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The Savemap
The following is the general save format for the game. This data excludes the header data that differs between the PSX and PC version.
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.
Offset | Length | Description | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
0x0000 | 4 bytes | Checksum (how to generate) | ||||||||||
0x0004 | 1 byte | Preview: Lead character's level | ||||||||||
0x0005 | 1 byte | Preview: Lead character's portrait | ||||||||||
0x00: Cloud 0x01: Barret 0x02: Tifa 0x03: Aeris 0x04: Red XIII 0x05: Yuffie 0x06: Cait Sith |
0x07: Vincent 0x08: Cid 0x09: Young Cloud 0x0A: Sephiroth 0x0B: Chocobo 0xFF: None | |||||||||||
0x0006 | 1 byte | Preview: 2nd character's portrait | ||||||||||
0x0007 | 1 byte | Preview: 3rd character's portrait | ||||||||||
0x0008 | 16 bytes | Preview: Lead character's name, terminated with 0xFF | ||||||||||
0x0018 | 2 bytes | Preview: Lead character's current HP | ||||||||||
0x001A | 2 bytes | Preview: Lead character's max HP | ||||||||||
0x001C | 2 bytes | Preview: Lead character's current MP | ||||||||||
0x001E | 2 bytes | Preview: Lead character's max MP | ||||||||||
0x0020 | 4 bytes | Preview: Amount of Gil | ||||||||||
0x0024 | 4 bytes | Preview: Total number of seconds played | ||||||||||
0x0028 | 32 bytes | Preview: Save location, FF Text format, terminated with 0xFF | ||||||||||
0x0048 | 3 bytes | RGB value for upper left corner of window | ||||||||||
0x004B | 3 bytes | RGB value for upper right corner of window | ||||||||||
0x004E | 3 bytes | RGB value for lower left corner of window | ||||||||||
0x0051 | 3 bytes | RGB value for lower right corner of window | ||||||||||
0x0054 | 132 bytes | Character record: Cloud [see below for Character record format] | ||||||||||
0x00D8 | 132 bytes | Character record: Barret | ||||||||||
0x015C | 132 bytes | Character record: Tifa | ||||||||||
0x01E0 | 132 bytes | Character record: Aeris | ||||||||||
0x0264 | 132 bytes | Character record: Red XIII | ||||||||||
0x02E8 | 132 bytes | Character record: Yuffie | ||||||||||
0x036C | 132 bytes | Character record: Cait Sith (or Young Cloud) | ||||||||||
0x03F0 | 132 bytes | Character record: Vincent (or Sephiroth) | ||||||||||
0x0474 | 132 bytes | Character record: Cid | ||||||||||
0x04F8 | 1 byte | Party member in slot 1 [uses same format as character portrait above] | ||||||||||
0x04F9 | 1 byte | Party member in slot 2 | ||||||||||
0x04FA | 1 byte | Party member in slot 3 | ||||||||||
0x04FB | 1 byte | 0xFF | ||||||||||
0x04FC | 640 bytes | Party Item stock, 2 bytes per item, 320 item slots max [See save item list below] | ||||||||||
0x077C | 800 bytes | Party Materia stock, 4 bytes per materia, 200 materia max [See save materia list ] | ||||||||||
0x0A9C | 192 bytes | Materia stolen by Yuffie, 4 bytes per materia, 48 materia max [See save materia list ] | ||||||||||
0x0B5C | 32 bytes | Unknown | ||||||||||
0x0B7C | 4 bytes | Party's Gil amount | ||||||||||
0x0B80 | 4 bytes | Total number of seconds played | ||||||||||
0x0B84 | 12 bytes | Three Unknown Dwords (related to Total number of seconds played) | ||||||||||
0x0B84 | 4 bytes | Unknown (related to Current map) | ||||||||||
0x0B94 | 2 bytes | Current map | ||||||||||
0x0B96 | 2 bytes | Current location | ||||||||||
0x0B98 | 2 bytes | Unknown | ||||||||||
0x0B9A | 2 bytes | X location on world map | ||||||||||
0x0B9C | 2 bytes | Y location on world map | ||||||||||
0x0B9E | 2 bytes | Z location on world map | ||||||||||
0x0BA0 | 3 bytes | Unknown. Related to map location and coordinates. | ||||||||||
0x0BA0 | 1 byte | Unknown | ||||||||||
0x0BA4 | [BEGINNING OF MEMORY BANK 1/2] | |||||||||||
0x0CA4 | [BEGINNING OF MEMORY BANK 3/4] | |||||||||||
0x0DA4 | [BEGINNING OF MEMORY BANK B/C] | |||||||||||
0x0EA4 | [BEGINNING OF MEMORY BANK D/E] | |||||||||||
0x0FA4 | [BEGINNING OF MEMORY BANK 7/F] | |||||||||||
0x10A4 | 9 bytes | Unknown | ||||||||||
0x10AD | 2 bytes | PHS Locking Mask (1: Locked) | ||||||||||
| ||||||||||||
0x10AF | 2 bytes | PHS Visibility Mask (does not turn off party characters) | ||||||||||
| ||||||||||||
0x10B1 | 38 bytes | Unknown | ||||||||||
0x10D8 | 1 byte | Battle Speed (0x00: fastest, 0xFF: slowest) | ||||||||||
0x10D9 | 1 byte | Battle Message Speed | ||||||||||
0x10DA | 1 byte | General configuration | ||||||||||
Sound: mono (0x00); stereo (0x01) | ||||||||||||
Controller: normal (0x00); customize (0x04) | ||||||||||||
Cursor: initial (0x00); memory (0x10) | ||||||||||||
ATB: Active (0x00); Recommended (0x40); Wait (0x80) | ||||||||||||
0x10DB | 1 byte | General configuration (continued) | ||||||||||
Camera angle: Auto (0x00); Fix (0x01) | ||||||||||||
Magic order: (game crashes if flag set to 0x18 or 0x1C) "1. restore attack indirect" (0x00) "2. restore indirect attack" (0x04) "3. attack indirect restore" (0x08) "4. attack restore indirect" (0x0C) "5. indirect restore attack" (0x10) "6. indirect attack restore" (0x14) | ||||||||||||
Extra battle window displaying information: Inactive (0x00); Active (0x40) | ||||||||||||
0x10DC | 16 bytes | Unknown | ||||||||||
0x10EC | 1 byte | Message Speed | ||||||||||
0x10ED | 7 bytes | Unknown |
Offset | Length | Description |
---|---|---|
0x00 | 1 byte | Character ID |
0x01 | 1 byte | Level (0-99) |
0x02 | 1 byte | Strength (0-255) |
0x03 | 1 byte | Vitality (0-255) |
0x04 | 1 byte | Magic (0-255) |
0x05 | 1 byte | Spirit (0-255) |
0x06 | 1 byte | Dexterity (0-255) |
0x07 | 1 byte | Luck (0-255) |
0x08 | 1 byte | Strength Bonus (Power Sources used) |
0x09 | 1 byte | Vitality Bonus (Guard Sources used) |
0x0A | 1 byte | Magic Bonus (Magic Sources used) |
0x0B | 1 byte | Spirit Bonus (Mind Sources used) |
0x0C | 1 byte | Dexterity Bonus (Speed Sources used) |
0x0D | 1 byte | Luck Bonus (Luck Sources used) |
0x0E | 1 byte | Current limit level (1-4) |
0x0F | 1 byte | Current limit bar (0xFF = limit break) |
0x10 | 12 bytes | Name (FF Text format) |
0x1C | 1 byte | Equipped weapon |
0x1D | 1 byte | Equipped armor |
0x1E | 1 byte | Equipped accessory |
0x1F | 1 byte | Character flags - 0x10-Sadness, 0x20-Fury |
0x20 | 1 byte | Char order - 0xFF-Normal, 0xFE-Back row |
0x21 | 1 byte | Level progress bar |
0x22 | 2 bytes | Learned limit skills |
0x24 | 2 bytes | Number of kills |
0x26 | 2 bytes | Times limit 1-1 has been used |
0x28 | 2 bytes | Times limit 2-1 has been used |
0x2A | 2 bytes | Times limit 3-1 has been used |
0x2C | 2 bytes | Current HP |
0x2E | 2 bytes | Base HP (before materia alterations) |
0x30 | 2 bytes | Current MP |
0x32 | 2 bytes | Base MP (before materia alterations) |
0x34 | 4 bytes | Unknown |
0x38 | 2 bytes | Maximum HP (after materia alterations) |
0x3A | 2 bytes | Maximum MP (after materia alterations) |
0x3C | 4 bytes | Current EXP |
0x40 | 4 bytes | Weapon materia slot number 1 |
0x44 | 4 bytes | Weapon materia slot number 2 |
0x48 | 4 bytes | Weapon materia slot number 3 |
0x4C | 4 bytes | Weapon materia slot number 4 |
0x50 | 4 bytes | Weapon materia slot number 5 |
0x54 | 4 bytes | Weapon materia slot number 6 |
0x58 | 4 bytes | Weapon materia slot number 7 |
0x5C | 4 bytes | Weapon materia slot number 8 |
0x60 | 4 bytes | Armor materia slot number 1 |
0x64 | 4 bytes | Armor materia slot number 2 |
0x68 | 4 bytes | Armor materia slot number 3 |
0x6C | 4 bytes | Armor materia slot number 4 |
0x70 | 4 bytes | Armor materia slot number 5 |
0x74 | 4 bytes | Armor materia slot number 6 |
0x78 | 4 bytes | Armor materia slot number 7 |
0x7C | 4 bytes | Armor materia slot number 8 |
0x80 | 4 bytes | EXP to next level |
Offset | Length | Description |
---|---|---|
0x0 | 2 bytes | Sprint Speed |
0x2 | 2 bytes | Max Sprint Speed |
0x4 | 2 bytes | Speed |
0x6 | 2 bytes | Max Speed |
0x8 | 1 byte | Acceleration |
0x9 | 1 byte | Cooperation |
0xA | 1 byte | Intelligence |
0xB | 1 byte | Personality |
0xC | 1 byte | Pcount (?) |
0xD | 1 byte | Number of races won |
0xE | 1 byte | 1: female) |
0xF | 1 byte | Type (Yellow, Green, Blue, Black, Gold) |
Save Memory Bank 1/2
Offset | Length | Description | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 2 byte | Main progress variable | |||||||||||
3 | 1 byte | Aeris' current love points | |||||||||||
4 | 1 byte | Tifa's current love points | |||||||||||
5 | 1 byte | Yuffie's current love points | |||||||||||
6 | 1 byte | Barret's current love points | |||||||||||
21 | 1 byte | Game timer (Hours) | |||||||||||
22 | 1 byte | Game timer (Minutes) | |||||||||||
23 | 1 byte | Game timer (Seconds) | |||||||||||
0x0BB7 | 1 byte | Game timer (Tenths) | |||||||||||
0x0BB8 | 4 bytes | Unknown (curse ring usage?) | |||||||||||
0x0BBC | 2 bytes | Number of battles fought | |||||||||||
0x0BBE | 2 bytes | Number of escapes | |||||||||||
28 | 2 bytes | Menu Visiblity Mask (Quit not affected) | |||||||||||
| |||||||||||||
30 | 2 bytes | Menu Locking Mask (1: Locked) (Quit not affected) | |||||||||||
| |||||||||||||
48 | 1 byte | Item masks. 0x01: Potion on MD8_3. | |||||||||||
0x0BD5 | 1 byte | Materia Cave masks (applied when you pick up the corresponding Materia). 0x01: Mime, 0x02: HP<->MP, 0x04: Quadra Magic, 0x08: KOTR | |||||||||||
0x0BD7 | 1 byte | Item masks (applied when you pick them up). 0x10: Chaos & Death Penalty, others are unknown | |||||||||||
0x0BE4 | 8 bytes | Key items [see Key Item List] | |||||||||||
80 | 1 byte | Aeris battle love points | |||||||||||
81 | 1 byte | Tifa battle love points | |||||||||||
82 | 1 byte | Yuffie battle love points | |||||||||||
83 | 1 byte | Barret battle love points | |||||||||||
0x0BF9 | 1 byte | Field Chocobo rating | |||||||||||
0x0BFA | 1 byte | Field Chocobo rating | |||||||||||
0x0BFB | 1 byte | Field Chocobo rating | |||||||||||
0x0BFC | 1 byte | Field Chocobo rating | |||||||||||
0x0BFF | 3 bytes | Ultimate Weapon's remaining HP | |||||||||||
0x0C02 | 1 byte | Rating for Penned Chocobo Number 1 (01: Wonderful -> 08: Worst) | |||||||||||
0x0C03 | 1 byte | Rating for Penned Chocobo Number 2 | |||||||||||
0x0C04 | 1 byte | Rating for Penned Chocobo Number 3 | |||||||||||
0x0C05 | 1 byte | Rating for Penned Chocobo Number 4 | |||||||||||
0x0C1E | 1 byte | Mask for the "target" text appearing over all available targets in battle Inactive (0x00); Active (0x40) (Other masks are still to be identified on this byte) | |||||||||||
225 | 1 byte | Mission 1st reactor flags. 0x01: elevator on top floor. 0x08: 1st door opened. 0x10: 2nd door opened. 0x20: Jessie free from stuck. 0x40: bomb set. 0x80: set if time is out for gameover check. | |||||||||||
226 | 1 byte | Mission 1st reactor flags. 0x02: elevator door opened. 0x04: scrolled at map init to show reactor. |
Save Memory Bank 3/4
Offset | Length | Description |
---|---|---|
66 | 1 byte | Escape from 1st reactor progress. 0x01: after scroll at start of map MD8_2 (maybe unneded). 0x02: after people panic on MD8_3 is over to never show it again. |
74 | 2 bytes | Party GP (0-10000) |
88 | 1 byte | Number of chocobo stables owned |
90 | 1 byte | Number of occupied stables |
91 | 1 byte | Kalm Traveler sidequest Progression (details) |
111 | 1 byte | Aeris flower quest progress. 0x01: if we buy flower from Aeris. |
127 | 1 byte | Current room in TUNNEL_1. From 1 to 6. If less then 1 then we go to TUNNEL_3. If 6 then to TUNNEL_2. Used instead of duplicating tunnel rooms. Start room set during mission 5 reactor train minigame. |
208 | 1 byte | MDS7PLR1 event flags. 0x01: when everyone run to hideout. 0x02: when talk to man to view pillar to call. This will run special event script when return to this map. Remove this bit after script is called. 0x04: when Barret return to map and call us again. 0x08: after return to this map after seeing pillar. 0x10: after talking to right soldier twice (before mission in 5th reactor). |
216 | 1 byte | MDS7ST3 event flags. 0x01: when everyone start run to hideout. 0x02: when trainman tells you about war (3 talk). 0x04: when pair on station agreed with each other. 0x08: when Jessie, Biggs and Wedge run into train. |
223 | 1 byte | Midgard train flags. 0x01: when we talk to Biggs on way to sector 7. 0x02: when we talk to Wedge twice on way to sector 7. 0x04: when talk to Jessie, before look at map. 0x10: this bit is checked on ROOTMAP, though it doesn't use ingame. |
Save Memory Bank B/C
Offset | Length | Description |
---|---|---|
0x0DC4 | 16 bytes | Chocobo slot 1 [See table 3 for Chocobo Slot format] |
0x0DD4 | 16 bytes | Chocobo slot 2 |
0x0DE4 | 16 bytes | Chocobo slot 3 |
0x0DF4 | 16 bytes | Chocobo slot 4 [Slot 5 and 6 are located at 0x1084 - 0x10A3] |
0x0E29 | 1 byte | Chocobo breeding tutorial (taught by the Chocobo Sage) Progression Variable |
0x0E2A | 2 bytes | Number of battles to reach in order to unlock the next part of the Chocobo breeding tutorial |
0x0E33 | 1 byte | Lucrecia's Cave sidequest Progression Variable |
0x0E35 | 2 bytes | Lucrecia's Cave sidequest: Number of battles to get past in order to unlock Chaos & Death Penalty |
Save Memory Bank D/E
Offset | Length | Description |
---|---|---|
0 | 1 byte | Which game-play Disc is needed |
30 | 1 byte | Field pointers mask (hand over party leader's head + red and green arrows) 0x00: Inactive 0x02: Active |
31 | 1 byte | If you have max materias in your equipment it is set to non-zero |
32 | 6 bytes | Name of Chocobo 1 (FF Text format) |
38 | 6 bytes | Name of Chocobo 2 (FF Text format) |
44 | 6 bytes | Name of Chocobo 3 (FF Text format) |
50 | 6 bytes | Name of Chocobo 4 (FF Text format) |
56 | 6 bytes | Name of Chocobo 5 (FF Text format) |
62 | 6 bytes | Name of Chocobo 6 (FF Text format) |
68 | 2 bytes | Stamina of Chocobo 1 |
70 | 2 bytes | Stamina of Chocobo 2 |
72 | 2 bytes | Stamina of Chocobo 3 |
74 | 2 bytes | Stamina of Chocobo 4 |
76 | 2 bytes | Stamina of Chocobo 5 |
78 | 2 bytes | Stamina of Chocobo 6 |
89 | 1 byte | Vehicle Enabler |
91 | 1 byte | Save flag. 0x02: set when we in save and unset when out |
113 | 24 bytes | Name of location (FF Text format) |
0x0F5C | 8 bytes | Party's coordinates on world map (FF Coordinates format) |
0x0F64 | 0x0F6B | Unknown (Emerald or Ruby Weapon's coordinates on world map ?) |
0x0F6C | 8 bytes | Tiny Bronco/Chocobo's coordinates on world map |
0x0F74 | 8 bytes | Buggy/Highwind's coordinates on world map |
0x0F7C | 8 bytes | Submarine's coordinates on world map |
0x0F84 | 8 bytes | Ultimate Weapon's coordinates on world map |
Save Memory Bank 7/F
Offset | Length | Description |
---|---|---|
2 | 1 byte | World map camera & map display Add two values (one from camera, one from map) and set this byte. Camera: Aerial(00); Closeup(20) |
7 | 1 byte | If not 0x00, game crashes |
32 | 2 bytes | Fields items mask. 0x0001: first potion on MD1STIN. 0x0002: second potion on MD1STIN. 0x0004: potion at NMKIN3. 0x0008: phoenix down on NKMIN1. |
87 | 1 byte | Kalm Traveler rewards visibility (each bit set back to 0 when picked up) Guide Book (0x01); Master Command(0x02); Master Magic (0x04); Master Summon (0x08); Gold Chocobo (0x10) |
140 | 1 byte | Field screen rain switch (non-zero to turn on rain effect) |
224 | 16 bytes | Chocobo slot 5 |
240 | 16 bytes | Chocobo slot 6 |
Save Item List
Each item in the item list is stored as a word value with the quantity, expressed as a 7-bit value, concatenated with the item's index, expressed as a 9-bit value between the range of 0-320.
In Binary: QQQQQQQXXXXXXXXX Where X is the index and Q is the quantity.
There are a total of 320 item slots in the save map and a total of 320 objects that are stored there, some of which are dummy items. The objects are indexed like this:
Indexes 0 - 127: Items
Indexes 128 - 255: Weapons
Indexes 256 - 287: Armors
Indexes 288 - 319: Accessories
Quantity is limited (by the menu mechanics) to 99 since there are only two characters available in the item menu to show quantity. A Graphical "glitch" occurs in the ten's digit when quantity exceeds that number. The menu only checks the current quantity to determine if the value can increase. The quantity will not decrease unless an item is used or sold so forcing the quantity to exceed this number will have no negative effects.
Save Materia List
Materia is stored as a single-byte index followed by the amount of AP on that instance of Materia stored as an unsigned 24-bit integer.
KERNEL.BIN Section 4 Entry
During game initialization, section 4 from KERNEL.BIN is decompressed and copied into RAM. This is all the initial values and structure for most of the Save, excluding the header data and the tail of the last bank (0x0054 to 0x0FE7).