FF7/Savemap

From Final Fantasy Inside
< FF7

The Savemap

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

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

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

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

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

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

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

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

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

0x077C 800 bytes

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

0x0A9C 192 bytes

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

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

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

0x0B8C
z_4[4]
4 byte

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

0x0B90
z_4[8]
4 byte

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

0x0B94 2 bytes

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

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

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

0x0BA2
z_6[1]
1 byte

Field Encounter Timer: Offset ([2])

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

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

0x0CA4

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

0x0DA4

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

0x0EA4

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

0x0FA4

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

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

Contents

Save Memory Bank 1/2

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

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

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

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

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

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

0x0BC9
B[1][37]
z_9[5]
1 byte

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

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

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

0x0BD5
B[1][49]
1 byte

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

0x0BD6
B[1][50]
14 bytes z_10 Unknown
0x0BD6
B[1][50]
z_10[0]
1 byte

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

0x0BD7
B[1][51]
z_10[1]
1 byte

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

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

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

0x0BDD
B[1][57]
z_10[7]
1 byte

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

0x0BDE
B[1][58]
z_10[8]
1 byte

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

0x0BDF
B[1][59]
z_10[9]
1 byte

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

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

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

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

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

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

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

0x0C1F
B[1][123]
1 bytes

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

0x0C20
B[1][124]
4 bytes z_15 Unknown
0x0C20
B[1][124]
z_15[0]
1 byte

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

0x0C21
B[1][125]
z_15[1]
1 byte

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

0x0C22
B[1][126]
z_15[2]
1 byte

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

0x0C23
B[1][127]
z_15[3]
1 byte

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

0x0C24
B[1][128]
97 bytes z_16 Unknown
0x0C24
B[1][128]
z_16[0]
1 byte

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

0x0C25
B[1][129]
z_16[1]
1 byte

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

0x0C26
B[1][130]
z_16[2]
1 byte

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

0x0C27
B[1][131]
z_16[3]
1 byte

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

0x0C28
B[1][132]
z_16[4]
1 byte

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

0x0C29
B[1][133]
z_16[5]
1 byte

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

0x0C2A
B[1][134]
z_16[6]
1 byte

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

0x0C2B
B[1][135]
z_16[7]
1 byte

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

0x0C44
B[1][160]
z_16[32]
1 byte

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

0x0C45
B[1][161]
z_16[33]
1 byte

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

0x0C46
B[1][162]
z_16[34]
1 byte

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

0x0C47
B[1][163]
z_16[35]
1 byte

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

0x0C48
B[1][164]
z_16[36]
1 byte

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

0x0C49
B[1][165]
z_16[37]
1 byte

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

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

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

0x0C4D
B[1][169]
z_16[41]
1 byte

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

0x0C4E
B[1][170]
z_16[42]
1 byte

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

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

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

0x0C51
B[1][173]
z_16[45]
2 bytes

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

0x0C53
B[1][175]
z_16[47]
1 bytes

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

0x0C54
B[1][176]
z_16[48]
1 byte

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

0x0C55
B[1][177]
z_16[49]
1 byte

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

0x0C56
B[1][178]
z_16[50]
1 byte

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

0x0C57
B[1][179]
z_16[51]
1 byte

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

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

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

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

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

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

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

0x0C6B
B[1][199]
z_16[71]
1 byte

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

0x0C74
B[1][208]
z_16[80]
1 byte

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

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

Save Memory Bank 3/4

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

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

0x0CAE
B[3][10]
z_17[10]
1 byte

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

0x0CAF
B[3][11]
z_17[11]
1 byte

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

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

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

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

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

0x0D26
B[3][130]
z_22[37]
1 byte

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

0x0D27
B[3][131]
z_22[38]
1 byte

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

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

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

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

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

0x0D49
B[3][165]
z_24[2]
1 byte

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

0x0D4A
B[3][166]
z_24[3]
1 byte

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

0x0D4C
B[3][168]
z_24[5]
1 byte

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

0x0D50
B[3][172]
z_24[9]
1 byte

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

0x0D52
B[3][174]
z_24[11]
2 bytes

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

0x0D55
B[3][177]
z_24[14]
1 byte

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

0x0D56
B[3][178]
z_24[15]
1 byte

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

0x0D57
B[3][179]
z_24[16]
1 byte

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

0x0D58
B[3][180]
z_24[17]
1 byte

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

0x0D59
B[3][181]
z_24[18]
1 byte

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

0x0D5D
B[3][185]
z_24[22]
1 byte

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

0x0D66
B[3][194]
1 byte

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

0x0D67
B[3][195]
12 Bytes z_25 Unknown
0x0D67
B[3][195]
z_25[0]
1 byte

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

0x0D68
B[3][196]
z_25[1]
1 byte

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

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

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

0x0D71
B[3][205]
z_25[10]
1 byte

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

0x0D72
B[3][206]
z_25[11]
1 byte

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

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

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

0x0D75
B[3][209]
z_26[1]
1 byte

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

0x0D76
B[3][210]
z_26[2]
1 byte

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

0x0D77
B[3][211]
z_26[3]
1 byte

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

0x0D78
B[3][212]
z_26[4]
1 byte

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

0x0D79
B[3][213]
z_26[5]
1 byte

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

0x0D7A
B[3][214]
z_26[6]
1 byte

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

0x0D7B
B[3][215]
z_26[7]
1 byte

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

0x0D7C
B[3][216]
z_26[8]
1 byte

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

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

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

Save Memory Bank B/C

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

Chocobo Race - Chocobo Name (FF Text format)

0x0DAA
B[11][6]
z_27[38]
1 bytes

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

0x0DAB
B[11][7]
z_27[39]
1 bytes

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

0x0DAC
B[11][8]
z_27[40]
1 bytes

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

0x0DAD
B[11][9]
z_27[41]
1 bytes

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

0x0DAE
B[11][10]
z_27[42]
2 bytes

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

0x0DB0
B[11][12]
z_27[44]
2 bytes

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

0x0DB2
B[11][14]
z_27[46]
1 byte

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

0x0DB3
B[11][15]
z_27[47]
1 byte

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

0x0DB4
B[11][16]
z_27[48]
1 byte

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

0x0DB5
B[11][17]
z_27[49]
1 byte

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

0x0DB6
B[11][18]
z_27[50]
1 byte

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

0x0DB7
B[11][19]
z_27[51]
1 byte

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

0x0DB8
B[11][20]
z_27[52]
1 byte

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

0x0DB9
B[11][21]
z_27[53]
1 byte

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

0x0DBA
B[11][22]
z_27[54]
1 byte

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

0x0DBB
B[11][23]
z_27[55]
1 byte

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

0x0DBC
B[11][24]
z_27[56]
1 byte

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

0x0DBD
B[11][25]
z_27[57]
1 byte

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

0x0DBE
B[11][26]
z_27[58]
2 bytes

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

0x0DC0
B[11][28]
z_27[60]
1 bytes

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

0x0DC4
B[11][32]
16 bytes

Chocobo slot 1 [See Below for Chocobo Slot format]

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

Change on Final Battle

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

0x0E0E
B[11][106]
z_28[10]
1 byte

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

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

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

0x0E29
B[11][133]
z_29[1]
1 byte

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

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

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

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

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

0x0E2F
B[11][139]
z_29[7]
1 bytes

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

0x0E30
B[11][140]
z_29[8]
1 bytes

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

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

Save Memory Bank D/E

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

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

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

Name of Chocobo 1 (FF Text format)

0x0ECA
B[13][38]
6 bytes

Name of Chocobo 2 (FF Text format)

0x0ED0
B[13][44]
6 bytes

Name of Chocobo 3 (FF Text format)

0x0ED6
B[13][50]
6 bytes

Name of Chocobo 4 (FF Text format)

0x0EDC
B[13][56]
6 bytes

Name of Chocobo 5 (FF Text format)

0x0EE2
B[13][62]
6 bytes

Name of Chocobo 6 (FF Text format)

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

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

0x0EF5
B[13][81]
23 bytes z_35 Unknown
0x0EF6
B[13][82]
z_35[1]
1 byte

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

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

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

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

Name of location (FF Text format)

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

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

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

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

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

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

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

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

0x0F9F
B[13][251]
z_38[6]
2 bytes

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

0x0FA0
B[13][252]
z_38[8]
1 bytes

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

0x0FA1
B[13][253]
z_38[9]
1 bytes

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

0x0FA3
B[13][255]
z_38[11]
1 bytes

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

Save Memory Bank 7/F

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

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

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

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

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

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

0x0FF5
B[7][81]
z_38[93]
1 byte

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

0x0FF6
B[7][82]
z_38[94]
1 byte

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

0x0FF9
B[7][85]
z_38[97]
1 byte

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

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

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

0x0FFD
B[7][89]
z_38[101]
1 byte

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

0x0FFE
B[7][90]
z_38[102]
1 byte

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

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

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

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

Character Record

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

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

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

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

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

Chocobo Record

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

Save Item List

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

Save Materia List

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

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

Key Item List

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

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

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

0x0BE5
Var 65

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

0x0BE6
Var 66

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

0x0BE7
Var 67

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

0x0BE8
Var 68

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

0x0BE9
Var 69

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

0x0BEA
Var 70

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

KERNEL.BIN Section 4 Entry

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

Documentation Notes & Format

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

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

Note: We use LBS 0 bit numbering.

Bit description: What bit does.

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

Field Keyword: Field name code.