Every map drawn from the ROM with its chests, people and doors, all 30 battles on their map art, the story flow and every event flag, plus every enemy, item, shop and character, read from the USA ROM. Hover anything for a preview; every record shows the ROM address it came from.
How the game moves from place to place, read from its own scripts. Each chapter is a set of numbered places. When the force leaves a place, the chapter's exit script picks the next place from the exit taken and the story flags, and whether a battle starts there; another routine picks which town map a place shows. Winning a battle sets flag 40 + its map version, which is how the scripts know what has been won. $003F26, $004C0E
Event flag n is bit n % 8 of the byte at $FF9C4E + n ÷ 8 in RAM. When a chapter ends, flags 0 to 143 and 256 to 319 are cleared, so each chapter reuses those numbers for its own events; the rest are kept. The list comes from every call to the set, clear and check routines, every bit instruction on the flag bytes in the town code, the town script switches, the exit scripts and the spawn bytes. Town object code that isn't tied to a town is listed under "chapter unknown". $003EC8
Each character's record gives their class, the level they join at and their starting equipment; spells come from the learning table. A join comes from the scene code that adds the character: the town script that holds it, with the story flags that pick that version of the town, or an after-battle scene. Open a character for their growth, spells, best weapons and how to get them. $025154, $026D70, $011B14, $017D62
"Found" counts battlefield chests, town chests, gifts in town scenes, enemy drops, shops and starting equipment. Items not sold anywhere are the ones you can miss.
An enemy's record gives its level, stats and gold; its class gives its movement, resistances, special attack and what it does instead of attacking. Items and spells are set per battle. $02751C, $0260BC
The ROM holds 24 shop inventories. A shop belongs to the town whose script opens it; some towns open a different shop once story flags change their script. $016F62, $0168FE
Jogurt shows up as ready for promotion at any level, and the priest announces it, but the menu skips the promotion for him, so he stays a YGRT. $017028
32 slots per chapter, each a map, a spot and an item; every used slot is on a battle map. Click a spot to see it on the map. $01D68E
A town chest is numbered by its order among the chest tiles of the map, after the chests of the chapter's earlier maps, and the number picks an entry in the chapter's list: an item, some gold, or nothing. Town names are labels from the SF1DISASM map list; the ROM stores none. $0139C6
Every call in the town scripts that hands the force an item, in story order. Click a spot to see it on the map.