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	<id>https://wiki.ffrtt.ru/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mav</id>
	<title>Final Fantasy Inside - User contributions [en]</title>
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	<updated>2026-08-18T06:39:24Z</updated>
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	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/LGP_format&amp;diff=6040</id>
		<title>FF7/LGP format</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/LGP_format&amp;diff=6040"/>
		<updated>2025-12-13T23:29:08Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
LGP is an archive format used by Final Fantasy VII to store game assets. The format is used in the PC version of the game to package various game resources including textures, models, scripts, and other data files.&lt;br /&gt;
&lt;br /&gt;
An LGP archive consists of a header, table of contents (TOC), hash lookup table, optional path table for directories, and the actual file data. All multi-byte integers in the format are stored in '''little-endian''' format.&lt;br /&gt;
&lt;br /&gt;
The archive terminates with the magic string &amp;quot;FINAL FANTASY7&amp;quot; to mark the end of the file.&lt;br /&gt;
&lt;br /&gt;
== File Structure Overview ==&lt;br /&gt;
&lt;br /&gt;
An LGP archive is divided into six sections in the following order:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Section !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Header || 16 bytes || Archive metadata and file count&lt;br /&gt;
|-&lt;br /&gt;
| Table of Contents || 27 bytes × file count || File entries with names and offsets&lt;br /&gt;
|-&lt;br /&gt;
| Hash Table || 3600 bytes (fixed) || Lookup table for fast file access&lt;br /&gt;
|-&lt;br /&gt;
| Path Table || Variable || Optional directory paths for files&lt;br /&gt;
|-&lt;br /&gt;
| File Data || Variable || Actual file contents with individual headers&lt;br /&gt;
|-&lt;br /&gt;
| Footer || 14 bytes || &amp;quot;FINAL FANTASY7&amp;quot; terminator string&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
&lt;br /&gt;
The header is always 16 bytes and contains the archive's magic identifier and file count.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 2 bytes || uint16 || Reserved (always 0)&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 10 bytes || char[10] || Magic string: &amp;quot;SQUARESOFT&amp;quot; (ASCII, no null terminator)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || 2 bytes || uint16 || Number of files in archive&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || 2 bytes || uint16 || Reserved (always 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Validation:''' The magic string at offset 0x02 must exactly match &amp;quot;SQUARESOFT&amp;quot; (ASCII, no null terminator within the 10 bytes).&lt;br /&gt;
&lt;br /&gt;
== Table of Contents (TOC) ==&lt;br /&gt;
&lt;br /&gt;
Immediately follows the header and contains one 27-byte entry for each file in the archive.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 20 bytes || char[20] || Filename (null-padded, no path)&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || 4 bytes || uint32 || Absolute file offset in archive&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || 1 byte || uint8 || File type (always 0x0E / 14)&lt;br /&gt;
|-&lt;br /&gt;
| 0x19 || 2 bytes || uint16 || Path index (0 = no path, 1+ = path table index)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Filenames are stored without directory paths&lt;br /&gt;
* Filenames are null-terminated within the 20-byte field&lt;br /&gt;
* The offset field points to the start of the File Header for this file&lt;br /&gt;
* The path field references the Path Table (1-indexed); 0 means the file is in the root directory&lt;br /&gt;
* Maximum filename length is 19 characters plus null terminator&lt;br /&gt;
&lt;br /&gt;
== Hash Table ==&lt;br /&gt;
&lt;br /&gt;
The hash table immediately follows the TOC and is always exactly 3600 bytes (900 entries × 4 bytes). It provides fast O(1) lookup of files by filename.&lt;br /&gt;
&lt;br /&gt;
=== Hash Table Entry ===&lt;br /&gt;
&lt;br /&gt;
Each entry is 4 bytes:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 2 bytes || uint16 || Index into TOC (1-indexed, 0 = empty bucket)&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 2 bytes || uint16 || Count of consecutive entries in this bucket&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hash Function ===&lt;br /&gt;
&lt;br /&gt;
The hash is computed from the filename (without path or extension) using only the first two characters of the file stem:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
hash_value = hash(first_char) × 30 + hash(second_char) + 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For filenames with only one character in the stem:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
hash_value = hash(first_char) × 30&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Character Hash Values ===&lt;br /&gt;
&lt;br /&gt;
The hash function maps characters to numeric values as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Character !! Hash Value&lt;br /&gt;
|-&lt;br /&gt;
| a-z (case insensitive) || 0-25&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || 0-9&lt;br /&gt;
|-&lt;br /&gt;
| _ (underscore) || 10 (same as 'k')&lt;br /&gt;
|-&lt;br /&gt;
| - (hyphen) || 11 (same as 'l')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The hash function is case-insensitive, treating 'A' and 'a' identically.&lt;br /&gt;
&lt;br /&gt;
=== Lookup Algorithm ===&lt;br /&gt;
&lt;br /&gt;
# Compute hash from the filename (first two characters of stem)&lt;br /&gt;
# Read HashTable[hash]&lt;br /&gt;
# If index is 0, file not found (empty bucket)&lt;br /&gt;
# Search TOC entries starting at index-1 (converting to 0-indexed) for count entries&lt;br /&gt;
# Match by exact filename comparison&lt;br /&gt;
&lt;br /&gt;
'''Example:''' To find &amp;quot;test.dat&amp;quot;:&lt;br /&gt;
# Compute hash: hash('t') × 30 + hash('e') + 1 = 19 × 30 + 4 + 1 = 575&lt;br /&gt;
# Read HashTable[575]: {index: 42, count: 3}&lt;br /&gt;
# Search TOC entries 41-43 (0-indexed: index-1)&lt;br /&gt;
# Find entry where name == &amp;quot;test.dat&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Path Table ==&lt;br /&gt;
&lt;br /&gt;
The path table immediately follows the hash table and stores directory paths for files. It uses a variable-length structure organized into &amp;quot;path groups&amp;quot; for files that share the same filename but exist in different directories.&lt;br /&gt;
&lt;br /&gt;
=== Path Table Header ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 2 bytes || uint16 || Number of path groups&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Path Group ===&lt;br /&gt;
&lt;br /&gt;
Each path group contains all directory paths for files sharing the same filename:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 2 bytes || uint16 || Number of paths in this group&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || Variable || Path[] || Array of Path entries&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Path Entry ===&lt;br /&gt;
&lt;br /&gt;
Each path entry is 130 bytes:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 128 bytes || char[128] || Directory path (null-padded, no trailing slash)&lt;br /&gt;
|-&lt;br /&gt;
| 0x80 || 2 bytes || uint16 || TOC index this path belongs to&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Path index in TOC entries is 1-indexed into path groups&lt;br /&gt;
* Multiple files with the same name but different paths share a path group&lt;br /&gt;
* Empty path string means root directory&lt;br /&gt;
* Maximum path length is 127 characters plus null terminator&lt;br /&gt;
&lt;br /&gt;
== File Data ==&lt;br /&gt;
&lt;br /&gt;
File data blocks follow the path table. Each file consists of a 24-byte header followed by the raw file content.&lt;br /&gt;
&lt;br /&gt;
=== File Header ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 20 bytes || char[20] || Filename (same as in TOC)&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || 4 bytes || uint32 || File size in bytes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== File Content ===&lt;br /&gt;
&lt;br /&gt;
Immediately follows the file header. The size is specified in the header's file size field.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || file_size || byte[] || Raw file data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Footer ==&lt;br /&gt;
&lt;br /&gt;
The archive ends with a 14-byte terminator string:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 14 bytes || char[14] || &amp;quot;FINAL FANTASY7&amp;quot; (no null terminator)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reading Algorithm ==&lt;br /&gt;
&lt;br /&gt;
To read an LGP archive:&lt;br /&gt;
&lt;br /&gt;
# '''Read Header''' - Validate magic string &amp;quot;SQUARESOFT&amp;quot; and extract file count&lt;br /&gt;
# '''Read TOC''' - Read file_count entries of 27 bytes each, storing filename, offset, type, and path index&lt;br /&gt;
# '''Skip Hash Table''' - Skip 3600 bytes (or read for validation/fast lookup)&lt;br /&gt;
# '''Read Path Table''' - Read path group count, then for each group read path count and path entries&lt;br /&gt;
# '''Resolve Full Paths''' - For each TOC entry with path index &amp;gt; 0, look up path group at path_index-1, find path entry matching TOC index, and prepend path to filename&lt;br /&gt;
# '''Read File Data''' (on demand) - Seek to TOC entry's offset, read 24-byte file header, read file_size bytes of content&lt;br /&gt;
&lt;br /&gt;
== Writing Algorithm ==&lt;br /&gt;
&lt;br /&gt;
To create an LGP archive:&lt;br /&gt;
&lt;br /&gt;
# '''Build Metadata''' - Compute hash for each file, group files by hash bucket, identify files needing path entries&lt;br /&gt;
# '''Write Header''' - Write magic string, file count, and reserved fields&lt;br /&gt;
# '''Write TOC''' - Write entries with placeholder offsets (will be updated later)&lt;br /&gt;
# '''Write Hash Table''' - Populate 900 entries based on file hash groupings&lt;br /&gt;
# '''Write Path Table''' - Group paths by filename collisions and write path groups&lt;br /&gt;
# '''Write File Data''' - For each file write header and content, recording actual offset&lt;br /&gt;
# '''Update TOC''' - Seek back to TOC section and update offsets with actual values&lt;br /&gt;
# '''Write Footer''' - Append &amp;quot;FINAL FANTASY7&amp;quot; terminator&lt;br /&gt;
&lt;br /&gt;
== Size Limits ==&lt;br /&gt;
&lt;br /&gt;
The LGP format has the following technical limitations:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Limit !! Maximum Value !! Reason&lt;br /&gt;
|-&lt;br /&gt;
| Files per archive || 65,535 || uint16 in header&lt;br /&gt;
|-&lt;br /&gt;
| File size || 4 GB || uint32 in file header&lt;br /&gt;
|-&lt;br /&gt;
| Archive size || 4 GB || uint32 offsets in TOC&lt;br /&gt;
|-&lt;br /&gt;
| Filename length || 19 characters || 20 bytes with null terminator&lt;br /&gt;
|-&lt;br /&gt;
| Path length || 127 characters || 128 bytes with null terminator&lt;br /&gt;
|-&lt;br /&gt;
| Hash buckets || 900 || Fixed 30 × 30 grid (letters × letters)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  Notes  ==&lt;br /&gt;
&lt;br /&gt;
The game is remarkably flexible about LGP archives. So long as the TOC and the CRC data is intact it'll accept just about anything.&lt;br /&gt;
&lt;br /&gt;
* Example 1: The filename in the TOC and in the actual file header don't have to match. It only checks the TOC.&lt;br /&gt;
* Example 2: You can point two entries in the TOC at the same data and it works.&lt;br /&gt;
* Example 3: You can have ANY junk in the data section so long as all the TOC entries point to a valid file header. Not every piece of data has to be &amp;quot;accounted&amp;quot; for by the TOC. There can be data not used.&lt;br /&gt;
&lt;br /&gt;
[http://www.ficedula.com/ LGP Editor] uses this to its advantage in the Advanced Editor. If you want to replace a file in an LGP archive with your own copy, it just puts the file on the end of the LGP, writes a new file terminator, and updates the TOC to point at the new file. It even lets you link two TOC entries to the same data or have &amp;quot;inactive&amp;quot; files in the archive that aren't referenced by any TOC entry.&lt;br /&gt;
&lt;br /&gt;
I don't know whether the file terminator has to be intact, but for safety's sake my editor preserves it. The CRC must be present and correct. Also, if you're replacing an archive with you're own custom version make sure it has filenames in the TOC matching the ones in the old one.&lt;br /&gt;
&lt;br /&gt;
The game doesn't check archive sizes as long as all filenames are present. So if you want, you could replace an archive containing 95 files with a 98-file archive, so long as 95 of those 98 names matched those present in the original 95-file archive. (However there's no point in doing this when the game won't use any files other than the 95 it's expecting to find).&lt;br /&gt;
&lt;br /&gt;
There are reports on [http://forums.qhimm.com/ Qhimm's board] that once you've altered an archive and the game refuses to read it, it won't ever read it until you reinstall - even if you fix the problem/restore from a backup. The idea was generally scorned and ignored, but I'll mention it because something like that happened to me. No solid conclusion can be drawn here.&lt;br /&gt;
&lt;br /&gt;
Sometimes, there are data &amp;quot;gaps&amp;quot; in the file that don't appear to be referenced by any file - even by an inactive file. If you're only using the TOC method to get at files (the easy way) then you won't notice this anyway. However, if you're stepping through the file header by header, even reading the unused ones, this can cause problems. If you use my program to update a file with one that's smaller than the original (can happen) then it writes it in, but leaves a gap after it (of course). However, to help you out, after the end of the file, it writes a 4 byte integer saying how much more space to skip over to reach the next file header. This really doesn't affect many things - only tools (like my Advanced LGP Editor) that bypass the TOC to construct their own file lists. FF7 never notices a thing.&lt;br /&gt;
&lt;br /&gt;
=== Useful downloads ===&lt;br /&gt;
&lt;br /&gt;
Below there are links to known programs that are capable to edit LGP archives:&lt;br /&gt;
&lt;br /&gt;
* [http://www.sylphds.net/f2k3/programs/lgptools/lgptools160.zip LGP Tools] - with an Advanced LGP Editor allowing edit archive thoughoutly&lt;br /&gt;
* [http://elentor.com/Projetos/FF7-Tools/Extracting/Emerald.zip Emerald] - has mass extracting/repacking function&lt;br /&gt;
* [http://mirex.mypage.sk/index.php?selected=1#Unmass Unmass] - general file extractor with LGP archives support&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/LGP_format&amp;diff=6039</id>
		<title>FF7/LGP format</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/LGP_format&amp;diff=6039"/>
		<updated>2025-12-13T23:27:41Z</updated>

		<summary type="html">&lt;p&gt;Mav: Rewrote the whole article with up to date information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
LGP (Large Game Package) is an archive format used by Final Fantasy VII to store game assets. The format is used across PC, PlayStation and other versions to package various game resources including textures, models, scripts, and other data files.&lt;br /&gt;
&lt;br /&gt;
An LGP archive consists of a header, table of contents (TOC), hash lookup table, optional path table for directories, and the actual file data. All multi-byte integers in the format are stored in '''little-endian''' format.&lt;br /&gt;
&lt;br /&gt;
The archive terminates with the magic string &amp;quot;FINAL FANTASY7&amp;quot; to mark the end of the file.&lt;br /&gt;
&lt;br /&gt;
== File Structure Overview ==&lt;br /&gt;
&lt;br /&gt;
An LGP archive is divided into six sections in the following order:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Section !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Header || 16 bytes || Archive metadata and file count&lt;br /&gt;
|-&lt;br /&gt;
| Table of Contents || 27 bytes × file count || File entries with names and offsets&lt;br /&gt;
|-&lt;br /&gt;
| Hash Table || 3600 bytes (fixed) || Lookup table for fast file access&lt;br /&gt;
|-&lt;br /&gt;
| Path Table || Variable || Optional directory paths for files&lt;br /&gt;
|-&lt;br /&gt;
| File Data || Variable || Actual file contents with individual headers&lt;br /&gt;
|-&lt;br /&gt;
| Footer || 14 bytes || &amp;quot;FINAL FANTASY7&amp;quot; terminator string&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
&lt;br /&gt;
The header is always 16 bytes and contains the archive's magic identifier and file count.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 2 bytes || uint16 || Reserved (always 0)&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 10 bytes || char[10] || Magic string: &amp;quot;SQUARESOFT&amp;quot; (ASCII, no null terminator)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || 2 bytes || uint16 || Number of files in archive&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || 2 bytes || uint16 || Reserved (always 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Validation:''' The magic string at offset 0x02 must exactly match &amp;quot;SQUARESOFT&amp;quot; (ASCII, no null terminator within the 10 bytes).&lt;br /&gt;
&lt;br /&gt;
== Table of Contents (TOC) ==&lt;br /&gt;
&lt;br /&gt;
Immediately follows the header and contains one 27-byte entry for each file in the archive.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 20 bytes || char[20] || Filename (null-padded, no path)&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || 4 bytes || uint32 || Absolute file offset in archive&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || 1 byte || uint8 || File type (always 0x0E / 14)&lt;br /&gt;
|-&lt;br /&gt;
| 0x19 || 2 bytes || uint16 || Path index (0 = no path, 1+ = path table index)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Filenames are stored without directory paths&lt;br /&gt;
* Filenames are null-terminated within the 20-byte field&lt;br /&gt;
* The offset field points to the start of the File Header for this file&lt;br /&gt;
* The path field references the Path Table (1-indexed); 0 means the file is in the root directory&lt;br /&gt;
* Maximum filename length is 19 characters plus null terminator&lt;br /&gt;
&lt;br /&gt;
== Hash Table ==&lt;br /&gt;
&lt;br /&gt;
The hash table immediately follows the TOC and is always exactly 3600 bytes (900 entries × 4 bytes). It provides fast O(1) lookup of files by filename.&lt;br /&gt;
&lt;br /&gt;
=== Hash Table Entry ===&lt;br /&gt;
&lt;br /&gt;
Each entry is 4 bytes:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 2 bytes || uint16 || Index into TOC (1-indexed, 0 = empty bucket)&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 2 bytes || uint16 || Count of consecutive entries in this bucket&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hash Function ===&lt;br /&gt;
&lt;br /&gt;
The hash is computed from the filename (without path or extension) using only the first two characters of the file stem:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
hash_value = hash(first_char) × 30 + hash(second_char) + 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For filenames with only one character in the stem:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
hash_value = hash(first_char) × 30&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Character Hash Values ===&lt;br /&gt;
&lt;br /&gt;
The hash function maps characters to numeric values as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Character !! Hash Value&lt;br /&gt;
|-&lt;br /&gt;
| a-z (case insensitive) || 0-25&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || 0-9&lt;br /&gt;
|-&lt;br /&gt;
| _ (underscore) || 10 (same as 'k')&lt;br /&gt;
|-&lt;br /&gt;
| - (hyphen) || 11 (same as 'l')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The hash function is case-insensitive, treating 'A' and 'a' identically.&lt;br /&gt;
&lt;br /&gt;
=== Lookup Algorithm ===&lt;br /&gt;
&lt;br /&gt;
# Compute hash from the filename (first two characters of stem)&lt;br /&gt;
# Read HashTable[hash]&lt;br /&gt;
# If index is 0, file not found (empty bucket)&lt;br /&gt;
# Search TOC entries starting at index-1 (converting to 0-indexed) for count entries&lt;br /&gt;
# Match by exact filename comparison&lt;br /&gt;
&lt;br /&gt;
'''Example:''' To find &amp;quot;test.dat&amp;quot;:&lt;br /&gt;
# Compute hash: hash('t') × 30 + hash('e') + 1 = 19 × 30 + 4 + 1 = 575&lt;br /&gt;
# Read HashTable[575]: {index: 42, count: 3}&lt;br /&gt;
# Search TOC entries 41-43 (0-indexed: index-1)&lt;br /&gt;
# Find entry where name == &amp;quot;test.dat&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Path Table ==&lt;br /&gt;
&lt;br /&gt;
The path table immediately follows the hash table and stores directory paths for files. It uses a variable-length structure organized into &amp;quot;path groups&amp;quot; for files that share the same filename but exist in different directories.&lt;br /&gt;
&lt;br /&gt;
=== Path Table Header ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 2 bytes || uint16 || Number of path groups&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Path Group ===&lt;br /&gt;
&lt;br /&gt;
Each path group contains all directory paths for files sharing the same filename:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 2 bytes || uint16 || Number of paths in this group&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || Variable || Path[] || Array of Path entries&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Path Entry ===&lt;br /&gt;
&lt;br /&gt;
Each path entry is 130 bytes:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 128 bytes || char[128] || Directory path (null-padded, no trailing slash)&lt;br /&gt;
|-&lt;br /&gt;
| 0x80 || 2 bytes || uint16 || TOC index this path belongs to&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Path index in TOC entries is 1-indexed into path groups&lt;br /&gt;
* Multiple files with the same name but different paths share a path group&lt;br /&gt;
* Empty path string means root directory&lt;br /&gt;
* Maximum path length is 127 characters plus null terminator&lt;br /&gt;
&lt;br /&gt;
== File Data ==&lt;br /&gt;
&lt;br /&gt;
File data blocks follow the path table. Each file consists of a 24-byte header followed by the raw file content.&lt;br /&gt;
&lt;br /&gt;
=== File Header ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 20 bytes || char[20] || Filename (same as in TOC)&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || 4 bytes || uint32 || File size in bytes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== File Content ===&lt;br /&gt;
&lt;br /&gt;
Immediately follows the file header. The size is specified in the header's file size field.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || file_size || byte[] || Raw file data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Footer ==&lt;br /&gt;
&lt;br /&gt;
The archive ends with a 14-byte terminator string:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 14 bytes || char[14] || &amp;quot;FINAL FANTASY7&amp;quot; (no null terminator)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reading Algorithm ==&lt;br /&gt;
&lt;br /&gt;
To read an LGP archive:&lt;br /&gt;
&lt;br /&gt;
# '''Read Header''' - Validate magic string &amp;quot;SQUARESOFT&amp;quot; and extract file count&lt;br /&gt;
# '''Read TOC''' - Read file_count entries of 27 bytes each, storing filename, offset, type, and path index&lt;br /&gt;
# '''Skip Hash Table''' - Skip 3600 bytes (or read for validation/fast lookup)&lt;br /&gt;
# '''Read Path Table''' - Read path group count, then for each group read path count and path entries&lt;br /&gt;
# '''Resolve Full Paths''' - For each TOC entry with path index &amp;gt; 0, look up path group at path_index-1, find path entry matching TOC index, and prepend path to filename&lt;br /&gt;
# '''Read File Data''' (on demand) - Seek to TOC entry's offset, read 24-byte file header, read file_size bytes of content&lt;br /&gt;
&lt;br /&gt;
== Writing Algorithm ==&lt;br /&gt;
&lt;br /&gt;
To create an LGP archive:&lt;br /&gt;
&lt;br /&gt;
# '''Build Metadata''' - Compute hash for each file, group files by hash bucket, identify files needing path entries&lt;br /&gt;
# '''Write Header''' - Write magic string, file count, and reserved fields&lt;br /&gt;
# '''Write TOC''' - Write entries with placeholder offsets (will be updated later)&lt;br /&gt;
# '''Write Hash Table''' - Populate 900 entries based on file hash groupings&lt;br /&gt;
# '''Write Path Table''' - Group paths by filename collisions and write path groups&lt;br /&gt;
# '''Write File Data''' - For each file write header and content, recording actual offset&lt;br /&gt;
# '''Update TOC''' - Seek back to TOC section and update offsets with actual values&lt;br /&gt;
# '''Write Footer''' - Append &amp;quot;FINAL FANTASY7&amp;quot; terminator&lt;br /&gt;
&lt;br /&gt;
== Size Limits ==&lt;br /&gt;
&lt;br /&gt;
The LGP format has the following technical limitations:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Limit !! Maximum Value !! Reason&lt;br /&gt;
|-&lt;br /&gt;
| Files per archive || 65,535 || uint16 in header&lt;br /&gt;
|-&lt;br /&gt;
| File size || 4 GB || uint32 in file header&lt;br /&gt;
|-&lt;br /&gt;
| Archive size || 4 GB || uint32 offsets in TOC&lt;br /&gt;
|-&lt;br /&gt;
| Filename length || 19 characters || 20 bytes with null terminator&lt;br /&gt;
|-&lt;br /&gt;
| Path length || 127 characters || 128 bytes with null terminator&lt;br /&gt;
|-&lt;br /&gt;
| Hash buckets || 900 || Fixed 30 × 30 grid (letters × letters)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  Notes  ==&lt;br /&gt;
&lt;br /&gt;
The game is remarkably flexible about LGP archives. So long as the TOC and the CRC data is intact it'll accept just about anything.&lt;br /&gt;
&lt;br /&gt;
* Example 1: The filename in the TOC and in the actual file header don't have to match. It only checks the TOC.&lt;br /&gt;
* Example 2: You can point two entries in the TOC at the same data and it works.&lt;br /&gt;
* Example 3: You can have ANY junk in the data section so long as all the TOC entries point to a valid file header. Not every piece of data has to be &amp;quot;accounted&amp;quot; for by the TOC. There can be data not used.&lt;br /&gt;
&lt;br /&gt;
[http://www.ficedula.com/ LGP Editor] uses this to its advantage in the Advanced Editor. If you want to replace a file in an LGP archive with your own copy, it just puts the file on the end of the LGP, writes a new file terminator, and updates the TOC to point at the new file. It even lets you link two TOC entries to the same data or have &amp;quot;inactive&amp;quot; files in the archive that aren't referenced by any TOC entry.&lt;br /&gt;
&lt;br /&gt;
I don't know whether the file terminator has to be intact, but for safety's sake my editor preserves it. The CRC must be present and correct. Also, if you're replacing an archive with you're own custom version make sure it has filenames in the TOC matching the ones in the old one.&lt;br /&gt;
&lt;br /&gt;
The game doesn't check archive sizes as long as all filenames are present. So if you want, you could replace an archive containing 95 files with a 98-file archive, so long as 95 of those 98 names matched those present in the original 95-file archive. (However there's no point in doing this when the game won't use any files other than the 95 it's expecting to find).&lt;br /&gt;
&lt;br /&gt;
There are reports on [http://forums.qhimm.com/ Qhimm's board] that once you've altered an archive and the game refuses to read it, it won't ever read it until you reinstall - even if you fix the problem/restore from a backup. The idea was generally scorned and ignored, but I'll mention it because something like that happened to me. No solid conclusion can be drawn here.&lt;br /&gt;
&lt;br /&gt;
Sometimes, there are data &amp;quot;gaps&amp;quot; in the file that don't appear to be referenced by any file - even by an inactive file. If you're only using the TOC method to get at files (the easy way) then you won't notice this anyway. However, if you're stepping through the file header by header, even reading the unused ones, this can cause problems. If you use my program to update a file with one that's smaller than the original (can happen) then it writes it in, but leaves a gap after it (of course). However, to help you out, after the end of the file, it writes a 4 byte integer saying how much more space to skip over to reach the next file header. This really doesn't affect many things - only tools (like my Advanced LGP Editor) that bypass the TOC to construct their own file lists. FF7 never notices a thing.&lt;br /&gt;
&lt;br /&gt;
=== Useful downloads ===&lt;br /&gt;
&lt;br /&gt;
Below there are links to known programs that are capable to edit LGP archives:&lt;br /&gt;
&lt;br /&gt;
* [http://www.sylphds.net/f2k3/programs/lgptools/lgptools160.zip LGP Tools] - with an Advanced LGP Editor allowing edit archive thoughoutly&lt;br /&gt;
* [http://elentor.com/Projetos/FF7-Tools/Extracting/Emerald.zip Emerald] - has mass extracting/repacking function&lt;br /&gt;
* [http://mirex.mypage.sk/index.php?selected=1#Unmass Unmass] - general file extractor with LGP archives support&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Playstation_battle_stage_format&amp;diff=6038</id>
		<title>FF7/Playstation battle stage format</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Playstation_battle_stage_format&amp;diff=6038"/>
		<updated>2025-12-12T10:50:24Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Geometry section structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Playstation battle stage format  ==&lt;br /&gt;
&lt;br /&gt;
The entire file is compressed using [[FF7/LZS_format|LZS format]] and is decompressed into the playstation user memory for a battle. The file consists of a header section, metadata, multiple 3D geometry sections for the ground plane and environment, and a texture image in [[PSX/TIM_format|TIM format]]. All integers short or long are little endian based.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===  Battle stage header  ===&lt;br /&gt;
&lt;br /&gt;
The header section is a sequence of little endian 32 bit unsigned integers. The first integer (entitled SectionCount) contains the number of pointers offset from the beginning of the file. The remaining integers are SectionCount number of pointers.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 500px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; text-align: center; vertical-align: middle&amp;quot; | 000000&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 4 bytes long&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Number of Sections (N)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; text-align: center; vertical-align: middle&amp;quot; | 000004&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | N*4 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Array of section offsets from file start&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; text-align: center; vertical-align: middle&amp;quot; | (N+1)*4&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Section 0: Metadata flags&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; text-align: center; vertical-align: middle&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Varies&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sections 1 to N-2: 3D Geometry (ground plane, sky, environment objects)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; text-align: center; vertical-align: middle&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Varies&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Section N-1: Tim image information (8bpp, multiple CLUTs)&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Battle stages can also contain animations (e.g. Corel Train Battle - STAGE71), but their data structure is currently unknown. The above structure is valid for stages that do not contain any animations.&lt;br /&gt;
&lt;br /&gt;
===  Section 0: Metadata  ===&lt;br /&gt;
&lt;br /&gt;
8 bytes containing stage configuration flags.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 384px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000000&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 3 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Flags (purpose TBD)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000003&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Type of 3D mesh&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000004&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 4 bytes long&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Reserved (always 0)&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Mesh Type Values:'''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 600px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Type&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Example Fields&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Mesh with horizontal scrolling parts&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Field 47 - Corel Train Battle&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 1&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Normal static mesh&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 2&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Mesh with vertical scrolling parts&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Field 12 - Shinra Elevators&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 3&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Mesh with lifestream&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Field 4E - Final Battle - Sephiroth&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 4&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Mesh with rotating parts&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Field 39 - Safer Battle&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 5&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Normal static mesh (same as type 1)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Field 01, 44, 45 - Bizarro Battles&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===  Sections 1 to N-2: 3D Geometry  ===&lt;br /&gt;
&lt;br /&gt;
All geometry sections (including the ground plane at section 1) use the same unified format. This matches the [[FF7/Battle_model_format_(PSX)|Battle Model Format]] where polygon data uses explicit PolyCount structures.&lt;br /&gt;
&lt;br /&gt;
====  Geometry section structure  ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 500px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000000&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 4 bytes long&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Vertex data size (in bytes)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000004&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Vertex data size bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Vertex pool for geometry section&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Number of triangles&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Texture page (tpage)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | N * 16 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Textured Triangles &amp;lt;nowiki&amp;gt;if N = 0 these occupy no space&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Number of quads&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Texture page (tpage)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | N * 20 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Textured Quads &amp;lt;nowiki&amp;gt;if N = 0 these occupy no space&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Unknown/padding. 00's most of the time but STAGE09 has some data here and some unknown bytes immediately after.&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The texture page X for the entire section comes from the first PolyCount's tpage field (triangle PolyCount), even when triangle count is 0. Use &amp;lt;code&amp;gt;tpage &amp;amp; 0x0F&amp;lt;/code&amp;gt; to extract the texture page X base.&lt;br /&gt;
&lt;br /&gt;
====  Data structures  ====&lt;br /&gt;
&lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
    uint16  Count;&lt;br /&gt;
    uint16  TexPage;&lt;br /&gt;
 } PolyCount;&lt;br /&gt;
 &lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
    int16  X;&lt;br /&gt;
    int16  Z;&lt;br /&gt;
    int16  Y;&lt;br /&gt;
    int16  Unused;&lt;br /&gt;
 } Vertex;&lt;br /&gt;
 &lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
    uint16  A;&lt;br /&gt;
    uint16  B;&lt;br /&gt;
    uint16  C;&lt;br /&gt;
    uint16  D;&lt;br /&gt;
 } PolyIndices;&lt;br /&gt;
 &lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
    uint16       VertexA;&lt;br /&gt;
    uint16       VertexB;&lt;br /&gt;
    uint16       VertexC;&lt;br /&gt;
    uint16       Flags;&lt;br /&gt;
    uint8        U0, V0;&lt;br /&gt;
    uint16       CLUT;&lt;br /&gt;
    uint8        U1, V1;&lt;br /&gt;
    uint8        U2, V2;&lt;br /&gt;
 } TexTriangle;&lt;br /&gt;
 &lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
    PolyIndices  Vertices;&lt;br /&gt;
    uint8        U0, V0;&lt;br /&gt;
    uint16       CLUT;&lt;br /&gt;
    uint8        U1, V1;&lt;br /&gt;
    uint8        U2, V2;&lt;br /&gt;
    uint8        U3, V3;&lt;br /&gt;
    uint16       Flags;&lt;br /&gt;
 } TexQuad;&lt;br /&gt;
&lt;br /&gt;
'''Vertex Structure'''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 384px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000000&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (signed)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | X coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000002&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (signed)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Z coordinate (height/depth, 0 for ground plane)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000004&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (signed)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Y coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000006&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Padding (always 0)&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ground plane vertices typically have Z=0 (flat surface). Typical coordinate range: -6000 to +6000 units.&lt;br /&gt;
&lt;br /&gt;
'''Textured Triangle Structure (16 bytes)'''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 500px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000000&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 6 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 3× vertex byte offsets (uint16, divide by 8 for vertex index)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000006&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Unknown/flags&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000008&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U0 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000009&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V0 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000A&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | CLUT attribute (palette selector)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000C&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U1 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000D&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V1 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000E&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U2 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000F&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V2 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Textured Quad Structure (20 bytes)'''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 500px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000000&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 4× vertex byte offsets (uint16, divide by 8 for vertex index)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000008&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U0 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000009&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V0 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000A&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | CLUT attribute (palette selector)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000C&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U1 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000D&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V1 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000E&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U2 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000F&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V2 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000010&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U3 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000011&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V3 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000012&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Flags (typically 0x007F)&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each quad vertex has its own UV coordinates: (U0,V0), (U1,V1), (U2,V2), (U3,V3).&lt;br /&gt;
&lt;br /&gt;
====  Common section contents  ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 500px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Section&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Typical Content&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Notes&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 1&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Ground plane&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Usually quads only, Z=0&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 2&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky dome (upper)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Often triangles&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 3&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky ring (middle)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Horizon band&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 4&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky ring (lower)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Near-ground atmosphere&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 5+&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Stage objects&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Buildings, structures, props&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===  CLUT attribute  ===&lt;br /&gt;
&lt;br /&gt;
Standard PSX CLUT format encoding palette row:&lt;br /&gt;
* Bits 0-5: CLUT X position ÷ 16 (typically 0x14 = 320)&lt;br /&gt;
* Bits 6-14: CLUT Y position (504 + palette_index)&lt;br /&gt;
* Formula: &amp;lt;code&amp;gt;palette_index = ((clut_word &amp;gt;&amp;gt; 6) &amp;amp; 0x1FF) - 504&amp;lt;/code&amp;gt;&lt;br /&gt;
* Example: 0x7E14 = palette 0, 0x7E54 = palette 1, 0x7E94 = palette 2&lt;br /&gt;
&lt;br /&gt;
===  Texture page system  ===&lt;br /&gt;
&lt;br /&gt;
The texture atlas is divided into 128-pixel-wide pages for 8bpp images:&lt;br /&gt;
* Page width: 128 pixels (64 VRAM units)&lt;br /&gt;
* Encoding: Low nibble of PolyCount tpage field&lt;br /&gt;
* Offset calculation: &amp;lt;code&amp;gt;texture_x_offset = (tpage_x - base_tpage_x) × 128&amp;lt;/code&amp;gt;&lt;br /&gt;
* Base tpage X = TIM image VRAM X ÷ 64&lt;br /&gt;
&lt;br /&gt;
Example (STAGE00):&lt;br /&gt;
* Ground plane: tpage 6 → offset 0px (left half)&lt;br /&gt;
* Sky sections: tpage 8 → offset 256px (right half)&lt;br /&gt;
&lt;br /&gt;
===  Section N-1: TIM texture  ===&lt;br /&gt;
&lt;br /&gt;
Standard PlayStation [[PSX/TIM_format|TIM format]] texture containing all stage textures in an atlas.&lt;br /&gt;
&lt;br /&gt;
===  Coordinate system  ===&lt;br /&gt;
&lt;br /&gt;
All geometry sections use the same 3D coordinate format (X, Z, Y):&lt;br /&gt;
* '''X:''' Left/right&lt;br /&gt;
* '''Z:''' Height (stored as negative in PSX format, positive = down; ground plane typically has Z=0)&lt;br /&gt;
* '''Y:''' Forward/back&lt;br /&gt;
&lt;br /&gt;
Typical ranges:&lt;br /&gt;
* '''Ground plane:''' X, Y from -6000 to +6000, Z=0&lt;br /&gt;
* '''Sky dome:''' Large coordinates (~30000) forming a hemisphere&lt;br /&gt;
&lt;br /&gt;
'''Important:''' PSX uses positive Z as downward. When rendering in standard 3D systems (positive Y = up), negate the Z coordinate: &amp;lt;code&amp;gt;render_y = -psx_z&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===  Example file analysis  ===&lt;br /&gt;
&lt;br /&gt;
====  STAGE00 (JP version) (147,820 bytes)  ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 700px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Section&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Content&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Texture Page&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Palette&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x001C&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Metadata&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 1&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x0024&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 10,836&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Ground plane (832 verts, 0 tris, 208 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 6 (0-255px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 2&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x2A78&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 3,020&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky dome (225 verts, 76 tris, 0 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8 (256-511px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 3&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x3644&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 852&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky ring mid (64 verts, 0 tris, 16 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8 (256-511px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 4&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x3998&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 436&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky ring low (32 verts, 0 tris, 8 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8 (256-511px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 5&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x3B4C&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 132,640&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | TIM texture (512×256, 8bpp, 3 palettes)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====  STAGE60 (JP version) (226,348 bytes)  ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 700px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Section&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Content&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Texture Page&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Palette&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x0048&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Metadata&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 1&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x0050&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 7,788&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Ground plane (596 verts, 20 tris, 134 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 10 (512-639px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 4&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 2&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x1EBC&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 3,020&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky dome (225 verts, 76 tris, 0 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 6 (0-127px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 3&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x2A88&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 436&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky ring (32 verts, 0 tris, 8 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 6 (0-127px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 4&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x2C3C&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 852&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky ring (64 verts, 0 tris, 16 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 6 (0-127px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 5-15&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | various&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | various&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Environmental objects&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 6, 8, 10&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0-6&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 16&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x640C&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 200,736&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | TIM texture (768×256, 8bpp, 7+ palettes)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' STAGE60 demonstrates mixed geometry (triangles + quads in same section) and complex texture atlas usage with multiple texture pages and palettes.&lt;br /&gt;
&lt;br /&gt;
===  Related formats  ===&lt;br /&gt;
&lt;br /&gt;
* [[FF7/Battle_model_format_(PSX)|Battle Model Format (PSX)]] - Similar polygon structures&lt;br /&gt;
* [[PSX/TIM_format|TIM Format]] - Texture format specification&lt;br /&gt;
* [[FF7/LZS_format|LZS Format]] - Compression used for battle stage files&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Playstation_battle_stage_format&amp;diff=6037</id>
		<title>FF7/Playstation battle stage format</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Playstation_battle_stage_format&amp;diff=6037"/>
		<updated>2025-12-12T10:46:31Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Sections 1 to N-2: 3D Geometry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Playstation battle stage format  ==&lt;br /&gt;
&lt;br /&gt;
The entire file is compressed using [[FF7/LZS_format|LZS format]] and is decompressed into the playstation user memory for a battle. The file consists of a header section, metadata, multiple 3D geometry sections for the ground plane and environment, and a texture image in [[PSX/TIM_format|TIM format]]. All integers short or long are little endian based.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===  Battle stage header  ===&lt;br /&gt;
&lt;br /&gt;
The header section is a sequence of little endian 32 bit unsigned integers. The first integer (entitled SectionCount) contains the number of pointers offset from the beginning of the file. The remaining integers are SectionCount number of pointers.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 500px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; text-align: center; vertical-align: middle&amp;quot; | 000000&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 4 bytes long&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Number of Sections (N)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; text-align: center; vertical-align: middle&amp;quot; | 000004&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | N*4 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Array of section offsets from file start&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; text-align: center; vertical-align: middle&amp;quot; | (N+1)*4&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Section 0: Metadata flags&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; text-align: center; vertical-align: middle&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Varies&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sections 1 to N-2: 3D Geometry (ground plane, sky, environment objects)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; text-align: center; vertical-align: middle&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Varies&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Section N-1: Tim image information (8bpp, multiple CLUTs)&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Battle stages can also contain animations (e.g. Corel Train Battle - STAGE71), but their data structure is currently unknown. The above structure is valid for stages that do not contain any animations.&lt;br /&gt;
&lt;br /&gt;
===  Section 0: Metadata  ===&lt;br /&gt;
&lt;br /&gt;
8 bytes containing stage configuration flags.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 384px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000000&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 3 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Flags (purpose TBD)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000003&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Type of 3D mesh&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000004&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 4 bytes long&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Reserved (always 0)&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Mesh Type Values:'''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 600px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Type&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Example Fields&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Mesh with horizontal scrolling parts&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Field 47 - Corel Train Battle&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 1&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Normal static mesh&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 2&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Mesh with vertical scrolling parts&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Field 12 - Shinra Elevators&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 3&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Mesh with lifestream&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Field 4E - Final Battle - Sephiroth&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 4&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Mesh with rotating parts&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Field 39 - Safer Battle&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 5&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Normal static mesh (same as type 1)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Field 01, 44, 45 - Bizarro Battles&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===  Sections 1 to N-2: 3D Geometry  ===&lt;br /&gt;
&lt;br /&gt;
All geometry sections (including the ground plane at section 1) use the same unified format. This matches the [[FF7/Battle_model_format_(PSX)|Battle Model Format]] where polygon data uses explicit PolyCount structures.&lt;br /&gt;
&lt;br /&gt;
====  Geometry section structure  ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 500px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000000&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 4 bytes long&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Vertex data size (in bytes)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000004&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Vertex data size bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Vertex pool for geometry section&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Number of triangles&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Texture page (tpage)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | N * 16 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Textured Triangles &amp;lt;nowiki&amp;gt;if N = 0 these occupy no space&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Number of quads&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Texture page (tpage)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | N * 20 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Textured Quads &amp;lt;nowiki&amp;gt;if N = 0 these occupy no space&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Unknown/padding (always 0)&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The texture page X for the entire section comes from the first PolyCount's tpage field (triangle PolyCount), even when triangle count is 0. Use &amp;lt;code&amp;gt;tpage &amp;amp; 0x0F&amp;lt;/code&amp;gt; to extract the texture page X base.&lt;br /&gt;
&lt;br /&gt;
====  Data structures  ====&lt;br /&gt;
&lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
    uint16  Count;&lt;br /&gt;
    uint16  TexPage;&lt;br /&gt;
 } PolyCount;&lt;br /&gt;
 &lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
    int16  X;&lt;br /&gt;
    int16  Z;&lt;br /&gt;
    int16  Y;&lt;br /&gt;
    int16  Unused;&lt;br /&gt;
 } Vertex;&lt;br /&gt;
 &lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
    uint16  A;&lt;br /&gt;
    uint16  B;&lt;br /&gt;
    uint16  C;&lt;br /&gt;
    uint16  D;&lt;br /&gt;
 } PolyIndices;&lt;br /&gt;
 &lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
    uint16       VertexA;&lt;br /&gt;
    uint16       VertexB;&lt;br /&gt;
    uint16       VertexC;&lt;br /&gt;
    uint16       Flags;&lt;br /&gt;
    uint8        U0, V0;&lt;br /&gt;
    uint16       CLUT;&lt;br /&gt;
    uint8        U1, V1;&lt;br /&gt;
    uint8        U2, V2;&lt;br /&gt;
 } TexTriangle;&lt;br /&gt;
 &lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
    PolyIndices  Vertices;&lt;br /&gt;
    uint8        U0, V0;&lt;br /&gt;
    uint16       CLUT;&lt;br /&gt;
    uint8        U1, V1;&lt;br /&gt;
    uint8        U2, V2;&lt;br /&gt;
    uint8        U3, V3;&lt;br /&gt;
    uint16       Flags;&lt;br /&gt;
 } TexQuad;&lt;br /&gt;
&lt;br /&gt;
'''Vertex Structure'''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 384px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000000&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (signed)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | X coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000002&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (signed)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Z coordinate (height/depth, 0 for ground plane)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000004&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (signed)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Y coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000006&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Padding (always 0)&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ground plane vertices typically have Z=0 (flat surface). Typical coordinate range: -6000 to +6000 units.&lt;br /&gt;
&lt;br /&gt;
'''Textured Triangle Structure (16 bytes)'''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 500px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000000&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 6 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 3× vertex byte offsets (uint16, divide by 8 for vertex index)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000006&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Unknown/flags&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000008&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U0 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000009&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V0 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000A&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | CLUT attribute (palette selector)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000C&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U1 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000D&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V1 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000E&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U2 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000F&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V2 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Textured Quad Structure (20 bytes)'''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 500px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000000&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 4× vertex byte offsets (uint16, divide by 8 for vertex index)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000008&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U0 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000009&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V0 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000A&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | CLUT attribute (palette selector)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000C&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U1 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000D&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V1 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000E&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U2 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000F&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V2 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000010&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U3 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000011&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V3 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000012&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Flags (typically 0x007F)&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each quad vertex has its own UV coordinates: (U0,V0), (U1,V1), (U2,V2), (U3,V3).&lt;br /&gt;
&lt;br /&gt;
====  Common section contents  ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 500px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Section&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Typical Content&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Notes&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 1&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Ground plane&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Usually quads only, Z=0&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 2&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky dome (upper)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Often triangles&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 3&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky ring (middle)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Horizon band&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 4&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky ring (lower)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Near-ground atmosphere&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 5+&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Stage objects&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Buildings, structures, props&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===  CLUT attribute  ===&lt;br /&gt;
&lt;br /&gt;
Standard PSX CLUT format encoding palette row:&lt;br /&gt;
* Bits 0-5: CLUT X position ÷ 16 (typically 0x14 = 320)&lt;br /&gt;
* Bits 6-14: CLUT Y position (504 + palette_index)&lt;br /&gt;
* Formula: &amp;lt;code&amp;gt;palette_index = ((clut_word &amp;gt;&amp;gt; 6) &amp;amp; 0x1FF) - 504&amp;lt;/code&amp;gt;&lt;br /&gt;
* Example: 0x7E14 = palette 0, 0x7E54 = palette 1, 0x7E94 = palette 2&lt;br /&gt;
&lt;br /&gt;
===  Texture page system  ===&lt;br /&gt;
&lt;br /&gt;
The texture atlas is divided into 128-pixel-wide pages for 8bpp images:&lt;br /&gt;
* Page width: 128 pixels (64 VRAM units)&lt;br /&gt;
* Encoding: Low nibble of PolyCount tpage field&lt;br /&gt;
* Offset calculation: &amp;lt;code&amp;gt;texture_x_offset = (tpage_x - base_tpage_x) × 128&amp;lt;/code&amp;gt;&lt;br /&gt;
* Base tpage X = TIM image VRAM X ÷ 64&lt;br /&gt;
&lt;br /&gt;
Example (STAGE00):&lt;br /&gt;
* Ground plane: tpage 6 → offset 0px (left half)&lt;br /&gt;
* Sky sections: tpage 8 → offset 256px (right half)&lt;br /&gt;
&lt;br /&gt;
===  Section N-1: TIM texture  ===&lt;br /&gt;
&lt;br /&gt;
Standard PlayStation [[PSX/TIM_format|TIM format]] texture containing all stage textures in an atlas.&lt;br /&gt;
&lt;br /&gt;
===  Coordinate system  ===&lt;br /&gt;
&lt;br /&gt;
All geometry sections use the same 3D coordinate format (X, Z, Y):&lt;br /&gt;
* '''X:''' Left/right&lt;br /&gt;
* '''Z:''' Height (stored as negative in PSX format, positive = down; ground plane typically has Z=0)&lt;br /&gt;
* '''Y:''' Forward/back&lt;br /&gt;
&lt;br /&gt;
Typical ranges:&lt;br /&gt;
* '''Ground plane:''' X, Y from -6000 to +6000, Z=0&lt;br /&gt;
* '''Sky dome:''' Large coordinates (~30000) forming a hemisphere&lt;br /&gt;
&lt;br /&gt;
'''Important:''' PSX uses positive Z as downward. When rendering in standard 3D systems (positive Y = up), negate the Z coordinate: &amp;lt;code&amp;gt;render_y = -psx_z&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===  Example file analysis  ===&lt;br /&gt;
&lt;br /&gt;
====  STAGE00 (JP version) (147,820 bytes)  ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 700px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Section&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Content&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Texture Page&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Palette&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x001C&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Metadata&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 1&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x0024&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 10,836&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Ground plane (832 verts, 0 tris, 208 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 6 (0-255px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 2&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x2A78&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 3,020&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky dome (225 verts, 76 tris, 0 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8 (256-511px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 3&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x3644&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 852&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky ring mid (64 verts, 0 tris, 16 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8 (256-511px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 4&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x3998&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 436&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky ring low (32 verts, 0 tris, 8 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8 (256-511px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 5&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x3B4C&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 132,640&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | TIM texture (512×256, 8bpp, 3 palettes)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====  STAGE60 (JP version) (226,348 bytes)  ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 700px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Section&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Content&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Texture Page&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Palette&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x0048&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Metadata&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 1&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x0050&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 7,788&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Ground plane (596 verts, 20 tris, 134 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 10 (512-639px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 4&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 2&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x1EBC&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 3,020&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky dome (225 verts, 76 tris, 0 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 6 (0-127px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 3&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x2A88&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 436&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky ring (32 verts, 0 tris, 8 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 6 (0-127px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 4&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x2C3C&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 852&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky ring (64 verts, 0 tris, 16 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 6 (0-127px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 5-15&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | various&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | various&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Environmental objects&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 6, 8, 10&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0-6&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 16&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x640C&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 200,736&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | TIM texture (768×256, 8bpp, 7+ palettes)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' STAGE60 demonstrates mixed geometry (triangles + quads in same section) and complex texture atlas usage with multiple texture pages and palettes.&lt;br /&gt;
&lt;br /&gt;
===  Related formats  ===&lt;br /&gt;
&lt;br /&gt;
* [[FF7/Battle_model_format_(PSX)|Battle Model Format (PSX)]] - Similar polygon structures&lt;br /&gt;
* [[PSX/TIM_format|TIM Format]] - Texture format specification&lt;br /&gt;
* [[FF7/LZS_format|LZS Format]] - Compression used for battle stage files&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Playstation_battle_stage_format&amp;diff=6036</id>
		<title>FF7/Playstation battle stage format</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Playstation_battle_stage_format&amp;diff=6036"/>
		<updated>2025-12-05T13:12:52Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Example file analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Playstation battle stage format  ==&lt;br /&gt;
&lt;br /&gt;
The entire file is compressed using [[FF7/LZS_format|LZS format]] and is decompressed into the playstation user memory for a battle. The file consists of a header section, metadata, multiple 3D geometry sections for the ground plane and environment, and a texture image in [[PSX/TIM_format|TIM format]]. All integers short or long are little endian based.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===  Battle stage header  ===&lt;br /&gt;
&lt;br /&gt;
The header section is a sequence of little endian 32 bit unsigned integers. The first integer (entitled SectionCount) contains the number of pointers offset from the beginning of the file. The remaining integers are SectionCount number of pointers.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 500px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; text-align: center; vertical-align: middle&amp;quot; | 000000&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 4 bytes long&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Number of Sections (N)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; text-align: center; vertical-align: middle&amp;quot; | 000004&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | N*4 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Array of section offsets from file start&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; text-align: center; vertical-align: middle&amp;quot; | (N+1)*4&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Section 0: Metadata flags&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; text-align: center; vertical-align: middle&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Varies&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sections 1 to N-2: 3D Geometry (ground plane, sky, environment objects)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; text-align: center; vertical-align: middle&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Varies&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Section N-1: Tim image information (8bpp, multiple CLUTs)&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Battle stages can also contain animations (e.g. Corel Train Battle - STAGE71), but their data structure is currently unknown. The above structure is valid for stages that do not contain any animations.&lt;br /&gt;
&lt;br /&gt;
===  Section 0: Metadata  ===&lt;br /&gt;
&lt;br /&gt;
8 bytes containing stage configuration flags.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 384px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000000&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 3 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Flags (purpose TBD)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000003&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Type of 3D mesh&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000004&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 4 bytes long&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Reserved (always 0)&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Mesh Type Values:'''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 600px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Type&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Example Fields&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Mesh with horizontal scrolling parts&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Field 47 - Corel Train Battle&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 1&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Normal static mesh&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 2&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Mesh with vertical scrolling parts&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Field 12 - Shinra Elevators&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 3&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Mesh with lifestream&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Field 4E - Final Battle - Sephiroth&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 4&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Mesh with rotating parts&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Field 39 - Safer Battle&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 5&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Normal static mesh (same as type 1)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Field 01, 44, 45 - Bizarro Battles&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===  Sections 1 to N-2: 3D Geometry  ===&lt;br /&gt;
&lt;br /&gt;
All geometry sections (including the ground plane at section 1) use the same unified format. This matches the [[FF7/Battle_model_format_(PSX)|Battle Model Format]] where polygon data uses explicit PolyCount structures.&lt;br /&gt;
&lt;br /&gt;
====  Geometry section structure  ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 500px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000000&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 4 bytes long&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Vertex data size (in bytes)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000004&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Vertex data size bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Vertex pool for geometry section&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Number of triangles&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Texture page (tpage)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | N * 16 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Textured Triangles &amp;lt;nowiki&amp;gt;if N = 0 these occupy no space&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Number of quads&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Texture page (tpage)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | First quad vertex indices (4 × uint16) &amp;lt;nowiki&amp;gt;if quad count = 0 these occupy no space&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | N * 20 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Textured Quad records &amp;lt;nowiki&amp;gt;if N = 0 these occupy no space&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The texture page X for the entire section comes from the first PolyCount's tpage field (triangle PolyCount), even when triangle count is 0. Use &amp;lt;code&amp;gt;tpage &amp;amp; 0x0F&amp;lt;/code&amp;gt; to extract the texture page X base.&lt;br /&gt;
&lt;br /&gt;
====  Data structures  ====&lt;br /&gt;
&lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
    uint16  Count;&lt;br /&gt;
    uint16  TexPage;&lt;br /&gt;
 } PolyCount;&lt;br /&gt;
 &lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
    int16  X;&lt;br /&gt;
    int16  Z;&lt;br /&gt;
    int16  Y;&lt;br /&gt;
    int16  Unused;&lt;br /&gt;
 } Vertex;&lt;br /&gt;
 &lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
    uint16  A;&lt;br /&gt;
    uint16  B;&lt;br /&gt;
    uint16  C;&lt;br /&gt;
    uint16  D;&lt;br /&gt;
 } PolyIndices;&lt;br /&gt;
 &lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
    uint16       VertexA;&lt;br /&gt;
    uint16       VertexB;&lt;br /&gt;
    uint16       VertexC;&lt;br /&gt;
    uint16       Flags;&lt;br /&gt;
    uint8        U0, V0;&lt;br /&gt;
    uint16       CLUT;&lt;br /&gt;
    uint8        U1, V1;&lt;br /&gt;
    uint8        U2, V2;&lt;br /&gt;
 } TexTriangle;&lt;br /&gt;
 &lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
    uint8        U0, V0;&lt;br /&gt;
    uint16       CLUT;&lt;br /&gt;
    uint8        U1, V1;&lt;br /&gt;
    uint8        U2, V2;&lt;br /&gt;
    uint8        U3, V3;&lt;br /&gt;
    uint16       Flags;&lt;br /&gt;
    PolyIndices  NextQuadVertices;&lt;br /&gt;
 } TexQuadRecord;&lt;br /&gt;
&lt;br /&gt;
'''Vertex Structure'''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 384px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000000&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (signed)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | X coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000002&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (signed)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Z coordinate (height/depth, 0 for ground plane)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000004&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (signed)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Y coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000006&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Padding (always 0)&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ground plane vertices typically have Z=0 (flat surface). Typical coordinate range: -6000 to +6000 units.&lt;br /&gt;
&lt;br /&gt;
'''Textured Triangle Structure (16 bytes)'''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 500px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000000&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 6 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 3× vertex byte offsets (uint16, divide by 8 for vertex index)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000006&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Unknown/flags&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000008&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U0 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000009&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V0 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000A&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | CLUT attribute (palette selector)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000C&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U1 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000D&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V1 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000E&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U2 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000F&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V2 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Textured Quad Record Structure (20 bytes)'''&lt;br /&gt;
&lt;br /&gt;
Quad data uses an interleaved layout where UV data and vertex indices are offset by one record.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 500px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000000&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U0 coordinate (for previous quad)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000001&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V0 coordinate (for previous quad)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000002&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | CLUT attribute (palette selector)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000004&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U1 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000005&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V1 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000006&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U2 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000007&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V2 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000008&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U3 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000009&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V3 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000A&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Flags (typically 0x007F)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000C&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Next quad vertex indices (4× uint16 byte offsets)&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Data Layout:'''&lt;br /&gt;
 First quad vertices: from 8-byte header before records&lt;br /&gt;
 Record 0: [UV for Quad 0 (header quad)][Vertices for Quad 1]&lt;br /&gt;
 Record 1: [UV for Quad 1][Vertices for Quad 2]&lt;br /&gt;
 Record 2: [UV for Quad 2][Vertices for Quad 3]&lt;br /&gt;
 ...&lt;br /&gt;
 Record N-1: [UV for Quad N-1][Padding vertices (0,0,0,0)]&lt;br /&gt;
&lt;br /&gt;
====  Common section contents  ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 500px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Section&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Typical Content&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Notes&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 1&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Ground plane&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Usually quads only, Z=0&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 2&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky dome (upper)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Often triangles&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 3&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky ring (middle)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Horizon band&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 4&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky ring (lower)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Near-ground atmosphere&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 5+&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Stage objects&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Buildings, structures, props&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===  CLUT attribute  ===&lt;br /&gt;
&lt;br /&gt;
Standard PSX CLUT format encoding palette row:&lt;br /&gt;
* Bits 0-5: CLUT X position ÷ 16 (typically 0x14 = 320)&lt;br /&gt;
* Bits 6-14: CLUT Y position (504 + palette_index)&lt;br /&gt;
* Formula: &amp;lt;code&amp;gt;palette_index = ((clut_word &amp;gt;&amp;gt; 6) &amp;amp; 0x1FF) - 504&amp;lt;/code&amp;gt;&lt;br /&gt;
* Example: 0x7E14 = palette 0, 0x7E54 = palette 1, 0x7E94 = palette 2&lt;br /&gt;
&lt;br /&gt;
===  Texture page system  ===&lt;br /&gt;
&lt;br /&gt;
The texture atlas is divided into 128-pixel-wide pages for 8bpp images:&lt;br /&gt;
* Page width: 128 pixels (64 VRAM units)&lt;br /&gt;
* Encoding: Low nibble of PolyCount tpage field&lt;br /&gt;
* Offset calculation: &amp;lt;code&amp;gt;texture_x_offset = (tpage_x - base_tpage_x) × 128&amp;lt;/code&amp;gt;&lt;br /&gt;
* Base tpage X = TIM image VRAM X ÷ 64&lt;br /&gt;
&lt;br /&gt;
Example (STAGE00):&lt;br /&gt;
* Ground plane: tpage 6 → offset 0px (left half)&lt;br /&gt;
* Sky sections: tpage 8 → offset 256px (right half)&lt;br /&gt;
&lt;br /&gt;
===  Section N-1: TIM texture  ===&lt;br /&gt;
&lt;br /&gt;
Standard PlayStation [[PSX/TIM_format|TIM format]] texture containing all stage textures in an atlas.&lt;br /&gt;
&lt;br /&gt;
===  Coordinate system  ===&lt;br /&gt;
&lt;br /&gt;
All geometry sections use the same 3D coordinate format (X, Z, Y):&lt;br /&gt;
* '''X:''' Left/right&lt;br /&gt;
* '''Z:''' Height (stored as negative in PSX format, positive = down; ground plane typically has Z=0)&lt;br /&gt;
* '''Y:''' Forward/back&lt;br /&gt;
&lt;br /&gt;
Typical ranges:&lt;br /&gt;
* '''Ground plane:''' X, Y from -6000 to +6000, Z=0&lt;br /&gt;
* '''Sky dome:''' Large coordinates (~30000) forming a hemisphere&lt;br /&gt;
&lt;br /&gt;
'''Important:''' PSX uses positive Z as downward. When rendering in standard 3D systems (positive Y = up), negate the Z coordinate: &amp;lt;code&amp;gt;render_y = -psx_z&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===  Example file analysis  ===&lt;br /&gt;
&lt;br /&gt;
====  STAGE00 (JP version) (147,820 bytes)  ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 700px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Section&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Content&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Texture Page&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Palette&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x001C&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Metadata&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 1&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x0024&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 10,836&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Ground plane (832 verts, 0 tris, 208 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 6 (0-255px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 2&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x2A78&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 3,020&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky dome (225 verts, 76 tris, 0 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8 (256-511px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 3&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x3644&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 852&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky ring mid (64 verts, 0 tris, 16 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8 (256-511px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 4&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x3998&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 436&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky ring low (32 verts, 0 tris, 8 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8 (256-511px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 5&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x3B4C&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 132,640&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | TIM texture (512×256, 8bpp, 3 palettes)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====  STAGE60 (JP version) (226,348 bytes)  ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 700px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Section&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Content&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Texture Page&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Palette&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x0048&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Metadata&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 1&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x0050&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 7,788&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Ground plane (596 verts, 20 tris, 134 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 10 (512-639px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 4&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 2&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x1EBC&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 3,020&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky dome (225 verts, 76 tris, 0 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 6 (0-127px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 3&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x2A88&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 436&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky ring (32 verts, 0 tris, 8 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 6 (0-127px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 4&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x2C3C&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 852&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky ring (64 verts, 0 tris, 16 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 6 (0-127px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 5-15&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | various&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | various&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Environmental objects&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 6, 8, 10&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0-6&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 16&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x640C&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 200,736&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | TIM texture (768×256, 8bpp, 7+ palettes)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' STAGE60 demonstrates mixed geometry (triangles + quads in same section) and complex texture atlas usage with multiple texture pages and palettes.&lt;br /&gt;
&lt;br /&gt;
===  Related formats  ===&lt;br /&gt;
&lt;br /&gt;
* [[FF7/Battle_model_format_(PSX)|Battle Model Format (PSX)]] - Similar polygon structures&lt;br /&gt;
* [[PSX/TIM_format|TIM Format]] - Texture format specification&lt;br /&gt;
* [[FF7/LZS_format|LZS Format]] - Compression used for battle stage files&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7&amp;diff=6035</id>
		<title>FF7</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7&amp;diff=6035"/>
		<updated>2025-12-05T13:11:29Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Contents */&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;
** [[FF7/Field/Script|Field scripting module]]&lt;br /&gt;
* The Battle Module&lt;br /&gt;
** Battle Overview&lt;br /&gt;
** [[FF7/Battle/Battle_Mechanics| Battle Mechanics]]&lt;br /&gt;
** [[FF7/Playstation_battle_stage_format| Battle Stage (PSX)]]&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;
*** [[FF7/WorldMap_Module/Script/Opcodes| World Map Script opcodes]]&lt;br /&gt;
** [[FF7/WorldMap_Module/Encounters| World Map encounters (enc_w.bin)]]&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_sequence|AKAO sequence]]&lt;br /&gt;
*** [[FF7/PSX/Sound/Code_Map|Code Map]]&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>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7&amp;diff=6034</id>
		<title>FF7</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7&amp;diff=6034"/>
		<updated>2025-12-05T13:10:10Z</updated>

		<summary type="html">&lt;p&gt;Mav: &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;
** [[FF7/Field/Script|Field scripting module]]&lt;br /&gt;
* The Battle Module&lt;br /&gt;
** Battle Overview&lt;br /&gt;
** [[FF7/Battle/Battle_Mechanics| Battle Mechanics]]&lt;br /&gt;
** [[FF7/Playstation_Battle_Model_Format| Battle Stage (PSX)]]&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;
*** [[FF7/WorldMap_Module/Script/Opcodes| World Map Script opcodes]]&lt;br /&gt;
** [[FF7/WorldMap_Module/Encounters| World Map encounters (enc_w.bin)]]&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_sequence|AKAO sequence]]&lt;br /&gt;
*** [[FF7/PSX/Sound/Code_Map|Code Map]]&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>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Kernel/Low_level_libraries&amp;diff=6033</id>
		<title>FF7/Kernel/Low level libraries</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Kernel/Low_level_libraries&amp;diff=6033"/>
		<updated>2025-12-05T13:09:15Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Model formats for PSX */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== PC to PSX comparison ==&lt;br /&gt;
&lt;br /&gt;
The files and data formats used in the PSX version of FF7 and it's PC port are conceptually the same thing, and accomplish the same tasks. That being said, they both have wildly different formats, both of which were derived from a third original format that is also somewhat different to the first two.&lt;br /&gt;
&lt;br /&gt;
The original PSX FF7 was created in part using Sony's Psy-Q development library. This library uses common formats that are &amp;quot;native&amp;quot; to the PSX. Often, a toolkit was used to convert common development-based formats, such as a TGA bitmap or a palleted GIF file, to something a little more suited to Psy-Q, which would be a [[PSX/TIM_format|TIM file]].&lt;br /&gt;
&lt;br /&gt;
During the porting process to the PC, some of the original artwork (and artists for that matter) were no longer available. This resulted in the port team having to use the Psy-Q versions of many files, which were ill suited for the PC architecture. In our example, the [[PSX/TIM_format|TIM file]] was converted to a TEX file, which would be manipulated in the PC's video memory a little more efficiently. Sometimes the original artwork was available, such as the pictures of the characters within the menu, or the original MIDI files. Most often times it was not.&lt;br /&gt;
&lt;br /&gt;
To make things a little more confusing, both systems also archive their data files in different ways, making the extraction and rendering of each file a bit of a bear. For the most part the data within each file is the same thing, just a little switched around. Here, we will cover the more generic files first, and then common files used in each module.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Archives ==&lt;br /&gt;
&lt;br /&gt;
To save space, quicken access time, and to obfuscate the file structure a little, most of the data files are stored in some kind of archive format. The archives remove such useful items as subdirectories and logical data placement. There is no real &amp;quot;native&amp;quot; format these are based on.&lt;br /&gt;
&lt;br /&gt;
=== BIN archive data format ===&lt;br /&gt;
&lt;br /&gt;
The BIN format comes as two different types. They both have the same extension, so one must open the file to see which format is which. They are best described as BIN Types and BIN-GZIP types.&lt;br /&gt;
&lt;br /&gt;
==== BIN Type Archives ====&lt;br /&gt;
&lt;br /&gt;
These are uncompressed archives. The header is 4 bytes long and gives the length of the file without the header and then the data beyond that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== BIN-GZIP Type Archives ====&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted, these have a 6 byte header. After this are many gziped sections concatenated together.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0000&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Length of gzipped section 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0002&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Length of ungzipped section 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0004&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| File type*&lt;br /&gt;
|-&lt;br /&gt;
| 0x0006&lt;br /&gt;
| Varies&lt;br /&gt;
| [0x1F8B080000000000...] - Gzip header 1 and data&lt;br /&gt;
|-&lt;br /&gt;
| Varies&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Length of gzipped section 2&lt;br /&gt;
|-&lt;br /&gt;
| Varies&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Length of ungzipped section 2&lt;br /&gt;
|-&lt;br /&gt;
| Varies&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| File type*&lt;br /&gt;
|-&lt;br /&gt;
| Varies&lt;br /&gt;
| Varies&lt;br /&gt;
| [0x1F8B080000000000...] - Gzip header 2 and data&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:rgb(255,255,255);&amp;quot; colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot; | ...&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
''*'' This particular value might be ignored by the whatever method is decompressing these archive types. Within archives it declares that the compressed file is a particular type. These values seem to be unique to the particular archive that is being opened and is not consistent between archives.&amp;lt;p /&amp;gt;&lt;br /&gt;
Example 1: Within the [[FF7/Kernel/Kernel.bin|KERNEL.BIN]] the first nine files are all different data sets so are numbered sequentially 0-8. All remaining files are text types and get labeled as type 9.&amp;lt;br /&amp;gt;&lt;br /&gt;
Example 2: Within the WINDOW.BIN file there are three files. The first two are type &amp;quot;0&amp;quot; and are textures. The third file is type &amp;quot;1&amp;quot; and not a texture.&lt;br /&gt;
&lt;br /&gt;
=== LZS Archives ===&lt;br /&gt;
&lt;br /&gt;
The [[FF7/LZS format|LZS format]] is used throughout the PSX version of Final Fantasy 7, often ending with the .lzs extension. LZS itself stands for Lempel-Ziv-Shannon-Fano, Statistical plus Arithmetic. It was originally developed by [http://oku.edu.mie-u.ac.jp/~okumura/index-e.html Professor Haruhiko Okumura] based on the work of [http://www.hpl.hp.com/about/bios/abraham_lempel.html Abraham Lempel] and [http://www.marconifoundation.org/pages/dynamic/fellows/fellow_details.php?roster_id=23 Jacob Ziv].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LGP Archives ===&lt;br /&gt;
&lt;br /&gt;
The LGP file format is only used for the PC port of Final Fantasy 7. These are large &amp;quot;volume&amp;quot; type archives that hold most of the game's data. These archives can hold thousands of files. Unlike the BIN or LZS type files, this archive does reference the data within it by filename. Its file format is explained [[FF7/LGP format|here]].&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
&lt;br /&gt;
A texture is just a picture that is placed into video memory. It is later manipulated by the engine and displayed on the screen. The native format of a texture was the Psy-Q [[PSX/TIM format|TIM]] (Texture Image Map). This is used as the native format for the PSX version as well, with a few caveats explained below. The file can hold multiple color look up tables. This was one of the reasons why a video card on the PC that could do palleted data at high color depths was needed.&lt;br /&gt;
&lt;br /&gt;
=== TIM texture data format for PSX ===&lt;br /&gt;
&lt;br /&gt;
The [[PSX/TIM_format|TIM files]] are found both on raw format and also within several archives, including [[FF7/Kernel/Low_level_libraries#BIN_archive_data_format|BIN]], [[FF7/Kernel/Low_level_libraries#LZS_Archives|LZS]], or even MNU. The format proper has the ability to contain 24 bit bitmaps, but is not used in FF7. The format was created because the PSX does not have direct access to it's VRAM, and must go through the [[PSX/GPU|GPU]] for any graphic access. [[PSX/TIM format|A TIM file]] is a clean way to load a texture and color look up table into VRAM.&lt;br /&gt;
&lt;br /&gt;
=== TEX texture data format for the PC ===&lt;br /&gt;
&lt;br /&gt;
TEX files are texture files for the PC. The format for these files are located [[FF7/TEX format|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== File formats for 3D models ==&lt;br /&gt;
&lt;br /&gt;
During the development process, 3D models contain a good deal of information needed by the artist every time they save or load the model. When the model is finished, it is often exported and broken up into smaller files with many unneeded attributes stripped from them. When the models for FF7 were created, they were exported into Psy-Q's 3D library formats. These include [[PSX/RSD|resource data (.RSD)]], polygon data (.PLY), polygon groups (.GRP), materials (.MAT), [[PSX/TIM_file|textures (.TIM)]], [[PSX/HRC|skeletal hierarchy (.HRC)]], and animation (.ANM).&lt;br /&gt;
&lt;br /&gt;
The models are handled differently between modules. The models in the &amp;quot;battle&amp;quot; modules have a different animation system than the field models. When the models were converted to the PC version, they were taken from the Psy-Q formats to a more PC-friendly one. Some are even the original, uncompiled, Psy-Q files. &lt;br /&gt;
&lt;br /&gt;
===  Model formats for PSX ===&lt;br /&gt;
&lt;br /&gt;
The Playstation models are stored in the following directories, \ENEMY1 \ENEMY2 \ENEMY3 \ENEMY4 \ENEMY5 \ENEMY6 (battle models), \FIELD (field models and field character models), \MAGIC (Summon magic), and \STAGE1 \STAGE2 (battle stages).  Battle model names for special characters and party characters are stored in \ENEMY6, all models of this type end in an .LZS extension.  The same goes with summon magic used they are stored with there animations etc. in \MAGIC with a .LZS extension.  The only exception to this extension is the FIELD models, which use the extensions BSX and BCX for scene models and character models respectively. The [[FF7/Playstation Battle Model Format|Playstation battle model format]], is different than the [[FF7/Field/BSX|Playstation field model format]], also the [[FF7/Playstation battle stage format]], is similiar but not identical to the [[FF7/Playstation Battle Model Format|Playstation battle model format]]. The [[FF7/Playstation magic model|Playstation magic model]] format is a work in progress.&lt;br /&gt;
&lt;br /&gt;
=== Model Formats for PC ===&lt;br /&gt;
&lt;br /&gt;
The PC models are stored in the LGP files in the /DATA directory. The names for the models were obfuscated a little. The data can be found in the [[PSX/HRC|Hierarchy files (.HRC)]], [[PSX/RSD|Resource data files (.RSD)]], and [[FF7/P|Polygon files (.P)]].&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Playstation_battle_stage_format&amp;diff=6032</id>
		<title>FF7/Playstation battle stage format</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Playstation_battle_stage_format&amp;diff=6032"/>
		<updated>2025-12-05T13:07:45Z</updated>

		<summary type="html">&lt;p&gt;Mav: Initial documentation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Playstation battle stage format  ==&lt;br /&gt;
&lt;br /&gt;
The entire file is compressed using [[FF7/LZS_format|LZS format]] and is decompressed into the playstation user memory for a battle. The file consists of a header section, metadata, multiple 3D geometry sections for the ground plane and environment, and a texture image in [[PSX/TIM_format|TIM format]]. All integers short or long are little endian based.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===  Battle stage header  ===&lt;br /&gt;
&lt;br /&gt;
The header section is a sequence of little endian 32 bit unsigned integers. The first integer (entitled SectionCount) contains the number of pointers offset from the beginning of the file. The remaining integers are SectionCount number of pointers.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 500px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; text-align: center; vertical-align: middle&amp;quot; | 000000&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 4 bytes long&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Number of Sections (N)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; text-align: center; vertical-align: middle&amp;quot; | 000004&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | N*4 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Array of section offsets from file start&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; text-align: center; vertical-align: middle&amp;quot; | (N+1)*4&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Section 0: Metadata flags&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; text-align: center; vertical-align: middle&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Varies&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sections 1 to N-2: 3D Geometry (ground plane, sky, environment objects)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; text-align: center; vertical-align: middle&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Varies&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Section N-1: Tim image information (8bpp, multiple CLUTs)&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Battle stages can also contain animations (e.g. Corel Train Battle - STAGE71), but their data structure is currently unknown. The above structure is valid for stages that do not contain any animations.&lt;br /&gt;
&lt;br /&gt;
===  Section 0: Metadata  ===&lt;br /&gt;
&lt;br /&gt;
8 bytes containing stage configuration flags.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 384px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000000&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 3 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Flags (purpose TBD)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000003&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Type of 3D mesh&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000004&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 4 bytes long&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Reserved (always 0)&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Mesh Type Values:'''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 600px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Type&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Example Fields&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Mesh with horizontal scrolling parts&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Field 47 - Corel Train Battle&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 1&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Normal static mesh&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 2&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Mesh with vertical scrolling parts&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Field 12 - Shinra Elevators&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 3&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Mesh with lifestream&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Field 4E - Final Battle - Sephiroth&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 4&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Mesh with rotating parts&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Field 39 - Safer Battle&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 5&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Normal static mesh (same as type 1)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Field 01, 44, 45 - Bizarro Battles&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===  Sections 1 to N-2: 3D Geometry  ===&lt;br /&gt;
&lt;br /&gt;
All geometry sections (including the ground plane at section 1) use the same unified format. This matches the [[FF7/Battle_model_format_(PSX)|Battle Model Format]] where polygon data uses explicit PolyCount structures.&lt;br /&gt;
&lt;br /&gt;
====  Geometry section structure  ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 500px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000000&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 4 bytes long&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Vertex data size (in bytes)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000004&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Vertex data size bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Vertex pool for geometry section&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Number of triangles&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Texture page (tpage)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | N * 16 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Textured Triangles &amp;lt;nowiki&amp;gt;if N = 0 these occupy no space&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Number of quads&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Texture page (tpage)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | First quad vertex indices (4 × uint16) &amp;lt;nowiki&amp;gt;if quad count = 0 these occupy no space&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | ...&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | N * 20 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Textured Quad records &amp;lt;nowiki&amp;gt;if N = 0 these occupy no space&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The texture page X for the entire section comes from the first PolyCount's tpage field (triangle PolyCount), even when triangle count is 0. Use &amp;lt;code&amp;gt;tpage &amp;amp; 0x0F&amp;lt;/code&amp;gt; to extract the texture page X base.&lt;br /&gt;
&lt;br /&gt;
====  Data structures  ====&lt;br /&gt;
&lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
    uint16  Count;&lt;br /&gt;
    uint16  TexPage;&lt;br /&gt;
 } PolyCount;&lt;br /&gt;
 &lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
    int16  X;&lt;br /&gt;
    int16  Z;&lt;br /&gt;
    int16  Y;&lt;br /&gt;
    int16  Unused;&lt;br /&gt;
 } Vertex;&lt;br /&gt;
 &lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
    uint16  A;&lt;br /&gt;
    uint16  B;&lt;br /&gt;
    uint16  C;&lt;br /&gt;
    uint16  D;&lt;br /&gt;
 } PolyIndices;&lt;br /&gt;
 &lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
    uint16       VertexA;&lt;br /&gt;
    uint16       VertexB;&lt;br /&gt;
    uint16       VertexC;&lt;br /&gt;
    uint16       Flags;&lt;br /&gt;
    uint8        U0, V0;&lt;br /&gt;
    uint16       CLUT;&lt;br /&gt;
    uint8        U1, V1;&lt;br /&gt;
    uint8        U2, V2;&lt;br /&gt;
 } TexTriangle;&lt;br /&gt;
 &lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
    uint8        U0, V0;&lt;br /&gt;
    uint16       CLUT;&lt;br /&gt;
    uint8        U1, V1;&lt;br /&gt;
    uint8        U2, V2;&lt;br /&gt;
    uint8        U3, V3;&lt;br /&gt;
    uint16       Flags;&lt;br /&gt;
    PolyIndices  NextQuadVertices;&lt;br /&gt;
 } TexQuadRecord;&lt;br /&gt;
&lt;br /&gt;
'''Vertex Structure'''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 384px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000000&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (signed)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | X coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000002&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (signed)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Z coordinate (height/depth, 0 for ground plane)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000004&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (signed)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Y coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000006&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Padding (always 0)&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ground plane vertices typically have Z=0 (flat surface). Typical coordinate range: -6000 to +6000 units.&lt;br /&gt;
&lt;br /&gt;
'''Textured Triangle Structure (16 bytes)'''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 500px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000000&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 6 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 3× vertex byte offsets (uint16, divide by 8 for vertex index)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000006&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Unknown/flags&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000008&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U0 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000009&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V0 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000A&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | CLUT attribute (palette selector)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000C&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U1 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000D&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V1 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000E&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U2 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000F&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V2 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Textured Quad Record Structure (20 bytes)'''&lt;br /&gt;
&lt;br /&gt;
Quad data uses an interleaved layout where UV data and vertex indices are offset by one record.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 500px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Description&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000000&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U0 coordinate (for previous quad)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 76px; vertical-align: middle; text-align: center&amp;quot; | 000001&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V0 coordinate (for previous quad)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000002&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | CLUT attribute (palette selector)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000004&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U1 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000005&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V1 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000006&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U2 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000007&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V2 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000008&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | U3 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 000009&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1 byte&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | V3 coordinate&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000A&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2 bytes (word)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Flags (typically 0x007F)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center&amp;quot; | 00000C&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8 bytes&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Next quad vertex indices (4× uint16 byte offsets)&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Data Layout:'''&lt;br /&gt;
 First quad vertices: from 8-byte header before records&lt;br /&gt;
 Record 0: [UV for Quad 0 (header quad)][Vertices for Quad 1]&lt;br /&gt;
 Record 1: [UV for Quad 1][Vertices for Quad 2]&lt;br /&gt;
 Record 2: [UV for Quad 2][Vertices for Quad 3]&lt;br /&gt;
 ...&lt;br /&gt;
 Record N-1: [UV for Quad N-1][Padding vertices (0,0,0,0)]&lt;br /&gt;
&lt;br /&gt;
====  Common section contents  ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 500px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Section&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Typical Content&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Notes&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 1&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Ground plane&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Usually quads only, Z=0&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 2&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky dome (upper)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Often triangles&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 3&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky ring (middle)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Horizon band&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 4&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky ring (lower)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Near-ground atmosphere&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 5+&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Stage objects&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Buildings, structures, props&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===  CLUT attribute  ===&lt;br /&gt;
&lt;br /&gt;
Standard PSX CLUT format encoding palette row:&lt;br /&gt;
* Bits 0-5: CLUT X position ÷ 16 (typically 0x14 = 320)&lt;br /&gt;
* Bits 6-14: CLUT Y position (504 + palette_index)&lt;br /&gt;
* Formula: &amp;lt;code&amp;gt;palette_index = ((clut_word &amp;gt;&amp;gt; 6) &amp;amp; 0x1FF) - 504&amp;lt;/code&amp;gt;&lt;br /&gt;
* Example: 0x7E14 = palette 0, 0x7E54 = palette 1, 0x7E94 = palette 2&lt;br /&gt;
&lt;br /&gt;
===  Texture page system  ===&lt;br /&gt;
&lt;br /&gt;
The texture atlas is divided into 128-pixel-wide pages for 8bpp images:&lt;br /&gt;
* Page width: 128 pixels (64 VRAM units)&lt;br /&gt;
* Encoding: Low nibble of PolyCount tpage field&lt;br /&gt;
* Offset calculation: &amp;lt;code&amp;gt;texture_x_offset = (tpage_x - base_tpage_x) × 128&amp;lt;/code&amp;gt;&lt;br /&gt;
* Base tpage X = TIM image VRAM X ÷ 64&lt;br /&gt;
&lt;br /&gt;
Example (STAGE00):&lt;br /&gt;
* Ground plane: tpage 6 → offset 0px (left half)&lt;br /&gt;
* Sky sections: tpage 8 → offset 256px (right half)&lt;br /&gt;
&lt;br /&gt;
===  Section N-1: TIM texture  ===&lt;br /&gt;
&lt;br /&gt;
Standard PlayStation [[PSX/TIM_format|TIM format]] texture containing all stage textures in an atlas.&lt;br /&gt;
&lt;br /&gt;
===  Coordinate system  ===&lt;br /&gt;
&lt;br /&gt;
All geometry sections use the same 3D coordinate format (X, Z, Y):&lt;br /&gt;
* '''X:''' Left/right&lt;br /&gt;
* '''Z:''' Height (stored as negative in PSX format, positive = down; ground plane typically has Z=0)&lt;br /&gt;
* '''Y:''' Forward/back&lt;br /&gt;
&lt;br /&gt;
Typical ranges:&lt;br /&gt;
* '''Ground plane:''' X, Y from -6000 to +6000, Z=0&lt;br /&gt;
* '''Sky dome:''' Large coordinates (~30000) forming a hemisphere&lt;br /&gt;
&lt;br /&gt;
'''Important:''' PSX uses positive Z as downward. When rendering in standard 3D systems (positive Y = up), negate the Z coordinate: &amp;lt;code&amp;gt;render_y = -psx_z&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===  Example file analysis  ===&lt;br /&gt;
&lt;br /&gt;
====  STAGE00 (147,820 bytes)  ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 700px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Section&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Content&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Texture Page&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Palette&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x001C&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Metadata&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 1&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x0024&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 10,836&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Ground plane (832 verts, 0 tris, 208 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 6 (0-255px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 2&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x2A78&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 3,020&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky dome (225 verts, 76 tris, 0 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8 (256-511px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 3&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x3644&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 852&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky ring mid (64 verts, 0 tris, 16 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8 (256-511px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 1&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 4&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x3998&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 436&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky ring low (32 verts, 0 tris, 8 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8 (256-511px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 2&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 5&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x3B4C&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 132,640&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | TIM texture (512×256, 8bpp, 3 palettes)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====  STAGE60 (226,348 bytes)  ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 700px&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; background-color: rgb(204, 204, 204); text-align: center&amp;quot; | Section&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Offset&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Size&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Content&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Texture Page&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: middle; background-color: rgb(204, 204, 204)&amp;quot; | Palette&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x0048&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 8&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Metadata&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 1&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x0050&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 7,788&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Ground plane (596 verts, 20 tris, 134 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 10 (512-639px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 4&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 2&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x1EBC&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 3,020&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky dome (225 verts, 76 tris, 0 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 6 (0-127px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 3&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x2A88&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 436&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky ring (32 verts, 0 tris, 8 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 6 (0-127px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 4&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x2C3C&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 852&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Sky ring (64 verts, 0 tris, 16 quads)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 6 (0-127px)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 5-15&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | various&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | various&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | Environmental objects&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 6, 8, 10&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0-6&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: middle; text-align: center&amp;quot; | 16&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 0x640C&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | 200,736&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | TIM texture (768×256, 8bpp, 7+ palettes)&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; | -&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' STAGE60 demonstrates mixed geometry (triangles + quads in same section) and complex texture atlas usage with multiple texture pages and palettes.&lt;br /&gt;
&lt;br /&gt;
===  Related formats  ===&lt;br /&gt;
&lt;br /&gt;
* [[FF7/Battle_model_format_(PSX)|Battle Model Format (PSX)]] - Similar polygon structures&lt;br /&gt;
* [[PSX/TIM_format|TIM Format]] - Texture format specification&lt;br /&gt;
* [[FF7/LZS_format|LZS Format]] - Compression used for battle stage files&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/117&amp;diff=6017</id>
		<title>FF7/WorldMap Module/Script/Opcodes/117</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/117&amp;diff=6017"/>
		<updated>2025-09-13T17:44:40Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x117''', '''0x11b''' &amp;amp; '''0x11f'''&lt;br /&gt;
* Name: push special&lt;br /&gt;
* Two-word opcode: Yes&lt;br /&gt;
&lt;br /&gt;
==== Parameters ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Location&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; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Code&lt;br /&gt;
| Address&lt;br /&gt;
| &amp;quot;Address&amp;quot; to the special variable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
&lt;br /&gt;
There are 21 different special variables accessible to the script engine. There are several opcodes that access these variables in the same way, presumably they were supposed to be bit, byte and word versions of the instruction but there is absolutely no difference in the way they work.&lt;br /&gt;
&lt;br /&gt;
The variables you can access through this instruction are:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Address&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Active entity X mesh coordinate&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Active entity Y mesh coordinate&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Active entity X coordinate in mesh&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Active entity Y coordinate in mesh&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Active entity direction (0-255)&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Scenario parameter when entering WM from a field (see [[FF7/WorldMap_Module/Script/Opcodes/318|opcode 0x318]])&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Field ID of &amp;quot;wm&amp;quot; field that jumped to the WM&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Map options (eg. minimap &amp;amp; camera settings)&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Model ID of the player entity&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Current wild chocobo rating&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Player is currently riding a chocobo&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Battle result - whether player escaped last battle (1: place party on the stables side, 0: place party on the cave side)&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Prompt window result&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Script index of current mesh triangle of active entity&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Player party member model ID (0=Cloud, 1=Tifa, 2=Cid)&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Active Entity Model ID&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Random byte (from World Map RNG)&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Unknown&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes&amp;diff=6016</id>
		<title>FF7/WorldMap Module/Script/Opcodes</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes&amp;diff=6016"/>
		<updated>2025-09-07T17:58:52Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* System Operations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Stack Operations: Arithmetic ==&lt;br /&gt;
&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/015|015 push neg]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/017|017 push logicnot]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/018|018 push distance from active entity to point]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/019|019 push distance from active entity to entity by model id]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/01b|01b push direction from active entity to point]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/030|030 push mul]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/040|040 push add]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/041|041 push sub]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/050|050 push shl]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/051|051 push shr]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/060|060 push less]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/061|061 push greater]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/062|062 push lessequal]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/063|063 push greaterequal]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/070|070 push equal]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/080|080 push and]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/0a0|0a0 push or]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/0b0|0b0 push logicand]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/0c0|0c0 push logicor]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/0e0|0e0 write bank]]&lt;br /&gt;
&lt;br /&gt;
== Stack Operations: Data Sources ==&lt;br /&gt;
&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/100|100 reset stack]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/110|110 push constant]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/114|114 push bit from bank0]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/117|117 push special]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/118|118 push byte from bank0]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/119|119 push byte from bank1]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/117|11b push special]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/11c|11c push word from bank0]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/11d|11d push word from bank1]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/117|11f push special]]&lt;br /&gt;
&lt;br /&gt;
== Flow Control ==&lt;br /&gt;
&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/200|200 jump]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/201|201 jump if false]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/203|203 return]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/204|204 run function]]&lt;br /&gt;
&lt;br /&gt;
== System Operations ==&lt;br /&gt;
&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/300|300 load model]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/302|302 set player entity]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/303|303 set active entity movespeed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/304|304 set active entity direction &amp;amp; facing]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/305|305 set wait frames]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/306|306 wait?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/307|307 set control lock]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/308|308 set active entity mesh coordinates]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/309|309 set active entity coordinates in mesh]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30a|30a set active entity vertical speed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30b|30b set active entity y offset]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30c|30c enter vehicle?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30d|30d stop entity]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30e|30e active entity play animation]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/310|310 set active point]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/311|311 set point mesh coordinates]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/312|312 set point coordinates in mesh]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/313|313 set point terrain BGR]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/314|314 set point dropoff parameters]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/315|315 set point sky top BGR]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/316|316 set point sky bottom BGR]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/317|317 trigger battle]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/318|318 enter field scene]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/319|319 set map options]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/31b|31b noop]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/31c|31c set camera tilt/zoom status]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/31d|31d play sound effect]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/31f|31f set camera rotation speed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/320|320 reset zolom]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/321|321 face point]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/324|324 set window dimensions]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/325|325 set window message]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/326|326 set window prompt]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/327|327 wait for prompt acknowledge?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/328|328 set active entity direction]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/329|329 set camera tilt speed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32a|32a set camera zoom speed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32b|32b set battle lock]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32c|32c set window parameters]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32d|32d wait for window ready]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32e|32e wait for message acknowledge]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32f|32f set player direction]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/330|330 set active entity]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/331|331 exit vehicle]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/332|332 chocobo runs away]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/333|333 rotate current entity to model]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/334|334 wait for function]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/336|336 set active entity movespeed (honor walkmesh)]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/339|339 hide active entity model]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33a|33a set active entity vertical speed 2]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33b|33b fade out?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33c|33c exit underwater map]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33d|33d set field entry point]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33e|33e play music]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/347|347 move active entity to entity by model id?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/348|348 fade in?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/349|349 set world progress]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34a|34a play 2d animation once]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34b|34b set chocobo type]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34c|34c set submarine color]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34d|34d start repeating 2d animation]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34e|34e stop repeating 2d animation]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34f|34f set active entity y position]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/350|350 set meteor texture on/off]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/351|351 set music volume]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/352|352 shake camera on/off]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/353|353 adjust current entity position outside vehicle]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/354|354 set entity scripts on/off]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/355|355 set battle countdown timer]]&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/33c&amp;diff=6015</id>
		<title>FF7/WorldMap Module/Script/Opcodes/33c</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/33c&amp;diff=6015"/>
		<updated>2025-09-07T17:58:30Z</updated>

		<summary type="html">&lt;p&gt;Mav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x33c'''&lt;br /&gt;
* Name: exit underwater map&lt;br /&gt;
* Two-word opcode: No&lt;br /&gt;
&lt;br /&gt;
==== Parameters ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Location&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; | Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
&lt;br /&gt;
Surfaces the submarine and changes the map to overworld.&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Encounters&amp;diff=6014</id>
		<title>FF7/WorldMap Module/Encounters</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Encounters&amp;diff=6014"/>
		<updated>2025-08-13T11:41:17Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Random encounter table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
World map random encounter data is stored in the &amp;quot;enc_w.bin&amp;quot; file in the world_xx.lgp archive (on the PC version). Battles are selected based on the [[FF7/WorldMap_Module#Regions|region]] and [[FF7/WorldMap_Module#Walkmap|walkmap type]] of the [[FF7/WorldMap_Module#Triangle|current triangle]].&lt;br /&gt;
&lt;br /&gt;
'''NOTE: The enc_w.bin file contains only data for first 16 regions. Any region later than that will receive encounters from region 16.'''&lt;br /&gt;
&lt;br /&gt;
Additionally Hill Side type battle will use the table for Grass type, and Gold Saucer Desert type will use the table for Desert type.&lt;br /&gt;
&lt;br /&gt;
== Random encounter mechanics ==&lt;br /&gt;
&lt;br /&gt;
For each region the enc_w.bin file contains 4 sets of encounters for different walkmap types. Which four are these will be used is decided using a lookup table (stored at address '''0x96dea0''' on PC), that maps regions to one of four walkmap types for each of four encounter sets.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Region to walkmap type look-up table&lt;br /&gt;
|-&lt;br /&gt;
! Region !! Type 1 !! Type 2 !! Type 3 !! Type 4&lt;br /&gt;
|-&lt;br /&gt;
| Midgar Area || Grass || Wasteland || &amp;lt;unused&amp;gt; || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Grasslands Area || Grass || &amp;lt;unused&amp;gt; || &amp;lt;unused&amp;gt; || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Junon Area || Grass || Wasteland || Forest || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Corel Area || Grass || Mountain Pass || &amp;lt;unused&amp;gt; || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Gold Saucer Area || Grass || Wasteland || Desert || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Gongaga Area || Grass || &amp;lt;unused&amp;gt; || Jungle || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Cosmo Area || Grass || Wasteland || Canyon || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Nibel Area || Grass || &amp;lt;unused&amp;gt; || Forest || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launch Pad Area || Grass || &amp;lt;unused&amp;gt; || Forest || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Wutai Area || Grass || Wasteland || Wutai Bridge || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Woodlands Area || Grass || Wasteland || Jungle || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Icicle Area || Grass || Snow || Snowfield (Wasteland) || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Mideel Area || Grass || Wasteland || Jungle || Beach&lt;br /&gt;
|-&lt;br /&gt;
| North Corel Area || Grass || &amp;lt;unused&amp;gt; || Desert || Riverside&lt;br /&gt;
|-&lt;br /&gt;
| Cactus Island || Grass || &amp;lt;unused&amp;gt; || Desert || &amp;lt;unused&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Goblin Island* || Grass || &amp;lt;unused&amp;gt; || Forest || &amp;lt;unused&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Note: The types marked as &amp;lt;unused&amp;gt; are stored as 00 (Grass) in the table, the reason they're unused is because Grass is always Type 1 and so if the player is on Grass the other types will not be considered''&lt;br /&gt;
&lt;br /&gt;
After deciding whether a random battle should occur the game first performs the Mystery Ninja check. For each of 16 regions it consults a lookup table ('''0x96dee0''' on PC) for a chance (out of 256) if a Yuffie fight should start. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Yuffie encounter chances per region&lt;br /&gt;
|-&lt;br /&gt;
! Region&lt;br /&gt;
! Chance&lt;br /&gt;
|-&lt;br /&gt;
| Junon Area&lt;br /&gt;
| 12.5% (32/256)&lt;br /&gt;
|-&lt;br /&gt;
| Gongaga Area&lt;br /&gt;
| 25% (64/256)&lt;br /&gt;
|-&lt;br /&gt;
| Nibel Area&lt;br /&gt;
| 25% (64/256)&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launch Pad Area&lt;br /&gt;
| 99.6% (255/256)&lt;br /&gt;
|-&lt;br /&gt;
| Woodlands Area&lt;br /&gt;
| 50% (128/256)&lt;br /&gt;
|-&lt;br /&gt;
| Mideel Area&lt;br /&gt;
| 50% (128/256)&lt;br /&gt;
|-&lt;br /&gt;
| Goblin Island*&lt;br /&gt;
| 50% (128/256)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''* this also includes all following regions (Round Island being the only one where encounters are possible)''&lt;br /&gt;
&lt;br /&gt;
If that check succeeds the game checks whether player is either on Forest or Jungle type triangle and if Yuffie is available for fightning (based on bit 1 from variable '''0x0D29''' from the [[FF7/Savemap#Save_Memory_Bank_3.2F4|Savemap Memory Bank 3]]). If this succeeds too game determines which battle scene to use based on Cloud's level, using the 1st table stored in enc_w.bin.&lt;br /&gt;
&lt;br /&gt;
Next are checks for Chocobo fights. If the [[FF7/WorldMap_Module#Triangle|current triangle]] has the &amp;quot;chocobo tracks&amp;quot; flag set the game checks for the presence of Chocobo Lure and then also if current model is either Cloud, Tifa or Cid. If the Chocobo Lure check succeeds it proceeds to choose one of of 4 possible chocobo battles in this area. Based on the selected scene ID the chocobo rating is selected (see &amp;quot;Chocobo rating mapping&amp;quot; table below) using the 2nd section from enc_w.bin file and is stored in memory (at '''0xdc0cd8''' on PC).&lt;br /&gt;
&lt;br /&gt;
Finally the game does separate checks for special battles (back, side and pincer attacks) and if they fail it will pick one from the 6 normal random battles.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information consult Terence Fergusson's excellent [https://gamefaqs.gamespot.com/ps/197341-final-fantasy-vii/faqs/31903 Enemy Mechanics FAQ] document (section 3.1 has a detailed write-up on all the above).&lt;br /&gt;
&lt;br /&gt;
== enc_w.bin file format ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
The enc_w.bin file is divided into three sections:&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;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 32 bytes&lt;br /&gt;
| Yuffie encounter mapping&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 128 bytes&lt;br /&gt;
| Chocobo encounter ratings&lt;br /&gt;
|-&lt;br /&gt;
| 0xA0&lt;br /&gt;
| 2048 bytes&lt;br /&gt;
| Random encounter table&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The format of each of these sections is as follows:&lt;br /&gt;
&lt;br /&gt;
=== Yuffie encounter mapping ===&lt;br /&gt;
&lt;br /&gt;
Contains 8 records, each 4 bytes long, that maps Cloud's current level to battle's Scene ID that will be started.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 2 bytes || Cloud's Level&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 2 bytes || Scene ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chocobo rating mapping ===&lt;br /&gt;
&lt;br /&gt;
32 records, each 4 bytes long, mapping the scene ID to the rating of the chocobo if caught.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 2 bytes || Chocobo battle scene ID&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 2 bytes || Chocobo rating (1 = wonderful, ..., 8 = terrible)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Random encounter table ===&lt;br /&gt;
&lt;br /&gt;
This section is 2048 bytes long and contains 16 sections for each region (as mentioned before regions 17 and later will receive encounters from region 16). &lt;br /&gt;
&lt;br /&gt;
Each section contains 4 sets of 32-byte blocks for each walkmap type (see above on how walkmap types are decided) that are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 1 byte || Encounters active? (0 = no, 1 = yes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || 1 byte || Encounter rate&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 12 bytes || Normal encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || 4 bytes || Back attack encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || 2 bytes || Side attack encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || 2 bytes || Both sides encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || 8 bytes || Chocobo encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x1E || 2 bytes || Padding (Always 00's)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each encounter record is 2 bytes long, with the first 6 bits being the encounter rate and the remaining 10 bits being the encounter ID.&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module&amp;diff=6013</id>
		<title>FF7/WorldMap Module</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module&amp;diff=6013"/>
		<updated>2025-08-12T11:19:24Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Triangle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
The following was originaly described by Tonberry, in qhimm's forum. It was&lt;br /&gt;
completed by Ficedula sometimes later, who reversed texture data.&lt;br /&gt;
&lt;br /&gt;
Additions in ''italics'' by Aali&lt;br /&gt;
&lt;br /&gt;
=== Two formats === &lt;br /&gt;
&lt;br /&gt;
BOT and MAP files are similar; BOT files are redundant and look like&lt;br /&gt;
optimized versions of the corresponding MAP files.&lt;br /&gt;
&lt;br /&gt;
''MAP file follows the structure described below and is used to load single blocks on demand. BOT file contains the same blocks but arranged to speed up initial load time by storing each block and 3 of its neighboring blocks together. For instance, the data stored for the first 2 blocks is (numbers refer to the MAP layout below): 0,1,9,10 1,2,10,11. This pattern repeats up to block #62. Replacement blocks 63-68 are divided in groups for each replacement, i.e. block 64 and 65 are part of the same group since they both belong to the Ultima Weapon crater. These groups are then stored using the same algorithm as above, each 4-block group containing a replaced block is written out again. 1-block replacements thus add 4*4 blocks to the .BOT file while 2-block replacements add 6*4 blocks. Replacements are to be made '''in order''', when writing the data for the Ultima Weapon crater the Temple of the Ancients should be gone and so on. All of this adds up to 63*4 + 4*4 + 6*4 + 4*4 + 6*4 = 332 blocks.''&lt;br /&gt;
&lt;br /&gt;
=== Content ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;WM0 is the above water map.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;WM2 is the underwater (submarine) map.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;WM3 is the snowstorm map.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== MAP Format ==&lt;br /&gt;
&lt;br /&gt;
=== File Structure ===&lt;br /&gt;
&lt;br /&gt;
A worldmap file is divided in sections of 0xB800 bytes, each section&lt;br /&gt;
representing a square block of the map.&lt;br /&gt;
&lt;br /&gt;
==== Map Block ====&lt;br /&gt;
Each block consists in 16 meshes, organized in a grid-like fashion:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
|+ Map Block mesh arrangement&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 13&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A block is recorded following the structure (all pointers are expressed in bytes&lt;br /&gt;
relative to offset 0 of block):&lt;br /&gt;
&lt;br /&gt;
''Pointers have to be aligned to 4-byte boundaries, FF7 ignores the last two bits when reading the file.''&lt;br /&gt;
&lt;br /&gt;
For each m in 16 meshes:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+&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;
|-&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Pointer to compressed data for mesh m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Followed by, for each m in 16 meshes:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+&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;
|-&lt;br /&gt;
| variable&lt;br /&gt;
| Compressed data for mesh m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The data for each mesh is independently compressed using LZSS, so the&lt;br /&gt;
first 4 bytes are the size in bytes of the compressed data and the&lt;br /&gt;
rest is the compressed data itself.&lt;br /&gt;
&lt;br /&gt;
==== WM0.MAP ====&lt;br /&gt;
&lt;br /&gt;
wm0.map contains 68 blocks. The first 63 of them are arranged in a&lt;br /&gt;
grid-like fashion, made of 7 rows of 9 columns, like this:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
|+ wm0.map block arrangement&lt;br /&gt;
|-&lt;br /&gt;
|  0&lt;br /&gt;
|  1&lt;br /&gt;
|  2&lt;br /&gt;
|  3&lt;br /&gt;
|  4&lt;br /&gt;
|  5&lt;br /&gt;
|  6&lt;br /&gt;
|  7&lt;br /&gt;
|  8&lt;br /&gt;
|-&lt;br /&gt;
|  9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 12&lt;br /&gt;
| 13&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
| 16&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 19&lt;br /&gt;
| 20&lt;br /&gt;
| 21&lt;br /&gt;
| 22&lt;br /&gt;
| 23&lt;br /&gt;
| 24&lt;br /&gt;
| 25&lt;br /&gt;
| 26&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| 28&lt;br /&gt;
| 29&lt;br /&gt;
| 30&lt;br /&gt;
| 31&lt;br /&gt;
| 32&lt;br /&gt;
| 33&lt;br /&gt;
| 34&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| 37&lt;br /&gt;
| 38&lt;br /&gt;
| 39&lt;br /&gt;
| 40&lt;br /&gt;
| 41&lt;br /&gt;
| 42&lt;br /&gt;
| 43&lt;br /&gt;
| 44&lt;br /&gt;
|-&lt;br /&gt;
| 45&lt;br /&gt;
| 46&lt;br /&gt;
| 47&lt;br /&gt;
| 48&lt;br /&gt;
| 49&lt;br /&gt;
| 50&lt;br /&gt;
| 51&lt;br /&gt;
| 52&lt;br /&gt;
| 53&lt;br /&gt;
|-&lt;br /&gt;
| 54&lt;br /&gt;
| 55&lt;br /&gt;
| 56&lt;br /&gt;
| 57&lt;br /&gt;
| 58&lt;br /&gt;
| 59&lt;br /&gt;
| 60&lt;br /&gt;
| 61&lt;br /&gt;
| 62&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The last 5 meshes 63, 64, 65, 66, 67 and 68 replaces meshes 50, 41,&lt;br /&gt;
42, 60, 47 and 48 (respectively), according to the story of the game.&lt;br /&gt;
&lt;br /&gt;
=== Mesh Structure ===&lt;br /&gt;
&lt;br /&gt;
A worldmap mesh is recorded like this:&lt;br /&gt;
====Header====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
|+ Header Structure&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of triangles&lt;br /&gt;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of vertices&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
   uint16 NumberOfTriangles;&lt;br /&gt;
   uint16 NumberOfVertices;&lt;br /&gt;
 } WorldMeshHeader;&lt;br /&gt;
&lt;br /&gt;
====Triangle====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse&amp;quot;&lt;br /&gt;
|+ For each triangle t in ''number of triangles''&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Index of vertex 0 of triangle t&lt;br /&gt;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Index of vertex 1 of triangle t&lt;br /&gt;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Index of vertex 2 of triangle t&lt;br /&gt;
|-&lt;br /&gt;
| ''5 bits (lowest)''&lt;br /&gt;
| ''Walkmap status of triangle t (see below)''&lt;br /&gt;
|-&lt;br /&gt;
| ''3 bits''&lt;br /&gt;
| ''Mesh function ID to trigger when this triangle is stepped on.&amp;lt;br&amp;gt;Values 0-2 mean no script is attached to this triangle.&amp;lt;br&amp;gt;Values 1 &amp;amp; 2 will disable encounters on this triangle.&amp;lt;br&amp;gt;For values 3+ subtract 3 from this value and this will give you the mesh function ID to trigger.''&lt;br /&gt;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Coordinate u in texture for vertex 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Coordinate v in texture for vertex 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Coordinate u in texture for vertex 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Coordinate v in texture for vertex 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Coordinate u in texture for vertex 2&lt;br /&gt;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Coordinate v in texture for vertex 2&lt;br /&gt;
|-&lt;br /&gt;
| ''9 bits (lowest)''&lt;br /&gt;
| ''Texture (see below)''&lt;br /&gt;
|-&lt;br /&gt;
| ''1 bit''&lt;br /&gt;
| ''Chocobo tracks flag (if 1 then a chocobo fight can happen on this triangle)''&lt;br /&gt;
|-&lt;br /&gt;
| ''6 bits''&lt;br /&gt;
| ''Region (message ID that will be displayed in menus and savegames, see below)''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
  uint8 Vertex0Index;&lt;br /&gt;
  uint8 Vertex1Index;&lt;br /&gt;
  uint8 Vertex2Index;&lt;br /&gt;
  ''uint8 WalkabilityInfo:5;''&lt;br /&gt;
  ''uint8 MeshFuncId:3;''&lt;br /&gt;
  uint8 uVertex0, vVertex0;&lt;br /&gt;
  uint8 uVertex1, vVertex1;&lt;br /&gt;
  uint8 uVertex2, vVertex2;&lt;br /&gt;
  ''uint16 TextureInfo:9;''&lt;br /&gt;
  ''uint16 ChocoboTracks:1;''&lt;br /&gt;
  ''uint16 Region:6;''&lt;br /&gt;
 } WorldMeshTriangle;&lt;br /&gt;
&lt;br /&gt;
====Vertex====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+ For each vertex v in ''number of vertices''&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Coordinate x of vertex v (signed)&lt;br /&gt;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Coordinate y of vertex v (signed)&lt;br /&gt;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Coordinate z of vertex v (signed)&lt;br /&gt;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| (Unknown: Coordinate w of vertex v?) ''Never used for anything in the PC version.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
   int16 X, Y, Z;&lt;br /&gt;
   uint16 Unused; // fill to fit structure to 32bit boundry&lt;br /&gt;
 } VertexType;&lt;br /&gt;
&lt;br /&gt;
====Normal====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+ For each vertex v in ''number of vertices''&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Coordinate x of normal for vertex v&lt;br /&gt;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Coordinate y of normal for vertex v&lt;br /&gt;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Coordinate z of normal for vertex v&lt;br /&gt;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| (Unknown: Coordinate w of normal for vertex v? &amp;quot;Always 0&amp;quot;) ''Never used for anything in the PC version.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
   int16 X, Y, Z;&lt;br /&gt;
   uint16 Unused; // fill to fit structure to 32bit boundry&lt;br /&gt;
 } NormalType;&lt;br /&gt;
&lt;br /&gt;
structures added by [[User:Cyberman|Cyberman]] 13:43, 10 Jan 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
=== Regions ===&lt;br /&gt;
&lt;br /&gt;
Each triangle has a region ID that corresponds with the region name showed in the menu and stored in the save files. The names are loaded from the `mes` file and are 0-indexed. Below is the English list of valid region names and their IDs:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | id&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | name&lt;br /&gt;
|-&lt;br /&gt;
| ''0''&lt;br /&gt;
| ''Midgar Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''1''&lt;br /&gt;
| ''Grasslands Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''2''&lt;br /&gt;
| ''Junon Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''3''&lt;br /&gt;
| ''Corel Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''4''&lt;br /&gt;
| ''Gold Saucer Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''5''&lt;br /&gt;
| ''Gongaga Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''6''&lt;br /&gt;
| ''Cosmo Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''7''&lt;br /&gt;
| ''Nibel Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''8''&lt;br /&gt;
| ''Rocket Launch Pad Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''9''&lt;br /&gt;
| ''Wutai Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''10''&lt;br /&gt;
| ''Woodlands Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''11''&lt;br /&gt;
| ''Icicle Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''12''&lt;br /&gt;
| ''Mideel Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''13''&lt;br /&gt;
| ''North Corel Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''14''&lt;br /&gt;
| ''Cactus Island''&lt;br /&gt;
|-&lt;br /&gt;
| ''15''&lt;br /&gt;
| ''Goblin Island''&lt;br /&gt;
|-&lt;br /&gt;
| ''16''&lt;br /&gt;
| ''Round Island''&lt;br /&gt;
|-&lt;br /&gt;
| ''17''&lt;br /&gt;
| ''Sea''&lt;br /&gt;
|-&lt;br /&gt;
| ''18''&lt;br /&gt;
| ''Bottom of the Sea''&lt;br /&gt;
|-&lt;br /&gt;
| ''19''&lt;br /&gt;
| ''Glacier''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Walkmap ===&lt;br /&gt;
&lt;br /&gt;
''Each triangle can have one of the 32 different walkmap types described below.''&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | code&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | type&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | description&lt;br /&gt;
|-&lt;br /&gt;
| ''0''&lt;br /&gt;
| ''Grass''&lt;br /&gt;
| ''Most things can go here.''&lt;br /&gt;
|-&lt;br /&gt;
| ''1''&lt;br /&gt;
| ''Forest''&lt;br /&gt;
| ''No landing here, but anything else goes.''&lt;br /&gt;
|-&lt;br /&gt;
| ''2''&lt;br /&gt;
| ''Mountain''&lt;br /&gt;
| ''Chocobos and flying machines only.''&lt;br /&gt;
|-&lt;br /&gt;
| ''3''&lt;br /&gt;
| ''Sea''&lt;br /&gt;
| ''Deep water, only gold chocobo and submarine can go here.''&lt;br /&gt;
|-&lt;br /&gt;
| ''4''&lt;br /&gt;
| ''River Crossing''&lt;br /&gt;
| ''Buggy, tiny bronco and water-capable chocobos.''&lt;br /&gt;
|-&lt;br /&gt;
| ''5''&lt;br /&gt;
| ''River''&lt;br /&gt;
| ''Tiny bronco and chocobos.''&lt;br /&gt;
|-&lt;br /&gt;
| ''6''&lt;br /&gt;
| ''Water''&lt;br /&gt;
| ''Shallow water, same as above.''&lt;br /&gt;
|-&lt;br /&gt;
| ''7''&lt;br /&gt;
| ''Swamp''&lt;br /&gt;
| ''Midgar zolom can only move in swamp areas.''&lt;br /&gt;
|-&lt;br /&gt;
| ''8''&lt;br /&gt;
| ''Desert''&lt;br /&gt;
| ''No landing.''&lt;br /&gt;
|-&lt;br /&gt;
| ''9''&lt;br /&gt;
| ''Wasteland''&lt;br /&gt;
| ''Found around Midgar, Wutai and misc other. No landing.''&lt;br /&gt;
|-&lt;br /&gt;
| ''10''&lt;br /&gt;
| ''Snow''&lt;br /&gt;
| ''Leaves footprints, no landing.''&lt;br /&gt;
|-&lt;br /&gt;
| ''11''&lt;br /&gt;
| ''Riverside''&lt;br /&gt;
| ''Beach-like area where river and land meet.''&lt;br /&gt;
|-&lt;br /&gt;
| ''12''&lt;br /&gt;
| ''Cliff''&lt;br /&gt;
| ''Sharp drop, usually where the player can be on either side.''&lt;br /&gt;
|-&lt;br /&gt;
| ''13''&lt;br /&gt;
| ''Corel Bridge''&lt;br /&gt;
| ''Tiny bridge over the waterfall from Costa del Sol to Corel.''&lt;br /&gt;
|-&lt;br /&gt;
| ''14''&lt;br /&gt;
| ''Wutai Bridge''&lt;br /&gt;
| ''Rickety rope bridges south of Wutai.''&lt;br /&gt;
|-&lt;br /&gt;
| ''15''&lt;br /&gt;
| ''Unused''&lt;br /&gt;
| ''Doesn't seem to be used anywhere in the original data.''&lt;br /&gt;
|-&lt;br /&gt;
| ''16''&lt;br /&gt;
| ''Hill side''&lt;br /&gt;
| ''This is the tiny walkable part at the foot of a mountain.''&lt;br /&gt;
|-&lt;br /&gt;
| ''17''&lt;br /&gt;
| ''Beach''&lt;br /&gt;
| ''Where land and shallow water meets.''&lt;br /&gt;
|-&lt;br /&gt;
| ''18''&lt;br /&gt;
| ''Sub Pen''&lt;br /&gt;
| ''Only place where you can enter/exit the submarine.''&lt;br /&gt;
|-&lt;br /&gt;
| ''19''&lt;br /&gt;
| ''Canyon''&lt;br /&gt;
| ''The ground in cosmo canyon has this type, walkability seems to be the same as wasteland.''&lt;br /&gt;
|-&lt;br /&gt;
| ''20''&lt;br /&gt;
| ''Mountain Pass''&lt;br /&gt;
| ''The small path through the mountains connecting Costa del Sol and Corel.''&lt;br /&gt;
|-&lt;br /&gt;
| ''21''&lt;br /&gt;
| ''Unknown''&lt;br /&gt;
| ''Present around bridges and the Northern Crater, may have some special meaning.''&lt;br /&gt;
|-&lt;br /&gt;
| ''22''&lt;br /&gt;
| ''Waterfall''&lt;br /&gt;
| ''River type where the tiny bronco can't go.''&lt;br /&gt;
|-&lt;br /&gt;
| ''23''&lt;br /&gt;
| ''Unused''&lt;br /&gt;
| ''Doesn't seem to be used anywhere in the original data.''&lt;br /&gt;
|-&lt;br /&gt;
| ''24''&lt;br /&gt;
| ''Gold Saucer Desert''&lt;br /&gt;
| ''Special desert type for the golden saucer.''&lt;br /&gt;
|-&lt;br /&gt;
| ''25''&lt;br /&gt;
| ''Jungle''&lt;br /&gt;
| ''Walkability same as forest, used in southern parts of the map.''&lt;br /&gt;
|-&lt;br /&gt;
| ''26''&lt;br /&gt;
| ''Sea (2)''&lt;br /&gt;
| ''Special type of deep water, only used in one small spot next to HP-MP cave, possibly related to the underwater map/submarine.''&lt;br /&gt;
|-&lt;br /&gt;
| ''27''&lt;br /&gt;
| ''Northern Cave''&lt;br /&gt;
| ''Inside part of the crater, where you can land the highwind.''&lt;br /&gt;
|-&lt;br /&gt;
| ''28''&lt;br /&gt;
| ''Gold Saucer Desert Border''&lt;br /&gt;
| ''Narrow strip of land surrounding the golden saucer desert. Probably related to the &amp;quot;quicksand&amp;quot; script.''&lt;br /&gt;
|-&lt;br /&gt;
| ''29''&lt;br /&gt;
| ''Bridgehead''&lt;br /&gt;
| ''Small area at both ends of every bridge. May have some special meaning.''&lt;br /&gt;
|-&lt;br /&gt;
| ''30''&lt;br /&gt;
| ''Back Entrance''&lt;br /&gt;
| ''Special type that can be set unwalkable from the script.''&lt;br /&gt;
|-&lt;br /&gt;
| ''31''&lt;br /&gt;
| ''Unused''&lt;br /&gt;
| ''Doesn't seem to be used anywhere in the original data.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Texture ===&lt;br /&gt;
&lt;br /&gt;
The lower 9 bits contain a texture number (0-511, but only 0-281&lt;br /&gt;
appear to be used). ''Unfortunately, knowing which texture to use is not enough, the UV coordinates found in the mesh data are (presumably) the original PSX VRAM coordinates, so to get the real coordinates you must subtract a texture-specific offset from each of the UV pairs. A complete table with every texture, its original size and offsets can be found [[FF7/WorldMap Module/TextureTable| here]]. Sometimes you will end up with negative values after subtracting the offsets, this is normal, the texture should be assumed to repeat itself indefinitely in all directions.''&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script&amp;diff=6012</id>
		<title>FF7/WorldMap Module/Script</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script&amp;diff=6012"/>
		<updated>2025-06-22T16:50:45Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Functions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Script Engine ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Instructions &amp;amp; Stack ===&lt;br /&gt;
&lt;br /&gt;
The Worldmap scripting engine for FF7 is very different from the field scripting format. It is a stack based language and for the most part instructions are the same size (16 bits), instead of having their parameters encoded into the instruction they take a predefined number of items off the stack and operate on that data. There are a few instructions that incorporate another word (16 bits) of immediate data, such instructions are clearly marked in the [[FF7/WorldMap_Module/Script/Opcodes|opcode list]].&lt;br /&gt;
&lt;br /&gt;
The stack itself is global, there is only one stack which is shared between all scripts that are currently running. It is 8 levels deep, that is to say a maximum of 8 different items can be on the stack at any given time. A given item on the stack is not evaluated until it is popped off the stack, which can be a little unintuitive. For example, pushing the current X position of the player does not actually read the players position at that time, only when the value is actually used will it be fetched from the player entity. In practice this is not an issue because the script itself would have to change the position in between pushing the value and using it. Refer to the section below for an explanation of why that is the case.&lt;br /&gt;
&lt;br /&gt;
=== Contexts ===&lt;br /&gt;
&lt;br /&gt;
The script engine uses cooperative multitasking to run different scripts in parallel, the state of each script is contained in a separate context. On each frame, the game will loop over every active context and run it until it either returns or enters a waiting state. This means that scripts cannot run too long or they will slow down the game, an infinite loop will lock up the game completely. This also means that from the scripts point of view, nothing will happen until it returns or enters a wait state, the game is not running and no other script can run during this time.&lt;br /&gt;
&lt;br /&gt;
=== Entities &amp;amp; Models ===&lt;br /&gt;
&lt;br /&gt;
The Worldmap module operates on a fixed set of models, each having a specific model ID.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse&amp;quot;&lt;br /&gt;
|+ Type = 1, Model function&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Model ID&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Cloud&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Tifa&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Cid&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Highwind&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Wild Chocobo&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Tiny Bronco&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Buggy&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Junon Canon&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Cargo Ship&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Highwind's propellers&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Diamond Weapon&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Ultimate Weapon&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Fort Condor's Condor&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Submarine&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Gold Saucer&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Rocket Town's Rocket&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Rocket Town Launch Pad&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Sunken Gelnika&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Underwater Reactor&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Chocobo&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Midgar Canon&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| North Crater Barrier&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| Ancient Forest&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Key of the Ancients&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 28&lt;br /&gt;
| Red Submarine&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Ruby Weapon&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| Emerald Weapon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each model that is currently loaded into the map also has an entity associated with it, this is the state of the model and holds information such as its position, rotation, current animation etc. Most instructions operate on the current active entity, which can be changed with the [[FF7/WorldMap_Module/Script/Opcodes/330|330]] opcode. The current active entity can also change as a side effect of certain instructions, all known cases are documented in the opcode descriptions but the list is not complete. The variable holding the current active entity is a global variable that resets every frame, if a script enters a wait state the current active entity is undefined when executing resumes.&lt;br /&gt;
&lt;br /&gt;
Each entity is also a context (see the above section for more information about contexts) and in fact, there is no difference whatsoever between an entity and a context. The distinction is made because of the way they are treated by the scripting engine, the script state of the active entity (or any entity for that matter) cannot be modified (other than asking it to execute a function by means of the [[FF7/WorldMap_Module/Script/Opcodes/204|204]] opcode) and conversely, the state of the model corresponding to the context cannot be modified unless it is also the current active entity. This is the default state, whenever a function begins execution the context and current active entity are always equal.&lt;br /&gt;
&lt;br /&gt;
In addition to the contexts associated with the models there is also a system context, this is where execution begins when the worldmap is first loaded and it also handles events which are not specific to any model on the map. The system context is technically an entity because, again, contexts and entities are the same thing but since it does not correspond to a model, manipulating the state of the system &amp;quot;entity&amp;quot; is an error.&lt;br /&gt;
&lt;br /&gt;
=== Functions ===&lt;br /&gt;
&lt;br /&gt;
As alluded to earlier, the script engine is driven by executing functions, each model has a set of functions that are executed by the game in response to certain events;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&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; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Enter&lt;br /&gt;
| Called when the model is loaded&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Exit&lt;br /&gt;
| Called when the model is unloaded&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Tick&lt;br /&gt;
| Called each frame if the model is set to recieve ticks?&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Touch&lt;br /&gt;
| Called when player touches the model&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Interact&lt;br /&gt;
| Called when player interacts with the model with the [OK] button&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This table is probably not complete.&lt;br /&gt;
&lt;br /&gt;
There is also a set of 32 system functions that are executed in response to certain events. First 10 are called by the game's executable (subroutine at address 0x7640BC in the PC version), while the remaining ones are called by the WM scripts using the &amp;quot;[[FF7/WorldMap Module/Script/Opcodes/204|run function]]&amp;quot; opcode with Model ID parameter set to 0xFFFF.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&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; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Enter&lt;br /&gt;
| Called when the worldmap is loaded&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Exit&lt;br /&gt;
| Called when the worldmap is unloaded&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Tick&lt;br /&gt;
| Called each frame (only does a check if Zolom should be reset)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Dummy function (copy of Function ID 2)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Dummy function (copy of Function ID 2)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Dummy function (copy of Function ID 2)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Menu keypress while flying Highwind&lt;br /&gt;
| Enter highwind interior&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Midgar Zolom&lt;br /&gt;
| Called when the player touches the midgar zolom in the swamp.&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Dummy function (copy of Function ID 2)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Northern Cave landing&lt;br /&gt;
| Checks if Highwind can land in the crater switches to Highwind Deck map&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And finally there is a set of functions which are called when the player steps on a walkmesh triangle that is designated to trigger a script. Which function is executed depends on the mesh coordinates of the player (0-35, 0-27) as well as the function ID [[FF7/WorldMap_Module#Triangle|from the MAP file]]. Each mesh can trigger up to 5 different functions with ids from 0 to 4. In theory there can be more than 2000 unique combinations so no list will be given for these functions :) Fortunately, not all functions need to be implemented, as will become apparent in the next section, functions that do nothing do not need to be implemented at all. Most of the mesh functions handle entering field levels from the world map.&lt;br /&gt;
&lt;br /&gt;
== .ev Format ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Call Table ===&lt;br /&gt;
&lt;br /&gt;
The first 0x400 bytes of an .ev file is the call table, a mapping between functions and entry points. Each entry is 4 bytes, 2 bytes of function identifier and 2 bytes instruction pointer. Instruction pointers are in 2-byte increments from the start of the code section. The first two bits (most significant) of the function identifier defines the format of the remaining 14 bits;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; width: 250px&amp;quot;&lt;br /&gt;
|+ Type = 0, System function&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
| 6 bits&lt;br /&gt;
| Padding&lt;br /&gt;
|-&lt;br /&gt;
| 8 bits (least significant)&lt;br /&gt;
| Function #&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; width: 250px&amp;quot;&lt;br /&gt;
|+ Type = 1, Model function&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
| 6 bits&lt;br /&gt;
| Model ID&lt;br /&gt;
|-&lt;br /&gt;
| 8 bits (least significant)&lt;br /&gt;
| Function #&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; width: 300px&amp;quot;&lt;br /&gt;
|+ Type = 2, Mesh function&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
| 10 bits&lt;br /&gt;
| MeshX + MeshZ * 36&lt;br /&gt;
|-&lt;br /&gt;
| 4 bits (least significant)&lt;br /&gt;
| Walkmesh type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Call table entries MUST be sorted in ascending order of function identifier! Duplicate function IDs are not recommended as they can cause some very unpredictable behavior. Original FF7 data seems to duplicate the 0 identifier, it is possible that the first entry does not count? It is probably best to ignore the first entry altogether. If the game attempts to call a function for which no identifier can be found in the call table the call will simply be ignored. It is not an error to leave a function unimplemented if it does not have a use. The call table should be kept compact with all empty entries at the end with a function identifier of 0xFFFF and an instruction pointer of 0.&lt;br /&gt;
&lt;br /&gt;
=== Code ===&lt;br /&gt;
&lt;br /&gt;
After the call table follows 0x6C00 bytes of code. The .exe would have to be patched to accommodate for a larger code size. The entire code section is treated as a continuous area of 16-bit values, no padding is necessary between functions and functions do not even have to be contiguous in memory (although it is highly recommended). Due to an implementation detail the first function should start at offset 1 (an instruction pointer of 0 means the context is not active), just in case it is probably a good idea to make the first instruction always be a single [[FF7/WorldMap_Module/Script/Opcodes/203|return]] instruction.&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script&amp;diff=6011</id>
		<title>FF7/WorldMap Module/Script</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script&amp;diff=6011"/>
		<updated>2025-06-22T16:50:31Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Functions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Script Engine ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Instructions &amp;amp; Stack ===&lt;br /&gt;
&lt;br /&gt;
The Worldmap scripting engine for FF7 is very different from the field scripting format. It is a stack based language and for the most part instructions are the same size (16 bits), instead of having their parameters encoded into the instruction they take a predefined number of items off the stack and operate on that data. There are a few instructions that incorporate another word (16 bits) of immediate data, such instructions are clearly marked in the [[FF7/WorldMap_Module/Script/Opcodes|opcode list]].&lt;br /&gt;
&lt;br /&gt;
The stack itself is global, there is only one stack which is shared between all scripts that are currently running. It is 8 levels deep, that is to say a maximum of 8 different items can be on the stack at any given time. A given item on the stack is not evaluated until it is popped off the stack, which can be a little unintuitive. For example, pushing the current X position of the player does not actually read the players position at that time, only when the value is actually used will it be fetched from the player entity. In practice this is not an issue because the script itself would have to change the position in between pushing the value and using it. Refer to the section below for an explanation of why that is the case.&lt;br /&gt;
&lt;br /&gt;
=== Contexts ===&lt;br /&gt;
&lt;br /&gt;
The script engine uses cooperative multitasking to run different scripts in parallel, the state of each script is contained in a separate context. On each frame, the game will loop over every active context and run it until it either returns or enters a waiting state. This means that scripts cannot run too long or they will slow down the game, an infinite loop will lock up the game completely. This also means that from the scripts point of view, nothing will happen until it returns or enters a wait state, the game is not running and no other script can run during this time.&lt;br /&gt;
&lt;br /&gt;
=== Entities &amp;amp; Models ===&lt;br /&gt;
&lt;br /&gt;
The Worldmap module operates on a fixed set of models, each having a specific model ID.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse&amp;quot;&lt;br /&gt;
|+ Type = 1, Model function&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Model ID&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Cloud&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Tifa&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Cid&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Highwind&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Wild Chocobo&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Tiny Bronco&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Buggy&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Junon Canon&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Cargo Ship&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Highwind's propellers&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Diamond Weapon&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Ultimate Weapon&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Fort Condor's Condor&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Submarine&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Gold Saucer&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Rocket Town's Rocket&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Rocket Town Launch Pad&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Sunken Gelnika&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Underwater Reactor&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Chocobo&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Midgar Canon&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| North Crater Barrier&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| Ancient Forest&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Key of the Ancients&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 28&lt;br /&gt;
| Red Submarine&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Ruby Weapon&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| Emerald Weapon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each model that is currently loaded into the map also has an entity associated with it, this is the state of the model and holds information such as its position, rotation, current animation etc. Most instructions operate on the current active entity, which can be changed with the [[FF7/WorldMap_Module/Script/Opcodes/330|330]] opcode. The current active entity can also change as a side effect of certain instructions, all known cases are documented in the opcode descriptions but the list is not complete. The variable holding the current active entity is a global variable that resets every frame, if a script enters a wait state the current active entity is undefined when executing resumes.&lt;br /&gt;
&lt;br /&gt;
Each entity is also a context (see the above section for more information about contexts) and in fact, there is no difference whatsoever between an entity and a context. The distinction is made because of the way they are treated by the scripting engine, the script state of the active entity (or any entity for that matter) cannot be modified (other than asking it to execute a function by means of the [[FF7/WorldMap_Module/Script/Opcodes/204|204]] opcode) and conversely, the state of the model corresponding to the context cannot be modified unless it is also the current active entity. This is the default state, whenever a function begins execution the context and current active entity are always equal.&lt;br /&gt;
&lt;br /&gt;
In addition to the contexts associated with the models there is also a system context, this is where execution begins when the worldmap is first loaded and it also handles events which are not specific to any model on the map. The system context is technically an entity because, again, contexts and entities are the same thing but since it does not correspond to a model, manipulating the state of the system &amp;quot;entity&amp;quot; is an error.&lt;br /&gt;
&lt;br /&gt;
=== Functions ===&lt;br /&gt;
&lt;br /&gt;
As alluded to earlier, the script engine is driven by executing functions, each model has a set of functions that are executed by the game in response to certain events;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&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; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Enter&lt;br /&gt;
| Called when the model is loaded&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Exit&lt;br /&gt;
| Called when the model is unloaded&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Tick&lt;br /&gt;
| Called each frame if the model is set to recieve ticks?&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Touch&lt;br /&gt;
| Called when player touched the model&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Interact&lt;br /&gt;
| Called when player interacts with the model with the [OK] button&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This table is probably not complete.&lt;br /&gt;
&lt;br /&gt;
There is also a set of 32 system functions that are executed in response to certain events. First 10 are called by the game's executable (subroutine at address 0x7640BC in the PC version), while the remaining ones are called by the WM scripts using the &amp;quot;[[FF7/WorldMap Module/Script/Opcodes/204|run function]]&amp;quot; opcode with Model ID parameter set to 0xFFFF.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&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; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Enter&lt;br /&gt;
| Called when the worldmap is loaded&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Exit&lt;br /&gt;
| Called when the worldmap is unloaded&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Tick&lt;br /&gt;
| Called each frame (only does a check if Zolom should be reset)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Dummy function (copy of Function ID 2)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Dummy function (copy of Function ID 2)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Dummy function (copy of Function ID 2)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Menu keypress while flying Highwind&lt;br /&gt;
| Enter highwind interior&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Midgar Zolom&lt;br /&gt;
| Called when the player touches the midgar zolom in the swamp.&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Dummy function (copy of Function ID 2)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Northern Cave landing&lt;br /&gt;
| Checks if Highwind can land in the crater switches to Highwind Deck map&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And finally there is a set of functions which are called when the player steps on a walkmesh triangle that is designated to trigger a script. Which function is executed depends on the mesh coordinates of the player (0-35, 0-27) as well as the function ID [[FF7/WorldMap_Module#Triangle|from the MAP file]]. Each mesh can trigger up to 5 different functions with ids from 0 to 4. In theory there can be more than 2000 unique combinations so no list will be given for these functions :) Fortunately, not all functions need to be implemented, as will become apparent in the next section, functions that do nothing do not need to be implemented at all. Most of the mesh functions handle entering field levels from the world map.&lt;br /&gt;
&lt;br /&gt;
== .ev Format ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Call Table ===&lt;br /&gt;
&lt;br /&gt;
The first 0x400 bytes of an .ev file is the call table, a mapping between functions and entry points. Each entry is 4 bytes, 2 bytes of function identifier and 2 bytes instruction pointer. Instruction pointers are in 2-byte increments from the start of the code section. The first two bits (most significant) of the function identifier defines the format of the remaining 14 bits;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; width: 250px&amp;quot;&lt;br /&gt;
|+ Type = 0, System function&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
| 6 bits&lt;br /&gt;
| Padding&lt;br /&gt;
|-&lt;br /&gt;
| 8 bits (least significant)&lt;br /&gt;
| Function #&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; width: 250px&amp;quot;&lt;br /&gt;
|+ Type = 1, Model function&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
| 6 bits&lt;br /&gt;
| Model ID&lt;br /&gt;
|-&lt;br /&gt;
| 8 bits (least significant)&lt;br /&gt;
| Function #&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; width: 300px&amp;quot;&lt;br /&gt;
|+ Type = 2, Mesh function&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
| 10 bits&lt;br /&gt;
| MeshX + MeshZ * 36&lt;br /&gt;
|-&lt;br /&gt;
| 4 bits (least significant)&lt;br /&gt;
| Walkmesh type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Call table entries MUST be sorted in ascending order of function identifier! Duplicate function IDs are not recommended as they can cause some very unpredictable behavior. Original FF7 data seems to duplicate the 0 identifier, it is possible that the first entry does not count? It is probably best to ignore the first entry altogether. If the game attempts to call a function for which no identifier can be found in the call table the call will simply be ignored. It is not an error to leave a function unimplemented if it does not have a use. The call table should be kept compact with all empty entries at the end with a function identifier of 0xFFFF and an instruction pointer of 0.&lt;br /&gt;
&lt;br /&gt;
=== Code ===&lt;br /&gt;
&lt;br /&gt;
After the call table follows 0x6C00 bytes of code. The .exe would have to be patched to accommodate for a larger code size. The entire code section is treated as a continuous area of 16-bit values, no padding is necessary between functions and functions do not even have to be contiguous in memory (although it is highly recommended). Due to an implementation detail the first function should start at offset 1 (an instruction pointer of 0 means the context is not active), just in case it is probably a good idea to make the first instruction always be a single [[FF7/WorldMap_Module/Script/Opcodes/203|return]] instruction.&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Savemap&amp;diff=6010</id>
		<title>FF7/Savemap</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Savemap&amp;diff=6010"/>
		<updated>2025-06-22T15:32:27Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Save Memory Bank D/E */&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; | 7 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&amp;lt;br/&amp;gt;''B[1][0]''&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;''B[1][2]''&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&amp;lt;br/&amp;gt;''B[1][3]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Aeris' current love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BA8&amp;lt;br/&amp;gt;''B[1][4]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Tifa's current love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BA9&amp;lt;br/&amp;gt;''B[1][5]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Yuffie's current love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BAA&amp;lt;br/&amp;gt;''B[1][6]''&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&amp;lt;br/&amp;gt;''B[1][7]''&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;''B[1][7]''&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;''B[1][8]''&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;''B[1][9]''&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;''B[1][10]''&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;''B[1][16]''&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;''B[1][17]''&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;''B[1][18]''&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;''B[1][19]''&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;''B[1][20]''&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;''B[1][21]''&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;''B[1][22]''&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;''B[1][23]''&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&amp;lt;br/&amp;gt;''B[1][24]''&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of battles fought&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BBE&amp;lt;br/&amp;gt;''B[1][26]''&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of escapes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 0x0BC0&amp;lt;br/&amp;gt;''B[1][28]''&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;''B[1][30]''&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&amp;lt;br/&amp;gt;''B[1][32]''&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;''B[1][32]''&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;''B[1][36]''&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;''B[1][37]''&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;''B[1][38]''&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&amp;lt;br/&amp;gt;''B[1][48]''&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&amp;lt;br/&amp;gt;''B[1][49]''&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&amp;lt;br/&amp;gt;''B[1][50]''&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;''B[1][50]''&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;''B[1][51]''&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;''B[1][52]''&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;''B[1][56]''&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;''B[1][57]''&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;''B[1][58]''&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;''B[1][59]''&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;''B[1][60]''&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&amp;lt;br/&amp;gt;''B[1][64]''&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&amp;lt;br/&amp;gt;''B[1][72]''&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;''B[1][72]''&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;''B[1][73]''&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;''B[1][74]''&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;''B[1][75]''&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;''B[1][76]''&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&amp;lt;br/&amp;gt;''B[1][80]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Aeris battle love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BF5&amp;lt;br/&amp;gt;''B[1][81]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Tifa battle love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BF6&amp;lt;br/&amp;gt;''B[1][82]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Yuffie battle love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BF7&amp;lt;br/&amp;gt;''B[1][83]''&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&amp;lt;br/&amp;gt;''B[1][84]''&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&amp;lt;br/&amp;gt;''B[1][85]''&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&amp;lt;br/&amp;gt;''B[1][86]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Rating for Penned Chocobo Number 2&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BFB&amp;lt;br/&amp;gt;''B[1][87]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Rating for Penned Chocobo Number 3&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BFC&amp;lt;br/&amp;gt;''B[1][88]''&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&amp;lt;br/&amp;gt;''B[1][89]''&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&amp;lt;br/&amp;gt;''B[1][91]''&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&amp;lt;br/&amp;gt;''B[1][94]''&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;''B[1][94]''&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;''B[1][112]''&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;''B[1][116]''&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&amp;lt;br/&amp;gt;''B[1][122]''&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&amp;lt;br/&amp;gt;''B[1][123]''&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&amp;lt;br/&amp;gt;''B[1][124]''&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;''B[1][124]''&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;''B[1][125]''&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;''B[1][126]''&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;''B[1][127]''&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&amp;lt;br/&amp;gt;''B[1][128]''&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;''B[1][128]''&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;''B[1][129]''&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;''B[1][130]''&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;''B[1][131]''&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;''B[1][132]''&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;''B[1][133]''&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;''B[1][134]''&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;''B[1][135]''&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;''B[1][160]''&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;''B[1][161]''&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;''B[1][162]''&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;''B[1][163]''&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;''B[1][164]''&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;''B[1][165]''&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;''B[1][166]''&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;''B[1][167]''&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;''B[1][168]''&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;''B[1][169]''&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;''B[1][170]''&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;''B[1][171]''&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;''B[1][172]''&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;''B[1][173]''&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;''B[1][175]''&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;''B[1][176]''&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;''B[1][177]''&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;''B[1][178]''&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;''B[1][179]''&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;''B[1][180]''&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;''B[1][182]''&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;''B[1][183]''&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;''B[1][184]''&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;''B[1][185]''&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;''B[1][186]''&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;''B[1][188]''&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;''B[1][190]''&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;''B[1][192]''&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;''B[1][194]''&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;''B[1][196]''&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;''B[1][197]''&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;''B[1][198]''&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;''B[1][199]''&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;''B[1][208]''&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;''B[1][209]''&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;''B[1][224]''&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&amp;lt;br/&amp;gt;''B[1][225]''&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&amp;lt;br/&amp;gt;''B[1][226]''&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&amp;lt;br/&amp;gt;''B[1][227]''&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&amp;lt;br/&amp;gt;''B[3][0]''&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;''B[3][9]''&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;''B[3][10]''&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;''B[3][11]''&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&amp;lt;br/&amp;gt;''B[3][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; | Aeris In Church progression (document this better)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0CB5&amp;lt;br/&amp;gt;''B[3][17]''&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&amp;lt;br/&amp;gt;''B[3][66]''&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&amp;lt;br/&amp;gt;''B[3][67]''&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&amp;lt;br/&amp;gt;''B[3][74]''&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&amp;lt;br/&amp;gt;''B[3][76]''&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;''B[3][76]''&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;''B[3][79]'' &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;''B[3][80]'' &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&amp;lt;br/&amp;gt;''B[3][88]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Number of chocobo stables owned&lt;br /&gt;
|-&lt;br /&gt;
| 0x0CFD&amp;lt;br/&amp;gt;''B[3][89]''&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&amp;lt;br/&amp;gt;''B[3][90]''&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&amp;lt;br/&amp;gt;''B[3][91]''&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&amp;lt;br/&amp;gt;''B[3][92]''&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&amp;lt;br/&amp;gt;''B[3][93]''&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;''B[3][111]''&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;''B[3][127]''&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;''B[3][128]''&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;''B[3][130]''&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;''B[3][131]''&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&amp;lt;br/&amp;gt;''B[3][133]''&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&amp;lt;br/&amp;gt;''B[3][134]''&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;''B[3][160]''&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&amp;lt;br/&amp;gt;''B[3][162]''&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&amp;lt;br/&amp;gt;''B[3][163]''&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;''B[3][163]''&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;''B[3][165]''&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;''B[3][166]''&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;''B[3][168]''&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;''B[3][172]''&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;''B[3][174]''&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;''B[3][177]''&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;''B[3][178]''&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;''B[3][179]''&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;''B[3][180]''&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;''B[3][181]''&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;''B[3][185]''&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&amp;lt;br/&amp;gt;''B[3][194]''&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&amp;lt;br/&amp;gt;''B[3][195]''&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;''B[3][195]''&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;''B[3][196]''&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;''B[3][197]''&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;''B[3][198]''&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;''B[3][199]''&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;''B[3][200]''&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;''B[3][201]''&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;''B[3][202]''&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;''B[3][203]''&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;''B[3][204]''&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;''B[3][205]''&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;''B[3][206]''&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&amp;lt;br/&amp;gt;''B[3][207]''&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&amp;lt;br/&amp;gt;''B[3][208]''&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;''B[3][208]''&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;''B[3][209]''&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;''B[3][210]''&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;''B[3][211]''&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;''B[3][212]''&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;''B[3][213]''&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;''B[3][214]''&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;''B[3][215]''&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;''B[3][216]''&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&amp;lt;br/&amp;gt;''B[3][223]''&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&amp;lt;br/&amp;gt;''B[3][224]''&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;''B[3][236]''&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&amp;lt;br/&amp;gt;''B[11][0]''&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;''B[11][0]''&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;''B[11][6]''&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;''B[11][7]''&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;''B[11][8]''&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;''B[11][9]''&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;''B[11][10]''&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;''B[11][12]''&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;''B[11][14]''&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;''B[11][15]''&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;''B[11][16]''&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;''B[11][17]''&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;''B[11][18]''&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;''B[11][19]''&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;''B[11][20]''&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;''B[11][21]''&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;''B[11][22]''&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;''B[11][23]''&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;''B[11][24]''&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;''B[11][25]''&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;''B[11][26]''&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;''B[11][28]''&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&amp;lt;br/&amp;gt;''B[11][32]''&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&amp;lt;br/&amp;gt;''B[11][48]''&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&amp;lt;br/&amp;gt;''B[11][64]''&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&amp;lt;br/&amp;gt;''B[11][80]''&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&amp;lt;br/&amp;gt;''B[11][96]''&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;''B[11][104]''&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;''B[11][106]''&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;''B[11][107]''&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&amp;lt;br/&amp;gt;''B[11][109]''&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&amp;lt;br/&amp;gt;''B[11][111]''&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&amp;lt;br/&amp;gt;''B[11][112]''&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&amp;lt;br/&amp;gt;''B[11][116]''&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&amp;lt;br/&amp;gt;''B[11][120]''&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&amp;lt;br/&amp;gt;''B[11][124]''&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&amp;lt;br/&amp;gt;''B[11][125]''&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&amp;lt;br/&amp;gt;''B[11][126]''&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&amp;lt;br/&amp;gt;''B[11][127]''&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&amp;lt;br/&amp;gt;''B[11][128]''&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&amp;lt;br/&amp;gt;''B[11][130]''&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&amp;lt;br/&amp;gt;''B[11][132]''&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;''B[11][132]''&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;''B[11][133]''&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;''B[11][134]''&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;''B[11][136]''&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;''B[11][137]''&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;''B[11][138]''&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;''B[11][139]''&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;''B[11][140]''&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;''B[11][138]''&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;''B[11][139]''&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;''B[11][140]''&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;''B[11][143]''&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;''B[11][145]''&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&amp;lt;br/&amp;gt;''B[11][149]''&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&amp;lt;br/&amp;gt;''B[11][152]''&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;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E5C&amp;lt;br/&amp;gt;''B[11][184]''&amp;lt;br /&amp;gt;z_30[32]&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; | Northern Cave - Save Crystal location - Field ID&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E5E&amp;lt;br/&amp;gt;''B[11][186]''&amp;lt;br /&amp;gt;z_30[34]&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; | Northern Cave - Save Crystal location - X, Y &amp;amp; Z&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&amp;lt;br/&amp;gt;''B[13][0]''&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&amp;lt;br/&amp;gt;''B[13][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;
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&amp;lt;br/&amp;gt;''B[13][2]''&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&amp;lt;br/&amp;gt;''B[13][3]''&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;''B[13][3]''&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&amp;lt;br/&amp;gt;''B[13][6]''&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&amp;lt;br/&amp;gt;''B[13][8]''&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&amp;lt;br/&amp;gt;''B[13][30]''&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&amp;lt;br/&amp;gt;''B[13][31]''&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&amp;lt;br/&amp;gt;''B[13][32]''&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&amp;lt;br/&amp;gt;''B[13][38]''&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&amp;lt;br/&amp;gt;''B[13][44]''&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&amp;lt;br/&amp;gt;''B[13][50]''&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&amp;lt;br/&amp;gt;''B[13][56]''&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&amp;lt;br/&amp;gt;''B[13][62]''&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&amp;lt;br/&amp;gt;''B[13][68]''&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EEA&amp;lt;br/&amp;gt;''B[13][70]''&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 2&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EEC&amp;lt;br/&amp;gt;''B[13][72]''&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 3&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EEE&amp;lt;br/&amp;gt;''B[13][74]''&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EF0&amp;lt;br/&amp;gt;''B[13][76]''&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 5&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EF2&amp;lt;br/&amp;gt;''B[13][78]''&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 6&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EF4&amp;lt;br/&amp;gt;''B[13][80]''&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&amp;lt;br/&amp;gt;''B[13][81]''&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;''B[13][82]''&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;''B[13][89]''&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;''B[13][91]''&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;''B[13][96]''&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;''B[13][97]''&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&amp;lt;br/&amp;gt;''B[13][104]''&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&amp;lt;br/&amp;gt;''B[13][128]''&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&amp;lt;br/&amp;gt;''B[13][133]''&lt;br /&gt;
| 1 bytes&lt;br /&gt;
| World map flags. 0x01: &amp;lt;br /&amp;gt; 0x02: &amp;lt;br /&amp;gt; 0x04: &amp;lt;br /&amp;gt; 0x08: Save on the world map - Tutorial seen&amp;lt;br /&amp;gt; 0x10: &amp;lt;br /&amp;gt; 0x20: Buggy tutorial seen &amp;lt;br /&amp;gt; 0x40: &amp;lt;br /&amp;gt; 0x80: Boarded the Highwind with a Chocobo&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0F2A&amp;lt;br/&amp;gt;''B[13][134]''&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;''B[13][134]''&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;''B[13][135]''&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&amp;lt;br/&amp;gt;''B[13][-3716]'': 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;''B[13][150]''&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&amp;lt;br/&amp;gt;''B[13][184]''&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&amp;lt;br/&amp;gt;''B[13][187]''&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&amp;lt;br/&amp;gt;''B[13][188]''&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&amp;lt;br/&amp;gt;''B[13][191]''&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&amp;lt;br/&amp;gt;''B[13][192]''&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| Caught Wild Chocobo's coordinates on world map&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F6C&amp;lt;br/&amp;gt;''B[13][200]''&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| Tiny Bronco/Chocobo's coordinates on world map&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F74&amp;lt;br/&amp;gt;''B[13][208]''&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| Buggy/Highwind's coordinates on world map&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F7C&amp;lt;br/&amp;gt;''B[13][216]''&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| Submarine/???'s coordinates on world map&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F84&amp;lt;br/&amp;gt;''B[13][224]''&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&amp;lt;br/&amp;gt;''B[13][232]''&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&amp;lt;br/&amp;gt;''B[13][234]''&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&amp;lt;br/&amp;gt;''B[13][236]''&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&amp;lt;br/&amp;gt;''B[13][238]''&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&amp;lt;br/&amp;gt;''B[13][240]''&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&amp;lt;br/&amp;gt;''B[13][242]''&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&amp;lt;br/&amp;gt;''B[13][244]''&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;''B[13][248]''&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;''B[13][249]''&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;''B[13][248]''&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;''B[13][251]''&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;''B[13][252]''&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;''B[13][253]''&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;''B[13][255]''&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&amp;lt;br/&amp;gt;''B[7][0]''&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;''B[7][2]''&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;''B[7][7]''&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;''B[7][32]''&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;''B[7][34]''&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;''B[7][77]''&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;''B[7][80]''&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;''B[7][81]''&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;''B[7][82]''&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;''B[7][85]''&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;''B[7][87]''&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;''B[7][88]''&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;''B[7][89]''&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;''B[7][90]''&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;''B[7][96]''&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;''B[7][97]''&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;''B[7][98]''&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;''B[7][99]''&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;''B[7][100]''&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;''B[7][101]''&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;''B[7][102]''&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;''B[7][103]''&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;''B[7][104]''&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;''B[7][122]''&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;''B[7][140]''&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&amp;lt;br/&amp;gt;''B[7][224]''&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&amp;lt;br/&amp;gt;''B[7][240]''&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;
== Key Item List ==&lt;br /&gt;
&lt;br /&gt;
Key Items are stored in Bank 1 of the Savemap, one bit for each item. Bit ON - party has the item.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ '''Table 1: Key Items List'''&lt;br /&gt;
|-&lt;br /&gt;
! Variable&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BE4&amp;lt;br&amp;gt;Var 64&lt;br /&gt;
|&lt;br /&gt;
0x01: Cotton Dress&amp;lt;br /&amp;gt; 0x02: Satin Dress&amp;lt;br /&amp;gt; 0x04: Silk Dress&amp;lt;br /&amp;gt; 0x08: Wig&amp;lt;br /&amp;gt; 0x10: Dyed Wig&amp;lt;br /&amp;gt; 0x20: Blonde Wig&amp;lt;br /&amp;gt; 0x40: Glass Tiara&amp;lt;br /&amp;gt; 0x80: Ruby Tiara&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BE5&amp;lt;br&amp;gt;Var 65&lt;br /&gt;
|&lt;br /&gt;
0x01: Diamond Tiara&amp;lt;br /&amp;gt; 0x02: Cologne&amp;lt;br /&amp;gt; 0x04: Flower cologne&amp;lt;br /&amp;gt; 0x08: Sexy Cologne&amp;lt;br /&amp;gt; 0x10: Member's Card&amp;lt;br /&amp;gt; 0x20: Lingerie&amp;lt;br /&amp;gt; 0x40: Mystery panties&amp;lt;br /&amp;gt; 0x80: Bikini briefs&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BE6&amp;lt;br&amp;gt;Var 66&lt;br /&gt;
|&lt;br /&gt;
0x01: Pharmacy Coupon&amp;lt;br /&amp;gt; 0x02: Disinfectant&amp;lt;br /&amp;gt; 0x04: Deodorant&amp;lt;br /&amp;gt; 0x08: Digestive&amp;lt;br /&amp;gt; 0x10: Huge Materia (Fort Condor)&amp;lt;br /&amp;gt; 0x20: Huge Materia (Corel)&amp;lt;br /&amp;gt; 0x40: Huge Materia (Underwater)&amp;lt;br /&amp;gt; 0x80: Huge Materia (rocket)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BE7&amp;lt;br&amp;gt;Var 67&lt;br /&gt;
|&lt;br /&gt;
0x01: Key to Ancients&amp;lt;br /&amp;gt; 0x02: Letter to a Daughter&amp;lt;br /&amp;gt; 0x04: Letter to a Wife&amp;lt;br /&amp;gt; 0x08: Lunar Harp&amp;lt;br /&amp;gt; 0x10: Basement Key&amp;lt;br /&amp;gt; 0x20: Key to Sector 5&amp;lt;br /&amp;gt; 0x40: Keycard 60&amp;lt;br /&amp;gt; 0x80: Keycard 62&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BE8&amp;lt;br&amp;gt;Var 68&lt;br /&gt;
|&lt;br /&gt;
0x01: Keycard 65&amp;lt;br /&amp;gt; 0x02: Keycard 66&amp;lt;br /&amp;gt; 0x04: Keycard 68&amp;lt;br /&amp;gt; 0x08: Midgar parts&amp;lt;br /&amp;gt; 0x10: Midgar parts&amp;lt;br /&amp;gt; 0x20: Midgar parts&amp;lt;br /&amp;gt; 0x40: Midgar parts&amp;lt;br /&amp;gt; 0x80: Midgar parts&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BE9&amp;lt;br&amp;gt;Var 69&lt;br /&gt;
|&lt;br /&gt;
0x01: PHS&amp;lt;br /&amp;gt; 0x02: Gold Ticket&amp;lt;br /&amp;gt; 0x04: Keystone&amp;lt;br /&amp;gt; 0x08: Leviathan Scales&amp;lt;br /&amp;gt; 0x10: Glacier Map&amp;lt;br /&amp;gt; 0x20: A Coupon&amp;lt;br /&amp;gt; 0x40: B Coupon&amp;lt;br /&amp;gt; 0x80: C Coupon&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BEA&amp;lt;br&amp;gt;Var 70&lt;br /&gt;
|&lt;br /&gt;
0x01: Black Materia&amp;lt;br /&amp;gt; 0x02: Mythril&amp;lt;br /&amp;gt; 0x04: Snowboard&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>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Savemap&amp;diff=6001</id>
		<title>FF7/Savemap</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Savemap&amp;diff=6001"/>
		<updated>2025-05-22T17:15:20Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Save Memory Bank B/C */&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; | 7 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&amp;lt;br/&amp;gt;''B[1][0]''&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;''B[1][2]''&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&amp;lt;br/&amp;gt;''B[1][3]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Aeris' current love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BA8&amp;lt;br/&amp;gt;''B[1][4]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Tifa's current love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BA9&amp;lt;br/&amp;gt;''B[1][5]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Yuffie's current love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BAA&amp;lt;br/&amp;gt;''B[1][6]''&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&amp;lt;br/&amp;gt;''B[1][7]''&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;''B[1][7]''&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;''B[1][8]''&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;''B[1][9]''&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;''B[1][10]''&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;''B[1][16]''&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;''B[1][17]''&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;''B[1][18]''&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;''B[1][19]''&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;''B[1][20]''&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;''B[1][21]''&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;''B[1][22]''&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;''B[1][23]''&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&amp;lt;br/&amp;gt;''B[1][24]''&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of battles fought&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BBE&amp;lt;br/&amp;gt;''B[1][26]''&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of escapes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 0x0BC0&amp;lt;br/&amp;gt;''B[1][28]''&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;''B[1][30]''&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&amp;lt;br/&amp;gt;''B[1][32]''&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;''B[1][32]''&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;''B[1][36]''&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;''B[1][37]''&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;''B[1][38]''&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&amp;lt;br/&amp;gt;''B[1][48]''&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&amp;lt;br/&amp;gt;''B[1][49]''&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&amp;lt;br/&amp;gt;''B[1][50]''&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;''B[1][50]''&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;''B[1][51]''&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;''B[1][52]''&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;''B[1][56]''&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;''B[1][57]''&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;''B[1][58]''&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;''B[1][59]''&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;''B[1][60]''&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&amp;lt;br/&amp;gt;''B[1][64]''&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&amp;lt;br/&amp;gt;''B[1][72]''&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;''B[1][72]''&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;''B[1][73]''&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;''B[1][74]''&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;''B[1][75]''&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;''B[1][76]''&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&amp;lt;br/&amp;gt;''B[1][80]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Aeris battle love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BF5&amp;lt;br/&amp;gt;''B[1][81]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Tifa battle love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BF6&amp;lt;br/&amp;gt;''B[1][82]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Yuffie battle love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BF7&amp;lt;br/&amp;gt;''B[1][83]''&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&amp;lt;br/&amp;gt;''B[1][84]''&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&amp;lt;br/&amp;gt;''B[1][85]''&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&amp;lt;br/&amp;gt;''B[1][86]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Rating for Penned Chocobo Number 2&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BFB&amp;lt;br/&amp;gt;''B[1][87]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Rating for Penned Chocobo Number 3&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BFC&amp;lt;br/&amp;gt;''B[1][88]''&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&amp;lt;br/&amp;gt;''B[1][89]''&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&amp;lt;br/&amp;gt;''B[1][91]''&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&amp;lt;br/&amp;gt;''B[1][94]''&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;''B[1][94]''&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;''B[1][112]''&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;''B[1][116]''&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&amp;lt;br/&amp;gt;''B[1][122]''&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&amp;lt;br/&amp;gt;''B[1][123]''&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&amp;lt;br/&amp;gt;''B[1][124]''&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;''B[1][124]''&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;''B[1][125]''&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;''B[1][126]''&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;''B[1][127]''&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&amp;lt;br/&amp;gt;''B[1][128]''&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;''B[1][128]''&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;''B[1][129]''&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;''B[1][130]''&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;''B[1][131]''&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;''B[1][132]''&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;''B[1][133]''&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;''B[1][134]''&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;''B[1][135]''&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;''B[1][160]''&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;''B[1][161]''&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;''B[1][162]''&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;''B[1][163]''&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;''B[1][164]''&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;''B[1][165]''&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;''B[1][166]''&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;''B[1][167]''&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;''B[1][168]''&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;''B[1][169]''&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;''B[1][170]''&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;''B[1][171]''&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;''B[1][172]''&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;''B[1][173]''&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;''B[1][175]''&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;''B[1][176]''&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;''B[1][177]''&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;''B[1][178]''&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;''B[1][179]''&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;''B[1][180]''&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;''B[1][182]''&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;''B[1][183]''&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;''B[1][184]''&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;''B[1][185]''&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;''B[1][186]''&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;''B[1][188]''&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;''B[1][190]''&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;''B[1][192]''&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;''B[1][194]''&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;''B[1][196]''&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;''B[1][197]''&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;''B[1][198]''&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;''B[1][199]''&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;''B[1][208]''&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;''B[1][209]''&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;''B[1][224]''&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&amp;lt;br/&amp;gt;''B[1][225]''&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&amp;lt;br/&amp;gt;''B[1][226]''&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&amp;lt;br/&amp;gt;''B[1][227]''&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&amp;lt;br/&amp;gt;''B[3][0]''&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;''B[3][9]''&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;''B[3][10]''&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;''B[3][11]''&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&amp;lt;br/&amp;gt;''B[3][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; | Aeris In Church progression (document this better)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0CB5&amp;lt;br/&amp;gt;''B[3][17]''&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&amp;lt;br/&amp;gt;''B[3][66]''&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&amp;lt;br/&amp;gt;''B[3][67]''&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&amp;lt;br/&amp;gt;''B[3][74]''&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&amp;lt;br/&amp;gt;''B[3][76]''&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;''B[3][76]''&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;''B[3][79]'' &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;''B[3][80]'' &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&amp;lt;br/&amp;gt;''B[3][88]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Number of chocobo stables owned&lt;br /&gt;
|-&lt;br /&gt;
| 0x0CFD&amp;lt;br/&amp;gt;''B[3][89]''&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&amp;lt;br/&amp;gt;''B[3][90]''&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&amp;lt;br/&amp;gt;''B[3][91]''&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&amp;lt;br/&amp;gt;''B[3][92]''&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&amp;lt;br/&amp;gt;''B[3][93]''&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;''B[3][111]''&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;''B[3][127]''&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;''B[3][128]''&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;''B[3][130]''&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;''B[3][131]''&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&amp;lt;br/&amp;gt;''B[3][133]''&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&amp;lt;br/&amp;gt;''B[3][134]''&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;''B[3][160]''&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&amp;lt;br/&amp;gt;''B[3][162]''&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&amp;lt;br/&amp;gt;''B[3][163]''&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;''B[3][163]''&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;''B[3][165]''&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;''B[3][166]''&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;''B[3][168]''&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;''B[3][172]''&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;''B[3][174]''&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;''B[3][177]''&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;''B[3][178]''&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;''B[3][179]''&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;''B[3][180]''&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;''B[3][181]''&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;''B[3][185]''&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&amp;lt;br/&amp;gt;''B[3][194]''&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&amp;lt;br/&amp;gt;''B[3][195]''&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;''B[3][195]''&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;''B[3][196]''&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;''B[3][197]''&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;''B[3][198]''&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;''B[3][199]''&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;''B[3][200]''&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;''B[3][201]''&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;''B[3][202]''&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;''B[3][203]''&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;''B[3][204]''&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;''B[3][205]''&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;''B[3][206]''&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&amp;lt;br/&amp;gt;''B[3][207]''&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&amp;lt;br/&amp;gt;''B[3][208]''&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;''B[3][208]''&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;''B[3][209]''&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;''B[3][210]''&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;''B[3][211]''&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;''B[3][212]''&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;''B[3][213]''&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;''B[3][214]''&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;''B[3][215]''&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;''B[3][216]''&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&amp;lt;br/&amp;gt;''B[3][223]''&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&amp;lt;br/&amp;gt;''B[3][224]''&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;''B[3][236]''&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&amp;lt;br/&amp;gt;''B[11][0]''&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;''B[11][0]''&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;''B[11][6]''&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;''B[11][7]''&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;''B[11][8]''&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;''B[11][9]''&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;''B[11][10]''&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;''B[11][12]''&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;''B[11][14]''&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;''B[11][15]''&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;''B[11][16]''&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;''B[11][17]''&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;''B[11][18]''&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;''B[11][19]''&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;''B[11][20]''&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;''B[11][21]''&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;''B[11][22]''&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;''B[11][23]''&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;''B[11][24]''&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;''B[11][25]''&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;''B[11][26]''&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;''B[11][28]''&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&amp;lt;br/&amp;gt;''B[11][32]''&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&amp;lt;br/&amp;gt;''B[11][48]''&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&amp;lt;br/&amp;gt;''B[11][64]''&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&amp;lt;br/&amp;gt;''B[11][80]''&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&amp;lt;br/&amp;gt;''B[11][96]''&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;''B[11][104]''&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;''B[11][106]''&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;''B[11][107]''&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&amp;lt;br/&amp;gt;''B[11][109]''&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&amp;lt;br/&amp;gt;''B[11][111]''&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&amp;lt;br/&amp;gt;''B[11][112]''&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&amp;lt;br/&amp;gt;''B[11][116]''&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&amp;lt;br/&amp;gt;''B[11][120]''&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&amp;lt;br/&amp;gt;''B[11][124]''&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&amp;lt;br/&amp;gt;''B[11][125]''&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&amp;lt;br/&amp;gt;''B[11][126]''&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&amp;lt;br/&amp;gt;''B[11][127]''&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&amp;lt;br/&amp;gt;''B[11][128]''&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&amp;lt;br/&amp;gt;''B[11][130]''&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&amp;lt;br/&amp;gt;''B[11][132]''&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;''B[11][132]''&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;''B[11][133]''&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;''B[11][134]''&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;''B[11][136]''&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;''B[11][137]''&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;''B[11][138]''&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;''B[11][139]''&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;''B[11][140]''&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;''B[11][138]''&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;''B[11][139]''&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;''B[11][140]''&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;''B[11][143]''&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;''B[11][145]''&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&amp;lt;br/&amp;gt;''B[11][149]''&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&amp;lt;br/&amp;gt;''B[11][152]''&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;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E5C&amp;lt;br/&amp;gt;''B[11][184]''&amp;lt;br /&amp;gt;z_30[32]&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; | Northern Cave - Save Crystal location - Field ID&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E5E&amp;lt;br/&amp;gt;''B[11][186]''&amp;lt;br /&amp;gt;z_30[34]&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; | Northern Cave - Save Crystal location - X, Y &amp;amp; Z&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&amp;lt;br/&amp;gt;''B[13][0]''&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&amp;lt;br/&amp;gt;''B[13][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;
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&amp;lt;br/&amp;gt;''B[13][2]''&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&amp;lt;br/&amp;gt;''B[13][3]''&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;''B[13][3]''&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&amp;lt;br/&amp;gt;''B[13][6]''&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&amp;lt;br/&amp;gt;''B[13][8]''&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&amp;lt;br/&amp;gt;''B[13][30]''&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&amp;lt;br/&amp;gt;''B[13][31]''&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&amp;lt;br/&amp;gt;''B[13][32]''&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&amp;lt;br/&amp;gt;''B[13][38]''&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&amp;lt;br/&amp;gt;''B[13][44]''&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&amp;lt;br/&amp;gt;''B[13][50]''&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&amp;lt;br/&amp;gt;''B[13][56]''&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&amp;lt;br/&amp;gt;''B[13][62]''&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&amp;lt;br/&amp;gt;''B[13][68]''&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EEA&amp;lt;br/&amp;gt;''B[13][70]''&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 2&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EEC&amp;lt;br/&amp;gt;''B[13][72]''&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 3&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EEE&amp;lt;br/&amp;gt;''B[13][74]''&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EF0&amp;lt;br/&amp;gt;''B[13][76]''&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 5&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EF2&amp;lt;br/&amp;gt;''B[13][78]''&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 6&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EF4&amp;lt;br/&amp;gt;''B[13][80]''&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&amp;lt;br/&amp;gt;''B[13][81]''&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;''B[13][82]''&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;''B[13][89]''&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;''B[13][91]''&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;''B[13][96]''&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;''B[13][97]''&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&amp;lt;br/&amp;gt;''B[13][104]''&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&amp;lt;br/&amp;gt;''B[13][128]''&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&amp;lt;br/&amp;gt;''B[13][133]''&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&amp;lt;br/&amp;gt;''B[13][134]''&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;''B[13][134]''&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;''B[13][135]''&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&amp;lt;br/&amp;gt;''B[13][-3716]'': 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;''B[13][150]''&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&amp;lt;br/&amp;gt;''B[13][184]''&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&amp;lt;br/&amp;gt;''B[13][187]''&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&amp;lt;br/&amp;gt;''B[13][188]''&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&amp;lt;br/&amp;gt;''B[13][191]''&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&amp;lt;br/&amp;gt;''B[13][192]''&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| Caught Wild Chocobo's coordinates on world map&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F6C&amp;lt;br/&amp;gt;''B[13][200]''&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| Tiny Bronco/Chocobo's coordinates on world map&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F74&amp;lt;br/&amp;gt;''B[13][208]''&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| Buggy/Highwind's coordinates on world map&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F7C&amp;lt;br/&amp;gt;''B[13][216]''&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| Submarine/???'s coordinates on world map&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F84&amp;lt;br/&amp;gt;''B[13][224]''&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&amp;lt;br/&amp;gt;''B[13][232]''&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&amp;lt;br/&amp;gt;''B[13][234]''&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&amp;lt;br/&amp;gt;''B[13][236]''&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&amp;lt;br/&amp;gt;''B[13][238]''&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&amp;lt;br/&amp;gt;''B[13][240]''&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&amp;lt;br/&amp;gt;''B[13][242]''&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&amp;lt;br/&amp;gt;''B[13][244]''&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;''B[13][248]''&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;''B[13][249]''&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;''B[13][248]''&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;''B[13][251]''&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;''B[13][252]''&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;''B[13][253]''&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;''B[13][255]''&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&amp;lt;br/&amp;gt;''B[7][0]''&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;''B[7][2]''&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;''B[7][7]''&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;''B[7][32]''&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;''B[7][34]''&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;''B[7][77]''&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;''B[7][80]''&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;''B[7][81]''&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;''B[7][82]''&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;''B[7][85]''&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;''B[7][87]''&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;''B[7][88]''&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;''B[7][89]''&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;''B[7][90]''&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;''B[7][96]''&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;''B[7][97]''&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;''B[7][98]''&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;''B[7][99]''&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;''B[7][100]''&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;''B[7][101]''&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;''B[7][102]''&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;''B[7][103]''&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;''B[7][104]''&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;''B[7][122]''&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;''B[7][140]''&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&amp;lt;br/&amp;gt;''B[7][224]''&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&amp;lt;br/&amp;gt;''B[7][240]''&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;
== Key Item List ==&lt;br /&gt;
&lt;br /&gt;
Key Items are stored in Bank 1 of the Savemap, one bit for each item. Bit ON - party has the item.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ '''Table 1: Key Items List'''&lt;br /&gt;
|-&lt;br /&gt;
! Variable&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BE4&amp;lt;br&amp;gt;Var 64&lt;br /&gt;
|&lt;br /&gt;
0x01: Cotton Dress&amp;lt;br /&amp;gt; 0x02: Satin Dress&amp;lt;br /&amp;gt; 0x04: Silk Dress&amp;lt;br /&amp;gt; 0x08: Wig&amp;lt;br /&amp;gt; 0x10: Dyed Wig&amp;lt;br /&amp;gt; 0x20: Blonde Wig&amp;lt;br /&amp;gt; 0x40: Glass Tiara&amp;lt;br /&amp;gt; 0x80: Ruby Tiara&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BE5&amp;lt;br&amp;gt;Var 65&lt;br /&gt;
|&lt;br /&gt;
0x01: Diamond Tiara&amp;lt;br /&amp;gt; 0x02: Cologne&amp;lt;br /&amp;gt; 0x04: Flower cologne&amp;lt;br /&amp;gt; 0x08: Sexy Cologne&amp;lt;br /&amp;gt; 0x10: Member's Card&amp;lt;br /&amp;gt; 0x20: Lingerie&amp;lt;br /&amp;gt; 0x40: Mystery panties&amp;lt;br /&amp;gt; 0x80: Bikini briefs&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BE6&amp;lt;br&amp;gt;Var 66&lt;br /&gt;
|&lt;br /&gt;
0x01: Pharmacy Coupon&amp;lt;br /&amp;gt; 0x02: Disinfectant&amp;lt;br /&amp;gt; 0x04: Deodorant&amp;lt;br /&amp;gt; 0x08: Digestive&amp;lt;br /&amp;gt; 0x10: Huge Materia (Fort Condor)&amp;lt;br /&amp;gt; 0x20: Huge Materia (Corel)&amp;lt;br /&amp;gt; 0x40: Huge Materia (Underwater)&amp;lt;br /&amp;gt; 0x80: Huge Materia (rocket)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BE7&amp;lt;br&amp;gt;Var 67&lt;br /&gt;
|&lt;br /&gt;
0x01: Key to Ancients&amp;lt;br /&amp;gt; 0x02: Letter to a Daughter&amp;lt;br /&amp;gt; 0x04: Letter to a Wife&amp;lt;br /&amp;gt; 0x08: Lunar Harp&amp;lt;br /&amp;gt; 0x10: Basement Key&amp;lt;br /&amp;gt; 0x20: Key to Sector 5&amp;lt;br /&amp;gt; 0x40: Keycard 60&amp;lt;br /&amp;gt; 0x80: Keycard 62&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BE8&amp;lt;br&amp;gt;Var 68&lt;br /&gt;
|&lt;br /&gt;
0x01: Keycard 65&amp;lt;br /&amp;gt; 0x02: Keycard 66&amp;lt;br /&amp;gt; 0x04: Keycard 68&amp;lt;br /&amp;gt; 0x08: Midgar parts&amp;lt;br /&amp;gt; 0x10: Midgar parts&amp;lt;br /&amp;gt; 0x20: Midgar parts&amp;lt;br /&amp;gt; 0x40: Midgar parts&amp;lt;br /&amp;gt; 0x80: Midgar parts&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BE9&amp;lt;br&amp;gt;Var 69&lt;br /&gt;
|&lt;br /&gt;
0x01: PHS&amp;lt;br /&amp;gt; 0x02: Gold Ticket&amp;lt;br /&amp;gt; 0x04: Keystone&amp;lt;br /&amp;gt; 0x08: Leviathan Scales&amp;lt;br /&amp;gt; 0x10: Glacier Map&amp;lt;br /&amp;gt; 0x20: A Coupon&amp;lt;br /&amp;gt; 0x40: B Coupon&amp;lt;br /&amp;gt; 0x80: C Coupon&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BEA&amp;lt;br&amp;gt;Var 70&lt;br /&gt;
|&lt;br /&gt;
0x01: Black Materia&amp;lt;br /&amp;gt; 0x02: Mythril&amp;lt;br /&amp;gt; 0x04: Snowboard&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>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Savemap&amp;diff=6000</id>
		<title>FF7/Savemap</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Savemap&amp;diff=6000"/>
		<updated>2025-05-22T17:12:53Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Save Memory Bank B/C */&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; | 7 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&amp;lt;br/&amp;gt;''B[1][0]''&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;''B[1][2]''&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&amp;lt;br/&amp;gt;''B[1][3]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Aeris' current love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BA8&amp;lt;br/&amp;gt;''B[1][4]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Tifa's current love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BA9&amp;lt;br/&amp;gt;''B[1][5]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Yuffie's current love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BAA&amp;lt;br/&amp;gt;''B[1][6]''&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&amp;lt;br/&amp;gt;''B[1][7]''&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;''B[1][7]''&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;''B[1][8]''&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;''B[1][9]''&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;''B[1][10]''&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;''B[1][16]''&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;''B[1][17]''&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;''B[1][18]''&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;''B[1][19]''&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;''B[1][20]''&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;''B[1][21]''&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;''B[1][22]''&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;''B[1][23]''&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&amp;lt;br/&amp;gt;''B[1][24]''&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of battles fought&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BBE&amp;lt;br/&amp;gt;''B[1][26]''&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of escapes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 0x0BC0&amp;lt;br/&amp;gt;''B[1][28]''&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;''B[1][30]''&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&amp;lt;br/&amp;gt;''B[1][32]''&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;''B[1][32]''&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;''B[1][36]''&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;''B[1][37]''&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;''B[1][38]''&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&amp;lt;br/&amp;gt;''B[1][48]''&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&amp;lt;br/&amp;gt;''B[1][49]''&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&amp;lt;br/&amp;gt;''B[1][50]''&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;''B[1][50]''&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;''B[1][51]''&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;''B[1][52]''&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;''B[1][56]''&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;''B[1][57]''&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;''B[1][58]''&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;''B[1][59]''&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;''B[1][60]''&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&amp;lt;br/&amp;gt;''B[1][64]''&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&amp;lt;br/&amp;gt;''B[1][72]''&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;''B[1][72]''&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;''B[1][73]''&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;''B[1][74]''&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;''B[1][75]''&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;''B[1][76]''&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&amp;lt;br/&amp;gt;''B[1][80]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Aeris battle love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BF5&amp;lt;br/&amp;gt;''B[1][81]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Tifa battle love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BF6&amp;lt;br/&amp;gt;''B[1][82]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Yuffie battle love points&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BF7&amp;lt;br/&amp;gt;''B[1][83]''&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&amp;lt;br/&amp;gt;''B[1][84]''&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&amp;lt;br/&amp;gt;''B[1][85]''&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&amp;lt;br/&amp;gt;''B[1][86]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Rating for Penned Chocobo Number 2&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BFB&amp;lt;br/&amp;gt;''B[1][87]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Rating for Penned Chocobo Number 3&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BFC&amp;lt;br/&amp;gt;''B[1][88]''&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&amp;lt;br/&amp;gt;''B[1][89]''&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&amp;lt;br/&amp;gt;''B[1][91]''&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&amp;lt;br/&amp;gt;''B[1][94]''&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;''B[1][94]''&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;''B[1][112]''&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;''B[1][116]''&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&amp;lt;br/&amp;gt;''B[1][122]''&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&amp;lt;br/&amp;gt;''B[1][123]''&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&amp;lt;br/&amp;gt;''B[1][124]''&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;''B[1][124]''&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;''B[1][125]''&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;''B[1][126]''&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;''B[1][127]''&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&amp;lt;br/&amp;gt;''B[1][128]''&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;''B[1][128]''&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;''B[1][129]''&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;''B[1][130]''&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;''B[1][131]''&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;''B[1][132]''&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;''B[1][133]''&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;''B[1][134]''&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;''B[1][135]''&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;''B[1][160]''&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;''B[1][161]''&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;''B[1][162]''&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;''B[1][163]''&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;''B[1][164]''&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;''B[1][165]''&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;''B[1][166]''&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;''B[1][167]''&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;''B[1][168]''&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;''B[1][169]''&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;''B[1][170]''&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;''B[1][171]''&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;''B[1][172]''&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;''B[1][173]''&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;''B[1][175]''&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;''B[1][176]''&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;''B[1][177]''&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;''B[1][178]''&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;''B[1][179]''&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;''B[1][180]''&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;''B[1][182]''&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;''B[1][183]''&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;''B[1][184]''&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;''B[1][185]''&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;''B[1][186]''&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;''B[1][188]''&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;''B[1][190]''&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;''B[1][192]''&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;''B[1][194]''&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;''B[1][196]''&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;''B[1][197]''&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;''B[1][198]''&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;''B[1][199]''&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;''B[1][208]''&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;''B[1][209]''&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;''B[1][224]''&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&amp;lt;br/&amp;gt;''B[1][225]''&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&amp;lt;br/&amp;gt;''B[1][226]''&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&amp;lt;br/&amp;gt;''B[1][227]''&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&amp;lt;br/&amp;gt;''B[3][0]''&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;''B[3][9]''&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;''B[3][10]''&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;''B[3][11]''&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&amp;lt;br/&amp;gt;''B[3][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; | Aeris In Church progression (document this better)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0CB5&amp;lt;br/&amp;gt;''B[3][17]''&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&amp;lt;br/&amp;gt;''B[3][66]''&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&amp;lt;br/&amp;gt;''B[3][67]''&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&amp;lt;br/&amp;gt;''B[3][74]''&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&amp;lt;br/&amp;gt;''B[3][76]''&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;''B[3][76]''&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;''B[3][79]'' &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;''B[3][80]'' &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&amp;lt;br/&amp;gt;''B[3][88]''&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Number of chocobo stables owned&lt;br /&gt;
|-&lt;br /&gt;
| 0x0CFD&amp;lt;br/&amp;gt;''B[3][89]''&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&amp;lt;br/&amp;gt;''B[3][90]''&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&amp;lt;br/&amp;gt;''B[3][91]''&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&amp;lt;br/&amp;gt;''B[3][92]''&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&amp;lt;br/&amp;gt;''B[3][93]''&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;''B[3][111]''&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;''B[3][127]''&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;''B[3][128]''&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;''B[3][130]''&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;''B[3][131]''&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&amp;lt;br/&amp;gt;''B[3][133]''&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&amp;lt;br/&amp;gt;''B[3][134]''&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;''B[3][160]''&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&amp;lt;br/&amp;gt;''B[3][162]''&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&amp;lt;br/&amp;gt;''B[3][163]''&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;''B[3][163]''&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;''B[3][165]''&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;''B[3][166]''&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;''B[3][168]''&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;''B[3][172]''&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;''B[3][174]''&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;''B[3][177]''&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;''B[3][178]''&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;''B[3][179]''&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;''B[3][180]''&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;''B[3][181]''&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;''B[3][185]''&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&amp;lt;br/&amp;gt;''B[3][194]''&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&amp;lt;br/&amp;gt;''B[3][195]''&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;''B[3][195]''&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;''B[3][196]''&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;''B[3][197]''&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;''B[3][198]''&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;''B[3][199]''&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;''B[3][200]''&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;''B[3][201]''&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;''B[3][202]''&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;''B[3][203]''&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;''B[3][204]''&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;''B[3][205]''&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;''B[3][206]''&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&amp;lt;br/&amp;gt;''B[3][207]''&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&amp;lt;br/&amp;gt;''B[3][208]''&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;''B[3][208]''&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;''B[3][209]''&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;''B[3][210]''&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;''B[3][211]''&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;''B[3][212]''&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;''B[3][213]''&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;''B[3][214]''&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;''B[3][215]''&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;''B[3][216]''&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&amp;lt;br/&amp;gt;''B[3][223]''&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&amp;lt;br/&amp;gt;''B[3][224]''&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;''B[3][236]''&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&amp;lt;br/&amp;gt;''B[11][0]''&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;''B[11][0]''&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;''B[11][6]''&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;''B[11][7]''&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;''B[11][8]''&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;''B[11][9]''&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;''B[11][10]''&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;''B[11][12]''&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;''B[11][14]''&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;''B[11][15]''&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;''B[11][16]''&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;''B[11][17]''&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;''B[11][18]''&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;''B[11][19]''&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;''B[11][20]''&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;''B[11][21]''&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;''B[11][22]''&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;''B[11][23]''&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;''B[11][24]''&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;''B[11][25]''&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;''B[11][26]''&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;''B[11][28]''&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&amp;lt;br/&amp;gt;''B[11][32]''&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&amp;lt;br/&amp;gt;''B[11][48]''&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&amp;lt;br/&amp;gt;''B[11][64]''&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&amp;lt;br/&amp;gt;''B[11][80]''&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&amp;lt;br/&amp;gt;''B[11][96]''&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;''B[11][104]''&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;''B[11][106]''&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;''B[11][107]''&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&amp;lt;br/&amp;gt;''B[11][109]''&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&amp;lt;br/&amp;gt;''B[11][111]''&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&amp;lt;br/&amp;gt;''B[11][112]''&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&amp;lt;br/&amp;gt;''B[11][116]''&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&amp;lt;br/&amp;gt;''B[11][120]''&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&amp;lt;br/&amp;gt;''B[11][124]''&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&amp;lt;br/&amp;gt;''B[11][125]''&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&amp;lt;br/&amp;gt;''B[11][126]''&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&amp;lt;br/&amp;gt;''B[11][127]''&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&amp;lt;br/&amp;gt;''B[11][128]''&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&amp;lt;br/&amp;gt;''B[11][130]''&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&amp;lt;br/&amp;gt;''B[11][132]''&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;''B[11][132]''&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;''B[11][133]''&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;''B[11][134]''&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;''B[11][136]''&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;''B[11][137]''&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;''B[11][138]''&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;''B[11][139]''&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;''B[11][140]''&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;''B[11][138]''&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;''B[11][139]''&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;''B[11][140]''&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;''B[11][143]''&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;''B[11][145]''&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&amp;lt;br/&amp;gt;''B[11][149]''&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&amp;lt;br/&amp;gt;''B[11][152]''&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;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E2F&amp;lt;br/&amp;gt;''B[11][184]''&amp;lt;br /&amp;gt;z_30[32]&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; | Northern Cave - Save Crystal location - Field ID&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: rgb(255,205,154)&amp;quot; | 0x0E2F&amp;lt;br/&amp;gt;''B[11][186]''&amp;lt;br /&amp;gt;z_30[34]&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; | Northern Cave - Save Crystal location - X, Y &amp;amp; Z&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&amp;lt;br/&amp;gt;''B[13][0]''&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&amp;lt;br/&amp;gt;''B[13][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;
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&amp;lt;br/&amp;gt;''B[13][2]''&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&amp;lt;br/&amp;gt;''B[13][3]''&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;''B[13][3]''&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&amp;lt;br/&amp;gt;''B[13][6]''&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&amp;lt;br/&amp;gt;''B[13][8]''&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&amp;lt;br/&amp;gt;''B[13][30]''&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&amp;lt;br/&amp;gt;''B[13][31]''&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&amp;lt;br/&amp;gt;''B[13][32]''&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&amp;lt;br/&amp;gt;''B[13][38]''&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&amp;lt;br/&amp;gt;''B[13][44]''&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&amp;lt;br/&amp;gt;''B[13][50]''&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&amp;lt;br/&amp;gt;''B[13][56]''&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&amp;lt;br/&amp;gt;''B[13][62]''&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&amp;lt;br/&amp;gt;''B[13][68]''&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EEA&amp;lt;br/&amp;gt;''B[13][70]''&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 2&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EEC&amp;lt;br/&amp;gt;''B[13][72]''&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 3&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EEE&amp;lt;br/&amp;gt;''B[13][74]''&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EF0&amp;lt;br/&amp;gt;''B[13][76]''&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 5&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EF2&amp;lt;br/&amp;gt;''B[13][78]''&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Stamina of Chocobo 6&lt;br /&gt;
|-&lt;br /&gt;
| 0x0EF4&amp;lt;br/&amp;gt;''B[13][80]''&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&amp;lt;br/&amp;gt;''B[13][81]''&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;''B[13][82]''&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;''B[13][89]''&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;''B[13][91]''&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;''B[13][96]''&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;''B[13][97]''&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&amp;lt;br/&amp;gt;''B[13][104]''&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&amp;lt;br/&amp;gt;''B[13][128]''&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&amp;lt;br/&amp;gt;''B[13][133]''&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&amp;lt;br/&amp;gt;''B[13][134]''&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;''B[13][134]''&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;''B[13][135]''&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&amp;lt;br/&amp;gt;''B[13][-3716]'': 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;''B[13][150]''&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&amp;lt;br/&amp;gt;''B[13][184]''&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&amp;lt;br/&amp;gt;''B[13][187]''&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&amp;lt;br/&amp;gt;''B[13][188]''&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&amp;lt;br/&amp;gt;''B[13][191]''&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&amp;lt;br/&amp;gt;''B[13][192]''&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| Caught Wild Chocobo's coordinates on world map&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F6C&amp;lt;br/&amp;gt;''B[13][200]''&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| Tiny Bronco/Chocobo's coordinates on world map&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F74&amp;lt;br/&amp;gt;''B[13][208]''&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| Buggy/Highwind's coordinates on world map&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F7C&amp;lt;br/&amp;gt;''B[13][216]''&lt;br /&gt;
| 8 bytes&lt;br /&gt;
| Submarine/???'s coordinates on world map&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F84&amp;lt;br/&amp;gt;''B[13][224]''&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&amp;lt;br/&amp;gt;''B[13][232]''&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&amp;lt;br/&amp;gt;''B[13][234]''&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&amp;lt;br/&amp;gt;''B[13][236]''&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&amp;lt;br/&amp;gt;''B[13][238]''&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&amp;lt;br/&amp;gt;''B[13][240]''&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&amp;lt;br/&amp;gt;''B[13][242]''&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&amp;lt;br/&amp;gt;''B[13][244]''&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;''B[13][248]''&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;''B[13][249]''&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;''B[13][248]''&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;''B[13][251]''&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;''B[13][252]''&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;''B[13][253]''&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;''B[13][255]''&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&amp;lt;br/&amp;gt;''B[7][0]''&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;''B[7][2]''&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;''B[7][7]''&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;''B[7][32]''&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;''B[7][34]''&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;''B[7][77]''&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;''B[7][80]''&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;''B[7][81]''&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;''B[7][82]''&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;''B[7][85]''&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;''B[7][87]''&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;''B[7][88]''&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;''B[7][89]''&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;''B[7][90]''&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;''B[7][96]''&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;''B[7][97]''&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;''B[7][98]''&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;''B[7][99]''&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;''B[7][100]''&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;''B[7][101]''&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;''B[7][102]''&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;''B[7][103]''&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;''B[7][104]''&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;''B[7][122]''&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;''B[7][140]''&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&amp;lt;br/&amp;gt;''B[7][224]''&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&amp;lt;br/&amp;gt;''B[7][240]''&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;
== Key Item List ==&lt;br /&gt;
&lt;br /&gt;
Key Items are stored in Bank 1 of the Savemap, one bit for each item. Bit ON - party has the item.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ '''Table 1: Key Items List'''&lt;br /&gt;
|-&lt;br /&gt;
! Variable&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BE4&amp;lt;br&amp;gt;Var 64&lt;br /&gt;
|&lt;br /&gt;
0x01: Cotton Dress&amp;lt;br /&amp;gt; 0x02: Satin Dress&amp;lt;br /&amp;gt; 0x04: Silk Dress&amp;lt;br /&amp;gt; 0x08: Wig&amp;lt;br /&amp;gt; 0x10: Dyed Wig&amp;lt;br /&amp;gt; 0x20: Blonde Wig&amp;lt;br /&amp;gt; 0x40: Glass Tiara&amp;lt;br /&amp;gt; 0x80: Ruby Tiara&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BE5&amp;lt;br&amp;gt;Var 65&lt;br /&gt;
|&lt;br /&gt;
0x01: Diamond Tiara&amp;lt;br /&amp;gt; 0x02: Cologne&amp;lt;br /&amp;gt; 0x04: Flower cologne&amp;lt;br /&amp;gt; 0x08: Sexy Cologne&amp;lt;br /&amp;gt; 0x10: Member's Card&amp;lt;br /&amp;gt; 0x20: Lingerie&amp;lt;br /&amp;gt; 0x40: Mystery panties&amp;lt;br /&amp;gt; 0x80: Bikini briefs&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BE6&amp;lt;br&amp;gt;Var 66&lt;br /&gt;
|&lt;br /&gt;
0x01: Pharmacy Coupon&amp;lt;br /&amp;gt; 0x02: Disinfectant&amp;lt;br /&amp;gt; 0x04: Deodorant&amp;lt;br /&amp;gt; 0x08: Digestive&amp;lt;br /&amp;gt; 0x10: Huge Materia (Fort Condor)&amp;lt;br /&amp;gt; 0x20: Huge Materia (Corel)&amp;lt;br /&amp;gt; 0x40: Huge Materia (Underwater)&amp;lt;br /&amp;gt; 0x80: Huge Materia (rocket)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BE7&amp;lt;br&amp;gt;Var 67&lt;br /&gt;
|&lt;br /&gt;
0x01: Key to Ancients&amp;lt;br /&amp;gt; 0x02: Letter to a Daughter&amp;lt;br /&amp;gt; 0x04: Letter to a Wife&amp;lt;br /&amp;gt; 0x08: Lunar Harp&amp;lt;br /&amp;gt; 0x10: Basement Key&amp;lt;br /&amp;gt; 0x20: Key to Sector 5&amp;lt;br /&amp;gt; 0x40: Keycard 60&amp;lt;br /&amp;gt; 0x80: Keycard 62&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BE8&amp;lt;br&amp;gt;Var 68&lt;br /&gt;
|&lt;br /&gt;
0x01: Keycard 65&amp;lt;br /&amp;gt; 0x02: Keycard 66&amp;lt;br /&amp;gt; 0x04: Keycard 68&amp;lt;br /&amp;gt; 0x08: Midgar parts&amp;lt;br /&amp;gt; 0x10: Midgar parts&amp;lt;br /&amp;gt; 0x20: Midgar parts&amp;lt;br /&amp;gt; 0x40: Midgar parts&amp;lt;br /&amp;gt; 0x80: Midgar parts&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BE9&amp;lt;br&amp;gt;Var 69&lt;br /&gt;
|&lt;br /&gt;
0x01: PHS&amp;lt;br /&amp;gt; 0x02: Gold Ticket&amp;lt;br /&amp;gt; 0x04: Keystone&amp;lt;br /&amp;gt; 0x08: Leviathan Scales&amp;lt;br /&amp;gt; 0x10: Glacier Map&amp;lt;br /&amp;gt; 0x20: A Coupon&amp;lt;br /&amp;gt; 0x40: B Coupon&amp;lt;br /&amp;gt; 0x80: C Coupon&lt;br /&gt;
|-&lt;br /&gt;
| 0x0BEA&amp;lt;br&amp;gt;Var 70&lt;br /&gt;
|&lt;br /&gt;
0x01: Black Materia&amp;lt;br /&amp;gt; 0x02: Mythril&amp;lt;br /&amp;gt; 0x04: Snowboard&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>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/FIELD.TBL&amp;diff=5989</id>
		<title>FF7/WorldMap Module/FIELD.TBL</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/FIELD.TBL&amp;diff=5989"/>
		<updated>2025-04-02T07:04:07Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
This file contains the definition of what field map should be loaded and also the coordinates to which the character should begin at when the [[FF7/WorldMap Module/Script/Opcodes/318|0x318 enter field scene]] opcode is executed during world scripting.&lt;br /&gt;
&lt;br /&gt;
== Contents ==&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 coordinates within the field to which your character will be initiated and also the starting direction your character is facing. 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;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
* '''Short''' ''X'': X-coordinate of the player on the next field.&lt;br /&gt;
* '''Short''' ''Y'': Y-coordinate of the player on the next field.&lt;br /&gt;
* '''Short''' ''T'': Triangle ID of the player on the next field.&lt;br /&gt;
* '''UShort''' ''F'': Field ID of the field to jump to.&lt;br /&gt;
* '''UByte''' ''D'': Direction the character will be facing on the next field, in the standard game format.&lt;br /&gt;
* '''3xUByte''' ''?'': All 3 bytes exactly match the previous byte&lt;br /&gt;
&lt;br /&gt;
Offset to scenario record = ((Field Table Id - 1) * 24) + (Scenario * 12) Length = ALWAYS 12 bytes&lt;br /&gt;
&lt;br /&gt;
== Additional Info ==&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). These are NOT stored in FIELD.TBL. Instead they are stored in the System function ID 0 in the [[FF7/WorldMap Module/Script#Functions|worldmap scripts]]. It is also important to note that all entry points map exactly to the exit points; that is, when you are leaving 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>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script&amp;diff=5987</id>
		<title>FF7/WorldMap Module/Script</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script&amp;diff=5987"/>
		<updated>2025-02-07T17:39:52Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Functions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Script Engine ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Instructions &amp;amp; Stack ===&lt;br /&gt;
&lt;br /&gt;
The Worldmap scripting engine for FF7 is very different from the field scripting format. It is a stack based language and for the most part instructions are the same size (16 bits), instead of having their parameters encoded into the instruction they take a predefined number of items off the stack and operate on that data. There are a few instructions that incorporate another word (16 bits) of immediate data, such instructions are clearly marked in the [[FF7/WorldMap_Module/Script/Opcodes|opcode list]].&lt;br /&gt;
&lt;br /&gt;
The stack itself is global, there is only one stack which is shared between all scripts that are currently running. It is 8 levels deep, that is to say a maximum of 8 different items can be on the stack at any given time. A given item on the stack is not evaluated until it is popped off the stack, which can be a little unintuitive. For example, pushing the current X position of the player does not actually read the players position at that time, only when the value is actually used will it be fetched from the player entity. In practice this is not an issue because the script itself would have to change the position in between pushing the value and using it. Refer to the section below for an explanation of why that is the case.&lt;br /&gt;
&lt;br /&gt;
=== Contexts ===&lt;br /&gt;
&lt;br /&gt;
The script engine uses cooperative multitasking to run different scripts in parallel, the state of each script is contained in a separate context. On each frame, the game will loop over every active context and run it until it either returns or enters a waiting state. This means that scripts cannot run too long or they will slow down the game, an infinite loop will lock up the game completely. This also means that from the scripts point of view, nothing will happen until it returns or enters a wait state, the game is not running and no other script can run during this time.&lt;br /&gt;
&lt;br /&gt;
=== Entities &amp;amp; Models ===&lt;br /&gt;
&lt;br /&gt;
The Worldmap module operates on a fixed set of models, each having a specific model ID.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse&amp;quot;&lt;br /&gt;
|+ Type = 1, Model function&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Model ID&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Cloud&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Tifa&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Cid&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Highwind&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Wild Chocobo&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Tiny Bronco&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Buggy&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Junon Canon&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Cargo Ship&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Highwind's propellers&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Diamond Weapon&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Ultimate Weapon&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Fort Condor's Condor&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Submarine&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Gold Saucer&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Rocket Town's Rocket&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Rocket Town Launch Pad&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Sunken Gelnika&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Underwater Reactor&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Chocobo&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Midgar Canon&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| North Crater Barrier&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| Ancient Forest&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Key of the Ancients&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 28&lt;br /&gt;
| Red Submarine&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Ruby Weapon&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| Emerald Weapon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each model that is currently loaded into the map also has an entity associated with it, this is the state of the model and holds information such as its position, rotation, current animation etc. Most instructions operate on the current active entity, which can be changed with the [[FF7/WorldMap_Module/Script/Opcodes/330|330]] opcode. The current active entity can also change as a side effect of certain instructions, all known cases are documented in the opcode descriptions but the list is not complete. The variable holding the current active entity is a global variable that resets every frame, if a script enters a wait state the current active entity is undefined when executing resumes.&lt;br /&gt;
&lt;br /&gt;
Each entity is also a context (see the above section for more information about contexts) and in fact, there is no difference whatsoever between an entity and a context. The distinction is made because of the way they are treated by the scripting engine, the script state of the active entity (or any entity for that matter) cannot be modified (other than asking it to execute a function by means of the [[FF7/WorldMap_Module/Script/Opcodes/204|204]] opcode) and conversely, the state of the model corresponding to the context cannot be modified unless it is also the current active entity. This is the default state, whenever a function begins execution the context and current active entity are always equal.&lt;br /&gt;
&lt;br /&gt;
In addition to the contexts associated with the models there is also a system context, this is where execution begins when the worldmap is first loaded and it also handles events which are not specific to any model on the map. The system context is technically an entity because, again, contexts and entities are the same thing but since it does not correspond to a model, manipulating the state of the system &amp;quot;entity&amp;quot; is an error.&lt;br /&gt;
&lt;br /&gt;
=== Functions ===&lt;br /&gt;
&lt;br /&gt;
As alluded to earlier, the script engine is driven by executing functions, each model has a set of functions that are executed by the game in response to certain events;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&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; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Enter&lt;br /&gt;
| Called when the model is loaded&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Exit&lt;br /&gt;
| Called when the model is unloaded&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Tick&lt;br /&gt;
| Called each frame if the model is set to recieve ticks?&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Movement?&lt;br /&gt;
| Seems to be called for certain models that move around the map&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Action&lt;br /&gt;
| Called when player interacts with the model&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This table is probably not complete.&lt;br /&gt;
&lt;br /&gt;
There is also a set of 32 system functions that are executed in response to certain events. First 10 are called by the game's executable (subroutine at address 0x7640BC in the PC version), while the remaining ones are called by the WM scripts using the &amp;quot;[[FF7/WorldMap Module/Script/Opcodes/204|run function]]&amp;quot; opcode with Model ID parameter set to 0xFFFF.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&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; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Enter&lt;br /&gt;
| Called when the worldmap is loaded&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Exit&lt;br /&gt;
| Called when the worldmap is unloaded&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Tick&lt;br /&gt;
| Called each frame (only does a check if Zolom should be reset)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Dummy function (copy of Function ID 2)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Dummy function (copy of Function ID 2)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Dummy function (copy of Function ID 2)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Menu keypress while flying Highwind&lt;br /&gt;
| Enter highwind interior&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Midgar Zolom&lt;br /&gt;
| Called when the player touches the midgar zolom in the swamp.&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Dummy function (copy of Function ID 2)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Northern Cave landing&lt;br /&gt;
| Checks if Highwind can land in the crater switches to Highwind Deck map&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And finally there is a set of functions which are called when the player steps on a walkmesh triangle that is designated to trigger a script. Which function is executed depends on the mesh coordinates of the player (0-35, 0-27) as well as the function ID [[FF7/WorldMap_Module#Triangle|from the MAP file]]. Each mesh can trigger up to 5 different functions with ids from 0 to 4. In theory there can be more than 2000 unique combinations so no list will be given for these functions :) Fortunately, not all functions need to be implemented, as will become apparent in the next section, functions that do nothing do not need to be implemented at all. Most of the mesh functions handle entering field levels from the world map.&lt;br /&gt;
&lt;br /&gt;
== .ev Format ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Call Table ===&lt;br /&gt;
&lt;br /&gt;
The first 0x400 bytes of an .ev file is the call table, a mapping between functions and entry points. Each entry is 4 bytes, 2 bytes of function identifier and 2 bytes instruction pointer. Instruction pointers are in 2-byte increments from the start of the code section. The first two bits (most significant) of the function identifier defines the format of the remaining 14 bits;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; width: 250px&amp;quot;&lt;br /&gt;
|+ Type = 0, System function&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
| 6 bits&lt;br /&gt;
| Padding&lt;br /&gt;
|-&lt;br /&gt;
| 8 bits (least significant)&lt;br /&gt;
| Function #&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; width: 250px&amp;quot;&lt;br /&gt;
|+ Type = 1, Model function&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
| 6 bits&lt;br /&gt;
| Model ID&lt;br /&gt;
|-&lt;br /&gt;
| 8 bits (least significant)&lt;br /&gt;
| Function #&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; width: 300px&amp;quot;&lt;br /&gt;
|+ Type = 2, Mesh function&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
| 10 bits&lt;br /&gt;
| MeshX + MeshZ * 36&lt;br /&gt;
|-&lt;br /&gt;
| 4 bits (least significant)&lt;br /&gt;
| Walkmesh type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Call table entries MUST be sorted in ascending order of function identifier! Duplicate function IDs are not recommended as they can cause some very unpredictable behavior. Original FF7 data seems to duplicate the 0 identifier, it is possible that the first entry does not count? It is probably best to ignore the first entry altogether. If the game attempts to call a function for which no identifier can be found in the call table the call will simply be ignored. It is not an error to leave a function unimplemented if it does not have a use. The call table should be kept compact with all empty entries at the end with a function identifier of 0xFFFF and an instruction pointer of 0.&lt;br /&gt;
&lt;br /&gt;
=== Code ===&lt;br /&gt;
&lt;br /&gt;
After the call table follows 0x6C00 bytes of code. The .exe would have to be patched to accommodate for a larger code size. The entire code section is treated as a continuous area of 16-bit values, no padding is necessary between functions and functions do not even have to be contiguous in memory (although it is highly recommended). Due to an implementation detail the first function should start at offset 1 (an instruction pointer of 0 means the context is not active), just in case it is probably a good idea to make the first instruction always be a single [[FF7/WorldMap_Module/Script/Opcodes/203|return]] instruction.&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/348&amp;diff=5980</id>
		<title>FF7/WorldMap Module/Script/Opcodes/348</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/348&amp;diff=5980"/>
		<updated>2025-01-17T10:09:54Z</updated>

		<summary type="html">&lt;p&gt;Mav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x348'''&lt;br /&gt;
* Name: fade in&lt;br /&gt;
* Two-word opcode: No&lt;br /&gt;
&lt;br /&gt;
==== Parameters ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Location&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; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Stack&lt;br /&gt;
| Fade speed&lt;br /&gt;
| How fast should the screen fade&lt;br /&gt;
|-&lt;br /&gt;
| Stack&lt;br /&gt;
| Unknown&lt;br /&gt;
| Unused by the engine, always set to 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
&lt;br /&gt;
Seems to be related to worldmap fade in/out mechanics, exactly how it works is unknown.&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/33b&amp;diff=5979</id>
		<title>FF7/WorldMap Module/Script/Opcodes/33b</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/33b&amp;diff=5979"/>
		<updated>2025-01-17T10:09:37Z</updated>

		<summary type="html">&lt;p&gt;Mav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x33b'''&lt;br /&gt;
* Name: fade out&lt;br /&gt;
* Two-word opcode: No&lt;br /&gt;
&lt;br /&gt;
==== Parameters ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Location&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; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Stack&lt;br /&gt;
| Fade speed&lt;br /&gt;
| How fast should the screen fade&lt;br /&gt;
|-&lt;br /&gt;
| Stack&lt;br /&gt;
| Unknown&lt;br /&gt;
| Unused by the engine, always set to 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
&lt;br /&gt;
Seems to be related to worldmap fade in/out mechanics, exactly how it works is unknown.&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/34e&amp;diff=5978</id>
		<title>FF7/WorldMap Module/Script/Opcodes/34e</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/34e&amp;diff=5978"/>
		<updated>2025-01-17T10:03:01Z</updated>

		<summary type="html">&lt;p&gt;Mav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x34e'''&lt;br /&gt;
* Name: stop repeating 2d animation&lt;br /&gt;
* Two-word opcode: No&lt;br /&gt;
&lt;br /&gt;
==== Parameters ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Location&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; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Stack&lt;br /&gt;
| Layer ID&lt;br /&gt;
| Animation layer to stop repeating/hide&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/34d&amp;diff=5977</id>
		<title>FF7/WorldMap Module/Script/Opcodes/34d</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/34d&amp;diff=5977"/>
		<updated>2025-01-17T10:02:35Z</updated>

		<summary type="html">&lt;p&gt;Mav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x34d'''&lt;br /&gt;
* Name: start repeating 2d animation&lt;br /&gt;
* Two-word opcode: No&lt;br /&gt;
&lt;br /&gt;
==== Parameters ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Location&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; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Stack&lt;br /&gt;
| Layer ID&lt;br /&gt;
| Which layer this animation will belong to&lt;br /&gt;
|-&lt;br /&gt;
| Stack&lt;br /&gt;
| Animation ID&lt;br /&gt;
| See the list of possible animations on the [[FF7/WorldMap_Module/Script/Opcodes/34a|opcode 34a]] page.&lt;br /&gt;
|-&lt;br /&gt;
| Stack&lt;br /&gt;
| Repeat interval&lt;br /&gt;
| How many frames between the animation repeats&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
&lt;br /&gt;
The animation will be positioned relative to the current active entity. &lt;br /&gt;
&lt;br /&gt;
When an animation is started the engine will render a new instance of the animation using the Repeat interval. For example Repeat interval of 5 means that every 5 frames a new instance of the animation will be drawn. This is used to create effects like smoke or dust particles coming out of the current model.&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes&amp;diff=5976</id>
		<title>FF7/WorldMap Module/Script/Opcodes</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes&amp;diff=5976"/>
		<updated>2025-01-17T09:58:15Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* System Operations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Stack Operations: Arithmetic ==&lt;br /&gt;
&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/015|015 push neg]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/017|017 push logicnot]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/018|018 push distance from active entity to point]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/019|019 push distance from active entity to entity by model id]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/01b|01b push direction from active entity to point]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/030|030 push mul]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/040|040 push add]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/041|041 push sub]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/050|050 push shl]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/051|051 push shr]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/060|060 push less]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/061|061 push greater]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/062|062 push lessequal]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/063|063 push greaterequal]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/070|070 push equal]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/080|080 push and]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/0a0|0a0 push or]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/0b0|0b0 push logicand]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/0c0|0c0 push logicor]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/0e0|0e0 write bank]]&lt;br /&gt;
&lt;br /&gt;
== Stack Operations: Data Sources ==&lt;br /&gt;
&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/100|100 reset stack]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/110|110 push constant]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/114|114 push bit from bank0]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/117|117 push special]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/118|118 push byte from bank0]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/119|119 push byte from bank1]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/117|11b push special]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/11c|11c push word from bank0]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/11d|11d push word from bank1]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/117|11f push special]]&lt;br /&gt;
&lt;br /&gt;
== Flow Control ==&lt;br /&gt;
&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/200|200 jump]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/201|201 jump if false]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/203|203 return]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/204|204 run function]]&lt;br /&gt;
&lt;br /&gt;
== System Operations ==&lt;br /&gt;
&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/300|300 load model]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/302|302 set player entity]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/303|303 set active entity movespeed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/304|304 set active entity direction &amp;amp; facing]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/305|305 set wait frames]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/306|306 wait?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/307|307 set control lock]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/308|308 set active entity mesh coordinates]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/309|309 set active entity coordinates in mesh]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30a|30a set active entity vertical speed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30b|30b set active entity y offset]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30c|30c enter vehicle?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30d|30d stop entity]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30e|30e active entity play animation]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/310|310 set active point]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/311|311 set point mesh coordinates]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/312|312 set point coordinates in mesh]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/313|313 set point terrain BGR]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/314|314 set point dropoff parameters]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/315|315 set point sky top BGR]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/316|316 set point sky bottom BGR]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/317|317 trigger battle]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/318|318 enter field scene]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/319|319 set map options]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/31b|31b noop]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/31c|31c set camera tilt/zoom status]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/31d|31d play sound effect]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/31f|31f set camera rotation speed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/320|320 reset zolom]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/321|321 face point]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/324|324 set window dimensions]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/325|325 set window message]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/326|326 set window prompt]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/327|327 wait for prompt acknowledge?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/328|328 set active entity direction]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/329|329 set camera tilt speed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32a|32a set camera zoom speed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32b|32b set battle lock]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32c|32c set window parameters]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32d|32d wait for window ready]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32e|32e wait for message acknowledge]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32f|32f set player direction]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/330|330 set active entity]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/331|331 exit vehicle]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/332|332 chocobo runs away]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/333|333 rotate current entity to model]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/334|334 wait for function]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/336|336 set active entity movespeed (honor walkmesh)]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/339|339 hide active entity model]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33a|33a set active entity vertical speed 2]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33b|33b fade out?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33c|33c set field entry point?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33d|33d set field entry point2?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33e|33e play music]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/347|347 move active entity to entity by model id?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/348|348 fade in?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/349|349 set world progress]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34a|34a play 2d animation once]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34b|34b set chocobo type]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34c|34c set submarine color]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34d|34d start repeating 2d animation]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34e|34e stop repeating 2d animation]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34f|34f set active entity y position]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/350|350 set meteor texture on/off]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/351|351 set music volume]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/352|352 shake camera on/off]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/353|353 adjust current entity position outside vehicle]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/354|354 set entity scripts on/off]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/355|355 set battle countdown timer]]&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/34a&amp;diff=5975</id>
		<title>FF7/WorldMap Module/Script/Opcodes/34a</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/34a&amp;diff=5975"/>
		<updated>2025-01-17T08:46:09Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x34a'''&lt;br /&gt;
* Name: play 2d animation at active entity's position&lt;br /&gt;
* Two-word opcode: No&lt;br /&gt;
&lt;br /&gt;
==== Parameters ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Location&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; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Stack&lt;br /&gt;
| Animation ID&lt;br /&gt;
| One of several hardcoded animation ids&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
&lt;br /&gt;
The animations this opcode supports are baked in into the game's code (on PC it's a function at '''0x75bbb3'''). Below is the list of available animation IDs:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Anim ID&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Water ripples/waves, used when Diamond Weapon emerges from water&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Smoke/water vapor, used when Diamond Weapon emerges from water&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| White smoke/water splashes, used when Diamon Weapon approaches Midgar&lt;br /&gt;
|-&lt;br /&gt;
| 4, 5&lt;br /&gt;
| Ultimate Weapon's energy ball when it hovers over Mideel&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Impact circle, used for Ruby and Emerald when interacting with them&lt;br /&gt;
|-&lt;br /&gt;
| 20 - 23&lt;br /&gt;
| Electric sparks and smoke, used during Buggy breakdown in Cosmo Canyon&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/34a&amp;diff=5974</id>
		<title>FF7/WorldMap Module/Script/Opcodes/34a</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/34a&amp;diff=5974"/>
		<updated>2025-01-17T08:14:17Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x34a'''&lt;br /&gt;
* Name: play 2d animation at active entity's position&lt;br /&gt;
* Two-word opcode: No&lt;br /&gt;
&lt;br /&gt;
==== Parameters ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Location&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; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Stack&lt;br /&gt;
| Animation ID&lt;br /&gt;
| One of several hardcoded animation ids&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
&lt;br /&gt;
The animations this opcode supports are baked in into the game's code (on PC it's a function at '''0x75bbb3'''). Below is the list of available animation IDs:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Anim ID&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Unknown (unused in world script)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Unknown (unused in world script)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Unknown (unused in world script)&lt;br /&gt;
|-&lt;br /&gt;
| 4, 5&lt;br /&gt;
| Ultimate Weapon's energy ball when it hovers over Mideel&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Impact circle, used for Ruby and Emerald when interacting with them&lt;br /&gt;
|-&lt;br /&gt;
| 20 - 23&lt;br /&gt;
| Electric sparks and smoke, used during Buggy breakdown in Cosmo Canyon&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/34a&amp;diff=5973</id>
		<title>FF7/WorldMap Module/Script/Opcodes/34a</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/34a&amp;diff=5973"/>
		<updated>2025-01-17T08:07:41Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x34a'''&lt;br /&gt;
* Name: play 2d animation at active entity's position&lt;br /&gt;
* Two-word opcode: No&lt;br /&gt;
&lt;br /&gt;
==== Parameters ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Location&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; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Stack&lt;br /&gt;
| Animation ID&lt;br /&gt;
| One of several hardcoded animation ids&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
&lt;br /&gt;
The animations this opcode supports are baked in into the game's code (on PC it's a function at '''0x75bbb3'''). Below is the list of available animation IDs:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Anim ID&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 4, 5&lt;br /&gt;
| Ultimate Weapon's energy ball when it hovers over Mideel&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Impact circle, used for Ruby and Emerald when interacting with them&lt;br /&gt;
|-&lt;br /&gt;
| 20 - 23&lt;br /&gt;
| Electric sparks and smoke, used during Buggy breakdown in Cosmo Canyon&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/34a&amp;diff=5972</id>
		<title>FF7/WorldMap Module/Script/Opcodes/34a</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/34a&amp;diff=5972"/>
		<updated>2025-01-17T08:06:47Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x34a'''&lt;br /&gt;
* Name: play 2d animation at active entity's position&lt;br /&gt;
* Two-word opcode: No&lt;br /&gt;
&lt;br /&gt;
==== Parameters ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Location&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; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Stack&lt;br /&gt;
| Animation ID&lt;br /&gt;
| One of several hardcoded animation ids&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
&lt;br /&gt;
The animations this opcode supports are baked in into the game's code (on PC it's a function at '''0x75bbb3'''). Below is the list of available animation IDs:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Anim ID&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 4, 5&lt;br /&gt;
| Ultimate Weapon's energy ball when it hovers over Mideel&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Impact circle, used for Ruby and Emerald when interacting with them&lt;br /&gt;
|-&lt;br /&gt;
| 20 - 23&lt;br /&gt;
| Electric sparks and smoke, used during Buggy breakdown in Cosmo Canyon&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes&amp;diff=5971</id>
		<title>FF7/WorldMap Module/Script/Opcodes</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes&amp;diff=5971"/>
		<updated>2025-01-16T20:31:09Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Stack Operations: Arithmetic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Stack Operations: Arithmetic ==&lt;br /&gt;
&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/015|015 push neg]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/017|017 push logicnot]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/018|018 push distance from active entity to point]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/019|019 push distance from active entity to entity by model id]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/01b|01b push direction from active entity to point]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/030|030 push mul]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/040|040 push add]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/041|041 push sub]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/050|050 push shl]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/051|051 push shr]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/060|060 push less]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/061|061 push greater]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/062|062 push lessequal]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/063|063 push greaterequal]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/070|070 push equal]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/080|080 push and]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/0a0|0a0 push or]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/0b0|0b0 push logicand]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/0c0|0c0 push logicor]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/0e0|0e0 write bank]]&lt;br /&gt;
&lt;br /&gt;
== Stack Operations: Data Sources ==&lt;br /&gt;
&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/100|100 reset stack]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/110|110 push constant]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/114|114 push bit from bank0]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/117|117 push special]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/118|118 push byte from bank0]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/119|119 push byte from bank1]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/117|11b push special]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/11c|11c push word from bank0]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/11d|11d push word from bank1]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/117|11f push special]]&lt;br /&gt;
&lt;br /&gt;
== Flow Control ==&lt;br /&gt;
&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/200|200 jump]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/201|201 jump if false]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/203|203 return]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/204|204 run function]]&lt;br /&gt;
&lt;br /&gt;
== System Operations ==&lt;br /&gt;
&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/300|300 load model]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/302|302 set player entity]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/303|303 set active entity movespeed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/304|304 set active entity direction &amp;amp; facing]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/305|305 set wait frames]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/306|306 wait?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/307|307 set control lock]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/308|308 set active entity mesh coordinates]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/309|309 set active entity coordinates in mesh]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30a|30a set active entity vertical speed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30b|30b set active entity y offset]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30c|30c enter vehicle?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30d|30d stop entity]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30e|30e active entity play animation]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/310|310 set active point]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/311|311 set point mesh coordinates]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/312|312 set point coordinates in mesh]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/313|313 set point terrain BGR]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/314|314 set point dropoff parameters]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/315|315 set point sky top BGR]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/316|316 set point sky bottom BGR]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/317|317 trigger battle]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/318|318 enter field scene]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/319|319 set map options]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/31b|31b noop]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/31c|31c set camera tilt/zoom status]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/31d|31d play sound effect]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/31f|31f set camera rotation speed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/320|320 reset zolom]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/321|321 face point]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/324|324 set window dimensions]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/325|325 set window message]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/326|326 set window prompt]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/327|327 wait for prompt acknowledge?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/328|328 set active entity direction]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/329|329 set camera tilt speed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32a|32a set camera zoom speed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32b|32b set battle lock]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32c|32c set window parameters]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32d|32d wait for window ready]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32e|32e wait for message acknowledge]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32f|32f set player direction]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/330|330 set active entity]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/331|331 exit vehicle]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/332|332 chocobo runs away]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/333|333 rotate current entity to model]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/334|334 wait for function]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/336|336 set active entity movespeed (honor walkmesh)]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/339|339 hide active entity model]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33a|33a set active entity vertical speed 2]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33b|33b fade out?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33c|33c set field entry point?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33d|33d set field entry point2?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33e|33e play music]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/347|347 move active entity to entity by model id?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/348|348 fade in?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/349|349 set world progress]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34a|34a play 2d animation at active entity's position]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34b|34b set chocobo type]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34c|34c set submarine color]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34d|34d show animation layer]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34e|34e hide animation layer]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34f|34f set active entity y position]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/350|350 set meteor texture on/off]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/351|351 set music volume]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/352|352 shake camera on/off]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/353|353 adjust current entity position outside vehicle]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/354|354 set entity scripts on/off]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/355|355 set battle countdown timer]]&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/01b&amp;diff=5970</id>
		<title>FF7/WorldMap Module/Script/Opcodes/01b</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/01b&amp;diff=5970"/>
		<updated>2025-01-16T20:30:55Z</updated>

		<summary type="html">&lt;p&gt;Mav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x01b'''&lt;br /&gt;
* Name: push direction from active entity to point&lt;br /&gt;
* Two-word opcode: No&lt;br /&gt;
&lt;br /&gt;
==== Parameters ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Location&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; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Stack&lt;br /&gt;
| Point ID&lt;br /&gt;
| Point to compare direction to&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
&lt;br /&gt;
Pushes the direction towards the point specified from the active entity&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes&amp;diff=5969</id>
		<title>FF7/WorldMap Module/Script/Opcodes</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes&amp;diff=5969"/>
		<updated>2025-01-16T20:27:44Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* System Operations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Stack Operations: Arithmetic ==&lt;br /&gt;
&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/015|015 push neg]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/017|017 push logicnot]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/018|018 push distance from active entity to point]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/019|019 push distance from active entity to entity by model id]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/01b|01b push unknown]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/030|030 push mul]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/040|040 push add]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/041|041 push sub]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/050|050 push shl]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/051|051 push shr]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/060|060 push less]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/061|061 push greater]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/062|062 push lessequal]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/063|063 push greaterequal]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/070|070 push equal]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/080|080 push and]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/0a0|0a0 push or]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/0b0|0b0 push logicand]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/0c0|0c0 push logicor]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/0e0|0e0 write bank]]&lt;br /&gt;
&lt;br /&gt;
== Stack Operations: Data Sources ==&lt;br /&gt;
&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/100|100 reset stack]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/110|110 push constant]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/114|114 push bit from bank0]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/117|117 push special]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/118|118 push byte from bank0]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/119|119 push byte from bank1]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/117|11b push special]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/11c|11c push word from bank0]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/11d|11d push word from bank1]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/117|11f push special]]&lt;br /&gt;
&lt;br /&gt;
== Flow Control ==&lt;br /&gt;
&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/200|200 jump]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/201|201 jump if false]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/203|203 return]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/204|204 run function]]&lt;br /&gt;
&lt;br /&gt;
== System Operations ==&lt;br /&gt;
&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/300|300 load model]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/302|302 set player entity]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/303|303 set active entity movespeed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/304|304 set active entity direction &amp;amp; facing]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/305|305 set wait frames]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/306|306 wait?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/307|307 set control lock]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/308|308 set active entity mesh coordinates]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/309|309 set active entity coordinates in mesh]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30a|30a set active entity vertical speed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30b|30b set active entity y offset]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30c|30c enter vehicle?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30d|30d stop entity]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30e|30e active entity play animation]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/310|310 set active point]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/311|311 set point mesh coordinates]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/312|312 set point coordinates in mesh]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/313|313 set point terrain BGR]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/314|314 set point dropoff parameters]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/315|315 set point sky top BGR]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/316|316 set point sky bottom BGR]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/317|317 trigger battle]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/318|318 enter field scene]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/319|319 set map options]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/31b|31b noop]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/31c|31c set camera tilt/zoom status]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/31d|31d play sound effect]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/31f|31f set camera rotation speed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/320|320 reset zolom]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/321|321 face point]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/324|324 set window dimensions]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/325|325 set window message]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/326|326 set window prompt]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/327|327 wait for prompt acknowledge?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/328|328 set active entity direction]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/329|329 set camera tilt speed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32a|32a set camera zoom speed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32b|32b set battle lock]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32c|32c set window parameters]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32d|32d wait for window ready]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32e|32e wait for message acknowledge]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32f|32f set player direction]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/330|330 set active entity]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/331|331 exit vehicle]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/332|332 chocobo runs away]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/333|333 rotate current entity to model]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/334|334 wait for function]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/336|336 set active entity movespeed (honor walkmesh)]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/339|339 hide active entity model]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33a|33a set active entity vertical speed 2]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33b|33b fade out?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33c|33c set field entry point?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33d|33d set field entry point2?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33e|33e play music]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/347|347 move active entity to entity by model id?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/348|348 fade in?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/349|349 set world progress]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34a|34a play 2d animation at active entity's position]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34b|34b set chocobo type]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34c|34c set submarine color]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34d|34d show animation layer]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34e|34e hide animation layer]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34f|34f set active entity y position]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/350|350 set meteor texture on/off]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/351|351 set music volume]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/352|352 shake camera on/off]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/353|353 adjust current entity position outside vehicle]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/354|354 set entity scripts on/off]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/355|355 set battle countdown timer]]&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/34a&amp;diff=5968</id>
		<title>FF7/WorldMap Module/Script/Opcodes/34a</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/34a&amp;diff=5968"/>
		<updated>2025-01-16T20:27:30Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Parameters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x34a'''&lt;br /&gt;
* Name: play 2d animation at active entity's position&lt;br /&gt;
* Two-word opcode: No&lt;br /&gt;
&lt;br /&gt;
==== Parameters ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Location&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; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Stack&lt;br /&gt;
| Animation ID&lt;br /&gt;
| One of several hardcoded animation ids&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/34a&amp;diff=5967</id>
		<title>FF7/WorldMap Module/Script/Opcodes/34a</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/34a&amp;diff=5967"/>
		<updated>2025-01-16T20:26:51Z</updated>

		<summary type="html">&lt;p&gt;Mav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x34a'''&lt;br /&gt;
* Name: play 2d animation at active entity's position&lt;br /&gt;
* Two-word opcode: No&lt;br /&gt;
&lt;br /&gt;
==== Parameters ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Location&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; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Stack&lt;br /&gt;
| Anim Type&lt;br /&gt;
| One of several hardcoded animation types that can be played&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes&amp;diff=5966</id>
		<title>FF7/WorldMap Module/Script/Opcodes</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes&amp;diff=5966"/>
		<updated>2025-01-16T19:53:00Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* System Operations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Stack Operations: Arithmetic ==&lt;br /&gt;
&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/015|015 push neg]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/017|017 push logicnot]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/018|018 push distance from active entity to point]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/019|019 push distance from active entity to entity by model id]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/01b|01b push unknown]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/030|030 push mul]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/040|040 push add]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/041|041 push sub]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/050|050 push shl]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/051|051 push shr]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/060|060 push less]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/061|061 push greater]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/062|062 push lessequal]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/063|063 push greaterequal]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/070|070 push equal]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/080|080 push and]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/0a0|0a0 push or]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/0b0|0b0 push logicand]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/0c0|0c0 push logicor]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/0e0|0e0 write bank]]&lt;br /&gt;
&lt;br /&gt;
== Stack Operations: Data Sources ==&lt;br /&gt;
&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/100|100 reset stack]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/110|110 push constant]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/114|114 push bit from bank0]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/117|117 push special]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/118|118 push byte from bank0]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/119|119 push byte from bank1]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/117|11b push special]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/11c|11c push word from bank0]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/11d|11d push word from bank1]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/117|11f push special]]&lt;br /&gt;
&lt;br /&gt;
== Flow Control ==&lt;br /&gt;
&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/200|200 jump]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/201|201 jump if false]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/203|203 return]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/204|204 run function]]&lt;br /&gt;
&lt;br /&gt;
== System Operations ==&lt;br /&gt;
&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/300|300 load model]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/302|302 set player entity]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/303|303 set active entity movespeed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/304|304 set active entity direction &amp;amp; facing]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/305|305 set wait frames]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/306|306 wait?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/307|307 set control lock]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/308|308 set active entity mesh coordinates]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/309|309 set active entity coordinates in mesh]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30a|30a set active entity vertical speed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30b|30b set active entity y offset]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30c|30c enter vehicle?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30d|30d stop entity]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30e|30e active entity play animation]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/310|310 set active point]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/311|311 set point mesh coordinates]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/312|312 set point coordinates in mesh]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/313|313 set point terrain BGR]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/314|314 set point dropoff parameters]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/315|315 set point sky top BGR]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/316|316 set point sky bottom BGR]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/317|317 trigger battle]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/318|318 enter field scene]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/319|319 set map options]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/31b|31b noop]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/31c|31c set camera tilt/zoom status]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/31d|31d play sound effect]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/31f|31f set camera rotation speed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/320|320 reset zolom]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/321|321 face point]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/324|324 set window dimensions]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/325|325 set window message]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/326|326 set window prompt]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/327|327 wait for prompt acknowledge?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/328|328 set active entity direction]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/329|329 set camera tilt speed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32a|32a set camera zoom speed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32b|32b set battle lock]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32c|32c set window parameters]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32d|32d wait for window ready]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32e|32e wait for message acknowledge]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32f|32f set player direction]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/330|330 set active entity]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/331|331 exit vehicle]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/332|332 chocobo runs away]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/333|333 rotate current entity to model]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/334|334 wait for function]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/336|336 set active entity movespeed (honor walkmesh)]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/339|339 hide active entity model]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33a|33a set active entity vertical speed 2]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33b|33b fade out?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33c|33c set field entry point?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33d|33d set field entry point2?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33e|33e play music]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/347|347 move active entity to entity by model id?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/348|348 fade in?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/349|349 set world progress]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34a|34a unknown]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34b|34b set chocobo type]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34c|34c set submarine color]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34d|34d show animation layer]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34e|34e hide animation layer]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34f|34f set active entity y position]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/350|350 set meteor texture on/off]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/351|351 set music volume]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/352|352 shake camera on/off]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/353|353 adjust current entity position outside vehicle]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/354|354 set entity scripts on/off]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/355|355 set battle countdown timer]]&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/353&amp;diff=5965</id>
		<title>FF7/WorldMap Module/Script/Opcodes/353</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/353&amp;diff=5965"/>
		<updated>2025-01-16T19:52:47Z</updated>

		<summary type="html">&lt;p&gt;Mav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x353'''&lt;br /&gt;
* Name: adjust current entity position outside vehicle &lt;br /&gt;
* Two-word opcode: No&lt;br /&gt;
&lt;br /&gt;
==== Parameters ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Location&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; | Description&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
&lt;br /&gt;
When exiting a vehicle this opcode provides a way to adjust your player position so you don't end up inside the vehicle, but slightly outside of it.&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Encounters&amp;diff=5964</id>
		<title>FF7/WorldMap Module/Encounters</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Encounters&amp;diff=5964"/>
		<updated>2025-01-15T16:38:58Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Random encounter mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
World map random encounter data is stored in the &amp;quot;enc_w.bin&amp;quot; file in the world_xx.lgp archive (on the PC version). Battles are selected based on the [[FF7/WorldMap_Module#Regions|region]] and [[FF7/WorldMap_Module#Walkmap|walkmap type]] of the [[FF7/WorldMap_Module#Triangle|current triangle]].&lt;br /&gt;
&lt;br /&gt;
'''NOTE: The enc_w.bin file contains only data for first 16 regions. Any region later than that will receive encounters from region 16.'''&lt;br /&gt;
&lt;br /&gt;
Additionally Hill Side type battle will use the table for Grass type, and Gold Saucer Desert type will use the table for Desert type.&lt;br /&gt;
&lt;br /&gt;
== Random encounter mechanics ==&lt;br /&gt;
&lt;br /&gt;
For each region the enc_w.bin file contains 4 sets of encounters for different walkmap types. Which four are these will be used is decided using a lookup table (stored at address '''0x96dea0''' on PC), that maps regions to one of four walkmap types for each of four encounter sets.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Region to walkmap type look-up table&lt;br /&gt;
|-&lt;br /&gt;
! Region !! Type 1 !! Type 2 !! Type 3 !! Type 4&lt;br /&gt;
|-&lt;br /&gt;
| Midgar Area || Grass || Wasteland || &amp;lt;unused&amp;gt; || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Grasslands Area || Grass || &amp;lt;unused&amp;gt; || &amp;lt;unused&amp;gt; || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Junon Area || Grass || Wasteland || Forest || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Corel Area || Grass || Mountain Pass || &amp;lt;unused&amp;gt; || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Gold Saucer Area || Grass || Wasteland || Desert || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Gongaga Area || Grass || &amp;lt;unused&amp;gt; || Jungle || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Cosmo Area || Grass || Wasteland || Canyon || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Nibel Area || Grass || &amp;lt;unused&amp;gt; || Forest || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launch Pad Area || Grass || &amp;lt;unused&amp;gt; || Forest || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Wutai Area || Grass || Wasteland || Wutai Bridge || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Woodlands Area || Grass || Wasteland || Jungle || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Icicle Area || Grass || Snow || Snowfield (Wasteland) || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Mideel Area || Grass || Wasteland || Jungle || Beach&lt;br /&gt;
|-&lt;br /&gt;
| North Corel Area || Grass || &amp;lt;unused&amp;gt; || Desert || Riverside&lt;br /&gt;
|-&lt;br /&gt;
| Cactus Island || Grass || &amp;lt;unused&amp;gt; || Desert || &amp;lt;unused&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Goblin Island* || Grass || &amp;lt;unused&amp;gt; || Forest || &amp;lt;unused&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Note: The types marked as &amp;lt;unused&amp;gt; are stored as 00 (Grass) in the table, the reason they're unused is because Grass is always Type 1 and so if the player is on Grass the other types will not be considered''&lt;br /&gt;
&lt;br /&gt;
After deciding whether a random battle should occur the game first performs the Mystery Ninja check. For each of 16 regions it consults a lookup table ('''0x96dee0''' on PC) for a chance (out of 256) if a Yuffie fight should start. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Yuffie encounter chances per region&lt;br /&gt;
|-&lt;br /&gt;
! Region&lt;br /&gt;
! Chance&lt;br /&gt;
|-&lt;br /&gt;
| Junon Area&lt;br /&gt;
| 12.5% (32/256)&lt;br /&gt;
|-&lt;br /&gt;
| Gongaga Area&lt;br /&gt;
| 25% (64/256)&lt;br /&gt;
|-&lt;br /&gt;
| Nibel Area&lt;br /&gt;
| 25% (64/256)&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launch Pad Area&lt;br /&gt;
| 99.6% (255/256)&lt;br /&gt;
|-&lt;br /&gt;
| Woodlands Area&lt;br /&gt;
| 50% (128/256)&lt;br /&gt;
|-&lt;br /&gt;
| Mideel Area&lt;br /&gt;
| 50% (128/256)&lt;br /&gt;
|-&lt;br /&gt;
| Goblin Island*&lt;br /&gt;
| 50% (128/256)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''* this also includes all following regions (Round Island being the only one where encounters are possible)''&lt;br /&gt;
&lt;br /&gt;
If that check succeeds the game checks whether player is either on Forest or Jungle type triangle and if Yuffie is available for fightning (based on bit 1 from variable '''0x0D29''' from the [[FF7/Savemap#Save_Memory_Bank_3.2F4|Savemap Memory Bank 3]]). If this succeeds too game determines which battle scene to use based on Cloud's level, using the 1st table stored in enc_w.bin.&lt;br /&gt;
&lt;br /&gt;
Next are checks for Chocobo fights. If the [[FF7/WorldMap_Module#Triangle|current triangle]] has the &amp;quot;chocobo tracks&amp;quot; flag set the game checks for the presence of Chocobo Lure and then also if current model is either Cloud, Tifa or Cid. If the Chocobo Lure check succeeds it proceeds to choose one of of 4 possible chocobo battles in this area. Based on the selected scene ID the chocobo rating is selected (see &amp;quot;Chocobo rating mapping&amp;quot; table below) using the 2nd section from enc_w.bin file and is stored in memory (at '''0xdc0cd8''' on PC).&lt;br /&gt;
&lt;br /&gt;
Finally the game does separate checks for special battles (back, side and pincer attacks) and if they fail it will pick one from the 6 normal random battles.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information consult Terence Fergusson's excellent [https://gamefaqs.gamespot.com/ps/197341-final-fantasy-vii/faqs/31903 Enemy Mechanics FAQ] document (section 3.1 has a detailed write-up on all the above).&lt;br /&gt;
&lt;br /&gt;
== enc_w.bin file format ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
The enc_w.bin file is divided into three sections:&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;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 32 bytes&lt;br /&gt;
| Yuffie encounter mapping&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 128 bytes&lt;br /&gt;
| Chocobo encounter ratings&lt;br /&gt;
|-&lt;br /&gt;
| 0xA0&lt;br /&gt;
| 2048 bytes&lt;br /&gt;
| Random encounter table&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The format of each of these sections is as follows:&lt;br /&gt;
&lt;br /&gt;
=== Yuffie encounter mapping ===&lt;br /&gt;
&lt;br /&gt;
Contains 8 records, each 4 bytes long, that maps Cloud's current level to battle's Scene ID that will be started.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 2 bytes || Cloud's Level&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 2 bytes || Scene ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chocobo rating mapping ===&lt;br /&gt;
&lt;br /&gt;
32 records, each 4 bytes long, mapping the scene ID to the rating of the chocobo if caught.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 2 bytes || Chocobo battle scene ID&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 2 bytes || Chocobo rating (1 = wonderful, ..., 8 = terrible)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Random encounter table ===&lt;br /&gt;
&lt;br /&gt;
This section is 2048 bytes long and contains 16 sections for each region (as mentioned before regions 17 and later will receive encounters from region 16). &lt;br /&gt;
&lt;br /&gt;
Each section contains 4 sets of 32-byte blocks for each walkmap type (see above on how walkmap types are decided) that are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 1 byte || Encounters active? (0 = no, 1 = yes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || 1 byte || Encounter rate&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 12 bytes || Normal encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || 4 bytes || Back attack encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || 2 bytes || Side attack encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || 2 bytes || Both sides encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || 8 bytes || Chocobo encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x1E || 2 bytes || Padding (Always 00's)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each encounter record is 2 bytes long, with the first byte being the encounter ID and the second byte being the encounter rate (only the first six bits are used).&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7&amp;diff=5963</id>
		<title>FF7</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7&amp;diff=5963"/>
		<updated>2025-01-07T16:27:29Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Contents */&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;
** [[FF7/Field/Script|Field scripting module]]&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;
*** [[FF7/WorldMap_Module/Script/Opcodes| World Map Script opcodes]]&lt;br /&gt;
** [[FF7/WorldMap_Module/Encounters| World Map encounters (enc_w.bin)]]&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_sequence|AKAO sequence]]&lt;br /&gt;
*** [[FF7/PSX/Sound/Code_Map|Code Map]]&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>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Encounters&amp;diff=5962</id>
		<title>FF7/WorldMap Module/Encounters</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Encounters&amp;diff=5962"/>
		<updated>2025-01-02T09:54:39Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Random encounter mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
World map random encounter data is stored in the &amp;quot;enc_w.bin&amp;quot; file in the world_xx.lgp archive (on the PC version). Battles are selected based on the [[FF7/WorldMap_Module#Regions|region]] and [[FF7/WorldMap_Module#Walkmap|walkmap type]] of the [[FF7/WorldMap_Module#Triangle|current triangle]].&lt;br /&gt;
&lt;br /&gt;
'''NOTE: The enc_w.bin file contains only data for first 16 regions. Any region later than that will receive encounters from region 16.'''&lt;br /&gt;
&lt;br /&gt;
Additionally Hill Side type battle will use the table for Grass type, and Gold Saucer Desert type will use the table for Desert type.&lt;br /&gt;
&lt;br /&gt;
== Random encounter mechanics ==&lt;br /&gt;
&lt;br /&gt;
For each region the enc_w.bin file contains 4 sets of encounters for different walkmap types. Which four are these will be used is decided using a lookup table (stored at address '''0x96dea0''' on PC), that maps regions to one of four walkmap types for each of four encounter sets.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Region to walkmap type look-up table&lt;br /&gt;
|-&lt;br /&gt;
! Region !! Type 1 !! Type 2 !! Type 3 !! Type 4&lt;br /&gt;
|-&lt;br /&gt;
| Midgar Area || Grass || Wasteland || &amp;lt;unused&amp;gt; || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Grasslands Area || Grass || &amp;lt;unused&amp;gt; || &amp;lt;unused&amp;gt; || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Junon Area || Grass || Wasteland || Forest || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Corel Area || Grass || Mountain Pass || &amp;lt;unused&amp;gt; || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Gold Saucer Area || Grass || Wasteland || Desert || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Gongaga Area || Grass || &amp;lt;unused&amp;gt; || Jungle || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Cosmo Area || Grass || Wasteland || Canyon || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Nibel Area || Grass || &amp;lt;unused&amp;gt; || Forest || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launch Pad Area || Grass || &amp;lt;unused&amp;gt; || Forest || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Wutai Area || Grass || Wasteland || Wutai Bridge || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Woodlands Area || Grass || Wasteland || Jungle || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Icicle Area || Grass || Snow || Snowfield (Wasteland) || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Mideel Area || Grass || Wasteland || Jungle || Beach&lt;br /&gt;
|-&lt;br /&gt;
| North Corel Area || Grass || &amp;lt;unused&amp;gt; || Desert || Riverside&lt;br /&gt;
|-&lt;br /&gt;
| Cactus Island || Grass || &amp;lt;unused&amp;gt; || Desert || &amp;lt;unused&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Goblin Island* || Grass || &amp;lt;unused&amp;gt; || Forest || &amp;lt;unused&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Note: The types marked as &amp;lt;unused&amp;gt; are stored as 00 (Grass) in the table, the reason they're unused is because Grass is always Type 1 and so if the player is on Grass the other types will not be considered''&lt;br /&gt;
&lt;br /&gt;
After deciding whether a random battle should occur the game first performs the Mystery Ninja check. For each of 16 regions it consults a lookup table ('''0x96dee0''' on PC) for a chance (out of 256) if a Yuffie fight should start. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Yuffie encounter chances per region&lt;br /&gt;
|-&lt;br /&gt;
! Region&lt;br /&gt;
! Chance&lt;br /&gt;
|-&lt;br /&gt;
| Junon Area&lt;br /&gt;
| 12.5% (32/256)&lt;br /&gt;
|-&lt;br /&gt;
| Gongaga Area&lt;br /&gt;
| 25% (64/256)&lt;br /&gt;
|-&lt;br /&gt;
| Nibel Area&lt;br /&gt;
| 25% (64/256)&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launch Pad Area&lt;br /&gt;
| 99.6% (255/256)&lt;br /&gt;
|-&lt;br /&gt;
| Woodlands Area&lt;br /&gt;
| 50% (128/256)&lt;br /&gt;
|-&lt;br /&gt;
| Mideel Area&lt;br /&gt;
| 50% (128/256)&lt;br /&gt;
|-&lt;br /&gt;
| Goblin Area*&lt;br /&gt;
| 50% (128/256)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''* this also includes all following regions (Round Island being the only one where encounters are possible)''&lt;br /&gt;
&lt;br /&gt;
If that check succeeds the game checks whether player is either on Forest or Jungle type triangle and if Yuffie is available for fightning (based on bit 1 from variable '''0x0D29''' from the [[FF7/Savemap#Save_Memory_Bank_3.2F4|Savemap Memory Bank 3]]). If this succeeds too game determines which battle scene to use based on Cloud's level, using the 1st table stored in enc_w.bin.&lt;br /&gt;
&lt;br /&gt;
Next are checks for Chocobo fights. If the [[FF7/WorldMap_Module#Triangle|current triangle]] has the &amp;quot;chocobo tracks&amp;quot; flag set the game checks for the presence of Chocobo Lure and then also if current model is either Cloud, Tifa or Cid. If the Chocobo Lure check succeeds it proceeds to choose one of of 4 possible chocobo battles in this area. Based on the selected scene ID the chocobo rating is selected (see &amp;quot;Chocobo rating mapping&amp;quot; table below) using the 2nd section from enc_w.bin file and is stored in memory (at '''0xdc0cd8''' on PC).&lt;br /&gt;
&lt;br /&gt;
Finally the game does separate checks for special battles (back, side and pincer attacks) and if they fail it will pick one from the 6 normal random battles.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information consult Terence Fergusson's excellent [https://gamefaqs.gamespot.com/ps/197341-final-fantasy-vii/faqs/31903 Enemy Mechanics FAQ] document (section 3.1 has a detailed write-up on all the above).&lt;br /&gt;
&lt;br /&gt;
== enc_w.bin file format ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
The enc_w.bin file is divided into three sections:&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;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 32 bytes&lt;br /&gt;
| Yuffie encounter mapping&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 128 bytes&lt;br /&gt;
| Chocobo encounter ratings&lt;br /&gt;
|-&lt;br /&gt;
| 0xA0&lt;br /&gt;
| 2048 bytes&lt;br /&gt;
| Random encounter table&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The format of each of these sections is as follows:&lt;br /&gt;
&lt;br /&gt;
=== Yuffie encounter mapping ===&lt;br /&gt;
&lt;br /&gt;
Contains 8 records, each 4 bytes long, that maps Cloud's current level to battle's Scene ID that will be started.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 2 bytes || Cloud's Level&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 2 bytes || Scene ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chocobo rating mapping ===&lt;br /&gt;
&lt;br /&gt;
32 records, each 4 bytes long, mapping the scene ID to the rating of the chocobo if caught.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 2 bytes || Chocobo battle scene ID&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 2 bytes || Chocobo rating (1 = wonderful, ..., 8 = terrible)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Random encounter table ===&lt;br /&gt;
&lt;br /&gt;
This section is 2048 bytes long and contains 16 sections for each region (as mentioned before regions 17 and later will receive encounters from region 16). &lt;br /&gt;
&lt;br /&gt;
Each section contains 4 sets of 32-byte blocks for each walkmap type (see above on how walkmap types are decided) that are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 1 byte || Encounters active? (0 = no, 1 = yes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || 1 byte || Encounter rate&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 12 bytes || Normal encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || 4 bytes || Back attack encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || 2 bytes || Side attack encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || 2 bytes || Both sides encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || 8 bytes || Chocobo encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x1E || 2 bytes || Padding (Always 00's)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each encounter record is 2 bytes long, with the first byte being the encounter ID and the second byte being the encounter rate (only the first six bits are used).&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Encounters&amp;diff=5961</id>
		<title>FF7/WorldMap Module/Encounters</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Encounters&amp;diff=5961"/>
		<updated>2025-01-02T09:49:49Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
World map random encounter data is stored in the &amp;quot;enc_w.bin&amp;quot; file in the world_xx.lgp archive (on the PC version). Battles are selected based on the [[FF7/WorldMap_Module#Regions|region]] and [[FF7/WorldMap_Module#Walkmap|walkmap type]] of the [[FF7/WorldMap_Module#Triangle|current triangle]].&lt;br /&gt;
&lt;br /&gt;
'''NOTE: The enc_w.bin file contains only data for first 16 regions. Any region later than that will receive encounters from region 16.'''&lt;br /&gt;
&lt;br /&gt;
Additionally Hill Side type battle will use the table for Grass type, and Gold Saucer Desert type will use the table for Desert type.&lt;br /&gt;
&lt;br /&gt;
== Random encounter mechanics ==&lt;br /&gt;
&lt;br /&gt;
For each region the enc_w.bin file contains 4 sets of encounters for different walkmap types. Which four are these will be used is decided using a lookup table (stored at address '''0x96dea0''' on PC), that maps regions to one of four walkmap types for each of four encounter sets.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Region to walkmap type look-up table&lt;br /&gt;
|-&lt;br /&gt;
! Region !! Type 1 !! Type 2 !! Type 3 !! Type 4&lt;br /&gt;
|-&lt;br /&gt;
| Midgar Area || Grass || Dirt || &amp;lt;unused&amp;gt; || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Grasslands Area || Grass || &amp;lt;unused&amp;gt; || &amp;lt;unused&amp;gt; || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Junon Area || Grass || Dirt || Forest || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Corel Area || Grass || Mountain Pass || &amp;lt;unused&amp;gt; || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Gold Saucer Area || Grass || Dirt || Desert || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Gongaga Area || Grass || &amp;lt;unused&amp;gt; || Jungle || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Cosmo Area || Grass || Dirt || Canyon || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Nibel Area || Grass || &amp;lt;unused&amp;gt; || Forest || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launch Pad Area || Grass || &amp;lt;unused&amp;gt; || Forest || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Wutai Area || Grass || Dirt || Wutai Bridge || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Woodlands Area || Grass || Dirt || Jungle || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Icicle Area || Grass || Snow || Snowfield (Dirt) || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Mideel Area || Grass || Dirt || Jungle || Beach&lt;br /&gt;
|-&lt;br /&gt;
| North Corel Area || Grass || &amp;lt;unused&amp;gt; || Desert || Riverside&lt;br /&gt;
|-&lt;br /&gt;
| Cactus Island || Grass || &amp;lt;unused&amp;gt; || Desert || &amp;lt;unused&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Goblin Island* || Grass || &amp;lt;unused&amp;gt; || Forest || &amp;lt;unused&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Note: The types marked as &amp;lt;unused&amp;gt; are stored as 00 (Grass) in the table, the reason they're unused is because Grass is always Type 1 and so if the player is on Grass the other types will not be considered''&lt;br /&gt;
&lt;br /&gt;
After deciding whether a random battle should occur the game first performs the Mystery Ninja check. For each of 16 regions it consults a lookup table ('''0x96dee0''' on PC) for a chance (out of 256) if a Yuffie fight should start. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Yuffie encounter chances per region&lt;br /&gt;
|-&lt;br /&gt;
! Region&lt;br /&gt;
! Chance&lt;br /&gt;
|-&lt;br /&gt;
| Junon Area&lt;br /&gt;
| 12.5% (32/256)&lt;br /&gt;
|-&lt;br /&gt;
| Gongaga Area&lt;br /&gt;
| 25% (64/256)&lt;br /&gt;
|-&lt;br /&gt;
| Nibel Area&lt;br /&gt;
| 25% (64/256)&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launch Pad Area&lt;br /&gt;
| 99.6% (255/256)&lt;br /&gt;
|-&lt;br /&gt;
| Woodlands Area&lt;br /&gt;
| 50% (128/256)&lt;br /&gt;
|-&lt;br /&gt;
| Mideel Area&lt;br /&gt;
| 50% (128/256)&lt;br /&gt;
|-&lt;br /&gt;
| Goblin Area*&lt;br /&gt;
| 50% (128/256)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''* this also includes all following regions (Round Island being the only one where encounters are possible)''&lt;br /&gt;
&lt;br /&gt;
If that check succeeds the game checks whether player is either on Forest or Jungle type triangle and if Yuffie is available for fightning (based on bit 1 from variable '''0x0D29''' from the [[FF7/Savemap#Save_Memory_Bank_3.2F4|Savemap Memory Bank 3]]). If this succeeds too game determines which battle scene to use based on Cloud's level, using the 1st table stored in enc_w.bin.&lt;br /&gt;
&lt;br /&gt;
Next are checks for Chocobo fights. If the [[FF7/WorldMap_Module#Triangle|current triangle]] has the &amp;quot;chocobo tracks&amp;quot; flag set the game checks for the presence of Chocobo Lure and then also if current model is either Cloud, Tifa or Cid. If the Chocobo Lure check succeeds it proceeds to choose one of of 4 possible chocobo battles in this area. Based on the selected scene ID the chocobo rating is selected (see &amp;quot;Chocobo rating mapping&amp;quot; table below) using the 2nd section from enc_w.bin file and is stored in memory (at '''0xdc0cd8''' on PC).&lt;br /&gt;
&lt;br /&gt;
Finally the game does separate checks for special battles (back, side and pincer attacks) and if they fail it will pick one from the 6 normal random battles.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information consult Terence Fergusson's excellent [https://gamefaqs.gamespot.com/ps/197341-final-fantasy-vii/faqs/31903 Enemy Mechanics FAQ] document (section 3.1 has a detailed write-up on all the above).&lt;br /&gt;
&lt;br /&gt;
== enc_w.bin file format ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
The enc_w.bin file is divided into three sections:&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;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 32 bytes&lt;br /&gt;
| Yuffie encounter mapping&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 128 bytes&lt;br /&gt;
| Chocobo encounter ratings&lt;br /&gt;
|-&lt;br /&gt;
| 0xA0&lt;br /&gt;
| 2048 bytes&lt;br /&gt;
| Random encounter table&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The format of each of these sections is as follows:&lt;br /&gt;
&lt;br /&gt;
=== Yuffie encounter mapping ===&lt;br /&gt;
&lt;br /&gt;
Contains 8 records, each 4 bytes long, that maps Cloud's current level to battle's Scene ID that will be started.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 2 bytes || Cloud's Level&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 2 bytes || Scene ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chocobo rating mapping ===&lt;br /&gt;
&lt;br /&gt;
32 records, each 4 bytes long, mapping the scene ID to the rating of the chocobo if caught.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 2 bytes || Chocobo battle scene ID&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 2 bytes || Chocobo rating (1 = wonderful, ..., 8 = terrible)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Random encounter table ===&lt;br /&gt;
&lt;br /&gt;
This section is 2048 bytes long and contains 16 sections for each region (as mentioned before regions 17 and later will receive encounters from region 16). &lt;br /&gt;
&lt;br /&gt;
Each section contains 4 sets of 32-byte blocks for each walkmap type (see above on how walkmap types are decided) that are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 1 byte || Encounters active? (0 = no, 1 = yes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || 1 byte || Encounter rate&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 12 bytes || Normal encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || 4 bytes || Back attack encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || 2 bytes || Side attack encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || 2 bytes || Both sides encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || 8 bytes || Chocobo encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x1E || 2 bytes || Padding (Always 00's)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each encounter record is 2 bytes long, with the first byte being the encounter ID and the second byte being the encounter rate (only the first six bits are used).&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7&amp;diff=5960</id>
		<title>FF7</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7&amp;diff=5960"/>
		<updated>2025-01-02T09:40:12Z</updated>

		<summary type="html">&lt;p&gt;Mav: &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;
*** [[FF7/WorldMap_Module/Script/Opcodes| World Map Script opcodes]]&lt;br /&gt;
** [[FF7/WorldMap_Module/Encounters| World Map encounters (enc_w.bin)]]&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_sequence|AKAO sequence]]&lt;br /&gt;
*** [[FF7/PSX/Sound/Code_Map|Code Map]]&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>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Encounters&amp;diff=5959</id>
		<title>FF7/WorldMap Module/Encounters</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Encounters&amp;diff=5959"/>
		<updated>2025-01-02T09:32:12Z</updated>

		<summary type="html">&lt;p&gt;Mav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
World map random encounter data is stored in the &amp;quot;enc_w.bin&amp;quot; file in the world_xx.lgp archive (on the PC version). Battles are selected based on the [[FF7/WorldMap_Module#Regions|region]] and [[FF7/WorldMap_Module#Walkmap|walkmap type]] of the [[FF7/WorldMap_Module#Triangle|current triangle]].&lt;br /&gt;
&lt;br /&gt;
NOTE: The enc_w.bin file contains only data for first 16 regions. Any region later than that will receive encounters from region 16.&lt;br /&gt;
&lt;br /&gt;
Additionally Hill Side type battle will use the table for Grass type, and Gold Saucer Desert type will use the table for Desert type.&lt;br /&gt;
&lt;br /&gt;
== Random encounter mechanics ==&lt;br /&gt;
&lt;br /&gt;
For each region the enc_w.bin file contains 4 sets of encounters for different walkmap types. Which four are these will be used is decided using a lookup table (stored at address '''0x96dea0''' on PC), that maps regions to one of four walkmap types for each of four encounter sets.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Region to walkmap type look-up table&lt;br /&gt;
|-&lt;br /&gt;
! Region !! Type 1 !! Type 2 !! Type 3 !! Type 4&lt;br /&gt;
|-&lt;br /&gt;
| Midgar Area || Grass || Dirt || &amp;lt;unused&amp;gt; || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Grasslands Area || Grass || &amp;lt;unused&amp;gt; || &amp;lt;unused&amp;gt; || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Junon Area || Grass || Dirt || Forest || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Corel Area || Grass || Mountain Pass || &amp;lt;unused&amp;gt; || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Gold Saucer Area || Grass || Dirt || Desert || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Gongaga Area || Grass || &amp;lt;unused&amp;gt; || Jungle || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Cosmo Area || Grass || Dirt || Canyon || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Nibel Area || Grass || &amp;lt;unused&amp;gt; || Forest || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launch Pad Area || Grass || &amp;lt;unused&amp;gt; || Forest || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Wutai Area || Grass || Dirt || Wutai Bridge || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Woodlands Area || Grass || Dirt || Jungle || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Icicle Area || Grass || Snow || Snowfield (Dirt) || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Mideel Area || Grass || Dirt || Jungle || Beach&lt;br /&gt;
|-&lt;br /&gt;
| North Corel Area || Grass || &amp;lt;unused&amp;gt; || Desert || Riverside&lt;br /&gt;
|-&lt;br /&gt;
| Cactus Island || Grass || &amp;lt;unused&amp;gt; || Desert || &amp;lt;unused&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Goblin Island* || Grass || &amp;lt;unused&amp;gt; || Forest || &amp;lt;unused&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Note: The types marked as &amp;lt;unused&amp;gt; are stored as 00 (Grass) in the table, the reason they're unused is because Grass is always Type 1 and so if the player is on Grass the other types will not be considered''&lt;br /&gt;
&lt;br /&gt;
After deciding whether a random battle should occur the game first performs the Mystery Ninja check. For each of 16 regions it consults a lookup table ('''0x96dee0''' on PC) for a chance (out of 256) if a Yuffie fight should start. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Yuffie encounter chances per region&lt;br /&gt;
|-&lt;br /&gt;
! Region&lt;br /&gt;
! Chance&lt;br /&gt;
|-&lt;br /&gt;
| Junon Area&lt;br /&gt;
| 12.5% (32/256)&lt;br /&gt;
|-&lt;br /&gt;
| Gongaga Area&lt;br /&gt;
| 25% (64/256)&lt;br /&gt;
|-&lt;br /&gt;
| Nibel Area&lt;br /&gt;
| 25% (64/256)&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launch Pad Area&lt;br /&gt;
| 99.6% (255/256)&lt;br /&gt;
|-&lt;br /&gt;
| Woodlands Area&lt;br /&gt;
| 50% (128/256)&lt;br /&gt;
|-&lt;br /&gt;
| Mideel Area&lt;br /&gt;
| 50% (128/256)&lt;br /&gt;
|-&lt;br /&gt;
| Goblin Area*&lt;br /&gt;
| 50% (128/256)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''* this also includes all following regions (Round Island being the only one where encounters are possible)''&lt;br /&gt;
&lt;br /&gt;
If that check succeeds the game checks whether player is either on Forest or Jungle type triangle and if Yuffie is available for fightning (based on bit 1 from variable '''0x0D29''' from the [[FF7/Savemap#Save_Memory_Bank_3.2F4|Savemap Memory Bank 3]]). If this succeeds too game determines which battle scene to use based on Cloud's level, using the 1st table stored in enc_w.bin.&lt;br /&gt;
&lt;br /&gt;
Next are checks for Chocobo fights. If the [[FF7/WorldMap_Module#Triangle|current triangle]] has the &amp;quot;chocobo tracks&amp;quot; flag set the game checks for the presence of Chocobo Lure and then also if current model is either Cloud, Tifa or Cid. If the Chocobo Lure check succeeds it proceeds to choose one of of 4 possible chocobo battles in this area. Based on the selected scene ID the chocobo rating is selected (see &amp;quot;Chocobo rating mapping&amp;quot; table below) using the 2nd section from enc_w.bin file and is stored in memory (at '''0xdc0cd8''' on PC).&lt;br /&gt;
&lt;br /&gt;
Finally the game does separate checks for special battles (back, side and pincer attacks) and if they fail it will pick one from the 6 normal random battles.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information consult Terence Fergusson's excellent [https://gamefaqs.gamespot.com/ps/197341-final-fantasy-vii/faqs/31903 Enemy Mechanics FAQ] document (section 3.1 has a detailed write-up on all the above).&lt;br /&gt;
&lt;br /&gt;
== enc_w.bin file format ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
The enc_w.bin file is divided into three sections:&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;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 32 bytes&lt;br /&gt;
| Yuffie encounter mapping&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 128 bytes&lt;br /&gt;
| Chocobo encounter ratings&lt;br /&gt;
|-&lt;br /&gt;
| 0xA0&lt;br /&gt;
| 2048 bytes&lt;br /&gt;
| Random encounter table&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The format of each of these sections is as follows:&lt;br /&gt;
&lt;br /&gt;
=== Yuffie encounter mapping ===&lt;br /&gt;
&lt;br /&gt;
Contains 8 records, each 4 bytes long, that maps Cloud's current level to battle's Scene ID that will be started.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 2 bytes || Cloud's Level&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 2 bytes || Scene ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chocobo rating mapping ===&lt;br /&gt;
&lt;br /&gt;
32 records, each 4 bytes long, mapping the scene ID to the rating of the chocobo if caught.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 2 bytes || Chocobo battle scene ID&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 2 bytes || Chocobo rating (1 = wonderful, ..., 8 = terrible)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Random encounter table ===&lt;br /&gt;
&lt;br /&gt;
This section is 2048 bytes long and contains 16 sections for each region (as mentioned before regions 17 and later will receive encounters from region 16). &lt;br /&gt;
&lt;br /&gt;
Each section contains 4 sets of 32-byte blocks for each walkmap type (see above on how walkmap types are decided) that are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 1 byte || Encounters active? (0 = no, 1 = yes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || 1 byte || Encounter rate&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 12 bytes || Normal encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || 4 bytes || Back attack encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || 2 bytes || Side attack encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || 2 bytes || Both sides encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || 8 bytes || Chocobo encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x1E || 2 bytes || Padding (Always 00's)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each encounter record is 2 bytes long, with the first byte being the encounter ID and the second byte being the encounter rate (only the first six bits are used).&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7&amp;diff=5958</id>
		<title>FF7</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7&amp;diff=5958"/>
		<updated>2025-01-02T09:28:38Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Contents */ Add link to the new world map encounters page&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;
** [[FF7/WorldMap_Module/Encounters| World Map encounters (enc_w.bin)]]&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_sequence|AKAO sequence]]&lt;br /&gt;
*** [[FF7/PSX/Sound/Code_Map|Code Map]]&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>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Encounters&amp;diff=5957</id>
		<title>FF7/WorldMap Module/Encounters</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Encounters&amp;diff=5957"/>
		<updated>2025-01-02T09:27:17Z</updated>

		<summary type="html">&lt;p&gt;Mav: Initial version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
World map random encounter data is stored in the &amp;quot;enc_w.bin&amp;quot; file in the world_xx.lgp archive (on the PC version). Battles are selected based on the [[FF7/WorldMap_Module#Regions|region]] and [[FF7/WorldMap_Module#Walkmap|walkmap type]] of the [[FF7/WorldMap_Module#Triangle|current triangle]].&lt;br /&gt;
&lt;br /&gt;
NOTE: The enc_w.bin file contains only data for first 16 regions. Any region later than that will receive encounters from region 16.&lt;br /&gt;
&lt;br /&gt;
Additionally Hill Side type battle will use the table for Grass type, and Gold Saucer Desert type will use the table for Desert type.&lt;br /&gt;
&lt;br /&gt;
== Random encounter mechanics ==&lt;br /&gt;
&lt;br /&gt;
For each region the enc_w.bin file contains 4 sets of encounters for different walkmap types. Which four are these will be used is decided using a lookup table (stored at address '''0x96dea0''' on PC), that maps regions to one of four walkmap types for each of four encounter sets.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Region to walkmap type look-up table&lt;br /&gt;
|-&lt;br /&gt;
! Region !! Type 1 !! Type 2 !! Type 3 !! Type 4&lt;br /&gt;
|-&lt;br /&gt;
| Midgar Area || Grass || Dirt || &amp;lt;unused&amp;gt; || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Grasslands Area || Grass || &amp;lt;unused&amp;gt; || &amp;lt;unused&amp;gt; || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Junon Area || Grass || Dirt || Forest || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Corel Area || Grass || Mountain Pass || &amp;lt;unused&amp;gt; || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Gold Saucer Area || Grass || Dirt || Desert || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Gongaga Area || Grass || &amp;lt;unused&amp;gt; || Jungle || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Cosmo Area || Grass || Dirt || Canyon || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Nibel Area || Grass || &amp;lt;unused&amp;gt; || Forest || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launch Pad Area || Grass || &amp;lt;unused&amp;gt; || Forest || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Wutai Area || Grass || Dirt || Wutai Bridge || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Woodlands Area || Grass || Dirt || Jungle || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Icicle Area || Grass || Snow || Snowfield (Dirt) || Beach&lt;br /&gt;
|-&lt;br /&gt;
| Mideel Area || Grass || Dirt || Jungle || Beach&lt;br /&gt;
|-&lt;br /&gt;
| North Corel Area || Grass || &amp;lt;unused&amp;gt; || Desert || Riverside&lt;br /&gt;
|-&lt;br /&gt;
| Cactus Island || Grass || &amp;lt;unused&amp;gt; || Desert || &amp;lt;unused&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Goblin Island* || Grass || &amp;lt;unused&amp;gt; || Forest || &amp;lt;unused&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After deciding whether a random battle should occur the game first performs the Mystery Ninja check. For each of 16 regions it consults a lookup table ('''0x96dee0''' on PC) for a chance (out of 256) if a Yuffie fight should start. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Yuffie encounter chances per region&lt;br /&gt;
|-&lt;br /&gt;
! Region&lt;br /&gt;
! Chance&lt;br /&gt;
|-&lt;br /&gt;
| Junon Area&lt;br /&gt;
| 12.5% (32/256)&lt;br /&gt;
|-&lt;br /&gt;
| Gongaga Area&lt;br /&gt;
| 25% (64/256)&lt;br /&gt;
|-&lt;br /&gt;
| Nibel Area&lt;br /&gt;
| 25% (64/256)&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launch Pad Area&lt;br /&gt;
| 99.6% (255/256)&lt;br /&gt;
|-&lt;br /&gt;
| Woodlands Area&lt;br /&gt;
| 50% (128/256)&lt;br /&gt;
|-&lt;br /&gt;
| Mideel Area&lt;br /&gt;
| 50% (128/256)&lt;br /&gt;
|-&lt;br /&gt;
| Goblin Area*&lt;br /&gt;
| 50% (128/256)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''* this also includes all following regions (Round Island being the only one where encounters are possible)''&lt;br /&gt;
&lt;br /&gt;
If that check succeeds the game checks whether player is either on Forest or Jungle type triangle and if Yuffie is available for fightning (based on bit 1 from variable '''0x0D29''' from the [[FF7/Savemap#Save_Memory_Bank_3.2F4|Savemap Memory Bank 3]]). If this succeeds too game determines which battle scene to use based on Cloud's level, using the 1st table stored in enc_w.bin.&lt;br /&gt;
&lt;br /&gt;
Next are checks for Chocobo fights. If the [[FF7/WorldMap_Module#Triangle|current triangle]] has the &amp;quot;chocobo tracks&amp;quot; flag set the game checks for the presence of Chocobo Lure and then also if current model is either Cloud, Tifa or Cid. If the Chocobo Lure check succeeds it proceeds to choose one of of 4 possible chocobo battles in this area. Based on the selected scene ID the chocobo rating is selected (see &amp;quot;Chocobo rating mapping&amp;quot; table below) using the 2nd section from enc_w.bin file and is stored in memory (at '''0xdc0cd8''' on PC).&lt;br /&gt;
&lt;br /&gt;
Finally the game does separate checks for special battles (back, side and pincer attacks) and if they fail it will pick one from the 6 normal random battles.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information consult Terence Fergusson's excellent [https://gamefaqs.gamespot.com/ps/197341-final-fantasy-vii/faqs/31903 Enemy Mechanics FAQ] document (section 3.1 has a detailed write-up on all the above).&lt;br /&gt;
&lt;br /&gt;
== enc_w.bin file format ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
The enc_w.bin file is divided into three sections:&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;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 32 bytes&lt;br /&gt;
| Yuffie encounter mapping&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 128 bytes&lt;br /&gt;
| Chocobo encounter ratings&lt;br /&gt;
|-&lt;br /&gt;
| 0xA0&lt;br /&gt;
| 2048 bytes&lt;br /&gt;
| Random encounter table&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The format of each of these sections is as follows:&lt;br /&gt;
&lt;br /&gt;
=== Yuffie encounter mapping ===&lt;br /&gt;
&lt;br /&gt;
Contains 8 records, each 4 bytes long, that maps Cloud's current level to battle's Scene ID that will be started.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 2 bytes || Cloud's Level&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 2 bytes || Scene ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chocobo rating mapping ===&lt;br /&gt;
&lt;br /&gt;
32 records, each 4 bytes long, mapping the scene ID to the rating of the chocobo if caught.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 2 bytes || Chocobo battle scene ID&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 2 bytes || Chocobo rating (1 = wonderful, ..., 8 = terrible)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Random encounter table ===&lt;br /&gt;
&lt;br /&gt;
This section is 2048 bytes long and contains 16 sections for each region (as mentioned before regions 17 and later will receive encounters from region 16). &lt;br /&gt;
&lt;br /&gt;
Each section contains 4 sets of 32-byte blocks for each walkmap type (see above on how walkmap types are decided) that are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 1 byte || Encounters active? (0 = no, 1 = yes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || 1 byte || Encounter rate&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 12 bytes || Normal encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || 4 bytes || Back attack encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || 2 bytes || Side attack encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || 2 bytes || Both sides encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || 8 bytes || Chocobo encounters&lt;br /&gt;
|-&lt;br /&gt;
| 0x1E || 2 bytes || Padding (Always 00's)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each encounter record is 2 bytes long, with the first byte being the encounter ID and the second byte being the encounter rate (only the first six bits are used).&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module&amp;diff=5956</id>
		<title>FF7/WorldMap Module</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module&amp;diff=5956"/>
		<updated>2025-01-01T15:22:45Z</updated>

		<summary type="html">&lt;p&gt;Mav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
The following was originaly described by Tonberry, in qhimm's forum. It was&lt;br /&gt;
completed by Ficedula sometimes later, who reversed texture data.&lt;br /&gt;
&lt;br /&gt;
Additions in ''italics'' by Aali&lt;br /&gt;
&lt;br /&gt;
=== Two formats === &lt;br /&gt;
&lt;br /&gt;
BOT and MAP files are similar; BOT files are redundant and look like&lt;br /&gt;
optimized versions of the corresponding MAP files.&lt;br /&gt;
&lt;br /&gt;
''MAP file follows the structure described below and is used to load single blocks on demand. BOT file contains the same blocks but arranged to speed up initial load time by storing each block and 3 of its neighboring blocks together. For instance, the data stored for the first 2 blocks is (numbers refer to the MAP layout below): 0,1,9,10 1,2,10,11. This pattern repeats up to block #62. Replacement blocks 63-68 are divided in groups for each replacement, i.e. block 64 and 65 are part of the same group since they both belong to the Ultima Weapon crater. These groups are then stored using the same algorithm as above, each 4-block group containing a replaced block is written out again. 1-block replacements thus add 4*4 blocks to the .BOT file while 2-block replacements add 6*4 blocks. Replacements are to be made '''in order''', when writing the data for the Ultima Weapon crater the Temple of the Ancients should be gone and so on. All of this adds up to 63*4 + 4*4 + 6*4 + 4*4 + 6*4 = 332 blocks.''&lt;br /&gt;
&lt;br /&gt;
=== Content ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;WM0 is the above water map.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;WM2 is the underwater (submarine) map.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;WM3 is the snowstorm map.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== MAP Format ==&lt;br /&gt;
&lt;br /&gt;
=== File Structure ===&lt;br /&gt;
&lt;br /&gt;
A worldmap file is divided in sections of 0xB800 bytes, each section&lt;br /&gt;
representing a square block of the map.&lt;br /&gt;
&lt;br /&gt;
==== Map Block ====&lt;br /&gt;
Each block consists in 16 meshes, organized in a grid-like fashion:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
|+ Map Block mesh arrangement&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 13&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A block is recorded following the structure (all pointers are expressed in bytes&lt;br /&gt;
relative to offset 0 of block):&lt;br /&gt;
&lt;br /&gt;
''Pointers have to be aligned to 4-byte boundaries, FF7 ignores the last two bits when reading the file.''&lt;br /&gt;
&lt;br /&gt;
For each m in 16 meshes:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+&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;
|-&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Pointer to compressed data for mesh m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Followed by, for each m in 16 meshes:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+&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;
|-&lt;br /&gt;
| variable&lt;br /&gt;
| Compressed data for mesh m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The data for each mesh is independently compressed using LZSS, so the&lt;br /&gt;
first 4 bytes are the size in bytes of the compressed data and the&lt;br /&gt;
rest is the compressed data itself.&lt;br /&gt;
&lt;br /&gt;
==== WM0.MAP ====&lt;br /&gt;
&lt;br /&gt;
wm0.map contains 68 blocks. The first 63 of them are arranged in a&lt;br /&gt;
grid-like fashion, made of 7 rows of 9 columns, like this:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
|+ wm0.map block arrangement&lt;br /&gt;
|-&lt;br /&gt;
|  0&lt;br /&gt;
|  1&lt;br /&gt;
|  2&lt;br /&gt;
|  3&lt;br /&gt;
|  4&lt;br /&gt;
|  5&lt;br /&gt;
|  6&lt;br /&gt;
|  7&lt;br /&gt;
|  8&lt;br /&gt;
|-&lt;br /&gt;
|  9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 12&lt;br /&gt;
| 13&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
| 16&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 19&lt;br /&gt;
| 20&lt;br /&gt;
| 21&lt;br /&gt;
| 22&lt;br /&gt;
| 23&lt;br /&gt;
| 24&lt;br /&gt;
| 25&lt;br /&gt;
| 26&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| 28&lt;br /&gt;
| 29&lt;br /&gt;
| 30&lt;br /&gt;
| 31&lt;br /&gt;
| 32&lt;br /&gt;
| 33&lt;br /&gt;
| 34&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| 37&lt;br /&gt;
| 38&lt;br /&gt;
| 39&lt;br /&gt;
| 40&lt;br /&gt;
| 41&lt;br /&gt;
| 42&lt;br /&gt;
| 43&lt;br /&gt;
| 44&lt;br /&gt;
|-&lt;br /&gt;
| 45&lt;br /&gt;
| 46&lt;br /&gt;
| 47&lt;br /&gt;
| 48&lt;br /&gt;
| 49&lt;br /&gt;
| 50&lt;br /&gt;
| 51&lt;br /&gt;
| 52&lt;br /&gt;
| 53&lt;br /&gt;
|-&lt;br /&gt;
| 54&lt;br /&gt;
| 55&lt;br /&gt;
| 56&lt;br /&gt;
| 57&lt;br /&gt;
| 58&lt;br /&gt;
| 59&lt;br /&gt;
| 60&lt;br /&gt;
| 61&lt;br /&gt;
| 62&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The last 5 meshes 63, 64, 65, 66, 67 and 68 replaces meshes 50, 41,&lt;br /&gt;
42, 60, 47 and 48 (respectively), according to the story of the game.&lt;br /&gt;
&lt;br /&gt;
=== Mesh Structure ===&lt;br /&gt;
&lt;br /&gt;
A worldmap mesh is recorded like this:&lt;br /&gt;
====Header====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
|+ Header Structure&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of triangles&lt;br /&gt;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of vertices&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
   uint16 NumberOfTriangles;&lt;br /&gt;
   uint16 NumberOfVertices;&lt;br /&gt;
 } WorldMeshHeader;&lt;br /&gt;
&lt;br /&gt;
====Triangle====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse&amp;quot;&lt;br /&gt;
|+ For each triangle t in ''number of triangles''&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Index of vertex 0 of triangle t&lt;br /&gt;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Index of vertex 1 of triangle t&lt;br /&gt;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Index of vertex 2 of triangle t&lt;br /&gt;
|-&lt;br /&gt;
| ''5 bits (lowest)''&lt;br /&gt;
| ''Walkmap status of triangle t (see below)''&lt;br /&gt;
|-&lt;br /&gt;
| ''3 bits''&lt;br /&gt;
| ''Mesh function ID to trigger when this triangle is stepped on.&amp;lt;br&amp;gt;Values 0-2 mean no script is attached to this triangle.&amp;lt;br&amp;gt;For values 3+ subtract 3 from this value and this will give you the mesh function ID to trigger.''&lt;br /&gt;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Coordinate u in texture for vertex 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Coordinate v in texture for vertex 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Coordinate u in texture for vertex 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Coordinate v in texture for vertex 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Coordinate u in texture for vertex 2&lt;br /&gt;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Coordinate v in texture for vertex 2&lt;br /&gt;
|-&lt;br /&gt;
| ''9 bits (lowest)''&lt;br /&gt;
| ''Texture (see below)''&lt;br /&gt;
|-&lt;br /&gt;
| ''1 bit''&lt;br /&gt;
| ''Chocobo tracks flag (if 1 then a chocobo fight can happen on this triangle)''&lt;br /&gt;
|-&lt;br /&gt;
| ''6 bits''&lt;br /&gt;
| ''Region (message ID that will be displayed in menus and savegames, see below)''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
  uint8 Vertex0Index;&lt;br /&gt;
  uint8 Vertex1Index;&lt;br /&gt;
  uint8 Vertex2Index;&lt;br /&gt;
  ''uint8 WalkabilityInfo:5;''&lt;br /&gt;
  ''uint8 MeshFuncId:3;''&lt;br /&gt;
  uint8 uVertex0, vVertex0;&lt;br /&gt;
  uint8 uVertex1, vVertex1;&lt;br /&gt;
  uint8 uVertex2, vVertex2;&lt;br /&gt;
  ''uint16 TextureInfo:9;''&lt;br /&gt;
  ''uint16 ChocoboTracks:1;''&lt;br /&gt;
  ''uint16 Region:6;''&lt;br /&gt;
 } WorldMeshTriangle;&lt;br /&gt;
&lt;br /&gt;
====Vertex====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+ For each vertex v in ''number of vertices''&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Coordinate x of vertex v (signed)&lt;br /&gt;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Coordinate y of vertex v (signed)&lt;br /&gt;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Coordinate z of vertex v (signed)&lt;br /&gt;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| (Unknown: Coordinate w of vertex v?) ''Never used for anything in the PC version.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
   int16 X, Y, Z;&lt;br /&gt;
   uint16 Unused; // fill to fit structure to 32bit boundry&lt;br /&gt;
 } VertexType;&lt;br /&gt;
&lt;br /&gt;
====Normal====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+ For each vertex v in ''number of vertices''&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Coordinate x of normal for vertex v&lt;br /&gt;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Coordinate y of normal for vertex v&lt;br /&gt;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Coordinate z of normal for vertex v&lt;br /&gt;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| (Unknown: Coordinate w of normal for vertex v? &amp;quot;Always 0&amp;quot;) ''Never used for anything in the PC version.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
   int16 X, Y, Z;&lt;br /&gt;
   uint16 Unused; // fill to fit structure to 32bit boundry&lt;br /&gt;
 } NormalType;&lt;br /&gt;
&lt;br /&gt;
structures added by [[User:Cyberman|Cyberman]] 13:43, 10 Jan 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
=== Regions ===&lt;br /&gt;
&lt;br /&gt;
Each triangle has a region ID that corresponds with the region name showed in the menu and stored in the save files. The names are loaded from the `mes` file and are 0-indexed. Below is the English list of valid region names and their IDs:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | id&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | name&lt;br /&gt;
|-&lt;br /&gt;
| ''0''&lt;br /&gt;
| ''Midgar Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''1''&lt;br /&gt;
| ''Grasslands Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''2''&lt;br /&gt;
| ''Junon Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''3''&lt;br /&gt;
| ''Corel Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''4''&lt;br /&gt;
| ''Gold Saucer Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''5''&lt;br /&gt;
| ''Gongaga Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''6''&lt;br /&gt;
| ''Cosmo Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''7''&lt;br /&gt;
| ''Nibel Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''8''&lt;br /&gt;
| ''Rocket Launch Pad Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''9''&lt;br /&gt;
| ''Wutai Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''10''&lt;br /&gt;
| ''Woodlands Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''11''&lt;br /&gt;
| ''Icicle Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''12''&lt;br /&gt;
| ''Mideel Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''13''&lt;br /&gt;
| ''North Corel Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''14''&lt;br /&gt;
| ''Cactus Island''&lt;br /&gt;
|-&lt;br /&gt;
| ''15''&lt;br /&gt;
| ''Goblin Island''&lt;br /&gt;
|-&lt;br /&gt;
| ''16''&lt;br /&gt;
| ''Round Island''&lt;br /&gt;
|-&lt;br /&gt;
| ''17''&lt;br /&gt;
| ''Sea''&lt;br /&gt;
|-&lt;br /&gt;
| ''18''&lt;br /&gt;
| ''Bottom of the Sea''&lt;br /&gt;
|-&lt;br /&gt;
| ''19''&lt;br /&gt;
| ''Glacier''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Walkmap ===&lt;br /&gt;
&lt;br /&gt;
''Each triangle can have one of the 32 different walkmap types described below.''&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | code&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | type&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | description&lt;br /&gt;
|-&lt;br /&gt;
| ''0''&lt;br /&gt;
| ''Grass''&lt;br /&gt;
| ''Most things can go here.''&lt;br /&gt;
|-&lt;br /&gt;
| ''1''&lt;br /&gt;
| ''Forest''&lt;br /&gt;
| ''No landing here, but anything else goes.''&lt;br /&gt;
|-&lt;br /&gt;
| ''2''&lt;br /&gt;
| ''Mountain''&lt;br /&gt;
| ''Chocobos and flying machines only.''&lt;br /&gt;
|-&lt;br /&gt;
| ''3''&lt;br /&gt;
| ''Sea''&lt;br /&gt;
| ''Deep water, only gold chocobo and submarine can go here.''&lt;br /&gt;
|-&lt;br /&gt;
| ''4''&lt;br /&gt;
| ''River Crossing''&lt;br /&gt;
| ''Buggy, tiny bronco and water-capable chocobos.''&lt;br /&gt;
|-&lt;br /&gt;
| ''5''&lt;br /&gt;
| ''River''&lt;br /&gt;
| ''Tiny bronco and chocobos.''&lt;br /&gt;
|-&lt;br /&gt;
| ''6''&lt;br /&gt;
| ''Water''&lt;br /&gt;
| ''Shallow water, same as above.''&lt;br /&gt;
|-&lt;br /&gt;
| ''7''&lt;br /&gt;
| ''Swamp''&lt;br /&gt;
| ''Midgar zolom can only move in swamp areas.''&lt;br /&gt;
|-&lt;br /&gt;
| ''8''&lt;br /&gt;
| ''Desert''&lt;br /&gt;
| ''No landing.''&lt;br /&gt;
|-&lt;br /&gt;
| ''9''&lt;br /&gt;
| ''Wasteland''&lt;br /&gt;
| ''Found around Midgar, Wutai and misc other. No landing.''&lt;br /&gt;
|-&lt;br /&gt;
| ''10''&lt;br /&gt;
| ''Snow''&lt;br /&gt;
| ''Leaves footprints, no landing.''&lt;br /&gt;
|-&lt;br /&gt;
| ''11''&lt;br /&gt;
| ''Riverside''&lt;br /&gt;
| ''Beach-like area where river and land meet.''&lt;br /&gt;
|-&lt;br /&gt;
| ''12''&lt;br /&gt;
| ''Cliff''&lt;br /&gt;
| ''Sharp drop, usually where the player can be on either side.''&lt;br /&gt;
|-&lt;br /&gt;
| ''13''&lt;br /&gt;
| ''Corel Bridge''&lt;br /&gt;
| ''Tiny bridge over the waterfall from Costa del Sol to Corel.''&lt;br /&gt;
|-&lt;br /&gt;
| ''14''&lt;br /&gt;
| ''Wutai Bridge''&lt;br /&gt;
| ''Rickety rope bridges south of Wutai.''&lt;br /&gt;
|-&lt;br /&gt;
| ''15''&lt;br /&gt;
| ''Unused''&lt;br /&gt;
| ''Doesn't seem to be used anywhere in the original data.''&lt;br /&gt;
|-&lt;br /&gt;
| ''16''&lt;br /&gt;
| ''Hill side''&lt;br /&gt;
| ''This is the tiny walkable part at the foot of a mountain.''&lt;br /&gt;
|-&lt;br /&gt;
| ''17''&lt;br /&gt;
| ''Beach''&lt;br /&gt;
| ''Where land and shallow water meets.''&lt;br /&gt;
|-&lt;br /&gt;
| ''18''&lt;br /&gt;
| ''Sub Pen''&lt;br /&gt;
| ''Only place where you can enter/exit the submarine.''&lt;br /&gt;
|-&lt;br /&gt;
| ''19''&lt;br /&gt;
| ''Canyon''&lt;br /&gt;
| ''The ground in cosmo canyon has this type, walkability seems to be the same as wasteland.''&lt;br /&gt;
|-&lt;br /&gt;
| ''20''&lt;br /&gt;
| ''Mountain Pass''&lt;br /&gt;
| ''The small path through the mountains connecting Costa del Sol and Corel.''&lt;br /&gt;
|-&lt;br /&gt;
| ''21''&lt;br /&gt;
| ''Unknown''&lt;br /&gt;
| ''Present around bridges and the Northern Crater, may have some special meaning.''&lt;br /&gt;
|-&lt;br /&gt;
| ''22''&lt;br /&gt;
| ''Waterfall''&lt;br /&gt;
| ''River type where the tiny bronco can't go.''&lt;br /&gt;
|-&lt;br /&gt;
| ''23''&lt;br /&gt;
| ''Unused''&lt;br /&gt;
| ''Doesn't seem to be used anywhere in the original data.''&lt;br /&gt;
|-&lt;br /&gt;
| ''24''&lt;br /&gt;
| ''Gold Saucer Desert''&lt;br /&gt;
| ''Special desert type for the golden saucer.''&lt;br /&gt;
|-&lt;br /&gt;
| ''25''&lt;br /&gt;
| ''Jungle''&lt;br /&gt;
| ''Walkability same as forest, used in southern parts of the map.''&lt;br /&gt;
|-&lt;br /&gt;
| ''26''&lt;br /&gt;
| ''Sea (2)''&lt;br /&gt;
| ''Special type of deep water, only used in one small spot next to HP-MP cave, possibly related to the underwater map/submarine.''&lt;br /&gt;
|-&lt;br /&gt;
| ''27''&lt;br /&gt;
| ''Northern Cave''&lt;br /&gt;
| ''Inside part of the crater, where you can land the highwind.''&lt;br /&gt;
|-&lt;br /&gt;
| ''28''&lt;br /&gt;
| ''Gold Saucer Desert Border''&lt;br /&gt;
| ''Narrow strip of land surrounding the golden saucer desert. Probably related to the &amp;quot;quicksand&amp;quot; script.''&lt;br /&gt;
|-&lt;br /&gt;
| ''29''&lt;br /&gt;
| ''Bridgehead''&lt;br /&gt;
| ''Small area at both ends of every bridge. May have some special meaning.''&lt;br /&gt;
|-&lt;br /&gt;
| ''30''&lt;br /&gt;
| ''Back Entrance''&lt;br /&gt;
| ''Special type that can be set unwalkable from the script.''&lt;br /&gt;
|-&lt;br /&gt;
| ''31''&lt;br /&gt;
| ''Unused''&lt;br /&gt;
| ''Doesn't seem to be used anywhere in the original data.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Texture ===&lt;br /&gt;
&lt;br /&gt;
The lower 9 bits contain a texture number (0-511, but only 0-281&lt;br /&gt;
appear to be used). ''Unfortunately, knowing which texture to use is not enough, the UV coordinates found in the mesh data are (presumably) the original PSX VRAM coordinates, so to get the real coordinates you must subtract a texture-specific offset from each of the UV pairs. A complete table with every texture, its original size and offsets can be found [[FF7/WorldMap Module/TextureTable| here]]. Sometimes you will end up with negative values after subtracting the offsets, this is normal, the texture should be assumed to repeat itself indefinitely in all directions.''&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module&amp;diff=5955</id>
		<title>FF7/WorldMap Module</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module&amp;diff=5955"/>
		<updated>2025-01-01T15:08:19Z</updated>

		<summary type="html">&lt;p&gt;Mav: /* Triangle */ Add information about the Chocobo tracks flag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
The following was originaly described by Tonberry, in qhimm's forum. It was&lt;br /&gt;
completed by Ficedula sometimes later, who reversed texture data.&lt;br /&gt;
&lt;br /&gt;
Additions in ''italics'' by Aali&lt;br /&gt;
&lt;br /&gt;
=== Two formats === &lt;br /&gt;
&lt;br /&gt;
BOT and MAP files are similar; BOT files are redundant and look like&lt;br /&gt;
optimized versions of the corresponding MAP files.&lt;br /&gt;
&lt;br /&gt;
''MAP file follows the structure described below and is used to load single blocks on demand. BOT file contains the same blocks but arranged to speed up initial load time by storing each block and 3 of its neighboring blocks together. For instance, the data stored for the first 2 blocks is (numbers refer to the MAP layout below): 0,1,9,10 1,2,10,11. This pattern repeats up to block #62. Replacement blocks 63-68 are divided in groups for each replacement, i.e. block 64 and 65 are part of the same group since they both belong to the Ultima Weapon crater. These groups are then stored using the same algorithm as above, each 4-block group containing a replaced block is written out again. 1-block replacements thus add 4*4 blocks to the .BOT file while 2-block replacements add 6*4 blocks. Replacements are to be made '''in order''', when writing the data for the Ultima Weapon crater the Temple of the Ancients should be gone and so on. All of this adds up to 63*4 + 4*4 + 6*4 + 4*4 + 6*4 = 332 blocks.''&lt;br /&gt;
&lt;br /&gt;
=== Content ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;WM0 is the above water map.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;WM2 is the underwater (submarine) map.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;WM3 is the snowstorm map.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== MAP Format ==&lt;br /&gt;
&lt;br /&gt;
=== File Structure ===&lt;br /&gt;
&lt;br /&gt;
A worldmap file is divided in sections of 0xB800 bytes, each section&lt;br /&gt;
representing a square block of the map.&lt;br /&gt;
&lt;br /&gt;
==== Map Block ====&lt;br /&gt;
Each block consists in 16 meshes, organized in a grid-like fashion:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
|+ Map Block mesh arrangement&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 13&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A block is recorded following the structure (all pointers are expressed in bytes&lt;br /&gt;
relative to offset 0 of block):&lt;br /&gt;
&lt;br /&gt;
''Pointers have to be aligned to 4-byte boundaries, FF7 ignores the last two bits when reading the file.''&lt;br /&gt;
&lt;br /&gt;
For each m in 16 meshes:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+&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;
|-&lt;br /&gt;
| 4 bytes&lt;br /&gt;
| Pointer to compressed data for mesh m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Followed by, for each m in 16 meshes:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+&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;
|-&lt;br /&gt;
| variable&lt;br /&gt;
| Compressed data for mesh m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The data for each mesh is independently compressed using LZSS, so the&lt;br /&gt;
first 4 bytes are the size in bytes of the compressed data and the&lt;br /&gt;
rest is the compressed data itself.&lt;br /&gt;
&lt;br /&gt;
==== WM0.MAP ====&lt;br /&gt;
&lt;br /&gt;
wm0.map contains 68 blocks. The first 63 of them are arranged in a&lt;br /&gt;
grid-like fashion, made of 7 rows of 9 columns, like this:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
|+ wm0.map block arrangement&lt;br /&gt;
|-&lt;br /&gt;
|  0&lt;br /&gt;
|  1&lt;br /&gt;
|  2&lt;br /&gt;
|  3&lt;br /&gt;
|  4&lt;br /&gt;
|  5&lt;br /&gt;
|  6&lt;br /&gt;
|  7&lt;br /&gt;
|  8&lt;br /&gt;
|-&lt;br /&gt;
|  9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 12&lt;br /&gt;
| 13&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
| 16&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 19&lt;br /&gt;
| 20&lt;br /&gt;
| 21&lt;br /&gt;
| 22&lt;br /&gt;
| 23&lt;br /&gt;
| 24&lt;br /&gt;
| 25&lt;br /&gt;
| 26&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| 28&lt;br /&gt;
| 29&lt;br /&gt;
| 30&lt;br /&gt;
| 31&lt;br /&gt;
| 32&lt;br /&gt;
| 33&lt;br /&gt;
| 34&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| 37&lt;br /&gt;
| 38&lt;br /&gt;
| 39&lt;br /&gt;
| 40&lt;br /&gt;
| 41&lt;br /&gt;
| 42&lt;br /&gt;
| 43&lt;br /&gt;
| 44&lt;br /&gt;
|-&lt;br /&gt;
| 45&lt;br /&gt;
| 46&lt;br /&gt;
| 47&lt;br /&gt;
| 48&lt;br /&gt;
| 49&lt;br /&gt;
| 50&lt;br /&gt;
| 51&lt;br /&gt;
| 52&lt;br /&gt;
| 53&lt;br /&gt;
|-&lt;br /&gt;
| 54&lt;br /&gt;
| 55&lt;br /&gt;
| 56&lt;br /&gt;
| 57&lt;br /&gt;
| 58&lt;br /&gt;
| 59&lt;br /&gt;
| 60&lt;br /&gt;
| 61&lt;br /&gt;
| 62&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The last 5 meshes 63, 64, 65, 66, 67 and 68 replaces meshes 50, 41,&lt;br /&gt;
42, 60, 47 and 48 (respectively), according to the story of the game.&lt;br /&gt;
&lt;br /&gt;
=== Mesh Structure ===&lt;br /&gt;
&lt;br /&gt;
A worldmap mesh is recorded like this:&lt;br /&gt;
====Header====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
|+ Header Structure&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of triangles&lt;br /&gt;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Number of vertices&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
   uint16 NumberOfTriangles;&lt;br /&gt;
   uint16 NumberOfVertices;&lt;br /&gt;
 } WorldMeshHeader;&lt;br /&gt;
&lt;br /&gt;
====Triangle====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse&amp;quot;&lt;br /&gt;
|+ For each triangle t in ''number of triangles''&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Index of vertex 0 of triangle t&lt;br /&gt;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Index of vertex 1 of triangle t&lt;br /&gt;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Index of vertex 2 of triangle t&lt;br /&gt;
|-&lt;br /&gt;
| ''5 bits (lowest)''&lt;br /&gt;
| ''Walkmap status of triangle t (see below)''&lt;br /&gt;
|-&lt;br /&gt;
| ''3 bits''&lt;br /&gt;
| ''Mesh function ID to trigger when this triangle is stepped on.&amp;lt;br&amp;gt;Values 0-2 mean no script is attached to this triangle.&amp;lt;br&amp;gt;For values 3+ subtract 3 from this value and this will give you the mesh function ID to trigger.''&lt;br /&gt;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Coordinate u in texture for vertex 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Coordinate v in texture for vertex 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Coordinate u in texture for vertex 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Coordinate v in texture for vertex 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Coordinate u in texture for vertex 2&lt;br /&gt;
|-&lt;br /&gt;
| 1 byte&lt;br /&gt;
| Coordinate v in texture for vertex 2&lt;br /&gt;
|-&lt;br /&gt;
| ''9 bits (lowest)''&lt;br /&gt;
| ''Texture (see below)''&lt;br /&gt;
|-&lt;br /&gt;
| ''1 bit''&lt;br /&gt;
| ''Chocobo tracks flag (if 1 then a chocobo fight can happen on this triangle)''&lt;br /&gt;
|-&lt;br /&gt;
| ''6 bits''&lt;br /&gt;
| ''Location (message ID that will be displayed in menus and savegames, see below)''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
  uint8 Vertex0Index;&lt;br /&gt;
  uint8 Vertex1Index;&lt;br /&gt;
  uint8 Vertex2Index;&lt;br /&gt;
  ''uint8 WalkabilityInfo:5;''&lt;br /&gt;
  ''uint8 MeshFuncId:3;''&lt;br /&gt;
  uint8 uVertex0, vVertex0;&lt;br /&gt;
  uint8 uVertex1, vVertex1;&lt;br /&gt;
  uint8 uVertex2, vVertex2;&lt;br /&gt;
  ''uint16 TextureInfo:9;''&lt;br /&gt;
  ''uint16 ChocoboTracks:1;''&lt;br /&gt;
  ''uint16 Location:6;''&lt;br /&gt;
 } WorldMeshTriangle;&lt;br /&gt;
&lt;br /&gt;
====Vertex====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+ For each vertex v in ''number of vertices''&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Coordinate x of vertex v (signed)&lt;br /&gt;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Coordinate y of vertex v (signed)&lt;br /&gt;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Coordinate z of vertex v (signed)&lt;br /&gt;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| (Unknown: Coordinate w of vertex v?) ''Never used for anything in the PC version.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
   int16 X, Y, Z;&lt;br /&gt;
   uint16 Unused; // fill to fit structure to 32bit boundry&lt;br /&gt;
 } VertexType;&lt;br /&gt;
&lt;br /&gt;
====Normal====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+ For each vertex v in ''number of vertices''&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Coordinate x of normal for vertex v&lt;br /&gt;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Coordinate y of normal for vertex v&lt;br /&gt;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| Coordinate z of normal for vertex v&lt;br /&gt;
|-&lt;br /&gt;
| 2 bytes&lt;br /&gt;
| (Unknown: Coordinate w of normal for vertex v? &amp;quot;Always 0&amp;quot;) ''Never used for anything in the PC version.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 typedef struct&lt;br /&gt;
 {&lt;br /&gt;
   int16 X, Y, Z;&lt;br /&gt;
   uint16 Unused; // fill to fit structure to 32bit boundry&lt;br /&gt;
 } NormalType;&lt;br /&gt;
&lt;br /&gt;
structures added by [[User:Cyberman|Cyberman]] 13:43, 10 Jan 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
=== Locations ===&lt;br /&gt;
&lt;br /&gt;
Each triangle has a location ID that corresponds with the location name showed in the menu and stored in the save files. The names are loaded from the `mes` file and are 0-indexed. Below is the English list of valid location names and their IDs:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | id&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | name&lt;br /&gt;
|-&lt;br /&gt;
| ''0''&lt;br /&gt;
| ''Midgar Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''1''&lt;br /&gt;
| ''Grasslands Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''2''&lt;br /&gt;
| ''Junon Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''3''&lt;br /&gt;
| ''Corel Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''4''&lt;br /&gt;
| ''Gold Saucer Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''5''&lt;br /&gt;
| ''Gongaga Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''6''&lt;br /&gt;
| ''Cosmo Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''7''&lt;br /&gt;
| ''Nibel Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''8''&lt;br /&gt;
| ''Rocket Launch Pad Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''9''&lt;br /&gt;
| ''Wutai Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''10''&lt;br /&gt;
| ''Woodlands Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''11''&lt;br /&gt;
| ''Icicle Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''12''&lt;br /&gt;
| ''Mideel Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''13''&lt;br /&gt;
| ''North Corel Area''&lt;br /&gt;
|-&lt;br /&gt;
| ''14''&lt;br /&gt;
| ''Cactus Island''&lt;br /&gt;
|-&lt;br /&gt;
| ''15''&lt;br /&gt;
| ''Goblin Island''&lt;br /&gt;
|-&lt;br /&gt;
| ''16''&lt;br /&gt;
| ''Round Island''&lt;br /&gt;
|-&lt;br /&gt;
| ''17''&lt;br /&gt;
| ''Sea''&lt;br /&gt;
|-&lt;br /&gt;
| ''18''&lt;br /&gt;
| ''Bottom of the Sea''&lt;br /&gt;
|-&lt;br /&gt;
| ''19''&lt;br /&gt;
| ''Glacier''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Walkmap ===&lt;br /&gt;
&lt;br /&gt;
''Each triangle can have one of the 32 different walkmap types described below.''&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | code&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | type&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | description&lt;br /&gt;
|-&lt;br /&gt;
| ''0''&lt;br /&gt;
| ''Grass''&lt;br /&gt;
| ''Most things can go here.''&lt;br /&gt;
|-&lt;br /&gt;
| ''1''&lt;br /&gt;
| ''Forest''&lt;br /&gt;
| ''No landing here, but anything else goes.''&lt;br /&gt;
|-&lt;br /&gt;
| ''2''&lt;br /&gt;
| ''Mountain''&lt;br /&gt;
| ''Chocobos and flying machines only.''&lt;br /&gt;
|-&lt;br /&gt;
| ''3''&lt;br /&gt;
| ''Sea''&lt;br /&gt;
| ''Deep water, only gold chocobo and submarine can go here.''&lt;br /&gt;
|-&lt;br /&gt;
| ''4''&lt;br /&gt;
| ''River Crossing''&lt;br /&gt;
| ''Buggy, tiny bronco and water-capable chocobos.''&lt;br /&gt;
|-&lt;br /&gt;
| ''5''&lt;br /&gt;
| ''River''&lt;br /&gt;
| ''Tiny bronco and chocobos.''&lt;br /&gt;
|-&lt;br /&gt;
| ''6''&lt;br /&gt;
| ''Water''&lt;br /&gt;
| ''Shallow water, same as above.''&lt;br /&gt;
|-&lt;br /&gt;
| ''7''&lt;br /&gt;
| ''Swamp''&lt;br /&gt;
| ''Midgar zolom can only move in swamp areas.''&lt;br /&gt;
|-&lt;br /&gt;
| ''8''&lt;br /&gt;
| ''Desert''&lt;br /&gt;
| ''No landing.''&lt;br /&gt;
|-&lt;br /&gt;
| ''9''&lt;br /&gt;
| ''Wasteland''&lt;br /&gt;
| ''Found around Midgar, Wutai and misc other. No landing.''&lt;br /&gt;
|-&lt;br /&gt;
| ''10''&lt;br /&gt;
| ''Snow''&lt;br /&gt;
| ''Leaves footprints, no landing.''&lt;br /&gt;
|-&lt;br /&gt;
| ''11''&lt;br /&gt;
| ''Riverside''&lt;br /&gt;
| ''Beach-like area where river and land meet.''&lt;br /&gt;
|-&lt;br /&gt;
| ''12''&lt;br /&gt;
| ''Cliff''&lt;br /&gt;
| ''Sharp drop, usually where the player can be on either side.''&lt;br /&gt;
|-&lt;br /&gt;
| ''13''&lt;br /&gt;
| ''Corel Bridge''&lt;br /&gt;
| ''Tiny bridge over the waterfall from Costa del Sol to Corel.''&lt;br /&gt;
|-&lt;br /&gt;
| ''14''&lt;br /&gt;
| ''Wutai Bridge''&lt;br /&gt;
| ''Rickety rope bridges south of Wutai.''&lt;br /&gt;
|-&lt;br /&gt;
| ''15''&lt;br /&gt;
| ''Unused''&lt;br /&gt;
| ''Doesn't seem to be used anywhere in the original data.''&lt;br /&gt;
|-&lt;br /&gt;
| ''16''&lt;br /&gt;
| ''Hill side''&lt;br /&gt;
| ''This is the tiny walkable part at the foot of a mountain.''&lt;br /&gt;
|-&lt;br /&gt;
| ''17''&lt;br /&gt;
| ''Beach''&lt;br /&gt;
| ''Where land and shallow water meets.''&lt;br /&gt;
|-&lt;br /&gt;
| ''18''&lt;br /&gt;
| ''Sub Pen''&lt;br /&gt;
| ''Only place where you can enter/exit the submarine.''&lt;br /&gt;
|-&lt;br /&gt;
| ''19''&lt;br /&gt;
| ''Canyon''&lt;br /&gt;
| ''The ground in cosmo canyon has this type, walkability seems to be the same as wasteland.''&lt;br /&gt;
|-&lt;br /&gt;
| ''20''&lt;br /&gt;
| ''Mountain Pass''&lt;br /&gt;
| ''The small path through the mountains connecting Costa del Sol and Corel.''&lt;br /&gt;
|-&lt;br /&gt;
| ''21''&lt;br /&gt;
| ''Unknown''&lt;br /&gt;
| ''Present around bridges and the Northern Crater, may have some special meaning.''&lt;br /&gt;
|-&lt;br /&gt;
| ''22''&lt;br /&gt;
| ''Waterfall''&lt;br /&gt;
| ''River type where the tiny bronco can't go.''&lt;br /&gt;
|-&lt;br /&gt;
| ''23''&lt;br /&gt;
| ''Unused''&lt;br /&gt;
| ''Doesn't seem to be used anywhere in the original data.''&lt;br /&gt;
|-&lt;br /&gt;
| ''24''&lt;br /&gt;
| ''Gold Saucer Desert''&lt;br /&gt;
| ''Special desert type for the golden saucer.''&lt;br /&gt;
|-&lt;br /&gt;
| ''25''&lt;br /&gt;
| ''Jungle''&lt;br /&gt;
| ''Walkability same as forest, used in southern parts of the map.''&lt;br /&gt;
|-&lt;br /&gt;
| ''26''&lt;br /&gt;
| ''Sea (2)''&lt;br /&gt;
| ''Special type of deep water, only used in one small spot next to HP-MP cave, possibly related to the underwater map/submarine.''&lt;br /&gt;
|-&lt;br /&gt;
| ''27''&lt;br /&gt;
| ''Northern Cave''&lt;br /&gt;
| ''Inside part of the crater, where you can land the highwind.''&lt;br /&gt;
|-&lt;br /&gt;
| ''28''&lt;br /&gt;
| ''Gold Saucer Desert Border''&lt;br /&gt;
| ''Narrow strip of land surrounding the golden saucer desert. Probably related to the &amp;quot;quicksand&amp;quot; script.''&lt;br /&gt;
|-&lt;br /&gt;
| ''29''&lt;br /&gt;
| ''Bridgehead''&lt;br /&gt;
| ''Small area at both ends of every bridge. May have some special meaning.''&lt;br /&gt;
|-&lt;br /&gt;
| ''30''&lt;br /&gt;
| ''Back Entrance''&lt;br /&gt;
| ''Special type that can be set unwalkable from the script.''&lt;br /&gt;
|-&lt;br /&gt;
| ''31''&lt;br /&gt;
| ''Unused''&lt;br /&gt;
| ''Doesn't seem to be used anywhere in the original data.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Texture ===&lt;br /&gt;
&lt;br /&gt;
The lower 9 bits contain a texture number (0-511, but only 0-281&lt;br /&gt;
appear to be used). ''Unfortunately, knowing which texture to use is not enough, the UV coordinates found in the mesh data are (presumably) the original PSX VRAM coordinates, so to get the real coordinates you must subtract a texture-specific offset from each of the UV pairs. A complete table with every texture, its original size and offsets can be found [[FF7/WorldMap Module/TextureTable| here]]. Sometimes you will end up with negative values after subtracting the offsets, this is normal, the texture should be assumed to repeat itself indefinitely in all directions.''&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/354&amp;diff=5954</id>
		<title>FF7/WorldMap Module/Script/Opcodes/354</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/354&amp;diff=5954"/>
		<updated>2024-12-30T14:52:36Z</updated>

		<summary type="html">&lt;p&gt;Mav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x354'''&lt;br /&gt;
* Name: set entity scripts on/off&lt;br /&gt;
* Two-word opcode: No&lt;br /&gt;
&lt;br /&gt;
==== Parameters ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Location&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; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Stack&lt;br /&gt;
| Active&lt;br /&gt;
| 0 - scripts disabled, 1 - scripts enabled&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
&lt;br /&gt;
When scripts disabled the entity stops processing its scripts and it will not receive interaction events. Setting this on a vehicle will disable the ability to enter the vehicle, and setting it on a weapon entity will make it so you can't interact with it.&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes&amp;diff=5953</id>
		<title>FF7/WorldMap Module/Script/Opcodes</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes&amp;diff=5953"/>
		<updated>2024-12-30T14:49:42Z</updated>

		<summary type="html">&lt;p&gt;Mav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Stack Operations: Arithmetic ==&lt;br /&gt;
&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/015|015 push neg]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/017|017 push logicnot]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/018|018 push distance from active entity to point]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/019|019 push distance from active entity to entity by model id]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/01b|01b push unknown]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/030|030 push mul]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/040|040 push add]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/041|041 push sub]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/050|050 push shl]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/051|051 push shr]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/060|060 push less]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/061|061 push greater]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/062|062 push lessequal]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/063|063 push greaterequal]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/070|070 push equal]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/080|080 push and]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/0a0|0a0 push or]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/0b0|0b0 push logicand]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/0c0|0c0 push logicor]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/0e0|0e0 write bank]]&lt;br /&gt;
&lt;br /&gt;
== Stack Operations: Data Sources ==&lt;br /&gt;
&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/100|100 reset stack]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/110|110 push constant]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/114|114 push bit from bank0]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/117|117 push special]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/118|118 push byte from bank0]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/119|119 push byte from bank1]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/117|11b push special]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/11c|11c push word from bank0]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/11d|11d push word from bank1]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/117|11f push special]]&lt;br /&gt;
&lt;br /&gt;
== Flow Control ==&lt;br /&gt;
&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/200|200 jump]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/201|201 jump if false]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/203|203 return]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/204|204 run function]]&lt;br /&gt;
&lt;br /&gt;
== System Operations ==&lt;br /&gt;
&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/300|300 load model]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/302|302 set player entity]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/303|303 set active entity movespeed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/304|304 set active entity direction &amp;amp; facing]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/305|305 set wait frames]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/306|306 wait?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/307|307 set control lock]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/308|308 set active entity mesh coordinates]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/309|309 set active entity coordinates in mesh]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30a|30a set active entity vertical speed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30b|30b set active entity y offset]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30c|30c enter vehicle?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30d|30d stop entity]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/30e|30e active entity play animation]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/310|310 set active point]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/311|311 set point mesh coordinates]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/312|312 set point coordinates in mesh]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/313|313 set point terrain BGR]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/314|314 set point dropoff parameters]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/315|315 set point sky top BGR]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/316|316 set point sky bottom BGR]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/317|317 trigger battle]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/318|318 enter field scene]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/319|319 set map options]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/31b|31b noop]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/31c|31c set camera tilt/zoom status]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/31d|31d play sound effect]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/31f|31f set camera rotation speed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/320|320 reset zolom]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/321|321 face point]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/324|324 set window dimensions]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/325|325 set window message]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/326|326 set window prompt]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/327|327 wait for prompt acknowledge?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/328|328 set active entity direction]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/329|329 set camera tilt speed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32a|32a set camera zoom speed]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32b|32b set battle lock]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32c|32c set window parameters]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32d|32d wait for window ready]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32e|32e wait for message acknowledge]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/32f|32f set player direction]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/330|330 set active entity]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/331|331 exit vehicle]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/332|332 chocobo runs away]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/333|333 rotate current entity to model]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/334|334 wait for function]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/336|336 set active entity movespeed (honor walkmesh)]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/339|339 hide active entity model]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33a|33a set active entity vertical speed 2]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33b|33b fade out?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33c|33c set field entry point?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33d|33d set field entry point2?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/33e|33e play music]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/347|347 move active entity to entity by model id?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/348|348 fade in?]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/349|349 set world progress]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34a|34a unknown]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34b|34b set chocobo type]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34c|34c set submarine color]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34d|34d show animation layer]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34e|34e hide animation layer]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/34f|34f set active entity y position]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/350|350 set meteor texture on/off]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/351|351 set music volume]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/352|352 shake camera on/off]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/353|353 unknown]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/354|354 set entity scripts on/off]]&lt;br /&gt;
 [[FF7/WorldMap_Module/Script/Opcodes/355|355 set battle countdown timer]]&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/329&amp;diff=5952</id>
		<title>FF7/WorldMap Module/Script/Opcodes/329</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/WorldMap_Module/Script/Opcodes/329&amp;diff=5952"/>
		<updated>2024-12-30T14:03:11Z</updated>

		<summary type="html">&lt;p&gt;Mav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* Opcode: '''0x329'''&lt;br /&gt;
* Name: set camera tilt speed&lt;br /&gt;
* Two-word opcode: No&lt;br /&gt;
&lt;br /&gt;
==== Parameters ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:rgb(204,204,204)&amp;quot; align=&amp;quot;center&amp;quot; | Location&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; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Stack&lt;br /&gt;
| Speed&lt;br /&gt;
| How fast should the camera tilt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
&lt;br /&gt;
Only works when camera zoom/tilt is enabled using opcode [[FF7/WorldMap Module/Script/Opcodes/31c|0x31c]].&lt;/div&gt;</summary>
		<author><name>Mav</name></author>
		
	</entry>
</feed>