Cite as
Data Crystal, Arcana ROM map
Original
https://datacrystal.tcrf.net/wiki/Arcana/ROM_map
sha256
7e624000e2d2766a2fabe83137d2e0ecf3b7174746e69c7e2bda51ff70dd5171
Archived
https://web.archive.org/web/20250305233229/https://datacrystal.tcrf.net/wiki/Arcana/ROM_map
Accessed
2026-11-08
Licence
GNU Free Documentation License 1.2 (site footer)
Credit
Data Crystal contributors. The page is a bank-by-bank ROM map for Arcana (SNES).
Notes
Bank-by-bank map. Read here: bank $02 battles (enemy load/status/target/animation events, enemy stat initialisation), bank $05 (character and enemy names/classes, per-character EXP-to-next tables, level-up stats and spells, monster race/element, monster HP/EXP/GP/level/boss flags/spells/defence), bank $18 (encounter logic and rate, formations, battle music IDs, chapter treasure tables at 0x18/8AA3 onwards, boss fights and encounter tables), and banks $0A-$0C for text/kanji. GFDL text.

Cited on

Claims (12)

Rooks needs 20 experience to go from level 1 to 2 and 60,000 to go from 59 to 60. Salah, Darwin and Axs have Rooks' list word for word, Teefa's differs only below level 5, and the four spirits have lists of their own. Each of the nine characters (Rooks, Sylph, Dao, Marid, Efrite, Teefa, Salah, Darwin, Axs) has a list of 60 words, the experience from each level to the next: a level-up raises the level, then sets the experience still needed to the word at the new level in the character's list. No level-up happens at level 60, which is the cap.ROM map, Bank $05Code
Rooks starts at 150 HP and 30 MP with 10 in each stat, and (computed) his 60 rows sum to 748 HP, 246 MP, 205 Strength, 206 Endurance, 159 Intelligence and 157 Alertness. Each character has 60 rows of six words: maximum HP, maximum MP, Strength, Endurance, Intelligence and Alertness. Row 0 holds the starting values and every later row the gain on reaching that level: a level-up adds the row for the new level, holding HP and MP to 999 and the four stats to 255. A routine that rebuilds a character's figures clears them and adds every row from its level down to 0.ROM map, Bank $05Code
Each character has a list of 61 counts, one per level from 0 to 60, of the spells it learns on reaching that level, and a list of spell numbers in level order; the level-up routine counts the spells of the earlier levels to find where the new level's spells start. The nine lists hold 81 spells, never more than one at a level: Rooks 13, Sylph 7, Dao 7, Marid 8, Efrite 8, Teefa 12, Salah 13, Darwin 9, Axs 4. Rooks learns the four Call spells at levels 35 to 38, each spirit learns its element's Change Attr. spell first, and Axs learns four spells from level 15 to 30.ROM map, Bank $05Code
Arcana has 80 monsters. Rimsala's second form has the most HP, 3500; the 16 bosses are numbered 0 to 15, and 30 monsters can cast a spell. Each has a race and element word (the element in the high byte, 1 Wind, 2 Earth, 4 Water, 8 Fire, as the status screen names them, and no bit read as "Man"; the race bits in the low byte, which the race factor reads), Strength, Intelligence, Endurance and Alertness, three equipment numbers (weapon, armor, accessory), HP, experience, level and gold, which is added when the monster falls. The names pair with the stats in table order, as Data Crystal reads them; the boss numbers bear the pairing out, since the 16 numbered monsters are the named bosses, from Stone Guardian (0) to Rimsala's two forms (14 and 15), and the same 16 carry race bit $10.ROM map, Bank $05ROM map, Bank $05Code
Arcana has 81 spells. Damage spells run from 10 power (Lightning 1, Smash 1, Water 1, Flame 1) to 200 (Attribute 11); the Call spells are 180 power at 40 MP; Heal 3 is 999. Attribute 1 to 10 carry two or three elements each and Attribute 11 all four. Each spell, numbered from 1, has a 21-letter name and a field in each of several tables: where it can be cast (1, 2 or 3), one target or all, accuracy, power, an element word whose top four bits are its elements (1 Wind, 2 Earth, 4 Water, 8 Fire), the MP cost and an effect class.ROM map, Bank $05Code
Every monster's armor defense is 16: the armor lookup reads the first word of its table without the armor number, though the table holds 16 values up to 255 and monsters carry armor numbers 0 to 15. A monster's other equipment numbers pick its battle figures from tables of their own: the weapon number gives a power word, a critical byte and a strength-share byte (205 for every monster), and the accessory number a defense word and a magic-defense byte.ROM map, Bank $05Code
96 of the 120 pieces of equipment can be equipped by someone; the rest are placeholders such as "Sword 1" and "Armor 15". Each piece, numbered from 1, has a 16-letter name, a price word, a byte of who can equip it (one bit each for Rooks, Teefa, Salah, Darwin and Axs; the spirits none), a power word that is attack for a weapon and defense for the armor and third slots, a race and element word, a byte that is the critical chance for a weapon and magic defense for the third slot, a strength-share byte, and a spell byte, which the battle code reads for the weapon. The Undead Blade's race bit (1) is the one the undead carry, the Dragon Blade's (2) the four dragons', and Desiree carries both 2 and 8.ROM map, Bank $05Code
Arcana has 17 items and 7 cards. The items run from the Return Ring to the Enchanted Jewel, six of them Honeys; the cards are the four element cards, the Null Card, the Fog Card and the Call Amulet. Each kind is numbered from 1 and named in a table of its own, each name ending at a 0 byte: item names 20 bytes apart, card names up to 11 letters, 11 bytes apart, the last one running to 12 bytes.ROM map, Bank $05Code
The game has 135 chests (10, 34, 43, 25, 23 by chapter): 78 items, 15 pieces of equipment, 18 cards and, computed, 24 gold chests worth 10,200 GP in all. Each chapter has a list of chests, 12 bytes an entry: the map, the x and y of the chest's tile, a word the chest drawing uses, the contents type (card, item, equipment or gold) and its number or amount. A chest is found by its map and tile, and an opened chest is empty.ROM map, Bank $18Code
The five chapters hold 52 monster groups for random battles. 35 of them list five monsters and use a set of 16 formations, each placing one to eight monsters by their place in the group; the boss groups list one or two. A dungeon tile's encounter value picks the group in its chapter's list of up to 16. A group is a byte whose low four bits count its monsters and whose high four bits pick the battle music, a byte naming one of 12 formation sets, then the monster numbers.ROM map, Bank $18Code
Only chapters 1 to 3 have boss tiles, 5 in all (Stone Guardian, Iron Guardian, Cyclops, Efrite, Hydra); chapters 4 and 5 have empty lists, so their bosses start some other way. Each chapter's list gives a boss tile's map, x, y and the group to fight; stepping on a listed tile whose entry's flag is clear starts that group's battle for certain.ROM map, Bank $18Code
In a dungeon a step can start a random battle, about 1 step in 11.6 on one class of tile (computed: a draw out of 12 coming up 0, 22 of the 256 values the random byte can take) and 1 step in 4 on a second class (computed: a draw out of 4, 64 of 256); every other tile starts none, except a boss tile. The tile also picks which of the chapter's monster groups appears. A boss tile with an entry in the chapter's boss list starts that entry's battle for certain while the entry's flag is clear; once the flag is set the tile starts nothing. A chest tile opens its chest instead.ROM map, Bank $18Code