Anonymous

Changes

From Final Fantasy Inside

FF7/Savemap

1,783 bytes removed, 27 October
m
Make references shorter
! Description
|-
| 0x0BA4<br/>BankB[1/2][0]
| 2 byte
| Main progress variable
|-
| style="background: rgb(255,205,154)" | 0x0BA6<br/>BankB[1/2][2]<br />z_7[0]
| 1 Byte
|
Yuffie's Initial Level (z_7 Unknown) Byte value before Yuffie join the team: 0x00.<br /> (If byte's value is changed, then you can't fight Yuffie, so she can't be obtained).<br /> Yuffie's Initial Level only is set when she already join the team.<br /> Credit to [[Savemap|(NFITC1)]]
|-
| 0x0BA7<br/>BankB[1/2][3]
| 1 byte
| Aeris' current love points
|-
| 0x0BA8<br/>BankB[1/2][4]
| 1 byte
| Tifa's current love points
|-
| 0x0BA9<br/>BankB[1/2][5]
| 1 byte
| Yuffie's current love points
|-
| 0x0BAA<br/>BankB[1/2][6]
| 1 byte
| Barret's current love points
|-
| style="background: rgb(255,205,154)" | 0x0BAB<br/>BankB[1/2][7]
| style="background: rgb(255,205,154)" | 17 bytes
| style="background: rgb(255,205,154)" | z_8 Unknown
|-
| style="background: rgb(255,205,154)" | 0x0BAB<br/>BankB[1/2][7]<br />z_8[0]
| style="background: rgb(254,254,255)" | 1 byte
| style="background: rgb(254,254,255)" |
1<sup>st</sup> temp party member char ID placeholder<br />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}<br /> The player's original party configuration can then be set back to its original setup using SPTYE. {elminn_2/ballet/s11}<br />
|-
| style="background: rgb(255,205,154)" | 0x0BAC<br/>BankB[1/2][8]<br />z_8[1]
| style="background: rgb(254,254,255)" | 1 byte
| style="background: rgb(254,254,255)" | 2<sup>nd</sup> temp party member char ID placeholder<br />
|-
| style="background: rgb(255,205,154)" | 0x0BAD<br/>BankB[1/2][9]<br />z_8[2]
| style="background: rgb(254,254,255)" | 1 byte
| style="background: rgb(254,254,255)" | 3<sup>ed</sup> temp party member char ID placeholder<br />
|-
| style="background: rgb(255,205,154)" | 0x0BAE<br/>BankB[1/2][10]<br />z_8[3]
| style="background: rgb(255,205,154)" | 6 byte
| style="background: rgb(255,205,154)" | Unknown (Always 0x00?)<br />
|-
| style="background: rgb(255,205,154)" | 0x0BB4<br/>BankB[1/2][16]<br />z_8[9]
| style="background: rgb(254,254,255)" | 1 byte
| style="background: rgb(254,254,255)" | Game Timer Hours
|-
| style="background: rgb(255,205,154)" | 0x0BB5<br/>BankB[1/2][17]<br />z_8[10]
| style="background: rgb(254,254,255)" | 1 byte
| style="background: rgb(254,254,255)" | Game Timer Minutes
|-
| style="background: rgb(255,205,154)" | 0x0BB6<br/>BankB[1/2][18]<br />z_8[11]
| style="background: rgb(254,254,255)" | 1 byte
| style="background: rgb(254,254,255)" | Game Timer Seconds
|-
| style="background: rgb(255,205,154)" | 0x0BB7<br/>BankB[1/2][19]<br />z_8[12]
| style="background: rgb(254,254,255)" | 1 byte
| style="background: rgb(254,254,255)" | Game Timer Frames. From 0x00 to ~0x21 in one sec.(33 FPS?)
|-
| style="background: rgb(255,205,154)" | 0x0BB8<br/>BankB[1/2][20]<br />z_8[13]
| style="background: rgb(254,254,255)" | 1 bytes
| style="background: rgb(254,254,255)" | Countdown Timer Hours
|-
| style="background: rgb(255,205,154)" | 0x0BB9<br/>BankB[1/2][21]<br />z_8[14]
| style="background: rgb(254,254,255)" | 1 bytes
| style="background: rgb(254,254,255)" | Countdown Timer Minutes
|-
| style="background: rgb(255,205,154)" | 0x0BBA<br/>BankB[1/2][22]<br />z_8[15]
| style="background: rgb(254,254,255)" | 1 bytes
| style="background: rgb(254,254,255)" | Countdown Timer Seconds
|-
| style="background: rgb(255,205,154)" | 0x0BBB<br/>BankB[1/2][23]<br />z_8[16]
| style="background: rgb(254,254,255)" | 1 bytes
| style="background: rgb(254,254,255)" | Countdown Timer Frames. From 0 to 30 (dec) in one sec.
|-
| 0x0BBC<br/>BankB[1/2][24]
| 2 bytes
| Number of battles fought
|-
| 0x0BBE<br/>BankB[1/2][26]
| 2 bytes
| Number of escapes
|-
| rowspan="2" | 0x0BC0<br/>BankB[1/2][28]
| rowspan="2" | 2 bytes
| colspan="2" | Menu Visiblity Mask (Quit not affected)
|}
|-
| rowspan="2" | 0x0BC2<br/>BankB[1/2][30]<br />
| rowspan="2" | 2 bytes
| colspan="2" | Menu Locking Mask (1: Locked) (Quit not affected)
|}
|-
| style="background: rgb(255,205,154)" | 0x0BC4<br/>BankB[1/2][32]
| style="background: rgb(255,205,154)" | 16 bytes
| style="background: rgb(255,205,154)" | z_9 Unknown
|-
| style="background: rgb(255,205,154)" | 0x0BC4<br/>BankB[1/2][32]<br />z_9[0]
| style="background: rgb(255,205,154)" | 4 byte
| style="background: rgb(255,205,154)" | Unknown (Always 0x00?)<br />
|-
| style="background: rgb(255,205,154)" | 0x0BC8<br/>BankB[1/2][36]<br />z_9[4]
| 1 byte
|
Field Items, Sector 7 Train Graveyard<br />Item bit mask ([[Bit_numbering|LBS]]) (applied when you pick them up).<br /> Bit=0(Item on the floor), Bit=1(Item Picked Up).<br /> 0x01: Hi-Potion.(mds7st1|Barrel 1)<br /> 0x02: Echo Screen.(mds7st1|Barrel 2)<br /> 0x04: Potion.(mds7st2|Floor 2)<br /> 0x08: Ether.(mds7st2|Floor 3)<br /> 0x10: Hi-Potion.(mds7st1|Roof Train 1)<br /> 0x20: Potion.(mds7st1|Inside Train 2)<br /> 0x40: Potion.(mds7st1|Floor 1)<br /> 0x80: Hi-Potion.(mds7st2|Roof Train 2)<br />
|-
| style="background: rgb(255,205,154)" | 0x0BC9<br/>BankB[1/2][37]<br />z_9[5]
| 1 byte
|
Field Items<br />0x01: Elixir {hyou8_2/tr00/s1}<br /> 0x02: Potion {hyou5_1/tr00/s1}<br /> 0x04: Safety Bit {hyou5_3/trbox/s1}<br /> 0x08: Mind Source {hyou2/trbox/s1}<br /> 0x10: Sneak Glove {mkt_w/event/s1}<br /> 0x20: Premium Heart {mkt_ia/event/s3}{mkt_ia/line00/s4}<br /> 0x40: Unused<br /> 0x80: Unused<br />
|-
| style="background: rgb(255,205,154)" | 0x0BCA<br/>BankB[1/2][38]<br />z_9[6]
| style="background: rgb(255,205,154)" | 10 byte
| style="background: rgb(255,205,154)" | Unknown (Always 0x00?)<br />
|-
| 0x0BD4<br/>BankB[1/2][48]
| 1 byte
|
Item bit mask ([[Bit_numbering|LBS]])(applied when you pick them up). Field Item / Materia<br /> Bit=0(Item on the floor), Bit=1(Item Picked Up).<br /> 0x01: Potion {md8_3/p/s1}<br /> 0x02: Potion + Phoenix Down {ealin_2/zu/s1}<br /> 0x04: Ether {eals_1/p/s1}<br /> 0x08: Cover Materia {eals_1/mp/s1}<br /> 0x10: Choco-Mog Summon {farm/dancer/s1}<br /> 0x20: Sense Materia {mds6_22/mat/s1}<br /> 0x40: Ramuh Summon {crcin_2/mat/s1}<br /> 0x80: Mythril Key Item {zz1/m1/s1}<br />
|-
| 0x0BD5<br/>BankB[1/2][49]
| 1 byte
|
Materia Cave / Northern Cave (Item bit mask)<br />0x01: Mime Materia {zz5/l1,l2,l3,l4/s1}<br /> 0x02: HP&lt;-&gt;MP Materia {zz6/mat/s1}<br /> 0x04: Quadra Magic Materia {zz7/l1,l2,l3,l4/s1}<br /> 0x08: Knights of the Round Summon {zz8/l1,l2,l3,l4/s1}<br /> 0x10: Elixir {las3_1/hako1/s1}{las4_0/cid/s1}<br /> 0x20: X-Potion {las3_1/hako2/s1}<br /> 0x40: Turbo Ether {las3_2/hako1/s1}{las4_0/tifa/s1}{las4_0/cait/s1}<br /> 0x80: Vaccine {las3_2/hako2/s1}{las4_0/yufi/s1}<br />
|-
| style="background: rgb(255,205,154)" | 0x0BD6<br/>BankB[1/2][50]
| style="background: rgb(255,205,154)" | 14 bytes
| style="background: rgb(255,205,154)" | z_10 Unknown
|-
| style="background: rgb(255,205,154)" | 0x0BD6<br/>BankB[1/2][50]<br />z_10[0]
| style="background: rgb(254,254,255)" | 1 byte
| style="background: rgb(254,254,255)" |
Field Items Northern Cave<br />0x01: Magic Counter Materia {las3_2/mat/s1}<br /> 0x02: Speed Source {las3_3/hako1/s1}{las4_0/red/s1}<br /> 0x04: Turbo Ether {las3_3/hako2/s1}<br /> 0x08: X-Potion {las3_3/hako3/s1}<br /> 0x10: Mega All {las3_3/mat/s3}{las4_0/vincent/s1}<br /> 0x20: Luck Source {las4_1/hako1/s1}<br /> 0x40: Remedy {las3_1/hako3/s1}{las4_0/ballet/s1}<br /> 0x80: Bolt Ring {zz1/m1/s1}<br />
|-
| style="background: rgb(255,205,154)" | 0x0BD7<br/>BankB[1/2][51]<br />z_10[1]
| style="background: rgb(254,254,255)" | 1 byte
| style="background: rgb(254,254,255)" |
Field Items<br />0x01: Gold Armlet {zz2/m/s8}<br /> 0x02: Great Gospel {zz2/m/s7}<br /> 0x04: Shooting Coaster prize Umbrella {jetin1/dic/s0}<br /> 0x08: Shooting Coaster prize Flayer {jetin1/dic/s0}<br /> 0x10: Death Penalty + Chaos {zz4/buki/s1}<br /> 0x20: Elixir {ghotin_2/reizo/s1}<br /> 0x40: Enemy Skill animation displayed {zz3/mat/s3}<br /> 0x80: Enemy Skill {zz3/mat/s1}<br />
|-
| style="background: rgb(255,205,154)" | 0x0BD8<br/>BankB[1/2][52]<br />z_10[2]
| style="background: rgb(255,255,204)" | 4 byte
| style="background: rgb(255,255,204)" | Unknown (Always 0x00?)<br />
|-
| style="background: rgb(255,205,154)" | 0x0BDC<br/>BankB[1/2][56]<br />z_10[6]
| style="background: rgb(254,254,255)" | 1 byte
| style="background: rgb(254,254,255)" |
Field Items, Sector 7 Wall Market and Shinra HQ<br />Item bit mask ([[Bit_numbering|LBS]]) (applied when you pick them up).<br /> Bit=0(Item on the floor), Bit=1(Item Picked Up).<br /> 0x01: Ether.(Corneo's masion basement floor) {colne_4/TAKARA/s1}<br /> 0x02: Hyper.(Corneo's masion corneo 's bedroom floor) {colne_6/TAKARA/s1}<br /> 0x04: Phoenix Down (Corneo's masion 2nd floor right room) {colne_3/TAKARA/s1}<br /> 0x08: Elixir at Shinra HQ stairs {blinst_2/TAKARA/s1}<br /> 0x10: Unused<br /> 0x20: Magic Source {cosmin7/TAKARA/s1}<br /> 0x40: First Midgar Part Key Item {blin65_1/PARTA/s1}<br /> 0x80: Second Midgar Part at Shinra HQ {blin65_1/PARTB/s1}<br />
|-
| style="background: rgb(255,205,154)" | 0x0BDD<br/>BankB[1/2][57]<br />z_10[7]
| style="background: rgb(254,254,255)" | 1 byte
| style="background: rgb(254,254,255)" |
Field Items, Shinra HQ <br />Item bit mask ([[Bit_numbering|LBS]]) (applied when you pick them up).<br /> Bit=0(Item on the floor), Bit=1(Item Picked Up).<br /> 0x01: Third Midgar Part Key Item {blin65_1/PARTC/s1}<br /> 0x02: Fourth Midgar Part Key Item {blin65_1/PARTD/s1}<br /> 0x04: Fifth Midgar Part Key Item {blin65_1/PARTE/s1}<br /> 0x08: Keycard 66 Key Item {blin65_1/TAKARA/s1}<br /> 0x10: All Materia {shpin_2/TAKARAA/s1}<br /> 0x20: Ether {shpin_2/TAKARAB/s1}<br /> 0x40: Wind Slash {shpin_3/TAKARA/s1}<br /> 0x80: Fairy Ring {gidun_4/TAKARAA/s1}<br />
|-
| style="background: rgb(255,205,154)" | 0x0BDE<br/>BankB[1/2][58]<br />z_10[8]
| style="background: rgb(254,254,255)" | 1 byte
| style="background: rgb(254,254,255)" |
Field Items<br />0x01: X-Potion {gidun_4/TAKARAB/s1}<br /> 0x02: Added Effect Materia {gidun_1/TAKARAA/s1}<br /> 0x04: Black M-phone {gidun_2/TAKARAA/s1}<br /> 0x08: Ether {gidun_2/TAKARAB/s1}<br /> 0x10: Elixir {cosmin6/TAKARA/s1}<br /> 0x20: HP Absorb Materia {hideway3/TAKARA/s4}<br /> 0x40: Magic Shuriken {hideway1/TAKARA/s4}<br /> 0x80: Hairpin {hideway2/TAKARA/s4}<br />
|-
| style="background: rgb(255,205,154)" | 0x0BDF<br/>BankB[1/2][59]<br />z_10[9]
| style="background: rgb(254,254,255)" | 1 byte
| style="background: rgb(254,254,255)" |
Field Items<br />0x01: Keycard 62 Key Item {blin61/ZAKOA/s1}<br /> 0x02: MP Absorb Materia {uta_im/TAKARAA/s1}<br /> 0x04: Swift Bolt {uttmpin4/TAKARAA/s1}<br /> 0x08: Elixir {uttmpin4/TAKARAB/s1}<br /> 0x10: Pile Bunker {blin2_i/TAKARAA/s1}<br /> 0x20: Master Fist {blin2_i/TAKARAB/s1}<br /> 0x40: Behemoth Horn {blinst_2/TAKARB/s1}<br /> 0x80: Full Cure Materia {cosmin7/TAKARAA/s1}<br />
|-
| style="background: rgb(255,205,154)" | 0x0BE0<br/>BankB[1/2][60]<br />z_10[10]
| style="background: rgb(255,255,204)" | 4 byte
| style="background: rgb(255,255,204)" | Unknown (Always 0x00?)<br />
|-
| 0x0BE4<br/>BankB[1/2][64]
| 8 bytes
| Key items [see Key Item List]
|-
| style="background: rgb(255,205,154)" | 0x0BEC<br/>BankB[1/2][72]
| style="background: rgb(255,205,154)" | 8 bytes
| style="background: rgb(255,205,154)" | z_11 Unknown
|-
| style="background: rgb(255,205,154)" | 0x0BEC<br/>BankB[1/2][72]<br />z_11[0]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252" | Northern Cave - Progress (TODO: more info)
|-
| style="background: rgb(255,205,154)" | 0x0BED<br/>BankB[1/2][73]<br />z_11[1]
| style="background: rgb(255,205,154)" | 1 byte
| style="background: rgb(255,205,154)" | Unknown (Always 0x00?)<br />
|-
| style="background: rgb(255,205,154)" | 0x0BEE<br/>BankB[1/2][74]<br />z_11[2]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" | Northern Cave - Progress (TODO: more info)
|-
| style="background: rgb(255,205,154)" | 0x0BEF<br/>BankB[1/2][75]<br />z_11[3]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Items mask, Chocobo Farm ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Activated right after getting Choco-Mog{farm/mat/s1}(Is set by kernel, not from Field) (See 0x0BD4[4])<br /> 0x02: Activated right after getting Enemy Skill {blin68_2/mtr/s1}(Is set by kernel, not from Field) (See 0x0FC6[2])<br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x0BF0<br/>BankB[1/2][76]<br />z_11[4]
| style="background: rgb(255,205,154)" | 4 byte
| style="background: rgb(255,205,154)" | Unknown (Always 0x00?)<br />
|-
| 0x0BF4<br/>BankB[1/2][80]
| 1 byte
| Aeris battle love points
|-
| 0x0BF5<br/>BankB[1/2][81]
| 1 byte
| Tifa battle love points
|-
| 0x0BF6<br/>BankB[1/2][82]
| 1 byte
| Yuffie battle love points
|-
| 0x0BF7<br/>BankB[1/2][83]
| 1 byte
| Barret battle love points
|-
| style="background: rgb(255,205,154)" | 0x0BF8<br/>BankB[1/2][84]
| style="background: rgb(255,205,154)" | 1 bytes
| style="background: rgb(255,205,154)" | z_12 Unknown
|-
| 0x0BF9<br/>BankB[1/2][85]
| 1 byte
| Rating for Penned Chocobo Number 1 (01: Wonderful -&gt; 08: Worst)
|-
| 0x0BFA<br/>BankB[1/2][86]
| 1 byte
| Rating for Penned Chocobo Number 2
|-
| 0x0BFB<br/>BankB[1/2][87]
| 1 byte
| Rating for Penned Chocobo Number 3
|-
| 0x0BFC<br/>BankB[1/2][88]
| 1 byte
| Rating for Penned Chocobo Number 4
|-
| style="background: rgb(255,205,154)" | 0x0BFD<br/>BankB[1/2][89]
| style="background: rgb(255,205,154)" | 2 bytes
| style="background: rgb(255,205,154)" | z_13 Unknown
|-
| 0x0BFF<br/>BankB[1/2][91]
| 3 bytes
| Ultimate Weapon's remaining HP
|-
| style="background: rgb(255,205,154)" | 0x0C02<br/>BankB[1/2][94]
| style="background: rgb(255,205,154)" | 28 bytes
| style="background: rgb(255,205,154)" | z_14 Unknown
|-
| style="background: rgb(255,205,154)" | 0x0C02<br/>BankB[1/2][94]<br />z_14[0]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Northern Cave, bit mask<br />0x01: Set if Dragon Zombie has used Pandora's Box<br /> 0x02: Unknown<br /> 0x04: Northern Cave - Progress (TODO: more info)<br /> 0x08: Unknown<br /> 0x10: Unknown<br /> 0x20: Northern Cave - Bizarro Sephiroth Battle Progress: Second time you switch between party groups in battle change to 0xE0.<br /> 0x40: Northern Cave - Bizarro Sephiroth Battle Progress: First time you switch between party groups in battle change to 0xC0.<br /> 0x80: Northern Cave - Bizarro Sephiroth Battle Progress: Set to 0x80 on Bizarro Sephiroth battle start.<br />
|-
| style="background: rgb(255,205,154)" | 0x0C14<br/>BankB[1/2][112]<br />z_14[18]
| style="background: rgb(225,236,252)" | 2 bytes
| style="background: rgb(225,236,252)" | Current Battle Points (Battle Square)
|-
| style="background: rgb(255,205,154)" | 0x0C18<br/>BankB[1/2][116]<br />z_14[22]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" | Current Number of Battles Won (Battle Square)
|-
| 0x0C1E<br/>BankB[1/2][122]
| 1 bytes
|
Needs more research. (bit=0: show tutorial. bit=1: hide tutorial.)<br />0x01: Junnon Parade (Jump to map junone22) {junonr1/evl0/s3}<br /> 0x02: Space Animation displayed {rcktin7/space/s3}<br /> 0x04: Grey Submarine Tutorial already seen?<br /> 0x08: Forgotten City Animation displayed {loslake1/ev1/s3}<br /> 0x10: unknown<br /> 0x20: Snow Area Tutorial already seen?<br /> 0x40: Display Field Help<br /> 0x80: Bizarro Sephiroth Battle, set if main group is currently fighting.<br />
|-
| 0x0C1F<br/>BankB[1/2][123]
| 1 bytes
|
Weapons Killed<br />0x01: Ultimate Weapon killed (enables Special Battles at Battle Sq) {COLOIN1/s2/s1}<br /> 0x04: Ultima Weapon's HP < 20,000<br /> 0x08: Ruby Weapon<br /> 0x10: Emerald Weapon
|-
| style="background: rgb(255,205,154)" | 0x0C20<br/>BankB[1/2][124]
| style="background: rgb(255,205,154)" | 4 bytes
| style="background: rgb(255,205,154)" | z_15 Unknown
|-
| style="background: rgb(255,205,154)" | 0x0C20<br/>BankB[1/2][124]<br />z_15[0]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Which Chocobo was taken out from the stable.<br />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.
|-
| style="background: rgb(255,205,154)" | 0x0C21<br/>BankB[1/2][125]<br />z_15[1]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Riding off wild chocobo dialog options.<br />0x01 Enter direction to Chocobo Farm &amp; Show send/release Wild Chocobo option when riding off. ON: Right of ranch / Show option OFF: In front of cage / Hide option Set to "ON" after buying chocobo stable.
|-
| style="background: rgb(255,205,154)" | 0x0C22<br/>BankB[1/2][126]<br />z_15[2]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Chocobo display value on world map ([[Bit_numbering|LBS]]).<br />Bit=0(Disabled), Bit=1(Enabled).<br /> Ex: Wild Chocobo (0x01) + Black Chocobo (0x20) = Byte value 0x21 <br /> 0x01: Caught wild chocobo<br /> 0x02: Riding Chocobo<br /> 0x04: Yellow<br /> 0x08: Green<br /> 0x10: Blue<br /> 0x20: Black<br /> 0x40: Gold<br /> 0x80: None?<br />
|-
| style="background: rgb(255,205,154)" | 0x0C23<br/>BankB[1/2][127]<br />z_15[3]
| 1 byte
|
Vehicle display value on world map ([[Bit_numbering|LBS]]).<br />Note: if disk is different than 1, buggy is invisible.<br /> Bit=0(Disabled), Bit=1(Enabled).<br /> Ex: Buggy (0x01) + Tiny Bronco (0x04) = Byte value 0x05 <br /> Byte value 0x00: None<br /> 0x01: Buggy<br /> 0x02: Buggy (bit=1:Driving it | bit=0: Don't)<br /> 0x04: Tiny Bronco<br /> 0x08: Unknown/Unused<br /> 0x10: Highwind<br /> 0x20: Highwind (bit=1: Flying in the sky | bit=0: On the ground)<br /> 0x40: Unknown/Unused<br /> 0x80: Unknown/Unused<br />
|-
| style="background: rgb(255,205,154)" | 0x0C24<br/>BankB[1/2][128]
| style="background: rgb(255,205,154)" | 97 bytes
| style="background: rgb(255,205,154)" | z_16 Unknown
|-
| style="background: rgb(255,205,154)" | 0x0C24<br/>BankB[1/2][128]<br />z_16[0]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Field mask, Corel ([[Bit_numbering|LBS]])(applied when you take the item).<br /> Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Barret talks about his hometown before enter the Ropeway for first time {ROPEST[1][1-Main][49]}<br /> 0x02: Free rest in corel inn {NCOINN[0][0-Main][5]}<br /> 0x04: Villagers rebuke Barret {NCOREL[13][1][3]}<br /> 0x08: <br /> 0x10: <br /> 0x20: If you couldn't stop the train {NCOREL2[5][2][4]}<br /> 0x40: Huge Materia Key Item {NOREL3[1][0-Main][7]}<br /> 0x80: Ultima Materia {NCOREL2[2][4][26]}{NCOREL3[24][4][20]}{NCOIN2[8][1][25]}<br />
|-
| style="background: rgb(255,205,154)" | 0x0C25<br/>BankB[1/2][129]<br />z_16[1]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Field mask ([[Bit_numbering|LBS]])(applied when you take the item).<br /> Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Priscilla Warnings (Reset after read): "It gets deeper the farther you go..." or (High Voltage through tower base) {UJUNON2/cloud/s12}<br /> 0x02: Oldman: "Young man, do CPR!" {UJUNON4/oldm1/s3}<br /> 0x04: Free rest: "You all must be tired. If you want to get some rest, stay here." {JUMIN/drctr/s0}<br /> 0x08: Talk with oldm1 about seeing "a man with a black cape" {UJUNON1/cloud/s10}<br /> 0x10: Priscilla: "It gets deeper the farther you go..." {UJUNON2/cloud/s12}<br /> 0x20: Tifa: "No...it was 5 years ago" {JUMIN/tifa/s9}<br /> 0x40: Cloud: "Hey!!" (Group designate cloud to clim the High Tower) {ujunon1/cloud/s15}<br /> 0x80: If you reach the top of the pole{UJUNON3/ad/s5}<br />
|-
| style="background: rgb(255,205,154)" | 0x0C26<br/>BankB[1/2][130]<br />z_16[2]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Field mask ([[Bit_numbering|LBS]])(applied when you take the item).<br /> Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: man1: "It's dangerous, please don't go!" if you choose "I'm still going" {SNOW/man1/s3}<br /> 0x02: Snowboard Key Item {SNMIN1/board/s1}<br /> 0x04: If you choose to kick Shinra Soldier's butt {SNOW/SINRAH1,SINRAH2,SINRAH3/s2}<br /> 0x08: Elena punch Cloud {SNOW/man1/s3}{SNOW/irena/s11}<br /> 0x10: Cloud wake-up in Gast home after beeing punched {SNMAYOR/drctr/s0}<br /> 0x20: The boy gives you his snowboard {SNMIN1/boy/s1}<br /> 0x40: Glacier Map Key Item {SNMIN2/dscvmap/s4}<br /> 0x80: First time you do Snowboard {SNOW/playgam/s2}<br />
|-
| style="background: rgb(255,205,154)" | 0x0C27<br/>BankB[1/2][131]<br />z_16[3]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Field mask ([[Bit_numbering|LBS]])(applied when you take the item).<br /> Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: If you succeed climbing (to the top, not the cave, just before crater_1 map) {GAIA_32/ladd5/s4}<br /> 0x02: If you Push-over the rock {GAIIN_2/icerock/s1}<br /> 0x04: Ice Pillar 1 down {GAIIN_5/turara1/s3}<br /> 0x08: Ice Pillar 2 down {GAIIN_5/turara2/s3}<br /> 0x10: Ice Pillar 3 down {GAIIN_5/turara3/s3}<br /> 0x20: Ice Pillar 4 down {GAIIN_5/turara4/s3}<br /> 0x40: First time you enter Holzoff's house(2nd room) / If you collaps at the Great Glacier {HOLU_2/drctr/s0}<br /> 0x80: History about Yamski and mini Cliff tutorial {HOLU_1/drctr/s0}<br />
|-
| style="background: rgb(255,205,154)" | 0x0C28<br/>BankB[1/2][132]<br />z_16[4]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Field mask ([[Bit_numbering|LBS]])(applied when you take the item).<br /> Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: First time you enter GAIAFOOT map talk {GAIAFOOT/drctr/s0}<br /> 0x02: <br /> 0x04: Tifa ask you take her with you {CRATER_2/drctr/s0}<br /> 0x08: Rufus finds the crater {TRNAD_2/hikutei/s2}<br /> 0x10: Sephiroth: "This is the end...for all of you" then his body vanish {TRNAD_4/discver/s2}<br /> 0x20: <br /> 0x40: Sephiroth illusion Nibelheim{WOA_3/gonivl1,gonivl2,gonivl3/s2}<br /> 0x80: First time cloud enter map crater_1 and talk about meteor and the crater {CRATER_1/drctr/s0}<br />
|-
| style="background: rgb(255,205,154)" | 0x0C29<br/>BankB[1/2][133]<br />z_16[5]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Field mask, Whirlwind Maze ([[Bit_numbering|LBS]])(applied when you take the item).<br /> Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: If you give the Black Materia to Barret {TRNAD_1/ballet/s1}<br /> 0x02: If you give the Black Materia to {TRNAD_1/red/s1}<br /> 0x04: Entrust the Black Materia {TRNAD_1/ballet/s1}<br /> 0x08: Tifa tells you need to cross when the wind is calm {WOA_1/setume3/s2}<br /> 0x10: 12 Black Cape man down {TRNAD_3/drctr/s0}<br /> 0x20: Black Cape man down {WOA_1/drctr/s0}<br /> 0x40: Black Cape man down {CRATER_1/blkdown/s4}<br /> 0x80: Black Cape man jump off {TRNAD_2/drctr/s0}<br />
|-
| style="background: rgb(255,205,154)" | 0x0C2A<br/>BankB[1/2][134]<br />z_16[6]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Field mask, Whirlwind Maze ([[Bit_numbering|LBS]])(applied when you take the item).<br /> Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Cloud: "What happened to this town? It's so run-down" {UJUNON1/drctr/s0}<br /> 0x02: If you have taken the Glacier Map before he offers you to, man3: "What nerve! You already tore down the map."<br /> 0x04: Screen shake then Random Battle{GAIIN_6/drctr/s0}<br /> 0x08: Shiva Summon in Priscilla's house {PRISILA/sivamt/s1}<br /> 0x10: Black Cape man: "Ugh… Errgaahh!!" {GAIIN_6/drctr/s0}<br /> 0x20: oldm1: "What? Cloud is missing?" {UJUNON1/oldm1/s1}<br /> 0x40: Prisila/Tifa talk about at prisila's house while cloud is missing in lifestream {PRISILA/prisl/s1}<br /> 0x80: Prisila/Cloud Talk at prisila's house after lifestream {PRISILA/drctr/s0}<br />
|-
| style="background: rgb(255,205,154)" | 0x0C2B<br/>BankB[1/2][135]<br />z_16[7]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Field mask, Whirlwind Maze ([[Bit_numbering|LBS]])(applied when you take the item).<br /> Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Cid regets about gaving the Huge Materia to the Shinra {NCOREL/worry/s2}<br /> 0x02: After Barret finish talking about his hometown history then enters the ropeway {ROPEST/ad/S3}<br /> 0x04: Cid tell Prisila they have found Cloud {PRISILA/prisl/s1}<br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x0C44<br/>BankB[1/2][160]<br />z_16[32]
| 1 byte
|
Progress items, Wallmarket ([[Bit_numbering|LBS]]).<br />Bit=0(Item not obtained), Bit=1(Item obtained).<br /> 0x01: Cologne at Wallmarket {mktpb/woman2/s1}<br /> 0x02: Flower Cologne at Wallmarket {mktpb/woman2/s1}<br /> 0x04: Sexy Cologne at Wallmarket {mktpb/woman2/s1}<br /> 0x08: Wig at Wallmarket {mkt_mens}<br /> 0x10: Dyed Wig at Wallmarket {mkt_mens}<br /> 0x20: Blonde Wig at Wallmarket {mkt_mens}<br /> 0x40: Pharmacy coupon at Wallmarket {mkt_s2/line01/s3}<br /> 0x80: Obtained any Wig at Wallmarket {mkt_mens/event/s1}<br />
|-
| style="background: rgb(255,205,154)" | 0x0C45<br/>BankB[1/2][161]<br />z_16[33]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Progress items, Wallmarket ([[Bit_numbering|LBS]]).<br />Bit=0(Item not obtained), Bit=1(Item obtained).<br /> 0x01: Girl at Honey Bee Inn put make-up on cloud, poor result (result is random) {onna2/girl1/s3}<br /> 0x02: Girl at Honey Bee Inn put make-up on cloud, averange result (result is random) {onna2/girl1/s3}<br /> 0x04: Girl at Honey Bee Inn put make-up on cloud, best result (result is random) {onna2/girl1/s3}<br /> 0x08: Obtaining the dress at Wallmarket {mkt_s1/event/s2}<br /> 0x10: Dress selected (clean/soft,shiny/shimmers) {mktpb/oldm3/s1}<br /> 0x20: Cotton Dress [0xCA] {mktpb/oldm3/s1}<br /> 0x40: Satin Dress [0xAA] {mktpb/oldm3/s1}<br /> 0x80: Silk Dress [0x9A] {mktpb/oldm3/s1}<br />
|-
| style="background: rgb(255,205,154)" | 0x0C46<br/>BankB[1/2][162]<br />z_16[34]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Progress items, Wallmarket ([[Bit_numbering|LBS]]).<br />Bit=0(Item not obtained), Bit=1(Item obtained).<br /> 0x01: Disinfectant at Wallmarket {mkt_s3/tensyu}<br /> 0x02: Deodorant at Wallmarket {mkt_s3/tensyu}<br /> 0x04: Digestive at Wallmarket {mkt_s3/tensyu}<br /> 0x08: Materia shop owner ask you to get something from the inn vending machine {MKT_M/tensyu/s1}<br /> 0x10: 200 gil Item at vending machine in Wallmarket {mktinn/cloud/s4}<br /> 0x20: 100 gil Item at vending machine in Wallmarket {mktinn/cloud/s4}<br /> 0x40: 50 gil Item at vending machine in Wallmarket {mktinn/cloud/s4}<br /> 0x80: Boutique owner's son ask you to bring his father back from bar {mkt_s1/man1/s8}<br />
|-
| style="background: rgb(255,205,154)" | 0x0C47<br/>BankB[1/2][163]<br />z_16[35]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Ms. Cloud Bauty level (Don Corneo choice) (0 to 25 Points)<br />1 Point: Cotton Dress, Wig, Glass Tiara, Cologne, Poor Make-Up<br /> 3 Points: Satin Dress, Dyed Wig, Ruby Tiara, Flower Cologne, Averange Make-Up <br /> 5 Points: Silk Dress, Blonde Wig, Diamond Tiara, Sexy Cologne, Best Make-Up<br /> Unfinished Calc Script for this items (Not taken into account by point calc): <br /> Lingerie (Should be +1), Mystery panties (+3), Bikini briefs (+5) <br /> 2 to 11 Points: Choose Tifa<br /> 12 to 18 Points: Choose Aerith<br /> 19 or more Points: Choose Cloud<br />
|-
| style="background: rgb(255,205,154)" | 0x0C48<br/>BankB[1/2][164]<br />z_16[36]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Field Objects, Sector 7 Train Graveyard ([[Bit_numbering|LBS]]) (so far)<br />Bit=0(Original Position), Bit=1(Moved).<br /> 0x01: Train 1 Position. {mds7st2}<br /> 0x02: Train 2 Position. {mds7st2}<br /> 0x04: Train 3 Position. {mds7st2}<br /> 0x08, 0x10, 0x20, 0x40, 0x80: Unused<br />
|-
| style="background: rgb(255,205,154)" | 0x0C49<br/>BankB[1/2][165]<br />z_16[37]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Field Items, Sector 7 Wall Market<br />Items bit mask ([[Bit_numbering|LBS]])<br /> 0x01: Cloud see the first battery holder and figured out the idea of using a battery there... {wcrimb_1}<br /> 0x02: First battery applied up the wall of Wallmarket(0x02){wcrimb_1}<br /> 0x04: Second battery applied up the wall of Wallmarket(0x04){wcrimb_1}<br /> 0x08: <br /> 0x10: Third battery applied and Ether obtained up the wall of Wallmarket (0x10){wcrimb_2}<br /> 0x20: Battery (Gun shop batery pack 1/3){MKT_W/oyaji02/s1}<br /> 0x40: Battery (Gun shop batery pack 2/3){MKT_W/oyaji02/s1}<br /> 0x80: Battery (Gun shop batery pack 3/3){MKT_W/oyaji02/s1}<br /> Note: all 3 batteries get at same time.
|-
| style="background: rgb(255,205,154)" | 0x0C4A<br/>BankB[1/2][166]<br />z_16[38]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" | Number of Fort Condor Battles Fought<br />
|-
| style="background: rgb(255,205,154)" | 0x0C4B<br/>BankB[1/2][167]<br />z_16[39]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" | Number of Fort Condor Battles Won<br />
|-
| style="background: rgb(255,205,154)" | 0x0C4C<br/>BankB[1/2][168]<br />z_16[40]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Progress, Fort Condor<br />0x01: Oldman sited ask your help to protect the Condor [0x01] {convil_1/event/s13}<br /> 0x02: If 0x01 &amp;Cloud join them to fight Shinra [0x03] {convil_1/cloud/s18}<br /> 0x04: If 0x02 &amp; you talk him again: [0x07] {convil_1/event/s15}<br /> A) He tells you he already talk to the store owners to sell you items.<br /> B) He let you rest for free.<br /> 0x08: When set they tell you that there are no more shinra troops to fight[0x0F] {convil_2/event/s4}<br /> 0x10: Banished from Fort Condor after loosing the Huge Materia Boss Fight: Party talk {convil_2/event/s11}--&gt;{condor2/init/s0}--&gt;{condor2/event/s3}<br /> 0x20: Phoenix Materia (Then Condor fly) {convil_4/ph_mat/s1}<br /> 0x40: Condor Born movie() {convil_2/event/s11}<br /> 0x80: Banished from Fort Condor after loosing the Huge Materia Boss Fight: Cutted rope {convil_2/event/s11}--&gt;{condor2/init/s0}<br />
|-
| style="background: rgb(255,205,154)" | 0x0C4D<br/>BankB[1/2][169]<br />z_16[41]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Battle Rank (Battle difficulty), Fort Condor<br />01: Rank 1 (Battles 1-3)<br /> 02: Rank 2 (Battles 4-6)<br /> 03: Rank 3 (Battles 7-9)<br /> 04: Rank 4 (Battles 10-12)<br /> 05: Rank 5 (Battles 13+)<br /> 06: Rank 6 (Huge Materia battle)<br /> The Battle Rank set the number of enemies. Fire Catapults enabled from Rank 2, and Tristoners from Rank 3.
|-
| style="background: rgb(255,205,154)" | 0x0C4E<br/>BankB[1/2][170]<br />z_16[42]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Number of Allies left, Fort Condor<br />The number of surviving allies units. (The ones that you give in exchange for gil)<br />
|-
| style="background: rgb(255,205,154)" | 0x0C4F<br/>BankB[1/2][171]<br />z_16[43]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" | Number of Enemies killed, Fort Condor<br />
|-
| style="background: rgb(255,205,154)" | 0x0C50<br/>BankB[1/2][172]<br />z_16[44]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Battle result, Fort Condor<br />00: If you win the battle<br /> 01: If you lose the battle
|-
| style="background: rgb(255,205,154)" | 0x0C51<br/>BankB[1/2][173]<br />z_16[45]
| style="background: rgb(225,236,252)" | 2 bytes
| style="background: rgb(225,236,252)" |
Game Progres Temp Var, Fort Condor {convil_4/mihari/s1}<br />When the battle ends, the Game Progres Var (0x0BA4) is copied to this Var.<br /> Is used to check the progresion diff to trigger the new attack event.
|-
| style="background: rgb(255,205,154)" | 0x0C53<br/>BankB[1/2][175]<br />z_16[47]
| style="background: rgb(225,236,252)" | 1 bytes
| style="background: rgb(225,236,252)" |
Number of Enemies left alive in the battle field, Fort Condor <br />Set by kernel, not referenced by the field script.
|-
| style="background: rgb(255,205,154)" | 0x0C54<br/>BankB[1/2][176]<br />z_16[48]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Progress, Fort Condor<br />00: No battle<br /> 01: Normal Battle<br /> 03: Final Boss Battle<br />
|-
| style="background: rgb(255,205,154)" | 0x0C55<br/>BankB[1/2][177]<br />z_16[49]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Progress &amp; Battle Reward, Fort Condor<br />0x01: Condor Progress {convil_1/jijii/s1}<br /> 0x02: Condor Progress {convil_1/mihari/s1}{convil_2/mihari/s1}{convil_4/ph_mat/s1}<br /> 0x04: Condor Progress {convil_1/event/s19}<br /> 0x08: Condor Progress {convil_2/mihari/s1}<br /> 0x10: "Received "Magic Comb"!" {convil_2/itemget/s1}<br /> 0x20: "Received "Peace Ring"!" {convil_2/itemget/s1}<br /> 0x40: "Received "Megalixir"!" {convil_2/itemget/s1}<br /> 0x80: "Received "Super Ball"!" {convil_2/itemget/s1}<br />
|-
| style="background: rgb(255,205,154)" | 0x0C56<br/>BankB[1/2][178]<br />z_16[50]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Progress, Fort Condor<br />0x01: <br /> 0x02: If you ever entered the {condor1} map<br /> 0x04: If you are inside the Fort<br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x0C57<br/>BankB[1/2][179]<br />z_16[51]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Battle modifier linked with 0x0C4D, Fort Condor<br />0x01: If 0x0C4D &gt;= 2 is set to 1 {convil_2/event/s7}<br /> 0x02: If 0x0C4D &gt;= 3 is set to 1 {convil_2/event/s7}<br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x0C58<br/>BankB[1/2][180]<br />z_16[52]
| style="background: rgb(255,255,204)" | 2 bytes
| style="background: rgb(255,255,204)" | Fort Condor Funds
|-
| style="background: rgb(255,205,154)" | 0x0C5A<br/>BankB[1/2][182]<br />z_16[54]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" | Number of Fort Condor Battles Lost<br />
|-
| style="background: rgb(255,205,154)" | 0x0C5B<br/>BankB[1/2][183]<br />z_16[55]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Conversations mask ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: Speaking to the children near the wall of Wallmarket(0x01)<br /> 0x02: Speaking to the children near the wall of Wallmarket(0x02)<br /> 0x04: Conversation of children on top of the wall of Wallmarket(0x04)<br /> 0x08: Speaking to the child by the pipe in Wallmarket (0x08)<br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x0C5C<br/>BankB[1/2][184]<br />z_16[56]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" | Handle the map jumps to MOVE_S(670),MOVE_I,MOVE_F,MOVE_R,MOVE_U,MOVE_D, Great Glacier<br />
|-
| style="background: rgb(255,205,154)" | 0x0C5D<br/>BankB[1/2][185]<br />z_16[57]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Progress, Great Glacier<br />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}<br /> 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}<br />
|-
| style="background: rgb(255,205,154)" | 0x0C5E<br/>BankB[1/2][186]<br />z_16[58]
| style="background: rgb(225,236,252)" | 2 byte
| style="background: rgb(225,236,252)" | Store Cloud MAPID, is used to know where to send you after seeing the Glacier Map, Great Glacier {hyoumap/init/s0}<br />
|-
| style="background: rgb(255,205,154)" | 0x0C60<br/>BankB[1/2][188]<br />z_16[60]
| style="background: rgb(225,236,252)" | 2 byte
| style="background: rgb(225,236,252)" | Store Cloud position (X) right before you use the map, Great Glacier<br />
|-
| style="background: rgb(255,205,154)" | 0x0C62<br/>BankB[1/2][190]<br />z_16[62]
| style="background: rgb(225,236,252)" | 2 byte
| style="background: rgb(225,236,252)" | Store Cloud position (Y) right before you use the map, Great Glacier<br />
|-
| style="background: rgb(255,205,154)" | 0x0C64<br/>BankB[1/2][192]<br />z_16[64]
| style="background: rgb(225,236,252)" | 2 byte
| style="background: rgb(225,236,252)" | Store Cloud position (Z) right before you use the map, Great Glacier<br />
|-
| style="background: rgb(255,205,154)" | 0x0C66<br/>BankB[1/2][194]<br />z_16[66]
| style="background: rgb(225,236,252)" | 2 byte
| style="background: rgb(225,236,252)" | Store Cloud position (triangle ID) right before you use the map, Great Glacier<br />
|-
| style="background: rgb(255,205,154)" | 0x0C68<br/>BankB[1/2][196]<br />z_16[68]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" | Store Cloud direction right before you use the map, then restore it from it, Great Glacier<br />
|-
| style="background: rgb(255,205,154)" | 0x0C69<br/>BankB[1/2][197]<br />z_16[69]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" | Is set to 1 when cloud pass-out, Great Glacier<br />
|-
| style="background: rgb(255,205,154)" | 0x0C6A<br/>BankB[1/2][198]<br />z_16[70]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Cloud Pass-out Counter, Great Glacier<br />First time you jump to HOLU_1(687), then to HOLU_2(688) <br />
|-
| style="background: rgb(255,205,154)" | 0x0C6B<br/>BankB[1/2][199]<br />z_16[71]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Progress &amp; Field item mask, Great Glacier<br />0x01: When you touch the hot spring (used to get Alexander Summon) {hyou10/event/s3}---&gt;{hyou10/cloud/s4,s5}<br /> 0x02: If you ever have spoken to snoww {hyou12/snoww/s1}<br /> 0x04: If you lose the battle against the Snow woman (snoww)<br /> 0x08: If you win the battle against the Snow woman<br /> 0x10: Received "Alexander" Materia{hyou13_2/mt/s1}<br /> 0x20: Received "Added Cut" Materia {MOVE_d/mt/s1}<br /> 0x40: Received "All" Materia {hyou12/mt/s1}<br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x0C74<br/>BankB[1/2][208]<br />z_16[80]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Used to save user anwser in the debugroom {BLACKBG7/leave/s1} before Jump to map blin70_4 (No269)<br />00: Set along with GameProgress = 0<br /> 00: Set along with GameProgress = 1566<br /> 00: Set along with GameProgress = 1572<br />
|-
| style="background: rgb(255,205,154)" | 0x0C75<br/>BankB[1/2][209]<br />z_16[81]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" | Unknown is set to 0 in Wall Market {MRKT2/mapinit/s0}
|-
| style="background: rgb(255,205,154)" | 0x0C84<br/>BankB[1/2][224]<br />z_16[96]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" | Keeps track of which Shinra floors are unlocked (By picking keycards). Values still unknown.(255 all doors opened when set manualy)
|-
| style="background: rgb(255,255,204)" | 0x0C85<br/>BankB[1/2][225]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" | Mission 1st reactor flags.<br />0x01: elevator on top floor.<br /> 0x08: 1st door opened.<br />0x10: 2nd door opened.<br />0x20: Jessie free from stuck.<br />0x40: bomb set.<br />0x80: set if time is out for gameover check.
|-
| style="background: rgb(255,255,204)" | 0x0C86<br/>BankB[1/2][226]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" | Mission 1st reactor flags.<br />0x02: elevator door opened.<br />0x04: scrolled at map init to show reactor.
|-
| style="background: rgb(255,205,154)" | 0x0C87<br/>BankB[1/2][227]
| style="background: rgb(255,205,154)" | 29/45 bytes
| style="background: rgb(255,205,154)" | z_17 Unknown[0-28] First 29 bytes of 45 (ENDS AT 0x0CB3 16 Bytes into next bank)
! Description
|-
| style="background: rgb(255,205,154)" | 0x0CA4<br/>BankB[3/4][0]
| style="background: rgb(255,205,154)" | 16/45 Bytes
| style="background: rgb(255,205,154)" | z_17 Unknown[29-44] Last 16 bytes of 45
|-
| style="background: rgb(255,205,154)" | 0x0CAD<br/>BankB[3/4][9]<br />z_17[9]
| style="background: rgb(254,254,255)" | 1 byte
| style="background: rgb(254,254,255)" |
1<sup>st</sup> party member char ID mirror.<small> Is a mirror of 0x04F8 (set from field module).</small><br />
|-
| style="background: rgb(255,205,154)" | 0x0CAE<br/>BankB[3/4][10]<br />z_17[10]
| style="background: rgb(254,254,255)" | 1 byte
| style="background: rgb(254,254,255)" |
2<sup>nd</sup> party member char ID mirror.<small> Is a mirror of 0x04F9 (set from field module).</small><br />
|-
| style="background: rgb(255,205,154)" | 0x0CAF<br/>BankB[3/4][11]<br />z_17[11]
| style="background: rgb(254,254,255)" | 1 byte
| style="background: rgb(254,254,255)" |
3<sup>ed</sup> party member char ID mirror.<small> Is a mirror of 0x04FA (set from field module).</small><br />
|-
| style="background: rgb(255,255,204)" | 0x0CB4<br/>BankB[3/4][16]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" | Aeris In Church progression (document this better)
|-
| style="background: rgb(255,205,154)" | 0x0CB5<br/>BankB[3/4][17]
| style="background: rgb(255,205,154)" | 49 Bytes
| style="background: rgb(255,205,154)" | z_18 Unknown
|-
| style="background: rgb(255,255,204)" | 0x0CE6<br/>BankB[3/4][66]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" | Escape from 1st reactor progress.<br />0x01: after scroll at start of map MD8_2 (maybe unneded).<br />0x02: after people panic on MD8_3 is over to never show it again.
|-
| style="background: rgb(255,205,154)" | 0x0CE7<br/>BankB[3/4][67]
| style="background: rgb(255,205,154)" | 7 Bytes
| style="background: rgb(255,205,154)" | z_19 Unknown
|-
| 0x0CEE<br/>BankB[3/4][74]
| 2 bytes
| Party GP (0-10000)
|-
| style="background: rgb(255,205,154)" | 0x0CF0<br/>BankB[3/4][76]
| style="background: rgb(255,205,154)" | 12 Bytes
| style="background: rgb(255,205,154)" | z_20 Unknown
|-
| style="background: rgb(255,205,154)" | 0x0CF0<br/>BankB[3/4][76]<br />z_20[0]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" | Chocobo Race - Times you lose (Only on Corel Prision Race){crcin/esto/s0}<br />
|-
| style="background: rgb(255,205,154)" | 0x0CF3<br/>BankB[3/4][79] <br /> z_20[3]
| style="background: rgb(255,205,154)" | 1 Byte
| style="background: rgb(255,205,154)" | Battle Square Special Dialog Progression {0x00 init, 0x10 :no text, 0xF0:new special fight}
|-
| style="background: rgb(255,205,154)" | 0x0CF4<br/>BankB[3/4][80] <br /> z_20[4] &amp; Z_20[5]
| style="background: rgb(255,255,204)" | 2 Bytes
| style="background: rgb(255,255,204)" | Battle Square Battle Points
|-
| 0x0CFC<br/>BankB[3/4][88]
| 1 byte
| Number of chocobo stables owned
|-
| 0x0CFD<br/>BankB[3/4][89]
| 1 byte
| Number of occupied stables
|-
| style="background: rgb(255,205,154)" | 0x0CFE<br/>BankB[3/4][90]
| style="background: rgb(225,236,252)" | 1 Byte
| style="background: rgb(225,236,252)" |
Choco Bill dialogs mask 0x01: If you talk him after meteor get summoned (only showed once) {FRMIN/jijii/s1}<br /> 0x02: If he offers you to rent Chocobo Stables (only showed once) {FRMIN/jijii/s1}<br />
|-
| 0x0CFF<br/>BankB[3/4][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<br/>BankB[3/4][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
|-
| style="background: rgb(255,205,154)" | 0x0D01<br/>BankB[3/4][93]
| style="background: rgb(255,205,154)" | 40 Bytes
| style="background: rgb(255,205,154)" | z_22 Unknown
|-
| style="background: rgb(255,205,154)" | 0x0D13<br/>BankB[3/4][111]<br />z_22[18]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" | Aeris flower quest progress.<br />0x01: if we buy flower from Aeris.
|-
| style="background: rgb(255,205,154)" | 0x0D23<br/>BankB[3/4][127]<br />z_22[34]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" | 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.
|-
| style="background: rgb(255,205,154)" | 0x0D24<br/>BankB[3/4][128]<br />z_22[35]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Conversations mask, Kalm ([[Bit_numbering|LBS]])(applied when you speak to someone).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: Spoke to the child in the house next to the Inn<br /> 0x10: Freed the dog in a house<br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x0D26<br/>BankB[3/4][130]<br />z_22[37]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Conversations mask, Reactor under the plate ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: Speaking with Biggs(0x01)<br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x0D27<br/>BankB[3/4][131]<br />z_22[38]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Conversations mask, Reactor under the plate ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: Speaking with Jesse(0x01)<br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
|-
| 0x0D29<br/>BankB[3/4][133]
| 1 Byte
| Yuffie can be found in the forests? (LSB only) others used?
|-
| style="background: rgb(255,205,154)" | 0x0D2A<br/>BankB[3/4][134]
| style="background: rgb(255,205,154)" | 28 Bytes
| style="background: rgb(255,205,154)" | z_23 Unknown
|-
| style="background: rgb(255,205,154)" | 0x0D44<br/>BankB[3/4][160]<br />z_23[26]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Conversations mask, Reactor under the plate ([[Bit_numbering|LBS]]).<br />Bit=0(NOT Activated/Received/Spoken to), Bit=1(Activated/Received/Spoken to).<br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: Aerith on roof event ends<br /> 0x20: <br /> 0x40: Turbo Ether {MIN51_2}<br /> 0x80: Aerith on roof event starts<br />
|-
| 0x0D46<br/>BankB[3/4][162]
| 1 byte
| Don's Mission Progress (more needed here)
|-
| style="background: rgb(255,205,154)" | 0x0D47<br/>BankB[3/4][163]
| style="background: rgb(255,205,154)" | 31 Bytes
| style="background: rgb(255,205,154)" | z_24 Unknown
|-
| style="background: rgb(255,205,154)" | 0x0D47<br/>BankB[3/4][163]<br />z_24[0]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: Elevator event at shinra HQ(0x08)<br /> 0x10: First conversation while climbing Shinra HQ stairs(0x10)<br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x0D49<br/>BankB[3/4][165]<br />z_24[2]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: Second conversation while climbing Shinra HQ stairs(0x80)<br />
|-
| style="background: rgb(255,205,154)" | 0x0D4A<br/>BankB[3/4][166]<br />z_24[3]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: Third conversation while climbing Shinra HQ stairs (0x01)<br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x0D4C<br/>BankB[3/4][168]<br />z_24[5]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: Braking in Shinra HQ scene (0x01)<br /> 0x02: Taking out the guards and obtaining keycard 60(0x02)<br /> 0x04: Taking everyone out the first floor in Shinra HQ(0x04)<br /> 0x08: Speaking to the couple in the shop at Shinra HQ(0x08)<br /> 0x10: Speaking to the shop seller in Shinra HQ(0x10)<br /> 0x20: Approaching Shinra HQ and conversation at the front door scene(0x20)<br /> 0x40: Approaching Shinra HQ and conversation at the front door scene(0x40)<br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x0D50<br/>BankB[3/4][172]<br />z_24[9]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Items mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Item on floor), Bit=1(Item taken).<br /> 0x01: Phoenix down from locker at floor 64 (0x01)<br /> 0x02: Ether from locker at floor 64(0x02)<br /> 0x04: <br /> 0x08: <br /> 0x10: Exiting elevator FMV at floor 60(0x10)<br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x0D52<br/>BankB[3/4][174]<br />z_24[11]
| style="background: rgb(255,255,204)" | 2 bytes
| style="background: rgb(255,255,204)" |
Bits kept for the doors at floor 63, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Door opened), Bit=1(Door closed).<br />
|-
| style="background: rgb(255,205,154)" | 0x0D55<br/>BankB[3/4][177]<br />z_24[14]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Item mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Item on floor), Bit=1(Item taken).<br /> 0x01: <br /> 0x02: Coupon C from Shinra HQ(0x02)<br /> 0x04: Coupon C from Shinra HQ(0x04)<br /> 0x08: Coupon B from Shinra HQ(0x08)<br /> 0x10: Speaking to the machine at floor 63(0x10)<br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x0D56<br/>BankB[3/4][178]<br />z_24[15]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Bits kept for some events on floor 63, Shinra HQ ([[Bit_numbering|LBS]])(Really needs to be investigated).<br />Bit=0(Door opened), Bit=1(Door closed).<br />
|-
| style="background: rgb(255,205,154)" | 0x0D57<br/>BankB[3/4][179]<br />z_24[16]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: Hitting vending machine at floor 64(0x01)<br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x0D58<br/>BankB[3/4][180]<br />z_24[17]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: Placing midgar fifth part(0x08)<br /> 0x10: Placing midgar fourth part(0x10)<br /> 0x20: Placing midgar third part(0x20)<br /> 0x40: Placing midgar second part(0x40)<br /> 0x80: Placing midgar first part(0x80)<br />
|-
| style="background: rgb(255,205,154)" | 0x0D59<br/>BankB[3/4][181]<br />z_24[18]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: Midgar model lights up at floor 65<br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: Last conversation with floor 63 machine<br />
|-
| style="background: rgb(255,205,154)" | 0x0D5D<br/>BankB[3/4][185]<br />z_24[22]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: Retrieving coupons (must know the order)(0x20)<br /> 0x40: Retrieving coupons (must know the order)(0x40)<br /> 0x80: Retrieving coupons (must know the order)(0x80)<br />
|-
| 0x0D66<br/>BankB[3/4][194]
| 1 byte
|
Turtle Paradise Flyers Seen LSB 1 2 3 4 5 6 x x MSB (flyer#) 1=seen 0x01: Sector 7 Slums<br /> 0x02: 1st Floor Shinra Building<br /> 0x04: Gold Saucer - Ghost Hotel<br /> 0x08: Cosmo Canyon - Inn 2nd Floor<br /> 0x10: Cosmo Canyon - Near Shop<br /> 0x20: Wutai In Front of Trap Room<br /> 0x40: Wutai - In Front of Turtle Paradise<br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x0D67<br/>BankB[3/4][195]
| style="background: rgb(255,205,154)" | 12 Bytes
| style="background: rgb(255,205,154)" | z_25 Unknown
|-
| style="background: rgb(255,205,154)" | 0x0D67<br/>BankB[3/4][195]<br />z_25[0]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Conversations mask<br />0x01: Cait Sith Leaves, and tell you that "The Sister Ray's not this way" {SINBIL_1/KETLINE/s5}<br /> 0x02: Don Corneo's mansion first time you talk to DOORMAN {colne_1/DOORMAN/s1}<br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x0D68<br/>BankB[3/4][196]<br />z_25[1]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Northern Cave: Cloud Lv just before Jenova Synthesis battle start.<br />Used as lv placeholder for Jenova Synthesis Boost formula.
|-
| style="background: rgb(255,205,154)" | 0x0D69<br/>BankB[3/4][197]<br />z_25[2]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" | Northern Cave: Barret Lv just before Jenova Synthesis battle start.<br />
|-
| style="background: rgb(255,205,154)" | 0x0D6A<br/>BankB[3/4][198]<br />z_25[3]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" | Northern Cave: Tifa Lv just before Jenova Synthesis battle start.<br />
|-
| style="background: rgb(255,205,154)" | 0x0D6B<br/>BankB[3/4][199]<br />z_25[4]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" | Northern Cave: Red XII Lv just before Jenova Synthesis battle start.<br />
|-
| style="background: rgb(255,205,154)" | 0x0D6C<br/>BankB[3/4][200]<br />z_25[5]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" | Northern Cave: Yuffie Lv just before Jenova Synthesis battle start.<br />
|-
| style="background: rgb(255,205,154)" | 0x0D6D<br/>BankB[3/4][201]<br />z_25[6]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" | Northern Cave: Cait Sith Lv just before Jenova Synthesis battle start.<br />
|-
| style="background: rgb(255,205,154)" | 0x0D6E<br/>BankB[3/4][202]<br />z_25[7]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" | Northern Cave: Vincent Lv just before Jenova Synthesis battle start.<br />
|-
| style="background: rgb(255,205,154)" | 0x0D6F<br/>BankB[3/4][203]<br />z_25[8]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" | Northern Cave: Cid Lv just before Jenova Synthesis battle start.<br />
|-
| style="background: rgb(255,205,154)" | 0x0D70<br/>BankB[3/4][204]<br />z_25[9]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Bizarro Sephiroth Fight Number of Groups<br />01: 1 Group. First time you enter the map{LASTMAP/directr/s0}<br /> 02: 2 Groups {LASTMAP/AD3/s3}<br /> 03: 3 Groups {LASTMAP/AD3/s3}<br />
|-
| style="background: rgb(255,205,154)" | 0x0D71<br/>BankB[3/4][205]<br />z_25[10]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Bizarro Sephiroth Fight, some progress value<br />00: {LASTMAP/BAT/s4,s5}<br /> 01: {LASTMAP/BAT/s4}<br /> 02: {LASTMAP/BAT/s4}<br /> 03: {LASTMAP/BAT/s5}<br /> 04: {LASTMAP/BAT/s5}<br /> 05: {LASTMAP/BAT/s5}<br /> 06: {LASTMAP/BAT/s5}<br />
|-
| style="background: rgb(255,205,154)" | 0x0D72<br/>BankB[3/4][206]<br />z_25[11]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Great Glacier Snowboard, taken path (Set the exit location where you land) {hyou1/event/s1}<br />0x01: Left both times: Forest HYOU2<br /> 0x02: Right both times: Outside Frostbite cave HYOU3<br /> 0x04: Left right: Main gate HYOU1<br /> 0x08: Right then left: Single tree HYOU7<br />
|-
| 0x0D73<br/>BankB[3/4][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.<br />0x6E: Yes; 0x6F: No
|-
| style="background: rgb(255,205,154)" | 0x0D74<br/>BankB[3/4][208]
| style="background: rgb(255,205,154)" | 15 Bytes
| style="background: rgb(255,205,154)" | z_26 Unknown
|-
| style="background: rgb(255,205,154)" | 0x0D74<br/>BankB[3/4][208]<br />z_26[0]
| style="background: rgb(255,163,0)" | 1 byte
| style="background: rgb(255,163,0)" |
MDS7PLR1 event flags.<br />0x01: when everyone run to hideout.<br /> 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.<br /> 0x04: when Barret return to map and call us again.<br /> 0x08: after return to this map after seeing pillar.<br /> 0x10: after talking to right soldier twice (before mission in 5th reactor).<br /> 0x20: <br /> 0x40: <br /> 0x80:
|-
| style="background: rgb(255,205,154)" | 0x0D75<br/>BankB[3/4][209]<br />z_26[1]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.<br /> Start sector 7 slums [0x00]<br /> 0x01: Right after enter s7 bar MAP[0xA1]<br /> 0x02: After 7th heaven initial scene[0xFF]or[0xBF] if bit 6 is 0<br /> 0x04: Tifa get out the bar[0xA5]?<br /> 0x08: Scene ends and barret wait outside bar[0xAD]<br /> 0x10: Barret talk before enter the bar[0xFD]or[0xBD] if bit 6 is 0<br /> 0x20: Right after enter s7 bar MAP[0xA1]<br /> 0x40: Girl talk about reactor explotion[0xED]<br /> 0x80: Right after enter s7 bar MAP[0xA1]<br />
|-
| style="background: rgb(255,205,154)" | 0x0D76<br/>BankB[3/4][210]<br />z_26[2]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.<br /> Start sector 7 slums [0x00]<br /> 0x01: After you wake up in the Hideout[0x03]<br /> 0x02: After you wake up in the Hideout[0x03]<br /> 0x04: Unknown[0x00]?<br /> 0x08: Unknown[0x00]<br /> 0x10: Avalache member continue running to s7 train station and Villagers are arround Avalache team [0x51]{mds7}<br /> 0x20: Unknown it become 1 seconds after 0x0D76[4] is set [0x51]{mds7}<br /> 0x40: Unknown[0x00]<br /> 0x80: Unknown[0x00]<br />
|-
| style="background: rgb(255,205,154)" | 0x0D77<br/>BankB[3/4][211]<br />z_26[3]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.<br /> Start sector 7 slums [0x00]<br /> 0x01: Tell tifa did fight w/ barret (1) didn't fight (0)[0x05]or[0x04] if not<br /> 0x02: Unknown[0x00]<br /> 0x04: Auto tifa talk about fight w/ barret[0x04]<br /> 0x08: Unknown[0x00]<br /> 0x10: Unknown[0x00]<br /> 0x20: Unknown[0x00]<br /> 0x40: Unknown[0x00]<br /> 0x80: Unknown[0x00]<br />
|-
| style="background: rgb(255,205,154)" | 0x0D78<br/>BankB[3/4][212]<br />z_26[4]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.<br /> Start sector 7 slums [0x00]<br /> 0x01: Barret chages in bar (set w/ z_26[1] state #2)[0x03]<br /> 0x02: Barret chages in bar (set w/ z_26[1] state #2)[0x03]<br /> 0x04: After we have talked to tifa[0x07]<br /> 0x08: Set to 1 if we choose no drink when talking to tifa[0x0F]<br /> 0x10: Set to 1 if we choose strong drink talking ot tifa[0x17]<br /> 0x20: Unknown[0x00]<br /> 0x40: Unknown[0x00]<br /> 0x80: Unknown[0x00]<br />
|-
| style="background: rgb(255,205,154)" | 0x0D79<br/>BankB[3/4][213]<br />z_26[5]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.<br /> Start sector 7 slums [0x00]<br /> 0x01: set to 1 when tifa calls the machine down after you 1st talk down stairs, never gets unset[0x03]<br /> 0x02: 1 if elevator is in hide out (pinball machine)[0x02]<br /> 0x04: After you wake up in the Hideout[0x1F]<br /> 0x08: After you wake up in the Hideout[0x1F]<br /> 0x10: After you wake up in the Hideout[0x1F]<br /> 0x20: Unknown[0x00]<br /> 0x40: After giving Barret the materia tutorial[0x5D]<br /> 0x80: Unknown[0x00]<br />
|-
| style="background: rgb(255,205,154)" | 0x0D7A<br/>BankB[3/4][214]<br />z_26[6]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.<br /> Start sector 7 slums [0x00]<br /> 0x01: After hide out 1st talk[0x03]<br /> 0x02: After hide out 1st talk[0x03]<br /> 0x04: second part of talk tifa enter in scene[0x07]<br /> 0x08: After you wake up in the Hideout[0x6F]<br /> 0x10: Unknown[0x00]<br /> 0x20: After you wake up in the Hideout[0x6F]<br /> 0x40: After you wake up in the Hideout[0x6F]<br /> 0x80: After you get out the Hideout and talk to tifa [0xEF]<br />
|-
| style="background: rgb(255,205,154)" | 0x0D7B<br/>BankB[3/4][215]<br />z_26[7]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Items mask, Training room at sector 5 ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Item on floor), Bit=1(Item taken).<br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: All materia after taking ether(0x10)<br /> 0x20: Ether chest that falls from ceiling(0x20)<br /> 0x40: <br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x0D7C<br/>BankB[3/4][216]<br />z_26[8]
| style="background: rgb(255,163,0)" | 1 byte
| style="background: rgb(255,163,0)" |
MDS7ST3 event flags.<br />0x01: when everyone start run to hideout.<br /> 0x02: when trainman tells you about war (3 talk).<br /> 0x04: when pair on station agreed with each other.<br /> 0x08: when Jessie, Biggs and Wedge run into train.<br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
|-
| style="background: rgb(255,255,204)" | 0x0D83<br/>BankB[3/4][223]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" | Midgard train flags.<br />0x01: when we talk to Biggs on way to sector 7.<br />0x02: when we talk to Wedge twice on way to sector 7.<br />0x04: when talk to Jessie, before look at map.<br />0x10: this bit is checked on ROOTMAP, though it doesn't use ingame.
|-
| style="background: rgb(255,205,154)" | 0x0D84<br/>BankB[3/4][224]
| style="background: rgb(255,205,154)" | 32/64 Bytes
| style="background: rgb(255,205,154)" | z_27 Unknown[0-31] First 32 bytes of 64 (ENDS AT 0x0DC3 32 Bytes into next bank)
|-
| style="background: rgb(255,205,154)" | 0x0D90<br/>BankB[3/4][236]<br />z_27[12]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
! Description
|-
| style="background: rgb(255,205,154)" | 0x0DA4<br/>BankB[11/12][0]
| style="background: rgb(255,205,154)" | 32/64 Bytes
| style="background: rgb(255,205,154)" | z_27 Unknown[32-63] Last 32 bytes of 64
|-
| style="background: rgb(255,205,154)" | 0x0DA4<br/>BankB[11/12][0]<br />z_27[32]
| style="background: rgb(205,230,230)" | 6 bytes
| style="background: rgb(205,230,230)" |
Chocobo Race - Chocobo Name ([[FF7/FF_Text|FF Text format]])
|-
| style="background: rgb(255,205,154)" | 0x0DAA<br/>BankB[11/12][6]<br />z_27[38]
| style="background: rgb(205,230,230)" | 1 bytes
| style="background: rgb(205,230,230)" |
Chocobo Race(G1) - Jockey<br />00: Cloud<br /> 01: Tifa<br /> 02: Cid<br />
|-
| style="background: rgb(255,205,154)" | 0x0DAB<br/>BankB[11/12][7]<br />z_27[39]
| style="background: rgb(205,230,230)" | 1 bytes
| style="background: rgb(205,230,230)" |
Chocobo Race(G1) - Course<br />00: Long course<br /> 01: Short course<br />
|-
| style="background: rgb(255,205,154)" | 0x0DAC<br/>BankB[11/12][8]<br />z_27[40]
| style="background: rgb(205,230,230)" | 1 bytes
| style="background: rgb(205,230,230)" |
Chocobo Race(G1) - Bet Selection Screen<br />00: Enabled {crcin_1/esto}<br /> 01: Disabled {crcin_2/esto}<br />
|-
| style="background: rgb(255,205,154)" | 0x0DAD<br/>BankB[11/12][9]<br />z_27[41]
| style="background: rgb(205,230,230)" | 1 bytes
| style="background: rgb(205,230,230)" |
Chocobo Race(G1) - ???<br />00: All others times but<br /> 01: When you race by talking to ester in {crcin_1/esto}<br />
|-
| style="background: rgb(255,205,154)" | 0x0DAE<br/>BankB[11/12][10]<br />z_27[42]
| style="background: rgb(205,230,230)" | 2 bytes
| style="background: rgb(205,230,230)" |
Chocobo Race(G2) - Sprint Speed<br />Value = 4500 {crcin_2}<br />
|-
| style="background: rgb(255,205,154)" | 0x0DB0<br/>BankB[11/12][12]<br />z_27[44]
| style="background: rgb(205,230,230)" | 2 bytes
| style="background: rgb(205,230,230)" |
Chocobo Race(G2) - Speed<br />Value = 3500 {crcin_2}<br />
|-
| style="background: rgb(255,205,154)" | 0x0DB2<br/>BankB[11/12][14]<br />z_27[46]
| style="background: rgb(205,230,230)" | 1 byte
| style="background: rgb(205,230,230)" |
Chocobo Race(G2) - Acceleration<br />Value = 70 {crcin_2}<br />
|-
| style="background: rgb(255,205,154)" | 0x0DB3<br/>BankB[11/12][15]<br />z_27[47]
| style="background: rgb(205,230,230)" | 1 byte
| style="background: rgb(205,230,230)" |
Chocobo Race(G2) - Cooperation<br />Value = 100 {crcin_2}<br />
|-
| style="background: rgb(255,205,154)" | 0x0DB4<br/>BankB[11/12][16]<br />z_27[48]
| style="background: rgb(205,230,230)" | 1 byte
| style="background: rgb(205,230,230)" |
Chocobo Race(G2) - Intelligence<br />Value = 100 {crcin_2}<br />
|-
| style="background: rgb(255,205,154)" | 0x0DB5<br/>BankB[11/12][17]<br />z_27[49]
| style="background: rgb(205,230,230)" | 1 byte
| style="background: rgb(205,230,230)" |
Chocobo Race(G2) - Type (Yellow, Green, Blue, Black, Gold)<br />Value = 0 {crcin_2}<br />
|-
| style="background: rgb(255,205,154)" | 0x0DB6<br/>BankB[11/12][18]<br />z_27[50]
| style="background: rgb(205,230,230)" | 1 byte
| style="background: rgb(205,230,230)" |
Chocobo Race(G2) - Personality<br />Value = 0 {crcin_2}<br />
|-
| style="background: rgb(255,205,154)" | 0x0DB7<br/>BankB[11/12][19]<br />z_27[51]
| style="background: rgb(205,230,230)" | 1 byte
| style="background: rgb(205,230,230)" |
Chocobo Race(G2) - ???<br />05: When you race by talking to ester in {crcin_2/esto}<br /> 07: All others times {crcin_1/esto}<br />
|-
| style="background: rgb(255,205,154)" | 0x0DB8<br/>BankB[11/12][20]<br />z_27[52]
| style="background: rgb(205,230,230)" | 1 byte
| style="background: rgb(205,230,230)" |
Chocobo Race(G2) - ???<br />Value = 1 (ALWAYS) {crcin_1/crcin_2}<br />
|-
| style="background: rgb(255,205,154)" | 0x0DB9<br/>BankB[11/12][21]<br />z_27[53]
| style="background: rgb(205,230,230)" | 1 byte
| style="background: rgb(205,230,230)" |
Chocobo Race(G2) - ???<br />Value = 0 (ALWAYS) {crcin_1/crcin_2}<br />
|-
| style="background: rgb(255,205,154)" | 0x0DBA<br/>BankB[11/12][22]<br />z_27[54]
| style="background: rgb(205,230,230)" | 1 byte
| style="background: rgb(205,230,230)" |
Chocobo Race(G2) - Joe/TEIOH Chalenge<br />00: No <br /> 01: Yes <br />
|-
| style="background: rgb(255,205,154)" | 0x0DBB<br/>BankB[11/12][23]<br />z_27[55]
| style="background: rgb(205,230,230)" | 1 byte
| style="background: rgb(205,230,230)" |
Chocobo Race(G2) - Selected Rank<br />00: Class C<br /> 01: Class B<br /> 02: Class A<br /> 03: Class S<br />
|-
| style="background: rgb(255,205,154)" | 0x0DBC<br/>BankB[11/12][24]<br />z_27[56]
| style="background: rgb(205,230,230)" | 1 byte
| style="background: rgb(205,230,230)" |
Chocobo Race - ???<br />Random 0/15{crcin_1/esto}<br /> 0: All others times
|-
| style="background: rgb(255,205,154)" | 0x0DBD<br/>BankB[11/12][25]<br />z_27[57]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Chocobo Race - Finish Place (0 to 5)<br />Set to 0xFF on the elevator {GLDELEV/dic/s0}<br /> 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}<br />
|-
| style="background: rgb(255,205,154)" | 0x0DBE<br/>BankB[11/12][26]<br />z_27[58]
| style="background: rgb(205,230,230)" | 2 bytes
| style="background: rgb(205,230,230)" |
Chocobo Race(G2) - Stamina<br />Value = 6000 {crcin_2}<br />
|-
| style="background: rgb(255,205,154)" | 0x0DC0<br/>BankB[11/12][28]<br />z_27[60]
| style="background: rgb(205,230,230)" | 1 bytes
| style="background: rgb(205,230,230)" |
Chocobo Race(G1) - Winning Prize<br />00 = 500GP | "Received "Sprint Shoes"<br /> 01 = 300GP | "Received "Counter Attack" Materia!!"<br /> 02 = 500GP | "Received "Magic Counter"<br /> 03 = 300GP | "Received "Precious Watch"!!"<br /> 04 = 500GP | "Received "Cat's Bell"!!"<br /> 05 = 300GP | "Enemy Away" Materia!!"<br /> 06 = 300GP | "Received "Sneak Attack" Materia!!"<br /> 07 = 400GP | "Received "Chocobracelet"!!"<br /> 08 = 30GP | "Received "Ether"!!"<br /> 09 = 200GP | "Received "Elixir"!!"<br /> 10 = 15GP | "Received "Hero Drink"!!"<br /> 11 = 20GP | "Received "Bolt Plume"!!"<br /> 12 = 20GP | "Received "Fire Fang"!!"<br /> 13 = 20GP | "Received "Antarctic Wind"!!"<br /> 14 = 50GP | "Received "Swift Bolt"!!"<br /> 15 = 50GP | "Received "Fire Veil"!!"<br /> 16 = 50GP | "Received "Ice Crystal"!!"<br /> 17 = 300GP | "Received "Megalixir"!!"<br /> 18 = 150GP | "Received "Turbo Ether"!!"<br /> 19 = 5GP | "Received "Potion"!!"<br /> 20 = 10GP | "Received "Phoenix Down"!!"<br /> 21 = 10GP | "Received "Hyper"!!"<br /> 22 = 10GP | "Received "Tranquilizer"!!"<br /> 23 = 15GP | "Received "Hi-Potion"!!"<br /> 255 = If you lost the race (Nothing)
|-
| style="background: rgb(255,255,204)" | 0x0DC4<br/>BankB[11/12][32]
| style="background: rgb(255,255,204)" | 16 bytes
| style="background: rgb(255,255,204)" |
Chocobo slot 1 [See Below for [[#Chocobo_Record|Chocobo Slot format]]]
|-
| style="background: rgb(255,255,204)" | 0x0DD4<br/>BankB[11/12][48]
| style="background: rgb(255,255,204)" | 16 bytes
| style="background: rgb(255,255,204)" | Chocobo slot 2
|-
| style="background: rgb(255,255,204)" | 0x0DE4<br/>BankB[11/12][64]
| style="background: rgb(255,255,204)" | 16 bytes
| style="background: rgb(255,255,204)" | Chocobo slot 3
|-
| style="background: rgb(255,255,204)" | 0x0DF4<br/>BankB[11/12][80]
| style="background: rgb(255,255,204)" | 16 bytes
| style="background: rgb(255,255,204)" | Chocobo slot 4 [Slot 5 and 6 are located at 0x1084 - 0x10A3]
|-
| style="background: rgb(255,205,154)" | 0x0E04<br/>BankB[11/12][96]
| style="background: rgb(255,205,154)" | 13 Bytes
| style="background: rgb(255,205,154)" | z_28 Unknown
|-
| style="background: rgb(255,205,154)" | 0x0E0C<br/>BankB[11/12][104]<br />z_28[8]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Change on Final Battle<br /><br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: Final Battle<br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x0E0E<br/>BankB[11/12][106]<br />z_28[10]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Yuffie Stolen Materia Quest - Disabled party members {YUFY1/YUFI}<br />(Bit mask is set just before stolen materia been restored, to know what chars must be reactivated.)<br /> 0x01: Unused<br /> 0x02: Barret<br /> 0x04: Tifa<br /> 0x08: Red XIII<br /> 0x10: Cait Sith<br /> 0x20: Cid<br /> 0x40: Vincent<br /> 0x80: Aeris<br />
|-
| style="background: rgb(255,205,154)" | 0x0E0F<br/>BankB[11/12][107]<br />z_28[11]
| style="background: rgb(205,230,230)" | 2 bytes
| style="background: rgb(205,230,230)" | G-Bike Minigame Last Score {GAMES_2/dic}
|-
| style="background: rgb(255,255,204)" | 0x0E11<br/>BankB[11/12][109]
| style="background: rgb(255,255,204)" | 2 Bytes
| style="background: rgb(255,255,204)" | G-Bike Minigame High Score
|-
| style="background: rgb(255,205,154)" | 0x0E13<br/>BankB[11/12][111]
| style="background: rgb(255,205,154)" | 1 Byte
| style="background: rgb(255,205,154)" | UnSaved Snowboard Mini Game Temp Var.
|-
| style="background: rgb(255,255,204)" | 0x0E14<br/>BankB[11/12][112]
| style="background: rgb(255,255,204)" | 4 Bytes
| style="background: rgb(255,255,204)" | 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 )
|-
| style="background: rgb(255,255,204)" | 0x0E18<br/>BankB[11/12][116]
| style="background: rgb(255,255,204)" | 4 Bytes
| style="background: rgb(255,255,204)" | Fastest Time For Snowboard Expert Course. See Beginner Course for more info
|-
| style="background: rgb(255,255,204)" | 0x0E1C<br/>BankB[11/12][120]
| style="background: rgb(255,255,204)" | 4 Bytes
| style="background: rgb(255,255,204)" | Fastest Time For Snowboard Crazy Course. See Beginner Course for more info
|-
| style="background: rgb(255,255,204)" | 0x0E20<br/>BankB[11/12][124]
| style="background: rgb(255,255,204)" | 1 Byte
| style="background: rgb(255,255,204)" | HighScore For Snowboard Beginner Course
|-
| style="background: rgb(255,255,204)" | 0x0E21<br/>BankB[11/12][125]
| style="background: rgb(255,255,204)" | 1 Byte
| style="background: rgb(255,255,204)" | HighScore For Snowboard Expert Course
|-
| style="background: rgb(255,255,204)" | 0x0E22<br/>BankB[11/12][126]
| style="background: rgb(255,255,204)" | 1 Byte
| style="background: rgb(255,255,204)" | HighScore For Snowboard Crazy Course
|-
| style="background: rgb(255,205,154)" | 0x0E23<br/>BankB[11/12][127]
| style="background: rgb(255,205,154)" | 1 Byte
| style="background: rgb(255,205,154)" | UnSaved Snowboard Mini Game Temp Var
|-
| style="background: rgb(255,255,204)" | 0x0E24<br/>BankB[11/12][128]
| style="background: rgb(255,255,204)" | 2 bytes
| style="background: rgb(255,255,204)" | 2nd rank at RollerCoaster Shooter
|-
| style="background: rgb(255,255,204)" | 0x0E26<br/>BankB[11/12][130]
| style="background: rgb(255,255,204)" | 2 bytes
| style="background: rgb(255,255,204)" | 3rd rank at RollerCoaster Shooter
|-
| style="background: rgb(255,205,154)" | 0x0E28<br/>BankB[11/12][132]
| style="background: rgb(255,205,154)" | 17 Bytes
| style="background: rgb(255,205,154)" | z_29 Unknown
|-
| style="background: rgb(255,205,154)" | 0x0E28<br/>BankB[11/12][132]<br />z_29[0]
| style="background: rgb(205,230,230)" | 1 bytes
| style="background: rgb(205,230,230)" |
Mythril Side Quest/Chocobo Sage Side Quest<br />0x01: Talked to the Weapon Seller about the Keystone, Temple of the Ancients, DIO, etc {zz2/m/s4}<br /> 0x02: Chocobo Sage when he finish all remembering stuff {zz3/dic/s0}<br /> 0x04: Unused<br /> 0x08: Old man: "Large Materia needs high level Materia." {zz1/m1/s1}<br /> 0x10: Mythril given to the Weapon Seller {zz2/m/s1}<br /> 0x20: Chocobo Sage if you ask him "What about that Chocobo?" {zz3/m1/s1}<br /> 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}<br /> 0x80: First time you talk to Chole after meeting Chocobo Sage {FRCYO/kodomo/s1}<br />
|-
| style="background: rgb(255,205,154)" | 0x0E29<br/>BankB[11/12][133]<br />z_29[1]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Chocobo Sage Side Quest - Progression Variable 01: First time you talk to Chocobo Sage<br /> 02,03,04: About Blue/Green Chocobo<br /> 05: About Black Chocobo<br /> 06,07,08: About Gold Chocobo<br /> 09,10: About Zeio Nuts
|-
| style="background: rgb(255,205,154)" | 0x0E2A<br/>BankB[11/12][134]<br />z_29[2]
| style="background: rgb(255,255,204)" | 2 bytes
| style="background: rgb(255,255,204)" | Number of battles to reach in order to unlock the next part of the Chocobo breeding tutorial
|-
| style="background: rgb(255,205,154)" | 0x0E2C<br/>BankB[11/12][136]<br />z_29[4]
| style="background: rgb(205,230,230)" | 1 bytes
| style="background: rgb(205,230,230)" | Chocobo Sage Side Quest - Part of the random number of battles formula<br />
|-
| style="background: rgb(255,205,154)" | 0x0E2D<br/>BankB[11/12][137]<br />z_29[5]
| style="background: rgb(205,230,230)" | 1 bytes
| style="background: rgb(205,230,230)" | Unused?<br />
|-
| style="background: rgb(255,205,154)" | 0x0E2E<br/>BankB[11/12][138]<br />z_29[6]
| style="background: rgb(205,230,230)" | 1 bytes
| style="background: rgb(205,230,230)" |
Chocobo Race / Others<br />0x01: Set to 1 the first time you talk to Ester to race and Ride your own Chocobo {crcin_1/esto/s1}<br /> 0x02: Set to 1 just before Chocobo Race Engine be launched {crcin_1/esto/s1}<br /> Set to 0 when you receive the price or lose. {crcin_1/dic/s0}<br /> 0x04: Set to 1 just before your first time race (Ester say "Yeahh but jockeys can't buy tickets.")<br /> Then after been activated the next races (she say: "Good Luck! Take care!") {crcin_1/esto/s1}<br /> 0x08: After beating Mog's House and receive 30GP from the guy {GAMES_2/kabe/s1}<br /> 0x10: If you win 9 races to enter Rank S {crcin_1/esto/s1}<br /> 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}<br /> 0x40: <br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x0E2F<br/>BankB[11/12][139]<br />z_29[7]
| style="background: rgb(205,230,230)" | 1 bytes
| style="background: rgb(205,230,230)" | Chocobo Race - Selected Chocobo Stable Position (0 to 5)<br />
|-
| style="background: rgb(255,205,154)" | 0x0E30<br/>BankB[11/12][140]<br />z_29[8]
| style="background: rgb(205,230,230)" | 1 bytes
| style="background: rgb(205,230,230)" | Unused?<br />
|-
| style="background: rgb(255,205,154)" | 0x0E2E<br/>BankB[11/12][138]<br />z_29[6]
| style="background: rgb(205,230,230)" | 1 bytes
| style="background: rgb(205,230,230)" |
Northern Cave<br />0x01: Bottom of Northern Cave talk {las4_0/dic/s0}<br /> 0x02: Set to 1 when you enter the map "las3_3" comming from map "las4_1" {las3_3/dic/s0}<br />
|-
| style="background: rgb(255,205,154)" | 0x0E2F<br/>BankB[11/12][139]<br />z_29[7]
| style="background: rgb(205,230,230)" | 1 bytes
| style="background: rgb(205,230,230)" |
Northern Cave<br />0x01: Bottom of Northern Cave talk {las4_0/dic/s0}<br /> 0x02: Set to 1 when you enter the map "las3_3" comming from map "las4_1" {las3_3/dic/s0}<br />
|-
| style="background: rgb(255,205,154)" | 0x0E30<br/>BankB[11/12][140]<br />z_29[8]
| style="background: rgb(205,230,230)" | 1 bytes
| style="background: rgb(205,230,230)" |
Northern Cave - Received items from party in the last talk<br />0x01: Barret {las4_0/ballet/s1}<br /> 0x02: Tifa {las4_0/tifa/s1}<br /> 0x04: RedXIII {las4_0/red/s1}<br /> 0x08: Cid {las4_0/cid/s1}<br /> 0x10: Cait Sith {las4_0/cait/s1}<br /> 0x20: Yuffi {las4_0/yufi/s1}<br /> 0x40: Vincent {las4_0/vincent/s1}<br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x0E33<br/>BankB[11/12][143]<br />z_29[11]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" | Lucrecia's Cave sidequest Progression Variable
|-
| style="background: rgb(255,205,154)" | 0x0E35<br/>BankB[11/12][145]<br />z_29[13]
| style="background: rgb(255,255,204)" | 2 bytes
| style="background: rgb(255,255,204)" | Lucrecia's Cave sidequest:<br />Number of battles to get past in order to unlock Chaos &amp; Death Penalty
|-
| 0x0E39<br/>BankB[11/12][149]
| 2 bytes
| 1st rank at RollerCoaster Shooter
|-
| style="background: rgb(255,205,154)" | 0x0E3C<br/>BankB[11/12][152]
| style="background: rgb(255,205,154)" | 105 Bytes
| style="background: rgb(255,205,154)" | z_30 Unknown
! Description
|-
| 0x0EA4<br/>BankB[13/14][0]
| 1 byte
| Which game-play Disc is needed
|-
| style="background: rgb(255,205,154)" | 0x0EA5<br/>BankB[13/14][1]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
z_31 Tifa's House 0x01: Final Heaven {niv_ti2/piano/s1}<br /> 0x02: Cloud played the piano in the flashback {niv_ti2/molody/s2}<br /> 0x04: Elemental Materia {niv_ti2/piano/s1}<br />
|-
| style="background: rgb(255,205,154)" | 0x0EA6<br/>BankB[13/14][2]
| style="background: rgb(255,205,154)" | 1 Byte
| style="background: rgb(255,205,154)" | Start Of Bombing Mission (0x14=Yes, 0x56=No)<br />Northern Cave - Progress (TODO: more info) 0x94
|-
| style="background: rgb(255,205,154)" | 0x0EA7<br/>BankB[13/14][3]
| style="background: rgb(255,205,154)" | 3 bytes
| style="background: rgb(255,205,154)" | z_32 Unknown
|-
| style="background: rgb(255,205,154)" | 0x0EA7<br/>BankB[13/14][3]<br />z_32[0]
| style="background: rgb(255,205,154)" | 1 bytes
| style="background: rgb(255,205,154)" | Northern Cave - Progress (TODO: more info)
|-
| 0x0EAA<br/>BankB[13/14][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
|-
| style="background: rgb(255,205,154)" | 0x0EAC<br/>BankB[13/14][8]
| style="background: rgb(255,205,154)" | 22 bytes
| style="background: rgb(255,205,154)" | z_33 Unknown
|-
| style="background: rgb(255,255,204)" | 0x0EC2<br/>BankB[13/14][30]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" | Field pointers mask (hand over party leader's head + red and green arrows)<br />0x00: Inactive<br />0x02: Active
|-
| style="background: rgb(255,205,154)" | 0x0EC3<br/>BankB[13/14][31]
| style="background: rgb(255,205,154)" | 1 byte
| style="background: rgb(255,205,154)" | z_34 Unknown. <del>If you have max materias in your equipment it is set to non-zero (needs to be confirmed)</del> FALSE! (By Ss4).
|-
| 0x0EC4<br/>BankB[13/14][32]
| 6 bytes
|
Name of Chocobo 1 ([[FF7/FF_Text|FF Text format]])
|-
| 0x0ECA<br/>BankB[13/14][38]
| 6 bytes
|
Name of Chocobo 2 ([[FF7/FF_Text|FF Text format]])
|-
| 0x0ED0<br/>BankB[13/14][44]
| 6 bytes
|
Name of Chocobo 3 ([[FF7/FF_Text|FF Text format]])
|-
| 0x0ED6<br/>BankB[13/14][50]
| 6 bytes
|
Name of Chocobo 4 ([[FF7/FF_Text|FF Text format]])
|-
| 0x0EDC<br/>BankB[13/14][56]
| 6 bytes
|
Name of Chocobo 5 ([[FF7/FF_Text|FF Text format]])
|-
| 0x0EE2<br/>BankB[13/14][62]
| 6 bytes
|
Name of Chocobo 6 ([[FF7/FF_Text|FF Text format]])
|-
| 0x0EE8<br/>BankB[13/14][68]
| 2 bytes
| Stamina of Chocobo 1
|-
| 0x0EEA<br/>BankB[13/14][70]
| 2 bytes
| Stamina of Chocobo 2
|-
| 0x0EEC<br/>BankB[13/14][72]
| 2 bytes
| Stamina of Chocobo 3
|-
| 0x0EEE<br/>BankB[13/14][74]
| 2 bytes
| Stamina of Chocobo 4
|-
| 0x0EF0<br/>BankB[13/14][76]
| 2 bytes
| Stamina of Chocobo 5
|-
| 0x0EF2<br/>BankB[13/14][78]
| 2 bytes
| Stamina of Chocobo 6
|-
| 0x0EF4<br/>BankB[13/14][80]
| 1 byte
|
Vincent Regularly/Change Submarine Color. (Bit-mask)<br />0x01: <br /> 0x02: <br /> 0x04: Vincent Regulary. Has the character entered the party regularly? Byte value (Yes:[0xFF]; No:[0xFB])(NEEDS TO BE CHECKED)<br /> 0x08: Gray Submarine (bit = 1)/ Red Submarine (bit = 0) (Liked with 0x0EF6[2])<br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x0EF5<br/>BankB[13/14][81]
| style="background: rgb(255,205,154)" | 23 bytes
| style="background: rgb(255,205,154)" | z_35 Unknown
|-
| style="background: rgb(255,205,154)" | 0x0EF6<br/>BankB[13/14][82]<br />z_35[1]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Vehicle Submarine<br />0x01: <br /> 0x02: <br /> 0x04: Grey Submarine Ignored / Red Submarine bit = 1 (Linked with 0x0EF4[3])<br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x0EFD<br/>BankB[13/14][89]<br />z_35[8]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" | Northern Cave - Yuffie Split up path
|-
| style="background: rgb(255,205,154)" | 0x0EFF<br/>BankB[13/14][91]<br />z_35[10]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Save flag.<br />0x02: set when we in save (menu or point? please check) and unset when out<br /> Other byte values: 0x10, 0x12, 0x51
|-
| style="background: rgb(255,205,154)" | 0x0F04<br/>BankB[13/14][96]<br />z_35[22]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" | Northern Cave - Progress (TODO: more info)
|-
| style="background: rgb(255,205,154)" | 0x0F05<br/>BankB[13/14][97]<br />z_35[23]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" | Northern Cave - Progress (TODO: more info)
|-
| style="background: rgb(255,255,204)" | 0x0F0C<br/>BankB[13/14][104]
| style="background: rgb(255,255,204)" | 24 bytes
| style="background: rgb(255,255,204)" |
Name of location ([[FF7/FF_Text|FF Text format]])
|-
| style="background: rgb(255,205,154)" | 0x0F24<br/>BankB[13/14][128]
| style="background: rgb(255,205,154)" | 5 bytes
| style="background: rgb(255,205,154)" | z_36 Unknown
|-
| 0x0F29<br/>BankB[13/14][133]
| 1 bytes
| Save on the world map - Tutorial seen (To be Checked)<br />0x3B: Seen<br />0x33: Not Seen
|-
| style="background: rgb(255,205,154)" | 0x0F2A<br/>BankB[13/14][134]
| style="background: rgb(255,205,154)" | 50 bytes
| style="background: rgb(255,205,154)" | z_37 Unknown
|-
| style="background: rgb(255,205,154)" | 0x0F2A<br/>BankB[13/14][134]<br />z_37[0]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Needs more research. 0x01: <br /> 0x02: <br /> 0x04: Red Submarine Tutorial<br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80:
|-
| style="background: rgb(255,205,154)" | 0x0F2B<br/>BankB[13/14][135]<br />z_37[1]
| style="background: rgb(255,255,204)" | 1 bytes
| style="background: rgb(255,255,204)" | 0x20<br/>BankB[13/14][-3716]: World map Ruby Weapon form. bit=0: Small Form (before first encounter). bit=1: Big Form (after first encounter).
|-
| style="background: rgb(255,205,154)" | 0x0F3A<br/>BankB[13/14][150]<br />z_37[16]
| style="background: rgb(255,255,204)" | 1 bytes
| style="background: rgb(255,255,204)" | Rand number between 0,1,2. Is set when you change field map. ex: enter a town.
|-
| style="background: rgb(255,255,204)" | 0x0F5C<br/>BankB[13/14][184]
| style="background: rgb(255,255,204)" | 3 bytes
| style="background: rgb(255,255,204)" |
Party leader's coordinates on world map:<br /> Party leader X position on the world map (X coord). Value from 0 up to 295000<br />000000: 0x000000<br /> 065535: 0xFFFF00 | 065536: 0x000001<br /> 131071: 0xFFFF01 | 131072: 0x000002<br /> 196607: 0xFFFF02 | 196608: 0x000003<br /> 262143: 0xFFFF03 | 262144: 0x000004<br /> 295000: 0x588004
|-
| style="background: rgb(255,255,204)" | 0x0F5F<br/>BankB[13/14][187]
| style="background: rgb(255,255,204)" | 1 bytes
| style="background: rgb(255,255,204)" | Party leader viewing direction angle on the world map. Value from 0 up to 255 to cover 0 - 359°<br />
|-
| style="background: rgb(255,255,204)" | 0x0F60<br/>BankB[13/14][188]
| style="background: rgb(255,255,204)" | 3 bytes
| style="background: rgb(255,255,204)" |
Party leader Y position on the world map (Y coord). Value from 1 up to 230000<br />000001: 0x01003C<br /> 065535: 0xFFFF3C | 065536: 0x00003D<br /> 131071: 0xFFFF3D | 131072: 0x00003E<br /> 196607: 0xFFFF3E | 196608: 0x00003F<br /> 230000: 0x70823F
|-
| style="background: rgb(255,255,204)" | 0x0F63<br/>BankB[13/14][191]
| style="background: rgb(255,255,204)" | 1 bytes
| style="background: rgb(255,255,204)" | Party leader Z altitude on the world map (Z coord). Input value from -128 up to 127 are allowed (0 = Mean Sea Level)
|-
| 0x0F64<br/>BankB[13/14][192]
| 8 bytes
| Caught Wild Chocobo's coordinates on world map
|-
| 0x0F6C<br/>BankB[13/14][200]
| 8 bytes
| Tiny Bronco/Chocobo's coordinates on world map
|-
| 0x0F74<br/>BankB[13/14][208]
| 8 bytes
| Buggy/Highwind's coordinates on world map
|-
| 0x0F7C<br/>BankB[13/14][216]
| 8 bytes
| Submarine/???'s coordinates on world map
|-
| 0x0F84<br/>BankB[13/14][224]
| 8 bytes
| Diamond=&gt;Ultimate=&gt;Ruby Weapon's coordinates on world map (ruby is bound To the desert)
|-
| style="background: rgb(255,255,204)" | 0x0F8C<br/>BankB[13/14][232]
| style="background: rgb(255,255,204)" | 2 bytes
| style="background: rgb(255,255,204)" | 1<sup>st</sup> Snow Pole X Coordinate.
|-
| style="background: rgb(255,255,204)" | 0x0F8E<br/>BankB[13/14][234]
| style="background: rgb(255,255,204)" | 2 bytes
| style="background: rgb(255,255,204)" | 1<sup>st</sup> Snow Pole Y Coordinate.
|-
| style="background: rgb(255,255,204)" | 0x0F90<br/>BankB[13/14][236]
| style="background: rgb(255,255,204)" | 2 bytes
| style="background: rgb(255,255,204)" | 2<sup>nd</sup> Snow Pole X Coordinate.
|-
| style="background: rgb(255,255,204)" | 0x0F92<br/>BankB[13/14][238]
| style="background: rgb(255,255,204)" | 2 bytes
| style="background: rgb(255,255,204)" | 2<sup>nd</sup> Snow Pole Y Coordinate.
|-
| style="background: rgb(255,255,204)" | 0x0F94<br/>BankB[13/14][240]
| style="background: rgb(255,255,204)" | 2 bytes
| style="background: rgb(255,255,204)" | 3<sup>ed</sup> Snow Pole X Coordinate.
|-
| style="background: rgb(255,255,204)" | 0x0F96<br/>BankB[13/14][242]
| style="background: rgb(255,255,204)" | 2 bytes
| style="background: rgb(255,255,204)" | 3<sup>ed</sup> Snow Pole Y Coordinate.
|-
| style="background: rgb(255,205,154)" | 0x0F98<br/>BankB[13/14][244]
| style="background: rgb(255,205,154)" | 12/236 bytes
| style="background: rgb(255,205,154)" | z_38 Unknown[0-11] First 12 bytes of 236 (ENDS AT 0x1083 224 Bytes into next bank)
|-
| style="background: rgb(255,205,154)" | 0x0F9C<br/>BankB[13/14][248]<br />z_38[4]
| style="background: rgb(255,255,204)" | 1 bytes
| style="background: rgb(255,255,204)" | Angle of the world. The viewing direction of the camera onto the world map. For top-view (ca. 45°) this value should be 0.
|-
| style="background: rgb(255,205,154)" | 0x0F9D<br/>BankB[13/14][249]<br />z_38[5]
| style="background: rgb(255,255,204)" | 1 bytes
| style="background: rgb(255,255,204)" | Top-view (ca. 45°). Determines the camera's position.
|-
| style="background: rgb(255,205,154)" | 0x0F9C<br/>BankB[13/14][248]<br />z_38[4]
| style="background: rgb(255,255,204)" | 2 bytes
| style="background: rgb(255,255,204)" |
Camera angle and rotation of normal world map.<br />00 00 - FF 0F: Map rotation angle. xx yx: if y &gt; 0, y will be changed to 0. (Source: Asa. Data Collision)
|-
| style="background: rgb(255,205,154)" | 0x0F9F<br/>BankB[13/14][251]<br />z_38[6]
| style="background: rgb(255,255,204)" | 2 bytes
| style="background: rgb(255,255,204)" |
Snow Pole Number/Where address will be overwritten by next pole (cycling 00, 01, 02, 00, 01, 02... )<br />00: 1st pole address<br /> 01: 2nd pole address<br /> 02: 3rd pole address
|-
| style="background: rgb(255,205,154)" | 0x0FA0<br/>BankB[13/14][252]<br />z_38[8]
| 1 bytes
|
Wild Chocobo Type.<br />Value is set when Chocobo is caught and used after Chocobo is sent to cage.<br /> Index is the byte's value and not the bit-mask.<br /> 0x00: Chocobo not displayed in cage<br /> 0x01: Wonderful<br /> 0x02: Great<br /> 0x03: Good<br /> 0x04: Fair<br /> 0x05: Average<br /> 0x06: Poor<br /> 0x07: Bad<br /> 0x08: Terrible<br /> Over 08 = Choco Billy's rating window not displayed
|-
| style="background: rgb(255,205,154)" | 0x0FA1<br/>BankB[13/14][253]<br />z_38[9]
| style="background: rgb(255,255,204)" | 1 bytes
| style="background: rgb(255,255,204)" |
Riding Byte.<br />Index is the byte's value and not the bit-mask.<br /> 0x00: On foot.<br /> 0x03: Highwind<br /> 0x04: Wild Chocobo (Liked with 0x0C22[0])<br /> 0x0D: Submarine<br /> 0x13: Chocobo (Liked with 0x0C22[1/7]. 0x0C22: 0x04=Yellow, ..., 0x40=Gold)<br />
|-
| style="background: rgb(255,205,154)" | 0x0FA3<br/>BankB[13/14][255]<br />z_38[11]
| style="background: rgb(255,205,154)" | 1 bytes
| style="background: rgb(255,205,154)" |
! Description
|-
| style="background: rgb(255,205,154)" | 0x0FA4<br/>BankB[7/15][0]
| style="background: rgb(255,205,154)" | 224/236 Bytes
| style="background: rgb(255,205,154)" | Unknown z_38[12-235] Last 224 bytes of 236
|-
| style="background: rgb(255,205,154)" | 0x0FA6<br/>BankB[7/15][2]<br />z_38[14]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
World map camera &amp; map display<br />Add two values (one from camera, one from map) and set this byte.<br />Camera: Aerial(00); Closeup(20)<br /> Map: Off(80); Small(00); Large(40)
|-
| style="background: rgb(255,205,154)" | 0x0FAB<br/>BankB[7/15][7]<br />z_38[19]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" | If not 0x00, game crashes
|-
| style="background: rgb(255,205,154)" | 0x0FC4<br/>BankB[7/15][32]<br />z_38[44]
| 2 bytes
| Fields items mask.<br />0x0001: first potion on MD1STIN.<br />0x0002: second potion on MD1STIN.<br />0x0004: potion at NMKIN3.<br />0x0008: phoenix down on NKMIN1.
|-
| style="background: rgb(255,205,154)" | 0x0FC6<br/>BankB[7/15][34]<br />z_38[46]
| style="background: rgb(225,236,252)" | 1 byte
| style="background: rgb(225,236,252)" |
Items mask, Chocobo Farm ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Destruct Materia Animation displayed {sininb42/mtr/s3}<br /> 0x02: Destruct Materia {sininb42/mtr/s1}<br /> 0x04: Enemy Skill {blin68_2/mtr/s1} (See 0x0BEF[1])<br /> 0x08: Enemy Skill Animation (Drop after battle) {blin68_2/mtr/s3}<br /> 0x10: Odin Materia {sinin2_1/mtr/s1}<br /> 0x20: Odin Materia Animation displayed {sinin2_1/mtr/s3}<br /> 0x40: Counter Materia {nvdun1/mtr/s1}<br /> 0x80: Magic Plus Materia {sandun_1/mtr/s1}<br />
|-
| style="background: rgb(255,205,154)" | 0x0FF1<br/>BankB[7/15][77]<br />z_38[89]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" | On Buggy vehicle. Specifies if a character is on a Buggy. Only if a Buggy is present.<br />0x0E: On; 0x0C: Off
|-
| 0x0FF4<br/>BankB[7/15][80]<br />z_38[92]
| 1 byte
|
Items mask, Mythril Mine ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: 4sbwy_6 - Tent<br /> 0x02: 4sbwy_3 - Potion<br /> 0x04: 4sbwy_1 - Ether<br /> 0x08: psdun_3 - Ether<br /> 0x10: psdun_4 - Hi-Potion<br /> 0x20: psdun_4 - Elixir<br /> 0x40: psdun_3 - Long Range materia<br /> 0x80: gnmk - Titan Materia<br />
|-
| 0x0FF5<br/>BankB[7/15][81]<br />z_38[93]
| 1 byte
|
Items mask, ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: elmin2_2 - Ether<br /> 0x02: losin1 - Comet Materia<br /> 0x04: gonjun1 - Deathblow Materia<br /> 0x08: q_4 - Hades Materia<br /> 0x10: q_4 - Outsider<br /> 0x20: q_3 - Escourt Guard<br /> 0x40: q_3 - Conformer<br /> 0x80: q_4 - Spirit Lance<br />
|-
| 0x0FF6<br/>BankB[7/15][82]<br />z_38[94]
| 1 byte
|
Items mask, ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: q_1 - Heaven's Cloud<br /> 0x02: q_3 - Megalixir<br /> 0x04: q_4 - Megalixir<br /> 0x08: losinn - Elixir<br /> 0x10: losin2 - Guard Source<br /> 0x20: losin3 - Magic Source<br /> 0x40: las1_2 las4_0 - Elixir<br /> 0x80: las1_2 las4_0 - Mystle<br />
|-
| style="background: rgb(255,205,154)" | 0x0FF9<br/>BankB[7/15][85]<br />z_38[97]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Items mask, Kalm ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Hidden Ether in the second floor of a house<br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x0FFB<br/>BankB[7/15][87]<br />z_38[99]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" | Kalm Traveler rewards visibility (each bit set back to 0 when picked up)<br />Guide Book (0x01); Master Command(0x02); Master Magic (0x04); Master Summon (0x08); Gold Chocobo (0x10)
|-
| style="background: rgb(255,205,154)" | 0x0FFC<br/>BankB[7/15][88]<br />z_38[100]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Items mask, Kalm ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Peacemaker in a house<br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x0FFD<br/>BankB[7/15][89]<br />z_38[101]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Items mask, Kalm ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: <br /> 0x02: Hidden Ether from house next to the Inn<br /> 0x04: <br /> 0x08: Guard Source<br /> 0x10: Hidden Ether<br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x0FFE<br/>BankB[7/15][90]<br />z_38[102]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Items mask, Mythril Mine ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: Mind Source<br /> 0x20: Tent<br /> 0x40: <br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x1004<br/>BankB[7/15][96]<br />z_38[]
| style="background: rgb(254,254,255)" | 1 byte
| style="background: rgb(254,254,255)" | 1<sup>st</sup> party member char ID in Group 1. Final Boss Battle: Bizarro Sephiroth.<br />
|-
| style="background: rgb(255,205,154)" | 0x1005<br/>BankB[7/15][97]<br />z_38[]
| style="background: rgb(254,254,255)" | 1 byte
| style="background: rgb(254,254,255)" | 2<sup>nd</sup> party member char ID in Group 1. Final Boss Battle: Bizarro Sephiroth.<br />
|-
| style="background: rgb(255,205,154)" | 0x1006<br/>BankB[7/15][98]<br />z_38[]
| style="background: rgb(254,254,255)" | 1 byte
| style="background: rgb(254,254,255)" | 3<sup>ed</sup> party member char ID in Group 1. Final Boss Battle: Bizarro Sephiroth.<br />
|-
| style="background: rgb(255,205,154)" | 0x1007<br/>BankB[7/15][99]<br />z_38[]
| style="background: rgb(254,254,255)" | 1 byte
| style="background: rgb(254,254,255)" | 1<sup>st</sup> party member char ID in Group 2. Final Boss Battle: Bizarro Sephiroth.<br />
|-
| style="background: rgb(255,205,154)" | 0x1008<br/>BankB[7/15][100]<br />z_38[]
| style="background: rgb(254,254,255)" | 1 byte
| style="background: rgb(254,254,255)" | 2<sup>nd</sup> party member char ID in Group 2. Final Boss Battle: Bizarro Sephiroth.<br />
|-
| style="background: rgb(255,205,154)" | 0x1009<br/>BankB[7/15][101]<br />z_38[]
| style="background: rgb(254,254,255)" | 1 byte
| style="background: rgb(254,254,255)" | 3<sup>ed</sup> party member char ID in Group 2. Final Boss Battle: Bizarro Sephiroth.<br />
|-
| style="background: rgb(255,205,154)" | 0x100A<br/>BankB[7/15][102]<br />z_38[]
| style="background: rgb(254,254,255)" | 1 byte
| style="background: rgb(254,254,255)" | 1<sup>st</sup> party member char ID in Group 3. Final Boss Battle: Bizarro Sephiroth.<br />
|-
| style="background: rgb(255,205,154)" | 0x100B<br/>BankB[7/15][103]<br />z_38[]
| style="background: rgb(254,254,255)" | 1 byte
| style="background: rgb(254,254,255)" | 2<sup>nd</sup> party member char ID in Group 3. Final Boss Battle: Bizarro Sephiroth.<br />
|-
| style="background: rgb(255,205,154)" | 0x100C<br/>BankB[7/15][104]<br />z_38[]
| style="background: rgb(254,254,255)" | 1 byte
| style="background: rgb(254,254,255)" | 3<sup>ed</sup> party member char ID in Group 3. Final Boss Battle: Bizarro Sephiroth.<br />
|-
| style="background: rgb(255,205,154)" | 0x101E<br/>BankB[7/15][122]<br />z_38[134]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" |
Items mask, Junon ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Mind Source<br /> 0x02: Power Source<br /> 0x04: Guard Source<br /> 0x08: <br /> 0x10: 1/35 Soldier<br /> 0x20: Luck Source<br /> 0x40: <br /> 0x80: <br />
|-
| style="background: rgb(255,205,154)" | 0x1030<br/>BankB[7/15][140]<br />z_38[152]
| style="background: rgb(255,255,204)" | 1 byte
| style="background: rgb(255,255,204)" | Field screen rain switch (non-zero to turn on rain effect)
|-
| style="background: rgb(255,255,204)" | 0x1084<br/>BankB[7/15][224]
| style="background: rgb(255,255,204)" | 16 bytes
| style="background: rgb(255,255,204)" | Chocobo slot 5
|-
| style="background: rgb(255,255,204)" | 0x1094<br/>BankB[7/15][240]
| style="background: rgb(255,255,204)" | 16 bytes
| style="background: rgb(255,255,204)" | Chocobo slot 6
53
edits