Cite as
“Final Fantasy III (USA) (Rev 1)”
Licence
proprietary; never redistributed (docs/data-policy.md#roms)
Credit
Square (developer and publisher)
Notes
No-Intro "Final Fantasy III (USA) (Rev 1)", the North American release of Final Fantasy VI in its 1.1 revision; CRC32 C0FA0464, as everything8215's disassembly names it. Headerless 3 MB HiROM image; internal title "FINAL FANTASY 3". Banks $C0-$EF map to file offsets by subtracting $C00000 ($C3:FB1F is 0x3FB1F).

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Claims (19)

Final Fantasy VI's cartridge ROM as Final Fantasy III (USA) (Rev 1), the game's version 1.1, counted by part of the game: each stretch of code or data goes to the part the disassembly's labels and comments say it serves, and the value sums the bytes of each part.0x0-0x2fffffCode notes
Every one of the 384 monster slots, from the Guard (no. 0) to no. 383, which the disassembly calls COLOSSEUM, has 32 bytes of stats: speed, battle power, hit rate, evade, magic block, defense, magic defense, magic power, HP, MP, experience, gil, level, its Metamorph set and rate, three flag bytes (undead, human, dies at 0 MP, harder to run from, can't be suplexed, can't escape, can't be controlled, the retaliations such as Runic and the Piranha's, and so on), its immunities, the elements it absorbs, nullifies, and is weak to, its attack animation, the statuses it starts the battle with, and its special attack. HP runs from 1 to 63001 (Kefka), level up to 99 (Pugs), and experience up to 14396 (Brachosaur); 13 slots have no name in the ROM.0xfc050-0xfd0cfCode
Each of the 384 monster slots has four item bytes: a rare and a common item to steal and a rare and a common item to drop. 246 slots have a rare steal, 167 a common one, 169 a rare drop, and 53 a common drop. When a defeated monster (Wound, Petrify, or Zombie) drops an item, a random byte under $20 picks the rare drop and any other the common one (the disassembly's comment calls it a 1/8 chance).0xfc050-0xfd0cf0x12b300-0x12bfffCode
The item table has 256 entries of 30 bytes: the empty slot (the last, typed as a weapon) and 90 weapons, 15 shields, 27 helmets, 31 armors, 8 tools, 29 consumables, 55 relics. Each gives who can equip it, its power (attack, defense, or a consumable's effect), hit rate (a weapon) or magic defense (armor), stat bonuses, evade and magic block, the element a weapon strikes with or armor halves, the elements it absorbs, nullifies, and is weak to (except consumables), the spell it teaches and how fast, the spell a weapon or shield casts, and its price. 9 items teach a spell. Prices run up to 20000 (Bone Club); 97 items are priced at 2 gil.0x12b300-0x12bfff0x26f567-0x26f6e0Code
The attack table has 256 entries of 14 bytes: targeting, element, flags, MP cost, power, a byte of two more flags (the source's status_block and show_msg), hit rate, a special effect, and the statuses it sets or clears. Rows 0–53 are the magic spells, 54–80 the espers, and the rest the characters' skills and the monsters' attacks. MP costs run up to 110 (Phoenix).0x26f567-0x26f6e00x26f6e1-0x26f7b80x26f7b9-0x26fe8e0xf3c40-0xf3cffCode
Each of the 27 espers has 11 bytes: up to five spells, each with a learning rate, and the bonus a character gets on leveling up with it equipped. They teach 92 spell entries in all, at rates from 1 to 25; 9 espers give no level-up bonus (the byte $FF, which the level-up code skips).0x26f6e1-0x26f7b80x26f567-0x26f6e00xffeae-0xfff9dCode
The shop table has 128 entries of 9 bytes: the shop's kind and price rule, then up to 8 items. 87 shops stock something (up to 8 items) and 41 are empty; the 10 with a price rule, in Figaro Castle and South Figaro, all use the one that halves prices when the character shown on the map is Edgar, and the table's other rules (+50%, +100%, half, and half or +50% by the shown character's sex) go unused.0x12b300-0x12bfffCode
Terra and Celes each learn 16 spells on their own at set levels, two bytes a spell (the spell and the level): Terra from Cure at level 1 to Ultima at 99, Celes from Ice at 1 to Meteor at 98. Celes's list puts Muddle (level 32) after Bserk (level 40); see natural-magic-celes-order.0x26f567-0x26f6e00x478c0-0x47a3fCode
Cyan learns his 8 SwdTechs and Sabin his 8 Blitzes at set levels, a byte each: SwdTechs at levels 1, 6, 12, 15, 24, 34, 44, 70, Blitzes at 1, 6, 10, 15, 23, 30, 42, 70.0xf3c40-0xf3cff0x26f7b9-0x26fe8eCode
Each of the first 256 monsters has two attacks for the Rage command, two bytes: the first is always the plain attack (BATTLE), the second set per monster, for 32 of them its special attack (SPECIAL). A random bit picks one of the two each time.0xfc050-0xfd0cf0x26f7b9-0x26fe8eCode
Each of the 384 monster slots has two attacks the Sketch effect can make it use, two bytes.0xfc050-0xfd0cf0x26f7b9-0x26fe8eCode
Each of the 384 monster slots has four attacks, four bytes, read both when the monster is controlled ("set command for control") and when it acts confused ("choose monster confused attack"); the first is always the plain attack (BATTLE), and an unused slot is empty.0xfc050-0xfd0cf0x26f7b9-0x26fe8eCode
The Metamorph effect (target effect $12) turns a monster into an item from one of 32 sets of 4 items, 4 bytes each: the monster's set number picks the set and two random bits the item. A monster's Metamorph set and rate are in its 32 bytes (monsters).0x12b300-0x12bfffCode
The Dance command's 8 dances each have 4 attacks, a byte each; a random roll picks which of the four a step uses, with chances of 7/16, 3/8, 1/8, and 1/16 (by the comment).0x26ff9d-0x26fffc0x26f7b9-0x26fe8eCode
Sabin's 8 Blitzes each have a 12-byte code: up to 11 inputs, ending with the A button, and the count of inputs times 2. With the A press the codes run from 4 to 10 inputs.0x26f7b9-0x26fe8eCode
The Colosseum has 4 bytes for each of the 256 items: the monster fought, a byte that is always $40, the prize, and whether the prize's name is hidden. 105 items have their own match and prize; 151 share a default of a Chupon for an Elixir. 4 prizes are hidden.0x12b300-0x12bfff0xfc050-0xfd0cfCode
The 10 items the equipment menu's best-item search skips (6 empty slots follow); the search checks the first 10 slots.0x12b300-0x12bfffCode
Each of the 32 battle commands has two bytes: flags (whether Gogo can choose it, whether Mimic can repeat it, whether an Imp can use it, and a fourth whose use the disassembly leaves unknown) and how it picks targets. 22 commands carry the Gogo flag (the list he picks his commands from leaves out Mimic), 21 can be mimicked, and 11 work for an Imp.0x18cea0-0x18cf7fCode
Celes's natural-magic list puts Muddle (level 32) after Bserk (level 40). The field's natural-magic update walks her list in order and stops at the first spell above her level, so when it runs while she is level 32 to 39 it teaches Haste (level 32) but not Muddle, which it gives only once it runs at level 40 or above. The update runs when an event sets up a character (at the party's average level plus that character's level modifier), when an event raises a character to the party's average level, and after a saved game is reloaded. The battle level-up check compares every row with the new level, so reaching level 32 in battle does teach Muddle.0x26f567-0x26f6e0Code