaps each on a single midi&lt;br /&gt;
channel. Together, all of these tracks are considered one sequence or pattern. If your&lt;br /&gt;
sequencer separates its midi data (i.e. tracks) into different blocks of memory but plays them back&lt;br /&gt;
simultaneously (ie, as one &amp;quot;pattern&amp;quot;), it will read/write this type. A type of 2 means that the&lt;br /&gt;
file contains one or more sequentially independant single-track patterns.  If your sequencer&lt;br /&gt;
separates its midi data into different blocks of memory, but plays only one block at a time (ie,&lt;br /&gt;
each block is considered a different &amp;quot;excerpt&amp;quot; or &amp;quot;song&amp;quot;), then it will read/write this type.&lt;br /&gt;
&lt;br /&gt;
The next 2 bytes tell how many tracks are stored in the file, &amp;lt;B&amp;gt;NumTracks&amp;lt;/B&amp;gt;. Of course,&lt;br /&gt;
for format type 0, this is always 1. For the other 2 types, there can be numerous tracks.&lt;br /&gt;
&lt;br /&gt;
The last two bytes indicate how many Pulses (i.e. clocks) Per Quarter Note (abbreviated as PPQN) resolution the time-stamps are based upon, &amp;lt;B&amp;gt;Division&amp;lt;/B&amp;gt;. For example, if your sequencer has 96 ppqn, this field would be (in hex):&lt;br /&gt;
&lt;br /&gt;
 00 60&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;NOTE:&amp;lt;/FONT&amp;gt;&amp;lt;/B&amp;gt; The 4 bytes that make up the &amp;lt;B&amp;gt;Length&amp;lt;/B&amp;gt; are stored in (Motorola) &amp;quot;Big Endian&amp;quot; byte order, not (Intel) &amp;quot;Little Endian&amp;quot; reverse byte order. (ie, The 06 is the fourth byte instead&lt;br /&gt;
of the first of the four).&lt;br /&gt;
&lt;br /&gt;
In fact, all MIDI files begin with the above &amp;lt;B&amp;gt;MThd header&amp;lt;/B&amp;gt; (and that's how you know that it's&lt;br /&gt;
a MIDI file).&lt;br /&gt;
&lt;br /&gt;
Alternately, if the first byte of Division is negative, then this represents the division&lt;br /&gt;
of a second that the time-stamps are based upon. The first byte will be -24, -25, -29, or -30,&lt;br /&gt;
corresponding to the 4 SMPTE standards representing frames per second. The second byte (a&lt;br /&gt;
positive number) is the resolution within a frame (ie, subframe). Typical values may be 4 (MIDI&lt;br /&gt;
Time Code), 8, 10, 80 (SMPTE bit resolution), or 100.&lt;br /&gt;
&lt;br /&gt;
You can specify millisecond-based timing by the data bytes of -25 and 40 subframes.&lt;br /&gt;
&lt;br /&gt;
Here's what an MThd chunk looks like if you defined it in C:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;c&amp;gt;&lt;br /&gt;
struct MTHD_CHUNK&lt;br /&gt;
{&lt;br /&gt;
   /* Here's the 8 byte header that all chunks must have */&lt;br /&gt;
   char           ID[4];  /* This will be 'M','T','h','d' */&lt;br /&gt;
   unsigned long  Length; /* This will be 6 */&lt;br /&gt;
&lt;br /&gt;
   /* Here are the 6 bytes */&lt;br /&gt;
   unsigned short Format;&lt;br /&gt;
   unsigned short NumTracks;&lt;br /&gt;
   unsigned short Division;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/c&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And here's an example of a complete MThd chunk (with header) if you examined it in a hex editor:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
4D 54 68 64     MThd ID&lt;br /&gt;
00 00 00 06     Length of the MThd chunk is always 6.&lt;br /&gt;
00 01           The Format type is 1.&lt;br /&gt;
00 02           There are 2 MTrk chunks in this file.&lt;br /&gt;
E7 28           Each increment of delta-time represents a millisecond.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MTrk Chunk ===&lt;br /&gt;
After the MThd chunk, you should find an &amp;lt;B&amp;gt;MTrk chunk&amp;lt;/B&amp;gt;, as this is the only other&lt;br /&gt;
currently defined chunk. (If you find some other chunk ID, it must be proprietary to some other&lt;br /&gt;
program, so skip it by ignoring the following data bytes indicated by the chunk's&lt;br /&gt;
Length).&lt;br /&gt;
&lt;br /&gt;
An MTrk chunk contains all of the midi data (with timing bytes), plus optional non-midi data&lt;br /&gt;
for &amp;lt;U&amp;gt;one track&amp;lt;/U&amp;gt;. Obviously, you should encounter as many MTrk chunks in the file as the&lt;br /&gt;
MThd chunk's NumTracks field indicated.&lt;br /&gt;
&lt;br /&gt;
The MTrk header begins with the ID of &amp;lt;b&amp;gt;MTrk&amp;lt;/B&amp;gt;, followed by the Length (ie, number of data bytes for this track). The Length will likely be different for each track. (After all, a track containing the violin part for a Bach concerto will likely contain more data than a track containing a simple 2 bar drum beat).&lt;br /&gt;
&lt;br /&gt;
Here's what an MTrk chunk looks like if you defined it in C:&lt;br /&gt;
&amp;lt;c&amp;gt;&lt;br /&gt;
struct MTRK_CHUNK&lt;br /&gt;
{&lt;br /&gt;
   /* Here's the 8 byte header that all chunks must have */&lt;br /&gt;
   char           ID[4];   /* This will be 'M','T','r','k' */&lt;br /&gt;
   unsigned long  Length;  /* This will be the actual size of Data[] */&lt;br /&gt;
&lt;br /&gt;
   /* Here are the data bytes */&lt;br /&gt;
   unsigned char  Data[];  /* Its actual size is Data[Length] */&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/c&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Variable Quantities ====&lt;br /&gt;
Think of a track in the MIDI file in the same way that you normally think of a track in a&lt;br /&gt;
sequencer. A sequencer track contains a series of &amp;lt;B&amp;gt;events&amp;lt;/B&amp;gt;. For example, the first&lt;br /&gt;
event in the track may be to sound a middle C note. The second event may be to sound the&lt;br /&gt;
E above middle C. These two events may both happen at the same time. The third event may&lt;br /&gt;
be to release the middle C note. This event may happen a few musical beats after the first&lt;br /&gt;
two events (ie, the middle C note is held down for a few musical beats). Each event has a&lt;br /&gt;
&amp;quot;time&amp;quot; when it must occur, and the events are arranged within a &amp;quot;chunk&amp;quot; of memory in the order&lt;br /&gt;
that they occur.&lt;br /&gt;
&lt;br /&gt;
In a MIDI file, an event's &amp;quot;time&amp;quot; precedes the data bytes that make up that event itself. In&lt;br /&gt;
other words, the bytes that make up the event's time-stamp come first. A given event's&lt;br /&gt;
time-stamp is referenced from the previous event. For example, if the first event occurs 4 clocks&lt;br /&gt;
after the start of play, then its &amp;quot;delta-time&amp;quot; is 04. If the next event occurs simultaneously with&lt;br /&gt;
that first event, its time is 00.  So, a delta-time is the duration (in clocks) between an event&lt;br /&gt;
and the preceding event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;NOTE:&amp;lt;/FONT&amp;gt;&amp;lt;/B&amp;gt; Since all tracks start with an assumed time of 0, the first&lt;br /&gt;
event's delta-time is referenced from 0.&lt;br /&gt;
&lt;br /&gt;
A delta-time is stored as a series of bytes which is called a &amp;lt;B&amp;gt;variable length&lt;br /&gt;
quantity&amp;lt;/B&amp;gt;. Only the first 7 bits of each byte is significant (right-justified; sort of like an&lt;br /&gt;
ASCII byte). So, if you have a 32-bit delta-time, you have to unpack it into a series of 7-bit&lt;br /&gt;
bytes (ie, as if you were going to transmit it over midi in a SYSEX message). Of course, you&lt;br /&gt;
will have a variable number of bytes depending upon your delta-time. To indicate which is the&lt;br /&gt;
last byte of the series, you leave bit #7 clear. In all of the preceding bytes, you set bit #7. So,&lt;br /&gt;
if a delta-time is between 0-127, it can be represented as one byte. The largest delta-time&lt;br /&gt;
allowed is 0FFFFFFF, which translates to 4 bytes variable length. Here are examples of&lt;br /&gt;
delta-times as 32-bit values, and the variable length quantities that they translate to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 NUMBER        VARIABLE QUANTITY&lt;br /&gt;
00000000              00&lt;br /&gt;
00000040              40&lt;br /&gt;
0000007F              7F&lt;br /&gt;
00000080             81 00&lt;br /&gt;
00002000             C0 00&lt;br /&gt;
00003FFF             FF 7F&lt;br /&gt;
00004000           81 80 00&lt;br /&gt;
00100000           C0 80 00&lt;br /&gt;
001FFFFF           FF FF 7F&lt;br /&gt;
00200000          81 80 80 00&lt;br /&gt;
08000000          C0 80 80 00&lt;br /&gt;
0FFFFFFF          FF FF FF 7F&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here are some C routines to read and write variable length quantities such as delta-times. With&lt;br /&gt;
&amp;lt;B&amp;gt;WriteVarLen()&amp;lt;/B&amp;gt;, you pass a 32-bit value (ie, unsigned long) and it spits out the correct&lt;br /&gt;
series of bytes to a file. &amp;lt;B&amp;gt;ReadVarLen()&amp;lt;/B&amp;gt; reads a series of bytes from a file until it&lt;br /&gt;
reaches the last byte of a variable length quantity, and returns a 32-bit value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;c&amp;gt;&lt;br /&gt;
void WriteVarLen(register unsigned long value)&lt;br /&gt;
{&lt;br /&gt;
   register unsigned long buffer;&lt;br /&gt;
   buffer = value &amp;amp; 0x7F;&lt;br /&gt;
&lt;br /&gt;
   while ( (value &amp;gt;&amp;gt;= 7) )&lt;br /&gt;
   {&lt;br /&gt;
     buffer &amp;lt;&amp;lt;= 8;&lt;br /&gt;
     buffer |= ((value &amp;amp; 0x7F) | 0x80);&lt;br /&gt;
   }&lt;br /&gt;
&lt;br /&gt;
   while (TRUE)&lt;br /&gt;
   {&lt;br /&gt;
      putc(buffer,outfile);&lt;br /&gt;
      if (buffer &amp;amp; 0x80)&lt;br /&gt;
          buffer &amp;gt;&amp;gt;= 8;&lt;br /&gt;
      else&lt;br /&gt;
          break;&lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
unsigned long ReadVarLen()&lt;br /&gt;
{&lt;br /&gt;
    register unsigned long value;&lt;br /&gt;
    register unsigned char c;&lt;br /&gt;
&lt;br /&gt;
    if ( (value = getc(infile)) &amp;amp; 0x80 )&lt;br /&gt;
    {&lt;br /&gt;
       value &amp;amp;= 0x7F;&lt;br /&gt;
       do&lt;br /&gt;
       {&lt;br /&gt;
         value = (value &amp;lt;&amp;lt; 7) + ((c = getc(infile)) &amp;amp; 0x7F);&lt;br /&gt;
       } while (c &amp;amp; 0x80);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    return(value);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/c&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;NOTE:&amp;lt;/FONT&amp;gt;&amp;lt;/B&amp;gt; The concept of variable length quantities (ie, breaking up a&lt;br /&gt;
large value into a series of bytes) is used with other fields in a MIDI file besides delta-times,&lt;br /&gt;
as you'll see later.&lt;br /&gt;
&lt;br /&gt;
For those not writing in C, you may benefit from a psuedo-code explanation of&lt;br /&gt;
the above routines. In pseudo-code, ReadVarLen() is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
&amp;lt;LI&amp;gt;Initialize the variable which will hold the value. Set it to 0. We'll&lt;br /&gt;
call this variable 'result'.&amp;lt;/LI&amp;gt;&lt;br /&gt;
&amp;lt;LI&amp;gt;Read the next byte of the Variable Length quantity from the MIDI file.&amp;lt;/LI&amp;gt;&lt;br /&gt;
&amp;lt;LI&amp;gt;Shift all of the bits in 'result' 7 places to the left. (ie, Multiply 'result' by 128).&amp;lt;/LI&amp;gt;&lt;br /&gt;
&amp;lt;LI&amp;gt;Logically OR 'result' with the byte that was read in, but first mask off bit #7&lt;br /&gt;
of the byte. (ie, AND the byte with hexadecimal 7F before you OR with&lt;br /&gt;
'result'. But make sure you save the original value of the byte for the test&lt;br /&gt;
in the next step).&amp;lt;/LI&amp;gt;&lt;br /&gt;
&amp;lt;LI&amp;gt;Test if bit #7 of the byte is set. (ie, Is the byte AND hexadecimal&lt;br /&gt;
80 equal to hexadecimal 80)? If so, loop back to step #2. Otherwise,&lt;br /&gt;
you're done, and 'result' now has the appropriate value.&amp;lt;/LI&amp;gt;&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In pseudo code, WriteVarLen() could be:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
&amp;lt;LI&amp;gt;Assume that you have a variable named 'result' which&lt;br /&gt;
contains the value to write out as a Variable Length Quantity.&amp;lt;/LI&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;LI&amp;gt;Declare an array which can contain 4 numbers. We'll call&lt;br /&gt;
this variable 'array'. Initialize a variable named 'count' to 0.&amp;lt;/LI&amp;gt;&lt;br /&gt;
&amp;lt;LI&amp;gt;Is 'result' less than 128? If so, skip to step #8.&amp;lt;/LI&amp;gt;&lt;br /&gt;
&amp;lt;LI&amp;gt;Take the value 'result' AND with hexadecimal 7F, and OR&lt;br /&gt;
with hexadecimal 80, and store it in 'count' element of 'array'.&lt;br /&gt;
(ie, The first time through  the loop, this gets stored in the first&lt;br /&gt;
element of 'array'). NOTE: Don't alter the value of 'result' itself.&lt;br /&gt;
&amp;lt;LI&amp;gt;Increment 'count' by 1.&amp;lt;/LI&amp;gt;&lt;br /&gt;
&amp;lt;LI&amp;gt;Shift all bits in 'result' 7 places to the right. (This can be done by dividing by 128).&amp;lt;/LI&amp;gt;&lt;br /&gt;
&amp;lt;LI&amp;gt;Loop back to step #3.&amp;lt;/LI&amp;gt;&lt;br /&gt;
&amp;lt;LI&amp;gt;Take the value 'result' AND with hexadecimal 7F, and store&lt;br /&gt;
it in 'count' element of 'array'.&amp;lt;/LI&amp;gt;&lt;br /&gt;
&amp;lt;LI&amp;gt;Increment 'count' by 1.&amp;lt;/LI&amp;gt;&lt;br /&gt;
&amp;lt;LI&amp;gt;Write out the values stored in 'array'. Start with the last&lt;br /&gt;
element stored above, and finish with the first element stored.&lt;br /&gt;
(ie, Write them out in reverse order so that the first element of&lt;br /&gt;
'array' gets written to the MIDI file last). NOTE: The variable&lt;br /&gt;
'count' tells you how many total bytes to write. It also can be&lt;br /&gt;
used as an index into the array (if you subtract one from it, and&lt;br /&gt;
keep writing out bytes until it is -1).&amp;lt;/LI&amp;gt;&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Events in an MTrk ====&lt;br /&gt;
&lt;br /&gt;
An MTrk can contain [http://www.borg.com/~jglatt/tech/midispec.htm MIDI events] and non-MIDI events (ie, events that contain data such as&lt;br /&gt;
tempo settings, track names, etc).&lt;br /&gt;
&lt;br /&gt;
The first (1 to 4) byte(s) in an MTrk will be the first event's delta-time as a variable length&lt;br /&gt;
quantity. The next data byte is actually the first byte of that event itself. I'll refer to this as&lt;br /&gt;
the event's &amp;lt;B&amp;gt;Status&amp;lt;/B&amp;gt;. For [http://www.borg.com/~jglatt/tech/midispec.htm MIDI events], this will be the actual MIDI Status byte&lt;br /&gt;
(or the first midi data byte if running status). For example, if the byte is hex 90, then this&lt;br /&gt;
event is a &amp;lt;B&amp;gt;Note-On&amp;lt;/B&amp;gt; upon midi channel 0. If for example, the byte was hex 23, you'd have to&lt;br /&gt;
recall the previous event's status (ie, midi running status). Obviously, the first MIDI event in&lt;br /&gt;
the MTrk &amp;lt;U&amp;gt;must&amp;lt;/U&amp;gt; have a status byte. After a midi status byte comes its 1 or 2 data bytes&lt;br /&gt;
(depending upon the status - some MIDI messages only have 1 subsequent data byte). After that&lt;br /&gt;
you'll find the next event's delta time (as a variable quantity), etc.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;CENTER&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;SYSEX events&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/CENTER&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SYSEX (system exclusive) events (status = F0) are a special case because a SYSEX event can&lt;br /&gt;
be any length. After the F0 status (which is always stored -- no running status here), you'll find&lt;br /&gt;
yet another series of variable length bytes. Combine them with ReadVarLen() and you'll come up&lt;br /&gt;
with a 32-bit value that tells you how many more bytes follow which make up this SYSEX event.&lt;br /&gt;
This length doesn't include the F0 status.&lt;br /&gt;
&lt;br /&gt;
For example, consider the following SYSEX MIDI message:&lt;br /&gt;
&lt;br /&gt;
 F0 7F 7F 04 01 7F 7F F7&lt;br /&gt;
&lt;br /&gt;
This would be stored in a MIDI file as the following series of bytes (minus the delta-time&lt;br /&gt;
bytes which would precede it):&lt;br /&gt;
&lt;br /&gt;
 F0 07 7F 7F 04 01 7F 7F F7&lt;br /&gt;
&lt;br /&gt;
The 07 above is the variable length quantity (which happens to fit in just one byte for this&lt;br /&gt;
example). It indicates that there are seven, following bytes that comprise this SYSEX message.&lt;br /&gt;
&lt;br /&gt;
Really oddball midi units send a system exclusive message as a series of small &amp;quot;packets&amp;quot; (with&lt;br /&gt;
a time delay inbetween transmission of each packet). The first packet begins with an F0, but it&lt;br /&gt;
doesn't end with an F7. The subsequent packets don't start with an F0 nor end with F7.  The last&lt;br /&gt;
packet doesn't start with an F0, but does end with the F7. So, between the first packet's opening F0 and&lt;br /&gt;
the last packet's closing F7, there's 1 SYSEX message there. (Note: only extremely poor designs,&lt;br /&gt;
such as the crap marketed by Casio exhibit such horrid behavior). Of course, since a delay is&lt;br /&gt;
needed inbetween each packet, you need to store each packet as a separate event with its own&lt;br /&gt;
time in the MTrk. Also, you need some way of knowing which events shouldn't begin with an F0&lt;br /&gt;
(ie, all of them except the first packet). So, the MIDI file redefines a midi status of F7&lt;br /&gt;
(normally used as an end mark for SYSEX packets) as a way to indicate an event that doesn't&lt;br /&gt;
begin with F0. If such an event follows an F0 event, then it's assumed that the F7 event is the&lt;br /&gt;
second &amp;quot;packet&amp;quot; of a series. In this context, it's referred to as a SYSEX CONTINUATION event.&lt;br /&gt;
Just like the F0 type of event, it has a variable length followed by data bytes. On the other&lt;br /&gt;
hand, the F7 event could be used to store MIDI REALTIME or MIDI COMMON messages. In this case,&lt;br /&gt;
after the variable length bytes, you should expect to find a MIDI Status byte of F1, F2, F3, F6,&lt;br /&gt;
F8, FA, FB, FC, or FE. (Note that you wouldn't find any such bytes inside of a SYSEX CONTINUATION&lt;br /&gt;
event). When used in this manner, the F7 event is referred to as an ESCAPED event.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;CENTER&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;Non-MIDI events&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/CENTER&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A status of FF is reserved to indicate a special non-MIDI event. (Note that FF is used in MIDI&lt;br /&gt;
to mean &amp;quot;reset&amp;quot;, so it wouldn't be all that useful to store in a data file. Therefore, the MIDI&lt;br /&gt;
file arbitrarily redefines the use of this status). After the FF status byte is another byte that&lt;br /&gt;
tells you what &amp;lt;B&amp;gt;Type&amp;lt;/B&amp;gt; of non-MIDI event it is. It's sort of like a second status byte. Then&lt;br /&gt;
after this byte is another byte(s -- a variable length quantity again) that tells how many more&lt;br /&gt;
data bytes follow in this event (ie, its Length). This Length doesn't include the FF, Type&lt;br /&gt;
byte, nor the Length byte. These special, non-MIDI events are called &amp;lt;B&amp;gt;Meta-Events&amp;lt;/B&amp;gt;, and&lt;br /&gt;
most are optional unless otherwise noted. The section of this online book entitled &amp;quot;Meta-Events&amp;quot;&lt;br /&gt;
lists the currently defined Meta-Events. Note that unless otherwise mentioned, more than one of&lt;br /&gt;
these events can be placed in an MTrk (even the same Meta-Event) at any delta-time. (Just like&lt;br /&gt;
all midi events, Meta-Events have a delta-time from the previous event regardless of what type&lt;br /&gt;
of event that may be. So, you can freely intermix MIDI and Meta events).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Meta-Events in an MTrk ====&lt;br /&gt;
----&lt;br /&gt;
===== Sequence Number =====&lt;br /&gt;
 FF 00 02 &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;ss ss&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or...&lt;br /&gt;
&lt;br /&gt;
 FF 00 00&lt;br /&gt;
&lt;br /&gt;
This optional event must occur at the beginning of a MTrk (ie, before any non-zero&lt;br /&gt;
delta-times and before any midi events). It specifies the sequence number. The two data bytes&lt;br /&gt;
&amp;lt;I&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;ss ss&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt;, are that number which corresponds to the &amp;lt;B&amp;gt;MIDI&lt;br /&gt;
Cue&amp;lt;/B&amp;gt; message. In a format 2 MIDI file, this number identifies each &amp;quot;pattern&amp;quot; (ie, Mtrk) so&lt;br /&gt;
that a &amp;quot;song&amp;quot; sequence can use the MIDI Cue message to refer to patterns.&lt;br /&gt;
&lt;br /&gt;
If the &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;ss ss&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; numbers are omitted (ie, the second form&lt;br /&gt;
shown above), then the MTrk's location in the file is used. (ie, The first MTrk chunk is&lt;br /&gt;
sequence number 0. The second MTrk is sequence number 1. Etc).&lt;br /&gt;
&lt;br /&gt;
In format 0 or 1, which contain only one &amp;quot;pattern&amp;quot; (even though format 1 contains&lt;br /&gt;
several MTrks), this event is placed in only the first MTrk. So, a group of format 0 or 1 files&lt;br /&gt;
with different sequence numbers can comprise a &amp;quot;song collection&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There can be only one of these events per MTrk chunk in a Format 2. There can be only one&lt;br /&gt;
of these events in a Format 0 or 1, and it must be in the first MTrk.&lt;br /&gt;
----&lt;br /&gt;
===== Text =====&lt;br /&gt;
 FF 01 &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=GREEN&amp;gt;&amp;lt;B&amp;gt;len&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;text&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Any amount of text (amount of bytes = &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=GREEN&amp;gt;&amp;lt;B&amp;gt;len&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt;) for any&lt;br /&gt;
purpose. It's best to put this event at the beginning of an MTrk. Although this text could be&lt;br /&gt;
used for any purpose, there are other text-based Meta-Events for such things as orchestration,&lt;br /&gt;
lyrics, track name, etc. This event is primarily used to add &amp;quot;comments&amp;quot; to a MIDI file which a&lt;br /&gt;
program would be expected to ignore when loading that file.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=GREEN&amp;gt;&amp;lt;B&amp;gt;len&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; could be a series of bytes since it&lt;br /&gt;
is expressed as a variable length quantity.&lt;br /&gt;
----&lt;br /&gt;
===== Copyright =====&lt;br /&gt;
 FF 02 &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=GREEN&amp;gt;&amp;lt;B&amp;gt;len&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;text&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A copyright message. It's best to put this event at the beginning of an MTrk.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=GREEN&amp;gt;&amp;lt;B&amp;gt;len&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; could be a series of bytes since it&lt;br /&gt;
is expressed as a variable length quantity.&lt;br /&gt;
----&lt;br /&gt;
===== Sequence/Track Name =====&lt;br /&gt;
 FF 03 &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=GREEN&amp;gt;&amp;lt;B&amp;gt;len&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;text&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The name of the sequence or track. It's best to put this event at the beginning of an&lt;br /&gt;
MTrk.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=GREEN&amp;gt;&amp;lt;B&amp;gt;len&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; could be a series of bytes since it&lt;br /&gt;
is expressed as a variable length quantity.&lt;br /&gt;
----&lt;br /&gt;
===== Instrument =====&lt;br /&gt;
 FF 04 &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=GREEN&amp;gt;&amp;lt;B&amp;gt;len&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;text&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The name of the instrument (ie, MIDI module) being used to play the track. This may be&lt;br /&gt;
different than the Sequence/Track Name. For example, maybe the name of your sequence (ie, Mtrk)&lt;br /&gt;
is &amp;quot;Butterfly&amp;quot;, but since the track is played upon a Roland S-770, you may also include an&lt;br /&gt;
Instrument Name of &amp;quot;Roland S-770&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It's best to put one (or more) of this event at the beginning of an MTrk to provide the user&lt;br /&gt;
with identification of what instrument(s) is playing the track. Usually, the instruments (ie,&lt;br /&gt;
patches, tones, banks, etc) are setup on the audio devices via &amp;lt;B&amp;gt;MIDI Program Change&amp;lt;/B&amp;gt;&lt;br /&gt;
and &amp;lt;B&amp;gt;MIDI Bank Select Controller&amp;lt;/B&amp;gt; events within the MTrk. So, this event exists merely to&lt;br /&gt;
provide the user with visual feedback of what instruments are used for a track.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=GREEN&amp;gt;&amp;lt;B&amp;gt;len&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; could be a series of bytes since it&lt;br /&gt;
is expressed as a variable length quantity.&lt;br /&gt;
----&lt;br /&gt;
===== Lyric =====&lt;br /&gt;
 FF 05 &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=GREEN&amp;gt;&amp;lt;B&amp;gt;len&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;text&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A song lyric which occurs on a given beat. A single Lyric&lt;br /&gt;
MetaEvent should contain only one syllable.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=GREEN&amp;gt;&amp;lt;B&amp;gt;len&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; could be a series of bytes since it&lt;br /&gt;
is expressed as a variable length quantity.&lt;br /&gt;
----&lt;br /&gt;
===== Marker =====&lt;br /&gt;
&lt;br /&gt;
 FF 06 &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=GREEN&amp;gt;&amp;lt;B&amp;gt;len&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;text&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The text for a marker which occurs on a given beat. Marker events might be used to denote a loop start and loop end (ie, where the sequence loops back to a previous event).&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=GREEN&amp;gt;&amp;lt;B&amp;gt;len&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; could be a series of bytes since it&lt;br /&gt;
is expressed as a variable length quantity.&lt;br /&gt;
----&lt;br /&gt;
===== Cue Point=====&lt;br /&gt;
 FF 07 &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=GREEN&amp;gt;&amp;lt;B&amp;gt;len&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;text&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The text for a cue point which occurs on a given beat. A Cue Point might be used to denote&lt;br /&gt;
where a WAVE (ie, sampled sound) file starts playing, for example, where the&lt;br /&gt;
&amp;lt;I&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;text&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; would be the WAVE's filename.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=GREEN&amp;gt;&amp;lt;B&amp;gt;len&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; could be a series of bytes since it&lt;br /&gt;
is expressed as a variable length quantity.&lt;br /&gt;
----&lt;br /&gt;
===== Program (Patch) Name =====&lt;br /&gt;
 FF 08 &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=GREEN&amp;gt;&amp;lt;B&amp;gt;len&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;text&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The name of the program (ie, patch) used to play the MTrk. This may be&lt;br /&gt;
different than the Sequence/Track Name. For example, maybe the name of your sequence (ie, Mtrk)&lt;br /&gt;
is &amp;quot;Butterfly&amp;quot;, but since the track is played upon an electric piano patch, you may also include a&lt;br /&gt;
Program Name of &amp;quot;ELECTRIC PIANO&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Usually, the instruments (ie, patches, tones, banks, etc) are setup on the audio devices via&lt;br /&gt;
&amp;lt;B&amp;gt;MIDI Program Change&amp;lt;/B&amp;gt; and &amp;lt;B&amp;gt;MIDI Bank Select Controller&amp;lt;/B&amp;gt; events within the MTrk. So,&lt;br /&gt;
this event exists merely to provide the user with visual feedback of what particular patch is&lt;br /&gt;
used for a track. But it can also give a hint to intelligent software if patch remapping needs&lt;br /&gt;
to be done. For example, if the MIDI file was created on a non-General MIDI instrument, then&lt;br /&gt;
the &amp;lt;B&amp;gt;MIDI Program Change&amp;lt;/B&amp;gt; event will likely contain the&lt;br /&gt;
wrong value when played on a General MIDI instrument. Intelligent software can use the&lt;br /&gt;
Program Name event to look up the correct value for the &amp;lt;B&amp;gt;MIDI Program Change&amp;lt;/B&amp;gt; event.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=GREEN&amp;gt;&amp;lt;B&amp;gt;len&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; could be a series of bytes since it&lt;br /&gt;
is expressed as a variable length quantity.&lt;br /&gt;
----&lt;br /&gt;
===== Device (Port) Name =====&lt;br /&gt;
 FF 09 &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=GREEN&amp;gt;&amp;lt;B&amp;gt;len&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;text&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The name of the MIDI device (port) where the track is routed. This replaces the &amp;quot;MIDI Port&amp;quot;&lt;br /&gt;
Meta-Event which some sequencers formally used to route MIDI tracks to various MIDI ports (in&lt;br /&gt;
order to support more than 16 MIDI channels).&lt;br /&gt;
&lt;br /&gt;
For example, assume that you have a MIDI interface that has 4 MIDI output ports. They are&lt;br /&gt;
listed as &amp;quot;MIDI Out 1&amp;quot;, &amp;quot;MIDI Out 2&amp;quot;, &amp;quot;MIDI Out 3&amp;quot;, and &amp;quot;MIDI Out 4&amp;quot;. If you wished a particular&lt;br /&gt;
MTrk to use &amp;quot;MIDI Out 1&amp;quot; then you would put a Port Name Meta-event at the beginning of the MTrk,&lt;br /&gt;
with &amp;quot;MIDI Out 1&amp;quot; as the &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;text&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
All MIDI events that occur in the MTrk, after a given Port Name event, will be routed to that&lt;br /&gt;
port.&lt;br /&gt;
&lt;br /&gt;
In a format 0 MIDI file, it would be permissible to have numerous Port Name events intermixed&lt;br /&gt;
with MIDI events, so that the one MTrk could address numerous ports. But that would likely make&lt;br /&gt;
the MIDI file much larger than it need be. The Port Name event is useful primarily in format 1&lt;br /&gt;
MIDI files, where each MTrk gets routed to one particular port.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;B&amp;gt;len&amp;lt;/B&amp;gt; could be a series of bytes since it is expressed as a variable length&lt;br /&gt;
quantity.&lt;br /&gt;
----&lt;br /&gt;
===== End of Track =====&lt;br /&gt;
 FF 2F 00&lt;br /&gt;
&lt;br /&gt;
This event is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; optional. It must be the last event in every MTrk. It's used as a definitive marking of the end of an MTrk. Only 1 per MTrk. &lt;br /&gt;
----&lt;br /&gt;
===== Tempo =====&lt;br /&gt;
 FF 51 03 &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;tt tt tt&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Indicates a tempo change. The 3 data bytes of &amp;lt;B&amp;gt;tt tt tt&amp;lt;/B&amp;gt; are the tempo in microseconds per quarter note. In other&lt;br /&gt;
words, the microsecond tempo value tells you how long each one of your sequencer's &amp;quot;quarter notes&amp;quot; should be. For example,&lt;br /&gt;
if you have the 3 bytes of 07 A1 20, then each quarter note should be 0x07A120 (or 500,000) microseconds long.&lt;br /&gt;
&lt;br /&gt;
So, the MIDI file format expresses tempo as &amp;quot;the amount of time (ie, microseconds) per quarter note&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;NOTE:&amp;lt;/FONT&amp;gt;&amp;lt;/B&amp;gt; If there are no tempo events in a MIDI file, then the&lt;br /&gt;
tempo is assumed to be 120 BPM&lt;br /&gt;
&lt;br /&gt;
In a format 0 file, the tempo changes are scattered throughout the one&lt;br /&gt;
MTrk. In format 1, the very first MTrk should consist of only the tempo (and time signature) events&lt;br /&gt;
so that it could be read by some device capable of generating a &amp;quot;tempo map&amp;quot;. It is best not to&lt;br /&gt;
place MIDI events in this MTrk. In format 2, each&lt;br /&gt;
MTrk should begin with at least one initial tempo (and time signature) event.&lt;br /&gt;
----&lt;br /&gt;
===== SMPTE Offset =====&lt;br /&gt;
 FF 54 05 &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;hr mn se fr ff&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Designates the SMPTE start time (hours, minutes, seconds, frames, subframes) of the MTrk. It should&lt;br /&gt;
be at the start of the MTrk. The hour should not be encoded with the SMPTE format as it is in&lt;br /&gt;
&amp;lt;B&amp;gt;MIDI Time Code&amp;lt;/B&amp;gt;. In a format 1 file, the SMPTE OFFSET must be stored with the tempo&lt;br /&gt;
map (ie, the first MTrk), and has no meaning in any other MTrk. The &amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;ff&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&lt;br /&gt;
field contains fractional frames in 100ths of a frame, even in SMPTE based MTrks which specify a different&lt;br /&gt;
frame subdivision for delta-times (ie, different from the subframe setting in the MThd).&lt;br /&gt;
----&lt;br /&gt;
===== Time Signature =====&lt;br /&gt;
 FF 58 04 &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;nn dd cc bb&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Time signature is expressed as 4 numbers. &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;nn&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
and &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;dd&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; represent the&lt;br /&gt;
&amp;quot;numerator&amp;quot; and &amp;quot;denominator&amp;quot; of the signature as notated on sheet music. The denominator is a&lt;br /&gt;
negative power of 2: 2 = quarter note, 3 = eighth, etc.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;cc&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; expresses the number of&lt;br /&gt;
MIDI clocks in a metronome click.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;bb&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; parameter expresses the number of notated&lt;br /&gt;
32nd notes in a MIDI quarter note (24 MIDI clocks). This event allows a program to relate what&lt;br /&gt;
MIDI thinks of as a quarter, to something entirely different.&lt;br /&gt;
&lt;br /&gt;
For example, 6/8 time with a&lt;br /&gt;
metronome click every 3 eighth notes and 24 clocks per quarter note would be the following&lt;br /&gt;
event:&lt;br /&gt;
&lt;br /&gt;
 FF 58 04 06 03 18 08&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;NOTE:&amp;lt;/FONT&amp;gt;&amp;lt;/B&amp;gt; If there are no time signature events in a MIDI file,&lt;br /&gt;
then the time signature is assumed to be 4/4.&lt;br /&gt;
&lt;br /&gt;
In a format 0 file, the time signatures changes are scattered throughout the one&lt;br /&gt;
MTrk. In format 1, the very first MTrk should consist of only the time signature (and tempo) events&lt;br /&gt;
so that it could be read by some device capable of generating a &amp;quot;tempo map&amp;quot;. It is best not to&lt;br /&gt;
place MIDI events in this MTrk. In format 2, each&lt;br /&gt;
MTrk should begin with at least one initial time signature (and tempo) event.&lt;br /&gt;
----&lt;br /&gt;
===== Key Signature =====&lt;br /&gt;
 FF 59 02 &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;sf mi&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;sf&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; = -7 for 7 flats, -1 for 1 flat, etc, 0 for key of c, 1 for 1 sharp, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;mi&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; = 0 for major, 1 for minor&lt;br /&gt;
----&lt;br /&gt;
===== Proprietary Event =====&lt;br /&gt;
 FF 7F &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=GREEN&amp;gt;&amp;lt;B&amp;gt;len&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=RED&amp;gt;&amp;lt;B&amp;gt;data&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This can be used by a program to store proprietary data. The first byte(s) should be a unique ID&lt;br /&gt;
of some sort so that a program can identity whether the event belongs to it, or to some other&lt;br /&gt;
program. A 4 character (ie, ascii) ID is recommended for such.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;I&amp;gt;&amp;lt;FONT COLOR=GREEN&amp;gt;&amp;lt;B&amp;gt;len&amp;lt;/B&amp;gt;&amp;lt;/FONT&amp;gt;&amp;lt;/I&amp;gt; could be a series of bytes since it&lt;br /&gt;
is expressed as a variable length quantity.&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FIELD.TBL&amp;diff=5591</id>
		<title>FIELD.TBL</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FIELD.TBL&amp;diff=5591"/>
		<updated>2019-07-14T22:16:50Z</updated>

		<summary type="html">&lt;p&gt;BukTop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
This file contains 64 records of 24 bytes each, they correspond to the 64 WM* fields, but they work in the opposite direction. Each 24 byte record contains 2 scenarios, which are 12 bytes a piece, and indicated by the second parameter. Each scenario contains the Field Id for the field that it should jump to, this is at offset 0x6. For instance, when walking into North Corel, there are two possible fields that it can jump to; if you fail the Corel Train mission, it will jump to ncorel2 map instead of ncorel. The other data in this record is unknown, but does contains coordinates within the field to which your character will be initiated. For instance, the Chocobo Farm can be entered from the bottom or from the side, depending on certain flags set within your file game save.&lt;br /&gt;
&lt;br /&gt;
Offset to scenario record = (Field Table Id) * 24 + (Scenario * 12) Length = ALWAYS 12 bytes&lt;br /&gt;
&lt;br /&gt;
Another note of interest: As mentioned, there are 64 entries in FIELD.TBL, which correspond with the 64 WM fields. As known, when transitioning from field maps to the world map, the game uses 64 dummy-type fields to indicate 64 different points of entry (per coordinates) to the world map (some of which are relative coordinates to where you last were on the world map). The coordinates that it transports to are currently unknown, but likely contained within FIELD.TBL. It is also important to note that all entry points map exactly to the exit points; that is, when you leave Midgar, you are in map mds5_5 and it MAPJUMPs to wm0, which puts you on the south side of Midgar, but when you walk into Midgar from the world map, it'll be record 0 in FIELD.TBL, which directs the game to jump to mds5_5.&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF8/Menu_sp2&amp;diff=5590</id>
		<title>FF8/Menu sp2</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF8/Menu_sp2&amp;diff=5590"/>
		<updated>2019-07-14T22:15:45Z</updated>

		<summary type="html">&lt;p&gt;BukTop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by MaKi&amp;lt;br/&amp;gt;&lt;br /&gt;
updated by Sebanisu&lt;br /&gt;
&lt;br /&gt;
This file is a mapping file for atlas textures like icons.tex&lt;br /&gt;
&lt;br /&gt;
== Layout of '''icon.sp1''': ==&lt;br /&gt;
=== Header ===&lt;br /&gt;
'''(4 x (PointerCount + 1))''' bytes&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! SizeOf&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| UInt32&lt;br /&gt;
| PointerCount&lt;br /&gt;
| Number of entries&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Struct Pointer[PointerCount]&lt;br /&gt;
| Pointers&lt;br /&gt;
| Seek locations for entry groups&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pointer ===&lt;br /&gt;
'''4''' bytes&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! SizeOf&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| UInt16&lt;br /&gt;
| Pointer&lt;br /&gt;
| Seek location for entry group&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| UInt16&lt;br /&gt;
| Count&lt;br /&gt;
| Number of entries in group&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Entry Group ===&lt;br /&gt;
'''(8 x Count)''' bytes &amp;lt;br/&amp;gt;&lt;br /&gt;
At pointer's location there will be '''Struct Entry[Count]'''. Example of an entry group is the direction pad is in eight pieces. Four of them are unpressed and four are pressed versions. It has four entries for the direction pad depending on the directions it is highlighting.&lt;br /&gt;
&lt;br /&gt;
=== Entry ===&lt;br /&gt;
'''8''' bytes&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! SizeOf&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Byte&lt;br /&gt;
|xPos&lt;br /&gt;
|Pixel X coordinate in image atlas&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Byte&lt;br /&gt;
|yPos&lt;br /&gt;
|Pixel Y coordinate in image atlas&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Byte[2]&lt;br /&gt;
|UNK&lt;br /&gt;
|Unknown data&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Byte&lt;br /&gt;
|Width&lt;br /&gt;
|Width of entry in pixels&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Byte&lt;br /&gt;
|Offset X&lt;br /&gt;
|Offset of X coordinate for when drawing&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Byte&lt;br /&gt;
|Height&lt;br /&gt;
|Height of entry in pixels&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Byte&lt;br /&gt;
|Offset Y&lt;br /&gt;
|Offset of Y coordinate for when drawing&lt;br /&gt;
|}&lt;br /&gt;
Invalid Entries will have '''X''' and '''Y''' of '''zero'''. The top '''16x16''' pixel area is blank. Everything in '''icon.tex''' is aligned to a '''8x8 grid'''. Some entry groups leave out connecting pieces I think you are expected to fill in the blank. Some things like the menu border and menu background don't appear to be listed in this file.&lt;br /&gt;
&lt;br /&gt;
===End of file===&lt;br /&gt;
Everything at and beyond file pointer '''4272 {0x10C0}''' appears to be garbage.&lt;br /&gt;
&lt;br /&gt;
== Layout of '''face.sp2''' and '''cardanm.sp2''': ==&lt;br /&gt;
&lt;br /&gt;
Both '''face.sp2''' and '''cardanm.sp2''' have the same layout. Main difference is '''face.sp2''' has '''32''' valid and '''64''' total entries.  '''cardanm.sp2''' only has '''11''' valid entries and '''1''' invalid, as it has no dims. In each of the card texture files the final slot is the '''Triple Triad''' card back. If the entry had dims they would be  X='''192''',Y='''128''', W='''64''', H='''64'''.&lt;br /&gt;
&lt;br /&gt;
=== Header ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! SizeOf&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| UInt32&lt;br /&gt;
| Count&lt;br /&gt;
| Number of entries&lt;br /&gt;
Count can be more than the actual images in the texture.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''face.sp2''': There are 8 images per texture in 2 textures, and there are 32/64 valid entries. 1 is blank.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''cardanm.sp2''': There are 11 images pre texture in 10 textures, and there are 11/12 valid entries. The 12th entry is the card back but it's missing dims.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| UInt32[Count]&lt;br /&gt;
| Locations&lt;br /&gt;
| Seek location for each entry&lt;br /&gt;
|}&lt;br /&gt;
=== Entry ===&lt;br /&gt;
'''16''' bytes&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! SizeOf&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| UInt32&lt;br /&gt;
| Count&lt;br /&gt;
| Number of entries at this location&lt;br /&gt;
Always '''1'''&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| byte&lt;br /&gt;
| xPos&lt;br /&gt;
| Pixel X coordinate in image atlas&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| byte&lt;br /&gt;
| yPos&lt;br /&gt;
| Pixel Y coordinate in image atlas&lt;br /&gt;
'''face.sp2''': Invalid entries seem to have '''yPos&amp;gt;=Texture.Height'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Detected switch from '''face1.tex''' to '''face2.tex''' when '''yPos&amp;lt;previous.yPos'''.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| byte[2]&lt;br /&gt;
| UNK&lt;br /&gt;
| Unknown&lt;br /&gt;
'''face.sp2''': '''{0x20,0x36}''' on the valid entries. '''{0x60,0x36}''' on invalid entries.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''cardanm.sp2''': '''{0x20,0xB6}''' on the valid entries. '''{0x00,0x00}''' on the invalid entry.&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| UInt16&lt;br /&gt;
| Width&lt;br /&gt;
| Width of entry in pixels&lt;br /&gt;
Possible this is really a '''byte''' with a '''0 x-offset'''.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| UInt16&lt;br /&gt;
| Height&lt;br /&gt;
| Height of entry in pixels&lt;br /&gt;
Possible this is really a '''byte''' with a '''0 y-offset'''.&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| byte[4]&lt;br /&gt;
| UNK&lt;br /&gt;
| Unknown&lt;br /&gt;
'''face.sp2''': '''{0x00,0x00,0x8E,0x00}''' on most. Last one has all '''{0x00}'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''cardanm.sp2''': '''{0x00,0x00,0xAE,0x00}''' on most. Last one has all '''{0x00}'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== End of file ===&lt;br /&gt;
'''face.sp2'''File ends with '''byte[16]''' of '''{0x00}'''&lt;br /&gt;
&lt;br /&gt;
=== Content of '''face1.tex''' and '''face2.tex''' ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!File&lt;br /&gt;
!X&lt;br /&gt;
!Y&lt;br /&gt;
!Width&lt;br /&gt;
!Height&lt;br /&gt;
|-&lt;br /&gt;
|Squall Leonhart&lt;br /&gt;
|face1.tex&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Zell Dincht&lt;br /&gt;
|face1.tex&lt;br /&gt;
|32&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Irvine Kinneas&lt;br /&gt;
|face1.tex&lt;br /&gt;
|64&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Quistis Trepe&lt;br /&gt;
|face1.tex&lt;br /&gt;
|96&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Rinoa Heartilly&lt;br /&gt;
|face1.tex&lt;br /&gt;
|128&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Selphie Tilmitt&lt;br /&gt;
|face1.tex&lt;br /&gt;
|160&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Seifer Almasy&lt;br /&gt;
|face1.tex&lt;br /&gt;
|192&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Edea Kramer&lt;br /&gt;
|face1.tex&lt;br /&gt;
|224&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Laguna Loire&lt;br /&gt;
|face1.tex&lt;br /&gt;
|0&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Kiros Seagill&lt;br /&gt;
|face1.tex&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Ward Zabac&lt;br /&gt;
|face1.tex&lt;br /&gt;
|64&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Lion&lt;br /&gt;
|face1.tex&lt;br /&gt;
|128&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|MiniMog&lt;br /&gt;
|face1.tex&lt;br /&gt;
|160&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Boko&lt;br /&gt;
|face1.tex&lt;br /&gt;
|192&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Angelo&lt;br /&gt;
|face1.tex&lt;br /&gt;
|224&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Quezacotl&lt;br /&gt;
|face2.tex&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Shiva&lt;br /&gt;
|face2.tex&lt;br /&gt;
|32&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Ifrit&lt;br /&gt;
|face2.tex&lt;br /&gt;
|64&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Siren&lt;br /&gt;
|face2.tex&lt;br /&gt;
|96&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Brothers&lt;br /&gt;
|face2.tex&lt;br /&gt;
|128&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Diablos&lt;br /&gt;
|face2.tex&lt;br /&gt;
|160&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Carbuncle&lt;br /&gt;
|face2.tex&lt;br /&gt;
|192&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Leviathan&lt;br /&gt;
|face2.tex&lt;br /&gt;
|224&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Pandemona&lt;br /&gt;
|face2.tex&lt;br /&gt;
|0&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Cerberus&lt;br /&gt;
|face2.tex&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Alexander&lt;br /&gt;
|face2.tex&lt;br /&gt;
|64&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Doomtrain&lt;br /&gt;
|face2.tex&lt;br /&gt;
|96&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Bahamut&lt;br /&gt;
|face2.tex&lt;br /&gt;
|128&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Cactuar&lt;br /&gt;
|face2.tex&lt;br /&gt;
|160&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Tonberry&lt;br /&gt;
|face2.tex&lt;br /&gt;
|192&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Eden&lt;br /&gt;
|face2.tex&lt;br /&gt;
|224&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|}&lt;br /&gt;
There is one blank space in '''face1.tex''', I skipped that entry.&lt;br /&gt;
=== Content of '''mc00.tex'''-'''mc09.tex''' ===&lt;br /&gt;
Each level on the [https://finalfantasy.fandom.com/wiki/Final_Fantasy_VIII_Triple_Triad_cards fandom wiki page]is in the same order of the contents of the tex files.  The cardback is always the bottom right of each texture.&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF8/Main_namedic&amp;diff=5589</id>
		<title>FF8/Main namedic</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF8/Main_namedic&amp;diff=5589"/>
		<updated>2019-07-14T22:14:00Z</updated>

		<summary type="html">&lt;p&gt;BukTop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Format==&lt;br /&gt;
Same format as: '''[http://wiki.ffrtt.ru/index.php/FF8/Menu_mngrp_strings_locations Menu_mngrp_strings_locations]'''&lt;br /&gt;
&lt;br /&gt;
==Contents==&lt;br /&gt;
Contains ingame region names and other misc strings.&lt;br /&gt;
===Dump===&lt;br /&gt;
Galbadia,	Esthar,	Balamb,	Dollet,	Timber,	Trabia,	Centra,	Fishermans Horizon,	East Academy,	Desert Prison,	Trabia Garden,	Lunar Base,	Shumi Village,	Deling City,	Balamb Garden,	East Academy Station,	Dollet Station,	Desert Prison Station,	Lunar Gate,	Restores,	status,	learns,	ability,	Magic,	Refine,	Junctions,	Raises,	command,	Magazine,	Ultimecia Castle,	Garden,	Deling&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF8/GameSaveFormat&amp;diff=5588</id>
		<title>FF8/GameSaveFormat</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF8/GameSaveFormat&amp;diff=5588"/>
		<updated>2019-07-14T22:13:43Z</updated>

		<summary type="html">&lt;p&gt;BukTop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;By myst6re.&lt;br /&gt;
&lt;br /&gt;
==  The save format  ==&lt;br /&gt;
PC steam version: Offsets start from at 384 (0x0180). File is compressed with LZS.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Size&lt;br /&gt;
! Data&lt;br /&gt;
|-&lt;br /&gt;
| 0x0000&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Checksum&lt;br /&gt;
|-&lt;br /&gt;
| 0x0002&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Always 0x08FF&lt;br /&gt;
|-&lt;br /&gt;
| 0x0004&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| '''Preview:''' Location ID&lt;br /&gt;
|-&lt;br /&gt;
| 0x0006&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| '''Preview:''' 1st character's current HP&lt;br /&gt;
|-&lt;br /&gt;
| 0x0008&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| '''Preview:''' 1st character's max HP&lt;br /&gt;
|-&lt;br /&gt;
| 0x000A&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| '''Preview:''' save count&lt;br /&gt;
|-&lt;br /&gt;
| 0x000C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| '''Preview:''' Amount of Gil&lt;br /&gt;
|-&lt;br /&gt;
| 0x0020&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| '''Preview:''' Total number of seconds played&lt;br /&gt;
|-&lt;br /&gt;
| 0x0024&lt;br /&gt;
| 1 byte&lt;br /&gt;
| '''Preview:''' 1st character's level&lt;br /&gt;
|-&lt;br /&gt;
| 0x0025&lt;br /&gt;
| 1 byte&lt;br /&gt;
| '''Preview:''' 1st character's portrait&lt;br /&gt;
|-&lt;br /&gt;
| 0x0026&lt;br /&gt;
| 1 byte&lt;br /&gt;
| '''Preview:''' 2nd character's portrait&lt;br /&gt;
|-&lt;br /&gt;
| 0x0027&lt;br /&gt;
| 1 byte&lt;br /&gt;
| '''Preview:''' 3rd character's portrait&lt;br /&gt;
|-&lt;br /&gt;
| 0x0028&lt;br /&gt;
| 12 bytes&lt;br /&gt;
| '''Preview:''' Squall's name (0x00 terminated)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0034&lt;br /&gt;
| 12 bytes&lt;br /&gt;
| '''Preview:''' Rinoa's name (0x00 terminated)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0040&lt;br /&gt;
| 12 bytes&lt;br /&gt;
| '''Preview:''' Angelo's name (0x00 terminated)&lt;br /&gt;
|-&lt;br /&gt;
| 0x004C&lt;br /&gt;
| 12 bytes&lt;br /&gt;
| '''Preview:''' Boko's name (0x00 terminated)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0058&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| '''Preview:''' Current Disk (0 based)&lt;br /&gt;
|-&lt;br /&gt;
| 0x005C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| '''Preview:''' Current save (last saved game)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0060&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Quetzalcoatl&lt;br /&gt;
|-&lt;br /&gt;
| 0x00A4&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Shiva&lt;br /&gt;
|-&lt;br /&gt;
| 0x00E8&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Ifrit&lt;br /&gt;
|-&lt;br /&gt;
| 0x012C&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Siren&lt;br /&gt;
|-&lt;br /&gt;
| 0x0170&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Brothers&lt;br /&gt;
|-&lt;br /&gt;
| 0x01B4&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Diablos&lt;br /&gt;
|-&lt;br /&gt;
| 0x01F8&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Carbuncle&lt;br /&gt;
|-&lt;br /&gt;
| 0x023C&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Leviathan&lt;br /&gt;
|-&lt;br /&gt;
| 0x0280&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Pandemonia&lt;br /&gt;
|-&lt;br /&gt;
| 0x02C4&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Cerberus&lt;br /&gt;
|-&lt;br /&gt;
| 0x0308&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Alexander&lt;br /&gt;
|-&lt;br /&gt;
| 0x034C&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Doomtrain&lt;br /&gt;
|-&lt;br /&gt;
| 0x0390&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Bahamut&lt;br /&gt;
|-&lt;br /&gt;
| 0x03D4&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Cactuar&lt;br /&gt;
|-&lt;br /&gt;
| 0x0418&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Tonberry&lt;br /&gt;
|-&lt;br /&gt;
| 0x045C&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Eden&lt;br /&gt;
|-&lt;br /&gt;
| 0x04A0&lt;br /&gt;
| 152 bytes&lt;br /&gt;
| '''Characters:''' Squall&lt;br /&gt;
|-&lt;br /&gt;
| 0x0538&lt;br /&gt;
| 152 bytes&lt;br /&gt;
| '''Characters:''' Zell&lt;br /&gt;
|-&lt;br /&gt;
| 0x05D0&lt;br /&gt;
| 152 bytes&lt;br /&gt;
| '''Characters:''' Irvine&lt;br /&gt;
|-&lt;br /&gt;
| 0x0668&lt;br /&gt;
| 152 bytes&lt;br /&gt;
| '''Characters:''' Quistis&lt;br /&gt;
|-&lt;br /&gt;
| 0x0700&lt;br /&gt;
| 152 bytes&lt;br /&gt;
| '''Characters:''' Rinoa&lt;br /&gt;
|-&lt;br /&gt;
| 0x0798&lt;br /&gt;
| 152 bytes&lt;br /&gt;
| '''Characters:''' Selphie&lt;br /&gt;
|-&lt;br /&gt;
| 0x0830&lt;br /&gt;
| 152 bytes&lt;br /&gt;
| '''Characters:''' Seifer&lt;br /&gt;
|-&lt;br /&gt;
| 0x08C8&lt;br /&gt;
| 152 bytes&lt;br /&gt;
| '''Characters:''' Edea&lt;br /&gt;
|-&lt;br /&gt;
| 0x0960&lt;br /&gt;
| 400 bytes&lt;br /&gt;
| Shops&lt;br /&gt;
|-&lt;br /&gt;
| 0x0AF0&lt;br /&gt;
| 20 bytes&lt;br /&gt;
| Configuration&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B04&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Party (0xFF terminated)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B08&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Known weapons&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B0C&lt;br /&gt;
| 12 bytes&lt;br /&gt;
| Griever name (FF8 text format)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0B18&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown (always 7966?)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0B1A&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B1C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Amount of Gil&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B20&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Amount of Gil (Laguna)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B24&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| '''Limit Break''' Quistis&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B26&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| '''Limit Break''' Zell&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B28&lt;br /&gt;
| 1 byte&lt;br /&gt;
| '''Limit Break''' Irvine&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B29&lt;br /&gt;
| 1 byte&lt;br /&gt;
| '''Limit Break''' Selphie&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B2A&lt;br /&gt;
| 1 byte&lt;br /&gt;
| '''Limit Break''' Angelo completed&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B2B&lt;br /&gt;
| 1 byte&lt;br /&gt;
| '''Limit Break''' Angelo known&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B2C&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| '''Limit Break''' Angelo points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B34&lt;br /&gt;
| 32 bytes&lt;br /&gt;
| '''Items''' battle order&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B54&lt;br /&gt;
| 396 bytes&lt;br /&gt;
| '''Items''' 198 items (Item ID and Quantity)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0CE0&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Game time&lt;br /&gt;
|-&lt;br /&gt;
| 0x0CE4&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Countdown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0CE8&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 4 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0CEC&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| '''Battle:''' victory count&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0CF0&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0CF2&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| '''Battle:''' battle escaped&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0CF4&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 4 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0CF8&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| '''Battle:''' Tonberry killed count&lt;br /&gt;
|-&lt;br /&gt;
| 0x0CFC&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| '''Battle:''' Tonberry Sr killed (yeah, this is a boolean)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0D00&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 4 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D04&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| '''Battle:''' First &amp;quot;Bug&amp;quot; battle (R1 tip)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D08&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| '''Battle:''' First &amp;quot;Bomb&amp;quot; battle (Elemental tip)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D0C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| '''Battle:''' First &amp;quot;T-Rex&amp;quot; battle (Mental tip)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D10&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| '''Battle:''' First &amp;quot;Irvine&amp;quot; battle (Irvine's limit break tip)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D14&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| '''Battle:''' Magic drawn once&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D1C&lt;br /&gt;
| 20 bytes&lt;br /&gt;
| '''Battle:''' Ennemy scanned once&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D30&lt;br /&gt;
| 1 byte&lt;br /&gt;
| '''Battle:''' Renzokuken auto&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D31&lt;br /&gt;
| 1 byte&lt;br /&gt;
| '''Battle:''' Renzokuken indicator&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D32&lt;br /&gt;
| 1 byte&lt;br /&gt;
| '''Battle:''' dream/Odin/Phoenix/Gilgamesh/Angelo disabled/Angel Wing enabled/???/???&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D33&lt;br /&gt;
| 16 bytes&lt;br /&gt;
| Tutorial infos&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D43&lt;br /&gt;
| 1 byte&lt;br /&gt;
| SeeD test level&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D44&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D48&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Party (last byte always = 255)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D4C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D50&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Module (1= field, 2= worldmap, 3= battle)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D52&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Current field&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D54&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Previous field&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D56&lt;br /&gt;
| 3*2 bytes (signed)&lt;br /&gt;
| Coord X (party1, party2, party3)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D5C&lt;br /&gt;
| 3*2 bytes (signed)&lt;br /&gt;
| Coord Y (party1, party2, party3)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D62&lt;br /&gt;
| 3*2 bytes&lt;br /&gt;
| Triangle ID (party1, party2, party3)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D68&lt;br /&gt;
| 3*1 bytes&lt;br /&gt;
| Direction (party1, party2, party3)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D6B&lt;br /&gt;
| 1 byte&lt;br /&gt;
| ''Padding''&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D6C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D70&lt;br /&gt;
| 256 + 1024 bytes&lt;br /&gt;
|&lt;br /&gt;
[[FF8/Variables|Field vars]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x1270&lt;br /&gt;
| 128 bytes&lt;br /&gt;
| Worldmap (TODO)&lt;br /&gt;
|-&lt;br /&gt;
| 0x12F0&lt;br /&gt;
| 128 bytes&lt;br /&gt;
| Triple Triad (TODO)&lt;br /&gt;
|-&lt;br /&gt;
| 0x1370&lt;br /&gt;
| 64 bytes&lt;br /&gt;
| Chocobo World (TODO)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===  Guardian Forces  ===&lt;br /&gt;
&lt;br /&gt;
The checksum calculation starts here.&lt;br /&gt;
&lt;br /&gt;
There are 16 G-F: Quetzalcoatl, Shiva, Ifrit, Siren, Brothers, Diablos, Carbuncle, Leviathan, Pandemonia, Cerberus, Alexander, Doomtrain, Bahamut, Cactuar, Tonberry, Eden.&amp;lt;br /&amp;gt; For each G-F:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Size&lt;br /&gt;
! Data&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 12 bytes&lt;br /&gt;
| Name (0x00 terminated)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Experience&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x10&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x11&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Exists&lt;br /&gt;
|-&lt;br /&gt;
| 0x12&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| HP&lt;br /&gt;
|-&lt;br /&gt;
| 0x14&lt;br /&gt;
| 16 bytes&lt;br /&gt;
| Complete abilities (1 bit = 1 ability completed, 9 bits unused)&lt;br /&gt;
|-&lt;br /&gt;
| 0x24&lt;br /&gt;
| 24 bytes&lt;br /&gt;
| APs (1 byte = 1 ability of the GF, 2 bytes unused)&lt;br /&gt;
|-&lt;br /&gt;
| 0x3C&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of kills&lt;br /&gt;
|-&lt;br /&gt;
| 0x3E&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of KOs&lt;br /&gt;
|-&lt;br /&gt;
| 0x41&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Learning ability&lt;br /&gt;
|-&lt;br /&gt;
| 0x42&lt;br /&gt;
| 3 bytes&lt;br /&gt;
| Forgotten abilities (1 bit = 1 ability of the GF forgotten, 2 bits unused)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===  Characters  ===&lt;br /&gt;
&lt;br /&gt;
Squall, Zell, Irvine, Quistis, Rinoa, Selphie, Seifer, Edea. For each character:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Size&lt;br /&gt;
! Data&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Current HPs&lt;br /&gt;
|-&lt;br /&gt;
| 0x02&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Max HPs&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Experience&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Model ID&lt;br /&gt;
|-&lt;br /&gt;
| 0x09&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Weapon ID&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A&lt;br /&gt;
| 1 byte&lt;br /&gt;
| STR&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B&lt;br /&gt;
| 1 byte&lt;br /&gt;
| VIT&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C&lt;br /&gt;
| 1 byte&lt;br /&gt;
| MAG&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D&lt;br /&gt;
| 1 byte&lt;br /&gt;
| SPR&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E&lt;br /&gt;
| 1 byte&lt;br /&gt;
| SPD&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F&lt;br /&gt;
| 1 byte&lt;br /&gt;
| LCK&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 2*32 bytes&lt;br /&gt;
| Magics&lt;br /&gt;
|-&lt;br /&gt;
| 0x50&lt;br /&gt;
| 3 bytes&lt;br /&gt;
| Commands&lt;br /&gt;
|-&lt;br /&gt;
| 0x53&lt;br /&gt;
| 1 byte&lt;br /&gt;
| ''Padding or unused command''&lt;br /&gt;
|-&lt;br /&gt;
| 0x54&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Abilities&lt;br /&gt;
|-&lt;br /&gt;
| 0x58&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Junctionned GFs&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x5A&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x5B&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Alternative model (Normal, SeeD, Soldier...)&lt;br /&gt;
|-&lt;br /&gt;
| 0x5C&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Junction HP&lt;br /&gt;
|-&lt;br /&gt;
| 0x5D&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Junction STR&lt;br /&gt;
|-&lt;br /&gt;
| 0x5E&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Junction VIT&lt;br /&gt;
|-&lt;br /&gt;
| 0x5F&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Junction MAG&lt;br /&gt;
|-&lt;br /&gt;
| 0x60&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Junction SPR&lt;br /&gt;
|-&lt;br /&gt;
| 0x61&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Junction SPD&lt;br /&gt;
|-&lt;br /&gt;
| 0x62&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Junction EVA&lt;br /&gt;
|-&lt;br /&gt;
| 0x63&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Junction HIT&lt;br /&gt;
|-&lt;br /&gt;
| 0x64&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Junction LCK&lt;br /&gt;
|-&lt;br /&gt;
| 0x65&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Junction elemental attack&lt;br /&gt;
|-&lt;br /&gt;
| 0x66&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Junction mental attack&lt;br /&gt;
|-&lt;br /&gt;
| 0x67&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Junction elemental defense&lt;br /&gt;
|-&lt;br /&gt;
| 0x6B&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Junction mental defense&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x6F&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown (padding?)&lt;br /&gt;
|-&lt;br /&gt;
| 0x70&lt;br /&gt;
| 16 * 2 bytes&lt;br /&gt;
| Compatibility with GFs&lt;br /&gt;
|-&lt;br /&gt;
| 0x90&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of kills&lt;br /&gt;
|-&lt;br /&gt;
| 0x92&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of KOs&lt;br /&gt;
|-&lt;br /&gt;
| 0x94&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Exists&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x95&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x96&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Mental Status&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x97&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===  Worldmap  ===&lt;br /&gt;
&lt;br /&gt;
# TODO&lt;br /&gt;
&lt;br /&gt;
===  Triple Triad  ===&lt;br /&gt;
&lt;br /&gt;
# TODO&lt;br /&gt;
&lt;br /&gt;
===  Chocobo World  ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Size&lt;br /&gt;
! Data&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 1 byte (bit field)&lt;br /&gt;
| Enabled / In world / MiniMog found / Demon King defeated / Koko kidnapped / Hurry! / Koko met / Event Wait off&lt;br /&gt;
|-&lt;br /&gt;
| 0x01&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Level&lt;br /&gt;
|-&lt;br /&gt;
| 0x02&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Current HP&lt;br /&gt;
|-&lt;br /&gt;
| 0x03&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Max HP&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Weapon (4 bit = 1 weapon)&lt;br /&gt;
|-&lt;br /&gt;
| 0x06&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Rank&lt;br /&gt;
|-&lt;br /&gt;
| 0x07&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Save count&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| id related&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0E&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 6 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x14&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Item Class A count&lt;br /&gt;
|-&lt;br /&gt;
| 0x15&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Item Class B count&lt;br /&gt;
|-&lt;br /&gt;
| 0x16&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Item Class C count&lt;br /&gt;
|-&lt;br /&gt;
| 0x17&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Item Class D count&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x18&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 16 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Associated save ID&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x2C&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x2D&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Boko Attack (star count: 0 = ChocoFire, 1 = ChocoFlare, 2 = ChocoMeteor, 3 = ChocoBocle)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x2E&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x2F&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Home walking&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x30&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 16 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown (unused?)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FIELD.TBL&amp;diff=5587</id>
		<title>FIELD.TBL</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FIELD.TBL&amp;diff=5587"/>
		<updated>2019-07-14T22:12:30Z</updated>

		<summary type="html">&lt;p&gt;BukTop: 2 revisions imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF8/String_Encoding&amp;diff=5584</id>
		<title>FF8/String Encoding</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF8/String_Encoding&amp;diff=5584"/>
		<updated>2019-07-14T22:12:29Z</updated>

		<summary type="html">&lt;p&gt;BukTop: 2 revisions imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= String Encoding =&lt;br /&gt;
FF8 strings are converted to byte arrays.[https://sourceforge.net/p/ifrit/code-0/HEAD/tree/trunk%20ifrit-code-0/Resources/textformat.ifr Char Table] Some of which aligns to the grid of text in the texture if you -32 from the value. Some values are 1 byte = 2 characters, most are 1 byte = 1 character. There are also special bytes that use up 1-3 bytes.&lt;br /&gt;
==Special Bytes==&lt;br /&gt;
These bytes are points where things are inserted or a change in formatting. Some just say to ignore this string unless the player unlocked something.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Starting Byte&lt;br /&gt;
! Size&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 1&lt;br /&gt;
| NULL&lt;br /&gt;
| End of string&lt;br /&gt;
|-&lt;br /&gt;
| 0x02&lt;br /&gt;
| 1&lt;br /&gt;
| \n&lt;br /&gt;
| Inserts new line&lt;br /&gt;
Some areas ignore this character.&lt;br /&gt;
|-&lt;br /&gt;
| 0x03&lt;br /&gt;
| 2&lt;br /&gt;
| Name&lt;br /&gt;
| When see 0x03??, in a string, it's usually a characters name.&lt;br /&gt;
|-&lt;br /&gt;
| 0x05&lt;br /&gt;
| 2&lt;br /&gt;
| Icon&lt;br /&gt;
| 0x05?? used to draw a symbol from icons.tex, like controller buttons.&lt;br /&gt;
On PC it draws the letter of keyboard keys assigned to the controls.&lt;br /&gt;
|-&lt;br /&gt;
| 0x06&lt;br /&gt;
| 2&lt;br /&gt;
| Color&lt;br /&gt;
| 0x06?? used to show a change in formatting like color&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A&lt;br /&gt;
| 2&lt;br /&gt;
| Special_Value&lt;br /&gt;
| 0x0A?? can be a string or number value.&lt;br /&gt;
Depending on which string you are reading it can be a different value.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B&lt;br /&gt;
| 2 or 3&lt;br /&gt;
| Cursor_Locations&lt;br /&gt;
| Might be number of possible return values that determine whether this is 3 or 2 bytes.&lt;br /&gt;
Like YES or NO questions will only be 2 bytes&amp;lt;br/&amp;gt;&lt;br /&gt;
but screens with a list of multiple selections will will use 3 bytes.&lt;br /&gt;
|-&lt;br /&gt;
| [http://forums.qhimm.com/index.php?topic=17120.msg243579#msg243579 0x0C]&lt;br /&gt;
| 2&lt;br /&gt;
| SpellID&lt;br /&gt;
| Used to place a name of a spell.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF8/Menu_mngrp_bin&amp;diff=5565</id>
		<title>FF8/Menu mngrp bin</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF8/Menu_mngrp_bin&amp;diff=5565"/>
		<updated>2019-07-14T22:12:28Z</updated>

		<summary type="html">&lt;p&gt;BukTop: 12 revisions imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This file is an archive the contains 117 files. I created map by reading [[FF8/Menu_mngrphd_bin|mngrphd.bin]] and filling in data from [http://forums.qhimm.com/index.php?topic=17099.0 FF8 - mngrp.bin by JWP].&lt;br /&gt;
==Mapped Data==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pos&lt;br /&gt;
! Seek&lt;br /&gt;
! Size&lt;br /&gt;
! Filename&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0x0&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_tkmnmes|tkmnmes1.bin]]&lt;br /&gt;
| Encoded string archive&lt;br /&gt;
Starts with padding values&amp;lt;br/&amp;gt;&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 0x800&lt;br /&gt;
| 0x1800&lt;br /&gt;
| [[FF8/Menu_tkmnmes|tkmnmes2.bin]]&lt;br /&gt;
| Encoded string archive&lt;br /&gt;
Starts with padding values&amp;lt;br/&amp;gt;&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 0x2000&lt;br /&gt;
| 0x2000&lt;br /&gt;
| [[FF8/Menu_tkmnmes|tkmnmes3.bin]]&lt;br /&gt;
| Encoded string archive&lt;br /&gt;
Starts with padding values&amp;lt;br/&amp;gt;&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 0x4000&lt;br /&gt;
| 0xE000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 0x12000&lt;br /&gt;
| 0x1000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 0x13000&lt;br /&gt;
| 0x6800&lt;br /&gt;
| [[FF8/Menu_sp2#Content_of_face1.tex_and_face2.tex|face1.tim]]&lt;br /&gt;
| Character portraits&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 0x19800&lt;br /&gt;
| 0x6800&lt;br /&gt;
| [[FF8/Menu_sp2#Content_of_face1.tex_and_face2.tex|face2.tim]]&lt;br /&gt;
| GF portraits&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 0x20000&lt;br /&gt;
| 0x800&lt;br /&gt;
| magita.tim&lt;br /&gt;
| Tutorial/Magazine background texture&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 0x20800&lt;br /&gt;
| 0xE000&lt;br /&gt;
| start00_and_start01.tim&lt;br /&gt;
| Title screen logo&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 0x2E800&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[ff8/Menu_mag_textures|mag00.tim]]&lt;br /&gt;
| Weapons Monthly, 1st Issue&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 0x3B000&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[ff8/Menu_mag_textures|mag07.tim]]&lt;br /&gt;
| Pet Pals&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| 0x47800&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[ff8/Menu_mag_textures|mag00.tim]]&lt;br /&gt;
| Weapons Monthly, 1st Issue&lt;br /&gt;
duplicate of 0x2E800&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 0x54000&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[ff8/Menu_mag_textures|mag01.tim]]&lt;br /&gt;
| Weapons Monthly, March Issue&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| 0x60800&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[ff8/Menu_mag_textures|mag02.tim]]&lt;br /&gt;
| Weapons Monthly, April Issue&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| 0x6D000&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[ff8/Menu_mag_textures|mag03.tim]]&lt;br /&gt;
| Weapons Monthly, May Issue&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 0x79800&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[ff8/Menu_mag_textures|mag04.tim]]&lt;br /&gt;
| Weapons Monthly, June Issue&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| 0x86000&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[ff8/Menu_mag_textures|mag05.tim]]&lt;br /&gt;
| Weapons Monthly, July Issue&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| 0x92800&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[ff8/Menu_mag_textures|mag06.tim]]&lt;br /&gt;
| Weapons Monthly, August Issue&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 0x9F000&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[ff8/Menu_mag_textures|mag08.tim]]&lt;br /&gt;
| Occult Fan I &amp;amp; II&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| 0xAB800&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[ff8/Menu_mag_textures|mag09.tim]]&lt;br /&gt;
| Occult Fan III &amp;amp; IV&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 0xB8000&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[FF8/Menu_sp2#Content_of_mc00.tex-mc09.tex|mc00.tim]]&lt;br /&gt;
| Card textures for menus&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| 0xC4800&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[FF8/Menu_sp2#Content_of_mc00.tex-mc09.tex|mc01.tim]]&lt;br /&gt;
| Card textures for menus&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| 0xD1000&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[FF8/Menu_sp2#Content_of_mc00.tex-mc09.tex|mc02.tim]]&lt;br /&gt;
| Card textures for menus&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| 0xDD800&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[FF8/Menu_sp2#Content_of_mc00.tex-mc09.tex|mc03.tim]]&lt;br /&gt;
| Card textures for menus&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| 0xEA000&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[FF8/Menu_sp2#Content_of_mc00.tex-mc09.tex|mc04.tim]]&lt;br /&gt;
| Card textures for menus&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| 0xF6800&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[FF8/Menu_sp2#Content_of_mc00.tex-mc09.tex|mc05.tim]]&lt;br /&gt;
| Card textures for menus&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| 0x103000&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[FF8/Menu_sp2#Content_of_mc00.tex-mc09.tex|mc06.tim]]&lt;br /&gt;
| Card textures for menus&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| 0x10F800&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[FF8/Menu_sp2#Content_of_mc00.tex-mc09.tex|mc07.tim]]&lt;br /&gt;
| Card textures for menus&lt;br /&gt;
|-&lt;br /&gt;
| 28&lt;br /&gt;
| 0x11C000&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[FF8/Menu_sp2#Content_of_mc00.tex-mc09.tex|mc08.tim]]&lt;br /&gt;
| Card textures for menus&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| 0x128800&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[FF8/Menu_sp2#Content_of_mc00.tex-mc09.tex|mc09.tim]]&lt;br /&gt;
| Card textures for menus&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 0x135000&lt;br /&gt;
| 0x11800&lt;br /&gt;
| PSX_Controller00.tim&lt;br /&gt;
| Field controls tutorial image&lt;br /&gt;
|-&lt;br /&gt;
| 31&lt;br /&gt;
| 0x146800&lt;br /&gt;
| 0x11800&lt;br /&gt;
| PSX_Controller01.tim&lt;br /&gt;
| World map controls tutorial image&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| 0x158000&lt;br /&gt;
| 0x11800&lt;br /&gt;
| PSX_Controller02.tim&lt;br /&gt;
| Battle controls tutorial image&lt;br /&gt;
|-&lt;br /&gt;
| 33&lt;br /&gt;
| 0x169800&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[ff8/Menu_mag_textures|mag10.tim]]&lt;br /&gt;
| Triple Triad tutorial&lt;br /&gt;
|-&lt;br /&gt;
| 34&lt;br /&gt;
| 0x176000&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[ff8/Menu_mag_textures|mag11.tim]]&lt;br /&gt;
| Triple Triad tutorial&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| 0x182800&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[ff8/Menu_mag_textures|mag12.tim]]&lt;br /&gt;
| Triple Triad tutorial&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| 0x18F000&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[ff8/Menu_mag_textures|mag13.tim]]&lt;br /&gt;
| Battle tutorial&lt;br /&gt;
|-&lt;br /&gt;
| 37&lt;br /&gt;
| 0x19B800&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[ff8/Menu_mag_textures|mag14.tim]]&lt;br /&gt;
| Battle tutorial&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| 0x1A8000&lt;br /&gt;
| 0x3000&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations00.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 39&lt;br /&gt;
| 0x1AB000&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations01.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 0x1AB800&lt;br /&gt;
| 0x1000&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations02.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 41&lt;br /&gt;
| 0x1AC800&lt;br /&gt;
| 0x1000&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations03.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 42&lt;br /&gt;
| 0x1AD800&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations04.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 43&lt;br /&gt;
| 0x1AE000&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations05.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 44&lt;br /&gt;
| 0x1AE800&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations06.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 45&lt;br /&gt;
| 0x1AF000&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations07.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 46&lt;br /&gt;
| 0x1AF800&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations08.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 47&lt;br /&gt;
| 0x1B0000&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations09.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 48&lt;br /&gt;
| 0x1B0800&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations10.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 49&lt;br /&gt;
| 0x1B1000&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations11.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 0x1B1800&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations12.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 51&lt;br /&gt;
| 0x1B2000&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations13.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 52&lt;br /&gt;
| 0x1B2800&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations14.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 53&lt;br /&gt;
| 0x1B3000&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations15.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 54&lt;br /&gt;
| 0x1B3800&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations16.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 55&lt;br /&gt;
| 0x1B4000&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations17.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 56&lt;br /&gt;
| 0x1B4800&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations18.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 57&lt;br /&gt;
| 0x1B5000&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations19.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 58&lt;br /&gt;
| 0x1B5800&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations20.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 59&lt;br /&gt;
| 0x1B6000&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations21.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 0x1B6800&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations22.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 61&lt;br /&gt;
| 0x1B7000&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations23.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| 0x1B7800&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations24.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 63&lt;br /&gt;
| 0x1B8000&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations25.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 64&lt;br /&gt;
| 0x1B8800&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations26.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 65&lt;br /&gt;
| 0x1B9000&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations27.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 66&lt;br /&gt;
| 0x1B9800&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations28.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 67&lt;br /&gt;
| 0x1BA000&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations29.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 68&lt;br /&gt;
| 0x1BA800&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations30.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 69&lt;br /&gt;
| 0x1BB000&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations31.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| 0x1BB800&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations32.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 71&lt;br /&gt;
| 0x1BC000&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations33.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 72&lt;br /&gt;
| 0x1BC800&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations34.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 73&lt;br /&gt;
| 0x1BD000&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations35.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 74&lt;br /&gt;
| 0x1BD800&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_complex_strings|Complex_Map.bin]]&lt;br /&gt;
| Map for Complex Strings 00-05&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| 0x1BE000&lt;br /&gt;
| 0x4800&lt;br /&gt;
| [[FF8/Menu_mngrp_complex_strings|Complex_Strings00.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
|-&lt;br /&gt;
| 76&lt;br /&gt;
| 0x1C2800&lt;br /&gt;
| 0x4000&lt;br /&gt;
| [[FF8/Menu_mngrp_complex_strings|Complex_Strings01.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
|-&lt;br /&gt;
| 77&lt;br /&gt;
| 0x1C6800&lt;br /&gt;
| 0x4800&lt;br /&gt;
| [[FF8/Menu_mngrp_complex_strings|Complex_Strings02.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
|-&lt;br /&gt;
| 78&lt;br /&gt;
| 0x1CB000&lt;br /&gt;
| 0x4000&lt;br /&gt;
| [[FF8/Menu_mngrp_complex_strings|Complex_Strings03.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
|-&lt;br /&gt;
| 79&lt;br /&gt;
| 0x1CF000&lt;br /&gt;
| 0x2800&lt;br /&gt;
| [[FF8/Menu_mngrp_complex_strings|Complex_Strings04.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| 0x1D1800&lt;br /&gt;
| 0x4800&lt;br /&gt;
| [[FF8/Menu_mngrp_complex_strings|Complex_Strings05.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
|-&lt;br /&gt;
| 81&lt;br /&gt;
| 0x1D6000&lt;br /&gt;
| 0x1000&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations36.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 82&lt;br /&gt;
| 0x1D7000&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations37.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 83&lt;br /&gt;
| 0x1D7800&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations38.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 84&lt;br /&gt;
| 0x1D8000&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations39.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 85&lt;br /&gt;
| 0x1D8800&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations40.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 86&lt;br /&gt;
| 0x1D9000&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations41.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 87&lt;br /&gt;
| 0x1D9800&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations42.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 88&lt;br /&gt;
| 0x1DA000&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations43.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 89&lt;br /&gt;
| 0x1DA800&lt;br /&gt;
| 0x800&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 0x1DB000&lt;br /&gt;
| 0x800&lt;br /&gt;
|-&lt;br /&gt;
| 91&lt;br /&gt;
| 0x1DB800&lt;br /&gt;
| 0x800&lt;br /&gt;
|-&lt;br /&gt;
| 92&lt;br /&gt;
| 0x1DC000&lt;br /&gt;
| 0x800&lt;br /&gt;
|-&lt;br /&gt;
| 93&lt;br /&gt;
| 0x1DC800&lt;br /&gt;
| 0x800&lt;br /&gt;
|-&lt;br /&gt;
| 94&lt;br /&gt;
| 0x1DD000&lt;br /&gt;
| 0x800&lt;br /&gt;
|-&lt;br /&gt;
| 95&lt;br /&gt;
| 0x1DD800&lt;br /&gt;
| 0x800&lt;br /&gt;
|-&lt;br /&gt;
| 96&lt;br /&gt;
| 0x1DE000&lt;br /&gt;
| 0x800&lt;br /&gt;
|-&lt;br /&gt;
| 97&lt;br /&gt;
| 0x1DE800&lt;br /&gt;
| 0x800&lt;br /&gt;
|-&lt;br /&gt;
| 98&lt;br /&gt;
| 0x1DF000&lt;br /&gt;
| 0x800&lt;br /&gt;
|&lt;br /&gt;
| text with binary data&lt;br /&gt;
GF names some misspelled/truncated &lt;br /&gt;
|-&lt;br /&gt;
| 99&lt;br /&gt;
| 0x1DF800&lt;br /&gt;
| 0x800&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 0x1E0000&lt;br /&gt;
| 0x800&lt;br /&gt;
|&lt;br /&gt;
| text with binary data&lt;br /&gt;
GF names some misspelled/truncated&amp;lt;BR/&amp;gt;&lt;br /&gt;
Very similar to 0x1DF000&lt;br /&gt;
|-&lt;br /&gt;
| 101&lt;br /&gt;
| 0x1E0800&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[ff8/Menu_mag_textures|mag15.tim]]&lt;br /&gt;
| Chocobo world cartoon&lt;br /&gt;
|-&lt;br /&gt;
| 102&lt;br /&gt;
| 0x1ED000&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[ff8/Menu_mag_textures|mag16.tim]]&lt;br /&gt;
| Tutorial image&lt;br /&gt;
|-&lt;br /&gt;
| 103&lt;br /&gt;
| 0x1F9800&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[ff8/Menu_mag_textures|mag17.tim]]&lt;br /&gt;
| Tutorial image&lt;br /&gt;
|-&lt;br /&gt;
| 104&lt;br /&gt;
| 0x206000&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[ff8/Menu_mag_textures|mag18.tim]]&lt;br /&gt;
| Chocobo world sketch cartoon&lt;br /&gt;
|-&lt;br /&gt;
| 105&lt;br /&gt;
| 0x212800&lt;br /&gt;
| 0xC800&lt;br /&gt;
| [[ff8/Menu_mag_textures|mag19.tim]]&lt;br /&gt;
| Chocobo world sketch cartoon&amp;lt;br/&amp;gt;&lt;br /&gt;
Duplicate of 0x206000&lt;br /&gt;
|-&lt;br /&gt;
| 106&lt;br /&gt;
| 0x21F000&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_m000_m004|m000.bin]]&lt;br /&gt;
| Locations for msg file&lt;br /&gt;
and Refine values.&lt;br /&gt;
|-&lt;br /&gt;
| 107&lt;br /&gt;
| 0x21F800&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_m000_m004|m001.bin]]&lt;br /&gt;
| Locations for msg file&lt;br /&gt;
and Refine values.&lt;br /&gt;
|-&lt;br /&gt;
| 108&lt;br /&gt;
| 0x220000&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_m000_m004|m002.bin]]&lt;br /&gt;
| Locations for msg file&lt;br /&gt;
and Refine values.&lt;br /&gt;
|-&lt;br /&gt;
| 109&lt;br /&gt;
| 0x220800&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_m000_m004|m003.bin]]&lt;br /&gt;
| Locations for msg file&lt;br /&gt;
and Refine values.&lt;br /&gt;
|-&lt;br /&gt;
| 110&lt;br /&gt;
| 0x221000&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_m000_m004|m004.bin]]&lt;br /&gt;
| Locations for msg file&lt;br /&gt;
and Refine values.&lt;br /&gt;
|-&lt;br /&gt;
| 111&lt;br /&gt;
| 0x221800&lt;br /&gt;
| 0x1800&lt;br /&gt;
| [[FF8/Menu_m000_m004|m000.msg]]&lt;br /&gt;
| Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 112&lt;br /&gt;
| 0x223000&lt;br /&gt;
| 0x2000&lt;br /&gt;
| [[FF8/Menu_m000_m004|m001.msg]]&lt;br /&gt;
| Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 113&lt;br /&gt;
| 0x225000&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_m000_m004|m002.msg]]&lt;br /&gt;
| Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 114&lt;br /&gt;
| 0x225800&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_m000_m004|m003.msg]]&lt;br /&gt;
| Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 115&lt;br /&gt;
| 0x226000&lt;br /&gt;
| 0x1800&lt;br /&gt;
| [[FF8/Menu_m000_m004|m004.msg]]&lt;br /&gt;
| Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 116&lt;br /&gt;
| 0x227800&lt;br /&gt;
| 0x800&lt;br /&gt;
| [[FF8/Menu_mngrp_strings_locations|strings_locations44.bin]]&lt;br /&gt;
| Encoded string archive.&lt;br /&gt;
Has location values before strings&amp;lt;br/&amp;gt;&lt;br /&gt;
Strings end with '''0x00'''&lt;br /&gt;
|-&lt;br /&gt;
| 117&lt;br /&gt;
| 0x228000&lt;br /&gt;
| 0x800&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF8/Menu_mngrp_complex_strings&amp;diff=5571</id>
		<title>FF8/Menu mngrp complex strings</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF8/Menu_mngrp_complex_strings&amp;diff=5571"/>
		<updated>2019-07-14T22:12:28Z</updated>

		<summary type="html">&lt;p&gt;BukTop: 5 revisions imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Seek Map==&lt;br /&gt;
Before the string sections, there is a section with a map of seek data.&lt;br /&gt;
===Header===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| UInt32&lt;br /&gt;
| 4&lt;br /&gt;
| Count&lt;br /&gt;
| Number of seek locations.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Seek Struct===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| UInt16&lt;br /&gt;
| 2&lt;br /&gt;
| Seek_Location&lt;br /&gt;
| From beginning of section to start of String Entry&lt;br /&gt;
|-&lt;br /&gt;
| UInt16&lt;br /&gt;
| 2&lt;br /&gt;
| Section_Number&lt;br /&gt;
| 0-5&lt;br /&gt;
|}&lt;br /&gt;
==String Entry==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Byte[6]&lt;br /&gt;
| 6&lt;br /&gt;
| UNK&lt;br /&gt;
| Fist one is&lt;br /&gt;
'''0xFFFFFFFFFFFF'''&lt;br /&gt;
|-&lt;br /&gt;
| UInt16&lt;br /&gt;
| 2&lt;br /&gt;
| Entry_Length&lt;br /&gt;
| Length of entry from start.&lt;br /&gt;
|-&lt;br /&gt;
| Byte [Entry_Length-8]&lt;br /&gt;
| Entry_Length - 8&lt;br /&gt;
| [[FF8/String_Encoding|Encoded_Strings]]&lt;br /&gt;
| Entry might have more than string, each ends with 0x00&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF8/Menu_mngrp_strings_locations&amp;diff=5574</id>
		<title>FF8/Menu mngrp strings locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF8/Menu_mngrp_strings_locations&amp;diff=5574"/>
		<updated>2019-07-14T22:12:28Z</updated>

		<summary type="html">&lt;p&gt;BukTop: 2 revisions imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many strings.&lt;br /&gt;
===Header String Offsets===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| UInt16&lt;br /&gt;
| 2&lt;br /&gt;
| Offset_Count&lt;br /&gt;
| Number of offsets before strings start&lt;br /&gt;
|-&lt;br /&gt;
| UInt16[Offset_Count]&lt;br /&gt;
| 2 * Offset_count&lt;br /&gt;
| Offsets&lt;br /&gt;
| The offset value points to start of a string&lt;br /&gt;
Can be '''0x00''' ignore those&lt;br /&gt;
|}&lt;br /&gt;
===String===&lt;br /&gt;
Strings end with '''0x00'''. [[FF8/String_Encoding|Strings are encoded]].&amp;lt;br/&amp;gt;&lt;br /&gt;
'''[Start of string location]''' = '''[Start of file]''' + '''[String offset value]'''&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF8/Menu_mngrphd_bin&amp;diff=5576</id>
		<title>FF8/Menu mngrphd bin</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF8/Menu_mngrphd_bin&amp;diff=5576"/>
		<updated>2019-07-14T22:12:28Z</updated>

		<summary type="html">&lt;p&gt;BukTop: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the map for [[FF8/Menu_mngrp_bin|mngrp.bin]]. Locations to data and the size of the section.&lt;br /&gt;
==Entry==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| UInt32&lt;br /&gt;
| 4&lt;br /&gt;
| Seek&lt;br /&gt;
| Location of data. This value is '''1 more''' than the actual location. So may want to '''subtract 1''' from these values when reading file.&lt;br /&gt;
('''{0xFFFFFFFF}''' values are invalid.)&lt;br /&gt;
|-&lt;br /&gt;
| UInt32&lt;br /&gt;
| 4&lt;br /&gt;
| Size&lt;br /&gt;
| Total Size of all data at this location.&lt;br /&gt;
('''{0x00000000}''' values are invalid.)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF8/Menu_sp2&amp;diff=5578</id>
		<title>FF8/Menu sp2</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF8/Menu_sp2&amp;diff=5578"/>
		<updated>2019-07-14T22:12:28Z</updated>

		<summary type="html">&lt;p&gt;BukTop: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by MaKi&amp;lt;br/&amp;gt;&lt;br /&gt;
updated by Sebanisu&lt;br /&gt;
&lt;br /&gt;
This file is a mapping file for atlas textures like icons.tex&lt;br /&gt;
&lt;br /&gt;
== Layout of '''icon.sp1''': ==&lt;br /&gt;
=== Header ===&lt;br /&gt;
'''(4 x (PointerCount + 1))''' bytes&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! SizeOf&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| UInt32&lt;br /&gt;
| PointerCount&lt;br /&gt;
| Number of entries&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Struct Pointer[PointerCount]&lt;br /&gt;
| Pointers&lt;br /&gt;
| Seek locations for entry groups&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pointer ===&lt;br /&gt;
'''4''' bytes&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! SizeOf&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| UInt16&lt;br /&gt;
| Pointer&lt;br /&gt;
| Seek location for entry group&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| UInt16&lt;br /&gt;
| Count&lt;br /&gt;
| Number of entries in group&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Entry Group ===&lt;br /&gt;
'''(8 x Count)''' bytes &amp;lt;br/&amp;gt;&lt;br /&gt;
At pointer's location there will be '''Struct Entry[Count]'''. Example of an entry group is the direction pad is in eight pieces. Four of them are unpressed and four are pressed versions. It has four entries for the direction pad depending on the directions it is highlighting.&lt;br /&gt;
&lt;br /&gt;
=== Entry ===&lt;br /&gt;
'''8''' bytes&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! SizeOf&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Byte&lt;br /&gt;
|xPos&lt;br /&gt;
|Pixel X coordinate in image atlas&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Byte&lt;br /&gt;
|yPos&lt;br /&gt;
|Pixel Y coordinate in image atlas&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Byte[2]&lt;br /&gt;
|UNK&lt;br /&gt;
|Unknown data&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Byte&lt;br /&gt;
|Width&lt;br /&gt;
|Width of entry in pixels&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Byte&lt;br /&gt;
|Offset X&lt;br /&gt;
|Offset of X coordinate for when drawing&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Byte&lt;br /&gt;
|Height&lt;br /&gt;
|Height of entry in pixels&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Byte&lt;br /&gt;
|Offset Y&lt;br /&gt;
|Offset of Y coordinate for when drawing&lt;br /&gt;
|}&lt;br /&gt;
Invalid Entries will have '''X''' and '''Y''' of '''zero'''. The top '''16x16''' pixel area is blank. Everything in '''icon.tex''' is aligned to a '''8x8 grid'''. Some entry groups leave out connecting pieces I think you are expected to fill in the blank. Some things like the menu border and menu background don't appear to be listed in this file.&lt;br /&gt;
&lt;br /&gt;
===End of file===&lt;br /&gt;
Everything at and beyond file pointer '''4272 {0x10C0}''' appears to be garbage.&lt;br /&gt;
&lt;br /&gt;
== Layout of '''face.sp2''' and '''cardanm.sp2''': ==&lt;br /&gt;
&lt;br /&gt;
Both '''face.sp2''' and '''cardanm.sp2''' have the same layout. Main difference is '''face.sp2''' has '''32''' valid and '''64''' total entries.  '''cardanm.sp2''' only has '''11''' valid entries and '''1''' invalid, as it has no dims. In each of the card texture files the final slot is the '''Triple Triad''' card back. If the entry had dims they would be  X='''192''',Y='''128''', W='''64''', H='''64'''.&lt;br /&gt;
&lt;br /&gt;
=== Header ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! SizeOf&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| UInt32&lt;br /&gt;
| Count&lt;br /&gt;
| Number of entries&lt;br /&gt;
Count can be more than the actual images in the texture.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''face.sp2''': There are 8 images per texture in 2 textures, and there are 32/64 valid entries. 1 is blank.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''cardanm.sp2''': There are 11 images pre texture in 10 textures, and there are 11/12 valid entries. The 12th entry is the card back but it's missing dims.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| UInt32[Count]&lt;br /&gt;
| Locations&lt;br /&gt;
| Seek location for each entry&lt;br /&gt;
|}&lt;br /&gt;
=== Entry ===&lt;br /&gt;
'''16''' bytes&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! SizeOf&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| UInt32&lt;br /&gt;
| Count&lt;br /&gt;
| Number of entries at this location&lt;br /&gt;
Always '''1'''&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| byte&lt;br /&gt;
| xPos&lt;br /&gt;
| Pixel X coordinate in image atlas&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| byte&lt;br /&gt;
| yPos&lt;br /&gt;
| Pixel Y coordinate in image atlas&lt;br /&gt;
'''face.sp2''': Invalid entries seem to have '''yPos&amp;gt;=Texture.Height'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Detected switch from '''face1.tex''' to '''face2.tex''' when '''yPos&amp;lt;previous.yPos'''.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| byte[2]&lt;br /&gt;
| UNK&lt;br /&gt;
| Unknown&lt;br /&gt;
'''face.sp2''': '''{0x20,0x36}''' on the valid entries. '''{0x60,0x36}''' on invalid entries.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''cardanm.sp2''': '''{0x20,0xB6}''' on the valid entries. '''{0x00,0x00}''' on the invalid entry.&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| UInt16&lt;br /&gt;
| Width&lt;br /&gt;
| Width of entry in pixels&lt;br /&gt;
Possible this is really a '''byte''' with a '''0 x-offset'''.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| UInt16&lt;br /&gt;
| Height&lt;br /&gt;
| Height of entry in pixels&lt;br /&gt;
Possible this is really a '''byte''' with a '''0 y-offset'''.&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| byte[4]&lt;br /&gt;
| UNK&lt;br /&gt;
| Unknown&lt;br /&gt;
'''face.sp2''': '''{0x00,0x00,0x8E,0x00}''' on most. Last one has all '''{0x00}'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''cardanm.sp2''': '''{0x00,0x00,0xAE,0x00}''' on most. Last one has all '''{0x00}'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== End of file ===&lt;br /&gt;
'''face.sp2'''File ends with '''byte[16]''' of '''{0x00}'''&lt;br /&gt;
&lt;br /&gt;
=== Content of '''face1.tex''' and '''face2.tex''' ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!File&lt;br /&gt;
!X&lt;br /&gt;
!Y&lt;br /&gt;
!Width&lt;br /&gt;
!Height&lt;br /&gt;
|-&lt;br /&gt;
|Squall Leonhart&lt;br /&gt;
|face1.tex&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Zell Dincht&lt;br /&gt;
|face1.tex&lt;br /&gt;
|32&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Irvine Kinneas&lt;br /&gt;
|face1.tex&lt;br /&gt;
|64&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Quistis Trepe&lt;br /&gt;
|face1.tex&lt;br /&gt;
|96&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Rinoa Heartilly&lt;br /&gt;
|face1.tex&lt;br /&gt;
|128&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Selphie Tilmitt&lt;br /&gt;
|face1.tex&lt;br /&gt;
|160&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Seifer Almasy&lt;br /&gt;
|face1.tex&lt;br /&gt;
|192&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Edea Kramer&lt;br /&gt;
|face1.tex&lt;br /&gt;
|224&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Laguna Loire&lt;br /&gt;
|face1.tex&lt;br /&gt;
|0&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Kiros Seagill&lt;br /&gt;
|face1.tex&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Ward Zabac&lt;br /&gt;
|face1.tex&lt;br /&gt;
|64&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Lion&lt;br /&gt;
|face1.tex&lt;br /&gt;
|128&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|MiniMog&lt;br /&gt;
|face1.tex&lt;br /&gt;
|160&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Boko&lt;br /&gt;
|face1.tex&lt;br /&gt;
|192&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Angelo&lt;br /&gt;
|face1.tex&lt;br /&gt;
|224&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Quezacotl&lt;br /&gt;
|face2.tex&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Shiva&lt;br /&gt;
|face2.tex&lt;br /&gt;
|32&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Ifrit&lt;br /&gt;
|face2.tex&lt;br /&gt;
|64&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Siren&lt;br /&gt;
|face2.tex&lt;br /&gt;
|96&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Brothers&lt;br /&gt;
|face2.tex&lt;br /&gt;
|128&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Diablos&lt;br /&gt;
|face2.tex&lt;br /&gt;
|160&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Carbuncle&lt;br /&gt;
|face2.tex&lt;br /&gt;
|192&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Leviathan&lt;br /&gt;
|face2.tex&lt;br /&gt;
|224&lt;br /&gt;
|0&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Pandemona&lt;br /&gt;
|face2.tex&lt;br /&gt;
|0&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Cerberus&lt;br /&gt;
|face2.tex&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Alexander&lt;br /&gt;
|face2.tex&lt;br /&gt;
|64&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Doomtrain&lt;br /&gt;
|face2.tex&lt;br /&gt;
|96&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Bahamut&lt;br /&gt;
|face2.tex&lt;br /&gt;
|128&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Cactuar&lt;br /&gt;
|face2.tex&lt;br /&gt;
|160&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Tonberry&lt;br /&gt;
|face2.tex&lt;br /&gt;
|192&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|Eden&lt;br /&gt;
|face2.tex&lt;br /&gt;
|224&lt;br /&gt;
|48&lt;br /&gt;
|32&lt;br /&gt;
|48&lt;br /&gt;
|}&lt;br /&gt;
There is one blank space in '''face1.tex''', I skipped that entry.&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF8/Menu_tkmnmes&amp;diff=5581</id>
		<title>FF8/Menu tkmnmes</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF8/Menu_tkmnmes&amp;diff=5581"/>
		<updated>2019-07-14T22:12:28Z</updated>

		<summary type="html">&lt;p&gt;BukTop: 2 revisions imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These files have a good deal of the Menu text.&lt;br /&gt;
===Header===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| UInt16&lt;br /&gt;
| 2&lt;br /&gt;
| Pad_Count&lt;br /&gt;
| Always '''16'''&lt;br /&gt;
|-&lt;br /&gt;
| UInt16[Pad_Count]&lt;br /&gt;
| 2 * Pad_count&lt;br /&gt;
| Paddings&lt;br /&gt;
| The padding value leads to start of string offsets&lt;br /&gt;
Can be '''0x00''' ignore those &amp;lt;br/&amp;gt;&lt;br /&gt;
First one is usually '''0x36'''&lt;br /&gt;
|}&lt;br /&gt;
===String Offsets===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| UInt16&lt;br /&gt;
| 2&lt;br /&gt;
| Offset_Count&lt;br /&gt;
| Number of offsets before strings start&lt;br /&gt;
|-&lt;br /&gt;
| UInt16[Offset_Count]&lt;br /&gt;
| 2 * Offset_count&lt;br /&gt;
| Offsets&lt;br /&gt;
| The offset value points to start of a string&lt;br /&gt;
Can be '''0x00''' ignore those&lt;br /&gt;
|}&lt;br /&gt;
===String===&lt;br /&gt;
Strings end with '''0x00'''. [[FF8/String_Encoding|Strings are encoded]].&amp;lt;br/&amp;gt;&lt;br /&gt;
'''[Start of string location]''' = '''[Start of file]''' + '''[Padding value]''' + '''[String offset value]'''&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF8/Menu_m000_m004&amp;diff=5552</id>
		<title>FF8/Menu m000 m004</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF8/Menu_m000_m004&amp;diff=5552"/>
		<updated>2019-07-14T22:12:26Z</updated>

		<summary type="html">&lt;p&gt;BukTop: 34 revisions imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Info from [http://forums.qhimm.com/index.php?topic=17120.0 FF8 - Cards &amp;amp; Menu Text by Sega Cheif] and [http://forums.qhimm.com/index.php?topic=17099.0 FF8 - mngrp.bin by JWP]&lt;br /&gt;
=BIN=&lt;br /&gt;
Offsets of [[#MSG|strings]]&lt;br /&gt;
and actual values for Refine Abilities.&lt;br /&gt;
&lt;br /&gt;
==m000.bin==&lt;br /&gt;
===Data===&lt;br /&gt;
8 abilities&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability&lt;br /&gt;
! # of Entries&lt;br /&gt;
! mngrp.bin Location&lt;br /&gt;
! Offset&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[https://guides.gamercorner.net/ffviii/abilities/t-mag-rf T Mag-RF]&lt;br /&gt;
|7 entries&lt;br /&gt;
|(mngrp.bin loc: 0x21F000)&lt;br /&gt;
| 0x0&lt;br /&gt;
|Item to Thunder/Wind Magic&lt;br /&gt;
|-&lt;br /&gt;
|[https://guides.gamercorner.net/ffviii/abilities/i-mag-rf I Mag-RF]&lt;br /&gt;
|7 entries&lt;br /&gt;
|(mngrp.bin loc: 0x21F038)&lt;br /&gt;
| 0x38&lt;br /&gt;
|Item to Ice/Water Magic&lt;br /&gt;
|-&lt;br /&gt;
|[https://guides.gamercorner.net/ffviii/abilities/f-mag-rf F Mag-RF]&lt;br /&gt;
|10 entries&lt;br /&gt;
|(mngrp.bin loc: 0x21F070)&lt;br /&gt;
| 0x70&lt;br /&gt;
|Item to Fire/Flare Magic&lt;br /&gt;
|-&lt;br /&gt;
|[https://guides.gamercorner.net/ffviii/abilities/L-mag-rf L Mag-RF]&lt;br /&gt;
|21 entries&lt;br /&gt;
|(mngrp.bin loc: 0x21F0C0)&lt;br /&gt;
|0xC0&lt;br /&gt;
|Item to Life Magic&lt;br /&gt;
|-&lt;br /&gt;
|[https://guides.gamercorner.net/ffviii/abilities/time-mag-rf Time Mag-RF]&lt;br /&gt;
|14 entries&lt;br /&gt;
|(mngrp.bin loc: 0x21F168)&lt;br /&gt;
|0x168&lt;br /&gt;
|Item to Time Magic&lt;br /&gt;
|-&lt;br /&gt;
|[https://guides.gamercorner.net/ffviii/abilities/st-mag-rf ST Mag-RF]&lt;br /&gt;
|17 entries&lt;br /&gt;
|(mngrp.bin loc: 0x21F1D8)&lt;br /&gt;
|0x1D8&lt;br /&gt;
|Item to Status Magic&lt;br /&gt;
|-&lt;br /&gt;
|[https://guides.gamercorner.net/ffviii/abilities/supt-mag-rf Supt Mag-RF]&lt;br /&gt;
|20 entries&lt;br /&gt;
|(mngrp.bin loc: 0x21F260)&lt;br /&gt;
|0x260&lt;br /&gt;
|Items to Support Magic&lt;br /&gt;
|-&lt;br /&gt;
|[https://guides.gamercorner.net/ffviii/abilities/forbid-mag-rf Forbid Mag-RF]&lt;br /&gt;
|6 entries&lt;br /&gt;
|(mngrp.bin loc: 0x21F300)&lt;br /&gt;
|0x300&lt;br /&gt;
|Items to Forbidden Magic&lt;br /&gt;
|}&lt;br /&gt;
===Entry===&lt;br /&gt;
8 bytes&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| UInt16&lt;br /&gt;
| 2&lt;br /&gt;
| [[#MSG|Offset]]&lt;br /&gt;
| Text Offset&lt;br /&gt;
(little-endian)&lt;br /&gt;
|-&lt;br /&gt;
| Byte&lt;br /&gt;
| 1&lt;br /&gt;
| Received&lt;br /&gt;
| Amount received&lt;br /&gt;
|-&lt;br /&gt;
| UInt16&lt;br /&gt;
| 2&lt;br /&gt;
| UNK&lt;br /&gt;
| {0x0001}&lt;br /&gt;
|-&lt;br /&gt;
| Byte&lt;br /&gt;
| 1&lt;br /&gt;
| [http://forums.qhimm.com/index.php?topic=17034.msg242332#msg242332 Input_Item_ID]&lt;br /&gt;
| Input: Item id value&lt;br /&gt;
'''0x00'''-'''0xC6'''&lt;br /&gt;
|-&lt;br /&gt;
| Byte&lt;br /&gt;
| 1&lt;br /&gt;
| Required&lt;br /&gt;
| Amount needed&lt;br /&gt;
|-&lt;br /&gt;
| Byte&lt;br /&gt;
| 1&lt;br /&gt;
| [http://forums.qhimm.com/index.php?topic=11137.msg166280#msg166280 Output_Spell_ID]&lt;br /&gt;
| Output: Spell id value&lt;br /&gt;
'''0x01'''-'''0x38'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==m001.bin==&lt;br /&gt;
&lt;br /&gt;
===Data===&lt;br /&gt;
7 abilities&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability&lt;br /&gt;
! # of Entries&lt;br /&gt;
! mngrp.bin Location&lt;br /&gt;
! Offset&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[https://guides.gamercorner.net/ffviii/abilities/recov-med-rf Recov Med-RF]&lt;br /&gt;
|9 Entries&lt;br /&gt;
|(mngrp.bin loc: 0x21F800)&lt;br /&gt;
|0x0&lt;br /&gt;
|Item to Recovery Items&lt;br /&gt;
|-&lt;br /&gt;
|[https://guides.gamercorner.net/ffviii/abilities/st-med-rf ST Med-RF]&lt;br /&gt;
|12 Entries&lt;br /&gt;
|(mngrp.bin loc: 0x21F848)&lt;br /&gt;
|0x48&lt;br /&gt;
|Item to Status Removal Items&lt;br /&gt;
|-&lt;br /&gt;
|[https://guides.gamercorner.net/ffviii/abilities/ammo-rf Ammo-RF]&lt;br /&gt;
|16 Entries&lt;br /&gt;
|(mngrp.bin loc: 0x21F8A8)&lt;br /&gt;
|0xA8&lt;br /&gt;
|Item to Ammo Item&lt;br /&gt;
|-&lt;br /&gt;
|[https://guides.gamercorner.net/ffviii/abilities/forbid-med-rf Forbid Med-RF]&lt;br /&gt;
|20 Entries&lt;br /&gt;
|(mngrp.bin loc: 0x21F928)&lt;br /&gt;
|0x128&lt;br /&gt;
|Item to Forbidden Medicine &lt;br /&gt;
|-&lt;br /&gt;
|[https://guides.gamercorner.net/ffviii/abilities/gfrecov-med-rf GFRecov Med-RF]&lt;br /&gt;
|12 Entries&lt;br /&gt;
|(mngrp.bin loc: 0x21F9C8)&lt;br /&gt;
|0x1C8&lt;br /&gt;
|Item to GF Recovery Items&lt;br /&gt;
|-&lt;br /&gt;
|[https://guides.gamercorner.net/ffviii/abilities/gfabl-med-rf GFAbl Med-RF]&lt;br /&gt;
|42 Entries&lt;br /&gt;
|(mngrp.bin loc: 0x21FA28)&lt;br /&gt;
|0x228&lt;br /&gt;
|Item to GF Ability Medicine Items&lt;br /&gt;
|-&lt;br /&gt;
|Tool-RF&lt;br /&gt;
|32 Entries&lt;br /&gt;
|(mngrp.bin loc: 0x21FB78)&lt;br /&gt;
|0x378&lt;br /&gt;
|Item to Tool Items&lt;br /&gt;
|}&lt;br /&gt;
===Entry===&lt;br /&gt;
8 bytes&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| UInt16&lt;br /&gt;
| 2&lt;br /&gt;
| [[#MSG|Offset]]&lt;br /&gt;
| Text Offset&lt;br /&gt;
(little-endian)&lt;br /&gt;
|-&lt;br /&gt;
| Byte&lt;br /&gt;
| 1&lt;br /&gt;
| Received&lt;br /&gt;
| Amount received&lt;br /&gt;
|-&lt;br /&gt;
| UInt16&lt;br /&gt;
| 2&lt;br /&gt;
| UNK&lt;br /&gt;
| {0x0001}&lt;br /&gt;
|-&lt;br /&gt;
| Byte&lt;br /&gt;
| 1&lt;br /&gt;
| [http://forums.qhimm.com/index.php?topic=17034.msg242332#msg242332 Input_Item_ID]&lt;br /&gt;
| Input: Item id value&lt;br /&gt;
'''0x00'''-'''0xC6'''&lt;br /&gt;
|-&lt;br /&gt;
| Byte&lt;br /&gt;
| 1&lt;br /&gt;
| Required&lt;br /&gt;
| Amount needed&lt;br /&gt;
|-&lt;br /&gt;
| Byte&lt;br /&gt;
| 1&lt;br /&gt;
| [http://forums.qhimm.com/index.php?topic=17034.msg242332#msg242332 Output_Item_ID]&lt;br /&gt;
| Output: Item id value&lt;br /&gt;
'''0x00'''-'''0xC6'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==m002.bin==&lt;br /&gt;
===Data===&lt;br /&gt;
2 abilities&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability&lt;br /&gt;
! # of Entries&lt;br /&gt;
! mngrp.bin Location&lt;br /&gt;
! Offset&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[https://guides.gamercorner.net/ffviii/abilities/mid-mag-rf Mid-Mag-RF]&lt;br /&gt;
|4 entries&lt;br /&gt;
|(mngrp.bin loc: 0x2200000)&lt;br /&gt;
|0x0&lt;br /&gt;
|Upgrade Magic from low level to mid level&lt;br /&gt;
|-&lt;br /&gt;
|[https://guides.gamercorner.net/ffviii/abilities/high-mag-rf High-Mag-RF]&lt;br /&gt;
|6 entries&lt;br /&gt;
|(mngrp.bin loc: 0x2200020)&lt;br /&gt;
|0x20&lt;br /&gt;
|Upgrade Magic from mid level to high level&lt;br /&gt;
|}&lt;br /&gt;
===Entry===&lt;br /&gt;
8 bytes&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| UInt16&lt;br /&gt;
| 2&lt;br /&gt;
| [[#MSG|Offset]]&lt;br /&gt;
| Text Offset&lt;br /&gt;
(little-endian)&lt;br /&gt;
|-&lt;br /&gt;
| Byte&lt;br /&gt;
| 1&lt;br /&gt;
| Received&lt;br /&gt;
| Amount received&lt;br /&gt;
|-&lt;br /&gt;
| UInt16&lt;br /&gt;
| 2&lt;br /&gt;
| UNK&lt;br /&gt;
| {0x0001}&lt;br /&gt;
|-&lt;br /&gt;
| Byte&lt;br /&gt;
| 1&lt;br /&gt;
| [http://forums.qhimm.com/index.php?topic=11137.msg166280#msg166280 Input_Spell_ID]&lt;br /&gt;
| Input: Spell id value&lt;br /&gt;
'''0x01'''-'''0x38'''&lt;br /&gt;
|-&lt;br /&gt;
| Byte&lt;br /&gt;
| 1&lt;br /&gt;
| Required&lt;br /&gt;
| Amount needed&lt;br /&gt;
|-&lt;br /&gt;
| Byte&lt;br /&gt;
| 1&lt;br /&gt;
| [http://forums.qhimm.com/index.php?topic=11137.msg166280#msg166280 Output_Spell_ID]&lt;br /&gt;
| Output: Spell id value&lt;br /&gt;
'''0x01'''-'''0x38'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==m003.bin==&lt;br /&gt;
===Data===&lt;br /&gt;
1 abilities&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability&lt;br /&gt;
! # of Entries&lt;br /&gt;
! mngrp.bin Location&lt;br /&gt;
! Offset&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[https://guides.gamercorner.net/ffviii/abilities/med-lv-up Med LV Up]&lt;br /&gt;
|12 Entries&lt;br /&gt;
|(mngrp.bin loc: 0x220800)&lt;br /&gt;
|0x0&lt;br /&gt;
|Level up low level recovery items to higher items&lt;br /&gt;
|}&lt;br /&gt;
===Entry===&lt;br /&gt;
8 bytes&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| UInt16&lt;br /&gt;
| 2&lt;br /&gt;
| [[#m003.msg|Offset]]&lt;br /&gt;
| Text Offset&lt;br /&gt;
(little-endian)&lt;br /&gt;
|-&lt;br /&gt;
| Byte&lt;br /&gt;
| 1&lt;br /&gt;
| Received&lt;br /&gt;
| Amount received&lt;br /&gt;
|-&lt;br /&gt;
| UInt16&lt;br /&gt;
| 2&lt;br /&gt;
| UNK&lt;br /&gt;
| {0x0001}&lt;br /&gt;
|-&lt;br /&gt;
| Byte&lt;br /&gt;
| 1&lt;br /&gt;
| [http://forums.qhimm.com/index.php?topic=17034.msg242332#msg242332 Input_Item_ID]&lt;br /&gt;
| Input: Item id value&lt;br /&gt;
'''0x00'''-'''0xC6'''&lt;br /&gt;
|-&lt;br /&gt;
| Byte&lt;br /&gt;
| 1&lt;br /&gt;
| Required&lt;br /&gt;
| Amount needed&lt;br /&gt;
|-&lt;br /&gt;
| Byte&lt;br /&gt;
| 1&lt;br /&gt;
| [http://forums.qhimm.com/index.php?topic=17034.msg242332#msg242332 Output_Item_ID]&lt;br /&gt;
| Output: Item id value&lt;br /&gt;
'''0x00'''-'''0xC6'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==m004.bin==&lt;br /&gt;
===Data===&lt;br /&gt;
1 abilities&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability&lt;br /&gt;
! # of Entries&lt;br /&gt;
! mngrp.bin Location&lt;br /&gt;
! Offset&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[https://guides.gamercorner.net/ffviii/abilities/card-mod Card Mod]&lt;br /&gt;
|110 Entries&lt;br /&gt;
|(mngrp.bin loc: 0x221000)&lt;br /&gt;
|0x0&lt;br /&gt;
|Card to Items&lt;br /&gt;
|}&lt;br /&gt;
===Entry===&lt;br /&gt;
8 bytes&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| UInt16&lt;br /&gt;
| 2&lt;br /&gt;
| [[#m004.msg|Offset]]&lt;br /&gt;
| Text Offset&lt;br /&gt;
(little-endian)&lt;br /&gt;
|-&lt;br /&gt;
| Byte&lt;br /&gt;
| 1&lt;br /&gt;
| Received&lt;br /&gt;
| Amount received&lt;br /&gt;
|-&lt;br /&gt;
| UInt16&lt;br /&gt;
| 2&lt;br /&gt;
| UNK&lt;br /&gt;
| {0x0001}&lt;br /&gt;
|-&lt;br /&gt;
| Byte&lt;br /&gt;
| 1&lt;br /&gt;
| Card_ID&lt;br /&gt;
| Card id value&lt;br /&gt;
'''0x00'''-'''0x6D'''&lt;br /&gt;
|-&lt;br /&gt;
| Byte&lt;br /&gt;
| 1&lt;br /&gt;
| Required&lt;br /&gt;
| Amount needed&lt;br /&gt;
|-&lt;br /&gt;
| Byte&lt;br /&gt;
| 1&lt;br /&gt;
| [http://forums.qhimm.com/index.php?topic=17034.msg242332#msg242332 Item_ID]&lt;br /&gt;
| Item id value&lt;br /&gt;
'''0x00'''-'''0xC6'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=MSG=&lt;br /&gt;
Text offsets are in [[#BIN|bin]] files. Strings end with '''0x00'''. [[FF8/String_Encoding|Strings are encoded]].&lt;br /&gt;
&lt;br /&gt;
==m003.msg==&lt;br /&gt;
Example:&amp;lt;br/&amp;gt;&lt;br /&gt;
''Elixir:\n10 will refine \ninto 1 Megalixir\0'' &amp;lt;br/&amp;gt;&lt;br /&gt;
When '''Elixir''' is selected only &amp;quot;'''10 will refine into 1 Megalixir'''&amp;quot; shows up above in help box&amp;lt;br/&amp;gt;&lt;br /&gt;
When choose the a box shows up with entire string. With: &amp;lt;br/&amp;gt;&lt;br /&gt;
'''Elixir''' ''(Number remaining)''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Number to refine''' ''10''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Megalixir''' ''(Total amount)''&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==m004.msg==&lt;br /&gt;
Example:&amp;lt;br/&amp;gt;&lt;br /&gt;
''Geezard Card:\n1 will refine \ninto 5 Screws\0'' &amp;lt;br/&amp;gt;&lt;br /&gt;
When '''Geezard''' Card is selected only &amp;quot;'''1 will refine into 5 Screws'''&amp;quot; shows up above in help box&amp;lt;br/&amp;gt;&lt;br /&gt;
When choose the a box shows up with entire string. With: &amp;lt;br/&amp;gt;&lt;br /&gt;
'''Geezard''' ''(Number remaining)''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Number to refine''' ''1''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Screws''' ''(Total amount)''&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF8/GameSaveFormat&amp;diff=5512</id>
		<title>FF8/GameSaveFormat</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF8/GameSaveFormat&amp;diff=5512"/>
		<updated>2019-07-14T22:12:24Z</updated>

		<summary type="html">&lt;p&gt;BukTop: 2 revisions imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;By myst6re.&lt;br /&gt;
&lt;br /&gt;
==  The save format  ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Size&lt;br /&gt;
! Data&lt;br /&gt;
|-&lt;br /&gt;
| 0x0000&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Checksum&lt;br /&gt;
|-&lt;br /&gt;
| 0x0002&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Always 0x08FF&lt;br /&gt;
|-&lt;br /&gt;
| 0x0004&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| '''Preview:''' Location ID&lt;br /&gt;
|-&lt;br /&gt;
| 0x0006&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| '''Preview:''' 1st character's current HP&lt;br /&gt;
|-&lt;br /&gt;
| 0x0008&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| '''Preview:''' 1st character's max HP&lt;br /&gt;
|-&lt;br /&gt;
| 0x000A&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| '''Preview:''' save count&lt;br /&gt;
|-&lt;br /&gt;
| 0x000C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| '''Preview:''' Amount of Gil&lt;br /&gt;
|-&lt;br /&gt;
| 0x0020&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| '''Preview:''' Total number of seconds played&lt;br /&gt;
|-&lt;br /&gt;
| 0x0024&lt;br /&gt;
| 1 byte&lt;br /&gt;
| '''Preview:''' 1st character's level&lt;br /&gt;
|-&lt;br /&gt;
| 0x0025&lt;br /&gt;
| 1 byte&lt;br /&gt;
| '''Preview:''' 1st character's portrait&lt;br /&gt;
|-&lt;br /&gt;
| 0x0026&lt;br /&gt;
| 1 byte&lt;br /&gt;
| '''Preview:''' 2nd character's portrait&lt;br /&gt;
|-&lt;br /&gt;
| 0x0027&lt;br /&gt;
| 1 byte&lt;br /&gt;
| '''Preview:''' 3rd character's portrait&lt;br /&gt;
|-&lt;br /&gt;
| 0x0028&lt;br /&gt;
| 12 bytes&lt;br /&gt;
| '''Preview:''' Squall's name (0x00 terminated)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0034&lt;br /&gt;
| 12 bytes&lt;br /&gt;
| '''Preview:''' Rinoa's name (0x00 terminated)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0040&lt;br /&gt;
| 12 bytes&lt;br /&gt;
| '''Preview:''' Angelo's name (0x00 terminated)&lt;br /&gt;
|-&lt;br /&gt;
| 0x004C&lt;br /&gt;
| 12 bytes&lt;br /&gt;
| '''Preview:''' Boko's name (0x00 terminated)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0058&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| '''Preview:''' Current Disk (0 based)&lt;br /&gt;
|-&lt;br /&gt;
| 0x005C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| '''Preview:''' Current save (last saved game)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0060&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Quetzalcoatl&lt;br /&gt;
|-&lt;br /&gt;
| 0x00A4&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Shiva&lt;br /&gt;
|-&lt;br /&gt;
| 0x00E8&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Ifrit&lt;br /&gt;
|-&lt;br /&gt;
| 0x012C&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Siren&lt;br /&gt;
|-&lt;br /&gt;
| 0x0170&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Brothers&lt;br /&gt;
|-&lt;br /&gt;
| 0x01B4&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Diablos&lt;br /&gt;
|-&lt;br /&gt;
| 0x01F8&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Carbuncle&lt;br /&gt;
|-&lt;br /&gt;
| 0x023C&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Leviathan&lt;br /&gt;
|-&lt;br /&gt;
| 0x0280&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Pandemonia&lt;br /&gt;
|-&lt;br /&gt;
| 0x02C4&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Cerberus&lt;br /&gt;
|-&lt;br /&gt;
| 0x0308&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Alexander&lt;br /&gt;
|-&lt;br /&gt;
| 0x034C&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Doomtrain&lt;br /&gt;
|-&lt;br /&gt;
| 0x0390&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Bahamut&lt;br /&gt;
|-&lt;br /&gt;
| 0x03D4&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Cactuar&lt;br /&gt;
|-&lt;br /&gt;
| 0x0418&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Tonberry&lt;br /&gt;
|-&lt;br /&gt;
| 0x045C&lt;br /&gt;
| 68 bytes&lt;br /&gt;
| '''Guardian Forces:''' Eden&lt;br /&gt;
|-&lt;br /&gt;
| 0x04A0&lt;br /&gt;
| 152 bytes&lt;br /&gt;
| '''Characters:''' Squall&lt;br /&gt;
|-&lt;br /&gt;
| 0x0538&lt;br /&gt;
| 152 bytes&lt;br /&gt;
| '''Characters:''' Zell&lt;br /&gt;
|-&lt;br /&gt;
| 0x05D0&lt;br /&gt;
| 152 bytes&lt;br /&gt;
| '''Characters:''' Irvine&lt;br /&gt;
|-&lt;br /&gt;
| 0x0668&lt;br /&gt;
| 152 bytes&lt;br /&gt;
| '''Characters:''' Quistis&lt;br /&gt;
|-&lt;br /&gt;
| 0x0700&lt;br /&gt;
| 152 bytes&lt;br /&gt;
| '''Characters:''' Rinoa&lt;br /&gt;
|-&lt;br /&gt;
| 0x0798&lt;br /&gt;
| 152 bytes&lt;br /&gt;
| '''Characters:''' Selphie&lt;br /&gt;
|-&lt;br /&gt;
| 0x0830&lt;br /&gt;
| 152 bytes&lt;br /&gt;
| '''Characters:''' Seifer&lt;br /&gt;
|-&lt;br /&gt;
| 0x08C8&lt;br /&gt;
| 152 bytes&lt;br /&gt;
| '''Characters:''' Edea&lt;br /&gt;
|-&lt;br /&gt;
| 0x0960&lt;br /&gt;
| 400 bytes&lt;br /&gt;
| Shops&lt;br /&gt;
|-&lt;br /&gt;
| 0x0AF0&lt;br /&gt;
| 20 bytes&lt;br /&gt;
| Configuration&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B04&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Party (0xFF terminated)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B08&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Known weapons&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B0C&lt;br /&gt;
| 12 bytes&lt;br /&gt;
| Griever name (FF8 text format)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0B18&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown (always 7966?)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0B1A&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B1C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Amount of Gil&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B20&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Amount of Gil (Laguna)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B24&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| '''Limit Break''' Quistis&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B26&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| '''Limit Break''' Zell&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B28&lt;br /&gt;
| 1 byte&lt;br /&gt;
| '''Limit Break''' Irvine&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B29&lt;br /&gt;
| 1 byte&lt;br /&gt;
| '''Limit Break''' Selphie&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B2A&lt;br /&gt;
| 1 byte&lt;br /&gt;
| '''Limit Break''' Angelo completed&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B2B&lt;br /&gt;
| 1 byte&lt;br /&gt;
| '''Limit Break''' Angelo known&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B2C&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| '''Limit Break''' Angelo points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B34&lt;br /&gt;
| 32 bytes&lt;br /&gt;
| '''Items''' battle order&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B54&lt;br /&gt;
| 396 bytes&lt;br /&gt;
| '''Items''' 198 items (Item ID and Quantity)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0CE0&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Game time&lt;br /&gt;
|-&lt;br /&gt;
| 0x0CE4&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Countdown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0CE8&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 4 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0CEC&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| '''Battle:''' victory count&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0CF0&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0CF2&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| '''Battle:''' battle escaped&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0CF4&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 4 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0CF8&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| '''Battle:''' Tonberry killed count&lt;br /&gt;
|-&lt;br /&gt;
| 0x0CFC&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| '''Battle:''' Tonberry Sr killed (yeah, this is a boolean)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0D00&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 4 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D04&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| '''Battle:''' First &amp;quot;Bug&amp;quot; battle (R1 tip)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D08&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| '''Battle:''' First &amp;quot;Bomb&amp;quot; battle (Elemental tip)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D0C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| '''Battle:''' First &amp;quot;T-Rex&amp;quot; battle (Mental tip)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D10&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| '''Battle:''' First &amp;quot;Irvine&amp;quot; battle (Irvine's limit break tip)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D14&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| '''Battle:''' Magic drawn once&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D1C&lt;br /&gt;
| 20 bytes&lt;br /&gt;
| '''Battle:''' Ennemy scanned once&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D30&lt;br /&gt;
| 1 byte&lt;br /&gt;
| '''Battle:''' Renzokuken auto&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D31&lt;br /&gt;
| 1 byte&lt;br /&gt;
| '''Battle:''' Renzokuken indicator&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D32&lt;br /&gt;
| 1 byte&lt;br /&gt;
| '''Battle:''' dream/Odin/Phoenix/Gilgamesh/Angelo disabled/Angel Wing enabled/???/???&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D33&lt;br /&gt;
| 16 bytes&lt;br /&gt;
| Tutorial infos&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D43&lt;br /&gt;
| 1 byte&lt;br /&gt;
| SeeD test level&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D44&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D48&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Party (last byte always = 255)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D4C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D50&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Module (1= field, 2= worldmap, 3= battle)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D52&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Current field&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D54&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Previous field&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D56&lt;br /&gt;
| 3*2 bytes (signed)&lt;br /&gt;
| Coord X (party1, party2, party3)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D5C&lt;br /&gt;
| 3*2 bytes (signed)&lt;br /&gt;
| Coord Y (party1, party2, party3)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D62&lt;br /&gt;
| 3*2 bytes&lt;br /&gt;
| Triangle ID (party1, party2, party3)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D68&lt;br /&gt;
| 3*1 bytes&lt;br /&gt;
| Direction (party1, party2, party3)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D6B&lt;br /&gt;
| 1 byte&lt;br /&gt;
| ''Padding''&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D6C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D70&lt;br /&gt;
| 256 + 1024 bytes&lt;br /&gt;
|&lt;br /&gt;
[[FF8/Variables|Field vars]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x1270&lt;br /&gt;
| 128 bytes&lt;br /&gt;
| Worldmap (TODO)&lt;br /&gt;
|-&lt;br /&gt;
| 0x12F0&lt;br /&gt;
| 128 bytes&lt;br /&gt;
| Triple Triad (TODO)&lt;br /&gt;
|-&lt;br /&gt;
| 0x1370&lt;br /&gt;
| 64 bytes&lt;br /&gt;
| Chocobo World (TODO)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===  Guardian Forces  ===&lt;br /&gt;
&lt;br /&gt;
The checksum calculation starts here.&lt;br /&gt;
&lt;br /&gt;
There are 16 G-F: Quetzalcoatl, Shiva, Ifrit, Siren, Brothers, Diablos, Carbuncle, Leviathan, Pandemonia, Cerberus, Alexander, Doomtrain, Bahamut, Cactuar, Tonberry, Eden.&amp;lt;br /&amp;gt; For each G-F:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Size&lt;br /&gt;
! Data&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 12 bytes&lt;br /&gt;
| Name (0x00 terminated)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Experience&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x10&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x11&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Exists&lt;br /&gt;
|-&lt;br /&gt;
| 0x12&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| HP&lt;br /&gt;
|-&lt;br /&gt;
| 0x14&lt;br /&gt;
| 16 bytes&lt;br /&gt;
| Complete abilities (1 bit = 1 ability completed, 9 bits unused)&lt;br /&gt;
|-&lt;br /&gt;
| 0x24&lt;br /&gt;
| 24 bytes&lt;br /&gt;
| APs (1 byte = 1 ability of the GF, 2 bytes unused)&lt;br /&gt;
|-&lt;br /&gt;
| 0x3C&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of kills&lt;br /&gt;
|-&lt;br /&gt;
| 0x3E&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of KOs&lt;br /&gt;
|-&lt;br /&gt;
| 0x41&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Learning ability&lt;br /&gt;
|-&lt;br /&gt;
| 0x42&lt;br /&gt;
| 3 bytes&lt;br /&gt;
| Forgotten abilities (1 bit = 1 ability of the GF forgotten, 2 bits unused)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===  Characters  ===&lt;br /&gt;
&lt;br /&gt;
Squall, Zell, Irvine, Quistis, Rinoa, Selphie, Seifer, Edea. For each character:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Size&lt;br /&gt;
! Data&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Current HPs&lt;br /&gt;
|-&lt;br /&gt;
| 0x02&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Max HPs&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Experience&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Model ID&lt;br /&gt;
|-&lt;br /&gt;
| 0x09&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Weapon ID&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A&lt;br /&gt;
| 1 byte&lt;br /&gt;
| STR&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B&lt;br /&gt;
| 1 byte&lt;br /&gt;
| VIT&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C&lt;br /&gt;
| 1 byte&lt;br /&gt;
| MAG&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D&lt;br /&gt;
| 1 byte&lt;br /&gt;
| SPR&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E&lt;br /&gt;
| 1 byte&lt;br /&gt;
| SPD&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F&lt;br /&gt;
| 1 byte&lt;br /&gt;
| LCK&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 2*32 bytes&lt;br /&gt;
| Magics&lt;br /&gt;
|-&lt;br /&gt;
| 0x50&lt;br /&gt;
| 3 bytes&lt;br /&gt;
| Commands&lt;br /&gt;
|-&lt;br /&gt;
| 0x53&lt;br /&gt;
| 1 byte&lt;br /&gt;
| ''Padding or unused command''&lt;br /&gt;
|-&lt;br /&gt;
| 0x54&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Abilities&lt;br /&gt;
|-&lt;br /&gt;
| 0x58&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Junctionned GFs&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x5A&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x5B&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Alternative model (Normal, SeeD, Soldier...)&lt;br /&gt;
|-&lt;br /&gt;
| 0x5C&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Junction HP&lt;br /&gt;
|-&lt;br /&gt;
| 0x5D&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Junction STR&lt;br /&gt;
|-&lt;br /&gt;
| 0x5E&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Junction VIT&lt;br /&gt;
|-&lt;br /&gt;
| 0x5F&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Junction MAG&lt;br /&gt;
|-&lt;br /&gt;
| 0x60&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Junction SPR&lt;br /&gt;
|-&lt;br /&gt;
| 0x61&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Junction SPD&lt;br /&gt;
|-&lt;br /&gt;
| 0x62&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Junction EVA&lt;br /&gt;
|-&lt;br /&gt;
| 0x63&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Junction HIT&lt;br /&gt;
|-&lt;br /&gt;
| 0x64&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Junction LCK&lt;br /&gt;
|-&lt;br /&gt;
| 0x65&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Junction elemental attack&lt;br /&gt;
|-&lt;br /&gt;
| 0x66&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Junction mental attack&lt;br /&gt;
|-&lt;br /&gt;
| 0x67&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Junction elemental defense&lt;br /&gt;
|-&lt;br /&gt;
| 0x6B&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Junction mental defense&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x6F&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown (padding?)&lt;br /&gt;
|-&lt;br /&gt;
| 0x70&lt;br /&gt;
| 16 * 2 bytes&lt;br /&gt;
| Compatibility with GFs&lt;br /&gt;
|-&lt;br /&gt;
| 0x90&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of kills&lt;br /&gt;
|-&lt;br /&gt;
| 0x92&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of KOs&lt;br /&gt;
|-&lt;br /&gt;
| 0x94&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Exists&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x95&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x96&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Mental Status&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x97&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===  Worldmap  ===&lt;br /&gt;
&lt;br /&gt;
# TODO&lt;br /&gt;
&lt;br /&gt;
===  Triple Triad  ===&lt;br /&gt;
&lt;br /&gt;
# TODO&lt;br /&gt;
&lt;br /&gt;
===  Chocobo World  ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Size&lt;br /&gt;
! Data&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 1 byte (bit field)&lt;br /&gt;
| Enabled / In world / MiniMog found / Demon King defeated / Koko kidnapped / Hurry! / Koko met / Event Wait off&lt;br /&gt;
|-&lt;br /&gt;
| 0x01&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Level&lt;br /&gt;
|-&lt;br /&gt;
| 0x02&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Current HP&lt;br /&gt;
|-&lt;br /&gt;
| 0x03&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Max HP&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Weapon (4 bit = 1 weapon)&lt;br /&gt;
|-&lt;br /&gt;
| 0x06&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Rank&lt;br /&gt;
|-&lt;br /&gt;
| 0x07&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Save count&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| id related&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0E&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 6 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x14&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Item Class A count&lt;br /&gt;
|-&lt;br /&gt;
| 0x15&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Item Class B count&lt;br /&gt;
|-&lt;br /&gt;
| 0x16&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Item Class C count&lt;br /&gt;
|-&lt;br /&gt;
| 0x17&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Item Class D count&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x18&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 16 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Associated save ID&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x2C&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x2D&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Boko Attack (star count: 0 = ChocoFire, 1 = ChocoFlare, 2 = ChocoMeteor, 3 = ChocoBocle)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x2E&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x2F&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Home walking&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x30&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 16 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown (unused?)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF8/Main_namedic&amp;diff=5515</id>
		<title>FF8/Main namedic</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF8/Main_namedic&amp;diff=5515"/>
		<updated>2019-07-14T22:12:24Z</updated>

		<summary type="html">&lt;p&gt;BukTop: 2 revisions imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;0x0-uint16-TextCount&lt;br /&gt;
&lt;br /&gt;
0x2-uint16*TextCount-Global offsets to text)&lt;br /&gt;
&lt;br /&gt;
0xY-char[]-Texts, terminated with /0&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF8/Menu_areames_dc1&amp;diff=5517</id>
		<title>FF8/Menu areames dc1</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF8/Menu_areames_dc1&amp;diff=5517"/>
		<updated>2019-07-14T22:12:24Z</updated>

		<summary type="html">&lt;p&gt;BukTop: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Format==&lt;br /&gt;
Same format as: '''[http://wiki.ffrtt.ru/index.php/FF8/Menu_mngrp_strings_locations Menu_mngrp_strings_locations]'''&lt;br /&gt;
==Contents==&lt;br /&gt;
Contains area strings. '''Offsets[Location number from save]''' gets the string that shows on the menu/load/save screens. The special character '''0xE##''' is 2 bytes. Subtract '''0xE20''' and you get the desired in '''[[FF8/Main_namedic|namedec.bin]]'''.&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
'''0xE22- Alcauld Plains''', '''0xE22''' becomes '''Balamb''', so final string is '''Balamb- Alcauld Plains'''&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF8/Field/Script/Opcodes/102_SARALYOFF&amp;diff=5503</id>
		<title>FF8/Field/Script/Opcodes/102 SARALYOFF</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF8/Field/Script/Opcodes/102_SARALYOFF&amp;diff=5503"/>
		<updated>2019-07-14T22:09:59Z</updated>

		<summary type="html">&lt;p&gt;BukTop: 2 revisions imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x066'''&lt;br /&gt;
* Short name: '''SARALYOFF'''&lt;br /&gt;
* Long name: Salary off&lt;br /&gt;
&lt;br /&gt;
====  Argument  ====&lt;br /&gt;
&lt;br /&gt;
none&lt;br /&gt;
&lt;br /&gt;
====  Stack  ====&lt;br /&gt;
&lt;br /&gt;
none&lt;br /&gt;
&lt;br /&gt;
====  Description  ====&lt;br /&gt;
&lt;br /&gt;
Disables the payment of salaries.&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF8/Field/Script/Opcodes/103_SARALYON&amp;diff=5505</id>
		<title>FF8/Field/Script/Opcodes/103 SARALYON</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF8/Field/Script/Opcodes/103_SARALYON&amp;diff=5505"/>
		<updated>2019-07-14T22:09:59Z</updated>

		<summary type="html">&lt;p&gt;BukTop: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x067'''&lt;br /&gt;
* Short name: '''SARALYON'''&lt;br /&gt;
* Long name: Salary on&lt;br /&gt;
&lt;br /&gt;
====  Argument  ====&lt;br /&gt;
&lt;br /&gt;
none&lt;br /&gt;
&lt;br /&gt;
====  Stack  ====&lt;br /&gt;
&lt;br /&gt;
none&lt;br /&gt;
&lt;br /&gt;
====  Description  ====&lt;br /&gt;
&lt;br /&gt;
Enables the payment of salaries.&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF8/Field/Script/Opcodes/104_SARALYDISPOFF&amp;diff=5507</id>
		<title>FF8/Field/Script/Opcodes/104 SARALYDISPOFF</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF8/Field/Script/Opcodes/104_SARALYDISPOFF&amp;diff=5507"/>
		<updated>2019-07-14T22:09:59Z</updated>

		<summary type="html">&lt;p&gt;BukTop: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x068'''&lt;br /&gt;
* Short name: '''SARALYDISPOFF'''&lt;br /&gt;
* Long name: Salary off&lt;br /&gt;
&lt;br /&gt;
====  Argument  ====&lt;br /&gt;
&lt;br /&gt;
none&lt;br /&gt;
&lt;br /&gt;
====  Stack  ====&lt;br /&gt;
&lt;br /&gt;
none&lt;br /&gt;
&lt;br /&gt;
====  Description  ====&lt;br /&gt;
&lt;br /&gt;
Turns off the display of salary alerts.&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF8/Field/Script/Opcodes/105_SARALYDISPON&amp;diff=5509</id>
		<title>FF8/Field/Script/Opcodes/105 SARALYDISPON</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF8/Field/Script/Opcodes/105_SARALYDISPON&amp;diff=5509"/>
		<updated>2019-07-14T22:09:59Z</updated>

		<summary type="html">&lt;p&gt;BukTop: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x069'''&lt;br /&gt;
* Short name: '''SARALYDISPON'''&lt;br /&gt;
* Long name: Salary on&lt;br /&gt;
&lt;br /&gt;
====  Argument  ====&lt;br /&gt;
&lt;br /&gt;
none&lt;br /&gt;
&lt;br /&gt;
====  Stack  ====&lt;br /&gt;
&lt;br /&gt;
none&lt;br /&gt;
&lt;br /&gt;
====  Description  ====&lt;br /&gt;
&lt;br /&gt;
Turns on the display of salary alerts.&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF8&amp;diff=5500</id>
		<title>FF8</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF8&amp;diff=5500"/>
		<updated>2019-07-14T22:08:24Z</updated>

		<summary type="html">&lt;p&gt;BukTop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=  Contents =&lt;br /&gt;
=== History ===&lt;br /&gt;
Final Fantasy VIII came after the mega hit [[FF7|Final Fantasy VII]], it in itself was a very successful game release for Square. For more on the [[FF8/HistoryOf|history of Final Fantasy VIII read here]].  The Game Engine &lt;br /&gt;
* [[FF8/Engine|Final Fantasy VIII's Engine]] &lt;br /&gt;
=== Engine constants ===&lt;br /&gt;
* [[FF8/Engine_const/BattleFiles|Array of Battle files]] &lt;br /&gt;
=== Details of the Game ===&lt;br /&gt;
* [[FF8/Kernel|Final Fantasy VIII's Kernel]] &lt;br /&gt;
* [[FF8/Variables|Game variables used in scripting]] &lt;br /&gt;
* [[FF8/Engine/WorldMapCamera|World map camera]]&lt;br /&gt;
* [[FF8/Encounter_Codes|Battle encounters list]]&lt;br /&gt;
* [[FF8/String_Encoding|String Encoding]]&lt;br /&gt;
&lt;br /&gt;
=== Media Formats ===&lt;br /&gt;
*  [[FF8/PlaystationMedia|Final Fantasy VIII PS1]] media information. &lt;br /&gt;
*  [[FF8/PC_Media|Final Fantasy VIII PC]] media information. &lt;br /&gt;
*  [[FF8/GameSaveFormat|Final Fantasy VIII Save data]] &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
= File Formats =&lt;br /&gt;
=== Sound Files ===&lt;br /&gt;
*  [[FF8/FileFormat_FMT|[FMT]]] Sound Archives &lt;br /&gt;
=== Battle files ===&lt;br /&gt;
*  [[FF8/FileFormat_X|[X]]] Battle Fields &lt;br /&gt;
*  [[FF8/FileFormat_DAT|[DAT]]] Battle Models &lt;br /&gt;
*  [[FF8/BattleStructure|Scene.out]] Battle encounter data &lt;br /&gt;
*  [[FF8/FileFormat_r0win|r0win.dat]] Winning sequence &lt;br /&gt;
*  [[FF8/FileFormat_b0wave|b0wave.dat]] Core battle data (Textures+Music+Font) &lt;br /&gt;
*  [[FF8/FileFormat_TDW|a9btlfnt.bft]] Battle Font (Redirect to TDW) &lt;br /&gt;
*  [[FF8/FileFormat_magfiles|.mag files]] - MAG files &lt;br /&gt;
=== Field files ===&lt;br /&gt;
*  [[FF8/Field/Script/Opcodes|Opcodes]] Field script opcodes&lt;br /&gt;
*  [[FF8/FileFormat_MCH|[MCH]]] Field Character Models &lt;br /&gt;
*  [[FF8/FileFormat_ONE|[ONE]]] Field Character Models Container &lt;br /&gt;
*  [[FF8/FileFormat_MIM|[MIM]]] Field Background Image Data &lt;br /&gt;
*  [[FF8/FileFormat_MAP|[MAP]]] Field Background Tile Data &lt;br /&gt;
*  [[FF8/FileFormat_JSM|[JSM]]] Field Scripts &lt;br /&gt;
*  [[FF8/FileFormat_SYM|[SYM]]] Field Script names (unused) &lt;br /&gt;
*  [[FF8/FileFormat_MSD|[MSD]]] Field Dialogs &lt;br /&gt;
*  [[FF8/FileFormat_INF|[INF]]] Field Gateways &lt;br /&gt;
*  [[FF7/Field/Walkmesh|[ID]]] Field Walkmesh (same format as FF7) &lt;br /&gt;
*  [[FF8/FileFormat_CA|[CA]]] Field Camera &lt;br /&gt;
*  [[FF8/FileFormat_TDW|[TDW]]] Extra font &lt;br /&gt;
*  [[FF8/FileFormat_MSK|[MSK]]] Movie cam (?) &lt;br /&gt;
*  [[FF8/FileFormat_RAT_MRT|[RAT]] &amp;amp; [MRT]] Battle related &lt;br /&gt;
*  [[FF8/FileFormat_PMD|[PMD]]] Particle Info &lt;br /&gt;
*  [[FF8/FileFormat_PMP|[PMP]]] Particle Image Data &lt;br /&gt;
*  [[FF8/FileFormat_PVP|[PVP]]] Unknown (often 0x0c000000, sometimes 0x0a000000 or 0x0b000000) &lt;br /&gt;
*  [[FF8/FileFormat_SFX|[SFX]]] Indexes to Sound Effects (?)&lt;br /&gt;
&lt;br /&gt;
=== World map files ===&lt;br /&gt;
*  [[FF8/WorldMap_music|music0.obj]] &lt;br /&gt;
*  [[FF8/WorldMap_music|music1.obj]] &lt;br /&gt;
*  [[FF8/WorldMap_music|music2.obj]] &lt;br /&gt;
*  [[FF8/WorldMap_music|music3.obj]] &lt;br /&gt;
*  [[FF8/WorldMap_music|music4.obj]] &lt;br /&gt;
*  [[FF8/WorldMap_music|music5.obj]] &lt;br /&gt;
*  [[FF8/WorldMap_rail|rail.obj]] &lt;br /&gt;
*  [[FF8/WorldMap_texl|texl.obj]] &lt;br /&gt;
*  [[FF8/WorldMap_wmset|wmset.obj]] &lt;br /&gt;
*  [[FF8/WorldMap_wmsetxx|wmsetXX.obj]] &lt;br /&gt;
*  [[FF8/WorldMap_wmx|wmx.obj]]&lt;br /&gt;
*  [[FF8/WorldMap_charaone|chara.one]]&lt;br /&gt;
&lt;br /&gt;
=== Main ===&lt;br /&gt;
*  [[FF8/Main_wm2|wm2field.tbl]] &lt;br /&gt;
*  [[FF8/Main_kernel|kernel.bin]] &lt;br /&gt;
*  [[FF8/Main_harata|harata.cnf]] &lt;br /&gt;
*  [[FF8/Main_init|init.out]] &lt;br /&gt;
*  [[FF8/Main_namedic|namedic.bin]]&lt;br /&gt;
=== Menu ===&lt;br /&gt;
*  [[FF8/Menu_sp2|*.sp1/*.sp2]]&lt;br /&gt;
* [[FF8/Menu_mngrphd_bin|mngrphd.bin]]&lt;br /&gt;
* [[FF8/Menu_mngrp_bin|mngrp.bin]]&lt;br /&gt;
* [[FF8/Menu_tkmnmes|tkmnmes*.bin]]&lt;br /&gt;
* [[Ff8/Menu_mag_textures|mag*.tex]]&lt;br /&gt;
* [[FF8/Menu_mngrp_strings_locations|mngrp strings]]&lt;br /&gt;
* [[FF8/Menu_mngrp_complex_strings|mngrp complex strings]]&lt;br /&gt;
* [[FF8/Menu_m000_m004|m00*.bin and m00*.msg]]&lt;br /&gt;
* [[FF8/Menu_areames_dc1|areames.dc1]]&lt;br /&gt;
&lt;br /&gt;
= Tools and Patches =&lt;br /&gt;
*  [[FF8/Tools|Tools and Patches]]&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF8&amp;diff=5499</id>
		<title>FF8</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF8&amp;diff=5499"/>
		<updated>2019-07-14T22:07:28Z</updated>

		<summary type="html">&lt;p&gt;BukTop: 6 revisions imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=  Contents =&lt;br /&gt;
=== History ===&lt;br /&gt;
Final Fantasy VIII came after the mega hit [[FF7|Final Fantasy VII]], it in itself was a very successful game release for Square. For more on the [[FF8/HistoryOf|history of Final Fantasy VIII read here]].  The Game Engine &lt;br /&gt;
* [[FF8/Engine|Final Fantasy VIII's Engine]] &lt;br /&gt;
=== Engine constants ===&lt;br /&gt;
* [[FF8/Engine_const/BattleFiles|Array of Battle files]] &lt;br /&gt;
=== Details of the Game ===&lt;br /&gt;
* [[FF8/Kernel|Final Fantasy VIII's Kernel]] &lt;br /&gt;
* [[FF8/Variables|Game variables used in scripting]] &lt;br /&gt;
* [[FF8/Engine/WorldMapCamera|World map camera]]&lt;br /&gt;
* [[FF8/Encounter_Codes|Battle encounters list]]&lt;br /&gt;
&lt;br /&gt;
=== Media Formats ===&lt;br /&gt;
*  [[FF8/PlaystationMedia|Final Fantasy VIII PS1]] media information. &lt;br /&gt;
*  [[FF8/PC_Media|Final Fantasy VIII PC]] media information. &lt;br /&gt;
*  [[FF8/GameSaveFormat|Final Fantasy VIII Save data]] &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
= File Formats =&lt;br /&gt;
=== Sound Files ===&lt;br /&gt;
*  [[FF8/FileFormat_FMT|[FMT]]] Sound Archives &lt;br /&gt;
=== Battle files ===&lt;br /&gt;
*  [[FF8/FileFormat_X|[X]]] Battle Fields &lt;br /&gt;
*  [[FF8/FileFormat_DAT|[DAT]]] Battle Models &lt;br /&gt;
*  [[FF8/BattleStructure|Scene.out]] Battle encounter data &lt;br /&gt;
*  [[FF8/FileFormat_r0win|r0win.dat]] Winning sequence &lt;br /&gt;
*  [[FF8/FileFormat_b0wave|b0wave.dat]] Core battle data (Textures+Music+Font) &lt;br /&gt;
*  [[FF8/FileFormat_TDW|a9btlfnt.bft]] Battle Font (Redirect to TDW) &lt;br /&gt;
*  [[FF8/FileFormat_magfiles|.mag files]] - MAG files &lt;br /&gt;
=== Field files ===&lt;br /&gt;
*  [[FF8/Field/Script/Opcodes|Opcodes]] Field script opcodes&lt;br /&gt;
*  [[FF8/FileFormat_MCH|[MCH]]] Field Character Models &lt;br /&gt;
*  [[FF8/FileFormat_ONE|[ONE]]] Field Character Models Container &lt;br /&gt;
*  [[FF8/FileFormat_MIM|[MIM]]] Field Background Image Data &lt;br /&gt;
*  [[FF8/FileFormat_MAP|[MAP]]] Field Background Tile Data &lt;br /&gt;
*  [[FF8/FileFormat_JSM|[JSM]]] Field Scripts &lt;br /&gt;
*  [[FF8/FileFormat_SYM|[SYM]]] Field Script names (unused) &lt;br /&gt;
*  [[FF8/FileFormat_MSD|[MSD]]] Field Dialogs &lt;br /&gt;
*  [[FF8/FileFormat_INF|[INF]]] Field Gateways &lt;br /&gt;
*  [[FF7/Field/Walkmesh|[ID]]] Field Walkmesh (same format as FF7) &lt;br /&gt;
*  [[FF8/FileFormat_CA|[CA]]] Field Camera &lt;br /&gt;
*  [[FF8/FileFormat_TDW|[TDW]]] Extra font &lt;br /&gt;
*  [[FF8/FileFormat_MSK|[MSK]]] Movie cam (?) &lt;br /&gt;
*  [[FF8/FileFormat_RAT_MRT|[RAT]] &amp;amp; [MRT]] Battle related &lt;br /&gt;
*  [[FF8/FileFormat_PMD|[PMD]]] Particle Info &lt;br /&gt;
*  [[FF8/FileFormat_PMP|[PMP]]] Particle Image Data &lt;br /&gt;
*  [[FF8/FileFormat_PVP|[PVP]]] Unknown (often 0x0c000000, sometimes 0x0a000000 or 0x0b000000) &lt;br /&gt;
*  [[FF8/FileFormat_SFX|[SFX]]] Indexes to Sound Effects (?)&lt;br /&gt;
&lt;br /&gt;
=== World map files ===&lt;br /&gt;
*  [[FF8/WorldMap_music|music0.obj]] &lt;br /&gt;
*  [[FF8/WorldMap_music|music1.obj]] &lt;br /&gt;
*  [[FF8/WorldMap_music|music2.obj]] &lt;br /&gt;
*  [[FF8/WorldMap_music|music3.obj]] &lt;br /&gt;
*  [[FF8/WorldMap_music|music4.obj]] &lt;br /&gt;
*  [[FF8/WorldMap_music|music5.obj]] &lt;br /&gt;
*  [[FF8/WorldMap_rail|rail.obj]] &lt;br /&gt;
*  [[FF8/WorldMap_texl|texl.obj]] &lt;br /&gt;
*  [[FF8/WorldMap_wmset|wmset.obj]] &lt;br /&gt;
*  [[FF8/WorldMap_wmsetxx|wmsetXX.obj]] &lt;br /&gt;
*  [[FF8/WorldMap_wmx|wmx.obj]]&lt;br /&gt;
*  [[FF8/WorldMap_charaone|chara.one]]&lt;br /&gt;
&lt;br /&gt;
=== Main ===&lt;br /&gt;
*  [[FF8/Main_wm2|wm2field.tbl]] &lt;br /&gt;
*  [[FF8/Main_kernel|kernel.bin]] &lt;br /&gt;
*  [[FF8/Main_harata|harata.cnf]] &lt;br /&gt;
*  [[FF8/Main_init|init.out]] &lt;br /&gt;
*  [[FF8/Main_namedic|namedic.bin]]&lt;br /&gt;
=== Menu ===&lt;br /&gt;
*  [[FF8/Menu_sp2|*.sp1/*.sp2]]&lt;br /&gt;
&lt;br /&gt;
= Tools and Patches =&lt;br /&gt;
*  [[FF8/Tools|Tools and Patches]]&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Savemap&amp;diff=5492</id>
		<title>FF7/Savemap</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Savemap&amp;diff=5492"/>
		<updated>2019-07-14T22:03:38Z</updated>

		<summary type="html">&lt;p&gt;BukTop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===  The Savemap  ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid black; border-collapse: collapse; width: 600px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Table 1: FF7 Save Slot'''&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! style=&amp;quot;background: rgb(204,204,204)&amp;quot; colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0000&lt;br /&gt;
| 2(4) bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
Checksum ([http://forums.qhimm.com/index.php?topic=4211.msg60545#msg60545 how to generate])&amp;lt;br /&amp;gt;Technically this is a DWord, but the checksum generation method only stores the lower Word.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0004&lt;br /&gt;
| 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Save Preview'''&amp;lt;nowiki&amp;gt;: Lead character's level &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 0x0005&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Save Preview'''&amp;lt;nowiki&amp;gt;: Lead character's portrait &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x00: Cloud&amp;lt;br /&amp;gt;0x01: Barret&amp;lt;br /&amp;gt;0x02: Tifa&amp;lt;br /&amp;gt;0x03: Aeris&amp;lt;br /&amp;gt;0x04: Red XIII&amp;lt;br /&amp;gt;0x05: Yuffie&amp;lt;br /&amp;gt;0x06: Cait Sith&lt;br /&gt;
| 0x07: Vincent&amp;lt;br /&amp;gt;0x08: Cid&amp;lt;br /&amp;gt;0x09: Young Cloud&amp;lt;br /&amp;gt;0x0A: Sephiroth&amp;lt;br /&amp;gt;0x0B: Chocobo&amp;lt;br /&amp;gt;0xFF: None&lt;br /&gt;
|-&lt;br /&gt;
| 0x0006&lt;br /&gt;
| 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Save Preview'''&amp;lt;nowiki&amp;gt;: 2nd character's portrait &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0007&lt;br /&gt;
| 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Save Preview'''&amp;lt;nowiki&amp;gt;: 3rd character's portrait &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0008&lt;br /&gt;
| 16 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
'''Save Preview'''&amp;lt;nowiki&amp;gt;: Lead character's name, &amp;lt;/nowiki&amp;gt;[[FF7/FF_Text|FF Text format]] , terminated with 0xFF&lt;br /&gt;
|-&lt;br /&gt;
| 0x0018&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Save Preview'''&amp;lt;nowiki&amp;gt;: Lead character's current HP &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x001A&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Save Preview'''&amp;lt;nowiki&amp;gt;: Lead character's max HP &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x001C&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Save Preview'''&amp;lt;nowiki&amp;gt;: Lead character's current MP &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x001E&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Save Preview'''&amp;lt;nowiki&amp;gt;: Lead character's max MP &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0020&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Save Preview'''&amp;lt;nowiki&amp;gt;: Amount of Gil &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0024&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Save Preview'''&amp;lt;nowiki&amp;gt;: Total number of seconds played &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0028&lt;br /&gt;
| 32 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
'''Save Preview'''&amp;lt;nowiki&amp;gt;: Save location, &amp;lt;/nowiki&amp;gt;[[FF7/FF_Text|FF Text format]], terminated with 0xFF&lt;br /&gt;
|-&lt;br /&gt;
| 0x0048&lt;br /&gt;
| 3 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | RGB value for upper left corner of window&lt;br /&gt;
|-&lt;br /&gt;
| 0x004B&lt;br /&gt;
| 3 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | RGB value for upper right corner of window&lt;br /&gt;
|-&lt;br /&gt;
| 0x004E&lt;br /&gt;
| 3 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | RGB value for lower left corner of window&lt;br /&gt;
|-&lt;br /&gt;
| 0x0051&lt;br /&gt;
| 3 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | RGB value for lower right corner of window&lt;br /&gt;
|-&lt;br /&gt;
| 0x0054&lt;br /&gt;
| 132 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''[[#Character_Record|Character Record]]'''&amp;lt;nowiki&amp;gt;: Cloud &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x00D8&lt;br /&gt;
| 132 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''[[#Character_Record|Character Record]]'''&amp;lt;nowiki&amp;gt;: Barret &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x015C&lt;br /&gt;
| 132 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''[[#Character_Record|Character Record]]'''&amp;lt;nowiki&amp;gt;: Tifa &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x01E0&lt;br /&gt;
| 132 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''[[#Character_Record|Character Record]]'''&amp;lt;nowiki&amp;gt;: Aeris's &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0264&lt;br /&gt;
| 132 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''[[#Character_Record|Character Record]]'''&amp;lt;nowiki&amp;gt;: Red XIII &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x02E8&lt;br /&gt;
| 132 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''[[#Character_Record|Character Record]]'''&amp;lt;nowiki&amp;gt;: Yuffie &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x036C&lt;br /&gt;
| 132 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''[[#Character_Record|Character Record]]'''&amp;lt;nowiki&amp;gt;: Cait Sith (or Young Cloud) &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x03F0&lt;br /&gt;
| 132 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''[[#Character_Record|Character Record]]'''&amp;lt;nowiki&amp;gt;: Vincent (or Sephiroth) &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0474&lt;br /&gt;
| 132 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''[[#Character_Record|Character Record]]'''&amp;lt;nowiki&amp;gt;: Cid &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x04F8&lt;br /&gt;
| 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Party member in slot 1 [uses same format as character portrait above]&lt;br /&gt;
|-&lt;br /&gt;
| 0x04F9&lt;br /&gt;
| 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Party member in slot 2&lt;br /&gt;
|-&lt;br /&gt;
| 0x04FA&lt;br /&gt;
| 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Party member in slot 3&lt;br /&gt;
|-&lt;br /&gt;
| 0x04FB&lt;br /&gt;
| 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Alignment (Always 0xFF)&lt;br /&gt;
|-&lt;br /&gt;
| 0x04FC&lt;br /&gt;
| 640 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
Party Item stock, 2 bytes per item, 320 item slots max [See [[#Save_Item_List|save item list]] below]&lt;br /&gt;
|-&lt;br /&gt;
| 0x077C&lt;br /&gt;
| 800 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
Party Materia stock, 4 bytes per materia, 200 materia max [See [[#Save_Materia_List|save materia list]] ]&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A9C&lt;br /&gt;
| 192 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
Materia stolen by Yuffie, 4 bytes per materia, 48 materia max [See [[#Save_Materia_List|save materia list]] ]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0B5C&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 32 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; colspan=&amp;quot;2&amp;quot; | z_3 Unknown (Always 0xFF?)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B7C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Party's Gil amount&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B80&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Total number of seconds played&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B84&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Countdown Timer (in seconds)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154); border-bottom: 1px solid #FF9A33&amp;quot; | 0x0B88&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154); border-bottom: 1px solid #FF9A33&amp;quot; | 12 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154); border-bottom: 1px solid #FF9A33&amp;quot; colspan=&amp;quot;2&amp;quot; | z_4 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154); border-top: 1px dashed&amp;quot; | 0x0B88&amp;lt;br /&amp;gt;z_4[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204); border-top: 1px dashed; border-left: 1px dashed; border-right: 1px dashed&amp;quot; | 4 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204); border-top: 1px dashed&amp;quot; colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
Used to calculate fractions of seconds (1/65535) of Game timer (0x0B80).&amp;lt;br /&amp;gt;Technically this is a DWord, but only the lower Word is used.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154); border-top: 1px dashed&amp;quot; | 0x0B8C&amp;lt;br /&amp;gt;z_4[4]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204); border-top: 1px dashed; border-left: 1px dashed; border-right: 1px dashed&amp;quot; | 4 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204); border-top: 1px dashed&amp;quot; colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
Used to calculate fractions of seconds (1/65535) of Countdown timer (0x0B84).&amp;lt;br /&amp;gt;Share the same value with 0x0B88.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154); border-top: 1px dashed&amp;quot; | 0x0B90&amp;lt;br /&amp;gt;z_4[8]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204); border-top: 1px dashed; border-left: 1px dashed; border-right: 1px dashed&amp;quot; | 4 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204); border-top: 1px dashed&amp;quot; colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
This is set along with Current map value (0x0B94).&amp;lt;br /&amp;gt;If Current module value is 1, this is set to 2.&amp;lt;br /&amp;gt; If Current module value is 3, this is set to 0.&amp;lt;br /&amp;gt; Technically this is a DWord, but only the lower Byte is used.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B94&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
Current [[FF7/Engine_basics|module]]&amp;lt;br /&amp;gt;If value is 1, the game was saved in the field.&amp;lt;br /&amp;gt; If value is 3, the game was saved in the world map.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B96&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Current location&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B98&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Alignment (Always 0x00)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B9A&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | X location on Field map (Signed)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B9C&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Y location on Field map (Signed)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B9E&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Triangle Id of player on Field map (Unsigned)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BA0&lt;br /&gt;
| 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Direction of Player Model on Field Map(Unsigned)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154); border-bottom: 1px solid #FF9A33&amp;quot; | 0x0BA1&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154); border-bottom: 1px solid #FF9A33&amp;quot; | 3 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154); border-bottom: 1px solid #FF9A33&amp;quot; colspan=&amp;quot;2&amp;quot; | z_6 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154); border-top: 1px dashed&amp;quot; | 0x0BA1&amp;lt;br /&amp;gt;z_6[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204); border-top: 1px dashed; border-left: 1px dashed; border-right: 1px dashed&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204); border-top: 1px dashed&amp;quot; colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
Field Encounter Timer: StepID/Seed ([http://web.archive.org/web/20170518233623/http://forums.qhimm.com/index.php?topic=6431.msg81091#msg81091 [1]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154); border-top: 1px dashed&amp;quot; | 0x0BA2&amp;lt;br /&amp;gt;z_6[1]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204); border-top: 1px dashed; border-left: 1px dashed; border-right: 1px dashed&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204); border-top: 1px dashed&amp;quot; colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
Field Encounter Timer: Offset ([http://web.archive.org/web/20170518233623/http://forums.qhimm.com/index.php?topic=9625.msg191219#msg191219 [2]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154); border-top: 1px dashed&amp;quot; | 0x0BA3&amp;lt;br /&amp;gt;z_6[2]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204); border-top: 1px dashed; border-left: 1px dashed; border-right: 1px dashed&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204); border-top: 1px dashed&amp;quot; colspan=&amp;quot;2&amp;quot; | Alignment (Always 0x00)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; | 0x0BA4&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[BEGINNING OF FIELD SCRIPT MEMORY [[#Save_Memory_Bank_1.2F2|BANK 1 (1/2)]]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; | 0x0CA4&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[BEGINNING OF FIELD SCRIPT MEMORY [[#Save_Memory_Bank_3.2F4|BANK 2 (3/4)]]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; | 0x0DA4&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[BEGINNING OF FIELD SCRIPT MEMORY [[#Save_Memory_Bank_B.2FC|BANK 3 (B/C)]]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; | 0x0EA4&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[BEGINNING OF FIELD SCRIPT MEMORY [[#Save_Memory_Bank_D.2FE|BANK 4 (D/E)]]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; | 0x0FA4&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[BEGINNING OF FIELD SCRIPT MEMORY [[#Save_Memory_Bank_7.2FF|BANK 5 (7/F)]]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 0x10A4&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | PHS Locking Mask (1: Locked)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: rgb(68,144,205)&amp;quot; | LSB&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Cloud&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Barret&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Tifa&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Aeris&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Red&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Yuffie&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Vincent&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Cait&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Cid&lt;br /&gt;
| style=&amp;quot;background: rgb(68,144,205)&amp;quot; | MSB&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 0x10A6&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | PHS Visibility Mask (does not ''turn off'' party characters)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: rgb(68,144,205)&amp;quot; | LSB&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Cloud&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Barret&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Tifa&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Aeris&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Red&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Yuffie&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Vincent&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Cait&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Cid&lt;br /&gt;
| style=&amp;quot;background: rgb(68,144,205)&amp;quot; | MSB&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x10A8&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 48 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; colspan=&amp;quot;2&amp;quot; | z_39 Unknown (Always 0x00?)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10D8&lt;br /&gt;
| 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Battle Speed (0x00: fastest, 0xFF: slowest)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10D9&lt;br /&gt;
| 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Battle Message Speed&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 0x10DA&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | General configuration&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Sound: mono (0x00); stereo (0x01)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Controller: normal (0x00); customize (0x04)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Cursor: initial (0x00); memory (0x10)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | ATB: Active (0x00); Recommended (0x40); Wait (0x80)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 0x10DB&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | General configuration (continued)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Camera angle: Auto (0x00); Fix (0x01)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Magic order: (game crashes if flag set to 0x18 or 0x1C)&amp;lt;br /&amp;gt; &amp;quot;1. restore attack indirect&amp;quot; (0x00)&amp;lt;br /&amp;gt;&amp;quot;2. restore indirect attack&amp;quot; (0x04)&amp;lt;br /&amp;gt;&amp;quot;3. attack indirect restore&amp;quot; (0x08)&amp;lt;br /&amp;gt;&amp;quot;4. attack restore indirect&amp;quot; (0x0C)&amp;lt;br /&amp;gt;&amp;quot;5. indirect restore attack&amp;quot; (0x10)&amp;lt;br /&amp;gt;&amp;quot;6. indirect attack restore&amp;quot; (0x14)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Extra battle window displaying information: Inactive (0x00); Active (0x40)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10DC&lt;br /&gt;
| 16 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Controller Mapping (PSX ONLY) &amp;lt;br /&amp;gt;l2,r2,l1,r1,tri,circle,cross,square,Select,?,?,Start,u,r,d,l&amp;lt;br /&amp;gt;l2,r2,l1,r1,Menu,OK,Cancel,Ext,Help,?,?,Pause,u,r,d,l&lt;br /&gt;
|-&lt;br /&gt;
| 0x10EC&lt;br /&gt;
| 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Message Speed&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x10ED&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 8 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; colspan=&amp;quot;2&amp;quot; | z_40 Unknown (Always 0x00?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  Save Memory Bank 1/2  ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid black; border-collapse: collapse; width: 600px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Table 1: FF7 Save Slot'''&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BA4&lt;br /&gt;
| 2 byte&lt;br /&gt;
| Main progress variable&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BA6&amp;lt;br /&amp;gt;z_7[0]&lt;br /&gt;
| 1 Byte&lt;br /&gt;
|&lt;br /&gt;
Yuffie's Initial Level (z_7 Unknown) Byte value before Yuffie join the team: 0x00.&amp;lt;br /&amp;gt; (If byte's value is changed, then you can't fight Yuffie, so she can't be obtained).&amp;lt;br /&amp;gt; Yuffie's Initial Level only is set when she already join the team.&amp;lt;br /&amp;gt; Credit to [[Savemap|(NFITC1)]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BA7&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Aeris' current love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BA8&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Tifa's current love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BA9&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Yuffie's current love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BAA&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Barret's current love points&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BAB&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 17 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_8 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BAB&amp;lt;br /&amp;gt;z_8[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; |&lt;br /&gt;
1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; temp party member char ID placeholder&amp;lt;br /&amp;gt;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}&amp;lt;br /&amp;gt; The player's original party configuration can then be set back to its original setup using SPTYE. {elminn_2/ballet/s11}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BAC&amp;lt;br /&amp;gt;z_8[1]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; temp party member char ID placeholder&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BAD&amp;lt;br /&amp;gt;z_8[2]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 3&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; temp party member char ID placeholder&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BAE&amp;lt;br /&amp;gt;z_8[3]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 6 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | Unknown (Always 0x00?)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BB4&amp;lt;br /&amp;gt;z_8[9]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | Game Timer Hours&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BB5&amp;lt;br /&amp;gt;z_8[10]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | Game Timer Minutes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BB6&amp;lt;br /&amp;gt;z_8[11]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | Game Timer Seconds&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BB7&amp;lt;br /&amp;gt;z_8[12]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | Game Timer Frames. From 0x00 to ~0x21 in one sec.(33 FPS?)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BB8&amp;lt;br /&amp;gt;z_8[13]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | Countdown Timer Hours&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BB9&amp;lt;br /&amp;gt;z_8[14]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | Countdown Timer Minutes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BBA&amp;lt;br /&amp;gt;z_8[15]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | Countdown Timer Seconds&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BBB&amp;lt;br /&amp;gt;z_8[16]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | Countdown Timer Frames. From 0 to 30 (dec) in one sec.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BBC&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of battles fought&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BBE&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of escapes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 0x0BC0&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Menu Visiblity Mask (Quit not affected)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: rgb(68,144,205)&amp;quot; | LSB&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | item&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | magic&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | materia&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | equip&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | status&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | order&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | limit&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | config&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | PHS&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | save&lt;br /&gt;
| style=&amp;quot;background: rgb(68,144,205)&amp;quot; | MSB&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 0x0BC2&amp;lt;br /&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Menu Locking Mask (1: Locked) (Quit not affected)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: rgb(68,144,205)&amp;quot; | LSB&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | item&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | magic&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | materia&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | equip&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | status&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | order&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | limit&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | config&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | PHS&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | save&lt;br /&gt;
| style=&amp;quot;background: rgb(68,144,205)&amp;quot; | MSB&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BC4&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 16 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_9 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BC4&amp;lt;br /&amp;gt;z_9[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 4 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | Unknown (Always 0x00?)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BC8&amp;lt;br /&amp;gt;z_9[4]&lt;br /&gt;
| 1 byte&lt;br /&gt;
|&lt;br /&gt;
Field Items, Sector 7 Train Graveyard&amp;lt;br /&amp;gt;Item bit mask ([[Bit_numbering|LBS]]) (applied when you pick them up).&amp;lt;br /&amp;gt; Bit=0(Item on the floor), Bit=1(Item Picked Up).&amp;lt;br /&amp;gt; 0x01: Hi-Potion.(mds7st1|Barrel 1)&amp;lt;br /&amp;gt; 0x02: Echo Screen.(mds7st1|Barrel 2)&amp;lt;br /&amp;gt; 0x04: Potion.(mds7st2|Floor 2)&amp;lt;br /&amp;gt; 0x08: Ether.(mds7st2|Floor 3)&amp;lt;br /&amp;gt; 0x10: Hi-Potion.(mds7st1|Roof Train 1)&amp;lt;br /&amp;gt; 0x20: Potion.(mds7st1|Inside Train 2)&amp;lt;br /&amp;gt; 0x40: Potion.(mds7st1|Floor 1)&amp;lt;br /&amp;gt; 0x80: Hi-Potion.(mds7st2|Roof Train 2)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BC9&amp;lt;br /&amp;gt;z_9[5]&lt;br /&gt;
| 1 byte&lt;br /&gt;
|&lt;br /&gt;
Field Items&amp;lt;br /&amp;gt;0x01: Elixir {hyou8_2/tr00/s1}&amp;lt;br /&amp;gt; 0x02: Potion {hyou5_1/tr00/s1}&amp;lt;br /&amp;gt; 0x04: Safety Bit {hyou5_3/trbox/s1}&amp;lt;br /&amp;gt; 0x08: Mind Source {hyou2/trbox/s1}&amp;lt;br /&amp;gt; 0x10: Sneak Glove {mkt_w/event/s1}&amp;lt;br /&amp;gt; 0x20: Premium Heart {mkt_ia/event/s3}{mkt_ia/line00/s4}&amp;lt;br /&amp;gt; 0x40: Unused&amp;lt;br /&amp;gt; 0x80: Unused&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BCA&amp;lt;br /&amp;gt;z_9[6]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 10 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | Unknown (Always 0x00?)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BD4&lt;br /&gt;
| 1 byte&lt;br /&gt;
|&lt;br /&gt;
Item bit mask ([[Bit_numbering|LBS]])(applied when you pick them up). Field Item / Materia&amp;lt;br /&amp;gt; Bit=0(Item on the floor), Bit=1(Item Picked Up).&amp;lt;br /&amp;gt; 0x01: Potion {md8_3/p/s1}&amp;lt;br /&amp;gt; 0x02: Potion + Phoenix Down {ealin_2/zu/s1}&amp;lt;br /&amp;gt; 0x04: Ether {eals_1/p/s1}&amp;lt;br /&amp;gt; 0x08: Cover Materia {eals_1/mp/s1}&amp;lt;br /&amp;gt; 0x10: Choco-Mog Summon {farm/dancer/s1}&amp;lt;br /&amp;gt; 0x20: Sense Materia {mds6_22/mat/s1}&amp;lt;br /&amp;gt; 0x40: Ramuh Summon {crcin_2/mat/s1}&amp;lt;br /&amp;gt; 0x80: Mythril Key Item {zz1/m1/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BD5&lt;br /&gt;
| 1 byte&lt;br /&gt;
|&lt;br /&gt;
Materia Cave / Northern Cave (Item bit mask)&amp;lt;br /&amp;gt;0x01: Mime Materia {zz5/l1,l2,l3,l4/s1}&amp;lt;br /&amp;gt; 0x02: HP&amp;amp;lt;-&amp;amp;gt;MP Materia {zz6/mat/s1}&amp;lt;br /&amp;gt; 0x04: Quadra Magic Materia {zz7/l1,l2,l3,l4/s1}&amp;lt;br /&amp;gt; 0x08: Knights of the Round Summon {zz8/l1,l2,l3,l4/s1}&amp;lt;br /&amp;gt; 0x10: Elixir {las3_1/hako1/s1}{las4_0/cid/s1}&amp;lt;br /&amp;gt; 0x20: X-Potion {las3_1/hako2/s1}&amp;lt;br /&amp;gt; 0x40: Turbo Ether {las3_2/hako1/s1}{las4_0/tifa/s1}{las4_0/cait/s1}&amp;lt;br /&amp;gt; 0x80: Vaccine {las3_2/hako2/s1}{las4_0/yufi/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BD6&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 14 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_10 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BD6&amp;lt;br /&amp;gt;z_10[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; |&lt;br /&gt;
Field Items Northern Cave&amp;lt;br /&amp;gt;0x01: Magic Counter Materia {las3_2/mat/s1}&amp;lt;br /&amp;gt; 0x02: Speed Source {las3_3/hako1/s1}{las4_0/red/s1}&amp;lt;br /&amp;gt; 0x04: Turbo Ether {las3_3/hako2/s1}&amp;lt;br /&amp;gt; 0x08: X-Potion {las3_3/hako3/s1}&amp;lt;br /&amp;gt; 0x10: Mega All {las3_3/mat/s3}{las4_0/vincent/s1}&amp;lt;br /&amp;gt; 0x20: Luck Source {las4_1/hako1/s1}&amp;lt;br /&amp;gt; 0x40: Remedy {las3_1/hako3/s1}{las4_0/ballet/s1}&amp;lt;br /&amp;gt; 0x80: Bolt Ring {zz1/m1/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BD7&amp;lt;br /&amp;gt;z_10[1]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; |&lt;br /&gt;
Field Items&amp;lt;br /&amp;gt;0x01: Gold Armlet {zz2/m/s8}&amp;lt;br /&amp;gt; 0x02: Great Gospel {zz2/m/s7}&amp;lt;br /&amp;gt; 0x04: Shooting Coaster prize Umbrella {jetin1/dic/s0}&amp;lt;br /&amp;gt; 0x08: Shooting Coaster prize Flayer {jetin1/dic/s0}&amp;lt;br /&amp;gt; 0x10: Death Penalty + Chaos {zz4/buki/s1}&amp;lt;br /&amp;gt; 0x20: Elixir {ghotin_2/reizo/s1}&amp;lt;br /&amp;gt; 0x40: Enemy Skill animation displayed {zz3/mat/s3}&amp;lt;br /&amp;gt; 0x80: Enemy Skill {zz3/mat/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BD8&amp;lt;br /&amp;gt;z_10[2]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 4 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown (Always 0x00?)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BDC&amp;lt;br /&amp;gt;z_10[6]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; |&lt;br /&gt;
Field Items, Sector 7 Wall Market and Shinra HQ&amp;lt;br /&amp;gt;Item bit mask ([[Bit_numbering|LBS]]) (applied when you pick them up).&amp;lt;br /&amp;gt; Bit=0(Item on the floor), Bit=1(Item Picked Up).&amp;lt;br /&amp;gt; 0x01: Ether.(Corneo's masion basement floor) {colne_4/TAKARA/s1}&amp;lt;br /&amp;gt; 0x02: Hyper.(Corneo's masion corneo 's bedroom floor) {colne_6/TAKARA/s1}&amp;lt;br /&amp;gt; 0x04: Phoenix Down (Corneo's masion 2nd floor right room) {colne_3/TAKARA/s1}&amp;lt;br /&amp;gt; 0x08: Elixir at Shinra HQ stairs {blinst_2/TAKARA/s1}&amp;lt;br /&amp;gt; 0x10: Unused&amp;lt;br /&amp;gt; 0x20: Magic Source {cosmin7/TAKARA/s1}&amp;lt;br /&amp;gt; 0x40: First Midgar Part Key Item {blin65_1/PARTA/s1}&amp;lt;br /&amp;gt; 0x80: Second Midgar Part at Shinra HQ {blin65_1/PARTB/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BDD&amp;lt;br /&amp;gt;z_10[7]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; |&lt;br /&gt;
Field Items, Shinra HQ &amp;lt;br /&amp;gt;Item bit mask ([[Bit_numbering|LBS]]) (applied when you pick them up).&amp;lt;br /&amp;gt; Bit=0(Item on the floor), Bit=1(Item Picked Up).&amp;lt;br /&amp;gt; 0x01: Third Midgar Part Key Item {blin65_1/PARTC/s1}&amp;lt;br /&amp;gt; 0x02: Fourth Midgar Part Key Item {blin65_1/PARTD/s1}&amp;lt;br /&amp;gt; 0x04: Fifth Midgar Part Key Item {blin65_1/PARTE/s1}&amp;lt;br /&amp;gt; 0x08: Keycard 66 Key Item {blin65_1/TAKARA/s1}&amp;lt;br /&amp;gt; 0x10: All Materia {shpin_2/TAKARAA/s1}&amp;lt;br /&amp;gt; 0x20: Ether {shpin_2/TAKARAB/s1}&amp;lt;br /&amp;gt; 0x40: Wind Slash {shpin_3/TAKARA/s1}&amp;lt;br /&amp;gt; 0x80: Fairy Ring {gidun_4/TAKARAA/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BDE&amp;lt;br /&amp;gt;z_10[8]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; |&lt;br /&gt;
Field Items&amp;lt;br /&amp;gt;0x01: X-Potion {gidun_4/TAKARAB/s1}&amp;lt;br /&amp;gt; 0x02: Added Effect Materia {gidun_1/TAKARAA/s1}&amp;lt;br /&amp;gt; 0x04: Black M-phone {gidun_2/TAKARAA/s1}&amp;lt;br /&amp;gt; 0x08: Ether {gidun_2/TAKARAB/s1}&amp;lt;br /&amp;gt; 0x10: Elixir {cosmin6/TAKARA/s1}&amp;lt;br /&amp;gt; 0x20: HP Absorb Materia {hideway3/TAKARA/s4}&amp;lt;br /&amp;gt; 0x40: Magic Shuriken {hideway1/TAKARA/s4}&amp;lt;br /&amp;gt; 0x80: Hairpin {hideway2/TAKARA/s4}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BDF&amp;lt;br /&amp;gt;z_10[9]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; |&lt;br /&gt;
Field Items&amp;lt;br /&amp;gt;0x01: Keycard 62 Key Item {blin61/ZAKOA/s1}&amp;lt;br /&amp;gt; 0x02: MP Absorb Materia {uta_im/TAKARAA/s1}&amp;lt;br /&amp;gt; 0x04: Swift Bolt {uttmpin4/TAKARAA/s1}&amp;lt;br /&amp;gt; 0x08: Elixir {uttmpin4/TAKARAB/s1}&amp;lt;br /&amp;gt; 0x10: Pile Bunker {blin2_i/TAKARAA/s1}&amp;lt;br /&amp;gt; 0x20: Master Fist {blin2_i/TAKARAB/s1}&amp;lt;br /&amp;gt; 0x40: Behemoth Horn {blinst_2/TAKARB/s1}&amp;lt;br /&amp;gt; 0x80: Full Cure Materia {cosmin7/TAKARAA/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BE0&amp;lt;br /&amp;gt;z_10[10]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 4 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown (Always 0x00?)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BE4&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| Key items [see Key Item List]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BEC&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 8 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_11 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BEC&amp;lt;br /&amp;gt;z_11[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252&amp;quot; | Northern Cave - Progress (TODO: more info)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BED&amp;lt;br /&amp;gt;z_11[1]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | Unknown (Always 0x00?)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BEE&amp;lt;br /&amp;gt;z_11[2]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Northern Cave - Progress (TODO: more info)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BEF&amp;lt;br /&amp;gt;z_11[3]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Items mask, Chocobo Farm ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt;Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: Activated right after getting Choco-Mog{farm/mat/s1}(Is set by kernel, not from Field) (See 0x0BD4[4])&amp;lt;br /&amp;gt; 0x02: Activated right after getting Enemy Skill {blin68_2/mtr/s1}(Is set by kernel, not from Field) (See 0x0FC6[2])&amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BF0&amp;lt;br /&amp;gt;z_11[4]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 4 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | Unknown (Always 0x00?)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BF4&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Aeris battle love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BF5&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Tifa battle love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BF6&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Yuffie battle love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BF7&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Barret battle love points&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BF8&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_12 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BF9&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Rating for Penned Chocobo Number 1 (01: Wonderful -&amp;amp;gt; 08: Worst)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BFA&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Rating for Penned Chocobo Number 2&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BFB&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Rating for Penned Chocobo Number 3&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BFC&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Rating for Penned Chocobo Number 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BFD&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_13 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BFF&lt;br /&gt;
| 3 bytes&lt;br /&gt;
| Ultimate Weapon's remaining HP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C02&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 28 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_14 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C02&amp;lt;br /&amp;gt;z_14[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Northern Cave, bit mask&amp;lt;br /&amp;gt;0x01: Set if Dragon Zombie has used Pandora's Box&amp;lt;br /&amp;gt; 0x02: Unknown&amp;lt;br /&amp;gt; 0x04: Northern Cave - Progress (TODO: more info)&amp;lt;br /&amp;gt; 0x08: Unknown&amp;lt;br /&amp;gt; 0x10: Unknown&amp;lt;br /&amp;gt; 0x20: Northern Cave - Bizarro Sephiroth Battle Progress: Second time you switch between party groups in battle change to 0xE0.&amp;lt;br /&amp;gt; 0x40: Northern Cave - Bizarro Sephiroth Battle Progress: First time you switch between party groups in battle change to 0xC0.&amp;lt;br /&amp;gt; 0x80: Northern Cave - Bizarro Sephiroth Battle Progress: Set to 0x80 on Bizarro Sephiroth battle start.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C14&amp;lt;br /&amp;gt;z_14[18]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Current Battle Points (Battle Square)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C18&amp;lt;br /&amp;gt;z_14[22]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Current Number of Battles Won (Battle Square)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C1E&lt;br /&gt;
| 1 bytes&lt;br /&gt;
|&lt;br /&gt;
Needs more research. (bit=0: show tutorial. bit=1: hide tutorial.)&amp;lt;br /&amp;gt;0x01: Junnon Parade (Jump to map junone22) {junonr1/evl0/s3}&amp;lt;br /&amp;gt; 0x02: Space Animation displayed {rcktin7/space/s3}&amp;lt;br /&amp;gt; 0x04: Grey Submarine Tutorial already seen?&amp;lt;br /&amp;gt; 0x08: Forgotten City Animation displayed {loslake1/ev1/s3}&amp;lt;br /&amp;gt; 0x10: unknown&amp;lt;br /&amp;gt; 0x20: Snow Area Tutorial already seen?&amp;lt;br /&amp;gt; 0x40: Display Field Help&amp;lt;br /&amp;gt; 0x80: Bizarro Sephiroth Battle, set if main group is currently fighting.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C1F&lt;br /&gt;
| 1 bytes&lt;br /&gt;
|&lt;br /&gt;
Weapons Killed&amp;lt;br /&amp;gt;0x01: Ultimate Weapon killed (enables Special Battles at Battle Sq) {COLOIN1/s2/s1}&amp;lt;br /&amp;gt; 0x04: Ultima Weapon's HP &amp;lt; 20,000&amp;lt;br /&amp;gt; 0x08: Ruby Weapon&amp;lt;br /&amp;gt; 0x10: Emerald Weapon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C20&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 4 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_15 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C20&amp;lt;br /&amp;gt;z_15[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Which Chocobo was taken out from the stable.&amp;lt;br /&amp;gt;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.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C21&amp;lt;br /&amp;gt;z_15[1]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Riding off wild chocobo dialog options.&amp;lt;br /&amp;gt;0x01 Enter direction to Chocobo Farm &amp;amp;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 &amp;quot;ON&amp;quot; after buying chocobo stable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C22&amp;lt;br /&amp;gt;z_15[2]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Chocobo display value on world map ([[Bit_numbering|LBS]]).&amp;lt;br /&amp;gt;Bit=0(Disabled), Bit=1(Enabled).&amp;lt;br /&amp;gt; Ex: Wild Chocobo (0x01) + Black Chocobo (0x20) = Byte value 0x21 &amp;lt;br /&amp;gt; 0x01: Caught wild chocobo&amp;lt;br /&amp;gt; 0x02: Riding Chocobo&amp;lt;br /&amp;gt; 0x04: Yellow&amp;lt;br /&amp;gt; 0x08: Green&amp;lt;br /&amp;gt; 0x10: Blue&amp;lt;br /&amp;gt; 0x20: Black&amp;lt;br /&amp;gt; 0x40: Gold&amp;lt;br /&amp;gt; 0x80: None?&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C23&amp;lt;br /&amp;gt;z_15[3]&lt;br /&gt;
| 1 byte&lt;br /&gt;
|&lt;br /&gt;
Vehicle display value on world map ([[Bit_numbering|LBS]]).&amp;lt;br /&amp;gt;Note: if disk is different than 1, buggy is invisible.&amp;lt;br /&amp;gt; Bit=0(Disabled), Bit=1(Enabled).&amp;lt;br /&amp;gt; Ex: Buggy (0x01) + Tiny Bronco (0x04) = Byte value 0x05 &amp;lt;br /&amp;gt; Byte value 0x00: None&amp;lt;br /&amp;gt; 0x01: Buggy&amp;lt;br /&amp;gt; 0x02: Buggy (bit=1:Driving it | bit=0: Don't)&amp;lt;br /&amp;gt; 0x04: Tiny Bronco&amp;lt;br /&amp;gt; 0x08: Unknown/Unused&amp;lt;br /&amp;gt; 0x10: Highwind&amp;lt;br /&amp;gt; 0x20: Highwind (bit=1: Flying in the sky | bit=0: On the ground)&amp;lt;br /&amp;gt; 0x40: Unknown/Unused&amp;lt;br /&amp;gt; 0x80: Unknown/Unused&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C24&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 97 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_16 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C24&amp;lt;br /&amp;gt;z_16[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Field mask, Corel ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt; Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: Barret talks about his hometown before enter the Ropeway for first time {ROPEST[1][1-Main][49]}&amp;lt;br /&amp;gt; 0x02: Free rest in corel inn {NCOINN[0][0-Main][5]}&amp;lt;br /&amp;gt; 0x04: Villagers rebuke Barret {NCOREL[13][1][3]}&amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: If you couldn't stop the train {NCOREL2[5][2][4]}&amp;lt;br /&amp;gt; 0x40: Huge Materia Key Item {NOREL3[1][0-Main][7]}&amp;lt;br /&amp;gt; 0x80: Ultima Materia {NCOREL2[2][4][26]}{NCOREL3[24][4][20]}{NCOIN2[8][1][25]}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C25&amp;lt;br /&amp;gt;z_16[1]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Field mask ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt; Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: Priscilla Warnings (Reset after read): &amp;quot;It gets deeper the farther you go...&amp;quot; or (High Voltage through tower base) {UJUNON2/cloud/s12}&amp;lt;br /&amp;gt; 0x02: Oldman: &amp;quot;Young man, do CPR!&amp;quot; {UJUNON4/oldm1/s3}&amp;lt;br /&amp;gt; 0x04: Free rest: &amp;quot;You all must be tired. If you want to get some rest, stay here.&amp;quot; {JUMIN/drctr/s0}&amp;lt;br /&amp;gt; 0x08: Talk with oldm1 about seeing &amp;quot;a man with a black cape&amp;quot; {UJUNON1/cloud/s10}&amp;lt;br /&amp;gt; 0x10: Priscilla: &amp;quot;It gets deeper the farther you go...&amp;quot; {UJUNON2/cloud/s12}&amp;lt;br /&amp;gt; 0x20: Tifa: &amp;quot;No...it was 5 years ago&amp;quot; {JUMIN/tifa/s9}&amp;lt;br /&amp;gt; 0x40: Cloud: &amp;quot;Hey!!&amp;quot; (Group designate cloud to clim the High Tower) {ujunon1/cloud/s15}&amp;lt;br /&amp;gt; 0x80: If you reach the top of the pole{UJUNON3/ad/s5}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C26&amp;lt;br /&amp;gt;z_16[2]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Field mask ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt; Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: man1: &amp;quot;It's dangerous, please don't go!&amp;quot; if you choose &amp;quot;I'm still going&amp;quot; {SNOW/man1/s3}&amp;lt;br /&amp;gt; 0x02: Snowboard Key Item {SNMIN1/board/s1}&amp;lt;br /&amp;gt; 0x04: If you choose to kick Shinra Soldier's butt {SNOW/SINRAH1,SINRAH2,SINRAH3/s2}&amp;lt;br /&amp;gt; 0x08: Elena punch Cloud {SNOW/man1/s3}{SNOW/irena/s11}&amp;lt;br /&amp;gt; 0x10: Cloud wake-up in Gast home after beeing punched {SNMAYOR/drctr/s0}&amp;lt;br /&amp;gt; 0x20: The boy gives you his snowboard {SNMIN1/boy/s1}&amp;lt;br /&amp;gt; 0x40: Glacier Map Key Item {SNMIN2/dscvmap/s4}&amp;lt;br /&amp;gt; 0x80: First time you do Snowboard {SNOW/playgam/s2}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C27&amp;lt;br /&amp;gt;z_16[3]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Field mask ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt; Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: If you succeed climbing (to the top, not the cave, just before crater_1 map) {GAIA_32/ladd5/s4}&amp;lt;br /&amp;gt; 0x02: If you Push-over the rock {GAIIN_2/icerock/s1}&amp;lt;br /&amp;gt; 0x04: Ice Pillar 1 down {GAIIN_5/turara1/s3}&amp;lt;br /&amp;gt; 0x08: Ice Pillar 2 down {GAIIN_5/turara2/s3}&amp;lt;br /&amp;gt; 0x10: Ice Pillar 3 down {GAIIN_5/turara3/s3}&amp;lt;br /&amp;gt; 0x20: Ice Pillar 4 down {GAIIN_5/turara4/s3}&amp;lt;br /&amp;gt; 0x40: First time you enter Holzoff's house(2nd room) / If you collaps at the Great Glacier {HOLU_2/drctr/s0}&amp;lt;br /&amp;gt; 0x80: History about Yamski and mini Cliff tutorial {HOLU_1/drctr/s0}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C28&amp;lt;br /&amp;gt;z_16[4]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Field mask ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt; Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: First time you enter GAIAFOOT map talk {GAIAFOOT/drctr/s0}&amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: Tifa ask you take her with you {CRATER_2/drctr/s0}&amp;lt;br /&amp;gt; 0x08: Rufus finds the crater {TRNAD_2/hikutei/s2}&amp;lt;br /&amp;gt; 0x10: Sephiroth: &amp;quot;This is the end...for all of you&amp;quot; then his body vanish {TRNAD_4/discver/s2}&amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: Sephiroth illusion Nibelheim{WOA_3/gonivl1,gonivl2,gonivl3/s2}&amp;lt;br /&amp;gt; 0x80: First time cloud enter map crater_1 and talk about meteor and the crater {CRATER_1/drctr/s0}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C29&amp;lt;br /&amp;gt;z_16[5]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Field mask, Whirlwind Maze ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt; Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: If you give the Black Materia to Barret {TRNAD_1/ballet/s1}&amp;lt;br /&amp;gt; 0x02: If you give the Black Materia to {TRNAD_1/red/s1}&amp;lt;br /&amp;gt; 0x04: Entrust the Black Materia {TRNAD_1/ballet/s1}&amp;lt;br /&amp;gt; 0x08: Tifa tells you need to cross when the wind is calm {WOA_1/setume3/s2}&amp;lt;br /&amp;gt; 0x10: 12 Black Cape man down {TRNAD_3/drctr/s0}&amp;lt;br /&amp;gt; 0x20: Black Cape man down {WOA_1/drctr/s0}&amp;lt;br /&amp;gt; 0x40: Black Cape man down {CRATER_1/blkdown/s4}&amp;lt;br /&amp;gt; 0x80: Black Cape man jump off {TRNAD_2/drctr/s0}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C2A&amp;lt;br /&amp;gt;z_16[6]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Field mask, Whirlwind Maze ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt; Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: Cloud: &amp;quot;What happened to this town? It's so run-down&amp;quot; {UJUNON1/drctr/s0}&amp;lt;br /&amp;gt; 0x02: If you have taken the Glacier Map before he offers you to, man3: &amp;quot;What nerve! You already tore down the map.&amp;quot;&amp;lt;br /&amp;gt; 0x04: Screen shake then Random Battle{GAIIN_6/drctr/s0}&amp;lt;br /&amp;gt; 0x08: Shiva Summon in Priscilla's house {PRISILA/sivamt/s1}&amp;lt;br /&amp;gt; 0x10: Black Cape man: &amp;quot;Ughâ¦ Errgaahh!!&amp;quot; {GAIIN_6/drctr/s0}&amp;lt;br /&amp;gt; 0x20: oldm1: &amp;quot;What? Cloud is missing?&amp;quot; {UJUNON1/oldm1/s1}&amp;lt;br /&amp;gt; 0x40: Prisila/Tifa talk about at prisila's house while cloud is missing in lifestream {PRISILA/prisl/s1}&amp;lt;br /&amp;gt; 0x80: Prisila/Cloud Talk at prisila's house after lifestream {PRISILA/drctr/s0}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C2B&amp;lt;br /&amp;gt;z_16[7]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Field mask, Whirlwind Maze ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt; Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: Cid regets about gaving the Huge Materia to the Shinra {NCOREL/worry/s2}&amp;lt;br /&amp;gt; 0x02: After Barret finish talking about his hometown history then enters the ropeway {ROPEST/ad/S3}&amp;lt;br /&amp;gt; 0x04: Cid tell Prisila they have found Cloud {PRISILA/prisl/s1}&amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C44&amp;lt;br /&amp;gt;z_16[32]&lt;br /&gt;
| 1 byte&lt;br /&gt;
|&lt;br /&gt;
Progress items, Wallmarket ([[Bit_numbering|LBS]]).&amp;lt;br /&amp;gt;Bit=0(Item not obtained), Bit=1(Item obtained).&amp;lt;br /&amp;gt; 0x01: Cologne at Wallmarket {mktpb/woman2/s1}&amp;lt;br /&amp;gt; 0x02: Flower Cologne at Wallmarket {mktpb/woman2/s1}&amp;lt;br /&amp;gt; 0x04: Sexy Cologne at Wallmarket {mktpb/woman2/s1}&amp;lt;br /&amp;gt; 0x08: Wig at Wallmarket {mkt_mens}&amp;lt;br /&amp;gt; 0x10: Dyed Wig at Wallmarket {mkt_mens}&amp;lt;br /&amp;gt; 0x20: Blonde Wig at Wallmarket {mkt_mens}&amp;lt;br /&amp;gt; 0x40: Pharmacy coupon at Wallmarket {mkt_s2/line01/s3}&amp;lt;br /&amp;gt; 0x80: Obtained any Wig at Wallmarket {mkt_mens/event/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C45&amp;lt;br /&amp;gt;z_16[33]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Progress items, Wallmarket ([[Bit_numbering|LBS]]).&amp;lt;br /&amp;gt;Bit=0(Item not obtained), Bit=1(Item obtained).&amp;lt;br /&amp;gt; 0x01: Girl at Honey Bee Inn put make-up on cloud, poor result (result is random) {onna2/girl1/s3}&amp;lt;br /&amp;gt; 0x02: Girl at Honey Bee Inn put make-up on cloud, averange result (result is random) {onna2/girl1/s3}&amp;lt;br /&amp;gt; 0x04: Girl at Honey Bee Inn put make-up on cloud, best result (result is random) {onna2/girl1/s3}&amp;lt;br /&amp;gt; 0x08: Obtaining the dress at Wallmarket {mkt_s1/event/s2}&amp;lt;br /&amp;gt; 0x10: Dress selected (clean/soft,shiny/shimmers) {mktpb/oldm3/s1}&amp;lt;br /&amp;gt; 0x20: Cotton Dress [0xCA] {mktpb/oldm3/s1}&amp;lt;br /&amp;gt; 0x40: Satin Dress [0xAA] {mktpb/oldm3/s1}&amp;lt;br /&amp;gt; 0x80: Silk Dress [0x9A] {mktpb/oldm3/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C46&amp;lt;br /&amp;gt;z_16[34]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Progress items, Wallmarket ([[Bit_numbering|LBS]]).&amp;lt;br /&amp;gt;Bit=0(Item not obtained), Bit=1(Item obtained).&amp;lt;br /&amp;gt; 0x01: Disinfectant at Wallmarket {mkt_s3/tensyu}&amp;lt;br /&amp;gt; 0x02: Deodorant at Wallmarket {mkt_s3/tensyu}&amp;lt;br /&amp;gt; 0x04: Digestive at Wallmarket {mkt_s3/tensyu}&amp;lt;br /&amp;gt; 0x08: Materia shop owner ask you to get something from the inn vending machine {MKT_M/tensyu/s1}&amp;lt;br /&amp;gt; 0x10: 200 gil Item at vending machine in Wallmarket {mktinn/cloud/s4}&amp;lt;br /&amp;gt; 0x20: 100 gil Item at vending machine in Wallmarket {mktinn/cloud/s4}&amp;lt;br /&amp;gt; 0x40: 50 gil Item at vending machine in Wallmarket {mktinn/cloud/s4}&amp;lt;br /&amp;gt; 0x80: Boutique owner's son ask you to bring his father back from bar {mkt_s1/man1/s8}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C47&amp;lt;br /&amp;gt;z_16[35]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Ms. Cloud Bauty level (Don Corneo choice) (0 to 25 Points)&amp;lt;br /&amp;gt;1 Point: Cotton Dress, Wig, Glass Tiara, Cologne, Poor Make-Up&amp;lt;br /&amp;gt; 3 Points: Satin Dress, Dyed Wig, Ruby Tiara, Flower Cologne, Averange Make-Up &amp;lt;br /&amp;gt; 5 Points: Silk Dress, Blonde Wig, Diamond Tiara, Sexy Cologne, Best Make-Up&amp;lt;br /&amp;gt; Unfinished Calc Script for this items (Not taken into account by point calc): &amp;lt;br /&amp;gt; Lingerie (Should be +1), Mystery panties (+3), Bikini briefs (+5) &amp;lt;br /&amp;gt; 2 to 11 Points: Choose Tifa&amp;lt;br /&amp;gt; 12 to 18 Points: Choose Aerith&amp;lt;br /&amp;gt; 19 or more Points: Choose Cloud&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C48&amp;lt;br /&amp;gt;z_16[36]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Field Objects, Sector 7 Train Graveyard ([[Bit_numbering|LBS]]) (so far)&amp;lt;br /&amp;gt;Bit=0(Original Position), Bit=1(Moved).&amp;lt;br /&amp;gt; 0x01: Train 1 Position. {mds7st2}&amp;lt;br /&amp;gt; 0x02: Train 2 Position. {mds7st2}&amp;lt;br /&amp;gt; 0x04: Train 3 Position. {mds7st2}&amp;lt;br /&amp;gt; 0x08, 0x10, 0x20, 0x40, 0x80: Unused&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C49&amp;lt;br /&amp;gt;z_16[37]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Field Items, Sector 7 Wall Market&amp;lt;br /&amp;gt;Items bit mask ([[Bit_numbering|LBS]])&amp;lt;br /&amp;gt; 0x01: Cloud see the first battery holder and figured out the idea of using a battery there... {wcrimb_1}&amp;lt;br /&amp;gt; 0x02: First battery applied up the wall of Wallmarket(0x02){wcrimb_1}&amp;lt;br /&amp;gt; 0x04: Second battery applied up the wall of Wallmarket(0x04){wcrimb_1}&amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: Third battery applied and Ether obtained up the wall of Wallmarket (0x10){wcrimb_2}&amp;lt;br /&amp;gt; 0x20: Battery (Gun shop batery pack 1/3){MKT_W/oyaji02/s1}&amp;lt;br /&amp;gt; 0x40: Battery (Gun shop batery pack 2/3){MKT_W/oyaji02/s1}&amp;lt;br /&amp;gt; 0x80: Battery (Gun shop batery pack 3/3){MKT_W/oyaji02/s1}&amp;lt;br /&amp;gt; Note: all 3 batteries get at same time.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C4A&amp;lt;br /&amp;gt;z_16[38]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Number of Fort Condor Battles Fought&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C4B&amp;lt;br /&amp;gt;z_16[39]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Number of Fort Condor Battles Won&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C4C&amp;lt;br /&amp;gt;z_16[40]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Progress, Fort Condor&amp;lt;br /&amp;gt;0x01: Oldman sited ask your help to protect the Condor [0x01] {convil_1/event/s13}&amp;lt;br /&amp;gt; 0x02: If 0x01 &amp;amp;amp;Cloud join them to fight Shinra [0x03] {convil_1/cloud/s18}&amp;lt;br /&amp;gt; 0x04: If 0x02 &amp;amp;amp; you talk him again: [0x07] {convil_1/event/s15}&amp;lt;br /&amp;gt; A) He tells you he already talk to the store owners to sell you items.&amp;lt;br /&amp;gt; B) He let you rest for free.&amp;lt;br /&amp;gt; 0x08: When set they tell you that there are no more shinra troops to fight[0x0F] {convil_2/event/s4}&amp;lt;br /&amp;gt; 0x10: Banished from Fort Condor after loosing the Huge Materia Boss Fight: Party talk {convil_2/event/s11}--&amp;amp;gt;{condor2/init/s0}--&amp;amp;gt;{condor2/event/s3}&amp;lt;br /&amp;gt; 0x20: Phoenix Materia (Then Condor fly) {convil_4/ph_mat/s1}&amp;lt;br /&amp;gt; 0x40: Condor Born movie() {convil_2/event/s11}&amp;lt;br /&amp;gt; 0x80: Banished from Fort Condor after loosing the Huge Materia Boss Fight: Cutted rope {convil_2/event/s11}--&amp;amp;gt;{condor2/init/s0}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C4D&amp;lt;br /&amp;gt;z_16[41]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Battle Rank (Battle difficulty), Fort Condor&amp;lt;br /&amp;gt;01: Rank 1 (Battles 1-3)&amp;lt;br /&amp;gt; 02: Rank 2 (Battles 4-6)&amp;lt;br /&amp;gt; 03: Rank 3 (Battles 7-9)&amp;lt;br /&amp;gt; 04: Rank 4 (Battles 10-12)&amp;lt;br /&amp;gt; 05: Rank 5 (Battles 13+)&amp;lt;br /&amp;gt; 06: Rank 6 (Huge Materia battle)&amp;lt;br /&amp;gt; The Battle Rank set the number of enemies. Fire Catapults enabled from Rank 2, and Tristoners from Rank 3.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C4E&amp;lt;br /&amp;gt;z_16[42]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Number of Allies left, Fort Condor&amp;lt;br /&amp;gt;The number of surviving allies units. (The ones that you give in exchange for gil)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C4F&amp;lt;br /&amp;gt;z_16[43]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Number of Enemies killed, Fort Condor&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C50&amp;lt;br /&amp;gt;z_16[44]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Battle result, Fort Condor&amp;lt;br /&amp;gt;00: If you win the battle&amp;lt;br /&amp;gt; 01: If you lose the battle&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C51&amp;lt;br /&amp;gt;z_16[45]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Game Progres Temp Var, Fort Condor {convil_4/mihari/s1}&amp;lt;br /&amp;gt;When the battle ends, the Game Progres Var (0x0BA4) is copied to this Var.&amp;lt;br /&amp;gt; Is used to check the progresion diff to trigger the new attack event.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C53&amp;lt;br /&amp;gt;z_16[47]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Number of Enemies left alive in the battle field, Fort Condor &amp;lt;br /&amp;gt;Set by kernel, not referenced by the field script.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C54&amp;lt;br /&amp;gt;z_16[48]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Progress, Fort Condor&amp;lt;br /&amp;gt;00: No battle&amp;lt;br /&amp;gt; 01: Normal Battle&amp;lt;br /&amp;gt; 03: Final Boss Battle&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C55&amp;lt;br /&amp;gt;z_16[49]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Progress &amp;amp;amp; Battle Reward, Fort Condor&amp;lt;br /&amp;gt;0x01: Condor Progress {convil_1/jijii/s1}&amp;lt;br /&amp;gt; 0x02: Condor Progress {convil_1/mihari/s1}{convil_2/mihari/s1}{convil_4/ph_mat/s1}&amp;lt;br /&amp;gt; 0x04: Condor Progress {convil_1/event/s19}&amp;lt;br /&amp;gt; 0x08: Condor Progress {convil_2/mihari/s1}&amp;lt;br /&amp;gt; 0x10: &amp;quot;Received &amp;quot;Magic Comb&amp;quot;!&amp;quot; {convil_2/itemget/s1}&amp;lt;br /&amp;gt; 0x20: &amp;quot;Received &amp;quot;Peace Ring&amp;quot;!&amp;quot; {convil_2/itemget/s1}&amp;lt;br /&amp;gt; 0x40: &amp;quot;Received &amp;quot;Megalixir&amp;quot;!&amp;quot; {convil_2/itemget/s1}&amp;lt;br /&amp;gt; 0x80: &amp;quot;Received &amp;quot;Super Ball&amp;quot;!&amp;quot; {convil_2/itemget/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C56&amp;lt;br /&amp;gt;z_16[50]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Progress, Fort Condor&amp;lt;br /&amp;gt;0x01: &amp;lt;br /&amp;gt; 0x02: If you ever entered the {condor1} map&amp;lt;br /&amp;gt; 0x04: If you are inside the Fort&amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C57&amp;lt;br /&amp;gt;z_16[51]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Battle modifier linked with 0x0C4D, Fort Condor&amp;lt;br /&amp;gt;0x01: If 0x0C4D &amp;amp;gt;= 2 is set to 1 {convil_2/event/s7}&amp;lt;br /&amp;gt; 0x02: If 0x0C4D &amp;amp;gt;= 3 is set to 1 {convil_2/event/s7}&amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C58&amp;lt;br /&amp;gt;z_16[52]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Fort Condor Funds&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C5A&amp;lt;br /&amp;gt;z_16[54]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Number of Fort Condor Battles Lost&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C5B&amp;lt;br /&amp;gt;z_16[55]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to).&amp;lt;br /&amp;gt; 0x01: Speaking to the children near the wall of Wallmarket(0x01)&amp;lt;br /&amp;gt; 0x02: Speaking to the children near the wall of Wallmarket(0x02)&amp;lt;br /&amp;gt; 0x04: Conversation of children on top of the wall of Wallmarket(0x04)&amp;lt;br /&amp;gt; 0x08: Speaking to the child by the pipe in Wallmarket (0x08)&amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C5C&amp;lt;br /&amp;gt;z_16[56]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Handle the map jumps to MOVE_S(670),MOVE_I,MOVE_F,MOVE_R,MOVE_U,MOVE_D, Great Glacier&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C5D&amp;lt;br /&amp;gt;z_16[57]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Progress, Great Glacier&amp;lt;br /&amp;gt;0x01: To know if you came from the snowboard course (0=YES,1=NO), if so display the land event: &amp;quot;...So where did we land?...&amp;quot;{hyou2/event/s1}, &amp;quot;We've jumped pretty far...&amp;quot; {hyou3/event/s5}&amp;lt;br /&amp;gt; 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}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C5E&amp;lt;br /&amp;gt;z_16[58]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 2 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Store Cloud MAPID, is used to know where to send you after seeing the Glacier Map, Great Glacier {hyoumap/init/s0}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C60&amp;lt;br /&amp;gt;z_16[60]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 2 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Store Cloud position (X) right before you use the map, Great Glacier&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C62&amp;lt;br /&amp;gt;z_16[62]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 2 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Store Cloud position (Y) right before you use the map, Great Glacier&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C64&amp;lt;br /&amp;gt;z_16[64]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 2 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Store Cloud position (Z) right before you use the map, Great Glacier&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C66&amp;lt;br /&amp;gt;z_16[66]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 2 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Store Cloud position (triangle ID) right before you use the map, Great Glacier&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C68&amp;lt;br /&amp;gt;z_16[68]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Store Cloud direction right before you use the map, then restore it from it, Great Glacier&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C69&amp;lt;br /&amp;gt;z_16[69]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Is set to 1 when cloud pass-out, Great Glacier&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C6A&amp;lt;br /&amp;gt;z_16[70]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Cloud Pass-out Counter, Great Glacier&amp;lt;br /&amp;gt;First time you jump to HOLU_1(687), then to HOLU_2(688) &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C6B&amp;lt;br /&amp;gt;z_16[71]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Progress &amp;amp;amp; Field item mask, Great Glacier&amp;lt;br /&amp;gt;0x01: When you touch the hot spring (used to get Alexander Summon) {hyou10/event/s3}---&amp;amp;gt;{hyou10/cloud/s4,s5}&amp;lt;br /&amp;gt; 0x02: If you ever have spoken to snoww {hyou12/snoww/s1}&amp;lt;br /&amp;gt; 0x04: If you lose the battle against the Snow woman (snoww)&amp;lt;br /&amp;gt; 0x08: If you win the battle against the Snow woman&amp;lt;br /&amp;gt; 0x10: Received &amp;quot;Alexander&amp;quot; Materia{hyou13_2/mt/s1}&amp;lt;br /&amp;gt; 0x20: Received &amp;quot;Added Cut&amp;quot; Materia {MOVE_d/mt/s1}&amp;lt;br /&amp;gt; 0x40: Received &amp;quot;All&amp;quot; Materia {hyou12/mt/s1}&amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C74&amp;lt;br /&amp;gt;z_16[80]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Used to save user anwser in the debugroom {BLACKBG7/leave/s1} before Jump to map blin70_4 (No269)&amp;lt;br /&amp;gt;00: Set along with GameProgress = 0&amp;lt;br /&amp;gt; 00: Set along with GameProgress = 1566&amp;lt;br /&amp;gt; 00: Set along with GameProgress = 1572&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C75&amp;lt;br /&amp;gt;z_16[81]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Unknown is set to 0 in Wall Market {MRKT2/mapinit/s0}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C84&amp;lt;br /&amp;gt;z_16[96]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Keeps track of which Shinra floors are unlocked (By picking keycards). Values still unknown.(255 all doors opened when set manualy)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0C85&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Mission 1st reactor flags.&amp;lt;br /&amp;gt;0x01: elevator on top floor.&amp;lt;br /&amp;gt; 0x08: 1st door opened.&amp;lt;br /&amp;gt;0x10: 2nd door opened.&amp;lt;br /&amp;gt;0x20: Jessie free from stuck.&amp;lt;br /&amp;gt;0x40: bomb set.&amp;lt;br /&amp;gt;0x80: set if time is out for gameover check.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0C86&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Mission 1st reactor flags.&amp;lt;br /&amp;gt;0x02: elevator door opened.&amp;lt;br /&amp;gt;0x04: scrolled at map init to show reactor.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C87&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 29/45 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_17 Unknown[0-28] First 29 bytes of 45 (ENDS AT 0x0CB3 16 Bytes into next bank)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  Save Memory Bank 3/4  ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid black; border-collapse: collapse; width: 600px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Table 1: FF7 Save Slot'''&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0CA4&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 16/45 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_17 Unknown[29-44] Last 16 bytes of 45&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0CAD&amp;lt;br /&amp;gt;z_17[9]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; |&lt;br /&gt;
1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; party member char ID mirror.&amp;lt;small&amp;gt; Is a mirror of 0x04F8 (set from field module).&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0CAE&amp;lt;br /&amp;gt;z_17[10]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; |&lt;br /&gt;
2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; party member char ID mirror.&amp;lt;small&amp;gt; Is a mirror of 0x04F9 (set from field module).&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0CAF&amp;lt;br /&amp;gt;z_17[11]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; |&lt;br /&gt;
3&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; party member char ID mirror.&amp;lt;small&amp;gt; Is a mirror of 0x04FA (set from field module).&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0CB4&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Aeris In Church progression (document this better)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0CB5&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 49 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_18 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0CE6&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Escape from 1st reactor progress.&amp;lt;br /&amp;gt;0x01: after scroll at start of map MD8_2 (maybe unneded).&amp;lt;br /&amp;gt;0x02: after people panic on MD8_3 is over to never show it again.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0CE7&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 7 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_19 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0CEE&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Party GP (0-10000)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0CF0&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 12 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_20 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0CF0&amp;lt;br /&amp;gt;z_20[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Chocobo Race - Times you lose (Only on Corel Prision Race){crcin/esto/s0}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0CF3 &amp;lt;br /&amp;gt; z_20[3]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 1 Byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | Battle Square Special Dialog Progression {0x00 init, 0x10 :no text, 0xF0:new special fight}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0CF4 &amp;lt;br /&amp;gt; z_20[4] &amp;amp;amp; Z_20[5]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Battle Square Battle Points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0CFC&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Number of chocobo stables owned&lt;br /&gt;
|-&lt;br /&gt;
| 0x0CFD&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Number of occupied stables&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0CFE&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 Byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Choco Bill dialogs mask 0x01: If you talk him after meteor get summoned (only showed once) {FRMIN/jijii/s1}&amp;lt;br /&amp;gt; 0x02: If he offers you to rent Chocobo Stables (only showed once) {FRMIN/jijii/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0CFF&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Chocobo Stables Occupied Mask. LSB 1 2 3 4 5 6 x x MSB Stable #) Chocobo's in stables. 1=0ccupied&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D00&lt;br /&gt;
| 1 byte&lt;br /&gt;
| 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&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D01&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 40 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_22 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D13&amp;lt;br /&amp;gt;z_22[18]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Aeris flower quest progress.&amp;lt;br /&amp;gt;0x01: if we buy flower from Aeris.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D23&amp;lt;br /&amp;gt;z_22[34]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 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.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D24&amp;lt;br /&amp;gt;z_22[35]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, Kalm ([[Bit_numbering|LBS]])(applied when you speak to someone).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to).&amp;lt;br /&amp;gt; 0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: Spoke to the child in the house next to the Inn&amp;lt;br /&amp;gt; 0x10: Freed the dog in a house&amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D26&amp;lt;br /&amp;gt;z_22[37]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, Reactor under the plate ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to).&amp;lt;br /&amp;gt; 0x01: Speaking with Biggs(0x01)&amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D27&amp;lt;br /&amp;gt;z_22[38]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, Reactor under the plate ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to).&amp;lt;br /&amp;gt; 0x01: Speaking with Jesse(0x01)&amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D29&lt;br /&gt;
| 1 Byte&lt;br /&gt;
| Yuffie can be found in the forests? (LSB only) others used?&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D2A&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 28 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_23 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D44&amp;lt;br /&amp;gt;z_23[26]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, Reactor under the plate ([[Bit_numbering|LBS]]).&amp;lt;br /&amp;gt;Bit=0(NOT Activated/Received/Spoken to), Bit=1(Activated/Received/Spoken to).&amp;lt;br /&amp;gt; 0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: Aerith on roof event ends&amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: Turbo Ether {MIN51_2}&amp;lt;br /&amp;gt; 0x80: Aerith on roof event starts&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D46&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Don's Mission Progress (more needed here)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D47&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 31 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_24 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D47&amp;lt;br /&amp;gt;z_24[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to).&amp;lt;br /&amp;gt; 0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: Elevator event at shinra HQ(0x08)&amp;lt;br /&amp;gt; 0x10: First conversation while climbing Shinra HQ stairs(0x10)&amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D49&amp;lt;br /&amp;gt;z_24[2]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to).&amp;lt;br /&amp;gt; 0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: Second conversation while climbing Shinra HQ stairs(0x80)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D4A&amp;lt;br /&amp;gt;z_24[3]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to).&amp;lt;br /&amp;gt; 0x01: Third conversation while climbing Shinra HQ stairs (0x01)&amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D4C&amp;lt;br /&amp;gt;z_24[5]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to).&amp;lt;br /&amp;gt; 0x01: Braking in Shinra HQ scene (0x01)&amp;lt;br /&amp;gt; 0x02: Taking out the guards and obtaining keycard 60(0x02)&amp;lt;br /&amp;gt; 0x04: Taking everyone out the first floor in Shinra HQ(0x04)&amp;lt;br /&amp;gt; 0x08: Speaking to the couple in the shop at Shinra HQ(0x08)&amp;lt;br /&amp;gt; 0x10: Speaking to the shop seller in Shinra HQ(0x10)&amp;lt;br /&amp;gt; 0x20: Approaching Shinra HQ and conversation at the front door scene(0x20)&amp;lt;br /&amp;gt; 0x40: Approaching Shinra HQ and conversation at the front door scene(0x40)&amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D50&amp;lt;br /&amp;gt;z_24[9]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Items mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Item on floor), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: Phoenix down from locker at floor 64 (0x01)&amp;lt;br /&amp;gt; 0x02: Ether from locker at floor 64(0x02)&amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: Exiting elevator FMV at floor 60(0x10)&amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D52&amp;lt;br /&amp;gt;z_24[11]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Bits kept for the doors at floor 63, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Door opened), Bit=1(Door closed).&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D55&amp;lt;br /&amp;gt;z_24[14]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Item mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Item on floor), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: &amp;lt;br /&amp;gt; 0x02: Coupon C from Shinra HQ(0x02)&amp;lt;br /&amp;gt; 0x04: Coupon C from Shinra HQ(0x04)&amp;lt;br /&amp;gt; 0x08: Coupon B from Shinra HQ(0x08)&amp;lt;br /&amp;gt; 0x10: Speaking to the machine at floor 63(0x10)&amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D56&amp;lt;br /&amp;gt;z_24[15]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Bits kept for some events on floor 63, Shinra HQ ([[Bit_numbering|LBS]])(Really needs to be investigated).&amp;lt;br /&amp;gt;Bit=0(Door opened), Bit=1(Door closed).&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D57&amp;lt;br /&amp;gt;z_24[16]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to).&amp;lt;br /&amp;gt; 0x01: Hitting vending machine at floor 64(0x01)&amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D58&amp;lt;br /&amp;gt;z_24[17]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to).&amp;lt;br /&amp;gt; 0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: Placing midgar fifth part(0x08)&amp;lt;br /&amp;gt; 0x10: Placing midgar fourth part(0x10)&amp;lt;br /&amp;gt; 0x20: Placing midgar third part(0x20)&amp;lt;br /&amp;gt; 0x40: Placing midgar second part(0x40)&amp;lt;br /&amp;gt; 0x80: Placing midgar first part(0x80)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D59&amp;lt;br /&amp;gt;z_24[18]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to).&amp;lt;br /&amp;gt; 0x01: Midgar model lights up at floor 65&amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: Last conversation with floor 63 machine&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D5D&amp;lt;br /&amp;gt;z_24[22]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to).&amp;lt;br /&amp;gt; 0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: Retrieving coupons (must know the order)(0x20)&amp;lt;br /&amp;gt; 0x40: Retrieving coupons (must know the order)(0x40)&amp;lt;br /&amp;gt; 0x80: Retrieving coupons (must know the order)(0x80)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D66&lt;br /&gt;
| 1 byte&lt;br /&gt;
|&lt;br /&gt;
Turtle Paradise Flyers Seen LSB 1 2 3 4 5 6 x x MSB (flyer#) 1=seen 0x01: Sector 7 Slums&amp;lt;br /&amp;gt; 0x02: 1st Floor Shinra Building&amp;lt;br /&amp;gt; 0x04: Gold Saucer - Ghost Hotel&amp;lt;br /&amp;gt; 0x08: Cosmo Canyon - Inn 2nd Floor&amp;lt;br /&amp;gt; 0x10: Cosmo Canyon - Near Shop&amp;lt;br /&amp;gt; 0x20: Wutai In Front of Trap Room&amp;lt;br /&amp;gt; 0x40: Wutai - In Front of Turtle Paradise&amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D67&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 12 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_25 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D67&amp;lt;br /&amp;gt;z_25[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Conversations mask&amp;lt;br /&amp;gt;0x01: Cait Sith Leaves, and tell you that &amp;quot;The Sister Ray's not this way&amp;quot; {SINBIL_1/KETLINE/s5}&amp;lt;br /&amp;gt; 0x02: Don Corneo's mansion first time you talk to DOORMAN {colne_1/DOORMAN/s1}&amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D68&amp;lt;br /&amp;gt;z_25[1]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Northern Cave: Cloud Lv just before Jenova Synthesis battle start.&amp;lt;br /&amp;gt;Used as lv placeholder for Jenova Synthesis Boost formula.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D69&amp;lt;br /&amp;gt;z_25[2]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Northern Cave: Barret Lv just before Jenova Synthesis battle start.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D6A&amp;lt;br /&amp;gt;z_25[3]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Northern Cave: Tifa Lv just before Jenova Synthesis battle start.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D6B&amp;lt;br /&amp;gt;z_25[4]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Northern Cave: Red XII Lv just before Jenova Synthesis battle start.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D6C&amp;lt;br /&amp;gt;z_25[5]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Northern Cave: Yuffie Lv just before Jenova Synthesis battle start.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D6D&amp;lt;br /&amp;gt;z_25[6]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Northern Cave: Cait Sith Lv just before Jenova Synthesis battle start.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D6E&amp;lt;br /&amp;gt;z_25[7]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Northern Cave: Vincent Lv just before Jenova Synthesis battle start.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D6F&amp;lt;br /&amp;gt;z_25[8]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Northern Cave: Cid Lv just before Jenova Synthesis battle start.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D70&amp;lt;br /&amp;gt;z_25[9]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Bizarro Sephiroth Fight Number of Groups&amp;lt;br /&amp;gt;01: 1 Group. First time you enter the map{LASTMAP/directr/s0}&amp;lt;br /&amp;gt; 02: 2 Groups {LASTMAP/AD3/s3}&amp;lt;br /&amp;gt; 03: 3 Groups {LASTMAP/AD3/s3}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D71&amp;lt;br /&amp;gt;z_25[10]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Bizarro Sephiroth Fight, some progress value&amp;lt;br /&amp;gt;00: {LASTMAP/BAT/s4,s5}&amp;lt;br /&amp;gt; 01: {LASTMAP/BAT/s4}&amp;lt;br /&amp;gt; 02: {LASTMAP/BAT/s4}&amp;lt;br /&amp;gt; 03: {LASTMAP/BAT/s5}&amp;lt;br /&amp;gt; 04: {LASTMAP/BAT/s5}&amp;lt;br /&amp;gt; 05: {LASTMAP/BAT/s5}&amp;lt;br /&amp;gt; 06: {LASTMAP/BAT/s5}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D72&amp;lt;br /&amp;gt;z_25[11]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Great Glacier Snowboard, taken path (Set the exit location where you land) {hyou1/event/s1}&amp;lt;br /&amp;gt;0x01: Left both times: Forest HYOU2&amp;lt;br /&amp;gt; 0x02: Right both times: Outside Frostbite cave HYOU3&amp;lt;br /&amp;gt; 0x04: Left right: Main gate HYOU1&amp;lt;br /&amp;gt; 0x08: Right then left: Single tree HYOU7&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D73&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Yuffie Regulary. Has the character entered the party regulary? For example Yuffie further appears in the forest if this option is off.&amp;lt;br /&amp;gt;0x6E: Yes; 0x6F: No&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D74&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 15 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_26 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D74&amp;lt;br /&amp;gt;z_26[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,163,0)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,163,0)&amp;quot; |&lt;br /&gt;
MDS7PLR1 event flags.&amp;lt;br /&amp;gt;0x01: when everyone run to hideout.&amp;lt;br /&amp;gt; 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.&amp;lt;br /&amp;gt; 0x04: when Barret return to map and call us again.&amp;lt;br /&amp;gt; 0x08: after return to this map after seeing pillar.&amp;lt;br /&amp;gt; 0x10: after talking to right soldier twice (before mission in 5th reactor).&amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80:&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D75&amp;lt;br /&amp;gt;z_26[1]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.&amp;lt;br /&amp;gt; Start sector 7 slums [0x00]&amp;lt;br /&amp;gt; 0x01: Right after enter s7 bar MAP[0xA1]&amp;lt;br /&amp;gt; 0x02: After 7th heaven initial scene[0xFF]or[0xBF] if bit 6 is 0&amp;lt;br /&amp;gt; 0x04: Tifa get out the bar[0xA5]?&amp;lt;br /&amp;gt; 0x08: Scene ends and barret wait outside bar[0xAD]&amp;lt;br /&amp;gt; 0x10: Barret talk before enter the bar[0xFD]or[0xBD] if bit 6 is 0&amp;lt;br /&amp;gt; 0x20: Right after enter s7 bar MAP[0xA1]&amp;lt;br /&amp;gt; 0x40: Girl talk about reactor explotion[0xED]&amp;lt;br /&amp;gt; 0x80: Right after enter s7 bar MAP[0xA1]&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D76&amp;lt;br /&amp;gt;z_26[2]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.&amp;lt;br /&amp;gt; Start sector 7 slums [0x00]&amp;lt;br /&amp;gt; 0x01: After you wake up in the Hideout[0x03]&amp;lt;br /&amp;gt; 0x02: After you wake up in the Hideout[0x03]&amp;lt;br /&amp;gt; 0x04: Unknown[0x00]?&amp;lt;br /&amp;gt; 0x08: Unknown[0x00]&amp;lt;br /&amp;gt; 0x10: Avalache member continue running to s7 train station and Villagers are arround Avalache team [0x51]{mds7}&amp;lt;br /&amp;gt; 0x20: Unknown it become 1 seconds after 0x0D76[4] is set [0x51]{mds7}&amp;lt;br /&amp;gt; 0x40: Unknown[0x00]&amp;lt;br /&amp;gt; 0x80: Unknown[0x00]&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D77&amp;lt;br /&amp;gt;z_26[3]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.&amp;lt;br /&amp;gt; Start sector 7 slums [0x00]&amp;lt;br /&amp;gt; 0x01: Tell tifa did fight w/ barret (1) didn't fight (0)[0x05]or[0x04] if not&amp;lt;br /&amp;gt; 0x02: Unknown[0x00]&amp;lt;br /&amp;gt; 0x04: Auto tifa talk about fight w/ barret[0x04]&amp;lt;br /&amp;gt; 0x08: Unknown[0x00]&amp;lt;br /&amp;gt; 0x10: Unknown[0x00]&amp;lt;br /&amp;gt; 0x20: Unknown[0x00]&amp;lt;br /&amp;gt; 0x40: Unknown[0x00]&amp;lt;br /&amp;gt; 0x80: Unknown[0x00]&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D78&amp;lt;br /&amp;gt;z_26[4]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.&amp;lt;br /&amp;gt; Start sector 7 slums [0x00]&amp;lt;br /&amp;gt; 0x01: Barret chages in bar (set w/ z_26[1] state #2)[0x03]&amp;lt;br /&amp;gt; 0x02: Barret chages in bar (set w/ z_26[1] state #2)[0x03]&amp;lt;br /&amp;gt; 0x04: After we have talked to tifa[0x07]&amp;lt;br /&amp;gt; 0x08: Set to 1 if we choose no drink when talking to tifa[0x0F]&amp;lt;br /&amp;gt; 0x10: Set to 1 if we choose strong drink talking ot tifa[0x17]&amp;lt;br /&amp;gt; 0x20: Unknown[0x00]&amp;lt;br /&amp;gt; 0x40: Unknown[0x00]&amp;lt;br /&amp;gt; 0x80: Unknown[0x00]&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D79&amp;lt;br /&amp;gt;z_26[5]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.&amp;lt;br /&amp;gt; Start sector 7 slums [0x00]&amp;lt;br /&amp;gt; 0x01: set to 1 when tifa calls the machine down after you 1st talk down stairs, never gets unset[0x03]&amp;lt;br /&amp;gt; 0x02: 1 if elevator is in hide out (pinball machine)[0x02]&amp;lt;br /&amp;gt; 0x04: After you wake up in the Hideout[0x1F]&amp;lt;br /&amp;gt; 0x08: After you wake up in the Hideout[0x1F]&amp;lt;br /&amp;gt; 0x10: After you wake up in the Hideout[0x1F]&amp;lt;br /&amp;gt; 0x20: Unknown[0x00]&amp;lt;br /&amp;gt; 0x40: After giving Barret the materia tutorial[0x5D]&amp;lt;br /&amp;gt; 0x80: Unknown[0x00]&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D7A&amp;lt;br /&amp;gt;z_26[6]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.&amp;lt;br /&amp;gt; Start sector 7 slums [0x00]&amp;lt;br /&amp;gt; 0x01: After hide out 1st talk[0x03]&amp;lt;br /&amp;gt; 0x02: After hide out 1st talk[0x03]&amp;lt;br /&amp;gt; 0x04: second part of talk tifa enter in scene[0x07]&amp;lt;br /&amp;gt; 0x08: After you wake up in the Hideout[0x6F]&amp;lt;br /&amp;gt; 0x10: Unknown[0x00]&amp;lt;br /&amp;gt; 0x20: After you wake up in the Hideout[0x6F]&amp;lt;br /&amp;gt; 0x40: After you wake up in the Hideout[0x6F]&amp;lt;br /&amp;gt; 0x80: After you get out the Hideout and talk to tifa [0xEF]&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D7B&amp;lt;br /&amp;gt;z_26[7]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Items mask, Training room at sector 5 ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Item on floor), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: All materia after taking ether(0x10)&amp;lt;br /&amp;gt; 0x20: Ether chest that falls from ceiling(0x20)&amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D7C&amp;lt;br /&amp;gt;z_26[8]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,163,0)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,163,0)&amp;quot; |&lt;br /&gt;
MDS7ST3 event flags.&amp;lt;br /&amp;gt;0x01: when everyone start run to hideout.&amp;lt;br /&amp;gt; 0x02: when trainman tells you about war (3 talk).&amp;lt;br /&amp;gt; 0x04: when pair on station agreed with each other.&amp;lt;br /&amp;gt; 0x08: when Jessie, Biggs and Wedge run into train.&amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0D83&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Midgard train flags.&amp;lt;br /&amp;gt;0x01: when we talk to Biggs on way to sector 7.&amp;lt;br /&amp;gt;0x02: when we talk to Wedge twice on way to sector 7.&amp;lt;br /&amp;gt;0x04: when talk to Jessie, before look at map.&amp;lt;br /&amp;gt;0x10: this bit is checked on ROOTMAP, though it doesn't use ingame.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D84&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 32/64 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_27 Unknown[0-31] First 32 bytes of 64 (ENDS AT 0x0DC3 32 Bytes into next bank)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D90&amp;lt;br /&amp;gt;z_27[12]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Event flags inside Junon.&amp;lt;br /&amp;gt;0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: Junon Soldiers running through the city after the parade.&amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: Enemy Skill materia&amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  Save Memory Bank B/C  ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid black; border-collapse: collapse; width: 600px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Table 1: FF7 Save Slot'''&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DA4&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 32/64 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_27 Unknown[32-63] Last 32 bytes of 64&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DA4&amp;lt;br /&amp;gt;z_27[32]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 6 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race - Chocobo Name ([[FF7/FF_Text|FF Text format]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DAA&amp;lt;br /&amp;gt;z_27[38]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G1) - Jockey&amp;lt;br /&amp;gt;00: Cloud&amp;lt;br /&amp;gt; 01: Tifa&amp;lt;br /&amp;gt; 02: Cid&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DAB&amp;lt;br /&amp;gt;z_27[39]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G1) - Course&amp;lt;br /&amp;gt;00: Long course&amp;lt;br /&amp;gt; 01: Short course&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DAC&amp;lt;br /&amp;gt;z_27[40]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G1) - Bet Selection Screen&amp;lt;br /&amp;gt;00: Enabled {crcin_1/esto}&amp;lt;br /&amp;gt; 01: Disabled {crcin_2/esto}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DAD&amp;lt;br /&amp;gt;z_27[41]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G1) - ???&amp;lt;br /&amp;gt;00: All others times but&amp;lt;br /&amp;gt; 01: When you race by talking to ester in {crcin_1/esto}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DAE&amp;lt;br /&amp;gt;z_27[42]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - Sprint Speed&amp;lt;br /&amp;gt;Value = 4500 {crcin_2}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DB0&amp;lt;br /&amp;gt;z_27[44]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - Speed&amp;lt;br /&amp;gt;Value = 3500 {crcin_2}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DB2&amp;lt;br /&amp;gt;z_27[46]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - Acceleration&amp;lt;br /&amp;gt;Value = 70 {crcin_2}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DB3&amp;lt;br /&amp;gt;z_27[47]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - Cooperation&amp;lt;br /&amp;gt;Value = 100 {crcin_2}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DB4&amp;lt;br /&amp;gt;z_27[48]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - Intelligence&amp;lt;br /&amp;gt;Value = 100 {crcin_2}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DB5&amp;lt;br /&amp;gt;z_27[49]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - Type (Yellow, Green, Blue, Black, Gold)&amp;lt;br /&amp;gt;Value = 0 {crcin_2}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DB6&amp;lt;br /&amp;gt;z_27[50]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - Personality&amp;lt;br /&amp;gt;Value = 0 {crcin_2}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DB7&amp;lt;br /&amp;gt;z_27[51]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - ???&amp;lt;br /&amp;gt;05: When you race by talking to ester in {crcin_2/esto}&amp;lt;br /&amp;gt; 07: All others times {crcin_1/esto}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DB8&amp;lt;br /&amp;gt;z_27[52]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - ???&amp;lt;br /&amp;gt;Value = 1 (ALWAYS) {crcin_1/crcin_2}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DB9&amp;lt;br /&amp;gt;z_27[53]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - ???&amp;lt;br /&amp;gt;Value = 0 (ALWAYS) {crcin_1/crcin_2}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DBA&amp;lt;br /&amp;gt;z_27[54]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - Joe/TEIOH Chalenge&amp;lt;br /&amp;gt;00: No &amp;lt;br /&amp;gt; 01: Yes &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DBB&amp;lt;br /&amp;gt;z_27[55]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - Selected Rank&amp;lt;br /&amp;gt;00: Class C&amp;lt;br /&amp;gt; 01: Class B&amp;lt;br /&amp;gt; 02: Class A&amp;lt;br /&amp;gt; 03: Class S&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DBC&amp;lt;br /&amp;gt;z_27[56]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race - ???&amp;lt;br /&amp;gt;Random 0/15{crcin_1/esto}&amp;lt;br /&amp;gt; 0: All others times&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DBD&amp;lt;br /&amp;gt;z_27[57]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Chocobo Race - Finish Place (0 to 5)&amp;lt;br /&amp;gt;Set to 0xFF on the elevator {GLDELEV/dic/s0}&amp;lt;br /&amp;gt; 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}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DBE&amp;lt;br /&amp;gt;z_27[58]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - Stamina&amp;lt;br /&amp;gt;Value = 6000 {crcin_2}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DC0&amp;lt;br /&amp;gt;z_27[60]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G1) - Winning Prize&amp;lt;br /&amp;gt;00 = 500GP | &amp;quot;Received &amp;quot;Sprint Shoes&amp;quot;&amp;lt;br /&amp;gt; 01 = 300GP | &amp;quot;Received &amp;quot;Counter Attack&amp;quot; Materia!!&amp;quot;&amp;lt;br /&amp;gt; 02 = 500GP | &amp;quot;Received &amp;quot;Magic Counter&amp;quot;&amp;lt;br /&amp;gt; 03 = 300GP | &amp;quot;Received &amp;quot;Precious Watch&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 04 = 500GP | &amp;quot;Received &amp;quot;Cat's Bell&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 05 = 300GP | &amp;quot;Enemy Away&amp;quot; Materia!!&amp;quot;&amp;lt;br /&amp;gt; 06 = 300GP | &amp;quot;Received &amp;quot;Sneak Attack&amp;quot; Materia!!&amp;quot;&amp;lt;br /&amp;gt; 07 = 400GP | &amp;quot;Received &amp;quot;Chocobracelet&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 08 = 30GP | &amp;quot;Received &amp;quot;Ether&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 09 = 200GP | &amp;quot;Received &amp;quot;Elixir&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 10 = 15GP | &amp;quot;Received &amp;quot;Hero Drink&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 11 = 20GP | &amp;quot;Received &amp;quot;Bolt Plume&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 12 = 20GP | &amp;quot;Received &amp;quot;Fire Fang&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 13 = 20GP | &amp;quot;Received &amp;quot;Antarctic Wind&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 14 = 50GP | &amp;quot;Received &amp;quot;Swift Bolt&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 15 = 50GP | &amp;quot;Received &amp;quot;Fire Veil&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 16 = 50GP | &amp;quot;Received &amp;quot;Ice Crystal&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 17 = 300GP | &amp;quot;Received &amp;quot;Megalixir&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 18 = 150GP | &amp;quot;Received &amp;quot;Turbo Ether&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 19 = 5GP | &amp;quot;Received &amp;quot;Potion&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 20 = 10GP | &amp;quot;Received &amp;quot;Phoenix Down&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 21 = 10GP | &amp;quot;Received &amp;quot;Hyper&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 22 = 10GP | &amp;quot;Received &amp;quot;Tranquilizer&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 23 = 15GP | &amp;quot;Received &amp;quot;Hi-Potion&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 255 = If you lost the race (Nothing)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0DC4&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 16 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Chocobo slot 1 [See Below for [[#Chocobo_Record|Chocobo Slot format]]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0DD4&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 16 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Chocobo slot 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0DE4&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 16 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Chocobo slot 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0DF4&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 16 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Chocobo slot 4 [Slot 5 and 6 are located at 0x1084 - 0x10A3]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E04&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 13 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_28 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E0C&amp;lt;br /&amp;gt;z_28[8]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Change on Final Battle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; 0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: Final Battle&amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E0E&amp;lt;br /&amp;gt;z_28[10]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Yuffie Stolen Materia Quest - Disabled party members {YUFY1/YUFI}&amp;lt;br /&amp;gt;(Bit mask is set just before stolen materia been restored, to know what chars must be reactivated.)&amp;lt;br /&amp;gt; 0x01: Unused&amp;lt;br /&amp;gt; 0x02: Barret&amp;lt;br /&amp;gt; 0x04: Tifa&amp;lt;br /&amp;gt; 0x08: Red XIII&amp;lt;br /&amp;gt; 0x10: Cait Sith&amp;lt;br /&amp;gt; 0x20: Cid&amp;lt;br /&amp;gt; 0x40: Vincent&amp;lt;br /&amp;gt; 0x80: Aeris&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E0F&amp;lt;br /&amp;gt;z_28[11]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | G-Bike Minigame Last Score {GAMES_2/dic}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0E11&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | G-Bike Minigame High Score&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E13&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 1 Byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | UnSaved Snowboard Mini Game Temp Var.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0E14&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 4 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Fastest Time For Snowboard Beginner Course. Format: MMSSTTT0 90 27 36 02 in the file is a time of 2'36&amp;quot;279 (value is 32bit int so will become 02362790 when read )&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0E18&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 4 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Fastest Time For Snowboard Expert Course. See Beginner Course for more info&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0E1C&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 4 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Fastest Time For Snowboard Crazy Course. See Beginner Course for more info&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0E20&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 Byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | HighScore For Snowboard Beginner Course&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0E21&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 Byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | HighScore For Snowboard Expert Course&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0E22&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 Byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | HighScore For Snowboard Crazy Course&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E23&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 1 Byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | UnSaved Snowboard Mini Game Temp Var&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0E24&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2nd rank at RollerCoaster Shooter&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0E26&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 3rd rank at RollerCoaster Shooter&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E28&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 17 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_29 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E28&amp;lt;br /&amp;gt;z_29[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Mythril Side Quest/Chocobo Sage Side Quest&amp;lt;br /&amp;gt;0x01: Talked to the Weapon Seller about the Keystone, Temple of the Ancients, DIO, etc {zz2/m/s4}&amp;lt;br /&amp;gt; 0x02: Chocobo Sage when he finish all remembering stuff {zz3/dic/s0}&amp;lt;br /&amp;gt; 0x04: Unused&amp;lt;br /&amp;gt; 0x08: Old man: &amp;quot;Large Materia needs high level Materia.&amp;quot; {zz1/m1/s1}&amp;lt;br /&amp;gt; 0x10: Mythril given to the Weapon Seller {zz2/m/s1}&amp;lt;br /&amp;gt; 0x20: Chocobo Sage if you ask him &amp;quot;What about that Chocobo?&amp;quot; {zz3/m1/s1}&amp;lt;br /&amp;gt; 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}&amp;lt;br /&amp;gt; 0x80: First time you talk to Chole after meeting Chocobo Sage {FRCYO/kodomo/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E29&amp;lt;br /&amp;gt;z_29[1]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Chocobo Sage Side Quest - Progression Variable 01: First time you talk to Chocobo Sage&amp;lt;br /&amp;gt; 02,03,04: About Blue/Green Chocobo&amp;lt;br /&amp;gt; 05: About Black Chocobo&amp;lt;br /&amp;gt; 06,07,08: About Gold Chocobo&amp;lt;br /&amp;gt; 09,10: About Zeio Nuts&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E2A&amp;lt;br /&amp;gt;z_29[2]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Number of battles to reach in order to unlock the next part of the Chocobo breeding tutorial&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E2C&amp;lt;br /&amp;gt;z_29[4]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | Chocobo Sage Side Quest - Part of the random number of battles formula&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E2D&amp;lt;br /&amp;gt;z_29[5]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | Unused?&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E2E&amp;lt;br /&amp;gt;z_29[6]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race / Others&amp;lt;br /&amp;gt;0x01: Set to 1 the first time you talk to Ester to race and Ride your own Chocobo {crcin_1/esto/s1}&amp;lt;br /&amp;gt; 0x02: Set to 1 just before Chocobo Race Engine be launched {crcin_1/esto/s1}&amp;lt;br /&amp;gt; Set to 0 when you receive the price or lose. {crcin_1/dic/s0}&amp;lt;br /&amp;gt; 0x04: Set to 1 just before your first time race (Ester say &amp;quot;Yeahh but jockeys can't buy tickets.&amp;quot;)&amp;lt;br /&amp;gt; Then after been activated the next races (she say: &amp;quot;Good Luck! Take care!&amp;quot;) {crcin_1/esto/s1}&amp;lt;br /&amp;gt; 0x08: After beating Mog's House and receive 30GP from the guy {GAMES_2/kabe/s1}&amp;lt;br /&amp;gt; 0x10: If you win 9 races to enter Rank S {crcin_1/esto/s1}&amp;lt;br /&amp;gt; 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}&amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E2F&amp;lt;br /&amp;gt;z_29[7]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | Chocobo Race - Selected Chocobo Stable Position (0 to 5)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E30&amp;lt;br /&amp;gt;z_29[8]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | Unused?&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E2E&amp;lt;br /&amp;gt;z_29[6]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Northern Cave&amp;lt;br /&amp;gt;0x01: Bottom of Northern Cave talk {las4_0/dic/s0}&amp;lt;br /&amp;gt; 0x02: Set to 1 when you enter the map &amp;quot;las3_3&amp;quot; comming from map &amp;quot;las4_1&amp;quot; {las3_3/dic/s0}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E2F&amp;lt;br /&amp;gt;z_29[7]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Northern Cave&amp;lt;br /&amp;gt;0x01: Bottom of Northern Cave talk {las4_0/dic/s0}&amp;lt;br /&amp;gt; 0x02: Set to 1 when you enter the map &amp;quot;las3_3&amp;quot; comming from map &amp;quot;las4_1&amp;quot; {las3_3/dic/s0}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E30&amp;lt;br /&amp;gt;z_29[8]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Northern Cave - Received items from party in the last talk&amp;lt;br /&amp;gt;0x01: Barret {las4_0/ballet/s1}&amp;lt;br /&amp;gt; 0x02: Tifa {las4_0/tifa/s1}&amp;lt;br /&amp;gt; 0x04: RedXIII {las4_0/red/s1}&amp;lt;br /&amp;gt; 0x08: Cid {las4_0/cid/s1}&amp;lt;br /&amp;gt; 0x10: Cait Sith {las4_0/cait/s1}&amp;lt;br /&amp;gt; 0x20: Yuffi {las4_0/yufi/s1}&amp;lt;br /&amp;gt; 0x40: Vincent {las4_0/vincent/s1}&amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E33&amp;lt;br /&amp;gt;z_29[11]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Lucrecia's Cave sidequest Progression Variable&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E35&amp;lt;br /&amp;gt;z_29[13]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Lucrecia's Cave sidequest:&amp;lt;br /&amp;gt;Number of battles to get past in order to unlock Chaos &amp;amp;amp; Death Penalty&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E39&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| 1st rank at RollerCoaster Shooter&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E3C&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 105 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_30 Unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  Save Memory Bank D/E  ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid black; border-collapse: collapse; width: 600px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Table 1: FF7 Save Slot'''&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EA4&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Which game-play Disc is needed&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0EA5&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
z_31 Tifa's House 0x01: Final Heaven {niv_ti2/piano/s1}&amp;lt;br /&amp;gt; 0x02: Cloud played the piano in the flashback {niv_ti2/molody/s2}&amp;lt;br /&amp;gt; 0x04: Elemental Materia {niv_ti2/piano/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0EA6&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 1 Byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | Start Of Bombing Mission (0x14=Yes, 0x56=No)&amp;lt;br /&amp;gt;Northern Cave - Progress (TODO: more info) 0x94&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0EA7&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 3 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_32 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0EA7&amp;lt;br /&amp;gt;z_32[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | Northern Cave - Progress (TODO: more info)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EAA&lt;br /&gt;
| 2 Bytes&lt;br /&gt;
| Step counter. Used in great glacier to count the steps until passing out and resetted whenever you enter it. Value to pass out = 544&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0EAC&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 22 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_33 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0EC2&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Field pointers mask (hand over party leader's head + red and green arrows)&amp;lt;br /&amp;gt;0x00: Inactive&amp;lt;br /&amp;gt;0x02: Active&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0EC3&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_34 Unknown. &amp;lt;del&amp;gt;If you have max materias in your equipment it is set to non-zero (needs to be confirmed)&amp;lt;/del&amp;gt; FALSE! (By Ss4).&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EC4&lt;br /&gt;
| 6 bytes&lt;br /&gt;
|&lt;br /&gt;
Name of Chocobo 1 ([[FF7/FF_Text|FF Text format]])&lt;br /&gt;
|-&lt;br /&gt;
| 0x0ECA&lt;br /&gt;
| 6 bytes&lt;br /&gt;
|&lt;br /&gt;
Name of Chocobo 2 ([[FF7/FF_Text|FF Text format]])&lt;br /&gt;
|-&lt;br /&gt;
| 0x0ED0&lt;br /&gt;
| 6 bytes&lt;br /&gt;
|&lt;br /&gt;
Name of Chocobo 3 ([[FF7/FF_Text|FF Text format]])&lt;br /&gt;
|-&lt;br /&gt;
| 0x0ED6&lt;br /&gt;
| 6 bytes&lt;br /&gt;
|&lt;br /&gt;
Name of Chocobo 4 ([[FF7/FF_Text|FF Text format]])&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EDC&lt;br /&gt;
| 6 bytes&lt;br /&gt;
|&lt;br /&gt;
Name of Chocobo 5 ([[FF7/FF_Text|FF Text format]])&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EE2&lt;br /&gt;
| 6 bytes&lt;br /&gt;
|&lt;br /&gt;
Name of Chocobo 6 ([[FF7/FF_Text|FF Text format]])&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EE8&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EEA&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 2&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EEC&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 3&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EEE&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EF0&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 5&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EF2&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 6&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EF4&lt;br /&gt;
| 1 byte&lt;br /&gt;
|&lt;br /&gt;
Vincent Regularly/Change Submarine Color. (Bit-mask)&amp;lt;br /&amp;gt;0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: Vincent Regulary. Has the character entered the party regularly? Byte value (Yes:[0xFF]; No:[0xFB])(NEEDS TO BE CHECKED)&amp;lt;br /&amp;gt; 0x08: Gray Submarine (bit = 1)/ Red Submarine (bit = 0) (Liked with 0x0EF6[2])&amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0EF5&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 23 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_35 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0EF6&amp;lt;br /&amp;gt;z_35[1]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Vehicle Submarine&amp;lt;br /&amp;gt;0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: Grey Submarine Ignored / Red Submarine bit = 1 (Linked with 0x0EF4[3])&amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0EFD&amp;lt;br /&amp;gt;z_35[8]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Northern Cave - Yuffie Split up path&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0EFF&amp;lt;br /&amp;gt;z_35[10]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Save flag.&amp;lt;br /&amp;gt;0x02: set when we in save (menu or point? please check) and unset when out&amp;lt;br /&amp;gt; Other byte values: 0x10, 0x12, 0x51&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0F04&amp;lt;br /&amp;gt;z_35[22]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Northern Cave - Progress (TODO: more info)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0F05&amp;lt;br /&amp;gt;z_35[23]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Northern Cave - Progress (TODO: more info)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0F0C&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 24 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Name of location ([[FF7/FF_Text|FF Text format]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0F24&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 5 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_36 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F29&lt;br /&gt;
| 1 bytes&lt;br /&gt;
| Save on the world map - Tutorial seen (To be Checked)&amp;lt;br /&amp;gt;0x3B: Seen&amp;lt;br /&amp;gt;0x33: Not Seen&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0F2A&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 50 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_37 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0F2A&amp;lt;br /&amp;gt;z_37[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Needs more research. 0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: Red Submarine Tutorial&amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80:&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0F2B&amp;lt;br /&amp;gt;z_37[1]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x20: World map Ruby Weapon form. bit=0: Small Form (before first encounter). bit=1: Big Form (after first encounter).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0F3A&amp;lt;br /&amp;gt;z_37[16]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Rand number between 0,1,2. Is set when you change field map. ex: enter a town.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0F5C&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 3 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Party leader's coordinates on world map:&amp;lt;br /&amp;gt; Party leader X position on the world map (X coord). Value from 0 up to 295000&amp;lt;br /&amp;gt;000000: 0x000000&amp;lt;br /&amp;gt; 065535: 0xFFFF00 | 065536: 0x000001&amp;lt;br /&amp;gt; 131071: 0xFFFF01 | 131072: 0x000002&amp;lt;br /&amp;gt; 196607: 0xFFFF02 | 196608: 0x000003&amp;lt;br /&amp;gt; 262143: 0xFFFF03 | 262144: 0x000004&amp;lt;br /&amp;gt; 295000: 0x588004&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0F5F&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Party leader viewing direction angle on the world map. Value from 0 up to 255 to cover 0 - 359Â°&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0F60&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 3 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Party leader Y position on the world map (Y coord). Value from 1 up to 230000&amp;lt;br /&amp;gt;000001: 0x01003C&amp;lt;br /&amp;gt; 065535: 0xFFFF3C | 065536: 0x00003D&amp;lt;br /&amp;gt; 131071: 0xFFFF3D | 131072: 0x00003E&amp;lt;br /&amp;gt; 196607: 0xFFFF3E | 196608: 0x00003F&amp;lt;br /&amp;gt; 230000: 0x70823F&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0F63&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Party leader Z altitude on the world map (Z coord). Input value from -128 up to 127 are allowed (0 = Mean Sea Level)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F64&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| Caught Wild Chocobo's coordinates on world map&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F6C&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| Tiny Bronco/Chocobo's coordinates on world map&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F74&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| Buggy/Highwind's coordinates on world map&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F7C&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| Submarine/???'s coordinates on world map&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F84&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| Diamond=&amp;amp;gt;Ultimate=&amp;amp;gt;Ruby Weapon's coordinates on world map (ruby is bound To the desert)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0F8C&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Snow Pole X Coordinate.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0F8E&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Snow Pole Y Coordinate.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0F90&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; Snow Pole X Coordinate.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0F92&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; Snow Pole Y Coordinate.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0F94&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 3&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; Snow Pole X Coordinate.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0F96&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 3&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; Snow Pole Y Coordinate.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0F98&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 12/236 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_38 Unknown[0-11] First 12 bytes of 236 (ENDS AT 0x1083 224 Bytes into next bank)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0F9C&amp;lt;br /&amp;gt;z_38[4]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Angle of the world. The viewing direction of the camera onto the world map. For top-view (ca. 45Â°) this value should be 0.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0F9D&amp;lt;br /&amp;gt;z_38[5]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Top-view (ca. 45Â°). Determines the camera's position.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0F9C&amp;lt;br /&amp;gt;z_38[4]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Camera angle and rotation of normal world map.&amp;lt;br /&amp;gt;00 00 - FF 0F: Map rotation angle. xx yx: if y &amp;amp;gt; 0, y will be changed to 0. (Source: Asa. Data Collision)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0F9F&amp;lt;br /&amp;gt;z_38[6]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Snow Pole Number/Where address will be overwritten by next pole (cycling 00, 01, 02, 00, 01, 02... )&amp;lt;br /&amp;gt;00: 1st pole address&amp;lt;br /&amp;gt; 01: 2nd pole address&amp;lt;br /&amp;gt; 02: 3rd pole address&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FA0&amp;lt;br /&amp;gt;z_38[8]&lt;br /&gt;
| 1 bytes&lt;br /&gt;
|&lt;br /&gt;
Wild Chocobo Type.&amp;lt;br /&amp;gt;Value is set when Chocobo is caught and used after Chocobo is sent to cage.&amp;lt;br /&amp;gt; Index is the byte's value and not the bit-mask.&amp;lt;br /&amp;gt; 0x00: Chocobo not displayed in cage&amp;lt;br /&amp;gt; 0x01: Wonderful&amp;lt;br /&amp;gt; 0x02: Great&amp;lt;br /&amp;gt; 0x03: Good&amp;lt;br /&amp;gt; 0x04: Fair&amp;lt;br /&amp;gt; 0x05: Average&amp;lt;br /&amp;gt; 0x06: Poor&amp;lt;br /&amp;gt; 0x07: Bad&amp;lt;br /&amp;gt; 0x08: Terrible&amp;lt;br /&amp;gt; Over 08 = Choco Billy's rating window not displayed&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FA1&amp;lt;br /&amp;gt;z_38[9]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Riding Byte.&amp;lt;br /&amp;gt;Index is the byte's value and not the bit-mask.&amp;lt;br /&amp;gt; 0x00: On foot.&amp;lt;br /&amp;gt; 0x03: Highwind&amp;lt;br /&amp;gt; 0x04: Wild Chocobo (Liked with 0x0C22[0])&amp;lt;br /&amp;gt; 0x0D: Submarine&amp;lt;br /&amp;gt; 0x13: Chocobo (Liked with 0x0C22[1/7]. 0x0C22: 0x04=Yellow, ..., 0x40=Gold)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FA3&amp;lt;br /&amp;gt;z_38[11]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; |&lt;br /&gt;
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.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  Save Memory Bank 7/F  ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid black; border-collapse: collapse; width: 600px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Table 1: FF7 Save Slot'''&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FA4&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 224/236 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | Unknown z_38[12-235] Last 224 bytes of 236&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FA6&amp;lt;br /&amp;gt;z_38[14]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
World map camera &amp;amp;amp; map display&amp;lt;br /&amp;gt;Add two values (one from camera, one from map) and set this byte.&amp;lt;br /&amp;gt;Camera: Aerial(00); Closeup(20)&amp;lt;br /&amp;gt; Map: Off(80); Small(00); Large(40)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FAB&amp;lt;br /&amp;gt;z_38[19]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | If not 0x00, game crashes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FC4&amp;lt;br /&amp;gt;z_38[44]&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Fields items mask.&amp;lt;br /&amp;gt;0x0001: first potion on MD1STIN.&amp;lt;br /&amp;gt;0x0002: second potion on MD1STIN.&amp;lt;br /&amp;gt;0x0004: potion at NMKIN3.&amp;lt;br /&amp;gt;0x0008: phoenix down on NKMIN1.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FC6&amp;lt;br /&amp;gt;z_38[46]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Items mask, Chocobo Farm ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt;Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: Destruct Materia Animation displayed {sininb42/mtr/s3}&amp;lt;br /&amp;gt; 0x02: Destruct Materia {sininb42/mtr/s1}&amp;lt;br /&amp;gt; 0x04: Enemy Skill {blin68_2/mtr/s1} (See 0x0BEF[1])&amp;lt;br /&amp;gt; 0x08: Enemy Skill Animation (Drop after battle) {blin68_2/mtr/s3}&amp;lt;br /&amp;gt; 0x10: Odin Materia {sinin2_1/mtr/s1}&amp;lt;br /&amp;gt; 0x20: Odin Materia Animation displayed {sinin2_1/mtr/s3}&amp;lt;br /&amp;gt; 0x40: Counter Materia {nvdun1/mtr/s1}&amp;lt;br /&amp;gt; 0x80: Magic Plus Materia {sandun_1/mtr/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FF1&amp;lt;br /&amp;gt;z_38[89]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | On Buggy vehicle. Specifies if a character is on a Buggy. Only if a Buggy is present.&amp;lt;br /&amp;gt;0x0E: On; 0x0C: Off&lt;br /&gt;
|-&lt;br /&gt;
| 0x0FF4&amp;lt;br /&amp;gt;z_38[92]&lt;br /&gt;
| 1 byte&lt;br /&gt;
|&lt;br /&gt;
Items mask, Mythril Mine ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt;Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: 4sbwy_6 - Tent&amp;lt;br /&amp;gt; 0x02: 4sbwy_3 - Potion&amp;lt;br /&amp;gt; 0x04: 4sbwy_1 - Ether&amp;lt;br /&amp;gt; 0x08: psdun_3 - Ether&amp;lt;br /&amp;gt; 0x10: psdun_4 - Hi-Potion&amp;lt;br /&amp;gt; 0x20: psdun_4 - Elixir&amp;lt;br /&amp;gt; 0x40: psdun_3 - Long Range materia&amp;lt;br /&amp;gt; 0x80: gnmk - Titan Materia&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0FF5&amp;lt;br /&amp;gt;z_38[93]&lt;br /&gt;
| 1 byte&lt;br /&gt;
|&lt;br /&gt;
Items mask, ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt;Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: elmin2_2 - Ether&amp;lt;br /&amp;gt; 0x02: losin1 - Comet Materia&amp;lt;br /&amp;gt; 0x04: gonjun1 - Deathblow Materia&amp;lt;br /&amp;gt; 0x08: q_4 - Hades Materia&amp;lt;br /&amp;gt; 0x10: q_4 - Outsider&amp;lt;br /&amp;gt; 0x20: q_3 - Escourt Guard&amp;lt;br /&amp;gt; 0x40: q_3 - Conformer&amp;lt;br /&amp;gt; 0x80: q_4 - Spirit Lance&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0FF6&amp;lt;br /&amp;gt;z_38[94]&lt;br /&gt;
| 1 byte&lt;br /&gt;
|&lt;br /&gt;
Items mask, ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt;Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: q_1 - Heaven's Cloud&amp;lt;br /&amp;gt; 0x02: q_3 - Megalixir&amp;lt;br /&amp;gt; 0x04: q_4 - Megalixir&amp;lt;br /&amp;gt; 0x08: losinn - Elixir&amp;lt;br /&amp;gt; 0x10: losin2 - Guard Source&amp;lt;br /&amp;gt; 0x20: losin3 - Magic Source&amp;lt;br /&amp;gt; 0x40: las1_2 las4_0 - Elixir&amp;lt;br /&amp;gt; 0x80: las1_2 las4_0 - Mystle&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FF9&amp;lt;br /&amp;gt;z_38[97]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Items mask, Kalm ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt;Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: Hidden Ether in the second floor of a house&amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FFB&amp;lt;br /&amp;gt;z_38[99]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Kalm Traveler rewards visibility (each bit set back to 0 when picked up)&amp;lt;br /&amp;gt;Guide Book (0x01); Master Command(0x02); Master Magic (0x04); Master Summon (0x08); Gold Chocobo (0x10)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FFC&amp;lt;br /&amp;gt;z_38[100]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Items mask, Kalm ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt;Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: Peacemaker in a house&amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FFD&amp;lt;br /&amp;gt;z_38[101]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Items mask, Kalm ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt;Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: &amp;lt;br /&amp;gt; 0x02: Hidden Ether from house next to the Inn&amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: Guard Source&amp;lt;br /&amp;gt; 0x10: Hidden Ether&amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FFE&amp;lt;br /&amp;gt;z_38[102]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Items mask, Mythril Mine ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt;Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: Mind Source&amp;lt;br /&amp;gt; 0x20: Tent&amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x1004&amp;lt;br /&amp;gt;z_38[]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; party member char ID in Group 1. Final Boss Battle: Bizarro Sephiroth.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x1005&amp;lt;br /&amp;gt;z_38[]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; party member char ID in Group 1. Final Boss Battle: Bizarro Sephiroth.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x1006&amp;lt;br /&amp;gt;z_38[]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 3&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; party member char ID in Group 1. Final Boss Battle: Bizarro Sephiroth.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x1007&amp;lt;br /&amp;gt;z_38[]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; party member char ID in Group 2. Final Boss Battle: Bizarro Sephiroth.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x1008&amp;lt;br /&amp;gt;z_38[]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; party member char ID in Group 2. Final Boss Battle: Bizarro Sephiroth.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x1009&amp;lt;br /&amp;gt;z_38[]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 3&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; party member char ID in Group 2. Final Boss Battle: Bizarro Sephiroth.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x100A&amp;lt;br /&amp;gt;z_38[]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; party member char ID in Group 3. Final Boss Battle: Bizarro Sephiroth.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x100B&amp;lt;br /&amp;gt;z_38[]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; party member char ID in Group 3. Final Boss Battle: Bizarro Sephiroth.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x100C&amp;lt;br /&amp;gt;z_38[]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 3&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; party member char ID in Group 3. Final Boss Battle: Bizarro Sephiroth.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x101E&amp;lt;br /&amp;gt;z_38[134]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Items mask, Junon ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt;Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: Mind Source&amp;lt;br /&amp;gt; 0x02: Power Source&amp;lt;br /&amp;gt; 0x04: Guard Source&amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: 1/35 Soldier&amp;lt;br /&amp;gt; 0x20: Luck Source&amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x1030&amp;lt;br /&amp;gt;z_38[152]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Field screen rain switch (non-zero to turn on rain effect)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x1084&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 16 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Chocobo slot 5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x1094&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 16 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Chocobo slot 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  Character Record  ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ '''Table 2: Character Record'''&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Character ID - Ignored If Not Cait / Vincent???&lt;br /&gt;
|-&lt;br /&gt;
| 0x01&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Level (1-99)&lt;br /&gt;
|-&lt;br /&gt;
| 0x02&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Strength (0-255)&lt;br /&gt;
|-&lt;br /&gt;
| 0x03&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Vitality (0-255)&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Magic (0-255)&lt;br /&gt;
|-&lt;br /&gt;
| 0x05&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Spirit (0-255)&lt;br /&gt;
|-&lt;br /&gt;
| 0x06&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Dexterity (0-255)&lt;br /&gt;
|-&lt;br /&gt;
| 0x07&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Luck (0-255)&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Strength Bonus (Power Sources used)&lt;br /&gt;
|-&lt;br /&gt;
| 0x09&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Vitality Bonus (Guard Sources used)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Magic Bonus (Magic Sources used)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Spirit Bonus (Mind Sources used)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Dexterity Bonus (Speed Sources used)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Luck Bonus (Luck Sources used)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Current limit level (1-4)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Current limit bar (0xFF = limit break)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 12 bytes&lt;br /&gt;
|&lt;br /&gt;
Name ([[FF7/FF_Text|FF Text]] format) Game's Naming Boxes Cap you At 9 Chars&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Equipped weapon&lt;br /&gt;
|-&lt;br /&gt;
| 0x1D&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Equipped armor&lt;br /&gt;
|-&lt;br /&gt;
| 0x1E&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Equipped accessory&lt;br /&gt;
|-&lt;br /&gt;
| 0x1F&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Character flags - 0x10-Sadness, 0x20-Fury&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Char order - 0xFF-Normal, 0xFE-Back row&lt;br /&gt;
|-&lt;br /&gt;
| 0x21&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Level progress bar (0-63) Games Gui Hides Values &amp;amp;lt;4, 4-63 are visible as &amp;quot;progress&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x22&lt;br /&gt;
| 2 bytes&lt;br /&gt;
|&lt;br /&gt;
Learned limit skills&amp;lt;br /&amp;gt;0x0001: Limit Lv. 1-1&amp;lt;br /&amp;gt; 0x0002: Limit Lv. 1-2&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;0x0004: Always 0 (reserved bit or spacer/breaker/end of limit)&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt; 0x0008: Limit Lv. 2-1&amp;lt;br /&amp;gt; 0x0010: Limit Lv. 2-2&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;0x0020: Always 0 (reserved bit or spacer/breaker/end of limit)&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt; 0x0040: Limit Lv. 3-1&amp;lt;br /&amp;gt; 0x0080: Limit Lv. 3-2&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;0x0100: Always 0 (reserved bit or spacer/breaker/end of limit)&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt; 0x0200: Limit Lv. 4&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x24&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of kills&lt;br /&gt;
|-&lt;br /&gt;
| 0x26&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Times limit 1-1 has been used&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Times limit 2-1 has been used&lt;br /&gt;
|-&lt;br /&gt;
| 0x2A&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Times limit 3-1 has been used&lt;br /&gt;
|-&lt;br /&gt;
| 0x2C&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Current HP&lt;br /&gt;
|-&lt;br /&gt;
| 0x2E&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Base HP (before materia alterations)&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Current MP&lt;br /&gt;
|-&lt;br /&gt;
| 0x32&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Base MP (before materia alterations)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x34&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 4 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x38&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Maximum HP (after materia alterations)&lt;br /&gt;
|-&lt;br /&gt;
| 0x3A&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Maximum MP (after materia alterations)&lt;br /&gt;
|-&lt;br /&gt;
| 0x3C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Current EXP&lt;br /&gt;
|-&lt;br /&gt;
| 0x40&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Weapon materia slot number 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x44&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Weapon materia slot number 2&lt;br /&gt;
|-&lt;br /&gt;
| 0x48&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Weapon materia slot number 3&lt;br /&gt;
|-&lt;br /&gt;
| 0x4C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Weapon materia slot number 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x50&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Weapon materia slot number 5&lt;br /&gt;
|-&lt;br /&gt;
| 0x54&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Weapon materia slot number 6&lt;br /&gt;
|-&lt;br /&gt;
| 0x58&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Weapon materia slot number 7&lt;br /&gt;
|-&lt;br /&gt;
| 0x5C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Weapon materia slot number 8&lt;br /&gt;
|-&lt;br /&gt;
| 0x60&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Armor materia slot number 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x64&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Armor materia slot number 2&lt;br /&gt;
|-&lt;br /&gt;
| 0x68&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Armor materia slot number 3&lt;br /&gt;
|-&lt;br /&gt;
| 0x6C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Armor materia slot number 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x70&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Armor materia slot number 5&lt;br /&gt;
|-&lt;br /&gt;
| 0x74&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Armor materia slot number 6&lt;br /&gt;
|-&lt;br /&gt;
| 0x78&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Armor materia slot number 7&lt;br /&gt;
|-&lt;br /&gt;
| 0x7C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Armor materia slot number 8&lt;br /&gt;
|-&lt;br /&gt;
| 0x80&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| EXP to next level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  Chocobo Record  ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ '''Table 3: Chocobo Record'''&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Sprint Speed&lt;br /&gt;
|-&lt;br /&gt;
| 0x2&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Max Sprint Speed&lt;br /&gt;
|-&lt;br /&gt;
| 0x4&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Speed&lt;br /&gt;
|-&lt;br /&gt;
| 0x6&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Max Speed&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Acceleration&lt;br /&gt;
|-&lt;br /&gt;
| 0x9&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Cooperation&lt;br /&gt;
|-&lt;br /&gt;
| 0xA&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Intelligence&lt;br /&gt;
|-&lt;br /&gt;
| 0xB&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Personality&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0xC&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Pcount (?)&lt;br /&gt;
|-&lt;br /&gt;
| 0xD&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Number of races won&lt;br /&gt;
|-&lt;br /&gt;
| 0xE&lt;br /&gt;
| 1 byte&lt;br /&gt;
| 1: female)&lt;br /&gt;
|-&lt;br /&gt;
| 0xF&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Type (Yellow, Green, Blue, Black, Gold)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  Save Item List  ==&lt;br /&gt;
&lt;br /&gt;
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:&amp;lt;br /&amp;gt; Indexes 0 - 127: Items&amp;lt;br /&amp;gt; Indexes 128 - 255: Weapons&amp;lt;br /&amp;gt; Indexes 256 - 287: Armors&amp;lt;br /&amp;gt; Indexes 288 - 319: Accessories&amp;lt;br /&amp;gt; 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 &amp;quot;glitch&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==  Save Materia List  ==&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ '''Table 1: Materia List (PC)'''&lt;br /&gt;
|-&lt;br /&gt;
! ID&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| MP Plus&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x01&lt;br /&gt;
| HP Plus&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x02&lt;br /&gt;
| Speed Plus&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x03&lt;br /&gt;
| Magic Plus&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| Luck Plus&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x05&lt;br /&gt;
| EXP Plus&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x06&lt;br /&gt;
| Gil Plus&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x07&lt;br /&gt;
| Enemy Away&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| Enemy Lure&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x09&lt;br /&gt;
| Chocobo Lure&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B&lt;br /&gt;
| Long Range&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C&lt;br /&gt;
| Mega All&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D&lt;br /&gt;
| Counter Attack&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E&lt;br /&gt;
| Slash-All&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F&lt;br /&gt;
| Double Cut&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A&lt;br /&gt;
| Pre-emptive&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| Cover&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x11&lt;br /&gt;
| Underwater&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x12&lt;br /&gt;
| HP &amp;amp;lt;-&amp;amp;gt; MP&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x13&lt;br /&gt;
| W-Magic&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x14&lt;br /&gt;
| W-Summon&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x15&lt;br /&gt;
| W-Item&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x16&lt;br /&gt;
| Unknown&lt;br /&gt;
| Placeholder?&lt;br /&gt;
|-&lt;br /&gt;
| 0x17&lt;br /&gt;
| All&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x18&lt;br /&gt;
| Counter&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x19&lt;br /&gt;
| Magic Counter&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x1A&lt;br /&gt;
| MP Turbo&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x1B&lt;br /&gt;
| MP Absorb&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C&lt;br /&gt;
| HP Absorb&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x1D&lt;br /&gt;
| Elemental&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x1E&lt;br /&gt;
| Added Effect&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x1F&lt;br /&gt;
| Sneak Attack&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| Final Attack&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x21&lt;br /&gt;
| Added Cut&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x22&lt;br /&gt;
| Steal As Well&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x23&lt;br /&gt;
| Quadra Magic&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x24&lt;br /&gt;
| Steal&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x25&lt;br /&gt;
| Sense&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x26&lt;br /&gt;
| Unknown&lt;br /&gt;
| Placeholder?&lt;br /&gt;
|-&lt;br /&gt;
| 0x27&lt;br /&gt;
| Throw&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| Morph&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x29&lt;br /&gt;
| Deathblow&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x2A&lt;br /&gt;
| Manipulate&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x2B&lt;br /&gt;
| Mime&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x2C&lt;br /&gt;
| Enemy Skill&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x2D&lt;br /&gt;
| Unknown&lt;br /&gt;
| Placeholder?&lt;br /&gt;
|-&lt;br /&gt;
| 0x2E&lt;br /&gt;
| Unknown&lt;br /&gt;
| Placeholder?&lt;br /&gt;
|-&lt;br /&gt;
| 0x2F&lt;br /&gt;
| Unknown&lt;br /&gt;
| Placeholder?&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| Master Command&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x31&lt;br /&gt;
| Fire&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x32&lt;br /&gt;
| Ice&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x33&lt;br /&gt;
| Earth&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x34&lt;br /&gt;
| Lightning&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x35&lt;br /&gt;
| Restore&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x36&lt;br /&gt;
| Heal&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x37&lt;br /&gt;
| Revive&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x38&lt;br /&gt;
| Seal&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x39&lt;br /&gt;
| Mystify&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x3A&lt;br /&gt;
| Transform&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x3B&lt;br /&gt;
| Exit&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x3C&lt;br /&gt;
| Poison&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x3D&lt;br /&gt;
| Demi&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x3E&lt;br /&gt;
| Barrier&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x3F&lt;br /&gt;
| Unknown&lt;br /&gt;
| Placeholder?&lt;br /&gt;
|-&lt;br /&gt;
| 0x40&lt;br /&gt;
| Comet&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x41&lt;br /&gt;
| Time&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x42&lt;br /&gt;
| Unknown&lt;br /&gt;
| Placeholder?&lt;br /&gt;
|-&lt;br /&gt;
| 0x43&lt;br /&gt;
| Unknown&lt;br /&gt;
| Placeholder?&lt;br /&gt;
|-&lt;br /&gt;
| 0x44&lt;br /&gt;
| Destruct&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x45&lt;br /&gt;
| Contain&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x46&lt;br /&gt;
| FullCure&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x47&lt;br /&gt;
| Shield&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x48&lt;br /&gt;
| Ultima&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x49&lt;br /&gt;
| Master Magic&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x4A&lt;br /&gt;
| Choco/Mog&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x4B&lt;br /&gt;
| Shiva&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x4C&lt;br /&gt;
| Ifrit&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x4D&lt;br /&gt;
| Ramuh&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x4E&lt;br /&gt;
| Titan&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x4F&lt;br /&gt;
| Odin&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x50&lt;br /&gt;
| Leviathan&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x51&lt;br /&gt;
| Bahamut&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x52&lt;br /&gt;
| Kujata&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x53&lt;br /&gt;
| Alexander&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x54&lt;br /&gt;
| Phoenix&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x55&lt;br /&gt;
| Neo Bahamut&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x56&lt;br /&gt;
| Hades&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x57&lt;br /&gt;
| Typhoon&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x58&lt;br /&gt;
| Bahamut ZERO&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x59&lt;br /&gt;
| Knights of Round&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x5A&lt;br /&gt;
| Master Summon&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0xFF&lt;br /&gt;
| Empty Slot&lt;br /&gt;
| NONE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  KERNEL.BIN Section 4 Entry  ==&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==  Documentation Notes &amp;amp;amp; Format  ==&lt;br /&gt;
&lt;br /&gt;
Format: Bit mask: Bit description [Hex byte value] {Field Keyword}&amp;lt;br /&amp;gt; Example: 0x04: Set to 1 if we choose no drink when talking to tifa. [0x0F] {MDS7PB_1}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
Note: We use [[Bit_numbering|LBS 0]] bit numbering.&lt;br /&gt;
&lt;br /&gt;
Bit description: What bit does.&lt;br /&gt;
&lt;br /&gt;
Hex byte value: The Byte's value in hex when the bit change.(optional)&lt;br /&gt;
&lt;br /&gt;
Field Keyword: Field name code.&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Savemap&amp;diff=5491</id>
		<title>FF7/Savemap</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Savemap&amp;diff=5491"/>
		<updated>2019-07-14T22:02:52Z</updated>

		<summary type="html">&lt;p&gt;BukTop: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===  The Savemap  ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid black; border-collapse: collapse; width: 600px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Table 1: FF7 Save Slot'''&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! style=&amp;quot;background: rgb(204,204,204)&amp;quot; colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0000&lt;br /&gt;
| 2(4) bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
Checksum ([http://forums.qhimm.com/index.php?topic=4211.msg60545#msg60545 how to generate])&amp;lt;br /&amp;gt;Technically this is a DWord, but the checksum generation method only stores the lower Word.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0004&lt;br /&gt;
| 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Save Preview'''&amp;lt;nowiki&amp;gt;: Lead character's level &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 0x0005&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Save Preview'''&amp;lt;nowiki&amp;gt;: Lead character's portrait &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x00: Cloud&amp;lt;br /&amp;gt;0x01: Barret&amp;lt;br /&amp;gt;0x02: Tifa&amp;lt;br /&amp;gt;0x03: Aeris&amp;lt;br /&amp;gt;0x04: Red XIII&amp;lt;br /&amp;gt;0x05: Yuffie&amp;lt;br /&amp;gt;0x06: Cait Sith&lt;br /&gt;
| 0x07: Vincent&amp;lt;br /&amp;gt;0x08: Cid&amp;lt;br /&amp;gt;0x09: Young Cloud&amp;lt;br /&amp;gt;0x0A: Sephiroth&amp;lt;br /&amp;gt;0x0B: Chocobo&amp;lt;br /&amp;gt;0xFF: None&lt;br /&gt;
|-&lt;br /&gt;
| 0x0006&lt;br /&gt;
| 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Save Preview'''&amp;lt;nowiki&amp;gt;: 2nd character's portrait &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0007&lt;br /&gt;
| 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Save Preview'''&amp;lt;nowiki&amp;gt;: 3rd character's portrait &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0008&lt;br /&gt;
| 16 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
'''Save Preview'''&amp;lt;nowiki&amp;gt;: Lead character's name, &amp;lt;/nowiki&amp;gt;[[FF7/FF_Text|FF Text format]] , terminated with 0xFF&lt;br /&gt;
|-&lt;br /&gt;
| 0x0018&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Save Preview'''&amp;lt;nowiki&amp;gt;: Lead character's current HP &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x001A&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Save Preview'''&amp;lt;nowiki&amp;gt;: Lead character's max HP &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x001C&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Save Preview'''&amp;lt;nowiki&amp;gt;: Lead character's current MP &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x001E&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Save Preview'''&amp;lt;nowiki&amp;gt;: Lead character's max MP &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0020&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Save Preview'''&amp;lt;nowiki&amp;gt;: Amount of Gil &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0024&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Save Preview'''&amp;lt;nowiki&amp;gt;: Total number of seconds played &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0028&lt;br /&gt;
| 32 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
'''Save Preview'''&amp;lt;nowiki&amp;gt;: Save location, &amp;lt;/nowiki&amp;gt;[[FF7/FF_Text|FF Text format]], terminated with 0xFF&lt;br /&gt;
|-&lt;br /&gt;
| 0x0048&lt;br /&gt;
| 3 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | RGB value for upper left corner of window&lt;br /&gt;
|-&lt;br /&gt;
| 0x004B&lt;br /&gt;
| 3 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | RGB value for upper right corner of window&lt;br /&gt;
|-&lt;br /&gt;
| 0x004E&lt;br /&gt;
| 3 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | RGB value for lower left corner of window&lt;br /&gt;
|-&lt;br /&gt;
| 0x0051&lt;br /&gt;
| 3 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | RGB value for lower right corner of window&lt;br /&gt;
|-&lt;br /&gt;
| 0x0054&lt;br /&gt;
| 132 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''[[#Character_Record|Character Record]]'''&amp;lt;nowiki&amp;gt;: Cloud &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x00D8&lt;br /&gt;
| 132 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''[[#Character_Record|Character Record]]'''&amp;lt;nowiki&amp;gt;: Barret &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x015C&lt;br /&gt;
| 132 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''[[#Character_Record|Character Record]]'''&amp;lt;nowiki&amp;gt;: Tifa &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x01E0&lt;br /&gt;
| 132 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''[[#Character_Record|Character Record]]'''&amp;lt;nowiki&amp;gt;: Aeris's &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0264&lt;br /&gt;
| 132 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''[[#Character_Record|Character Record]]'''&amp;lt;nowiki&amp;gt;: Red XIII &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x02E8&lt;br /&gt;
| 132 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''[[#Character_Record|Character Record]]'''&amp;lt;nowiki&amp;gt;: Yuffie &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x036C&lt;br /&gt;
| 132 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''[[#Character_Record|Character Record]]'''&amp;lt;nowiki&amp;gt;: Cait Sith (or Young Cloud) &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x03F0&lt;br /&gt;
| 132 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''[[#Character_Record|Character Record]]'''&amp;lt;nowiki&amp;gt;: Vincent (or Sephiroth) &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0474&lt;br /&gt;
| 132 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''[[#Character_Record|Character Record]]'''&amp;lt;nowiki&amp;gt;: Cid &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x04F8&lt;br /&gt;
| 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Party member in slot 1 [uses same format as character portrait above]&lt;br /&gt;
|-&lt;br /&gt;
| 0x04F9&lt;br /&gt;
| 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Party member in slot 2&lt;br /&gt;
|-&lt;br /&gt;
| 0x04FA&lt;br /&gt;
| 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Party member in slot 3&lt;br /&gt;
|-&lt;br /&gt;
| 0x04FB&lt;br /&gt;
| 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Alignment (Always 0xFF)&lt;br /&gt;
|-&lt;br /&gt;
| 0x04FC&lt;br /&gt;
| 640 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
Party Item stock, 2 bytes per item, 320 item slots max [See [[#Save_Item_List|save item list]] below]&lt;br /&gt;
|-&lt;br /&gt;
| 0x077C&lt;br /&gt;
| 800 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
Party Materia stock, 4 bytes per materia, 200 materia max [See [[#Save_Materia_List|save materia list]] ]&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A9C&lt;br /&gt;
| 192 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
Materia stolen by Yuffie, 4 bytes per materia, 48 materia max [See [[#Save_Materia_List|save materia list]] ]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0B5C&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 32 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; colspan=&amp;quot;2&amp;quot; | z_3 Unknown (Always 0xFF?)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B7C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Party's Gil amount&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B80&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Total number of seconds played&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B84&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Countdown Timer (in seconds)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154); border-bottom: 1px solid #FF9A33&amp;quot; | 0x0B88&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154); border-bottom: 1px solid #FF9A33&amp;quot; | 12 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154); border-bottom: 1px solid #FF9A33&amp;quot; colspan=&amp;quot;2&amp;quot; | z_4 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154); border-top: 1px dashed&amp;quot; | 0x0B88&amp;lt;br /&amp;gt;z_4[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204); border-top: 1px dashed; border-left: 1px dashed; border-right: 1px dashed&amp;quot; | 4 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204); border-top: 1px dashed&amp;quot; colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
Used to calculate fractions of seconds (1/65535) of Game timer (0x0B80).&amp;lt;br /&amp;gt;Technically this is a DWord, but only the lower Word is used.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154); border-top: 1px dashed&amp;quot; | 0x0B8C&amp;lt;br /&amp;gt;z_4[4]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204); border-top: 1px dashed; border-left: 1px dashed; border-right: 1px dashed&amp;quot; | 4 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204); border-top: 1px dashed&amp;quot; colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
Used to calculate fractions of seconds (1/65535) of Countdown timer (0x0B84).&amp;lt;br /&amp;gt;Share the same value with 0x0B88.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154); border-top: 1px dashed&amp;quot; | 0x0B90&amp;lt;br /&amp;gt;z_4[8]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204); border-top: 1px dashed; border-left: 1px dashed; border-right: 1px dashed&amp;quot; | 4 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204); border-top: 1px dashed&amp;quot; colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
This is set along with Current map value (0x0B94).&amp;lt;br /&amp;gt;If Current module value is 1, this is set to 2.&amp;lt;br /&amp;gt; If Current module value is 3, this is set to 0.&amp;lt;br /&amp;gt; Technically this is a DWord, but only the lower Byte is used.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B94&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
Current [[FF7/Engine_basics|module]]&amp;lt;br /&amp;gt;If value is 1, the game was saved in the field.&amp;lt;br /&amp;gt; If value is 3, the game was saved in the world map.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B96&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Current location&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B98&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Alignment (Always 0x00)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B9A&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | X location on Field map (Signed)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B9C&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Y location on Field map (Signed)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B9E&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Triangle Id of player on Field map (Unsigned)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BA0&lt;br /&gt;
| 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Direction of Player Model on Field Map(Unsigned)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154); border-bottom: 1px solid #FF9A33&amp;quot; | 0x0BA1&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154); border-bottom: 1px solid #FF9A33&amp;quot; | 3 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154); border-bottom: 1px solid #FF9A33&amp;quot; colspan=&amp;quot;2&amp;quot; | z_6 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154); border-top: 1px dashed&amp;quot; | 0x0BA1&amp;lt;br /&amp;gt;z_6[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204); border-top: 1px dashed; border-left: 1px dashed; border-right: 1px dashed&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204); border-top: 1px dashed&amp;quot; colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
Field Encounter Timer: StepID/Seed ([http://web.archive.org/web/20170518233623/http://forums.qhimm.com/index.php?topic=6431.msg81091#msg81091 [1]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154); border-top: 1px dashed&amp;quot; | 0x0BA2&amp;lt;br /&amp;gt;z_6[1]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204); border-top: 1px dashed; border-left: 1px dashed; border-right: 1px dashed&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204); border-top: 1px dashed&amp;quot; colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
Field Encounter Timer: Offset ([http://web.archive.org/web/20170518233623/http://forums.qhimm.com/index.php?topic=9625.msg191219#msg191219 [2]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154); border-top: 1px dashed&amp;quot; | 0x0BA3&amp;lt;br /&amp;gt;z_6[2]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204); border-top: 1px dashed; border-left: 1px dashed; border-right: 1px dashed&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204); border-top: 1px dashed&amp;quot; colspan=&amp;quot;2&amp;quot; | Alignment (Always 0x00)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; | 0x0BA4&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[BEGINNING OF FIELD SCRIPT MEMORY [[#Save_Memory_Bank_1.2F2|BANK 1 (1/2)]]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; | 0x0CA4&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[BEGINNING OF FIELD SCRIPT MEMORY [[#Save_Memory_Bank_3.2F4|BANK 2 (3/4)]]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; | 0x0DA4&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[BEGINNING OF FIELD SCRIPT MEMORY [[#Save_Memory_Bank_B.2FC|BANK 3 (B/C)]]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; | 0x0EA4&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[BEGINNING OF FIELD SCRIPT MEMORY [[#Save_Memory_Bank_D.2FE|BANK 4 (D/E)]]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; | 0x0FA4&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,154)&amp;quot; colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[BEGINNING OF FIELD SCRIPT MEMORY [[#Save_Memory_Bank_7.2FF|BANK 5 (7/F)]]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 0x10A4&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | PHS Locking Mask (1: Locked)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: rgb(68,144,205)&amp;quot; | LSB&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Cloud&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Barret&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Tifa&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Aeris&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Red&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Yuffie&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Vincent&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Cait&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Cid&lt;br /&gt;
| style=&amp;quot;background: rgb(68,144,205)&amp;quot; | MSB&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 0x10A6&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | PHS Visibility Mask (does not ''turn off'' party characters)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: rgb(68,144,205)&amp;quot; | LSB&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Cloud&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Barret&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Tifa&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Aeris&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Red&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Yuffie&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Vincent&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Cait&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | Cid&lt;br /&gt;
| style=&amp;quot;background: rgb(68,144,205)&amp;quot; | MSB&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x10A8&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 48 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; colspan=&amp;quot;2&amp;quot; | z_39 Unknown (Always 0x00?)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10D8&lt;br /&gt;
| 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Battle Speed (0x00: fastest, 0xFF: slowest)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10D9&lt;br /&gt;
| 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Battle Message Speed&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 0x10DA&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | General configuration&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Sound: mono (0x00); stereo (0x01)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Controller: normal (0x00); customize (0x04)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Cursor: initial (0x00); memory (0x10)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | ATB: Active (0x00); Recommended (0x40); Wait (0x80)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 0x10DB&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | General configuration (continued)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Camera angle: Auto (0x00); Fix (0x01)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Magic order: (game crashes if flag set to 0x18 or 0x1C)&amp;lt;br /&amp;gt; &amp;quot;1. restore attack indirect&amp;quot; (0x00)&amp;lt;br /&amp;gt;&amp;quot;2. restore indirect attack&amp;quot; (0x04)&amp;lt;br /&amp;gt;&amp;quot;3. attack indirect restore&amp;quot; (0x08)&amp;lt;br /&amp;gt;&amp;quot;4. attack restore indirect&amp;quot; (0x0C)&amp;lt;br /&amp;gt;&amp;quot;5. indirect restore attack&amp;quot; (0x10)&amp;lt;br /&amp;gt;&amp;quot;6. indirect attack restore&amp;quot; (0x14)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Extra battle window displaying information: Inactive (0x00); Active (0x40)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10DC&lt;br /&gt;
| 16 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Controller Mapping (PSX ONLY) &amp;lt;br /&amp;gt;l2,r2,l1,r1,tri,circle,cross,square,Select,?,?,Start,u,r,d,l&amp;lt;br /&amp;gt;l2,r2,l1,r1,Menu,OK,Cancel,Ext,Help,?,?,Pause,u,r,d,l&lt;br /&gt;
|-&lt;br /&gt;
| 0x10EC&lt;br /&gt;
| 1 byte&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Message Speed&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x10ED&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 8 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; colspan=&amp;quot;2&amp;quot; | z_40 Unknown (Always 0x00?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  Save Memory Bank 1/2  ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid black; border-collapse: collapse; width: 600px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Table 1: FF7 Save Slot'''&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BA4&lt;br /&gt;
| 2 byte&lt;br /&gt;
| Main progress variable&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BA6&amp;lt;br /&amp;gt;z_7[0]&lt;br /&gt;
| 1 Byte&lt;br /&gt;
|&lt;br /&gt;
Yuffie's Initial Level (z_7 Unknown) Byte value before Yuffie join the team: 0x00.&amp;lt;br /&amp;gt; (If byte's value is changed, then you can't fight Yuffie, so she can't be obtained).&amp;lt;br /&amp;gt; Yuffie's Initial Level only is set when she already join the team.&amp;lt;br /&amp;gt; Credit to [[Savemap|(NFITC1)]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BA7&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Aeris' current love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BA8&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Tifa's current love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BA9&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Yuffie's current love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BAA&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Barret's current love points&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BAB&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 17 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_8 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BAB&amp;lt;br /&amp;gt;z_8[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; |&lt;br /&gt;
1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; temp party member char ID placeholder&amp;lt;br /&amp;gt;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}&amp;lt;br /&amp;gt; The player's original party configuration can then be set back to its original setup using SPTYE. {elminn_2/ballet/s11}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BAC&amp;lt;br /&amp;gt;z_8[1]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; temp party member char ID placeholder&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BAD&amp;lt;br /&amp;gt;z_8[2]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 3&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; temp party member char ID placeholder&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BAE&amp;lt;br /&amp;gt;z_8[3]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 6 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | Unknown (Always 0x00?)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BB4&amp;lt;br /&amp;gt;z_8[9]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | Game Timer Hours&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BB5&amp;lt;br /&amp;gt;z_8[10]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | Game Timer Minutes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BB6&amp;lt;br /&amp;gt;z_8[11]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | Game Timer Seconds&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BB7&amp;lt;br /&amp;gt;z_8[12]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | Game Timer Frames. From 0x00 to ~0x21 in one sec.(33 FPS?)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BB8&amp;lt;br /&amp;gt;z_8[13]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | Countdown Timer Hours&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BB9&amp;lt;br /&amp;gt;z_8[14]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | Countdown Timer Minutes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BBA&amp;lt;br /&amp;gt;z_8[15]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | Countdown Timer Seconds&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BBB&amp;lt;br /&amp;gt;z_8[16]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | Countdown Timer Frames. From 0 to 30 (dec) in one sec.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BBC&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of battles fought&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BBE&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of escapes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 0x0BC0&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Menu Visiblity Mask (Quit not affected)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: rgb(68,144,205)&amp;quot; | LSB&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | item&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | magic&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | materia&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | equip&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | status&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | order&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | limit&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | config&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | PHS&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | save&lt;br /&gt;
| style=&amp;quot;background: rgb(68,144,205)&amp;quot; | MSB&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 0x0BC2&amp;lt;br /&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2 bytes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Menu Locking Mask (1: Locked) (Quit not affected)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: rgb(68,144,205)&amp;quot; | LSB&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | item&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | magic&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | materia&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | equip&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | status&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | order&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | limit&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | config&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | PHS&lt;br /&gt;
| style=&amp;quot;background: rgb(205,205,230)&amp;quot; | save&lt;br /&gt;
| style=&amp;quot;background: rgb(68,144,205)&amp;quot; | MSB&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BC4&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 16 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_9 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BC4&amp;lt;br /&amp;gt;z_9[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 4 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | Unknown (Always 0x00?)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BC8&amp;lt;br /&amp;gt;z_9[4]&lt;br /&gt;
| 1 byte&lt;br /&gt;
|&lt;br /&gt;
Field Items, Sector 7 Train Graveyard&amp;lt;br /&amp;gt;Item bit mask ([[Bit_numbering|LBS]]) (applied when you pick them up).&amp;lt;br /&amp;gt; Bit=0(Item on the floor), Bit=1(Item Picked Up).&amp;lt;br /&amp;gt; 0x01: Hi-Potion.(mds7st1|Barrel 1)&amp;lt;br /&amp;gt; 0x02: Echo Screen.(mds7st1|Barrel 2)&amp;lt;br /&amp;gt; 0x04: Potion.(mds7st2|Floor 2)&amp;lt;br /&amp;gt; 0x08: Ether.(mds7st2|Floor 3)&amp;lt;br /&amp;gt; 0x10: Hi-Potion.(mds7st1|Roof Train 1)&amp;lt;br /&amp;gt; 0x20: Potion.(mds7st1|Inside Train 2)&amp;lt;br /&amp;gt; 0x40: Potion.(mds7st1|Floor 1)&amp;lt;br /&amp;gt; 0x80: Hi-Potion.(mds7st2|Roof Train 2)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BC9&amp;lt;br /&amp;gt;z_9[5]&lt;br /&gt;
| 1 byte&lt;br /&gt;
|&lt;br /&gt;
Field Items&amp;lt;br /&amp;gt;0x01: Elixir {hyou8_2/tr00/s1}&amp;lt;br /&amp;gt; 0x02: Potion {hyou5_1/tr00/s1}&amp;lt;br /&amp;gt; 0x04: Safety Bit {hyou5_3/trbox/s1}&amp;lt;br /&amp;gt; 0x08: Mind Source {hyou2/trbox/s1}&amp;lt;br /&amp;gt; 0x10: Sneak Glove {mkt_w/event/s1}&amp;lt;br /&amp;gt; 0x20: Premium Heart {mkt_ia/event/s3}{mkt_ia/line00/s4}&amp;lt;br /&amp;gt; 0x40: Unused&amp;lt;br /&amp;gt; 0x80: Unused&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BCA&amp;lt;br /&amp;gt;z_9[6]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 10 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | Unknown (Always 0x00?)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BD4&lt;br /&gt;
| 1 byte&lt;br /&gt;
|&lt;br /&gt;
Item bit mask ([[Bit_numbering|LBS]])(applied when you pick them up). Field Item / Materia&amp;lt;br /&amp;gt; Bit=0(Item on the floor), Bit=1(Item Picked Up).&amp;lt;br /&amp;gt; 0x01: Potion {md8_3/p/s1}&amp;lt;br /&amp;gt; 0x02: Potion + Phoenix Down {ealin_2/zu/s1}&amp;lt;br /&amp;gt; 0x04: Ether {eals_1/p/s1}&amp;lt;br /&amp;gt; 0x08: Cover Materia {eals_1/mp/s1}&amp;lt;br /&amp;gt; 0x10: Choco-Mog Summon {farm/dancer/s1}&amp;lt;br /&amp;gt; 0x20: Sense Materia {mds6_22/mat/s1}&amp;lt;br /&amp;gt; 0x40: Ramuh Summon {crcin_2/mat/s1}&amp;lt;br /&amp;gt; 0x80: Mythril Key Item {zz1/m1/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BD5&lt;br /&gt;
| 1 byte&lt;br /&gt;
|&lt;br /&gt;
Materia Cave / Northern Cave (Item bit mask)&amp;lt;br /&amp;gt;0x01: Mime Materia {zz5/l1,l2,l3,l4/s1}&amp;lt;br /&amp;gt; 0x02: HP&amp;amp;lt;-&amp;amp;gt;MP Materia {zz6/mat/s1}&amp;lt;br /&amp;gt; 0x04: Quadra Magic Materia {zz7/l1,l2,l3,l4/s1}&amp;lt;br /&amp;gt; 0x08: Knights of the Round Summon {zz8/l1,l2,l3,l4/s1}&amp;lt;br /&amp;gt; 0x10: Elixir {las3_1/hako1/s1}{las4_0/cid/s1}&amp;lt;br /&amp;gt; 0x20: X-Potion {las3_1/hako2/s1}&amp;lt;br /&amp;gt; 0x40: Turbo Ether {las3_2/hako1/s1}{las4_0/tifa/s1}{las4_0/cait/s1}&amp;lt;br /&amp;gt; 0x80: Vaccine {las3_2/hako2/s1}{las4_0/yufi/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BD6&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 14 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_10 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BD6&amp;lt;br /&amp;gt;z_10[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; |&lt;br /&gt;
Field Items Northern Cave&amp;lt;br /&amp;gt;0x01: Magic Counter Materia {las3_2/mat/s1}&amp;lt;br /&amp;gt; 0x02: Speed Source {las3_3/hako1/s1}{las4_0/red/s1}&amp;lt;br /&amp;gt; 0x04: Turbo Ether {las3_3/hako2/s1}&amp;lt;br /&amp;gt; 0x08: X-Potion {las3_3/hako3/s1}&amp;lt;br /&amp;gt; 0x10: Mega All {las3_3/mat/s3}{las4_0/vincent/s1}&amp;lt;br /&amp;gt; 0x20: Luck Source {las4_1/hako1/s1}&amp;lt;br /&amp;gt; 0x40: Remedy {las3_1/hako3/s1}{las4_0/ballet/s1}&amp;lt;br /&amp;gt; 0x80: Bolt Ring {zz1/m1/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BD7&amp;lt;br /&amp;gt;z_10[1]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; |&lt;br /&gt;
Field Items&amp;lt;br /&amp;gt;0x01: Gold Armlet {zz2/m/s8}&amp;lt;br /&amp;gt; 0x02: Great Gospel {zz2/m/s7}&amp;lt;br /&amp;gt; 0x04: Shooting Coaster prize Umbrella {jetin1/dic/s0}&amp;lt;br /&amp;gt; 0x08: Shooting Coaster prize Flayer {jetin1/dic/s0}&amp;lt;br /&amp;gt; 0x10: Death Penalty + Chaos {zz4/buki/s1}&amp;lt;br /&amp;gt; 0x20: Elixir {ghotin_2/reizo/s1}&amp;lt;br /&amp;gt; 0x40: Enemy Skill animation displayed {zz3/mat/s3}&amp;lt;br /&amp;gt; 0x80: Enemy Skill {zz3/mat/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BD8&amp;lt;br /&amp;gt;z_10[2]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 4 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown (Always 0x00?)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BDC&amp;lt;br /&amp;gt;z_10[6]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; |&lt;br /&gt;
Field Items, Sector 7 Wall Market and Shinra HQ&amp;lt;br /&amp;gt;Item bit mask ([[Bit_numbering|LBS]]) (applied when you pick them up).&amp;lt;br /&amp;gt; Bit=0(Item on the floor), Bit=1(Item Picked Up).&amp;lt;br /&amp;gt; 0x01: Ether.(Corneo's masion basement floor) {colne_4/TAKARA/s1}&amp;lt;br /&amp;gt; 0x02: Hyper.(Corneo's masion corneo 's bedroom floor) {colne_6/TAKARA/s1}&amp;lt;br /&amp;gt; 0x04: Phoenix Down (Corneo's masion 2nd floor right room) {colne_3/TAKARA/s1}&amp;lt;br /&amp;gt; 0x08: Elixir at Shinra HQ stairs {blinst_2/TAKARA/s1}&amp;lt;br /&amp;gt; 0x10: Unused&amp;lt;br /&amp;gt; 0x20: Magic Source {cosmin7/TAKARA/s1}&amp;lt;br /&amp;gt; 0x40: First Midgar Part Key Item {blin65_1/PARTA/s1}&amp;lt;br /&amp;gt; 0x80: Second Midgar Part at Shinra HQ {blin65_1/PARTB/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BDD&amp;lt;br /&amp;gt;z_10[7]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; |&lt;br /&gt;
Field Items, Shinra HQ &amp;lt;br /&amp;gt;Item bit mask ([[Bit_numbering|LBS]]) (applied when you pick them up).&amp;lt;br /&amp;gt; Bit=0(Item on the floor), Bit=1(Item Picked Up).&amp;lt;br /&amp;gt; 0x01: Third Midgar Part Key Item {blin65_1/PARTC/s1}&amp;lt;br /&amp;gt; 0x02: Fourth Midgar Part Key Item {blin65_1/PARTD/s1}&amp;lt;br /&amp;gt; 0x04: Fifth Midgar Part Key Item {blin65_1/PARTE/s1}&amp;lt;br /&amp;gt; 0x08: Keycard 66 Key Item {blin65_1/TAKARA/s1}&amp;lt;br /&amp;gt; 0x10: All Materia {shpin_2/TAKARAA/s1}&amp;lt;br /&amp;gt; 0x20: Ether {shpin_2/TAKARAB/s1}&amp;lt;br /&amp;gt; 0x40: Wind Slash {shpin_3/TAKARA/s1}&amp;lt;br /&amp;gt; 0x80: Fairy Ring {gidun_4/TAKARAA/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BDE&amp;lt;br /&amp;gt;z_10[8]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; |&lt;br /&gt;
Field Items&amp;lt;br /&amp;gt;0x01: X-Potion {gidun_4/TAKARAB/s1}&amp;lt;br /&amp;gt; 0x02: Added Effect Materia {gidun_1/TAKARAA/s1}&amp;lt;br /&amp;gt; 0x04: Black M-phone {gidun_2/TAKARAA/s1}&amp;lt;br /&amp;gt; 0x08: Ether {gidun_2/TAKARAB/s1}&amp;lt;br /&amp;gt; 0x10: Elixir {cosmin6/TAKARA/s1}&amp;lt;br /&amp;gt; 0x20: HP Absorb Materia {hideway3/TAKARA/s4}&amp;lt;br /&amp;gt; 0x40: Magic Shuriken {hideway1/TAKARA/s4}&amp;lt;br /&amp;gt; 0x80: Hairpin {hideway2/TAKARA/s4}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BDF&amp;lt;br /&amp;gt;z_10[9]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; |&lt;br /&gt;
Field Items&amp;lt;br /&amp;gt;0x01: Keycard 62 Key Item {blin61/ZAKOA/s1}&amp;lt;br /&amp;gt; 0x02: MP Absorb Materia {uta_im/TAKARAA/s1}&amp;lt;br /&amp;gt; 0x04: Swift Bolt {uttmpin4/TAKARAA/s1}&amp;lt;br /&amp;gt; 0x08: Elixir {uttmpin4/TAKARAB/s1}&amp;lt;br /&amp;gt; 0x10: Pile Bunker {blin2_i/TAKARAA/s1}&amp;lt;br /&amp;gt; 0x20: Master Fist {blin2_i/TAKARAB/s1}&amp;lt;br /&amp;gt; 0x40: Behemoth Horn {blinst_2/TAKARB/s1}&amp;lt;br /&amp;gt; 0x80: Full Cure Materia {cosmin7/TAKARAA/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BE0&amp;lt;br /&amp;gt;z_10[10]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 4 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown (Always 0x00?)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BE4&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| Key items [see Key Item List]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BEC&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 8 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_11 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BEC&amp;lt;br /&amp;gt;z_11[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252&amp;quot; | Northern Cave - Progress (TODO: more info)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BED&amp;lt;br /&amp;gt;z_11[1]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | Unknown (Always 0x00?)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BEE&amp;lt;br /&amp;gt;z_11[2]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Northern Cave - Progress (TODO: more info)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BEF&amp;lt;br /&amp;gt;z_11[3]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Items mask, Chocobo Farm ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt;Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: Activated right after getting Choco-Mog{farm/mat/s1}(Is set by kernel, not from Field) (See 0x0BD4[4])&amp;lt;br /&amp;gt; 0x02: Activated right after getting Enemy Skill {blin68_2/mtr/s1}(Is set by kernel, not from Field) (See 0x0FC6[2])&amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BF0&amp;lt;br /&amp;gt;z_11[4]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 4 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | Unknown (Always 0x00?)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BF4&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Aeris battle love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BF5&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Tifa battle love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BF6&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Yuffie battle love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BF7&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Barret battle love points&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BF8&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_12 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BF9&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Rating for Penned Chocobo Number 1 (01: Wonderful -&amp;amp;gt; 08: Worst)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BFA&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Rating for Penned Chocobo Number 2&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BFB&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Rating for Penned Chocobo Number 3&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BFC&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Rating for Penned Chocobo Number 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0BFD&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_13 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BFF&lt;br /&gt;
| 3 bytes&lt;br /&gt;
| Ultimate Weapon's remaining HP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C02&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 28 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_14 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C02&amp;lt;br /&amp;gt;z_14[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Northern Cave, bit mask&amp;lt;br /&amp;gt;0x01: Set if Dragon Zombie has used Pandora's Box&amp;lt;br /&amp;gt; 0x02: Unknown&amp;lt;br /&amp;gt; 0x04: Northern Cave - Progress (TODO: more info)&amp;lt;br /&amp;gt; 0x08: Unknown&amp;lt;br /&amp;gt; 0x10: Unknown&amp;lt;br /&amp;gt; 0x20: Northern Cave - Bizarro Sephiroth Battle Progress: Second time you switch between party groups in battle change to 0xE0.&amp;lt;br /&amp;gt; 0x40: Northern Cave - Bizarro Sephiroth Battle Progress: First time you switch between party groups in battle change to 0xC0.&amp;lt;br /&amp;gt; 0x80: Northern Cave - Bizarro Sephiroth Battle Progress: Set to 0x80 on Bizarro Sephiroth battle start.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C14&amp;lt;br /&amp;gt;z_14[18]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Current Battle Points (Battle Square)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C18&amp;lt;br /&amp;gt;z_14[22]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Current Number of Battles Won (Battle Square)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C1E&lt;br /&gt;
| 1 bytes&lt;br /&gt;
|&lt;br /&gt;
Needs more research. (bit=0: show tutorial. bit=1: hide tutorial.)&amp;lt;br /&amp;gt;0x01: Junnon Parade (Jump to map junone22) {junonr1/evl0/s3}&amp;lt;br /&amp;gt; 0x02: Space Animation displayed {rcktin7/space/s3}&amp;lt;br /&amp;gt; 0x04: Grey Submarine Tutorial already seen?&amp;lt;br /&amp;gt; 0x08: Forgotten City Animation displayed {loslake1/ev1/s3}&amp;lt;br /&amp;gt; 0x10: unknown&amp;lt;br /&amp;gt; 0x20: Snow Area Tutorial already seen?&amp;lt;br /&amp;gt; 0x40: Display Field Help&amp;lt;br /&amp;gt; 0x80: Bizarro Sephiroth Battle, set if main group is currently fighting.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C1F&lt;br /&gt;
| 1 bytes&lt;br /&gt;
|&lt;br /&gt;
Weapons Killed&amp;lt;br /&amp;gt;0x01: Special Battle Option Enabled (Battle Square), After defeating Ultima Weapon {COLOIN1/s2/s1}&amp;lt;br /&amp;gt; 0x04: Ultima Weapon&amp;lt;br /&amp;gt; 0x08: Ruby Weapon&amp;lt;br /&amp;gt; 0x10: Emerald Weapon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C20&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 4 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_15 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C20&amp;lt;br /&amp;gt;z_15[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Which Chocobo was taken out from the stable.&amp;lt;br /&amp;gt;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.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C21&amp;lt;br /&amp;gt;z_15[1]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Riding off wild chocobo dialog options.&amp;lt;br /&amp;gt;0x01 Enter direction to Chocobo Farm &amp;amp;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 &amp;quot;ON&amp;quot; after buying chocobo stable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C22&amp;lt;br /&amp;gt;z_15[2]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Chocobo display value on world map ([[Bit_numbering|LBS]]).&amp;lt;br /&amp;gt;Bit=0(Disabled), Bit=1(Enabled).&amp;lt;br /&amp;gt; Ex: Wild Chocobo (0x01) + Black Chocobo (0x20) = Byte value 0x21 &amp;lt;br /&amp;gt; 0x01: Caught wild chocobo&amp;lt;br /&amp;gt; 0x02: Riding Chocobo&amp;lt;br /&amp;gt; 0x04: Yellow&amp;lt;br /&amp;gt; 0x08: Green&amp;lt;br /&amp;gt; 0x10: Blue&amp;lt;br /&amp;gt; 0x20: Black&amp;lt;br /&amp;gt; 0x40: Gold&amp;lt;br /&amp;gt; 0x80: None?&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C23&amp;lt;br /&amp;gt;z_15[3]&lt;br /&gt;
| 1 byte&lt;br /&gt;
|&lt;br /&gt;
Vehicle display value on world map ([[Bit_numbering|LBS]]).&amp;lt;br /&amp;gt;Note: if disk is different than 1, buggy is invisible.&amp;lt;br /&amp;gt; Bit=0(Disabled), Bit=1(Enabled).&amp;lt;br /&amp;gt; Ex: Buggy (0x01) + Tiny Bronco (0x04) = Byte value 0x05 &amp;lt;br /&amp;gt; Byte value 0x00: None&amp;lt;br /&amp;gt; 0x01: Buggy&amp;lt;br /&amp;gt; 0x02: Buggy (bit=1:Driving it | bit=0: Don't)&amp;lt;br /&amp;gt; 0x04: Tiny Bronco&amp;lt;br /&amp;gt; 0x08: Unknown/Unused&amp;lt;br /&amp;gt; 0x10: Highwind&amp;lt;br /&amp;gt; 0x20: Highwind (bit=1: Flying in the sky | bit=0: On the ground)&amp;lt;br /&amp;gt; 0x40: Unknown/Unused&amp;lt;br /&amp;gt; 0x80: Unknown/Unused&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C24&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 97 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_16 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C24&amp;lt;br /&amp;gt;z_16[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Field mask, Corel ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt; Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: Barret talks about his hometown before enter the Ropeway for first time {ROPEST[1][1-Main][49]}&amp;lt;br /&amp;gt; 0x02: Free rest in corel inn {NCOINN[0][0-Main][5]}&amp;lt;br /&amp;gt; 0x04: Villagers rebuke Barret {NCOREL[13][1][3]}&amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: If you couldn't stop the train {NCOREL2[5][2][4]}&amp;lt;br /&amp;gt; 0x40: Huge Materia Key Item {NOREL3[1][0-Main][7]}&amp;lt;br /&amp;gt; 0x80: Ultima Materia {NCOREL2[2][4][26]}{NCOREL3[24][4][20]}{NCOIN2[8][1][25]}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C25&amp;lt;br /&amp;gt;z_16[1]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Field mask ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt; Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: Priscilla Warnings (Reset after read): &amp;quot;It gets deeper the farther you go...&amp;quot; or (High Voltage through tower base) {UJUNON2/cloud/s12}&amp;lt;br /&amp;gt; 0x02: Oldman: &amp;quot;Young man, do CPR!&amp;quot; {UJUNON4/oldm1/s3}&amp;lt;br /&amp;gt; 0x04: Free rest: &amp;quot;You all must be tired. If you want to get some rest, stay here.&amp;quot; {JUMIN/drctr/s0}&amp;lt;br /&amp;gt; 0x08: Talk with oldm1 about seeing &amp;quot;a man with a black cape&amp;quot; {UJUNON1/cloud/s10}&amp;lt;br /&amp;gt; 0x10: Priscilla: &amp;quot;It gets deeper the farther you go...&amp;quot; {UJUNON2/cloud/s12}&amp;lt;br /&amp;gt; 0x20: Tifa: &amp;quot;No...it was 5 years ago&amp;quot; {JUMIN/tifa/s9}&amp;lt;br /&amp;gt; 0x40: Cloud: &amp;quot;Hey!!&amp;quot; (Group designate cloud to clim the High Tower) {ujunon1/cloud/s15}&amp;lt;br /&amp;gt; 0x80: If you reach the top of the pole{UJUNON3/ad/s5}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C26&amp;lt;br /&amp;gt;z_16[2]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Field mask ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt; Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: man1: &amp;quot;It's dangerous, please don't go!&amp;quot; if you choose &amp;quot;I'm still going&amp;quot; {SNOW/man1/s3}&amp;lt;br /&amp;gt; 0x02: Snowboard Key Item {SNMIN1/board/s1}&amp;lt;br /&amp;gt; 0x04: If you choose to kick Shinra Soldier's butt {SNOW/SINRAH1,SINRAH2,SINRAH3/s2}&amp;lt;br /&amp;gt; 0x08: Elena punch Cloud {SNOW/man1/s3}{SNOW/irena/s11}&amp;lt;br /&amp;gt; 0x10: Cloud wake-up in Gast home after beeing punched {SNMAYOR/drctr/s0}&amp;lt;br /&amp;gt; 0x20: The boy gives you his snowboard {SNMIN1/boy/s1}&amp;lt;br /&amp;gt; 0x40: Glacier Map Key Item {SNMIN2/dscvmap/s4}&amp;lt;br /&amp;gt; 0x80: First time you do Snowboard {SNOW/playgam/s2}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C27&amp;lt;br /&amp;gt;z_16[3]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Field mask ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt; Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: If you succeed climbing (to the top, not the cave, just before crater_1 map) {GAIA_32/ladd5/s4}&amp;lt;br /&amp;gt; 0x02: If you Push-over the rock {GAIIN_2/icerock/s1}&amp;lt;br /&amp;gt; 0x04: Ice Pillar 1 down {GAIIN_5/turara1/s3}&amp;lt;br /&amp;gt; 0x08: Ice Pillar 2 down {GAIIN_5/turara2/s3}&amp;lt;br /&amp;gt; 0x10: Ice Pillar 3 down {GAIIN_5/turara3/s3}&amp;lt;br /&amp;gt; 0x20: Ice Pillar 4 down {GAIIN_5/turara4/s3}&amp;lt;br /&amp;gt; 0x40: First time you enter Holzoff's house(2nd room) / If you collaps at the Great Glacier {HOLU_2/drctr/s0}&amp;lt;br /&amp;gt; 0x80: History about Yamski and mini Cliff tutorial {HOLU_1/drctr/s0}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C28&amp;lt;br /&amp;gt;z_16[4]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Field mask ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt; Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: First time you enter GAIAFOOT map talk {GAIAFOOT/drctr/s0}&amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: Tifa ask you take her with you {CRATER_2/drctr/s0}&amp;lt;br /&amp;gt; 0x08: Rufus finds the crater {TRNAD_2/hikutei/s2}&amp;lt;br /&amp;gt; 0x10: Sephiroth: &amp;quot;This is the end...for all of you&amp;quot; then his body vanish {TRNAD_4/discver/s2}&amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: Sephiroth illusion Nibelheim{WOA_3/gonivl1,gonivl2,gonivl3/s2}&amp;lt;br /&amp;gt; 0x80: First time cloud enter map crater_1 and talk about meteor and the crater {CRATER_1/drctr/s0}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C29&amp;lt;br /&amp;gt;z_16[5]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Field mask, Whirlwind Maze ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt; Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: If you give the Black Materia to Barret {TRNAD_1/ballet/s1}&amp;lt;br /&amp;gt; 0x02: If you give the Black Materia to {TRNAD_1/red/s1}&amp;lt;br /&amp;gt; 0x04: Entrust the Black Materia {TRNAD_1/ballet/s1}&amp;lt;br /&amp;gt; 0x08: Tifa tells you need to cross when the wind is calm {WOA_1/setume3/s2}&amp;lt;br /&amp;gt; 0x10: 12 Black Cape man down {TRNAD_3/drctr/s0}&amp;lt;br /&amp;gt; 0x20: Black Cape man down {WOA_1/drctr/s0}&amp;lt;br /&amp;gt; 0x40: Black Cape man down {CRATER_1/blkdown/s4}&amp;lt;br /&amp;gt; 0x80: Black Cape man jump off {TRNAD_2/drctr/s0}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C2A&amp;lt;br /&amp;gt;z_16[6]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Field mask, Whirlwind Maze ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt; Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: Cloud: &amp;quot;What happened to this town? It's so run-down&amp;quot; {UJUNON1/drctr/s0}&amp;lt;br /&amp;gt; 0x02: If you have taken the Glacier Map before he offers you to, man3: &amp;quot;What nerve! You already tore down the map.&amp;quot;&amp;lt;br /&amp;gt; 0x04: Screen shake then Random Battle{GAIIN_6/drctr/s0}&amp;lt;br /&amp;gt; 0x08: Shiva Summon in Priscilla's house {PRISILA/sivamt/s1}&amp;lt;br /&amp;gt; 0x10: Black Cape man: &amp;quot;Ughâ¦ Errgaahh!!&amp;quot; {GAIIN_6/drctr/s0}&amp;lt;br /&amp;gt; 0x20: oldm1: &amp;quot;What? Cloud is missing?&amp;quot; {UJUNON1/oldm1/s1}&amp;lt;br /&amp;gt; 0x40: Prisila/Tifa talk about at prisila's house while cloud is missing in lifestream {PRISILA/prisl/s1}&amp;lt;br /&amp;gt; 0x80: Prisila/Cloud Talk at prisila's house after lifestream {PRISILA/drctr/s0}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C2B&amp;lt;br /&amp;gt;z_16[7]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Field mask, Whirlwind Maze ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt; Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: Cid regets about gaving the Huge Materia to the Shinra {NCOREL/worry/s2}&amp;lt;br /&amp;gt; 0x02: After Barret finish talking about his hometown history then enters the ropeway {ROPEST/ad/S3}&amp;lt;br /&amp;gt; 0x04: Cid tell Prisila they have found Cloud {PRISILA/prisl/s1}&amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C44&amp;lt;br /&amp;gt;z_16[32]&lt;br /&gt;
| 1 byte&lt;br /&gt;
|&lt;br /&gt;
Progress items, Wallmarket ([[Bit_numbering|LBS]]).&amp;lt;br /&amp;gt;Bit=0(Item not obtained), Bit=1(Item obtained).&amp;lt;br /&amp;gt; 0x01: Cologne at Wallmarket {mktpb/woman2/s1}&amp;lt;br /&amp;gt; 0x02: Flower Cologne at Wallmarket {mktpb/woman2/s1}&amp;lt;br /&amp;gt; 0x04: Sexy Cologne at Wallmarket {mktpb/woman2/s1}&amp;lt;br /&amp;gt; 0x08: Wig at Wallmarket {mkt_mens}&amp;lt;br /&amp;gt; 0x10: Dyed Wig at Wallmarket {mkt_mens}&amp;lt;br /&amp;gt; 0x20: Blonde Wig at Wallmarket {mkt_mens}&amp;lt;br /&amp;gt; 0x40: Pharmacy coupon at Wallmarket {mkt_s2/line01/s3}&amp;lt;br /&amp;gt; 0x80: Obtained any Wig at Wallmarket {mkt_mens/event/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C45&amp;lt;br /&amp;gt;z_16[33]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Progress items, Wallmarket ([[Bit_numbering|LBS]]).&amp;lt;br /&amp;gt;Bit=0(Item not obtained), Bit=1(Item obtained).&amp;lt;br /&amp;gt; 0x01: Girl at Honey Bee Inn put make-up on cloud, poor result (result is random) {onna2/girl1/s3}&amp;lt;br /&amp;gt; 0x02: Girl at Honey Bee Inn put make-up on cloud, averange result (result is random) {onna2/girl1/s3}&amp;lt;br /&amp;gt; 0x04: Girl at Honey Bee Inn put make-up on cloud, best result (result is random) {onna2/girl1/s3}&amp;lt;br /&amp;gt; 0x08: Obtaining the dress at Wallmarket {mkt_s1/event/s2}&amp;lt;br /&amp;gt; 0x10: Dress selected (clean/soft,shiny/shimmers) {mktpb/oldm3/s1}&amp;lt;br /&amp;gt; 0x20: Cotton Dress [0xCA] {mktpb/oldm3/s1}&amp;lt;br /&amp;gt; 0x40: Satin Dress [0xAA] {mktpb/oldm3/s1}&amp;lt;br /&amp;gt; 0x80: Silk Dress [0x9A] {mktpb/oldm3/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C46&amp;lt;br /&amp;gt;z_16[34]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Progress items, Wallmarket ([[Bit_numbering|LBS]]).&amp;lt;br /&amp;gt;Bit=0(Item not obtained), Bit=1(Item obtained).&amp;lt;br /&amp;gt; 0x01: Disinfectant at Wallmarket {mkt_s3/tensyu}&amp;lt;br /&amp;gt; 0x02: Deodorant at Wallmarket {mkt_s3/tensyu}&amp;lt;br /&amp;gt; 0x04: Digestive at Wallmarket {mkt_s3/tensyu}&amp;lt;br /&amp;gt; 0x08: Materia shop owner ask you to get something from the inn vending machine {MKT_M/tensyu/s1}&amp;lt;br /&amp;gt; 0x10: 200 gil Item at vending machine in Wallmarket {mktinn/cloud/s4}&amp;lt;br /&amp;gt; 0x20: 100 gil Item at vending machine in Wallmarket {mktinn/cloud/s4}&amp;lt;br /&amp;gt; 0x40: 50 gil Item at vending machine in Wallmarket {mktinn/cloud/s4}&amp;lt;br /&amp;gt; 0x80: Boutique owner's son ask you to bring his father back from bar {mkt_s1/man1/s8}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C47&amp;lt;br /&amp;gt;z_16[35]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Ms. Cloud Bauty level (Don Corneo choice) (0 to 25 Points)&amp;lt;br /&amp;gt;1 Point: Cotton Dress, Wig, Glass Tiara, Cologne, Poor Make-Up&amp;lt;br /&amp;gt; 3 Points: Satin Dress, Dyed Wig, Ruby Tiara, Flower Cologne, Averange Make-Up &amp;lt;br /&amp;gt; 5 Points: Silk Dress, Blonde Wig, Diamond Tiara, Sexy Cologne, Best Make-Up&amp;lt;br /&amp;gt; Unfinished Calc Script for this items (Not taken into account by point calc): &amp;lt;br /&amp;gt; Lingerie (Should be +1), Mystery panties (+3), Bikini briefs (+5) &amp;lt;br /&amp;gt; 2 to 11 Points: Choose Tifa&amp;lt;br /&amp;gt; 12 to 18 Points: Choose Aerith&amp;lt;br /&amp;gt; 19 or more Points: Choose Cloud&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C48&amp;lt;br /&amp;gt;z_16[36]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Field Objects, Sector 7 Train Graveyard ([[Bit_numbering|LBS]]) (so far)&amp;lt;br /&amp;gt;Bit=0(Original Position), Bit=1(Moved).&amp;lt;br /&amp;gt; 0x01: Train 1 Position. {mds7st2}&amp;lt;br /&amp;gt; 0x02: Train 2 Position. {mds7st2}&amp;lt;br /&amp;gt; 0x04: Train 3 Position. {mds7st2}&amp;lt;br /&amp;gt; 0x08, 0x10, 0x20, 0x40, 0x80: Unused&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C49&amp;lt;br /&amp;gt;z_16[37]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Field Items, Sector 7 Wall Market&amp;lt;br /&amp;gt;Items bit mask ([[Bit_numbering|LBS]])&amp;lt;br /&amp;gt; 0x01: Cloud see the first battery holder and figured out the idea of using a battery there... {wcrimb_1}&amp;lt;br /&amp;gt; 0x02: First battery applied up the wall of Wallmarket(0x02){wcrimb_1}&amp;lt;br /&amp;gt; 0x04: Second battery applied up the wall of Wallmarket(0x04){wcrimb_1}&amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: Third battery applied and Ether obtained up the wall of Wallmarket (0x10){wcrimb_2}&amp;lt;br /&amp;gt; 0x20: Battery (Gun shop batery pack 1/3){MKT_W/oyaji02/s1}&amp;lt;br /&amp;gt; 0x40: Battery (Gun shop batery pack 2/3){MKT_W/oyaji02/s1}&amp;lt;br /&amp;gt; 0x80: Battery (Gun shop batery pack 3/3){MKT_W/oyaji02/s1}&amp;lt;br /&amp;gt; Note: all 3 batteries get at same time.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C4A&amp;lt;br /&amp;gt;z_16[38]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Number of Fort Condor Battles Fought&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C4B&amp;lt;br /&amp;gt;z_16[39]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Number of Fort Condor Battles Won&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C4C&amp;lt;br /&amp;gt;z_16[40]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Progress, Fort Condor&amp;lt;br /&amp;gt;0x01: Oldman sited ask your help to protect the Condor [0x01] {convil_1/event/s13}&amp;lt;br /&amp;gt; 0x02: If 0x01 &amp;amp;amp;Cloud join them to fight Shinra [0x03] {convil_1/cloud/s18}&amp;lt;br /&amp;gt; 0x04: If 0x02 &amp;amp;amp; you talk him again: [0x07] {convil_1/event/s15}&amp;lt;br /&amp;gt; A) He tells you he already talk to the store owners to sell you items.&amp;lt;br /&amp;gt; B) He let you rest for free.&amp;lt;br /&amp;gt; 0x08: When set they tell you that there are no more shinra troops to fight[0x0F] {convil_2/event/s4}&amp;lt;br /&amp;gt; 0x10: Banished from Fort Condor after loosing the Huge Materia Boss Fight: Party talk {convil_2/event/s11}--&amp;amp;gt;{condor2/init/s0}--&amp;amp;gt;{condor2/event/s3}&amp;lt;br /&amp;gt; 0x20: Phoenix Materia (Then Condor fly) {convil_4/ph_mat/s1}&amp;lt;br /&amp;gt; 0x40: Condor Born movie() {convil_2/event/s11}&amp;lt;br /&amp;gt; 0x80: Banished from Fort Condor after loosing the Huge Materia Boss Fight: Cutted rope {convil_2/event/s11}--&amp;amp;gt;{condor2/init/s0}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C4D&amp;lt;br /&amp;gt;z_16[41]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Battle Rank (Battle difficulty), Fort Condor&amp;lt;br /&amp;gt;01: Rank 1 (Battles 1-3)&amp;lt;br /&amp;gt; 02: Rank 2 (Battles 4-6)&amp;lt;br /&amp;gt; 03: Rank 3 (Battles 7-9)&amp;lt;br /&amp;gt; 04: Rank 4 (Battles 10-12)&amp;lt;br /&amp;gt; 05: Rank 5 (Battles 13+)&amp;lt;br /&amp;gt; 06: Rank 6 (Huge Materia battle)&amp;lt;br /&amp;gt; The Battle Rank set the number of enemies. Fire Catapults enabled from Rank 2, and Tristoners from Rank 3.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C4E&amp;lt;br /&amp;gt;z_16[42]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Number of Allies left, Fort Condor&amp;lt;br /&amp;gt;The number of surviving allies units. (The ones that you give in exchange for gil)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C4F&amp;lt;br /&amp;gt;z_16[43]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Number of Enemies killed, Fort Condor&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C50&amp;lt;br /&amp;gt;z_16[44]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Battle result, Fort Condor&amp;lt;br /&amp;gt;00: If you win the battle&amp;lt;br /&amp;gt; 01: If you lose the battle&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C51&amp;lt;br /&amp;gt;z_16[45]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Game Progres Temp Var, Fort Condor {convil_4/mihari/s1}&amp;lt;br /&amp;gt;When the battle ends, the Game Progres Var (0x0BA4) is copied to this Var.&amp;lt;br /&amp;gt; Is used to check the progresion diff to trigger the new attack event.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C53&amp;lt;br /&amp;gt;z_16[47]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Number of Enemies left alive in the battle field, Fort Condor &amp;lt;br /&amp;gt;Set by kernel, not referenced by the field script.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C54&amp;lt;br /&amp;gt;z_16[48]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Progress, Fort Condor&amp;lt;br /&amp;gt;00: No battle&amp;lt;br /&amp;gt; 01: Normal Battle&amp;lt;br /&amp;gt; 03: Final Boss Battle&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C55&amp;lt;br /&amp;gt;z_16[49]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Progress &amp;amp;amp; Battle Reward, Fort Condor&amp;lt;br /&amp;gt;0x01: Condor Progress {convil_1/jijii/s1}&amp;lt;br /&amp;gt; 0x02: Condor Progress {convil_1/mihari/s1}{convil_2/mihari/s1}{convil_4/ph_mat/s1}&amp;lt;br /&amp;gt; 0x04: Condor Progress {convil_1/event/s19}&amp;lt;br /&amp;gt; 0x08: Condor Progress {convil_2/mihari/s1}&amp;lt;br /&amp;gt; 0x10: &amp;quot;Received &amp;quot;Magic Comb&amp;quot;!&amp;quot; {convil_2/itemget/s1}&amp;lt;br /&amp;gt; 0x20: &amp;quot;Received &amp;quot;Peace Ring&amp;quot;!&amp;quot; {convil_2/itemget/s1}&amp;lt;br /&amp;gt; 0x40: &amp;quot;Received &amp;quot;Megalixir&amp;quot;!&amp;quot; {convil_2/itemget/s1}&amp;lt;br /&amp;gt; 0x80: &amp;quot;Received &amp;quot;Super Ball&amp;quot;!&amp;quot; {convil_2/itemget/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C56&amp;lt;br /&amp;gt;z_16[50]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Progress, Fort Condor&amp;lt;br /&amp;gt;0x01: &amp;lt;br /&amp;gt; 0x02: If you ever entered the {condor1} map&amp;lt;br /&amp;gt; 0x04: If you are inside the Fort&amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C57&amp;lt;br /&amp;gt;z_16[51]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Battle modifier linked with 0x0C4D, Fort Condor&amp;lt;br /&amp;gt;0x01: If 0x0C4D &amp;amp;gt;= 2 is set to 1 {convil_2/event/s7}&amp;lt;br /&amp;gt; 0x02: If 0x0C4D &amp;amp;gt;= 3 is set to 1 {convil_2/event/s7}&amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C58&amp;lt;br /&amp;gt;z_16[52]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Fort Condor Funds&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C5A&amp;lt;br /&amp;gt;z_16[54]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Number of Fort Condor Battles Lost&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C5B&amp;lt;br /&amp;gt;z_16[55]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to).&amp;lt;br /&amp;gt; 0x01: Speaking to the children near the wall of Wallmarket(0x01)&amp;lt;br /&amp;gt; 0x02: Speaking to the children near the wall of Wallmarket(0x02)&amp;lt;br /&amp;gt; 0x04: Conversation of children on top of the wall of Wallmarket(0x04)&amp;lt;br /&amp;gt; 0x08: Speaking to the child by the pipe in Wallmarket (0x08)&amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C5C&amp;lt;br /&amp;gt;z_16[56]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Handle the map jumps to MOVE_S(670),MOVE_I,MOVE_F,MOVE_R,MOVE_U,MOVE_D, Great Glacier&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C5D&amp;lt;br /&amp;gt;z_16[57]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Progress, Great Glacier&amp;lt;br /&amp;gt;0x01: To know if you came from the snowboard course (0=YES,1=NO), if so display the land event: &amp;quot;...So where did we land?...&amp;quot;{hyou2/event/s1}, &amp;quot;We've jumped pretty far...&amp;quot; {hyou3/event/s5}&amp;lt;br /&amp;gt; 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}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C5E&amp;lt;br /&amp;gt;z_16[58]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 2 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Store Cloud MAPID, is used to know where to send you after seeing the Glacier Map, Great Glacier {hyoumap/init/s0}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C60&amp;lt;br /&amp;gt;z_16[60]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 2 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Store Cloud position (X) right before you use the map, Great Glacier&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C62&amp;lt;br /&amp;gt;z_16[62]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 2 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Store Cloud position (Y) right before you use the map, Great Glacier&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C64&amp;lt;br /&amp;gt;z_16[64]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 2 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Store Cloud position (Z) right before you use the map, Great Glacier&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C66&amp;lt;br /&amp;gt;z_16[66]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 2 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Store Cloud position (triangle ID) right before you use the map, Great Glacier&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C68&amp;lt;br /&amp;gt;z_16[68]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Store Cloud direction right before you use the map, then restore it from it, Great Glacier&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C69&amp;lt;br /&amp;gt;z_16[69]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Is set to 1 when cloud pass-out, Great Glacier&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C6A&amp;lt;br /&amp;gt;z_16[70]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Cloud Pass-out Counter, Great Glacier&amp;lt;br /&amp;gt;First time you jump to HOLU_1(687), then to HOLU_2(688) &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C6B&amp;lt;br /&amp;gt;z_16[71]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Progress &amp;amp;amp; Field item mask, Great Glacier&amp;lt;br /&amp;gt;0x01: When you touch the hot spring (used to get Alexander Summon) {hyou10/event/s3}---&amp;amp;gt;{hyou10/cloud/s4,s5}&amp;lt;br /&amp;gt; 0x02: If you ever have spoken to snoww {hyou12/snoww/s1}&amp;lt;br /&amp;gt; 0x04: If you lose the battle against the Snow woman (snoww)&amp;lt;br /&amp;gt; 0x08: If you win the battle against the Snow woman&amp;lt;br /&amp;gt; 0x10: Received &amp;quot;Alexander&amp;quot; Materia{hyou13_2/mt/s1}&amp;lt;br /&amp;gt; 0x20: Received &amp;quot;Added Cut&amp;quot; Materia {MOVE_d/mt/s1}&amp;lt;br /&amp;gt; 0x40: Received &amp;quot;All&amp;quot; Materia {hyou12/mt/s1}&amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C74&amp;lt;br /&amp;gt;z_16[80]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Used to save user anwser in the debugroom {BLACKBG7/leave/s1} before Jump to map blin70_4 (No269)&amp;lt;br /&amp;gt;00: Set along with GameProgress = 0&amp;lt;br /&amp;gt; 00: Set along with GameProgress = 1566&amp;lt;br /&amp;gt; 00: Set along with GameProgress = 1572&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C75&amp;lt;br /&amp;gt;z_16[81]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Unknown is set to 0 in Wall Market {MRKT2/mapinit/s0}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C84&amp;lt;br /&amp;gt;z_16[96]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Keeps track of which Shinra floors are unlocked (By picking keycards). Values still unknown.(255 all doors opened when set manualy)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0C85&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Mission 1st reactor flags.&amp;lt;br /&amp;gt;0x01: elevator on top floor.&amp;lt;br /&amp;gt; 0x08: 1st door opened.&amp;lt;br /&amp;gt;0x10: 2nd door opened.&amp;lt;br /&amp;gt;0x20: Jessie free from stuck.&amp;lt;br /&amp;gt;0x40: bomb set.&amp;lt;br /&amp;gt;0x80: set if time is out for gameover check.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0C86&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Mission 1st reactor flags.&amp;lt;br /&amp;gt;0x02: elevator door opened.&amp;lt;br /&amp;gt;0x04: scrolled at map init to show reactor.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0C87&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 29/45 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_17 Unknown[0-28] First 29 bytes of 45 (ENDS AT 0x0CB3 16 Bytes into next bank)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  Save Memory Bank 3/4  ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid black; border-collapse: collapse; width: 600px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Table 1: FF7 Save Slot'''&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0CA4&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 16/45 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_17 Unknown[29-44] Last 16 bytes of 45&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0CAD&amp;lt;br /&amp;gt;z_17[9]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; |&lt;br /&gt;
1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; party member char ID mirror.&amp;lt;small&amp;gt; Is a mirror of 0x04F8 (set from field module).&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0CAE&amp;lt;br /&amp;gt;z_17[10]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; |&lt;br /&gt;
2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; party member char ID mirror.&amp;lt;small&amp;gt; Is a mirror of 0x04F9 (set from field module).&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0CAF&amp;lt;br /&amp;gt;z_17[11]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; |&lt;br /&gt;
3&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; party member char ID mirror.&amp;lt;small&amp;gt; Is a mirror of 0x04FA (set from field module).&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0CB4&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Aeris In Church progression (document this better)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0CB5&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 49 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_18 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0CE6&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Escape from 1st reactor progress.&amp;lt;br /&amp;gt;0x01: after scroll at start of map MD8_2 (maybe unneded).&amp;lt;br /&amp;gt;0x02: after people panic on MD8_3 is over to never show it again.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0CE7&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 7 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_19 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0CEE&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Party GP (0-10000)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0CF0&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 12 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_20 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0CF0&amp;lt;br /&amp;gt;z_20[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Chocobo Race - Times you lose (Only on Corel Prision Race){crcin/esto/s0}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0CF3 &amp;lt;br /&amp;gt; z_20[3]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 1 Byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | Battle Square Special Dialog Progression {0x00 init, 0x10 :no text, 0xF0:new special fight}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0CF4 &amp;lt;br /&amp;gt; z_20[4] &amp;amp;amp; Z_20[5]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Battle Square Battle Points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0CFC&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Number of chocobo stables owned&lt;br /&gt;
|-&lt;br /&gt;
| 0x0CFD&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Number of occupied stables&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0CFE&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 Byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Choco Bill dialogs mask 0x01: If you talk him after meteor get summoned (only showed once) {FRMIN/jijii/s1}&amp;lt;br /&amp;gt; 0x02: If he offers you to rent Chocobo Stables (only showed once) {FRMIN/jijii/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0CFF&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Chocobo Stables Occupied Mask. LSB 1 2 3 4 5 6 x x MSB Stable #) Chocobo's in stables. 1=0ccupied&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D00&lt;br /&gt;
| 1 byte&lt;br /&gt;
| 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&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D01&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 40 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_22 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D13&amp;lt;br /&amp;gt;z_22[18]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Aeris flower quest progress.&amp;lt;br /&amp;gt;0x01: if we buy flower from Aeris.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D23&amp;lt;br /&amp;gt;z_22[34]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 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.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D24&amp;lt;br /&amp;gt;z_22[35]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, Kalm ([[Bit_numbering|LBS]])(applied when you speak to someone).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to).&amp;lt;br /&amp;gt; 0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: Spoke to the child in the house next to the Inn&amp;lt;br /&amp;gt; 0x10: Freed the dog in a house&amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D26&amp;lt;br /&amp;gt;z_22[37]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, Reactor under the plate ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to).&amp;lt;br /&amp;gt; 0x01: Speaking with Biggs(0x01)&amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D27&amp;lt;br /&amp;gt;z_22[38]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, Reactor under the plate ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to).&amp;lt;br /&amp;gt; 0x01: Speaking with Jesse(0x01)&amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D29&lt;br /&gt;
| 1 Byte&lt;br /&gt;
| Yuffie can be found in the forests? (LSB only) others used?&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D2A&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 28 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_23 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D44&amp;lt;br /&amp;gt;z_23[26]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, Reactor under the plate ([[Bit_numbering|LBS]]).&amp;lt;br /&amp;gt;Bit=0(NOT Activated/Received/Spoken to), Bit=1(Activated/Received/Spoken to).&amp;lt;br /&amp;gt; 0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: Aerith on roof event ends&amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: Turbo Ether {MIN51_2}&amp;lt;br /&amp;gt; 0x80: Aerith on roof event starts&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D46&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Don's Mission Progress (more needed here)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D47&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 31 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_24 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D47&amp;lt;br /&amp;gt;z_24[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to).&amp;lt;br /&amp;gt; 0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: Elevator event at shinra HQ(0x08)&amp;lt;br /&amp;gt; 0x10: First conversation while climbing Shinra HQ stairs(0x10)&amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D49&amp;lt;br /&amp;gt;z_24[2]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to).&amp;lt;br /&amp;gt; 0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: Second conversation while climbing Shinra HQ stairs(0x80)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D4A&amp;lt;br /&amp;gt;z_24[3]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to).&amp;lt;br /&amp;gt; 0x01: Third conversation while climbing Shinra HQ stairs (0x01)&amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D4C&amp;lt;br /&amp;gt;z_24[5]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to).&amp;lt;br /&amp;gt; 0x01: Braking in Shinra HQ scene (0x01)&amp;lt;br /&amp;gt; 0x02: Taking out the guards and obtaining keycard 60(0x02)&amp;lt;br /&amp;gt; 0x04: Taking everyone out the first floor in Shinra HQ(0x04)&amp;lt;br /&amp;gt; 0x08: Speaking to the couple in the shop at Shinra HQ(0x08)&amp;lt;br /&amp;gt; 0x10: Speaking to the shop seller in Shinra HQ(0x10)&amp;lt;br /&amp;gt; 0x20: Approaching Shinra HQ and conversation at the front door scene(0x20)&amp;lt;br /&amp;gt; 0x40: Approaching Shinra HQ and conversation at the front door scene(0x40)&amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D50&amp;lt;br /&amp;gt;z_24[9]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Items mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Item on floor), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: Phoenix down from locker at floor 64 (0x01)&amp;lt;br /&amp;gt; 0x02: Ether from locker at floor 64(0x02)&amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: Exiting elevator FMV at floor 60(0x10)&amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D52&amp;lt;br /&amp;gt;z_24[11]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Bits kept for the doors at floor 63, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Door opened), Bit=1(Door closed).&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D55&amp;lt;br /&amp;gt;z_24[14]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Item mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Item on floor), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: &amp;lt;br /&amp;gt; 0x02: Coupon C from Shinra HQ(0x02)&amp;lt;br /&amp;gt; 0x04: Coupon C from Shinra HQ(0x04)&amp;lt;br /&amp;gt; 0x08: Coupon B from Shinra HQ(0x08)&amp;lt;br /&amp;gt; 0x10: Speaking to the machine at floor 63(0x10)&amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D56&amp;lt;br /&amp;gt;z_24[15]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Bits kept for some events on floor 63, Shinra HQ ([[Bit_numbering|LBS]])(Really needs to be investigated).&amp;lt;br /&amp;gt;Bit=0(Door opened), Bit=1(Door closed).&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D57&amp;lt;br /&amp;gt;z_24[16]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to).&amp;lt;br /&amp;gt; 0x01: Hitting vending machine at floor 64(0x01)&amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D58&amp;lt;br /&amp;gt;z_24[17]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to).&amp;lt;br /&amp;gt; 0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: Placing midgar fifth part(0x08)&amp;lt;br /&amp;gt; 0x10: Placing midgar fourth part(0x10)&amp;lt;br /&amp;gt; 0x20: Placing midgar third part(0x20)&amp;lt;br /&amp;gt; 0x40: Placing midgar second part(0x40)&amp;lt;br /&amp;gt; 0x80: Placing midgar first part(0x80)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D59&amp;lt;br /&amp;gt;z_24[18]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to).&amp;lt;br /&amp;gt; 0x01: Midgar model lights up at floor 65&amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: Last conversation with floor 63 machine&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D5D&amp;lt;br /&amp;gt;z_24[22]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to).&amp;lt;br /&amp;gt; 0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: Retrieving coupons (must know the order)(0x20)&amp;lt;br /&amp;gt; 0x40: Retrieving coupons (must know the order)(0x40)&amp;lt;br /&amp;gt; 0x80: Retrieving coupons (must know the order)(0x80)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D66&lt;br /&gt;
| 1 byte&lt;br /&gt;
|&lt;br /&gt;
Turtle Paradise Flyers Seen LSB 1 2 3 4 5 6 x x MSB (flyer#) 1=seen 0x01: Sector 7 Slums&amp;lt;br /&amp;gt; 0x02: 1st Floor Shinra Building&amp;lt;br /&amp;gt; 0x04: Gold Saucer - Ghost Hotel&amp;lt;br /&amp;gt; 0x08: Cosmo Canyon - Inn 2nd Floor&amp;lt;br /&amp;gt; 0x10: Cosmo Canyon - Near Shop&amp;lt;br /&amp;gt; 0x20: Wutai In Front of Trap Room&amp;lt;br /&amp;gt; 0x40: Wutai - In Front of Turtle Paradise&amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D67&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 12 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_25 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D67&amp;lt;br /&amp;gt;z_25[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Conversations mask&amp;lt;br /&amp;gt;0x01: Cait Sith Leaves, and tell you that &amp;quot;The Sister Ray's not this way&amp;quot; {SINBIL_1/KETLINE/s5}&amp;lt;br /&amp;gt; 0x02: Don Corneo's mansion first time you talk to DOORMAN {colne_1/DOORMAN/s1}&amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D68&amp;lt;br /&amp;gt;z_25[1]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Northern Cave: Cloud Lv just before Jenova Synthesis battle start.&amp;lt;br /&amp;gt;Used as lv placeholder for Jenova Synthesis Boost formula.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D69&amp;lt;br /&amp;gt;z_25[2]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Northern Cave: Barret Lv just before Jenova Synthesis battle start.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D6A&amp;lt;br /&amp;gt;z_25[3]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Northern Cave: Tifa Lv just before Jenova Synthesis battle start.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D6B&amp;lt;br /&amp;gt;z_25[4]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Northern Cave: Red XII Lv just before Jenova Synthesis battle start.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D6C&amp;lt;br /&amp;gt;z_25[5]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Northern Cave: Yuffie Lv just before Jenova Synthesis battle start.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D6D&amp;lt;br /&amp;gt;z_25[6]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Northern Cave: Cait Sith Lv just before Jenova Synthesis battle start.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D6E&amp;lt;br /&amp;gt;z_25[7]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Northern Cave: Vincent Lv just before Jenova Synthesis battle start.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D6F&amp;lt;br /&amp;gt;z_25[8]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | Northern Cave: Cid Lv just before Jenova Synthesis battle start.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D70&amp;lt;br /&amp;gt;z_25[9]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Bizarro Sephiroth Fight Number of Groups&amp;lt;br /&amp;gt;01: 1 Group. First time you enter the map{LASTMAP/directr/s0}&amp;lt;br /&amp;gt; 02: 2 Groups {LASTMAP/AD3/s3}&amp;lt;br /&amp;gt; 03: 3 Groups {LASTMAP/AD3/s3}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D71&amp;lt;br /&amp;gt;z_25[10]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Bizarro Sephiroth Fight, some progress value&amp;lt;br /&amp;gt;00: {LASTMAP/BAT/s4,s5}&amp;lt;br /&amp;gt; 01: {LASTMAP/BAT/s4}&amp;lt;br /&amp;gt; 02: {LASTMAP/BAT/s4}&amp;lt;br /&amp;gt; 03: {LASTMAP/BAT/s5}&amp;lt;br /&amp;gt; 04: {LASTMAP/BAT/s5}&amp;lt;br /&amp;gt; 05: {LASTMAP/BAT/s5}&amp;lt;br /&amp;gt; 06: {LASTMAP/BAT/s5}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D72&amp;lt;br /&amp;gt;z_25[11]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Great Glacier Snowboard, taken path (Set the exit location where you land) {hyou1/event/s1}&amp;lt;br /&amp;gt;0x01: Left both times: Forest HYOU2&amp;lt;br /&amp;gt; 0x02: Right both times: Outside Frostbite cave HYOU3&amp;lt;br /&amp;gt; 0x04: Left right: Main gate HYOU1&amp;lt;br /&amp;gt; 0x08: Right then left: Single tree HYOU7&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D73&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Yuffie Regulary. Has the character entered the party regulary? For example Yuffie further appears in the forest if this option is off.&amp;lt;br /&amp;gt;0x6E: Yes; 0x6F: No&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D74&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 15 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_26 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D74&amp;lt;br /&amp;gt;z_26[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,163,0)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,163,0)&amp;quot; |&lt;br /&gt;
MDS7PLR1 event flags.&amp;lt;br /&amp;gt;0x01: when everyone run to hideout.&amp;lt;br /&amp;gt; 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.&amp;lt;br /&amp;gt; 0x04: when Barret return to map and call us again.&amp;lt;br /&amp;gt; 0x08: after return to this map after seeing pillar.&amp;lt;br /&amp;gt; 0x10: after talking to right soldier twice (before mission in 5th reactor).&amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80:&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D75&amp;lt;br /&amp;gt;z_26[1]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.&amp;lt;br /&amp;gt; Start sector 7 slums [0x00]&amp;lt;br /&amp;gt; 0x01: Right after enter s7 bar MAP[0xA1]&amp;lt;br /&amp;gt; 0x02: After 7th heaven initial scene[0xFF]or[0xBF] if bit 6 is 0&amp;lt;br /&amp;gt; 0x04: Tifa get out the bar[0xA5]?&amp;lt;br /&amp;gt; 0x08: Scene ends and barret wait outside bar[0xAD]&amp;lt;br /&amp;gt; 0x10: Barret talk before enter the bar[0xFD]or[0xBD] if bit 6 is 0&amp;lt;br /&amp;gt; 0x20: Right after enter s7 bar MAP[0xA1]&amp;lt;br /&amp;gt; 0x40: Girl talk about reactor explotion[0xED]&amp;lt;br /&amp;gt; 0x80: Right after enter s7 bar MAP[0xA1]&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D76&amp;lt;br /&amp;gt;z_26[2]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.&amp;lt;br /&amp;gt; Start sector 7 slums [0x00]&amp;lt;br /&amp;gt; 0x01: After you wake up in the Hideout[0x03]&amp;lt;br /&amp;gt; 0x02: After you wake up in the Hideout[0x03]&amp;lt;br /&amp;gt; 0x04: Unknown[0x00]?&amp;lt;br /&amp;gt; 0x08: Unknown[0x00]&amp;lt;br /&amp;gt; 0x10: Avalache member continue running to s7 train station and Villagers are arround Avalache team [0x51]{mds7}&amp;lt;br /&amp;gt; 0x20: Unknown it become 1 seconds after 0x0D76[4] is set [0x51]{mds7}&amp;lt;br /&amp;gt; 0x40: Unknown[0x00]&amp;lt;br /&amp;gt; 0x80: Unknown[0x00]&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D77&amp;lt;br /&amp;gt;z_26[3]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.&amp;lt;br /&amp;gt; Start sector 7 slums [0x00]&amp;lt;br /&amp;gt; 0x01: Tell tifa did fight w/ barret (1) didn't fight (0)[0x05]or[0x04] if not&amp;lt;br /&amp;gt; 0x02: Unknown[0x00]&amp;lt;br /&amp;gt; 0x04: Auto tifa talk about fight w/ barret[0x04]&amp;lt;br /&amp;gt; 0x08: Unknown[0x00]&amp;lt;br /&amp;gt; 0x10: Unknown[0x00]&amp;lt;br /&amp;gt; 0x20: Unknown[0x00]&amp;lt;br /&amp;gt; 0x40: Unknown[0x00]&amp;lt;br /&amp;gt; 0x80: Unknown[0x00]&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D78&amp;lt;br /&amp;gt;z_26[4]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.&amp;lt;br /&amp;gt; Start sector 7 slums [0x00]&amp;lt;br /&amp;gt; 0x01: Barret chages in bar (set w/ z_26[1] state #2)[0x03]&amp;lt;br /&amp;gt; 0x02: Barret chages in bar (set w/ z_26[1] state #2)[0x03]&amp;lt;br /&amp;gt; 0x04: After we have talked to tifa[0x07]&amp;lt;br /&amp;gt; 0x08: Set to 1 if we choose no drink when talking to tifa[0x0F]&amp;lt;br /&amp;gt; 0x10: Set to 1 if we choose strong drink talking ot tifa[0x17]&amp;lt;br /&amp;gt; 0x20: Unknown[0x00]&amp;lt;br /&amp;gt; 0x40: Unknown[0x00]&amp;lt;br /&amp;gt; 0x80: Unknown[0x00]&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D79&amp;lt;br /&amp;gt;z_26[5]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.&amp;lt;br /&amp;gt; Start sector 7 slums [0x00]&amp;lt;br /&amp;gt; 0x01: set to 1 when tifa calls the machine down after you 1st talk down stairs, never gets unset[0x03]&amp;lt;br /&amp;gt; 0x02: 1 if elevator is in hide out (pinball machine)[0x02]&amp;lt;br /&amp;gt; 0x04: After you wake up in the Hideout[0x1F]&amp;lt;br /&amp;gt; 0x08: After you wake up in the Hideout[0x1F]&amp;lt;br /&amp;gt; 0x10: After you wake up in the Hideout[0x1F]&amp;lt;br /&amp;gt; 0x20: Unknown[0x00]&amp;lt;br /&amp;gt; 0x40: After giving Barret the materia tutorial[0x5D]&amp;lt;br /&amp;gt; 0x80: Unknown[0x00]&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D7A&amp;lt;br /&amp;gt;z_26[6]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.&amp;lt;br /&amp;gt; Start sector 7 slums [0x00]&amp;lt;br /&amp;gt; 0x01: After hide out 1st talk[0x03]&amp;lt;br /&amp;gt; 0x02: After hide out 1st talk[0x03]&amp;lt;br /&amp;gt; 0x04: second part of talk tifa enter in scene[0x07]&amp;lt;br /&amp;gt; 0x08: After you wake up in the Hideout[0x6F]&amp;lt;br /&amp;gt; 0x10: Unknown[0x00]&amp;lt;br /&amp;gt; 0x20: After you wake up in the Hideout[0x6F]&amp;lt;br /&amp;gt; 0x40: After you wake up in the Hideout[0x6F]&amp;lt;br /&amp;gt; 0x80: After you get out the Hideout and talk to tifa [0xEF]&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D7B&amp;lt;br /&amp;gt;z_26[7]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Items mask, Training room at sector 5 ([[Bit_numbering|LBS]])(applied when you speak).&amp;lt;br /&amp;gt;Bit=0(Item on floor), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: All materia after taking ether(0x10)&amp;lt;br /&amp;gt; 0x20: Ether chest that falls from ceiling(0x20)&amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D7C&amp;lt;br /&amp;gt;z_26[8]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,163,0)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,163,0)&amp;quot; |&lt;br /&gt;
MDS7ST3 event flags.&amp;lt;br /&amp;gt;0x01: when everyone start run to hideout.&amp;lt;br /&amp;gt; 0x02: when trainman tells you about war (3 talk).&amp;lt;br /&amp;gt; 0x04: when pair on station agreed with each other.&amp;lt;br /&amp;gt; 0x08: when Jessie, Biggs and Wedge run into train.&amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0D83&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Midgard train flags.&amp;lt;br /&amp;gt;0x01: when we talk to Biggs on way to sector 7.&amp;lt;br /&amp;gt;0x02: when we talk to Wedge twice on way to sector 7.&amp;lt;br /&amp;gt;0x04: when talk to Jessie, before look at map.&amp;lt;br /&amp;gt;0x10: this bit is checked on ROOTMAP, though it doesn't use ingame.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D84&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 32/64 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_27 Unknown[0-31] First 32 bytes of 64 (ENDS AT 0x0DC3 32 Bytes into next bank)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0D90&amp;lt;br /&amp;gt;z_27[12]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Event flags inside Junon.&amp;lt;br /&amp;gt;0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: Junon Soldiers running through the city after the parade.&amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: Enemy Skill materia&amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  Save Memory Bank B/C  ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid black; border-collapse: collapse; width: 600px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Table 1: FF7 Save Slot'''&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DA4&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 32/64 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_27 Unknown[32-63] Last 32 bytes of 64&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DA4&amp;lt;br /&amp;gt;z_27[32]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 6 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race - Chocobo Name ([[FF7/FF_Text|FF Text format]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DAA&amp;lt;br /&amp;gt;z_27[38]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G1) - Jockey&amp;lt;br /&amp;gt;00: Cloud&amp;lt;br /&amp;gt; 01: Tifa&amp;lt;br /&amp;gt; 02: Cid&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DAB&amp;lt;br /&amp;gt;z_27[39]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G1) - Course&amp;lt;br /&amp;gt;00: Long course&amp;lt;br /&amp;gt; 01: Short course&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DAC&amp;lt;br /&amp;gt;z_27[40]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G1) - Bet Selection Screen&amp;lt;br /&amp;gt;00: Enabled {crcin_1/esto}&amp;lt;br /&amp;gt; 01: Disabled {crcin_2/esto}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DAD&amp;lt;br /&amp;gt;z_27[41]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G1) - ???&amp;lt;br /&amp;gt;00: All others times but&amp;lt;br /&amp;gt; 01: When you race by talking to ester in {crcin_1/esto}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DAE&amp;lt;br /&amp;gt;z_27[42]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - Sprint Speed&amp;lt;br /&amp;gt;Value = 4500 {crcin_2}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DB0&amp;lt;br /&amp;gt;z_27[44]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - Speed&amp;lt;br /&amp;gt;Value = 3500 {crcin_2}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DB2&amp;lt;br /&amp;gt;z_27[46]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - Acceleration&amp;lt;br /&amp;gt;Value = 70 {crcin_2}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DB3&amp;lt;br /&amp;gt;z_27[47]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - Cooperation&amp;lt;br /&amp;gt;Value = 100 {crcin_2}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DB4&amp;lt;br /&amp;gt;z_27[48]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - Intelligence&amp;lt;br /&amp;gt;Value = 100 {crcin_2}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DB5&amp;lt;br /&amp;gt;z_27[49]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - Type (Yellow, Green, Blue, Black, Gold)&amp;lt;br /&amp;gt;Value = 0 {crcin_2}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DB6&amp;lt;br /&amp;gt;z_27[50]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - Personality&amp;lt;br /&amp;gt;Value = 0 {crcin_2}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DB7&amp;lt;br /&amp;gt;z_27[51]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - ???&amp;lt;br /&amp;gt;05: When you race by talking to ester in {crcin_2/esto}&amp;lt;br /&amp;gt; 07: All others times {crcin_1/esto}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DB8&amp;lt;br /&amp;gt;z_27[52]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - ???&amp;lt;br /&amp;gt;Value = 1 (ALWAYS) {crcin_1/crcin_2}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DB9&amp;lt;br /&amp;gt;z_27[53]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - ???&amp;lt;br /&amp;gt;Value = 0 (ALWAYS) {crcin_1/crcin_2}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DBA&amp;lt;br /&amp;gt;z_27[54]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - Joe/TEIOH Chalenge&amp;lt;br /&amp;gt;00: No &amp;lt;br /&amp;gt; 01: Yes &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DBB&amp;lt;br /&amp;gt;z_27[55]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - Selected Rank&amp;lt;br /&amp;gt;00: Class C&amp;lt;br /&amp;gt; 01: Class B&amp;lt;br /&amp;gt; 02: Class A&amp;lt;br /&amp;gt; 03: Class S&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DBC&amp;lt;br /&amp;gt;z_27[56]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race - ???&amp;lt;br /&amp;gt;Random 0/15{crcin_1/esto}&amp;lt;br /&amp;gt; 0: All others times&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DBD&amp;lt;br /&amp;gt;z_27[57]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Chocobo Race - Finish Place (0 to 5)&amp;lt;br /&amp;gt;Set to 0xFF on the elevator {GLDELEV/dic/s0}&amp;lt;br /&amp;gt; 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}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DBE&amp;lt;br /&amp;gt;z_27[58]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G2) - Stamina&amp;lt;br /&amp;gt;Value = 6000 {crcin_2}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0DC0&amp;lt;br /&amp;gt;z_27[60]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race(G1) - Winning Prize&amp;lt;br /&amp;gt;00 = 500GP | &amp;quot;Received &amp;quot;Sprint Shoes&amp;quot;&amp;lt;br /&amp;gt; 01 = 300GP | &amp;quot;Received &amp;quot;Counter Attack&amp;quot; Materia!!&amp;quot;&amp;lt;br /&amp;gt; 02 = 500GP | &amp;quot;Received &amp;quot;Magic Counter&amp;quot;&amp;lt;br /&amp;gt; 03 = 300GP | &amp;quot;Received &amp;quot;Precious Watch&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 04 = 500GP | &amp;quot;Received &amp;quot;Cat's Bell&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 05 = 300GP | &amp;quot;Enemy Away&amp;quot; Materia!!&amp;quot;&amp;lt;br /&amp;gt; 06 = 300GP | &amp;quot;Received &amp;quot;Sneak Attack&amp;quot; Materia!!&amp;quot;&amp;lt;br /&amp;gt; 07 = 400GP | &amp;quot;Received &amp;quot;Chocobracelet&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 08 = 30GP | &amp;quot;Received &amp;quot;Ether&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 09 = 200GP | &amp;quot;Received &amp;quot;Elixir&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 10 = 15GP | &amp;quot;Received &amp;quot;Hero Drink&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 11 = 20GP | &amp;quot;Received &amp;quot;Bolt Plume&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 12 = 20GP | &amp;quot;Received &amp;quot;Fire Fang&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 13 = 20GP | &amp;quot;Received &amp;quot;Antarctic Wind&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 14 = 50GP | &amp;quot;Received &amp;quot;Swift Bolt&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 15 = 50GP | &amp;quot;Received &amp;quot;Fire Veil&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 16 = 50GP | &amp;quot;Received &amp;quot;Ice Crystal&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 17 = 300GP | &amp;quot;Received &amp;quot;Megalixir&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 18 = 150GP | &amp;quot;Received &amp;quot;Turbo Ether&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 19 = 5GP | &amp;quot;Received &amp;quot;Potion&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 20 = 10GP | &amp;quot;Received &amp;quot;Phoenix Down&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 21 = 10GP | &amp;quot;Received &amp;quot;Hyper&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 22 = 10GP | &amp;quot;Received &amp;quot;Tranquilizer&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 23 = 15GP | &amp;quot;Received &amp;quot;Hi-Potion&amp;quot;!!&amp;quot;&amp;lt;br /&amp;gt; 255 = If you lost the race (Nothing)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0DC4&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 16 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Chocobo slot 1 [See Below for [[#Chocobo_Record|Chocobo Slot format]]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0DD4&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 16 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Chocobo slot 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0DE4&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 16 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Chocobo slot 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0DF4&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 16 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Chocobo slot 4 [Slot 5 and 6 are located at 0x1084 - 0x10A3]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E04&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 13 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_28 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E0C&amp;lt;br /&amp;gt;z_28[8]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Change on Final Battle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; 0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: Final Battle&amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E0E&amp;lt;br /&amp;gt;z_28[10]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Yuffie Stolen Materia Quest - Disabled party members {YUFY1/YUFI}&amp;lt;br /&amp;gt;(Bit mask is set just before stolen materia been restored, to know what chars must be reactivated.)&amp;lt;br /&amp;gt; 0x01: Unused&amp;lt;br /&amp;gt; 0x02: Barret&amp;lt;br /&amp;gt; 0x04: Tifa&amp;lt;br /&amp;gt; 0x08: Red XIII&amp;lt;br /&amp;gt; 0x10: Cait Sith&amp;lt;br /&amp;gt; 0x20: Cid&amp;lt;br /&amp;gt; 0x40: Vincent&amp;lt;br /&amp;gt; 0x80: Aeris&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E0F&amp;lt;br /&amp;gt;z_28[11]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | G-Bike Minigame Last Score {GAMES_2/dic}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0E11&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | G-Bike Minigame High Score&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E13&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 1 Byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | UnSaved Snowboard Mini Game Temp Var.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0E14&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 4 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Fastest Time For Snowboard Beginner Course. Format: MMSSTTT0 90 27 36 02 in the file is a time of 2'36&amp;quot;279 (value is 32bit int so will become 02362790 when read )&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0E18&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 4 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Fastest Time For Snowboard Expert Course. See Beginner Course for more info&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0E1C&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 4 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Fastest Time For Snowboard Crazy Course. See Beginner Course for more info&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0E20&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 Byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | HighScore For Snowboard Beginner Course&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0E21&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 Byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | HighScore For Snowboard Expert Course&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0E22&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 Byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | HighScore For Snowboard Crazy Course&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E23&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 1 Byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | UnSaved Snowboard Mini Game Temp Var&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0E24&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2nd rank at RollerCoaster Shooter&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0E26&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 3rd rank at RollerCoaster Shooter&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E28&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 17 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_29 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E28&amp;lt;br /&amp;gt;z_29[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Mythril Side Quest/Chocobo Sage Side Quest&amp;lt;br /&amp;gt;0x01: Talked to the Weapon Seller about the Keystone, Temple of the Ancients, DIO, etc {zz2/m/s4}&amp;lt;br /&amp;gt; 0x02: Chocobo Sage when he finish all remembering stuff {zz3/dic/s0}&amp;lt;br /&amp;gt; 0x04: Unused&amp;lt;br /&amp;gt; 0x08: Old man: &amp;quot;Large Materia needs high level Materia.&amp;quot; {zz1/m1/s1}&amp;lt;br /&amp;gt; 0x10: Mythril given to the Weapon Seller {zz2/m/s1}&amp;lt;br /&amp;gt; 0x20: Chocobo Sage if you ask him &amp;quot;What about that Chocobo?&amp;quot; {zz3/m1/s1}&amp;lt;br /&amp;gt; 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}&amp;lt;br /&amp;gt; 0x80: First time you talk to Chole after meeting Chocobo Sage {FRCYO/kodomo/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E29&amp;lt;br /&amp;gt;z_29[1]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Chocobo Sage Side Quest - Progression Variable 01: First time you talk to Chocobo Sage&amp;lt;br /&amp;gt; 02,03,04: About Blue/Green Chocobo&amp;lt;br /&amp;gt; 05: About Black Chocobo&amp;lt;br /&amp;gt; 06,07,08: About Gold Chocobo&amp;lt;br /&amp;gt; 09,10: About Zeio Nuts&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E2A&amp;lt;br /&amp;gt;z_29[2]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Number of battles to reach in order to unlock the next part of the Chocobo breeding tutorial&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E2C&amp;lt;br /&amp;gt;z_29[4]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | Chocobo Sage Side Quest - Part of the random number of battles formula&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E2D&amp;lt;br /&amp;gt;z_29[5]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | Unused?&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E2E&amp;lt;br /&amp;gt;z_29[6]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Chocobo Race / Others&amp;lt;br /&amp;gt;0x01: Set to 1 the first time you talk to Ester to race and Ride your own Chocobo {crcin_1/esto/s1}&amp;lt;br /&amp;gt; 0x02: Set to 1 just before Chocobo Race Engine be launched {crcin_1/esto/s1}&amp;lt;br /&amp;gt; Set to 0 when you receive the price or lose. {crcin_1/dic/s0}&amp;lt;br /&amp;gt; 0x04: Set to 1 just before your first time race (Ester say &amp;quot;Yeahh but jockeys can't buy tickets.&amp;quot;)&amp;lt;br /&amp;gt; Then after been activated the next races (she say: &amp;quot;Good Luck! Take care!&amp;quot;) {crcin_1/esto/s1}&amp;lt;br /&amp;gt; 0x08: After beating Mog's House and receive 30GP from the guy {GAMES_2/kabe/s1}&amp;lt;br /&amp;gt; 0x10: If you win 9 races to enter Rank S {crcin_1/esto/s1}&amp;lt;br /&amp;gt; 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}&amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E2F&amp;lt;br /&amp;gt;z_29[7]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | Chocobo Race - Selected Chocobo Stable Position (0 to 5)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E30&amp;lt;br /&amp;gt;z_29[8]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | Unused?&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E2E&amp;lt;br /&amp;gt;z_29[6]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Northern Cave&amp;lt;br /&amp;gt;0x01: Bottom of Northern Cave talk {las4_0/dic/s0}&amp;lt;br /&amp;gt; 0x02: Set to 1 when you enter the map &amp;quot;las3_3&amp;quot; comming from map &amp;quot;las4_1&amp;quot; {las3_3/dic/s0}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E2F&amp;lt;br /&amp;gt;z_29[7]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Northern Cave&amp;lt;br /&amp;gt;0x01: Bottom of Northern Cave talk {las4_0/dic/s0}&amp;lt;br /&amp;gt; 0x02: Set to 1 when you enter the map &amp;quot;las3_3&amp;quot; comming from map &amp;quot;las4_1&amp;quot; {las3_3/dic/s0}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E30&amp;lt;br /&amp;gt;z_29[8]&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(205,230,230)&amp;quot; |&lt;br /&gt;
Northern Cave - Received items from party in the last talk&amp;lt;br /&amp;gt;0x01: Barret {las4_0/ballet/s1}&amp;lt;br /&amp;gt; 0x02: Tifa {las4_0/tifa/s1}&amp;lt;br /&amp;gt; 0x04: RedXIII {las4_0/red/s1}&amp;lt;br /&amp;gt; 0x08: Cid {las4_0/cid/s1}&amp;lt;br /&amp;gt; 0x10: Cait Sith {las4_0/cait/s1}&amp;lt;br /&amp;gt; 0x20: Yuffi {las4_0/yufi/s1}&amp;lt;br /&amp;gt; 0x40: Vincent {las4_0/vincent/s1}&amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E33&amp;lt;br /&amp;gt;z_29[11]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Lucrecia's Cave sidequest Progression Variable&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E35&amp;lt;br /&amp;gt;z_29[13]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Lucrecia's Cave sidequest:&amp;lt;br /&amp;gt;Number of battles to get past in order to unlock Chaos &amp;amp;amp; Death Penalty&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E39&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| 1st rank at RollerCoaster Shooter&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E3C&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 105 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_30 Unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  Save Memory Bank D/E  ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid black; border-collapse: collapse; width: 600px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Table 1: FF7 Save Slot'''&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EA4&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Which game-play Disc is needed&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0EA5&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
z_31 Tifa's House 0x01: Final Heaven {niv_ti2/piano/s1}&amp;lt;br /&amp;gt; 0x02: Cloud played the piano in the flashback {niv_ti2/molody/s2}&amp;lt;br /&amp;gt; 0x04: Elemental Materia {niv_ti2/piano/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0EA6&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 1 Byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | Start Of Bombing Mission (0x14=Yes, 0x56=No)&amp;lt;br /&amp;gt;Northern Cave - Progress (TODO: more info) 0x94&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0EA7&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 3 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_32 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0EA7&amp;lt;br /&amp;gt;z_32[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | Northern Cave - Progress (TODO: more info)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EAA&lt;br /&gt;
| 2 Bytes&lt;br /&gt;
| Step counter. Used in great glacier to count the steps until passing out and resetted whenever you enter it. Value to pass out = 544&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0EAC&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 22 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_33 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0EC2&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Field pointers mask (hand over party leader's head + red and green arrows)&amp;lt;br /&amp;gt;0x00: Inactive&amp;lt;br /&amp;gt;0x02: Active&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0EC3&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_34 Unknown. &amp;lt;del&amp;gt;If you have max materias in your equipment it is set to non-zero (needs to be confirmed)&amp;lt;/del&amp;gt; FALSE! (By Ss4).&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EC4&lt;br /&gt;
| 6 bytes&lt;br /&gt;
|&lt;br /&gt;
Name of Chocobo 1 ([[FF7/FF_Text|FF Text format]])&lt;br /&gt;
|-&lt;br /&gt;
| 0x0ECA&lt;br /&gt;
| 6 bytes&lt;br /&gt;
|&lt;br /&gt;
Name of Chocobo 2 ([[FF7/FF_Text|FF Text format]])&lt;br /&gt;
|-&lt;br /&gt;
| 0x0ED0&lt;br /&gt;
| 6 bytes&lt;br /&gt;
|&lt;br /&gt;
Name of Chocobo 3 ([[FF7/FF_Text|FF Text format]])&lt;br /&gt;
|-&lt;br /&gt;
| 0x0ED6&lt;br /&gt;
| 6 bytes&lt;br /&gt;
|&lt;br /&gt;
Name of Chocobo 4 ([[FF7/FF_Text|FF Text format]])&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EDC&lt;br /&gt;
| 6 bytes&lt;br /&gt;
|&lt;br /&gt;
Name of Chocobo 5 ([[FF7/FF_Text|FF Text format]])&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EE2&lt;br /&gt;
| 6 bytes&lt;br /&gt;
|&lt;br /&gt;
Name of Chocobo 6 ([[FF7/FF_Text|FF Text format]])&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EE8&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EEA&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 2&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EEC&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 3&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EEE&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EF0&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 5&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EF2&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 6&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EF4&lt;br /&gt;
| 1 byte&lt;br /&gt;
|&lt;br /&gt;
Vincent Regularly/Change Submarine Color. (Bit-mask)&amp;lt;br /&amp;gt;0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: Vincent Regulary. Has the character entered the party regularly? Byte value (Yes:[0xFF]; No:[0xFB])(NEEDS TO BE CHECKED)&amp;lt;br /&amp;gt; 0x08: Gray Submarine (bit = 1)/ Red Submarine (bit = 0) (Liked with 0x0EF6[2])&amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0EF5&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 23 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_35 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0EF6&amp;lt;br /&amp;gt;z_35[1]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Vehicle Submarine&amp;lt;br /&amp;gt;0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: Grey Submarine Ignored / Red Submarine bit = 1 (Linked with 0x0EF4[3])&amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0EFD&amp;lt;br /&amp;gt;z_35[8]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Northern Cave - Yuffie Split up path&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0EFF&amp;lt;br /&amp;gt;z_35[10]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Save flag.&amp;lt;br /&amp;gt;0x02: set when we in save (menu or point? please check) and unset when out&amp;lt;br /&amp;gt; Other byte values: 0x10, 0x12, 0x51&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0F04&amp;lt;br /&amp;gt;z_35[22]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Northern Cave - Progress (TODO: more info)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0F05&amp;lt;br /&amp;gt;z_35[23]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Northern Cave - Progress (TODO: more info)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0F0C&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 24 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Name of location ([[FF7/FF_Text|FF Text format]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0F24&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 5 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_36 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F29&lt;br /&gt;
| 1 bytes&lt;br /&gt;
| Save on the world map - Tutorial seen (To be Checked)&amp;lt;br /&amp;gt;0x3B: Seen&amp;lt;br /&amp;gt;0x33: Not Seen&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0F2A&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 50 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_37 Unknown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0F2A&amp;lt;br /&amp;gt;z_37[0]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Needs more research. 0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: Red Submarine Tutorial&amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80:&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0F2B&amp;lt;br /&amp;gt;z_37[1]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x20: World map Ruby Weapon form. bit=0: Small Form (before first encounter). bit=1: Big Form (after first encounter).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0F3A&amp;lt;br /&amp;gt;z_37[16]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Rand number between 0,1,2. Is set when you change field map. ex: enter a town.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0F5C&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 3 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Party leader's coordinates on world map:&amp;lt;br /&amp;gt; Party leader X position on the world map (X coord). Value from 0 up to 295000&amp;lt;br /&amp;gt;000000: 0x000000&amp;lt;br /&amp;gt; 065535: 0xFFFF00 | 065536: 0x000001&amp;lt;br /&amp;gt; 131071: 0xFFFF01 | 131072: 0x000002&amp;lt;br /&amp;gt; 196607: 0xFFFF02 | 196608: 0x000003&amp;lt;br /&amp;gt; 262143: 0xFFFF03 | 262144: 0x000004&amp;lt;br /&amp;gt; 295000: 0x588004&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0F5F&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Party leader viewing direction angle on the world map. Value from 0 up to 255 to cover 0 - 359Â°&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0F60&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 3 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Party leader Y position on the world map (Y coord). Value from 1 up to 230000&amp;lt;br /&amp;gt;000001: 0x01003C&amp;lt;br /&amp;gt; 065535: 0xFFFF3C | 065536: 0x00003D&amp;lt;br /&amp;gt; 131071: 0xFFFF3D | 131072: 0x00003E&amp;lt;br /&amp;gt; 196607: 0xFFFF3E | 196608: 0x00003F&amp;lt;br /&amp;gt; 230000: 0x70823F&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0F63&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Party leader Z altitude on the world map (Z coord). Input value from -128 up to 127 are allowed (0 = Mean Sea Level)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F64&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| Caught Wild Chocobo's coordinates on world map&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F6C&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| Tiny Bronco/Chocobo's coordinates on world map&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F74&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| Buggy/Highwind's coordinates on world map&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F7C&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| Submarine/???'s coordinates on world map&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F84&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| Diamond=&amp;amp;gt;Ultimate=&amp;amp;gt;Ruby Weapon's coordinates on world map (ruby is bound To the desert)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0F8C&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Snow Pole X Coordinate.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0F8E&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Snow Pole Y Coordinate.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0F90&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; Snow Pole X Coordinate.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0F92&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; Snow Pole Y Coordinate.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0F94&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 3&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; Snow Pole X Coordinate.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x0F96&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 3&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; Snow Pole Y Coordinate.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0F98&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 12/236 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | z_38 Unknown[0-11] First 12 bytes of 236 (ENDS AT 0x1083 224 Bytes into next bank)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0F9C&amp;lt;br /&amp;gt;z_38[4]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Angle of the world. The viewing direction of the camera onto the world map. For top-view (ca. 45Â°) this value should be 0.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0F9D&amp;lt;br /&amp;gt;z_38[5]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Top-view (ca. 45Â°). Determines the camera's position.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0F9C&amp;lt;br /&amp;gt;z_38[4]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Camera angle and rotation of normal world map.&amp;lt;br /&amp;gt;00 00 - FF 0F: Map rotation angle. xx yx: if y &amp;amp;gt; 0, y will be changed to 0. (Source: Asa. Data Collision)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0F9F&amp;lt;br /&amp;gt;z_38[6]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 2 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Snow Pole Number/Where address will be overwritten by next pole (cycling 00, 01, 02, 00, 01, 02... )&amp;lt;br /&amp;gt;00: 1st pole address&amp;lt;br /&amp;gt; 01: 2nd pole address&amp;lt;br /&amp;gt; 02: 3rd pole address&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FA0&amp;lt;br /&amp;gt;z_38[8]&lt;br /&gt;
| 1 bytes&lt;br /&gt;
|&lt;br /&gt;
Wild Chocobo Type.&amp;lt;br /&amp;gt;Value is set when Chocobo is caught and used after Chocobo is sent to cage.&amp;lt;br /&amp;gt; Index is the byte's value and not the bit-mask.&amp;lt;br /&amp;gt; 0x00: Chocobo not displayed in cage&amp;lt;br /&amp;gt; 0x01: Wonderful&amp;lt;br /&amp;gt; 0x02: Great&amp;lt;br /&amp;gt; 0x03: Good&amp;lt;br /&amp;gt; 0x04: Fair&amp;lt;br /&amp;gt; 0x05: Average&amp;lt;br /&amp;gt; 0x06: Poor&amp;lt;br /&amp;gt; 0x07: Bad&amp;lt;br /&amp;gt; 0x08: Terrible&amp;lt;br /&amp;gt; Over 08 = Choco Billy's rating window not displayed&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FA1&amp;lt;br /&amp;gt;z_38[9]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Riding Byte.&amp;lt;br /&amp;gt;Index is the byte's value and not the bit-mask.&amp;lt;br /&amp;gt; 0x00: On foot.&amp;lt;br /&amp;gt; 0x03: Highwind&amp;lt;br /&amp;gt; 0x04: Wild Chocobo (Liked with 0x0C22[0])&amp;lt;br /&amp;gt; 0x0D: Submarine&amp;lt;br /&amp;gt; 0x13: Chocobo (Liked with 0x0C22[1/7]. 0x0C22: 0x04=Yellow, ..., 0x40=Gold)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FA3&amp;lt;br /&amp;gt;z_38[11]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 1 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; |&lt;br /&gt;
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.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  Save Memory Bank 7/F  ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid black; border-collapse: collapse; width: 600px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Table 1: FF7 Save Slot'''&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FA4&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 224/236 Bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | Unknown z_38[12-235] Last 224 bytes of 236&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FA6&amp;lt;br /&amp;gt;z_38[14]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
World map camera &amp;amp;amp; map display&amp;lt;br /&amp;gt;Add two values (one from camera, one from map) and set this byte.&amp;lt;br /&amp;gt;Camera: Aerial(00); Closeup(20)&amp;lt;br /&amp;gt; Map: Off(80); Small(00); Large(40)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FAB&amp;lt;br /&amp;gt;z_38[19]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | If not 0x00, game crashes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FC4&amp;lt;br /&amp;gt;z_38[44]&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Fields items mask.&amp;lt;br /&amp;gt;0x0001: first potion on MD1STIN.&amp;lt;br /&amp;gt;0x0002: second potion on MD1STIN.&amp;lt;br /&amp;gt;0x0004: potion at NMKIN3.&amp;lt;br /&amp;gt;0x0008: phoenix down on NKMIN1.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FC6&amp;lt;br /&amp;gt;z_38[46]&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(225,236,252)&amp;quot; |&lt;br /&gt;
Items mask, Chocobo Farm ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt;Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: Destruct Materia Animation displayed {sininb42/mtr/s3}&amp;lt;br /&amp;gt; 0x02: Destruct Materia {sininb42/mtr/s1}&amp;lt;br /&amp;gt; 0x04: Enemy Skill {blin68_2/mtr/s1} (See 0x0BEF[1])&amp;lt;br /&amp;gt; 0x08: Enemy Skill Animation (Drop after battle) {blin68_2/mtr/s3}&amp;lt;br /&amp;gt; 0x10: Odin Materia {sinin2_1/mtr/s1}&amp;lt;br /&amp;gt; 0x20: Odin Materia Animation displayed {sinin2_1/mtr/s3}&amp;lt;br /&amp;gt; 0x40: Counter Materia {nvdun1/mtr/s1}&amp;lt;br /&amp;gt; 0x80: Magic Plus Materia {sandun_1/mtr/s1}&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FF1&amp;lt;br /&amp;gt;z_38[89]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | On Buggy vehicle. Specifies if a character is on a Buggy. Only if a Buggy is present.&amp;lt;br /&amp;gt;0x0E: On; 0x0C: Off&lt;br /&gt;
|-&lt;br /&gt;
| 0x0FF4&amp;lt;br /&amp;gt;z_38[92]&lt;br /&gt;
| 1 byte&lt;br /&gt;
|&lt;br /&gt;
Items mask, Mythril Mine ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt;Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: 4sbwy_6 - Tent&amp;lt;br /&amp;gt; 0x02: 4sbwy_3 - Potion&amp;lt;br /&amp;gt; 0x04: 4sbwy_1 - Ether&amp;lt;br /&amp;gt; 0x08: psdun_3 - Ether&amp;lt;br /&amp;gt; 0x10: psdun_4 - Hi-Potion&amp;lt;br /&amp;gt; 0x20: psdun_4 - Elixir&amp;lt;br /&amp;gt; 0x40: psdun_3 - Long Range materia&amp;lt;br /&amp;gt; 0x80: gnmk - Titan Materia&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0FF5&amp;lt;br /&amp;gt;z_38[93]&lt;br /&gt;
| 1 byte&lt;br /&gt;
|&lt;br /&gt;
Items mask, ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt;Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: elmin2_2 - Ether&amp;lt;br /&amp;gt; 0x02: losin1 - Comet Materia&amp;lt;br /&amp;gt; 0x04: gonjun1 - Deathblow Materia&amp;lt;br /&amp;gt; 0x08: q_4 - Hades Materia&amp;lt;br /&amp;gt; 0x10: q_4 - Outsider&amp;lt;br /&amp;gt; 0x20: q_3 - Escourt Guard&amp;lt;br /&amp;gt; 0x40: q_3 - Conformer&amp;lt;br /&amp;gt; 0x80: q_4 - Spirit Lance&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x0FF6&amp;lt;br /&amp;gt;z_38[94]&lt;br /&gt;
| 1 byte&lt;br /&gt;
|&lt;br /&gt;
Items mask, ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt;Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: q_1 - Heaven's Cloud&amp;lt;br /&amp;gt; 0x02: q_3 - Megalixir&amp;lt;br /&amp;gt; 0x04: q_4 - Megalixir&amp;lt;br /&amp;gt; 0x08: losinn - Elixir&amp;lt;br /&amp;gt; 0x10: losin2 - Guard Source&amp;lt;br /&amp;gt; 0x20: losin3 - Magic Source&amp;lt;br /&amp;gt; 0x40: las1_2 las4_0 - Elixir&amp;lt;br /&amp;gt; 0x80: las1_2 las4_0 - Mystle&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FF9&amp;lt;br /&amp;gt;z_38[97]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Items mask, Kalm ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt;Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: Hidden Ether in the second floor of a house&amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FFB&amp;lt;br /&amp;gt;z_38[99]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Kalm Traveler rewards visibility (each bit set back to 0 when picked up)&amp;lt;br /&amp;gt;Guide Book (0x01); Master Command(0x02); Master Magic (0x04); Master Summon (0x08); Gold Chocobo (0x10)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FFC&amp;lt;br /&amp;gt;z_38[100]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Items mask, Kalm ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt;Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: Peacemaker in a house&amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FFD&amp;lt;br /&amp;gt;z_38[101]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Items mask, Kalm ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt;Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: &amp;lt;br /&amp;gt; 0x02: Hidden Ether from house next to the Inn&amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: Guard Source&amp;lt;br /&amp;gt; 0x10: Hidden Ether&amp;lt;br /&amp;gt; 0x20: &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0FFE&amp;lt;br /&amp;gt;z_38[102]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Items mask, Mythril Mine ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt;Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: Mind Source&amp;lt;br /&amp;gt; 0x20: Tent&amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x1004&amp;lt;br /&amp;gt;z_38[]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; party member char ID in Group 1. Final Boss Battle: Bizarro Sephiroth.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x1005&amp;lt;br /&amp;gt;z_38[]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; party member char ID in Group 1. Final Boss Battle: Bizarro Sephiroth.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x1006&amp;lt;br /&amp;gt;z_38[]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 3&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; party member char ID in Group 1. Final Boss Battle: Bizarro Sephiroth.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x1007&amp;lt;br /&amp;gt;z_38[]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; party member char ID in Group 2. Final Boss Battle: Bizarro Sephiroth.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x1008&amp;lt;br /&amp;gt;z_38[]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; party member char ID in Group 2. Final Boss Battle: Bizarro Sephiroth.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x1009&amp;lt;br /&amp;gt;z_38[]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 3&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; party member char ID in Group 2. Final Boss Battle: Bizarro Sephiroth.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x100A&amp;lt;br /&amp;gt;z_38[]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; party member char ID in Group 3. Final Boss Battle: Bizarro Sephiroth.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x100B&amp;lt;br /&amp;gt;z_38[]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; party member char ID in Group 3. Final Boss Battle: Bizarro Sephiroth.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x100C&amp;lt;br /&amp;gt;z_38[]&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(254,254,255)&amp;quot; | 3&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; party member char ID in Group 3. Final Boss Battle: Bizarro Sephiroth.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x101E&amp;lt;br /&amp;gt;z_38[134]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; |&lt;br /&gt;
Items mask, Junon ([[Bit_numbering|LBS]])(applied when you take the item).&amp;lt;br /&amp;gt;Bit=0(Item in field), Bit=1(Item taken).&amp;lt;br /&amp;gt; 0x01: Mind Source&amp;lt;br /&amp;gt; 0x02: Power Source&amp;lt;br /&amp;gt; 0x04: Guard Source&amp;lt;br /&amp;gt; 0x08: &amp;lt;br /&amp;gt; 0x10: 1/35 Soldier&amp;lt;br /&amp;gt; 0x20: Luck Source&amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x1030&amp;lt;br /&amp;gt;z_38[152]&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Field screen rain switch (non-zero to turn on rain effect)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x1084&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 16 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Chocobo slot 5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x1094&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 16 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Chocobo slot 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  Character Record  ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ '''Table 2: Character Record'''&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Character ID - Ignored If Not Cait / Vincent???&lt;br /&gt;
|-&lt;br /&gt;
| 0x01&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Level (1-99)&lt;br /&gt;
|-&lt;br /&gt;
| 0x02&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Strength (0-255)&lt;br /&gt;
|-&lt;br /&gt;
| 0x03&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Vitality (0-255)&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Magic (0-255)&lt;br /&gt;
|-&lt;br /&gt;
| 0x05&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Spirit (0-255)&lt;br /&gt;
|-&lt;br /&gt;
| 0x06&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Dexterity (0-255)&lt;br /&gt;
|-&lt;br /&gt;
| 0x07&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Luck (0-255)&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Strength Bonus (Power Sources used)&lt;br /&gt;
|-&lt;br /&gt;
| 0x09&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Vitality Bonus (Guard Sources used)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Magic Bonus (Magic Sources used)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Spirit Bonus (Mind Sources used)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Dexterity Bonus (Speed Sources used)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Luck Bonus (Luck Sources used)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Current limit level (1-4)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Current limit bar (0xFF = limit break)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 12 bytes&lt;br /&gt;
|&lt;br /&gt;
Name ([[FF7/FF_Text|FF Text]] format) Game's Naming Boxes Cap you At 9 Chars&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Equipped weapon&lt;br /&gt;
|-&lt;br /&gt;
| 0x1D&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Equipped armor&lt;br /&gt;
|-&lt;br /&gt;
| 0x1E&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Equipped accessory&lt;br /&gt;
|-&lt;br /&gt;
| 0x1F&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Character flags - 0x10-Sadness, 0x20-Fury&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Char order - 0xFF-Normal, 0xFE-Back row&lt;br /&gt;
|-&lt;br /&gt;
| 0x21&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Level progress bar (0-63) Games Gui Hides Values &amp;amp;lt;4, 4-63 are visible as &amp;quot;progress&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x22&lt;br /&gt;
| 2 bytes&lt;br /&gt;
|&lt;br /&gt;
Learned limit skills&amp;lt;br /&amp;gt;0x0001: Limit Lv. 1-1&amp;lt;br /&amp;gt; 0x0002: Limit Lv. 1-2&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;0x0004: Always 0 (reserved bit or spacer/breaker/end of limit)&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt; 0x0008: Limit Lv. 2-1&amp;lt;br /&amp;gt; 0x0010: Limit Lv. 2-2&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;0x0020: Always 0 (reserved bit or spacer/breaker/end of limit)&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt; 0x0040: Limit Lv. 3-1&amp;lt;br /&amp;gt; 0x0080: Limit Lv. 3-2&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;0x0100: Always 0 (reserved bit or spacer/breaker/end of limit)&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt; 0x0200: Limit Lv. 4&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0x24&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of kills&lt;br /&gt;
|-&lt;br /&gt;
| 0x26&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Times limit 1-1 has been used&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Times limit 2-1 has been used&lt;br /&gt;
|-&lt;br /&gt;
| 0x2A&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Times limit 3-1 has been used&lt;br /&gt;
|-&lt;br /&gt;
| 0x2C&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Current HP&lt;br /&gt;
|-&lt;br /&gt;
| 0x2E&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Base HP (before materia alterations)&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Current MP&lt;br /&gt;
|-&lt;br /&gt;
| 0x32&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Base MP (before materia alterations)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0x34&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 4 bytes&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x38&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Maximum HP (after materia alterations)&lt;br /&gt;
|-&lt;br /&gt;
| 0x3A&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Maximum MP (after materia alterations)&lt;br /&gt;
|-&lt;br /&gt;
| 0x3C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Current EXP&lt;br /&gt;
|-&lt;br /&gt;
| 0x40&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Weapon materia slot number 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x44&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Weapon materia slot number 2&lt;br /&gt;
|-&lt;br /&gt;
| 0x48&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Weapon materia slot number 3&lt;br /&gt;
|-&lt;br /&gt;
| 0x4C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Weapon materia slot number 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x50&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Weapon materia slot number 5&lt;br /&gt;
|-&lt;br /&gt;
| 0x54&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Weapon materia slot number 6&lt;br /&gt;
|-&lt;br /&gt;
| 0x58&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Weapon materia slot number 7&lt;br /&gt;
|-&lt;br /&gt;
| 0x5C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Weapon materia slot number 8&lt;br /&gt;
|-&lt;br /&gt;
| 0x60&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Armor materia slot number 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x64&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Armor materia slot number 2&lt;br /&gt;
|-&lt;br /&gt;
| 0x68&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Armor materia slot number 3&lt;br /&gt;
|-&lt;br /&gt;
| 0x6C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Armor materia slot number 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x70&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Armor materia slot number 5&lt;br /&gt;
|-&lt;br /&gt;
| 0x74&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Armor materia slot number 6&lt;br /&gt;
|-&lt;br /&gt;
| 0x78&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Armor materia slot number 7&lt;br /&gt;
|-&lt;br /&gt;
| 0x7C&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Armor materia slot number 8&lt;br /&gt;
|-&lt;br /&gt;
| 0x80&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| EXP to next level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  Chocobo Record  ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ '''Table 3: Chocobo Record'''&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Sprint Speed&lt;br /&gt;
|-&lt;br /&gt;
| 0x2&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Max Sprint Speed&lt;br /&gt;
|-&lt;br /&gt;
| 0x4&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Speed&lt;br /&gt;
|-&lt;br /&gt;
| 0x6&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Max Speed&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Acceleration&lt;br /&gt;
|-&lt;br /&gt;
| 0x9&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Cooperation&lt;br /&gt;
|-&lt;br /&gt;
| 0xA&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Intelligence&lt;br /&gt;
|-&lt;br /&gt;
| 0xB&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Personality&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 0xC&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | 1 byte&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,204)&amp;quot; | Pcount (?)&lt;br /&gt;
|-&lt;br /&gt;
| 0xD&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Number of races won&lt;br /&gt;
|-&lt;br /&gt;
| 0xE&lt;br /&gt;
| 1 byte&lt;br /&gt;
| 1: female)&lt;br /&gt;
|-&lt;br /&gt;
| 0xF&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Type (Yellow, Green, Blue, Black, Gold)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  Save Item List  ==&lt;br /&gt;
&lt;br /&gt;
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:&amp;lt;br /&amp;gt; Indexes 0 - 127: Items&amp;lt;br /&amp;gt; Indexes 128 - 255: Weapons&amp;lt;br /&amp;gt; Indexes 256 - 287: Armors&amp;lt;br /&amp;gt; Indexes 288 - 319: Accessories&amp;lt;br /&amp;gt; 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 &amp;quot;glitch&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==  Save Materia List  ==&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ '''Table 1: Materia List (PC)'''&lt;br /&gt;
|-&lt;br /&gt;
! ID&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| MP Plus&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x01&lt;br /&gt;
| HP Plus&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x02&lt;br /&gt;
| Speed Plus&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x03&lt;br /&gt;
| Magic Plus&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| Luck Plus&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x05&lt;br /&gt;
| EXP Plus&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x06&lt;br /&gt;
| Gil Plus&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x07&lt;br /&gt;
| Enemy Away&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| Enemy Lure&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x09&lt;br /&gt;
| Chocobo Lure&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B&lt;br /&gt;
| Long Range&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C&lt;br /&gt;
| Mega All&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D&lt;br /&gt;
| Counter Attack&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E&lt;br /&gt;
| Slash-All&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F&lt;br /&gt;
| Double Cut&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A&lt;br /&gt;
| Pre-emptive&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| Cover&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x11&lt;br /&gt;
| Underwater&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x12&lt;br /&gt;
| HP &amp;amp;lt;-&amp;amp;gt; MP&lt;br /&gt;
| Independent&lt;br /&gt;
|-&lt;br /&gt;
| 0x13&lt;br /&gt;
| W-Magic&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x14&lt;br /&gt;
| W-Summon&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x15&lt;br /&gt;
| W-Item&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x16&lt;br /&gt;
| Unknown&lt;br /&gt;
| Placeholder?&lt;br /&gt;
|-&lt;br /&gt;
| 0x17&lt;br /&gt;
| All&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x18&lt;br /&gt;
| Counter&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x19&lt;br /&gt;
| Magic Counter&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x1A&lt;br /&gt;
| MP Turbo&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x1B&lt;br /&gt;
| MP Absorb&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C&lt;br /&gt;
| HP Absorb&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x1D&lt;br /&gt;
| Elemental&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x1E&lt;br /&gt;
| Added Effect&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x1F&lt;br /&gt;
| Sneak Attack&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| Final Attack&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x21&lt;br /&gt;
| Added Cut&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x22&lt;br /&gt;
| Steal As Well&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x23&lt;br /&gt;
| Quadra Magic&lt;br /&gt;
| Support&lt;br /&gt;
|-&lt;br /&gt;
| 0x24&lt;br /&gt;
| Steal&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x25&lt;br /&gt;
| Sense&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x26&lt;br /&gt;
| Unknown&lt;br /&gt;
| Placeholder?&lt;br /&gt;
|-&lt;br /&gt;
| 0x27&lt;br /&gt;
| Throw&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| Morph&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x29&lt;br /&gt;
| Deathblow&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x2A&lt;br /&gt;
| Manipulate&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x2B&lt;br /&gt;
| Mime&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x2C&lt;br /&gt;
| Enemy Skill&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x2D&lt;br /&gt;
| Unknown&lt;br /&gt;
| Placeholder?&lt;br /&gt;
|-&lt;br /&gt;
| 0x2E&lt;br /&gt;
| Unknown&lt;br /&gt;
| Placeholder?&lt;br /&gt;
|-&lt;br /&gt;
| 0x2F&lt;br /&gt;
| Unknown&lt;br /&gt;
| Placeholder?&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| Master Command&lt;br /&gt;
| Command&lt;br /&gt;
|-&lt;br /&gt;
| 0x31&lt;br /&gt;
| Fire&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x32&lt;br /&gt;
| Ice&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x33&lt;br /&gt;
| Earth&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x34&lt;br /&gt;
| Lightning&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x35&lt;br /&gt;
| Restore&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x36&lt;br /&gt;
| Heal&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x37&lt;br /&gt;
| Revive&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x38&lt;br /&gt;
| Seal&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x39&lt;br /&gt;
| Mystify&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x3A&lt;br /&gt;
| Transform&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x3B&lt;br /&gt;
| Exit&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x3C&lt;br /&gt;
| Poison&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x3D&lt;br /&gt;
| Demi&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x3E&lt;br /&gt;
| Barrier&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x3F&lt;br /&gt;
| Unknown&lt;br /&gt;
| Placeholder?&lt;br /&gt;
|-&lt;br /&gt;
| 0x40&lt;br /&gt;
| Comet&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x41&lt;br /&gt;
| Time&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x42&lt;br /&gt;
| Unknown&lt;br /&gt;
| Placeholder?&lt;br /&gt;
|-&lt;br /&gt;
| 0x43&lt;br /&gt;
| Unknown&lt;br /&gt;
| Placeholder?&lt;br /&gt;
|-&lt;br /&gt;
| 0x44&lt;br /&gt;
| Destruct&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x45&lt;br /&gt;
| Contain&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x46&lt;br /&gt;
| FullCure&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x47&lt;br /&gt;
| Shield&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x48&lt;br /&gt;
| Ultima&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x49&lt;br /&gt;
| Master Magic&lt;br /&gt;
| Magic&lt;br /&gt;
|-&lt;br /&gt;
| 0x4A&lt;br /&gt;
| Choco/Mog&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x4B&lt;br /&gt;
| Shiva&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x4C&lt;br /&gt;
| Ifrit&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x4D&lt;br /&gt;
| Ramuh&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x4E&lt;br /&gt;
| Titan&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x4F&lt;br /&gt;
| Odin&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x50&lt;br /&gt;
| Leviathan&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x51&lt;br /&gt;
| Bahamut&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x52&lt;br /&gt;
| Kujata&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x53&lt;br /&gt;
| Alexander&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x54&lt;br /&gt;
| Phoenix&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x55&lt;br /&gt;
| Neo Bahamut&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x56&lt;br /&gt;
| Hades&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x57&lt;br /&gt;
| Typhoon&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x58&lt;br /&gt;
| Bahamut ZERO&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x59&lt;br /&gt;
| Knights of Round&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0x5A&lt;br /&gt;
| Master Summon&lt;br /&gt;
| Summon&lt;br /&gt;
|-&lt;br /&gt;
| 0xFF&lt;br /&gt;
| Empty Slot&lt;br /&gt;
| NONE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  KERNEL.BIN Section 4 Entry  ==&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==  Documentation Notes &amp;amp;amp; Format  ==&lt;br /&gt;
&lt;br /&gt;
Format: Bit mask: Bit description [Hex byte value] {Field Keyword}&amp;lt;br /&amp;gt; Example: 0x04: Set to 1 if we choose no drink when talking to tifa. [0x0F] {MDS7PB_1}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
Note: We use [[Bit_numbering|LBS 0]] bit numbering.&lt;br /&gt;
&lt;br /&gt;
Bit description: What bit does.&lt;br /&gt;
&lt;br /&gt;
Hex byte value: The Byte's value in hex when the bit change.(optional)&lt;br /&gt;
&lt;br /&gt;
Field Keyword: Field name code.&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/LZS_format&amp;diff=5489</id>
		<title>FF7/LZS format</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/LZS_format&amp;diff=5489"/>
		<updated>2019-07-14T22:01:51Z</updated>

		<summary type="html">&lt;p&gt;BukTop: Redirected page to FF7/LZSS format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[FF7/LZSS format]]&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/LZSS_format&amp;diff=5486</id>
		<title>FF7/LZSS format</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/LZSS_format&amp;diff=5486"/>
		<updated>2019-07-14T22:00:41Z</updated>

		<summary type="html">&lt;p&gt;BukTop: 11 revisions imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====  Format  ====&lt;br /&gt;
&lt;br /&gt;
The LZSS archive has a very small header at 0x00 that has the length of the compressed file as an unsigned 32 bit integer. After that is the compressed data.&lt;br /&gt;
Some files use the .lzs extension, probably to make the extension 3 characters long. It has caused some confusion, since LZS is a different compression method.&lt;br /&gt;
&lt;br /&gt;
====  LZSS compression  ====&lt;br /&gt;
&lt;br /&gt;
FF7 uses LZSS compression on some of their files, as devised by Professor Haruhiko Okumura. LZSS data works on a control byte scheme.&lt;br /&gt;
Each block in the file begins with a single byte indicating how much of the block is uncompressed ('literal data'), and how much is compressed ('references'). You read the bits LSB-first, with 0=reference, 1=literal.&lt;br /&gt;
&lt;br /&gt;
Literal data means just that: read one byte in from the source (compressed) data, and write it straight to the output.&lt;br /&gt;
&lt;br /&gt;
References take up two bytes, and are essentially a pointer to a piece of data that's been written out (i.e. is part of the data you've already decompressed). LZSS uses a 4KiB buffer, so it can only reference data in the last 4KiB of data.&lt;br /&gt;
&lt;br /&gt;
====  Reference format  ====&lt;br /&gt;
&lt;br /&gt;
A reference takes up two bytes, and has two pieces of information in it: offset (where to find the data, or which piece of data is going to be repeated), and length (how long the piece of data is going to be). The two reference bytes look like this:&lt;br /&gt;
&lt;br /&gt;
 OOOOOOOO  OOOOLLLL&lt;br /&gt;
 &lt;br /&gt;
 (O = Offset, L = Length)&lt;br /&gt;
&lt;br /&gt;
The 1st byte it the least significant byte of the offset. The second byte has the remaining 4 bits of the offset as it's '''high''' nibble, so some shifting is required to extract it properly. The remaining 4 bits is the length minus 3.&lt;br /&gt;
&lt;br /&gt;
So you get a 12-bit offset and a 4-bit length, but both of these values need modifying to work on directly. The length is easy to work with: just add 3 to it. This is because if a piece of repeated data was less than 3 bytes long, you wouldn't bother repeating it - it'd take up no more space to actually just put literal data in. So all references are at least 3 in length. So a length of 0 means 3 bytes repeated, 1 means 4 bytes repeated, so on.&lt;br /&gt;
&lt;br /&gt;
Since we have 4 bits available, that gives us a final length ranging from 3-18 bytes long. That also means the absolute maximum compression we can ever get using LZSS is a touch under 9:1, since the best possible is to replace 18 bytes of data with two bytes of reference, and then you have to add control bytes as well.&lt;br /&gt;
&lt;br /&gt;
Offset needs a bit work doing on it, depending on how you're actually holding your data. If all you have is an input buffer and an output buffer, what you really need is an output position in your buffer to start reading data from. In other words, if you've already written 10,000 bytes to your output, you want to know where to retrieve the repeated data from - it could fall anywhere in the past 4K of data (i.e. from 5904 through to 9999 bytes).&lt;br /&gt;
&lt;br /&gt;
Here's how you get it:&lt;br /&gt;
&lt;br /&gt;
 real_offset = tail - ((tail - 18 - raw_offset) mod 4096)&lt;br /&gt;
&lt;br /&gt;
Here, 'tail' is your current output position (eg. 10,000), 'raw_offset' is the 12-bit data value you've retrieved from the compressed reference, and 'real_offset' is the position in your output buffer you can begin reading from. This is a bit complex because it's not exactly the way LZSS traditionally does decompression.&lt;br /&gt;
&lt;br /&gt;
If you use a 4KiB buffer, you can use the offset directly. The offset is absolute, and not relative to the cursor position or the position in the input stream. You should initialize the buffer position to 0xFEE and not zero. The buffer content should be initialized to zero.&lt;br /&gt;
&lt;br /&gt;
Once you've got to the start position for your reference, you just copy the appropriate length of data over to your output, and you've dealt with that piece of data.&lt;br /&gt;
&lt;br /&gt;
====  Example  ====&lt;br /&gt;
&lt;br /&gt;
If we're at position 1000 in our output, and we need to read in a new control byte because we've finished with the last one. The next data to look it is:&lt;br /&gt;
&lt;br /&gt;
 0xFC, 0x53, 0x12 .....&lt;br /&gt;
&lt;br /&gt;
We read in a control byte: 0xFC. In binary, that's 11111100. That informs us that the current block of data has two compressed offsets (@ 2 bytes each), followed by 6 literal data bytes. Once we'd read in the next 10 bytes (the compressed data plus the literal data), we'd be ready to read in our next control byte and start again.&lt;br /&gt;
&lt;br /&gt;
Looking at the first compressed reference, we read in $53 $12. That gives us a base offset of $153 (the 53 from the first byte, and the '1' from the second byte makes up the higher nybble). The base length is $2 (we just take the low nybble of the second byte).&lt;br /&gt;
&lt;br /&gt;
Our final length is obviously just 5.&lt;br /&gt;
&lt;br /&gt;
Our position in output is still 1000. So our final offset is:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;= 1000 - ((1000 - 18 - 339) and $FFF)&lt;br /&gt;
 &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 339 is just $153 in decimal. The (and $FFF) is a quick way to do modulus 4096.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;= 1000 - (643 and 0xFFF)&lt;br /&gt;
 = 1000 - 643&lt;br /&gt;
 = 357&lt;br /&gt;
 &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So our final offset is 357. We go to position 357 in our output data, read in 5 bytes (remember the length?), then write those 5 bytes out to our output. Now we're ready to read in the next bit of data (another compressed reference), and do the procedure again.&lt;br /&gt;
&lt;br /&gt;
====  Complications  ====&lt;br /&gt;
&lt;br /&gt;
Unfortunately, that doesn't quite cover everything - there's two more things to be aware of when decompressing data that will ruin you when using FF7 files, since they do use these features.&lt;br /&gt;
&lt;br /&gt;
First, if you end up with an negative offset, i.e. reading data from 'before the beginning of the file', write out nulls (zero bytes). That's because the compression buffer is, by default, initialized to zeros; so it's possible, if the start of the file contains a run of zeros, that the file may reference a block you haven't written. For example, if you're at position 50 in your output, it's possible you may get an offset indicating to go back 60 bytes to offset -10. If you have to read 5 bytes from there, you just write out 5 nulls. However, you could have to read 15 bytes from there. In that case, you write out 10 nulls (the part of the data 'before' the file start), then the 5 bytes from the beginning of the file.&lt;br /&gt;
&lt;br /&gt;
Secondly, you can have a repeated run. This is almost the opposite problem: when you go off the end of your output. Say you're at offset 100 in your output, and you have to go to offset 95 to read in a reference. This is okay, but if the reference length is &amp;gt;5, you loop the output. So if you had to write out 15 bytes, you'd write out the five bytes that were available, then write them out again, then again, to make up the 15 bytes you needed.&lt;br /&gt;
&lt;br /&gt;
The FF7 files use both of these 'tricks', so you can't ignore them.&lt;br /&gt;
&lt;br /&gt;
If you use a circular 4KiB buffer, you can ignore these issues completely, as long as you do a one-byte-at-a-time copy for the references.&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/LZS_format&amp;diff=5488</id>
		<title>FF7/LZS format</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/LZS_format&amp;diff=5488"/>
		<updated>2019-07-14T22:00:41Z</updated>

		<summary type="html">&lt;p&gt;BukTop: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===  LZS Compressed archive for PSX by [[User:Ficedula|Ficedula]]  ===&lt;br /&gt;
&lt;br /&gt;
====  Format  ====&lt;br /&gt;
&lt;br /&gt;
The LZS archive has a very small header at 0x00 that has the length of the compressed file as an unsigned 32 bit integer. After that is the compressed data.&lt;br /&gt;
&lt;br /&gt;
====  LZS compression  ====&lt;br /&gt;
&lt;br /&gt;
FF7 uses LZS compression on some of their files - more properly, a slightly modified version of LZSS compression as devised by Professor Haruhiko Okumura. LZS data works on a control byte scheme. So each block in the file begins with a single byte indicating how much of the block is uncompressed ('literal data'), and how much is compressed ('references'). You read the byte right-to-left, with 1=literal, 0=reference.&lt;br /&gt;
&lt;br /&gt;
Literal data means just that: read one byte in from the source (compressed) data, and write it straight to the output.&lt;br /&gt;
&lt;br /&gt;
References take up two bytes, and are essentially a pointer to a piece of data that's been written out (i.e. is part of the data you've already decompressed). LZSS uses a 4K buffer, so it can only reference data in the last 4K of data.&lt;br /&gt;
&lt;br /&gt;
====  Reference format  ====&lt;br /&gt;
&lt;br /&gt;
A reference takes up two bytes, and has two pieces of information in it: offset (where to find the data, or which piece of data is going to be repeated), and length (how long the piece of data is going to be). The two reference bytes look like this:&lt;br /&gt;
&lt;br /&gt;
 OOOO OOOO  OOOO LLLL&lt;br /&gt;
 &lt;br /&gt;
 (O = Offset, L = Length)&lt;br /&gt;
&lt;br /&gt;
So you get a 12-bit offset and a 4-bit length, but both of these values need modifying to work on directly. The length is easy to work with: just add 3 to it. This is because if a piece of repeated data was less than 3 bytes long, you wouldn't bother repeating it - it'd take up no more space to actually just put literal data in. So all references are at least 3 in length. So a length of 0 means 3 bytes repeated, 1 means 4 bytes repeated, so on.&lt;br /&gt;
&lt;br /&gt;
Since we have 4 bits available, that gives us a final length ranging from 3-18 bytes long. That also means the absolute maximum compression we can ever get using LZSS is a touch under 9:1, since the best possible is to replace 18 bytes of data with two bytes of reference, and then you have to add control bytes as well.&lt;br /&gt;
&lt;br /&gt;
Offset needs a bit work doing on it, depending on how you're actually holding your data. If all you have is an input buffer and an output buffer, what you really need is an output position in your buffer to start reading data from. In other words, if you've already written 10,000 bytes to your output, you want to know where to retrieve the repeated data from - it could fall anywhere in the past 4K of data (i.e. from 5904 through to 9999 bytes).&lt;br /&gt;
&lt;br /&gt;
Here's how you get it:&lt;br /&gt;
&lt;br /&gt;
 real_offset = tail - ((tail - 18 - raw_offset) mod 4096)&lt;br /&gt;
&lt;br /&gt;
Here, 'tail' is your current output position (eg. 10,000), 'raw_offset' is the 12-bit data value you've retrieved from the compressed reference, and 'real_offset' is the position in your output buffer you can begin reading from. This is a bit complex because it's not exactly the way LZSS traditionally does (de)compression; it uses a 4K circular buffer; if you do that, the offset is more or less usable directly.&lt;br /&gt;
&lt;br /&gt;
Once you've got to the start position for your reference, you just copy the appropriate length of data over to your output, and you've dealt with that piece of data.&lt;br /&gt;
&lt;br /&gt;
====  Example  ====&lt;br /&gt;
&lt;br /&gt;
If we're at position 1000 in our output, and we need to read in a new control byte because we've finished with the last one. The next data to look it is:&lt;br /&gt;
&lt;br /&gt;
 0xFC, 0x53, 0x12 .....&lt;br /&gt;
&lt;br /&gt;
We read in a control byte: 0xFC. In binary, that's 11111100. That informs us that the current block of data has two compressed offsets (@ 2 bytes each), followed by 6 literal data bytes. Once we'd read in the next 10 bytes (the compressed data plus the literal data), we'd be ready to read in our next control byte and start again.&lt;br /&gt;
&lt;br /&gt;
Looking at the first compressed reference, we read in $53 $12. That gives us a base offset of $153 (the 53 from the first byte, and the '1' from the second byte makes up the higher nybble). The base length is $2 (we just take the low nybble of the second byte).&lt;br /&gt;
&lt;br /&gt;
Our final length is obviously just 5.&lt;br /&gt;
&lt;br /&gt;
Our position in output is still 1000. So our final offset is:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;= 1000 - ((1000 - 18 - 339) and $FFF)&lt;br /&gt;
 &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 339 is just $153 in decimal. The (and $FFF) is a quick way to do modulus 4096.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;= 1000 - (643 and 0xFFF)&lt;br /&gt;
 = 1000 - 643&lt;br /&gt;
 = 357&lt;br /&gt;
 &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So our final offset is 357. We go to position 357 in our output data, read in 5 bytes (remember the length?), then write those 5 bytes out to our output. Now we're ready to read in the next bit of data (another compressed reference), and do the procedure again.&lt;br /&gt;
&lt;br /&gt;
====  Complications  ====&lt;br /&gt;
&lt;br /&gt;
Unfortunately, that doesn't quite cover everything - there's two more things to be aware of when decompressing data that will ruin you when using FF7 files, since they do use these features.&lt;br /&gt;
&lt;br /&gt;
First, if you end up with an negative offset, i.e. reading data from 'before the beginning of the file', write out nulls (zero bytes). That's because the compression buffer is, by default, initialized to zeros; so it's possible, if the start of the file contains a run of zeros, that the file may reference a block you haven't written. For example, if you're at position 50 in your output, it's possible you may get an offset indicating to go back 60 bytes to offset -10. If you have to read 5 bytes from there, you just write out 5 nulls. However, you could have to read 15 bytes from there. In that case, you write out 10 nulls (the part of the data 'before' the file start), then the 5 bytes from the beginning of the file.&lt;br /&gt;
&lt;br /&gt;
Secondly, you can have a repeated run. This is almost the opposite problem: when you go off the end of your output. Say you're at offset 100 in your output, and you have to go to offset 95 to read in a reference. This is okay, but if the reference length is &amp;gt;5, you loop the output. So if you had to write out 15 bytes, you'd write out the five bytes that were available, then write them out again, then again, to make up the 15 bytes you needed.&lt;br /&gt;
&lt;br /&gt;
The FF7 files use both of these 'tricks', so you can't ignore them.&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Battle/Special_Attack_Flags&amp;diff=5474</id>
		<title>FF7/Battle/Special Attack Flags</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Battle/Special_Attack_Flags&amp;diff=5474"/>
		<updated>2019-07-14T21:57:22Z</updated>

		<summary type="html">&lt;p&gt;BukTop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Attacks and Items can have additional Special Properties that Damage Calculation takes into account when applying damage. The storage of these bits is reversed from the standard way by having &amp;quot;0&amp;quot; if the effect is active and &amp;quot;1&amp;quot; if it is not.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background: rgb(0,0,0)&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Bit&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 0001&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Damage MP instead of HP&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,204)&amp;quot; align=&amp;quot;center&amp;quot; | 0002&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,204)&amp;quot; | Unknown. Appears in several attacks (see below)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 0004&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Attack affected by Darkness (unused but works)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 0008&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Unused&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 0010&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Caster Drains some of the damage done&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 0020&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Caster Drains HP and MP based on damage done&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,204)&amp;quot; align=&amp;quot;center&amp;quot; | 0040&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,204)&amp;quot; | Unknown. Only appears in Limit Break: Blade Beam&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 0080&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Ignore Status Effect Defense when attempting to Inflict&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 0100&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Causes &amp;quot;Miss&amp;quot; if target is not dead&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 0200&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Can be reflected&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 0400&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Ignores Defense Calculation&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 0800&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Does not re-target if target is inflicted with &amp;quot;Death&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 1000&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Unused&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 2000&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Always a Critical Hit&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 4000&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Unused&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 8000&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Unused&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
The 0004 bit here causes darkness to halve the accuracy byte when the ability data is loaded. The fact that this bit is unset for all enemy attacks is the true cause of the infamous &amp;quot;darkness bug&amp;quot;, likely the design intent&lt;br /&gt;
was to make this interaction configurable on a per-action basis, but then enemy actions were just never flagged. The other Unused ones don't seem to have any immediately obvious effect on damage calculation and they aren't used in any attack available to player or enemy. They are probably place-holders for temporary variables set during damage calculation.&lt;br /&gt;
&lt;br /&gt;
==Attacks with Property 0002h==&lt;br /&gt;
After testing this significantly, it cannot be determined what this effect is based on a visual inspection. Here is a complete list of attacks that have this property. No enemy exclusive attacks have it.&lt;br /&gt;
*Life&lt;br /&gt;
*Life2&lt;br /&gt;
*Confu&lt;br /&gt;
*Haste&lt;br /&gt;
*Slow&lt;br /&gt;
*Death&lt;br /&gt;
*Escape&lt;br /&gt;
*Remove&lt;br /&gt;
*Fire3&lt;br /&gt;
*Ice3&lt;br /&gt;
*Bolt3&lt;br /&gt;
*Quake2&lt;br /&gt;
*Quake3&lt;br /&gt;
*Bio3&lt;br /&gt;
*Demi3&lt;br /&gt;
*FullCure&lt;br /&gt;
*Ultima&lt;br /&gt;
*Choco/Mog&lt;br /&gt;
*Shiva&lt;br /&gt;
*Ifrit&lt;br /&gt;
*Ramuh&lt;br /&gt;
*Titan&lt;br /&gt;
*Odin&lt;br /&gt;
*Leviathan&lt;br /&gt;
*Bahamut&lt;br /&gt;
*Kjata&lt;br /&gt;
*Alexander&lt;br /&gt;
*Phoenix&lt;br /&gt;
*Neo Bahamut&lt;br /&gt;
*Hades&lt;br /&gt;
*Typoon&lt;br /&gt;
*Bahamut ZERO&lt;br /&gt;
*Knights of Round&lt;br /&gt;
*White Wind&lt;br /&gt;
*Big Guard&lt;br /&gt;
*Bad Breath&lt;br /&gt;
*Beta&lt;br /&gt;
*Aqualung&lt;br /&gt;
*Trine&lt;br /&gt;
*Magic Breath&lt;br /&gt;
*Pandora's Box&lt;br /&gt;
*Fat-Chocobo&lt;br /&gt;
*Gunge Lance&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Things it doesn't do:&amp;lt;br/&amp;gt;&lt;br /&gt;
-Alter Camera Movement (this info seems to be in the animation)&amp;lt;br/&amp;gt;&lt;br /&gt;
-Affect Animations between single/multiple targets (although it looks like it should)&amp;lt;br/&amp;gt;&lt;br /&gt;
-Change damage infliction timing (individually or all at once)&amp;lt;br/&amp;gt;&lt;br /&gt;
-Alter Battle Timer for any character (this info seems to be in the animation)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NOTE: After going through and decompiling the executable for FFVIIPC, it does not look like this property is checked for. Neither does it check for the Blade Beam property. At one time this may have been the &amp;quot;use multi-target animation on multiple targets&amp;quot; flag, but the animation handles that now. Likewise, removing the Blade Beam property does nothing to the Blade Beam attack itself. It was likely replaced by [[FF7/Attack_Special_Effects|Additional Effect]] 1Ah.&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Battle/Battle_Mechanics&amp;diff=5473</id>
		<title>FF7/Battle/Battle Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Battle/Battle_Mechanics&amp;diff=5473"/>
		<updated>2019-07-14T21:56:58Z</updated>

		<summary type="html">&lt;p&gt;BukTop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will be for Battle memory structures. This is consistent with the memory structure of the PC version. PSX may or may not reflect these structures.&lt;br /&gt;
&lt;br /&gt;
== Command Defaults ==&lt;br /&gt;
&lt;br /&gt;
Each command type has default execution values that can, in some cases, be overridden. These come from a hard-coded structure in the executable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| 0h&lt;br /&gt;
| Animation&lt;br /&gt;
|-&lt;br /&gt;
| 1h&lt;br /&gt;
| Damage Calculation&lt;br /&gt;
|-&lt;br /&gt;
| 2h&lt;br /&gt;
| Command Properties&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Queued Actions ==&lt;br /&gt;
&lt;br /&gt;
When a command is selected either by a player character or an enemy the action is inserted into a priority queue. Up to 64 actions can be queued. On each update loop, the main Queue function will pop off the next action with the lowest priority and execute it in FIFO order within priority bands. &lt;br /&gt;
&lt;br /&gt;
Queue entries have the following structure in memory:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Action Priority (limits/counters 0, player chosen spells 6)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Queue position within priority band&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Attacker actor ID&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Action command index (e.g CMD_MAGIC = 0x02)&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Action attack index (e.g Bolt = 0x21). (This index is absolute, not command relative)&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Action target mask&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AI Structure ==&lt;br /&gt;
&lt;br /&gt;
There is a single block of memory that holds AI information on the current running script. Each Actor &amp;quot;owns&amp;quot; this while their scripts are executing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| 0h&lt;br /&gt;
| Actor Index&lt;br /&gt;
|-&lt;br /&gt;
| 4h&lt;br /&gt;
| Script Position&lt;br /&gt;
|-&lt;br /&gt;
| 8h&lt;br /&gt;
| Remaining Stack Space (initially 200h)&lt;br /&gt;
|-&lt;br /&gt;
| 0Ch&lt;br /&gt;
| Current AI OpCode&lt;br /&gt;
|-&lt;br /&gt;
| 10h&lt;br /&gt;
| OpCode Lower Nybble&lt;br /&gt;
|-&lt;br /&gt;
| 14h&lt;br /&gt;
| OpCode Upper Nybble&lt;br /&gt;
|-&lt;br /&gt;
| 18h&lt;br /&gt;
| First Group Type&lt;br /&gt;
|-&lt;br /&gt;
| 1Ch&lt;br /&gt;
| Second Group Type&lt;br /&gt;
|-&lt;br /&gt;
| 20h&lt;br /&gt;
| OpCode Lower Nybble (related to group 1?)&lt;br /&gt;
|-&lt;br /&gt;
| 24h&lt;br /&gt;
| OpCode Lower Nybble (related to group 2?)&lt;br /&gt;
|-&lt;br /&gt;
| 28h&lt;br /&gt;
| Mask of ''non-null'' values in Group 1&lt;br /&gt;
|-&lt;br /&gt;
| 2Ah&lt;br /&gt;
| Mask of ''non-null'' values in Group 2&lt;br /&gt;
|-&lt;br /&gt;
| 2Ch - 50h&lt;br /&gt;
| Group 1 of variables&lt;br /&gt;
|-&lt;br /&gt;
| 54h - 78h&lt;br /&gt;
| Group 2 of variables&lt;br /&gt;
|-&lt;br /&gt;
| 7Ch - 27Ch&lt;br /&gt;
| Stack of values&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Active Character Data ==&lt;br /&gt;
&lt;br /&gt;
This is an array that each playable character maintains an instance of.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! style=&amp;quot;background: rgb(204,204,204)&amp;quot; colspan=&amp;quot;2&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| 000h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Character ID&lt;br /&gt;
|-&lt;br /&gt;
| 001h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Cover Chance&lt;br /&gt;
|-&lt;br /&gt;
| 002h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Strength&lt;br /&gt;
|-&lt;br /&gt;
| 003h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Vitality&lt;br /&gt;
|-&lt;br /&gt;
| 004h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Magic&lt;br /&gt;
|-&lt;br /&gt;
| 005h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Spirit&lt;br /&gt;
|-&lt;br /&gt;
| 006h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
| 007h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Luck&lt;br /&gt;
|-&lt;br /&gt;
| 008h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Phys Attack&lt;br /&gt;
|-&lt;br /&gt;
| 00Ah&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Phys Def&lt;br /&gt;
|-&lt;br /&gt;
| 00Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Mag Attack&lt;br /&gt;
|-&lt;br /&gt;
| 00Eh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Mag Def&lt;br /&gt;
|-&lt;br /&gt;
| 010h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Current HP&lt;br /&gt;
|-&lt;br /&gt;
| 012h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Max HP&lt;br /&gt;
|-&lt;br /&gt;
| 014h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Current MP&lt;br /&gt;
|-&lt;br /&gt;
| 016h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Max MP&lt;br /&gt;
|-&lt;br /&gt;
| 018h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Timer&lt;br /&gt;
|-&lt;br /&gt;
| 01Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Counter Attack Action Index&lt;br /&gt;
|-&lt;br /&gt;
| 01Eh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Counter Attack Chance&lt;br /&gt;
|-&lt;br /&gt;
| 021h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Some sort of divisor?&lt;br /&gt;
|-&lt;br /&gt;
| 023h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Character Flags (Underwater, Long Range, HP&amp;amp;lt;-&amp;amp;gt;MP, etc)&lt;br /&gt;
|-&lt;br /&gt;
| 024h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Eight entries of three bytes...&lt;br /&gt;
|-&lt;br /&gt;
| 03Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attacking Elements&lt;br /&gt;
|-&lt;br /&gt;
| 03Eh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Halved Elements&lt;br /&gt;
|-&lt;br /&gt;
| 040h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Nullified Elements&lt;br /&gt;
|-&lt;br /&gt;
| 042h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Absorbed Elements&lt;br /&gt;
|-&lt;br /&gt;
| 044h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attacking Elements&lt;br /&gt;
|-&lt;br /&gt;
| 048h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Immune Statuses&lt;br /&gt;
|-&lt;br /&gt;
| 04Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Enabled Command Menu (16 entries of 6 bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0ACh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Limit Actions for current Limit Level&lt;br /&gt;
|-&lt;br /&gt;
| 0B4h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Enabled Limit Data (three entries in Attack Data format(0x1C))&lt;br /&gt;
|-&lt;br /&gt;
| 108h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Enabled Magics (54 entries of 8 bytes)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(204,204,255)&amp;quot; rowspan=&amp;quot;7&amp;quot; |&lt;br /&gt;
| 0&lt;br /&gt;
| Magic Index&lt;br /&gt;
|-&lt;br /&gt;
| 1h&lt;br /&gt;
| MP Cost&lt;br /&gt;
|-&lt;br /&gt;
| 2h&lt;br /&gt;
| All Count&lt;br /&gt;
|-&lt;br /&gt;
| 3h&lt;br /&gt;
| Quad Enabled?&lt;br /&gt;
|-&lt;br /&gt;
| 4h&lt;br /&gt;
| Quad Count?&lt;br /&gt;
|-&lt;br /&gt;
| 5h&lt;br /&gt;
| Target Data&lt;br /&gt;
|-&lt;br /&gt;
| 6h&lt;br /&gt;
| Properties&lt;br /&gt;
|-&lt;br /&gt;
| 2C8h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Enabled Summons (format like above)&lt;br /&gt;
|-&lt;br /&gt;
| 348h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Enabled ESkills (format like above)&lt;br /&gt;
|-&lt;br /&gt;
| 408h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | First 11 bytes of Weapon Data&lt;br /&gt;
|-&lt;br /&gt;
| 40Dh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Status of weapon added to Attacking Statuses above&lt;br /&gt;
|-&lt;br /&gt;
| 410h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Weapon's Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| 418h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Additional Attack Elements&lt;br /&gt;
|-&lt;br /&gt;
| 41Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Four sets of two DWords : (Stat to increase, Increase value)&lt;br /&gt;
|-&lt;br /&gt;
| 43Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Gil Bonus granted by this character&lt;br /&gt;
|-&lt;br /&gt;
| 43Dh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Encounter rate &amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 43Eh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Chocobo Chance &amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 43Fh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | PreEmptive Chance &amp;quot;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Actor Battle Data ==&lt;br /&gt;
&lt;br /&gt;
Similar to Active Character Data, but more detailed. This data is dependent on who is performing the current action and only one instance of it exists during each action and all stats are relative to the performing actor and current action unless otherwise noted. Addresses 200h and above will change for each target of the action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! style=&amp;quot;background: rgb(204,204,204)&amp;quot; colspan=&amp;quot;2&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| 0h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Index&lt;br /&gt;
|-&lt;br /&gt;
| 4h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
|-&lt;br /&gt;
| 8h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Formation Entry (Enemy A, Enemy B, etc)&lt;br /&gt;
|-&lt;br /&gt;
| 0Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Command Index&lt;br /&gt;
|-&lt;br /&gt;
| 10h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Action Index&lt;br /&gt;
|-&lt;br /&gt;
| 14h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Action Animation Base (for relative to absolute animation indexes)&lt;br /&gt;
|-&lt;br /&gt;
| 18h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Allowed Targets (Active and targetable)&lt;br /&gt;
|-&lt;br /&gt;
| 1Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Active Allies?&lt;br /&gt;
|-&lt;br /&gt;
| 20h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Command Animation (player characters only)&lt;br /&gt;
|-&lt;br /&gt;
| 24h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[FF7/Battle/Attack_Effect_Id_List|Attack Effect]]&lt;br /&gt;
|-&lt;br /&gt;
| 28h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Command Index (again)&lt;br /&gt;
|-&lt;br /&gt;
| 2Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Action Index (again)&lt;br /&gt;
|-&lt;br /&gt;
| 30h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Self Mask&lt;br /&gt;
|-&lt;br /&gt;
| 38h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | MP Cost&lt;br /&gt;
|-&lt;br /&gt;
| 3Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Action Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| 40h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[FF7/Battle/Damage_Calculation|Damage Calculation]]&lt;br /&gt;
|-&lt;br /&gt;
| 44h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[FF7/Battle/Elemental_Data|Action's Element]]&lt;br /&gt;
|-&lt;br /&gt;
| 48h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Action's Power&lt;br /&gt;
|-&lt;br /&gt;
| 4Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Phys/Mag Attack Power&lt;br /&gt;
|-&lt;br /&gt;
| 50h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Action's Target(s) Mask&lt;br /&gt;
|-&lt;br /&gt;
| 54h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Normal Impact Sound&lt;br /&gt;
|-&lt;br /&gt;
| 58h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Critical Impact Sound&lt;br /&gt;
|-&lt;br /&gt;
| 5Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Miss Sound&lt;br /&gt;
|-&lt;br /&gt;
| 60h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Single Target Camera&lt;br /&gt;
|-&lt;br /&gt;
| 64h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Multi Target Camera&lt;br /&gt;
|-&lt;br /&gt;
| 68h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Action Reaction Animation Index&lt;br /&gt;
|-&lt;br /&gt;
| 6Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[FF7/Battle/Attack_Special_Effects|Attack Special Effects]]&lt;br /&gt;
|-&lt;br /&gt;
| 78h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Non-self target mask?&lt;br /&gt;
|-&lt;br /&gt;
| 80h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[FF7/Battle/Status_Effects|Inflicting Status(es)]]&lt;br /&gt;
|-&lt;br /&gt;
| 84h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[FF7/Battle/Status_Effects|Curing Status(es)]]&lt;br /&gt;
|-&lt;br /&gt;
| 88h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[FF7/Battle/Status_Effects|Toggling Status(es)]]&lt;br /&gt;
|-&lt;br /&gt;
| 8Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Chance to inflict Status&lt;br /&gt;
|-&lt;br /&gt;
| 90h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Command Properties (details pending)&lt;br /&gt;
|-&lt;br /&gt;
| 94h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Target Mask&lt;br /&gt;
|-&lt;br /&gt;
| 98h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack Index position in scene data (enemy only)&lt;br /&gt;
|-&lt;br /&gt;
| A0h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
Action Accuracy function (upper nybble of [[FF7/Battle/Damage_Calculation|Damage Calculation]])&lt;br /&gt;
|-&lt;br /&gt;
| A4h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
Action Damage function (lower nybble of [[FF7/Battle/Damage_Calculation|Damage Calculation]])&lt;br /&gt;
|-&lt;br /&gt;
| ACh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Quad Magic Count?&lt;br /&gt;
|-&lt;br /&gt;
| B0h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Number of attack damage calculations?&lt;br /&gt;
|-&lt;br /&gt;
| B4h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Follow-up action count (Tifa's Limits, Finishing Touch, etc)&lt;br /&gt;
|-&lt;br /&gt;
| B8h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Number of Targets?&lt;br /&gt;
|-&lt;br /&gt;
| BCh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[FF7/Battle/Attack_Special_Effects|Attack Additional Effects]]&lt;br /&gt;
|-&lt;br /&gt;
| C0h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Additional Effect Modifier&lt;br /&gt;
|-&lt;br /&gt;
| C4h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack Power&lt;br /&gt;
|-&lt;br /&gt;
| C8h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Actor's current status&lt;br /&gt;
|-&lt;br /&gt;
| D0h - D7h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Follow-up Action(s)&lt;br /&gt;
|-&lt;br /&gt;
| D8h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Actor's Strength&lt;br /&gt;
|-&lt;br /&gt;
| DCh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Used during String display?&lt;br /&gt;
|-&lt;br /&gt;
| E0h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Number of successful hits&lt;br /&gt;
|-&lt;br /&gt;
| F0h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Character-specific action properties (mp absorb, hp absorb, etc)&lt;br /&gt;
|-&lt;br /&gt;
| F8h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Related to enabled magic. Also ACh above.&lt;br /&gt;
|-&lt;br /&gt;
| FCh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Multiple hit count&lt;br /&gt;
|-&lt;br /&gt;
| 100h - 1FFh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | large unused gap&lt;br /&gt;
|-&lt;br /&gt;
| 200h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | ???&lt;br /&gt;
|-&lt;br /&gt;
| 204h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Character Map (players only)&lt;br /&gt;
|-&lt;br /&gt;
| 208h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Current Target Index&lt;br /&gt;
|-&lt;br /&gt;
| 20Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Formation Slot&lt;br /&gt;
|-&lt;br /&gt;
| 210h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Target's Phys/Mag Def (whichever attack type is)&lt;br /&gt;
|-&lt;br /&gt;
| 214h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Damage done to target&lt;br /&gt;
|-&lt;br /&gt;
| 218h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Properties of attack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(204,204,255)&amp;quot; rowspan=&amp;quot;8&amp;quot; |&lt;br /&gt;
| 1&lt;br /&gt;
| missed&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Physical if set; Magical if unset&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Attempt Steal&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Won't Miss&lt;br /&gt;
|-&lt;br /&gt;
| 4000&lt;br /&gt;
| Physical Barrier&lt;br /&gt;
|-&lt;br /&gt;
| 8000&lt;br /&gt;
| Magical Barrier&lt;br /&gt;
|-&lt;br /&gt;
| 40000&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
| 800000&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
| 220h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | More properties (heal, critical, damage MP, etc)&lt;br /&gt;
|-&lt;br /&gt;
| 224h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Target's reaction animation&lt;br /&gt;
|-&lt;br /&gt;
| 228h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Target's status&lt;br /&gt;
|-&lt;br /&gt;
| 22Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Target's status immunities&lt;br /&gt;
|-&lt;br /&gt;
| 230h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Damage level to current Action&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(204,204,255)&amp;quot; rowspan=&amp;quot;8&amp;quot; |&lt;br /&gt;
| 1&lt;br /&gt;
| Death (if not immune)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Always hit?&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Double (Damage &amp;amp;amp; Accuracy)&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Normal (Never checked)&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Half (Damage &amp;amp;amp; Accuracy)&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Null (won't miss?)&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| Absorb (won't miss?)&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| Full-Heal&lt;br /&gt;
|-&lt;br /&gt;
| 234h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Target condition flags (back exposed, multiple targets, etc)&lt;br /&gt;
|-&lt;br /&gt;
| 238h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Status(es) to add to Target&lt;br /&gt;
|-&lt;br /&gt;
| 23Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Status(es) to Cure from Target&lt;br /&gt;
|-&lt;br /&gt;
| 240h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Status(es) to Toggle from Target&lt;br /&gt;
|-&lt;br /&gt;
| 244h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Target's statuses that will be affected from action&lt;br /&gt;
|-&lt;br /&gt;
| 248h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Sound to play (determined from hit/critical/miss sounds above)&lt;br /&gt;
|-&lt;br /&gt;
| 24Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Action Animation to use (varies from single/multiple targets)&lt;br /&gt;
|-&lt;br /&gt;
| 254h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Target's Level&lt;br /&gt;
|-&lt;br /&gt;
| 258h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Target's HP&lt;br /&gt;
|-&lt;br /&gt;
| 25Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Target's MP&lt;br /&gt;
|-&lt;br /&gt;
| 260h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Action's final Accuracy&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7&amp;diff=5472</id>
		<title>FF7</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7&amp;diff=5472"/>
		<updated>2019-07-14T21:56:26Z</updated>

		<summary type="html">&lt;p&gt;BukTop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt; This is a Stub article. A Wiki version of Gears should go here. For more information, select the &amp;quot;discussion&amp;quot; tab above so we can best architecture the data. For those who want to start converting, download the [https://wiki.ffrtt.ru/gears.pdf Gears pdf] [[User:Halkun|Halkun]] 20:18, 5 Mar 2005 (CST) &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Contents  ==&lt;br /&gt;
&lt;br /&gt;
* [[FF7/History|History]]&lt;br /&gt;
* [[FF7/Engine_basics|Engine Basics]]&lt;br /&gt;
** Parts of the Engine&lt;br /&gt;
** Generic Program Flow&lt;br /&gt;
* [[FF7/Kernel|The Kernel]]&lt;br /&gt;
** [[FF7/Kernel/Overview|Kernel Overview]]&lt;br /&gt;
*** History&lt;br /&gt;
*** Kernel Functionality&lt;br /&gt;
** [[FF7/Kernel/Memory_management|Memory Management]]&lt;br /&gt;
*** RAM Management&lt;br /&gt;
*** VRAM Management&lt;br /&gt;
*** PSX CD-ROM management&lt;br /&gt;
** [[FF7/Kernel/Kernel.bin|Kernel.bin]]&lt;br /&gt;
*** The KERNEL.BIN Archive&lt;br /&gt;
*** The KERNEL2.BIN Archive&lt;br /&gt;
** [[FF7/Kernel/Low_level_libraries|Low Level Libraries]]&lt;br /&gt;
*** PC to PSX comparison&lt;br /&gt;
*** Data Archives&lt;br /&gt;
**** BIN Archive data format&lt;br /&gt;
**** [[FF7/LZSS_format| LZSS Archives]]&lt;br /&gt;
**** [[FF7/LGP_format| LGP Archives]]&lt;br /&gt;
*** Textures&lt;br /&gt;
**** [[PSX/TIM_format| TIM texture data format for PSX]]&lt;br /&gt;
**** [[FF7/TEX_format| TEX texture data format for the PC]]&lt;br /&gt;
*** File formats for 3D models&lt;br /&gt;
**** [[FF7/Kernel/Low_level_libraries#Model_formats_for_PSX|Model Formats for PSX]]&lt;br /&gt;
**** Model Formats for PC&lt;br /&gt;
* [[FF7/Menu_Module|The Menu Module]]&lt;br /&gt;
** Menu Overview&lt;br /&gt;
** Menu Initialization&lt;br /&gt;
** Menu Modules&lt;br /&gt;
** Calling the various menus&lt;br /&gt;
** Menu dependencies&lt;br /&gt;
** [[FF7/Savemap|The Save Game format]]&lt;br /&gt;
* [[FF7/Field_Module| The Field Module]]&lt;br /&gt;
** Field Overview&lt;br /&gt;
** Field Format (PC)&lt;br /&gt;
*** General PC Field File Format&lt;br /&gt;
*** PC Field File Header&lt;br /&gt;
*** File Section Details&lt;br /&gt;
** [[FF7/Field_Module#Field_Format_.28PSX.29|Field Format (PSX)]]&lt;br /&gt;
*** [[FF7/Field_Module#PSX_DAT_Format|PSX DAT Format]]&lt;br /&gt;
*** [[FF7/Field_Module#PSX_MIM_Format|PSX MIM Format]]&lt;br /&gt;
*** [[FF7/Field_Module#PSX_BSX_Format|PSX BSX Format]]&lt;br /&gt;
*** [[FF7/Field_Module#PSX_BCX_Format|PSX BCX Format]]&lt;br /&gt;
* The Battle Module&lt;br /&gt;
** Battle Overview&lt;br /&gt;
** [[FF7/Battle/Battle_Mechanics| Battle Mechanics]]&lt;br /&gt;
** [[FF7/Battle/Battle_Field| Battle Field]]&lt;br /&gt;
** [[FF7/Battle/Battle_Scenes| Battle Scenes (scene.bin)]]&lt;br /&gt;
*** [[FF7/Battle/Battle_Scenes/Battle_Script| Battle Scripts]]&lt;br /&gt;
** [[FF7/Playstation_Battle_Model_Format| Battle Models (PSX)]]&lt;br /&gt;
** [[FF7/Battle/Battle_Animation_(PC)| Battle Animation (PC)]]&lt;br /&gt;
* [[FF7/WorldMap_Module| The World Map Module]]&lt;br /&gt;
** [[FF7/World_Map/BSZ| World Map BSZ model file format (PSX)]]&lt;br /&gt;
** [[FF7/World_Map/TXZ| World Map TXZ file format (PSX)]]&lt;br /&gt;
** [[FF7/WorldMap_Module/Script| World Map Script Engine]]&lt;br /&gt;
* Sound&lt;br /&gt;
** [[FF7/PSX/PSX_Sound|PSX Sound]]&lt;br /&gt;
*** [[FF7/PSX/Sound/Overview|Overview]]&lt;br /&gt;
*** [[FF7/PSX/Sound/INSTRx.DAT|INSTRx.DAT]]&lt;br /&gt;
*** [[FF7/PSX/Sound/INSTRx.ALL|INSTRx.ALL]]&lt;br /&gt;
*** [[FF7/PSX/Sound/AKAO_frames|AKAO frames]]&lt;br /&gt;
** PC Sound&lt;br /&gt;
* [[FF7/Technical| Technical Help]]&lt;br /&gt;
* [[FF7/Technical/Customising|Tools and patches]]&lt;br /&gt;
* [[FF7/Technical/Source|Source Code Forensics]]&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Battle/Special_Attack_Flags&amp;diff=5471</id>
		<title>FF7/Battle/Special Attack Flags</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Battle/Special_Attack_Flags&amp;diff=5471"/>
		<updated>2019-07-14T21:55:26Z</updated>

		<summary type="html">&lt;p&gt;BukTop: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Attacks and Items can have additional Special Properties that Damage Calculation takes into account when applying damage. The storage of these bits is reversed from the standard way by having &amp;quot;0&amp;quot; if the effect is active and &amp;quot;1&amp;quot; if it is not.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background: rgb(0,0,0)&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Bit&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 0001&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Damage MP instead of HP&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,204)&amp;quot; align=&amp;quot;center&amp;quot; | 0002&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,204)&amp;quot; | Unknown. Appears in several attacks (see below)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 0004&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Force attack to be Physical (unused)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 0008&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Unused&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 0010&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Caster Drains some of the damage done&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 0020&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Caster Drains HP and MP based on damage done&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,204)&amp;quot; align=&amp;quot;center&amp;quot; | 0040&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,204)&amp;quot; | Unknown. Only appears in Limit Break: Blade Beam&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 0080&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Ignore Status Effect Defense when attempting to Inflict&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 0100&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Causes &amp;quot;Miss&amp;quot; if target is not dead&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 0200&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Can be reflected&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 0400&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Ignores Defense Calculation&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 0800&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Does not re-target if target is inflicted with &amp;quot;Death&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 1000&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Unused&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 2000&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Always a Critical Hit&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 4000&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Unused&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 8000&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Unused&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
The Unused ones don't seem to have any immediately obvious effect on damage calculation and they aren't used in any attack available to player or enemy. They are probably place-holders for temporary variables set during damage calculation.&lt;br /&gt;
&lt;br /&gt;
==Attacks with Property 0002h==&lt;br /&gt;
After testing this significantly, it cannot be determined what this effect is based on a visual inspection. Here is a complete list of attacks that have this property. No enemy exclusive attacks have it.&lt;br /&gt;
*Life&lt;br /&gt;
*Life2&lt;br /&gt;
*Confu&lt;br /&gt;
*Haste&lt;br /&gt;
*Slow&lt;br /&gt;
*Death&lt;br /&gt;
*Escape&lt;br /&gt;
*Remove&lt;br /&gt;
*Fire3&lt;br /&gt;
*Ice3&lt;br /&gt;
*Bolt3&lt;br /&gt;
*Quake2&lt;br /&gt;
*Quake3&lt;br /&gt;
*Bio3&lt;br /&gt;
*Demi3&lt;br /&gt;
*FullCure&lt;br /&gt;
*Ultima&lt;br /&gt;
*Choco/Mog&lt;br /&gt;
*Shiva&lt;br /&gt;
*Ifrit&lt;br /&gt;
*Ramuh&lt;br /&gt;
*Titan&lt;br /&gt;
*Odin&lt;br /&gt;
*Leviathan&lt;br /&gt;
*Bahamut&lt;br /&gt;
*Kjata&lt;br /&gt;
*Alexander&lt;br /&gt;
*Phoenix&lt;br /&gt;
*Neo Bahamut&lt;br /&gt;
*Hades&lt;br /&gt;
*Typoon&lt;br /&gt;
*Bahamut ZERO&lt;br /&gt;
*Knights of Round&lt;br /&gt;
*White Wind&lt;br /&gt;
*Big Guard&lt;br /&gt;
*Bad Breath&lt;br /&gt;
*Beta&lt;br /&gt;
*Aqualung&lt;br /&gt;
*Trine&lt;br /&gt;
*Magic Breath&lt;br /&gt;
*Pandora's Box&lt;br /&gt;
*Fat-Chocobo&lt;br /&gt;
*Gunge Lance&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Things it doesn't do:&amp;lt;br/&amp;gt;&lt;br /&gt;
-Alter Camera Movement (this info seems to be in the animation)&amp;lt;br/&amp;gt;&lt;br /&gt;
-Affect Animations between single/multiple targets (although it looks like it should)&amp;lt;br/&amp;gt;&lt;br /&gt;
-Change damage infliction timing (individually or all at once)&amp;lt;br/&amp;gt;&lt;br /&gt;
-Alter Battle Timer for any character (this info seems to be in the animation)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NOTE: After going through and decompiling the executable for FFVIIPC, it does not look like this property is checked for. Neither does it check for the Blade Beam property. At one time this may have been the &amp;quot;use multi-target animation on multiple targets&amp;quot; flag, but the animation handles that now. Likewise, removing the Blade Beam property does nothing to the Blade Beam attack itself. It was likely replaced by [[FF7/Attack_Special_Effects|Additional Effect]] 1Ah.&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7&amp;diff=5465</id>
		<title>FF7</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7&amp;diff=5465"/>
		<updated>2019-07-14T21:55:25Z</updated>

		<summary type="html">&lt;p&gt;BukTop: 1 revision imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt; This is a Stub article. A Wiki version of Gears should go here. For more information, select the &amp;quot;discussion&amp;quot; tab above so we can best architecture the data. For those who want to start converting, download the [https://wiki.ffrtt.ru/gears.pdf Gears pdf] [[User:Halkun|Halkun]] 20:18, 5 Mar 2005 (CST) &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Contents  ==&lt;br /&gt;
&lt;br /&gt;
* [[FF7/History|History]]&lt;br /&gt;
* [[FF7/Engine_basics|Engine Basics]]&lt;br /&gt;
** Parts of the Engine&lt;br /&gt;
** Generic Program Flow&lt;br /&gt;
* [[FF7/Kernel|The Kernel]]&lt;br /&gt;
** [[FF7/Kernel/Overview|Kernel Overview]]&lt;br /&gt;
*** History&lt;br /&gt;
*** Kernel Functionality&lt;br /&gt;
** [[FF7/Kernel/Memory_management|Memory Management]]&lt;br /&gt;
*** RAM Management&lt;br /&gt;
*** VRAM Management&lt;br /&gt;
*** PSX CD-ROM management&lt;br /&gt;
** [[FF7/Kernel/Kernel.bin|Kernel.bin]]&lt;br /&gt;
*** The KERNEL.BIN Archive&lt;br /&gt;
*** The KERNEL2.BIN Archive&lt;br /&gt;
** [[FF7/Kernel/Low_level_libraries|Low Level Libraries]]&lt;br /&gt;
*** PC to PSX comparison&lt;br /&gt;
*** Data Archives&lt;br /&gt;
**** BIN Archive data format&lt;br /&gt;
**** [[FF7/LZS_format| LZS Archives]]&lt;br /&gt;
**** [[FF7/LGP_format| LGP Archives]]&lt;br /&gt;
*** Textures&lt;br /&gt;
**** [[PSX/TIM_format| TIM texture data format for PSX]]&lt;br /&gt;
**** [[FF7/TEX_format| TEX texture data format for the PC]]&lt;br /&gt;
*** File formats for 3D models&lt;br /&gt;
**** [[FF7/Kernel/Low_level_libraries#Model_formats_for_PSX|Model Formats for PSX]]&lt;br /&gt;
**** Model Formats for PC&lt;br /&gt;
* [[FF7/Menu_Module|The Menu Module]]&lt;br /&gt;
** Menu Overview&lt;br /&gt;
** Menu Initialization&lt;br /&gt;
** Menu Modules&lt;br /&gt;
** Calling the various menus&lt;br /&gt;
** Menu dependencies&lt;br /&gt;
** [[FF7/Savemap|The Save Game format]]&lt;br /&gt;
* [[FF7/Field_Module| The Field Module]]&lt;br /&gt;
** Field Overview&lt;br /&gt;
** Field Format (PC)&lt;br /&gt;
*** General PC Field File Format&lt;br /&gt;
*** PC Field File Header&lt;br /&gt;
*** File Section Details&lt;br /&gt;
** [[FF7/Field_Module#Field_Format_.28PSX.29|Field Format (PSX)]]&lt;br /&gt;
*** [[FF7/Field_Module#PSX_DAT_Format|PSX DAT Format]]&lt;br /&gt;
*** [[FF7/Field_Module#PSX_MIM_Format|PSX MIM Format]]&lt;br /&gt;
*** [[FF7/Field_Module#PSX_BSX_Format|PSX BSX Format]]&lt;br /&gt;
*** [[FF7/Field_Module#PSX_BCX_Format|PSX BCX Format]]&lt;br /&gt;
* The Battle Module&lt;br /&gt;
** Battle Overview&lt;br /&gt;
** [[FF7/Battle/Battle_Mechanics| Battle Mechanics]]&lt;br /&gt;
** [[FF7/Battle/Battle_Field| Battle Field]]&lt;br /&gt;
** [[FF7/Battle/Battle_Scenes| Battle Scenes (scene.bin)]]&lt;br /&gt;
*** [[FF7/Battle/Battle_Scenes/Battle_Script| Battle Scripts]]&lt;br /&gt;
** [[FF7/Playstation_Battle_Model_Format| Battle Models (PSX)]]&lt;br /&gt;
** [[FF7/Battle/Battle_Animation_(PC)| Battle Animation (PC)]]&lt;br /&gt;
* [[FF7/WorldMap_Module| The World Map Module]]&lt;br /&gt;
** [[FF7/World_Map/BSZ| World Map BSZ model file format (PSX)]]&lt;br /&gt;
** [[FF7/World_Map/TXZ| World Map TXZ file format (PSX)]]&lt;br /&gt;
** [[FF7/WorldMap_Module/Script| World Map Script Engine]]&lt;br /&gt;
* Sound&lt;br /&gt;
** [[FF7/PSX/PSX_Sound|PSX Sound]]&lt;br /&gt;
*** [[FF7/PSX/Sound/Overview|Overview]]&lt;br /&gt;
*** [[FF7/PSX/Sound/INSTRx.DAT|INSTRx.DAT]]&lt;br /&gt;
*** [[FF7/PSX/Sound/INSTRx.ALL|INSTRx.ALL]]&lt;br /&gt;
*** [[FF7/PSX/Sound/AKAO_frames|AKAO frames]]&lt;br /&gt;
** PC Sound&lt;br /&gt;
* [[FF7/Technical| Technical Help]]&lt;br /&gt;
* [[FF7/Technical/Customising|Tools and patches]]&lt;br /&gt;
* [[FF7/Technical/Source|Source Code Forensics]]&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Battle/Battle_Mechanics&amp;diff=5469</id>
		<title>FF7/Battle/Battle Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Battle/Battle_Mechanics&amp;diff=5469"/>
		<updated>2019-07-14T21:55:25Z</updated>

		<summary type="html">&lt;p&gt;BukTop: 3 revisions imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will be for Battle memory structures. This is consistent with the memory structure of the PC version. PSX may or may not reflect these structures.&lt;br /&gt;
&lt;br /&gt;
== Command Defaults ==&lt;br /&gt;
&lt;br /&gt;
Each command type has default execution values that can, in some cases, be overridden. These come from a hard-coded structure in the executable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| 0h&lt;br /&gt;
| Animation&lt;br /&gt;
|-&lt;br /&gt;
| 1h&lt;br /&gt;
| Damage Calculation&lt;br /&gt;
|-&lt;br /&gt;
| 2h&lt;br /&gt;
| Command Properties&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Queued Actions ==&lt;br /&gt;
&lt;br /&gt;
When a command is selected either by a player character or an enemy the action gets queued in a FIFO structure while there are actions queued or one is being performed. Up to 64 actions can be queued.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Command Index&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Command's Actor&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Priority (4 - ??; 3 - Auto commands (Added Cut, Poison, Death Sentence, etc); 2 - Normal; 1 - ??; 0 - Counters and Limit Breaks)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| AI-related function parameter&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Target Mask&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Action Index&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AI Structure ==&lt;br /&gt;
&lt;br /&gt;
There is a single block of memory that holds AI information on the current running script. Each Actor &amp;quot;owns&amp;quot; this while their scripts are executing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| 0h&lt;br /&gt;
| Actor Index&lt;br /&gt;
|-&lt;br /&gt;
| 4h&lt;br /&gt;
| Script Position&lt;br /&gt;
|-&lt;br /&gt;
| 8h&lt;br /&gt;
| Remaining Stack Space (initially 200h)&lt;br /&gt;
|-&lt;br /&gt;
| 0Ch&lt;br /&gt;
| Current AI OpCode&lt;br /&gt;
|-&lt;br /&gt;
| 10h&lt;br /&gt;
| OpCode Lower Nybble&lt;br /&gt;
|-&lt;br /&gt;
| 14h&lt;br /&gt;
| OpCode Upper Nybble&lt;br /&gt;
|-&lt;br /&gt;
| 18h&lt;br /&gt;
| First Group Type&lt;br /&gt;
|-&lt;br /&gt;
| 1Ch&lt;br /&gt;
| Second Group Type&lt;br /&gt;
|-&lt;br /&gt;
| 20h&lt;br /&gt;
| OpCode Lower Nybble (related to group 1?)&lt;br /&gt;
|-&lt;br /&gt;
| 24h&lt;br /&gt;
| OpCode Lower Nybble (related to group 2?)&lt;br /&gt;
|-&lt;br /&gt;
| 28h&lt;br /&gt;
| Mask of ''non-null'' values in Group 1&lt;br /&gt;
|-&lt;br /&gt;
| 2Ah&lt;br /&gt;
| Mask of ''non-null'' values in Group 2&lt;br /&gt;
|-&lt;br /&gt;
| 2Ch - 50h&lt;br /&gt;
| Group 1 of variables&lt;br /&gt;
|-&lt;br /&gt;
| 54h - 78h&lt;br /&gt;
| Group 2 of variables&lt;br /&gt;
|-&lt;br /&gt;
| 7Ch - 27Ch&lt;br /&gt;
| Stack of values&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Active Character Data ==&lt;br /&gt;
&lt;br /&gt;
This is an array that each playable character maintains an instance of.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! style=&amp;quot;background: rgb(204,204,204)&amp;quot; colspan=&amp;quot;2&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| 000h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Character ID&lt;br /&gt;
|-&lt;br /&gt;
| 001h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Cover Chance&lt;br /&gt;
|-&lt;br /&gt;
| 002h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Strength&lt;br /&gt;
|-&lt;br /&gt;
| 003h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Vitality&lt;br /&gt;
|-&lt;br /&gt;
| 004h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Magic&lt;br /&gt;
|-&lt;br /&gt;
| 005h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Spirit&lt;br /&gt;
|-&lt;br /&gt;
| 006h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
| 007h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Luck&lt;br /&gt;
|-&lt;br /&gt;
| 008h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Phys Attack&lt;br /&gt;
|-&lt;br /&gt;
| 00Ah&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Phys Def&lt;br /&gt;
|-&lt;br /&gt;
| 00Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Mag Attack&lt;br /&gt;
|-&lt;br /&gt;
| 00Eh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Mag Def&lt;br /&gt;
|-&lt;br /&gt;
| 010h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Current HP&lt;br /&gt;
|-&lt;br /&gt;
| 012h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Max HP&lt;br /&gt;
|-&lt;br /&gt;
| 014h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Current MP&lt;br /&gt;
|-&lt;br /&gt;
| 016h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Max MP&lt;br /&gt;
|-&lt;br /&gt;
| 018h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Timer&lt;br /&gt;
|-&lt;br /&gt;
| 01Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Counter Attack Action Index&lt;br /&gt;
|-&lt;br /&gt;
| 01Eh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Counter Attack Chance&lt;br /&gt;
|-&lt;br /&gt;
| 021h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Some sort of divisor?&lt;br /&gt;
|-&lt;br /&gt;
| 023h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Character Flags (Underwater, Long Range, HP&amp;amp;lt;-&amp;amp;gt;MP, etc)&lt;br /&gt;
|-&lt;br /&gt;
| 024h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Eight entries of three bytes...&lt;br /&gt;
|-&lt;br /&gt;
| 03Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attacking Elements&lt;br /&gt;
|-&lt;br /&gt;
| 03Eh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Halved Elements&lt;br /&gt;
|-&lt;br /&gt;
| 040h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Nullified Elements&lt;br /&gt;
|-&lt;br /&gt;
| 042h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Absorbed Elements&lt;br /&gt;
|-&lt;br /&gt;
| 044h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attacking Elements&lt;br /&gt;
|-&lt;br /&gt;
| 048h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Immune Statuses&lt;br /&gt;
|-&lt;br /&gt;
| 04Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Enabled Command Menu (16 entries of 6 bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0ACh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Eight bytes (in at most three groups?)&lt;br /&gt;
|-&lt;br /&gt;
| 0B4h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Limit Actions for current Limit Level&lt;br /&gt;
|-&lt;br /&gt;
| 0B8h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Enabled Limit Data (three entries in Attack Data format)&lt;br /&gt;
|-&lt;br /&gt;
| 108h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Enabled Magics (54 entries of 8 bytes)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(204,204,255)&amp;quot; rowspan=&amp;quot;7&amp;quot; |&lt;br /&gt;
| 0&lt;br /&gt;
| Magic Index&lt;br /&gt;
|-&lt;br /&gt;
| 1h&lt;br /&gt;
| MP Cost&lt;br /&gt;
|-&lt;br /&gt;
| 2h&lt;br /&gt;
| All Count&lt;br /&gt;
|-&lt;br /&gt;
| 3h&lt;br /&gt;
| Quad Enabled?&lt;br /&gt;
|-&lt;br /&gt;
| 4h&lt;br /&gt;
| Quad Count?&lt;br /&gt;
|-&lt;br /&gt;
| 5h&lt;br /&gt;
| Target Data&lt;br /&gt;
|-&lt;br /&gt;
| 6h&lt;br /&gt;
| Properties&lt;br /&gt;
|-&lt;br /&gt;
| 2C8h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Enabled Summons (format like above)&lt;br /&gt;
|-&lt;br /&gt;
| 348h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Enabled ESkills (format like above)&lt;br /&gt;
|-&lt;br /&gt;
| 408h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | First 11 bytes of Weapon Data&lt;br /&gt;
|-&lt;br /&gt;
| 40Dh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Status of weapon added to Attacking Statuses above&lt;br /&gt;
|-&lt;br /&gt;
| 410h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Weapon's Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| 418h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Additional Attack Elements&lt;br /&gt;
|-&lt;br /&gt;
| 41Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Four sets of two DWords : (Stat to increase, Increase value)&lt;br /&gt;
|-&lt;br /&gt;
| 43Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Gil Bonus granted by this character&lt;br /&gt;
|-&lt;br /&gt;
| 43Dh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Encounter rate &amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 43Eh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Chocobo Chance &amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 43Fh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | PreEmptive Chance &amp;quot;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Actor Battle Data ==&lt;br /&gt;
&lt;br /&gt;
Similar to Active Character Data, but more detailed. This data is dependent on who is performing the current action and only one instance of it exists during each action and all stats are relative to the performing actor and current action unless otherwise noted. Addresses 200h and above will change for each target of the action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! style=&amp;quot;background: rgb(204,204,204)&amp;quot; colspan=&amp;quot;2&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| 0h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Index&lt;br /&gt;
|-&lt;br /&gt;
| 4h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
|-&lt;br /&gt;
| 8h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Formation Entry (Enemy A, Enemy B, etc)&lt;br /&gt;
|-&lt;br /&gt;
| 0Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Command Index&lt;br /&gt;
|-&lt;br /&gt;
| 10h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Action Index&lt;br /&gt;
|-&lt;br /&gt;
| 14h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Action Animation Base (for relative to absolute animation indexes)&lt;br /&gt;
|-&lt;br /&gt;
| 18h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Allowed Targets (Active and targetable)&lt;br /&gt;
|-&lt;br /&gt;
| 1Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Active Allies?&lt;br /&gt;
|-&lt;br /&gt;
| 20h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Command Animation (player characters only)&lt;br /&gt;
|-&lt;br /&gt;
| 24h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[FF7/Battle/Attack_Effect_Id_List|Attack Effect]]&lt;br /&gt;
|-&lt;br /&gt;
| 28h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Command Index (again)&lt;br /&gt;
|-&lt;br /&gt;
| 2Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Action Index (again)&lt;br /&gt;
|-&lt;br /&gt;
| 30h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Self Mask&lt;br /&gt;
|-&lt;br /&gt;
| 38h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | MP Cost&lt;br /&gt;
|-&lt;br /&gt;
| 3Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Action Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| 40h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[FF7/Battle/Damage_Calculation|Damage Calculation]]&lt;br /&gt;
|-&lt;br /&gt;
| 44h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[FF7/Battle/Elemental_Data|Action's Element]]&lt;br /&gt;
|-&lt;br /&gt;
| 48h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Action's Power&lt;br /&gt;
|-&lt;br /&gt;
| 4Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Phys/Mag Attack Power&lt;br /&gt;
|-&lt;br /&gt;
| 50h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Action's Target(s) Mask&lt;br /&gt;
|-&lt;br /&gt;
| 54h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Normal Impact Sound&lt;br /&gt;
|-&lt;br /&gt;
| 58h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Critical Impact Sound&lt;br /&gt;
|-&lt;br /&gt;
| 5Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Miss Sound&lt;br /&gt;
|-&lt;br /&gt;
| 60h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Single Target Camera&lt;br /&gt;
|-&lt;br /&gt;
| 64h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Multi Target Camera&lt;br /&gt;
|-&lt;br /&gt;
| 68h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Action Reaction Animation Index&lt;br /&gt;
|-&lt;br /&gt;
| 6Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[FF7/Battle/Attack_Special_Effects|Attack Special Effects]]&lt;br /&gt;
|-&lt;br /&gt;
| 78h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Non-self target mask?&lt;br /&gt;
|-&lt;br /&gt;
| 80h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[FF7/Battle/Status_Effects|Inflicting Status(es)]]&lt;br /&gt;
|-&lt;br /&gt;
| 84h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[FF7/Battle/Status_Effects|Curing Status(es)]]&lt;br /&gt;
|-&lt;br /&gt;
| 88h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[FF7/Battle/Status_Effects|Toggling Status(es)]]&lt;br /&gt;
|-&lt;br /&gt;
| 8Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Chance to inflict Status&lt;br /&gt;
|-&lt;br /&gt;
| 90h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Command Properties (details pending)&lt;br /&gt;
|-&lt;br /&gt;
| 94h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Target Mask&lt;br /&gt;
|-&lt;br /&gt;
| 98h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack Index position in scene data (enemy only)&lt;br /&gt;
|-&lt;br /&gt;
| A0h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
Action Accuracy function (upper nybble of [[FF7/Battle/Damage_Calculation|Damage Calculation]])&lt;br /&gt;
|-&lt;br /&gt;
| A4h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
Action Damage function (lower nybble of [[FF7/Battle/Damage_Calculation|Damage Calculation]])&lt;br /&gt;
|-&lt;br /&gt;
| ACh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Quad Magic Count?&lt;br /&gt;
|-&lt;br /&gt;
| B0h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Number of attack damage calculations?&lt;br /&gt;
|-&lt;br /&gt;
| B4h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Follow-up action count (Tifa's Limits, Finishing Touch, etc)&lt;br /&gt;
|-&lt;br /&gt;
| B8h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Number of Targets?&lt;br /&gt;
|-&lt;br /&gt;
| BCh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[FF7/Battle/Attack_Special_Effects|Attack Additional Effects]]&lt;br /&gt;
|-&lt;br /&gt;
| C0h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Additional Effect Modifier&lt;br /&gt;
|-&lt;br /&gt;
| C4h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack Power&lt;br /&gt;
|-&lt;br /&gt;
| C8h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Actor's current status&lt;br /&gt;
|-&lt;br /&gt;
| D0h - D7h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Follow-up Action(s)&lt;br /&gt;
|-&lt;br /&gt;
| D8h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Actor's Strength&lt;br /&gt;
|-&lt;br /&gt;
| DCh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Used during String display?&lt;br /&gt;
|-&lt;br /&gt;
| E0h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Number of successful hits&lt;br /&gt;
|-&lt;br /&gt;
| F0h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Character-specific action properties (mp absorb, hp absorb, etc)&lt;br /&gt;
|-&lt;br /&gt;
| F8h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Related to enabled magic. Also ACh above.&lt;br /&gt;
|-&lt;br /&gt;
| FCh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Multiple hit count&lt;br /&gt;
|-&lt;br /&gt;
| 100h - 1FFh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | large unused gap&lt;br /&gt;
|-&lt;br /&gt;
| 200h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | ???&lt;br /&gt;
|-&lt;br /&gt;
| 204h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Character Map (players only)&lt;br /&gt;
|-&lt;br /&gt;
| 208h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Current Target Index&lt;br /&gt;
|-&lt;br /&gt;
| 20Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Formation Slot&lt;br /&gt;
|-&lt;br /&gt;
| 210h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Target's Phys/Mag Def (whichever attack type is)&lt;br /&gt;
|-&lt;br /&gt;
| 214h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Damage done to target&lt;br /&gt;
|-&lt;br /&gt;
| 218h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Properties of attack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(204,204,255)&amp;quot; rowspan=&amp;quot;8&amp;quot; |&lt;br /&gt;
| 1&lt;br /&gt;
| missed&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Physical if set; Magical if unset&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Attempt Steal&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Won't Miss&lt;br /&gt;
|-&lt;br /&gt;
| 4000&lt;br /&gt;
| Physical Barrier&lt;br /&gt;
|-&lt;br /&gt;
| 8000&lt;br /&gt;
| Magical Barrier&lt;br /&gt;
|-&lt;br /&gt;
| 40000&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
| 800000&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
| 220h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | More properties (heal, critical, damage MP, etc)&lt;br /&gt;
|-&lt;br /&gt;
| 224h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Target's reaction animation&lt;br /&gt;
|-&lt;br /&gt;
| 228h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Target's status&lt;br /&gt;
|-&lt;br /&gt;
| 22Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Target's status immunities&lt;br /&gt;
|-&lt;br /&gt;
| 230h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Damage level to current Action&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(204,204,255)&amp;quot; rowspan=&amp;quot;8&amp;quot; |&lt;br /&gt;
| 1&lt;br /&gt;
| Death (if not immune)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Always hit?&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Double (Damage &amp;amp;amp; Accuracy)&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Normal (Never checked)&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Half (Damage &amp;amp;amp; Accuracy)&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Null (won't miss?)&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| Absorb (won't miss?)&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| Full-Heal&lt;br /&gt;
|-&lt;br /&gt;
| 234h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Target condition flags (back exposed, multiple targets, etc)&lt;br /&gt;
|-&lt;br /&gt;
| 238h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Status(es) to add to Target&lt;br /&gt;
|-&lt;br /&gt;
| 23Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Status(es) to Cure from Target&lt;br /&gt;
|-&lt;br /&gt;
| 240h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Status(es) to Toggle from Target&lt;br /&gt;
|-&lt;br /&gt;
| 244h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Target's statuses that will be affected from action&lt;br /&gt;
|-&lt;br /&gt;
| 248h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Sound to play (determined from hit/critical/miss sounds above)&lt;br /&gt;
|-&lt;br /&gt;
| 24Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Action Animation to use (varies from single/multiple targets)&lt;br /&gt;
|-&lt;br /&gt;
| 254h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Target's Level&lt;br /&gt;
|-&lt;br /&gt;
| 258h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Target's HP&lt;br /&gt;
|-&lt;br /&gt;
| 25Ch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Target's MP&lt;br /&gt;
|-&lt;br /&gt;
| 260h&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Action's final Accuracy&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Field&amp;diff=5463</id>
		<title>FF7/Field</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Field&amp;diff=5463"/>
		<updated>2019-07-12T23:49:09Z</updated>

		<summary type="html">&lt;p&gt;BukTop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Important Files ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;background: rgb(0,0,0)&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(0,255,0)&amp;quot; align=&amp;quot;center&amp;quot; | PSX Version&lt;br /&gt;
! style=&amp;quot;background:rgb(0,255,0)&amp;quot; align=&amp;quot;center&amp;quot; | PC Version&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(0,255,0)&amp;quot; | /FIELD/*.DAT&lt;br /&gt;
|style=&amp;quot;background:rgb(0,255,0)&amp;quot; | /DATA/FIELD/FLEVEL.LGP&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(0,255,0)&amp;quot; | /FIELD/*.MIM&lt;br /&gt;
|style=&amp;quot;background:rgb(0,255,0)&amp;quot; | /DATA/FIELD/FLEVEL.LGP&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(0,255,0)&amp;quot; | /FIELD/*.BSX&lt;br /&gt;
|style=&amp;quot;background:rgb(0,255,0)&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(0,255,0)&amp;quot; | /FIELD/*.BCX&lt;br /&gt;
|style=&amp;quot;background:rgb(0,255,0)&amp;quot; | /DATA/FIELD/CHAR.LGP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Field Overview ==&lt;br /&gt;
&lt;br /&gt;
The field module is the core of the game to which everything else is spawned. It is tied very closely with the kernel and contains many low-level calls to it. The field system also contains a self-contained bytecode language called commonly called &amp;quot;Field Script&amp;quot;. The field module is responsible for the following:&lt;br /&gt;
&lt;br /&gt;
* The loading and parsing of the field files&lt;br /&gt;
* The display of the 2D background ands related special effects&lt;br /&gt;
* The display of 3D elements in the field such as the camera, perspective and and entities&lt;br /&gt;
* The running of the Field Script to display events and to get user input&lt;br /&gt;
* The on-demand loading of other modules when needed&lt;br /&gt;
&lt;br /&gt;
A list of fields can be found [[FF7/Field/Field_ID|here]].&lt;br /&gt;
&lt;br /&gt;
The Field module loads modular &amp;quot;Field Files&amp;quot;. In the PC version, the Field File is a single file with nine sections. In the PSX version, there are three files with the same name but with different extensions that do the same thing.  The three files are MIM (Mutiple Image Maps, or the backgrounds), DAT (Field Script Data), and BSX (3D data).&lt;br /&gt;
&lt;br /&gt;
[[Image:Field BackgroundVRAM.jpg|thumb|Snapshot of the PSX's VRAM demonstrating the background field files in various stages of assembly.]] &lt;br /&gt;
&lt;br /&gt;
The backgrounds are actually 16x16 blocks that are loaded into VRAM and then assembled into the video buffer every frame. The system allows for layers to obscure the 3D entities using a simple painter's algorithm.&lt;br /&gt;
&lt;br /&gt;
In this particular field file, there are six cached sections of background data. Also notice the bright green patches that don't show up in in the video buffer. This was to show where a lower layer of 2D data was to be covered by a higher layer. The bright green is for debug purposes. During development, if any bright green showed up, it meant that your upper layer had a &amp;quot;hole&amp;quot; in it that a 3D entity could be seen through. &lt;br /&gt;
&lt;br /&gt;
When the PSX version of FF7 is ran in higher resolutions via emulation with texture filtering on, often the lower layers will &amp;quot;bleed&amp;quot; outside the upper layer and make artifacts. This was also the reason why the field files were not re-rendered for the PC version of the game. It would of required &amp;quot;re-cutting&amp;quot; the layers again in the higher resolution. &lt;br /&gt;
&lt;br /&gt;
Another last thing to note is in the middle of the bottom texture cache there are a sea of eyes. These blink at random times and reflect the random blinking of the characters in the game.&lt;br /&gt;
&lt;br /&gt;
== Field Format (PC) ==&lt;br /&gt;
&lt;br /&gt;
=== General PC Field File Format ===&lt;br /&gt;
&lt;br /&gt;
Field files are always found in FLEVEL.LGP. They are always [[FF7/LZS format|LZS]] compressed. &lt;br /&gt;
&lt;br /&gt;
The first two bytes of each (decompressed) field file are blank (zero).&lt;br /&gt;
The next four bytes is an integer indicating how many sections are present in the file.&lt;br /&gt;
Then a number of 4-byte integers follow, giving the starting offset for each section.&lt;br /&gt;
&lt;br /&gt;
All field files should contain 9 sections; it's what FF7 expects.&lt;br /&gt;
&lt;br /&gt;
=== PC Field File Header ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;background: rgb(0,0,0)&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Offset&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Size&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Section Data&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | 0x00&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | 2 bytes&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Blank&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Always 0x00&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | 0x02&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | 4 bytes&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Number of Sections&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Always 0x0009&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | 0x06&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | 4 bytes&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Pointer to Section 1&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | [[FF7/Field/Field Script|Field Script &amp;amp; Dialog]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | 0x0A&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | 4 bytes&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Pointer to Section 2&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | [[FF7/Field/Camera Matrix|Camera Matrix]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | 0x0E&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | 4 bytes&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Pointer to Section 3&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | [[FF7/Field/Model Loader|Model Loader]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | 0x12&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | 4 bytes&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Pointer to Section 4&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | [[FF7/Field/Palette|Palette]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | 0x16&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | 4 bytes&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Pointer to Section 5&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | [[FF7/Field/Walkmesh|Walkmesh]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | 0x1A&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | 4 bytes&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Pointer to Section 6&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | [[FF7/Field_Module/DAT/Tile_Map|TileMap]] (Unused)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | 0x1E&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | 4 bytes&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Pointer to Section 7&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | [[FF7/Field/Encounter|Encounter]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | 0x22&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | 4 bytes&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Pointer to Section 8&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | [[FF7/Field/Triggers|Triggers]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | 0x26&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | 4 bytes&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Pointer to Section 9&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | [[FF7/Field/Background|Background]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | 0x2A&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | 4 bytes&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Where Pointer to Section 1 points to&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Length of Section 1 &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | 0x2E&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Varies&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | Start of Section 1 data. Continues for the&amp;lt;br /&amp;gt;number of bytes specified in Section Length&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | ''See links above''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each section generally starts with a four byte integer indicating the length of the section. You could just work this out by comparing offsets (how much space until the next section/end of file, etc) but FF7 stores the length at the start of the section anyway. After that the actual data follows. So the first bit of data for a section is actually 4 bytes after the point given in the section header (since the first four bytes are actually the length marker).&lt;br /&gt;
&lt;br /&gt;
To examine each section, please navigate using the links in the table above. For sections 3 and 8, there is some information on [http://forums.qhimm.com/index.php?topic=4358.msg58674#msg58674 the forum].&lt;br /&gt;
&lt;br /&gt;
== Field Format (PS1) ==&lt;br /&gt;
&lt;br /&gt;
=== PSX DAT Format ===&lt;br /&gt;
&lt;br /&gt;
The PSX script is contained in the DAT file, it is compressed with [[FF7/LZS format|LZS compression]].&lt;br /&gt;
&lt;br /&gt;
The header for the DAT file (after it is decompressed), is 28 bytes in size (they are used in the PSX, it's a list of 7 long word values which point to locations in PSX RAM). So for each of these sections are addressable by taking the first memory location subtracting it and adding 28.&lt;br /&gt;
&lt;br /&gt;
There are 7 sections each coresponding to the first 7 memory locations at the begining of the file.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;background: rgb(0,0,0)&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(0,255,0)&amp;quot; align=&amp;quot;center&amp;quot; | Section Name&lt;br /&gt;
! style=&amp;quot;background:rgb(0,255,0)&amp;quot; align=&amp;quot;center&amp;quot; | Section Information&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(200,255,200)&amp;quot; | [[FF7/Field/Script|Script]]&lt;br /&gt;
|style=&amp;quot;background:rgb(200,255,200)&amp;quot; | Contains conversations, save point interaction etc.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(200,255,200)&amp;quot; | [[FF7/Field/Walkmesh|Walkmesh]]&lt;br /&gt;
|style=&amp;quot;background:rgb(200,255,200)&amp;quot; | Contains walkmesh triangles and access info.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(200,255,200)&amp;quot; | [[FF7/Field_Module/DAT/Tile_Map|TileMap]]&lt;br /&gt;
|style=&amp;quot;background:rgb(200,255,200)&amp;quot; | Contains the information for the background, animation,&amp;lt;BR&amp;gt; and static scene objects.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(200,255,200)&amp;quot; | [[FF7/Field/Camera_Matrix|Camera_Matrix]]&lt;br /&gt;
|style=&amp;quot;background:rgb(200,255,200)&amp;quot; | Contains camera info.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(200,255,200)&amp;quot; | [[FF7/Field/Triggers|Triggers]]&lt;br /&gt;
|style=&amp;quot;background:rgb(200,255,200)&amp;quot; | Contains triggers, singles, gateways and so on.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(200,255,200)&amp;quot; | [[FF7/Field/Encounter|Encounter]]&lt;br /&gt;
|style=&amp;quot;background:rgb(200,255,200)&amp;quot; | Battle Encounter information for location.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(200,255,200)&amp;quot; | [[FF7/Field/Models|Models]]&lt;br /&gt;
|style=&amp;quot;background:rgb(200,255,200)&amp;quot; | Some info about field models.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== PSX MIM Format ===&lt;br /&gt;
Part of the PSX background data is contained in the [[FF7/Field/MIMfile|MIM file]], it is compressed with [[FF7/LZS format|LZS compression]].  It consists of palettes (256 color ones) and screen blocks. No data for locating the blocks on the screen is in this file. The MIM file is a truncated TIM file and contains the normal clut location height and width information.  This information is directly loaded into the PSX video ram to be decoded by the field module.&lt;br /&gt;
&lt;br /&gt;
=== PSX BSX Format ===&lt;br /&gt;
The Field models are contained in the [[FF7/Field/BSX|BSX file]], it is compressed with [[FF7/LZS format|LZS compression]].  [[FF7/Field/FIELD.TDB|FIELD.TDB]] contains the textures for these models.&lt;br /&gt;
&lt;br /&gt;
=== PSX BCX Format ===&lt;br /&gt;
The individual characters' field models are stored in [[FF7/Field/BCX|BCX files]]. Their textures are also in [[FF7/Field/FIELD.TDB|FIELD.TDB]]; they are compressed with [[FF7/LZS format|LZS compression]].&lt;br /&gt;
&lt;br /&gt;
== Event Scripting ==&lt;br /&gt;
Event scripting is handled via a series of script commands and entities spawned for the event.  The exception to this is the battle event scripting. This is actually a little bit different.  Please refer to the [[FF7/Field/Script|Field Script]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Script commands ==&lt;br /&gt;
&lt;br /&gt;
The event scripting language for FF7 has 246 commands that have a wide array of functions. For a complete listing of the commands, opcodes, arguments and descriptions, please refer to the [[FF7/Field/Script/Opcodes|opcodes]] section.&lt;br /&gt;
&lt;br /&gt;
== Movies ==&lt;br /&gt;
Movies in FF7 are actually triggered from the [[FF7/Field/Script|Field Script]]. The [[FF7/Field/Script/Opcodes/F8 PMVIE|F8 PMVIE]] opcode is first used to set the movie for which the [[FF7/Field/Script/Opcodes/F9 MOVIE|F9 MOVIE]] opcode is used to play.  It is important to remember the MOVIE ID may vary in the PS1 versionn depending on what disc you are on.&lt;br /&gt;
The PC movies were encoded using the DUCK (goose?) format and are AVI video files.&lt;br /&gt;
&lt;br /&gt;
The PS1 movies were encoded using FMV Motion JPEG video files, for the playstation. These files cannot be decode or read directly from the CD disc media because of the Mode 2 format of the files.  The files are encoded using ISO Mode 2 which means the sectors are 2302 bytes in length instead of 2048.  The video files have interleaved audio (ADPCM format), between video frames and are 320x224 15fps.  Video files that have no audio with it actually has empty sectors of space between video frames to prevent the extremely timing sensitive MDEC decoder in the playstation from locking up.&lt;br /&gt;
&lt;br /&gt;
[[User:Cyberman|Cyberman]] 14:18, 30 Dec 2006 (CST)&lt;br /&gt;
&lt;br /&gt;
== The 3D Overlay ==&lt;br /&gt;
&lt;br /&gt;
== Data Organization ==&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;A&amp;quot; Field Animation Files for PC by [[User:Mirex|Mirex]] (Edits by [[User:Aali|Aali]]) ==&lt;br /&gt;
&lt;br /&gt;
Each animation file holds one character animation ( run, walk or some other). Some characters have more animation files. Animation is set of frames, in each frame are stored bone rotations. &lt;br /&gt;
&lt;br /&gt;
-- animation file contents --&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;background: rgb(0,0,0)&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Size in bytes&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | header&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 36&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | frames&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | frames_count * frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-- one frame, size is (bones * 12 + 12 + 12) --&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;background: rgb(0,0,0)&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Size&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | root rotation&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 12 = 3 floats&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | root translation&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 12 = 3 floats&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; | rotations&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | bones * 12 bytes = bones * 3 floats&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
header structure, 36 bytes&lt;br /&gt;
&lt;br /&gt;
 struct {&lt;br /&gt;
     unsigned int32 version;&lt;br /&gt;
     unsigned int32 frames_count;&lt;br /&gt;
     unsigned int32 bones_count;&lt;br /&gt;
     unsigned char rotation_order[3];&lt;br /&gt;
     unsigned char unused;&lt;br /&gt;
     unsigned int32 runtime_data[5];&lt;br /&gt;
 } anim_head;&lt;br /&gt;
&lt;br /&gt;
I understand only two values from the header, 'frames_count' which is number of animation frames and 'bones_count' which is suprisingly number of animated bones.&lt;br /&gt;
&lt;br /&gt;
''version should always be 1 or FF7 will not load the file''&lt;br /&gt;
&lt;br /&gt;
''rotation order determines in which order rotations are applied, 0 means alpha rotation, 1 beta rotation and 2 gamma rotation.''&lt;br /&gt;
&lt;br /&gt;
''runtime data has no meaning in the animation file and is discarded on load''&lt;br /&gt;
&lt;br /&gt;
If you want to load all possible animations for the model (even animations of different models) then check if animation file has same number of bones as current model. &lt;br /&gt;
&lt;br /&gt;
Frame starts with the root rotations and root translations, followed by rotations for each bone. Rotations are stored as 3 floats (float is 4byte floating-point number).&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Field_Module&amp;diff=5462</id>
		<title>FF7/Field Module</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Field_Module&amp;diff=5462"/>
		<updated>2019-07-12T23:46:19Z</updated>

		<summary type="html">&lt;p&gt;BukTop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Important Files  ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background: rgb(0,255,0)&amp;quot; align=&amp;quot;center&amp;quot; | PSX Version&lt;br /&gt;
! style=&amp;quot;background: rgb(0,255,0)&amp;quot; align=&amp;quot;center&amp;quot; | PC Version&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(0,255,0)&amp;quot; | /FIELD/*.DAT&lt;br /&gt;
| style=&amp;quot;background: rgb(0,255,0)&amp;quot; | /DATA/FIELD/FLEVEL.LGP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(0,255,0)&amp;quot; | /FIELD/*.MIM&lt;br /&gt;
| style=&amp;quot;background: rgb(0,255,0)&amp;quot; | /DATA/FIELD/FLEVEL.LGP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(0,255,0)&amp;quot; | /FIELD/*.BSX&lt;br /&gt;
| style=&amp;quot;background: rgb(0,255,0)&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(0,255,0)&amp;quot; | /FIELD/*.BCX&lt;br /&gt;
| style=&amp;quot;background: rgb(0,255,0)&amp;quot; | /DATA/FIELD/CHAR.LGP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  Field Overview  ==&lt;br /&gt;
&lt;br /&gt;
The field module is the core of the game to which everything else is spawned. It is tied very closely with the kernel and contains many low-level calls to it. The field system also contains a self-contained bytecode language called commonly called &amp;quot;Field Script&amp;quot;. The field module is responsible for the following:&lt;br /&gt;
&lt;br /&gt;
* The loading and parsing of the field files&lt;br /&gt;
* The display of the 2D background ands related special effects&lt;br /&gt;
* The display of 3D elements in the field such as the camera, perspective and and entities&lt;br /&gt;
* The running of the Field Script to display events and to get user input&lt;br /&gt;
* The on-demand loading of other modules when needed&lt;br /&gt;
&lt;br /&gt;
The Field module loads modular &amp;quot;Field Files&amp;quot;. In the PC version, the Field File is a single file with nine sections. In the PSX version, there are three files with the same name but with different extensions that do the same thing. The three files are MIM (Mutiple Image Maps, or the backgrounds), DAT (Field Script Data), and BSX (3D data).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;width: 182px&amp;quot;&amp;gt;[[File:Field BackgroundVRAM.jpg|[[Image:180px-Field_BackgroundVRAM.jpg]]]]&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;magnify&amp;quot;&amp;gt;[[File:Field BackgroundVRAM.jpg]]&amp;lt;/div&amp;gt;Snapshot of the PSX's VRAM demonstrating the background field files in various stages of assembly.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The backgrounds are actually 16x16 blocks that are loaded into VRAM and then assembled into the video buffer every frame. The system allows for layers to obscure the 3D entities using a simple painter's algorithm.&lt;br /&gt;
&lt;br /&gt;
In this particular field file, there are six cached sections of background data. Also notice the bright green patches that don't show up in in the video buffer. This was to show where a lower layer of 2D data was to be covered by a higher layer. The bright green is for debug purposes. During development, if any bright green showed up, it meant that your upper layer had a &amp;quot;hole&amp;quot; in it that a 3D entity could be seen through.&lt;br /&gt;
&lt;br /&gt;
When the PSX version of FF7 is ran in higher resolutions via emulation with texture filtering on, often the lower layers will &amp;quot;bleed&amp;quot; outside the upper layer and make artifacts. This was also the reason why the field files were not re-rendered for the PC version of the game. It would of required &amp;quot;re-cutting&amp;quot; the layers again in the higher resolution.&lt;br /&gt;
&lt;br /&gt;
Another last thing to note is in the middle of the bottom texture cache there are a sea of eyes. These blink at random times and reflect the random blinking of the characters in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Field Format (PC)  ==&lt;br /&gt;
&lt;br /&gt;
===  General PC Field File Format  ===&lt;br /&gt;
&lt;br /&gt;
Field files are always found in FLEVEL.LGP. They are always [[FF7/LZS_format|LZS]] compressed.&lt;br /&gt;
&lt;br /&gt;
The first two bytes of each (decompressed) field file are blank (zero). The next four bytes is an integer indicating how many sections are present in the file. Then a number of 4-byte integers follow, giving the starting offset for each section.&lt;br /&gt;
&lt;br /&gt;
All field files should contain 9 sections; it's what FF7 expects.&lt;br /&gt;
&lt;br /&gt;
===  PC Field File Header  ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Size&lt;br /&gt;
! Description&lt;br /&gt;
! Section Data&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Blank&lt;br /&gt;
| Always 0x00&lt;br /&gt;
|-&lt;br /&gt;
| 0x02&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Number of Sections&lt;br /&gt;
| Always 0x0009&lt;br /&gt;
|-&lt;br /&gt;
| 0x06&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Pointer to Section 1&lt;br /&gt;
|&lt;br /&gt;
[[FF7/Field/Field_Script|Field Script &amp;amp;amp; Dialog]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Pointer to Section 2&lt;br /&gt;
|&lt;br /&gt;
[[FF7/Field/Camera_Matrix|Camera Matrix]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Pointer to Section 3&lt;br /&gt;
|&lt;br /&gt;
[[FF7/Field/Model_Loader|Model Loader]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x12&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Pointer to Section 4&lt;br /&gt;
|&lt;br /&gt;
[[FF7/Field/Palette|Palette]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x16&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Pointer to Section 5&lt;br /&gt;
|&lt;br /&gt;
[[FF7/Field/Walkmesh|Walkmesh]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x1A&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Pointer to Section 6&lt;br /&gt;
|&lt;br /&gt;
[[FF7/Field_Module/DAT/Tile_Map|TileMap]] (Unused)&lt;br /&gt;
|-&lt;br /&gt;
| 0x1E&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Pointer to Section 7&lt;br /&gt;
|&lt;br /&gt;
[[FF7/Field/Encounter|Encounter]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x22&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Pointer to Section 8&lt;br /&gt;
|&lt;br /&gt;
[[FF7/Field/Triggers|Triggers]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x26&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Pointer to Section 9&lt;br /&gt;
|&lt;br /&gt;
[[FF7/Field/Background|Background]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x2A&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Where Pointer to Section 1 points to&lt;br /&gt;
| Length of Section 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x2E&lt;br /&gt;
| Varies&lt;br /&gt;
| Start of Section 1 data. Continues for the&amp;lt;br /&amp;gt;number of bytes specified in Section Length&lt;br /&gt;
| ''See links above''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each section generally starts with a four byte integer indicating the length of the section. You could just work this out by comparing offsets (how much space until the next section/end of file, etc) but FF7 stores the length at the start of the section anyway. After that the actual data follows. So the first bit of data for a section is actually 4 bytes after the point given in the section header (since the first four bytes are actually the length marker).&lt;br /&gt;
&lt;br /&gt;
To examine each section, please navigate using the links in the table above. For sections 3 and 8, there is some information on [http://forums.qhimm.com/index.php?topic=4358.msg58674#msg58674 the forum].&lt;br /&gt;
&lt;br /&gt;
==  Field Format (PS1)  ==&lt;br /&gt;
&lt;br /&gt;
===  PSX DAT Format  ===&lt;br /&gt;
&lt;br /&gt;
The PSX script is contained in the DAT file, it is compressed with [[FF7/LZS_format|LZS compression]]. The first 4 bytes of the compressed DAT file is the length of the compressed data starting at address 0x4.&lt;br /&gt;
&lt;br /&gt;
The header for the DAT file (after it is decompressed), is 28 bytes in size (they are used in the PSX, it's a list of 7 long word values which point to locations in PSX RAM). So for each of these sections are addressable by taking the first memory location subtracting it and adding 28.&lt;br /&gt;
&lt;br /&gt;
There are 7 sections each corresponding to the first 7 memory locations at the beginning of the file.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background: rgb(0,255,0)&amp;quot; align=&amp;quot;center&amp;quot; | Section Name&lt;br /&gt;
! style=&amp;quot;background: rgb(0,255,0)&amp;quot; align=&amp;quot;center&amp;quot; | Section Information&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(200,255,200)&amp;quot; |&lt;br /&gt;
[[FF7/Field/Script|Script]]&lt;br /&gt;
| style=&amp;quot;background: rgb(200,255,200)&amp;quot; | Contains conversations, save point interaction etc.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(200,255,200)&amp;quot; |&lt;br /&gt;
[[FF7/Field/Walkmesh|Walkmesh]]&lt;br /&gt;
| style=&amp;quot;background: rgb(200,255,200)&amp;quot; | Contains walkmesh triangles and access info.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(200,255,200)&amp;quot; |&lt;br /&gt;
[[FF7/Field_Module/DAT/Tile_Map|TileMap]]&lt;br /&gt;
| style=&amp;quot;background: rgb(200,255,200)&amp;quot; | Contains the information for the background, animation,&amp;lt;br /&amp;gt; and static scene objects.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(200,255,200)&amp;quot; |&lt;br /&gt;
[[FF7/Field/Camera_Matrix|Camera_Matrix]]&lt;br /&gt;
| style=&amp;quot;background: rgb(200,255,200)&amp;quot; | Contains camera info.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(200,255,200)&amp;quot; |&lt;br /&gt;
[[FF7/Field/Triggers|Triggers]]&lt;br /&gt;
| style=&amp;quot;background: rgb(200,255,200)&amp;quot; | Contains triggers, singles, gateways and so on.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(200,255,200)&amp;quot; |&lt;br /&gt;
[[FF7/Field/Encounter|Encounter]]&lt;br /&gt;
| style=&amp;quot;background: rgb(200,255,200)&amp;quot; | Battle Encounter information for location.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(200,255,200)&amp;quot; |&lt;br /&gt;
[[FF7/Field/Models|Models]]&lt;br /&gt;
| style=&amp;quot;background: rgb(200,255,200)&amp;quot; | Some info about field models.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===  PSX MIM Format  ===&lt;br /&gt;
&lt;br /&gt;
Part of the PSX background data is contained in the [[FF7/Field/MIMfile|MIM file]], it is compressed with [[FF7/LZS_format|LZS compression]]. It consists of palettes (256 color ones) and screen blocks. No data for locating the blocks on the screen is in this file. The MIM file is a truncated TIM file and contains the normal clut location height and width information. This information is directly loaded into the PSX video ram to be decoded by the field module.&lt;br /&gt;
&lt;br /&gt;
===  PSX BSX Format  ===&lt;br /&gt;
&lt;br /&gt;
The Field models are contained in the [[FF7/Field/BSX|BSX file]], it is compressed with [[FF7/LZS_format|LZS compression]]. [[FF7/Field/FIELD.TDB|FIELD.TDB]] contains the textures for these models.&lt;br /&gt;
&lt;br /&gt;
===  PSX BCX Format  ===&lt;br /&gt;
&lt;br /&gt;
The individual characters' field models are stored in [[FF7/Field/BCX|BCX files]]. Their textures are also in [[FF7/Field/FIELD.TDB|FIELD.TDB]]&amp;lt;nowiki&amp;gt;; they are compressed with &amp;lt;/nowiki&amp;gt;[[FF7/LZS_format|LZS compression]].&lt;br /&gt;
&lt;br /&gt;
==  Event Scripting  ==&lt;br /&gt;
&lt;br /&gt;
Event scripting is handled via a series of script commands and entities spawned for the event. The exception to this is the battle event scripting. This is actually a little bit different. Please refer to the [[FF7/Field/Script|Field Script]] for more information.&lt;br /&gt;
&lt;br /&gt;
==  Script commands  ==&lt;br /&gt;
&lt;br /&gt;
The event scripting language for FF7 has 246 commands that have a wide array of functions. For a complete listing of the commands, opcodes, arguments and descriptions, please refer to the [[FF7/Field/Script/Opcodes|opcodes]] section.&lt;br /&gt;
&lt;br /&gt;
==  Movies  ==&lt;br /&gt;
&lt;br /&gt;
Movies in FF7 are actually triggered from the [[FF7/Field/Script|Field Script]]. The [[FF7/Field/Script/Opcodes/F8_PMVIE|F8 PMVIE]] opcode is first used to set the movie for which the [[FF7/Field/Script/Opcodes/F9_MOVIE|F9 MOVIE]] opcode is used to play. It is important to remember the MOVIE ID may vary in the PS1 versionn depending on what disc you are on. The PC movies were encoded using the DUCK (goose?) format and are AVI video files.&lt;br /&gt;
&lt;br /&gt;
The PS1 movies were encoded using FMV Motion JPEG video files, for the playstation. These files cannot be decode or read directly from the CD disc media because of the Mode 2 format of the files. The files are encoded using ISO Mode 2 which means the sectors are 2302 bytes in length instead of 2048. The video files have interleaved audio (ADPCM format), between video frames and are 320x224 15fps. Video files that have no audio with it actually has empty sectors of space between video frames to prevent the extremely timing sensitive MDEC decoder in the playstation from locking up.&lt;br /&gt;
&lt;br /&gt;
[[User:Cyberman|Cyberman]] 14:18, 30 Dec 2006 (CST)&lt;br /&gt;
&lt;br /&gt;
==  The 3D Overlay  ==&lt;br /&gt;
&lt;br /&gt;
==  Data Organization  ==&lt;br /&gt;
&lt;br /&gt;
==  &amp;quot;A&amp;quot; Field Animation Files for PC by [[User:Mirex|Mirex]] (Edits by [[User:Aali|Aali]])  ==&lt;br /&gt;
&lt;br /&gt;
Each animation file holds one character animation ( run, walk or some other). Some characters have more animation files. Animation is set of frames, in each frame are stored bone rotations.&lt;br /&gt;
&lt;br /&gt;
-- animation file contents --&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Size in bytes&lt;br /&gt;
|-&lt;br /&gt;
| header&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 36&lt;br /&gt;
|-&lt;br /&gt;
| frames&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | frames_count * frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-- one frame, size is (bones * 12 + 12 + 12) --&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Size&lt;br /&gt;
|-&lt;br /&gt;
| root rotation&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 12 = 3 floats&lt;br /&gt;
|-&lt;br /&gt;
| root translation&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | 12 = 3 floats&lt;br /&gt;
|-&lt;br /&gt;
| rotations&lt;br /&gt;
| style=&amp;quot;background: rgb(255,255,255)&amp;quot; align=&amp;quot;center&amp;quot; | bones * 12 bytes = bones * 3 floats&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
header structure, 36 bytes&lt;br /&gt;
&lt;br /&gt;
 struct {&lt;br /&gt;
     unsigned int32 version;&lt;br /&gt;
     unsigned int32 frames_count;&lt;br /&gt;
     unsigned int32 bones_count;&lt;br /&gt;
     unsigned char rotation_order[3];&lt;br /&gt;
     unsigned char unused;&lt;br /&gt;
     unsigned int32 runtime_data[5];&lt;br /&gt;
 } anim_head;&lt;br /&gt;
&lt;br /&gt;
I understand only two values from the header, 'frames_count' which is number of animation frames and 'bones_count' which is suprisingly number of animated bones.&lt;br /&gt;
&lt;br /&gt;
''version should always be 1 or FF7 will not load the file''&lt;br /&gt;
&lt;br /&gt;
''rotation order determines in which order rotations are applied, 0 means alpha rotation, 1 beta rotation and 2 gamma rotation.''&lt;br /&gt;
&lt;br /&gt;
''runtime data has no meaning in the animation file and is discarded on load''&lt;br /&gt;
&lt;br /&gt;
If you want to load all possible animations for the model (even animations of different models) then check if animation file has same number of bones as current model.&lt;br /&gt;
&lt;br /&gt;
Frame starts with the root rotations and root translations, followed by rotations for each bone. Rotations are stored as 3 floats (float is 4byte floating-point number).&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Field/Walkmesh&amp;diff=5461</id>
		<title>FF7/Field/Walkmesh</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Field/Walkmesh&amp;diff=5461"/>
		<updated>2019-07-12T23:41:09Z</updated>

		<summary type="html">&lt;p&gt;BukTop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===  Section 5: Walkmesh ([[User:Kero|Kero]])  ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;width: 182px&amp;quot;&amp;gt;[[File:Field_Wutai.jpg|180px|[[Image:180px-Field_Wutai.jpg]]]]&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;magnify&amp;quot;&amp;gt;[[File:Field Wutai.jpg]]&amp;lt;/div&amp;gt;Wutai Walkmesh&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every every offset is here relative, 00 is at the start of section 5 (after length indicator).&lt;br /&gt;
&lt;br /&gt;
Section 5 of field files is a stored walkmesh. A walkmesh is a mesh of polygons on which characters move, telling the engine for example how high it is, and using this the character can, for example, cross bridges with the real feeling that in the middle he is at a higher place than on the sides. It has very simple structure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Name&lt;br /&gt;
! Data Type&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0000&lt;br /&gt;
| NoS&lt;br /&gt;
| DWORD&lt;br /&gt;
| 0x04&lt;br /&gt;
| Number of Sectors&lt;br /&gt;
|-&lt;br /&gt;
| 0x0004&lt;br /&gt;
| Sector Pool (SP)&lt;br /&gt;
| DWORD&lt;br /&gt;
| 24 * NoS&lt;br /&gt;
| The data pool of Secots&lt;br /&gt;
|-&lt;br /&gt;
| 0x0004 + 24 * NoS&lt;br /&gt;
| Sector Access Pool (SAP)&lt;br /&gt;
| WORD[3]&lt;br /&gt;
| 6 * NoS&lt;br /&gt;
| ID of triangle of each Edge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====  Section 5 Header  ====&lt;br /&gt;
&lt;br /&gt;
Startofs 0x00 Length 0x04&lt;br /&gt;
&lt;br /&gt;
The walkmesh information is preceeded by a DWORD (4 bytes) unsigned int, named '''NoS''', short for the Number of Sectors in the walkmesh.&lt;br /&gt;
&lt;br /&gt;
====  Sector pool  ====&lt;br /&gt;
&lt;br /&gt;
Startofs 0x04 Length NoS*24&lt;br /&gt;
&lt;br /&gt;
 typedef struct {&lt;br /&gt;
    short x,y,z,res;		// short is a 2 byte signed integer&lt;br /&gt;
 } vertex_3s;			// 3s == 3 short although there are 4 this is for 32 bit data alignment in PSX&lt;br /&gt;
&lt;br /&gt;
 typedef struct {&lt;br /&gt;
    vertex_3s v[3];		// a triangle has 3 vertices&lt;br /&gt;
 } sect_t; 			// Sector Type&lt;br /&gt;
&lt;br /&gt;
The pool consists of sectors, which are in fact triangles, each with their vertices position. For each sector there are 3 vertices (3 vertex_3s). Res is always equal to v[0].z (it is just a padding value). The polygons are 'wound' clockwise, this makes determining if a point is within a triangle easier.&lt;br /&gt;
&lt;br /&gt;
====  Access pool  ====&lt;br /&gt;
&lt;br /&gt;
Startofs 0x04 + NoS*24 Length NoS*6&lt;br /&gt;
&lt;br /&gt;
 typedef {&lt;br /&gt;
    short acces1,acces2,acces3;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
The access pool is an array of access data (ID's of triangles in the Mesh) in the mesh, the ID is the triangle you should be in if you cross that edge.&lt;br /&gt;
&lt;br /&gt;
acces1 is for line from vertex 0 to 1 acces2 is for line from vertex 1 to 2 acces3 is for line from vertex 2 to 0&lt;br /&gt;
&lt;br /&gt;
If the edge value is 0xFFFF, than this edge cannot be crossed (it's blocked). The access pool and sector pool have the same number of entries, thus you use the same index value for both pools of data to access the data for the same triangle. The access data merely informs one that if the PC object crosses this line the object should be in the indentified triangle. FF7 will halt running if you are not in the '''access''' specified triangle.&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=File:Magnify-clip.png&amp;diff=5460</id>
		<title>File:Magnify-clip.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=File:Magnify-clip.png&amp;diff=5460"/>
		<updated>2019-07-12T23:40:14Z</updated>

		<summary type="html">&lt;p&gt;BukTop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magnify-clip&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=File:Field_Wutai.jpg&amp;diff=5459</id>
		<title>File:Field Wutai.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=File:Field_Wutai.jpg&amp;diff=5459"/>
		<updated>2019-07-12T23:38:24Z</updated>

		<summary type="html">&lt;p&gt;BukTop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Field Wutai&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=File:Field_BackgroundVRAM.jpg&amp;diff=5458</id>
		<title>File:Field BackgroundVRAM.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=File:Field_BackgroundVRAM.jpg&amp;diff=5458"/>
		<updated>2019-07-12T23:36:17Z</updated>

		<summary type="html">&lt;p&gt;BukTop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Field BackgroundVRAM&lt;/div&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
</feed>