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Revision as of 21:46, 1 June 2010 by my_wiki>NFITC1 (KERNEL.BIN Section 4 Entry: Addresses were WAY off.)
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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. (PSX header is 512 Bytes, checksum @ 0x200) (PC header is 9 bytes, checksum @ 0x11)

Note: For the preview descriptions below, changing these values does not change any in-game values. These are only used so a player can preview the data within the save file when viewing the Save menu.

Table 1: FF7 Save Slot
Offset Length Description
0x0000 2 bytes Checksum (how to generate)
0x0002 2 bytes Unknown
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, FF Text format , 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)
0x0B90 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)
LSB Cloud Barret Tifa Aeris Red Yuffie Vincent Cait Cid MSB
0x10AF 2 bytes PHS Visibility Mask (does not turn off party characters)
LSB Cloud Barret Tifa Aeris Red Yuffie Vincent Cait Cid MSB
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
Table 2: Character Record
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
Table 3: Chocobo Record
Offset Length Description
0x0 2 bytes Sprint Speed
0x2 2 bytes Max Sprint Speed
0x4 2 bytes Speed
0x6 2 bytes Max Speed
0x8 1 byte Acceleration
0x9 1 byte Cooperation
0xA 1 byte Intelligence
0xB 1 byte Personality
0xC 1 byte Pcount (?)
0xD 1 byte Number of races won
0xE 1 byte 1: female)
0xF 1 byte Type (Yellow, Green, Blue, Black, Gold)

Save Memory Bank 1/2

Table 1: FF7 Save Slot
Offset Length Description
0x0BA4 2 byte Main progress variable
0x0BA6 1Byte Unknown
0x0BA7 1 byte Aeris' current love points
0x0BA8 1 byte Tifa's current love points
0x0BA9 1 byte Yuffie's current love points
0x0BAA 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)
LSB item magic materia equip status order limit config PHS save MSB
30 2 bytes Menu Locking Mask (1: Locked) (Quit not affected)
LSB item magic materia equip status order limit config PHS save MSB
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 Rating for Penned Chocobo Number 1 (01: Wonderful -> 08: Worst)
0x0BFA 1 byte Rating for Penned Chocobo Number 2
0x0BFB 1 byte Rating for Penned Chocobo Number 3
0x0BFC 1 byte Rating for Penned Chocobo Number 4
0x0BFF 3 bytes Ultimate Weapon's remaining HP
0x0C02 1 byte Field Chocobo rating?
0x0C03 1 byte Field Chocobo rating?
0x0C04 1 byte Field Chocobo rating?
0x0C05 1 byte Field Chocobo rating?
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

Table 1: FF7 Save Slot
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.
0x0CEE 2 bytes Party GP (0-10000)
0xCF0 12 Bytes Unknown
0x0CFC 1 byte Number of chocobo stables owned
0x0CFD 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

Table 1: FF7 Save Slot
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

Table 1: FF7 Save Slot
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

Table 1: FF7 Save Slot
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)
Map: Off(80); Small(00); Large(40)

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

Table 1: Materia List (PC)
Name Type ID
MP Plus Independent 0x00
HP Plus Independent 0x01
Speed Plus Independent 0x02
Magic Plus Independent 0x03
Luck Plus Independent 0x04
EXP Plus Independent 0x05
Gil Plus Independent 0x06
Enemy Away Independent 0x07
Enemy Lure Independent 0x08
Chocobo Lure Independent 0x09
Long Range Independent 0x0B
Mega All Independent 0x0C
Counter Attack Independent 0x0D
Slash-All Command 0x0E
Double Cut Independent 0x0F
Pre-emptive Independent 0x0A
Cover Independent 0x10
Underwater Independent 0x11
HP <-> MP Independent 0x12
W-Magic Command 0x13
W-Summon Command 0x14
W-Item Command 0x15
Unknown Placeholder? 0X16
All Support 0x17
Counter Support 0x18
Magic Counter Support 0x19
MP Turbo Support 0x1A
MP Absorb Support 0x1B
HP Absorb Support 0x1C
Elemental Support 0x1D
Added Effect Support 0x1E
Sneak Attack Support 0x1F
Final Attack Support 0x20
Added Cut Support 0x21
Steal As Well Support 0x22
Quadra Magic Support 0x23
Steal Command 0x24
Sense Command 0x25
Unknown Placeholder? 0X26
Throw Command 0x27
Morph Command 0x28
Deathblow Command 0x29
Manipulate Command 0x2A
Mime Command 0x2B
Enemy Skill Command 0x2C
Unknown Placeholder? 0X2D
Unknown Placeholder? 0X2E
Unknown Placeholder? 0X2F
Master Command Command 0x30
Fire Magic 0x31
Ice Magic 0x32
Earth Magic 0x33
Lightning Magic 0x34
Restore Magic 0x35
Heal Magic 0x36
Revive Magic 0x37
Seal Magic 0x38
Mystify Magic 0x39
Transform Magic 0x3A
Exit Magic 0x3B
Poison Magic 0x3C
Demi Magic 0x3D
Barrier Magic 0x3E
Unknown Placeholder? 0X3F
Comet Magic 0x40
Time Magic 0x41
Unknown Placeholder? 0X42
Unknown Placeholder? 0X43
Destruct Magic 0x44
Contain Magic 0x45
FullCure Magic 0x46
Shield Magic 0x47
Ultima Magic 0x48
Master Magic Magic 0x49
Choco/Mog Summon 0x4A
Shiva Summon 0x4B
Ifrit Summon 0x4C
Ramuh Summon 0x4D
Titan Summon 0x4E
Odin Summon 0x4F
Leviathan Summon 0x50
Bahamut Summon 0x51
Kujata Summon 0x52
Alexander Summon 0x53
Phoenix Summon 0x54
Neo Bahamut Summon 0x55
Hades Summon 0x56
Typhoon Summon 0x57
Bahamut ZERO Summon 0x58
Knights of Round Summon 0x59
Master Summon Summon 0x5A
Empty Slot NONE 0xFF

KERNEL.BIN Section 4 Entry

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