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Gray Sub (Put on initial place)
Set Sub ID to 13 (Coordinates will be ignored)
0x0B90: 00
0x0B94: 03 00
0x0B96: 2A 00
0x0C1E: 0x04 ON/OFF = Hide/Show Gray Sub Tutorial
0x0EF4: 0x08 ON, Enable Gray Sub & Disable Red Sub
0x0EF6: 0x04 OFF Disable Red Sub (Ignored if "0x0EF4: 0x08 is ON")
Gray Sub (Simple)
Set Sub ID=13 and x-y coordinate
0x0EF4: ON
-----------------
Red Sub (Put on initial place)
Set Sub ID to 13 (Coordinates will be ignored)
0x0B90: 00
0x0B94: 03 00
0x0B96: 36 00
0x0F2A: 0x02 ON/OFF = Hide/Show Red Sub Tutorial
0x0EF4: 0x08 OFF Disable Gray Sub
0x0EF6: 0x04 ON Enable Red Sub
All value required to show tutorial
Red Sub (Simple)
Set Sub ID=13 and x-y coordinate
0x0EF4: 0x08 OFF
0x0EF6: 0x04 ON
-----------------
If Sub enabled before Sub mission
Gray already enabled before Gray Sub mission
Both of mission completed or failed, game progression is stopped, still can choose mission start again.
Red already enabled before Gray Sub mission
Completed => No problem, Red will be exchanged to Gray
Failed => No problem and Party still has Red Sub
Gray or Red already enabled before Red Sub mission (Gray mission failed)
Dog never get out of the way.
=================
Buggy (Put on initial place)
0x0B90: 00
0x0B94: 03
0x0B96: 10 00
0x0C23: 0x01 ON Enable Buggy
0x0C23: 0x02 ON Ride on Buggy when Party leaves Corel Prison, Junon & Costa Del Sol
0x0F29: 0x20 ON/OFF = Hide/Show Buggy Tutorial
=================
Tiny Bronco (Put on initial place)
Set Tiny Bronco/Chocobo ID=5 (Coordinates will be ignored)
0x0B90: 00
0x0B94: 03 00
0x0B96: 28 00
0x0F2A: 0x04 ON/OFF = Hide/Show Tiny Bronco Tutorial
All values required to show Tiny Bronco tutorial
=================
Highwind (Put on initial place)
0x0B90: 00
0x0B94: 03 00
0x0B96: 29 00
(Very simple)
Set values
0x0B90: 00
0x0B94 2bytes: 03 00
0x0B96 2bytes: followings
00 00 = <Party Coordinates (?)>
01 00 = Midgar City <@>
02 00 = Kalm <@>
03 00 = Chocobo Farm <@>
04 00 = Mythril Mine 1 (Grassland side) <@>
05 00 = Mythril Mine 2 (Junon side) <@>
06 00 = Fort Condor <@>
07 00 = Junon <@>
08 00 = Temple of the Ancients <@>
09 00 = Old man's House <@>
0A 00 = Weapon Seller <@>
0B 00 = Mideel <@>
0C 00 = Materia Cave - Mideel <@>
0D 00 = Costa Del Sol <@>
0E 00 = Mt. Corel <@>
0F 00 = North Corel <@>
10 00 = Corel Prison (Buggy and others value required)
11 00 = Gongaga Village <@>
12 00 = Cosmo Canyon <@>
13 00 = Nibelheim 1 (sea side) <@>
14 00 = Rocket Town <@>
15 00 = Lucrecia Cave <@>
16 00 = Materia Cave - North Corel <@>
17 00 = Wutai <@>
18 00 = Materia Cave - Wutai <@>
19 00 = Bone Village <@>
1A 00 = Coral Valley Cave <@>
1B 00 = Icicle Inn 1 (Icicle Area side) <@>
1C 00 = Chocobo Sage's House <@>
1D 00 = Materia Cave - Round Island <@>
1E 00 = Sub in Underwater w. its Coordinates 1 (Sub required)
1F 00 = Gelnika (Sub required)
20 00 = <Party Coordinates (?)>
21 00 = <Party Coordinates (?)>
22 00 = <Party Coordinates (?)>
23 00 = <Party Coordinates (?)>
24 00 = Cargo Ship from Junon to Inside Ship (can re-battle w. Jenova/glitch when Tifa or Cid leader)
25 00 = Cargo Ship from after Event to Costa Del Sol <@>
26 00 = Cargo Ship from Junon to Costa Del Sol <@>
27 00 = Cargo Ship from Costa Del Sol to Junon <@>
28 00 = Tiny Bronco Initial Place (Tiny Bronco required)
29 00 = Highwind Initial Place (Highwind required)
2A 00 = Gray Submarine Initial Place (Sub required)
2B 00 = Nibelheim 2 (mountain side) <@>
2C 00 = Mt. Nibel 1 (Nibelheim) <@>
2D 00 = <Party Coordinates (?)>
2E 00 = Mt. Nibel 2 (Rocket Town side)
2F 00 = Icicle Inn 2 (Great Glacier side) <@>
30 00 = Great Glacier <@>
31 00 = Rocket Launching Pad <@>
32 00 = <Party Coordinates (?)>
33 00 = Camera closing to Diamond Weapon (after it, Party Coordinates applied)
34 00 = <Party Coordinates (?)>
35 00 = <Party Coordinates (?)>
36 00 = Red Submarine Initial Place (Sub required)
37 00 = Ancient Forest <@>
38 00 = Sub in Underwater w. its Coordinates 2 (Sub required)
39 00 = Coral Valley <@>
3A 00 = Forgotten Capital <@>
3B 00 = Crater (Highwind required)
3C 00 = Turning Snow Area of Great Glacier (North) <@>
3D 00 = Turning Snow Area of Great Glacier (West) <@>
3E 00 = Turning Snow Area of Great Glacier (South) <@>
3F 00 = Turning Snow Area of Great Glacier (East) <@>
40 00 = Turning Snow Area of Great Glacier (Cave Rock) <@>
41 00 - FF 00 = Turning Snow Area with Party Coodinates (Glitchfull)
Party coordinates will be ignored in many case.0x0F8C - 0x0F8F: 1st pole (4th, 7th, 10th....)
0x0F90 - 0x0F93: 2nd pole (5th, 8th, 11th....)
0x0F94 - 0x0F97: 3rd pole (6th, 9th, 12th....)
1st 2Bytes = X Coordinate, 2nd 2Bytes = Y Coordinate.
Values will be ignored when loading slot.
0x0F9F: Pole Number/Where address will be overwritten by next pole (cycling 00, 01, 02, 00, 01, 02... )
00: 1st pole address
01: 2nd pole address
02: 3rd pole address
0x0F9C: 2Bytes, 00 00 - FF 0F: Map rotation angle. xx yx: if y > 0, y will be chaned to 0.
This value is Camera angle and rotation of normal world map
0x0C1E: 0x20 ON/OFF = Hide/Show Turning Snow Area Tutorial
0FA3: Unknown. It seems this value is mixture of Number of pole and Party direction and walking steps or coordinates.
Value will be ignored when loading slot.
0x0C20
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.
(* Glitch)
(1) Chocobo Color Glitch: Chocobo color priority is given to a younger value. If Black (0x0C22: 0x20) is taken out when Yellow (0x0C22: 0x04) is on world map. Party will rides on Yellow.
(2) Riding Double Chocobo Glitch: If Owned Chocobo is taken out from stable when Wild Chocobo is exist on world map, it makes that Party rides on Wild Chocobo and Wild Chocobo rides on Owned Chocobo.
These glitch occurred even if Chocobo ID=0. But they are not serious problem. (1) will be cleared when Party returns to Chocobo Firm with Chocobo. (2) will be cleared when Party rides off and rides off again.
----------------------
0x0C21
0x01 Enter direction to Chocobo Farm & Show send/release Wild Chocobo option when riding off.
ON: Right of ranch / Show option
OFF: In front of cage / Hide option
Set to "ON" after buying chocobo stable.
----------------------
0x0C22
0x02: Chocobo in Highwind. When Party rides on Highwind with Chocobo (0x0FA1=0B), this value is set to "ON".
ON: Chocobo exist in Highwind stable. If Chocobo is not enabled, Chocobo not displayed but breeding staff is served as Chocobo exist.
OFF: Chocobo not exist. If map switched to Highwind c*ckpit, Chocobo returns to world map.
----------------------
0x0F2A:
0x04 Chocobo Tutorial ON / OFF = Seen / Show
----------------------
0x0FA0 Wild Chocobo Type
Value is set when Chocobo is caught and used after Chocobo is sent to cage
00 = Not displayed in cage
01 = Wonderful
02 = Great
03 = Good
04 = Fair
05 = Average
06 = Poor
07 = Bad
08 = Terrible
Over 08 = Choco Billy's rating window not displayed
0x0C23
0x02: Leaving town with Buggy (for Junon, Costa Del Sol & Corel Prison). When Party rides on Buggy (0x0FA1=06), this value is set to "ON".
ON: Party will be riding on the Buggy when leaving those town.
OFF: Party will be walking.
----------------------
0x20: Behavior of Party returns to world map from inside of Highwind ("Go" selected for Pilot's query)
ON: Highwind is flying in the air
OFF: Party and Highwind are on the ground with their coordinates.
This value is set to "ON" when party rides on the Highwind (0x0FA1=03 or 0B). Changing this value doesn't make sence, because 0x10 and 0x20 will be re-set to "ON" when loading c*ckpit field.
0x0FA1 (0x0FA2 is 00 or 02)
00=Cloud / Ancient Key (0x0FA2: 02)
01=Tifa (Leader Tifa. ignored when loading slot) / Ancient Key (0x0FA2: 02)
02=Cid (Leader Cid. ignored when loading slot) / Ancient Key (0x0FA2: 02)
03=Highwind
04=Wild Chocobo
05=Tiny Bronco
06=Buggy
07=(?)
08=(?)
09=(?)
0A=Diamond Weapon
0B=Ultima Weapon
0C=Condor (fooked, cannot move)
0D=Submarine (0x0FA2: 00=world map, 02=underwater)
0E=Goldsaucer
0F=Rocket
10=Rocket Launching Pad
11=Gelnika (0x0FA2: 02)
12=Underwater Reactor (0x0FA2: 02)
13=Owned Chocobo
14=(?)
15=(?)
16=(?)
17=(?)
18=Crater Barrier (fooked, cannot move)
19=Ancient Forest
1A=(?)
1B=(?)
1C=Sunken Red Sub (0x0FA2: 02, After Gray Sub gotten)
2B=Highwind with Chocobo (When Owned Chocobo is exist on world map / many values applied, but this value is used in game)
Others value or vehicle not exist
World map: Ruby Weapon, Highwind w. Chocobo, Sister Ray of Junon/Midgar
Underwater: Emerald Weapon, Underwater Reactor
Thank you for Vegeta_Ss4 and his suggestion