Battles, recruits, items, enemies, shops and the rules behind them, read from the USA ROM. Hover anything for a preview; every record shows the ROM address it came from.
Where and when each character joins, from the map setup and cutscene scripts. Open a character for the flags the game checks before the join scene, their growth in every class, the spells they learn and the strongest weapons they can hold. Join class and level come from the ally start table at $1EE7D0.
"Found" counts every place an item comes from: chests, hidden spots, enemy drops, shops, the blacksmith and starting equipment. Items not sold anywhere are the ones you can miss.
Base values from the enemy table at $1B1A66; gold from the table at $00BECC. AGI marked * acts twice per round.
Each shop's town comes from the map code that sets the shop number before opening the shop menu. Several towns switch to a second shop later in the game.
Bring Mithril and gold, and the blacksmith forges a weapon for one promoted character. Orders are open to . The forge goes down the class's row and takes each pick when a fresh random number from 0 to n − 1 is 0, with n = 16, 8 and 4; the last pick is the fallback. The chances are exact over all 65,536 states of the game's random generator.
From the church code at $020A02.
Towns, dungeons and overworld areas where something can be picked up, bought, recruited or fought. Coordinates are map tiles; each pickup has its own flag, so it can be taken once.
Promoted casters get 25% more spell power. Resistances: minor takes 25% less spell damage, major 50% less, weak 25% more.
enemies, each a set enemy in a set battle, drop an item. When your unit defeats one, the routine at $00BD24 looks up the battle and enemy slot in the drop table, and if the enemy still holds the item, it drops. Almost every drop is certain; only the drops are rolled, at 1 in .
The item goes to the unit that landed the blow. If that unit has no room or died in the exchange, a rare item goes to the deals list and anything else is lost. Each drop sets its own flag, so it happens at most once per game.
From $00A872. Damage earns the kill EXP scaled by the share of the enemy's max HP you took off; the kill adds the full amount. Your level counts 20 more once promoted.
One action earns at most . Healers earn 25 × HP healed ÷ max HP (10 to 25), status spells 5 per target. Then a 1 in 16 chance adds 1, another takes 1 away, and the minimum is 1. Battle 1 halves it.
Each battle has a map, an area on it and an optional trigger tile (table at $007A36). CheckBattle starts a battle when its "unlocked" flag (400 + battle) is set and you are on its map. Scripts set that flag; on the overworld, stepping into a zone sets it for the next story battle. Winning sets "completed" (500 + battle).
These battles are in the random list at $1B6DB0: . Overworld zones call CheckRandomBattle at $047856: before you win, the zone starts the battle outright; afterward, a step with the step counter at 0 starts it with a 1 in chance, or else sets the counter to 2–5 steps.
The zones for To the East and To Roft never call it; they only unlock their battle while it isn't completed. Both stay in the list, but neither ever replays.
On a replay, each enemy may be swapped for a later enemy of its movement group. With L the leader's level (+20 once promoted) and b the battle number, the multiplier is ⌊(L − b) ÷ 10⌋; at 0 nothing changes. The new enemy is the old one plus a shift plus a random 0 to range, kept only if it lands in the group's span and isn't excluded; the game retries once, then keeps the original. Each battle's page works out the odds.
| Group | Range | Span | Never chosen |
|---|
Five base classes can take a second promotion with an item: Pegasus Wing (KNTE to PGNT), Warrior Pride (WARR to BRN), Secret Book (MAGE to SORC), Vigor Ball (PRST to MMNK) and Silver Tank (ACHR to BRGN). From the promotion table at $021046.
Each map lists its chests and other searchable spots as x, y, flag and item. The tile under the spot decides what the game says you searched: a chest, vase, barrel, bookshelf or the ground. Battle maps on this site mark the ones inside a battlefield.
Two pad sequences the title screen checks on player 1, from $028FBC and $028FF0:
Each battle's terrain is a compressed 48 × 48 grid, unpacked here by the game's own routine ($001E48) run in an emulator. The table at $00D824 gives each movement type its land effect (defense bonus) and move cost per terrain; a cost of 1 uses one point of MOV. "Low sky" is open air at ground level that only flying and hovering units cross; "high sky" only fliers.