All offsets are in unheadered SNES LoROM SlowROM format: (Format 1: Positioning Byte 1, Positioning Byte 2, Width, Height - Windows) (Format 2: Positioning Byte 1, Positioning Byte 2 - Text) (Format 3: Y Position - Cursors) (Format 4: Durr, it's a pointer - Equip Menu Transition) 01/D81E: Main Menu Party Window (1) 01/D822: Main Menu GP Window (1) 01/D826: Main Menu Time Window (1) 01/D82A: Main Menu Selection Window (1) 01/D82E: Main Menu Item Selection Text (2) 01/D835: Main Menu Magic Selection Text (2) 01/D83D: Main Menu Equip Selection Text (2) 01/D845: Main Menu Status Selection Text (2) 01/D84E: Main Menu Form Selection Text (2) 01/D855: Main Menu Change Selection Text (2) 01/D85E: Main Menu Custom Selection Text (2) 01/D867: Main Menu Save Selection Text (2) 01/D8CC: Namingway Menu "ABC" Cursor (3) 01/D8CD: Namingway Menu "END" Cursor (3) 01/D8CE: Namingway Menu "ABC" Text (2) 01/D8D4: Namingway Menu "END" Text (2) 01/D8E0: Item Menu Inventory Window (1) 01/D8E4: Main Menu to Item Menu Transition (1) 01/D8E8: Item Menu Description Window (1) 01/D8ED: Item Menu "No Need" Window (1) 01/D8F0: Item Menu "Ne Need" Text (2) 01/D906: Item Menu "Item" Window (1) 01/D90A: Item Menu "Item" Text (2) 01/D911: Item Menu Unused "Recover HP." Text (2) 01/D91F: Item Menu "Whom?" Text (2) 01/D927: Item Menu "Cannot use here." Text (2) 01/D93A: Item Menu "Nothing here." Text (2) 01/D94A: Item Usage Menu Left Party Window (1) 01/D94E: Item Usage Menu Right Party Window (1) 01/D952: Main Menu "Cannot Use" Window (1) 01/D956: Main Menu "Cannot Use" Text (2) 01/D963: Magic Menu Magic Window (1) 01/D967: Main Menu to Magic Menu First Character Status Window Transition (1) 01/D96B: Main Menu to Magic Menu Second Character Status Window Transition (1) 01/D96F: Main Menu to Magic Menu Third Character Status Window Transition (1) 01/D973: Main Menu to Magic Menu Fourth Character Status Window Transition (1) 01/D977: Main Menu to Magic Menu Fifth Character Status Window Transition (1) 01/D97B: Magic Menu Category Selection Window (1) 01/D97F: Magic Usage Menu Party Window (1) 01/D983: Magic Usage Menu "Whom?" Window (1) 01/D987: Magic Usage Menu "Need MP" Window (1) 01/D98B: Magic Usage Menu "Need MP" Text (2) 01/D995: Magic Usage Menu "Whom?" Text (2) 01/D99D: Main Menu to Equip Menu First Character Transition (4) 01/D99F: Main Menu to Equip Menu Second Character Transition (4) 01/D9A1: Main Menu to Equip Menu Third Character Transition (4) 01/D9A3: Main Menu to Equip Menu Fourth Character Transition (4) 01/D9A5: Main Menu to Equip Menu Fifth Character Transition (4) 01/D9A7: Equip Menu (Hidden) First Character Status Window (1) 01/D9AB: Equip Menu (Hidden) Second Character Status Window (1) 01/D9AF: Equip Menu (Hidden) Third Character Status Window (1) 01/D9B4: Equip Menu (Hidden) Fourth Character Status Window (1) 01/D9B7: Equip Menu (Hidden) Fifth Character Status Window (1) 01/D9BB: Equip Menu Equipment Window (1) 01/D9BF: Equip Menu "RHand" Text (2) 01/D9C7: Equip Menu "LHand" Text (2) 01/D9CF: Equip Menu "Head" Text (2) 01/D9D6: Equip Menu "Body" Text (2) 01/D9DD: Equip Menu "Arms" Text (2) 01/D9E4: Equip Menu (Unused?) "Items full." Text (2) 01/D9F6: Equip Menu " To equip" Text (2) 01/DA02: Equip Menu Unused "with both" Text (2) 01/DA0E: Equip Menu Unused "hands." Text (2) 01/DA17: Status Menu Character Status Window (1) 01/DA1B: Status Menu "Status" Window (1) 01/DA1F: Status Menu "Status" Text (2) 01/DA28: Status Menu "Lv." Text (2) 01/DA2E: Status Menu "Exp." Text (2) 01/DA35: Status Menu "HP" Text (2) 01/DA3A: Status Menu "MP" Text (2) 01/DA3F: Status Menu "Ability" Text (2) 01/DA49: Status Menu "Str." Text (2) 01/DA50: Status Menu "Agil." Text (2) 01/DA58: Status Menu "Vit." Text (2) 01/DA5F: Status Menu "Wis." Text (2) 01/DA66: Status Menu "Will" Text (2) 01/DA6D: Status Menu "Attack" Text (2) 01/DA76: Status Menu "Attack%" Text (2) 01/DA80: Status Menu "Defence" Text (2) 01/DA8A: Status Menu "Defence%" Text (2) 01/DA95: Status Menu "Mag Def" Text (2) 01/DA9F: Status Menu "Mag Def%" Text (2) 01/DAAA: Status Menu Attack "x" Text (2) 01/DAAE: Status Menu Defence "x" Text (2) 01/DAB2: Status Menu Mag Def "x" Text (2) 01/DAB6: Status Menu "For level up" Text (2) 01/DAC5: Shop GP Window (1) 01/DAC9: Shop Selection Window (1) 01/DACD: Shop Type Window (1) 01/DAD1: Shop Dialogue Window (1) 01/DAD5: Shop Items Window (1) 01/DAD9: Shop Party Window (1) 01/DAF5: Shop "May I help you?" Text (2) 01/DB07: Shop "Buy Sell Exit" Text (2) 01/DB18: Shop "Which one?" Text (2) 01/DB25: Shop "Qty. 1" Text (2) 01/DB30: Shop "GP" Text (2) 01/DB35: Shop "Your bag is full." Window (1) 01/DB39: Shop "Your bag is full." Text (2) 01/DB4D: Shop "Sort it out first!" Text (2) 01/DB62: Shop "Not enough GP!" Window (1) 01/DB66: Shop "Not enough GP!" Text (2) 01/DB77: Shop "Well, good-bye." Text (2) 01/DB89: Shop "Thank you." Window (1) 01/DB8D: Shop "Thank you." Text (2) 01/DB9A: Shop Sell Window (1) 01/DB9E: Shop Sell Window "That's " Text (2) 01/DBA8: Shop Sell Window "GP" Text (2) 01/DBAE: Shop Sell Window "x" Text (2) 01/DBB2: Shop Sell Window "Yes No" Text (2) 01/DBD6: Save Menu File Windows (1) 01/DBDA: Save Menu Save/New Game Window (1) 01/DBDE: Save Menu "New Game" Text (2) 01/DBE9: Save Menu Unused "Battle Speed" Text (2) 01/DBF8: Save Menu "This Data?" Window (1) 01/DBFC: Save Menu Time Window (1) 01/DC00: Save Menu GP Window (1) 01/DC04: Save Menu "This" Text (2) 01/DC0B: Save Menu "data?" Text (2) 01/DC13: Save Menu "Yes" Text (2) 01/DC19: Save Menu "No" Text (2) 01/DC1E: Save Confirm Menu "Time" Text (2) 01/DC25: Save Confirm Menu "Empty" Text (2) 01/DC2D: Save Menu "Save" Text (2) 01/DC34: Save Menu "Canceled." Text (2) 01/DC41: Save Confirm Menu "Done!" Text (2) 01/DC49: Save Confirm Menu "Save" Text (2) 01/DC50: Save Confirm Menu "here?" Text (2) 01/DC58: Save Confirm Menu "Cancel" Text (2) 01/DC61: Save Confirm Menu "Done!" Window (1) 01/DC65: Namingway "Yes No" Window (1) 01/DC69: Namingway "Namingway:Change name?" Text (2) 01/DC82: Namingway "Who's name?" Text (2) 01/DCA1: Namingway "Very well." Text (2) 01/DCAF: Namingway Dialogue Window (1) 01/DCB2: Namingway Name Window (1) 01/DCB6: Fat Chocobo Dialogue Window (1) 01/DCBA: Fat Chocobo Inventory Window (1) 01/DCBE: Fat Chocobo "Give Take" Window (1) 01/DCC2: Fat Chocobo "Give Take" Text (2) 01/DCCF: Fat Chocobo "What do you want?" Text (2) 01/DCE3: Fat Chocobo Unused "Did you call me?" Text (2) 01/DCF6: Fat Chocobo "What'll you give me?" Text (2) 01/DD0D: Fat Chocobo "What are you taking?" Text (2) 01/DD24: Fat Chocobo "I'm full!" Text (2) 01/DD30: Fat Chocobo "Clean your bag! " Text (2) 01/DD47: Custom Menu "Customizer" Window (1) 01/DD4B: Custom Menu "Customizer" Text (2) 01/DD58: Custom Menu Options Window(1) 01/DD5C: Custom Menu Battle Speed "Fast" Text (2) 01/DD63: Custom Menu Battle Speed "Slow" Text (2) 01/DD6A: Custom Menu Battle Message "Fast" Text (2) 01/DD71: Custom Menu Battle Message "Slow" Text (2) 01/DD78: Custom Menu "Battle Speed" Text (2) 01/DD87: Custom Menu "Battle Message" Text (2) 01/DD98: Custom Menu "Window Color" Text (2) 01/DDA7: Custom Menu "Sound" Text (2) 01/DDAF: Custom Menu "Stereo Mono" Text (2) 01/DDC9: Treasure Menu Select Window (1) 01/DDCD: Treasure Menu Treasure Window (1) 01/DDD1: Treasure Menu "Treasure" Window (1) 01/DDD5: Treasure Menu "Treasure" Text (2) 01/DDE0: Treasure Menu "Exit" Text (2) 01/DDE7: Treasure Menu "Take all" Text (2) 01/DDF2: Treasure Menu "Exchange" Text (2) ----------------------------------------------------------------- $00 is the upper left corner, $02 is one tile to the right, $04 is two tiles, etc. Once the end of the screen is reached it drops to the next line and continues. Once $FE is reached the second byte becomes $01 and the process repeats. Pretty simple: $0000-$3E00: First line $4000-$7E00: Second line And so on. Edit: Here's an example of what I mean, pay attention to the positioning of the "RHand" text: The is at $0000. As you can see it's in the top left corner. Here it is at $4200. It's on the second line and indented one tile. And here's what it looks like at $FE00. The game automatically starts printing any spilled over text on the next line. Lastly, $0001. ----------------------------------------------------------------- 01/9000 - Something to do with the job class names. (offsets with 200 byte header) [pointers in LoROM format] 91E9 - pointer for job class text 9211 - pointer for the character portraits 9234 - pointer for item names [item menu] 9249 - pointer for item names [battle treasure menu] 3241 - pointers for item names [event item select popup menu--aka Tail Collector] 355A - pointer for item names [get item in event/treasure] 1204C - pointer for item names [battle R-hand/L-hand equip menu (when you press up)] 12214 - pointer for item names [battle item menu?] 127A3 - pointer for item names [?] 14D80 - pointer for item names [use equipped weapon/shield in battle (when you press up)] 9308 - pointer for party sprites in the shop menu 11F41 - pointer for battle command names ----------------------------------------------------------------- 01/88A1: Pointer to main menu party window. 01/8920: Pointer to main menu time window. 01/8926: Pointer to main menu GP window. 01/892F: Pointer to main menu selection window. 01/8B2D: Pointer to main menu "Swoon" text. ----------------------------------------------------------------- 09234 = Item Menu, Selection, Pointers Item offset Icon start. BF, 00 80 (78000 nonheader(78200 header)). Seems to effect icons. 0923D = Item Menu, Selection, effect on Beginning icons. 05 (DB) [34]. 09246 = Item Menu, Selection, Value for Item Length in Item Menu.--08 to 0A (A9) Characters in length to show. true This value only allows letters to show from 8 to 10. Effects Shop, Items won, and Main Menu Items. I would like to find Generate every 11(0B) letters. 09249 = Item Menu, Selection, Pointers Item Name Offset Chr$. BF, 00 80 (78000 nonheader(78200 header)). 0B307/0B507 = Magic Menu, Spell list, starting position of Icon 1st 40 (9F) 0B318/0B518 = Magic Menu, Spell list, " position of Icon (shaded) 40 (9F) 0B31D/0B51D = Magic Menu, Spell list, Length of Spell letters displayed after Icon. --05 to 07 (A9) [85 45] 0B32C/0B52C = Magic Menu, Spell list, starting position Spell letters 1st 40 (9F) 0B337/0B537 = Magic Menu, Spell list, " position of Spell letters (shaded) 40 (9F) --------------------------------------------------------------- 111A9 = Battle, Graphics, Enemy Pointer. BF, 5E FF 111DB = Battle, Graphics, Enemy Pointer. BF, 5E FF 1121C = ???? 09 (69) seems to be apart of enemy graphics. 112A4 = ? 10 (A9) effects mp needed box graphics. 112BC = ? 0A (A9) effects mp needed box graphics. 1133D = ? 0A (A9) effects menu graphics. 11620 = ? 06 11887 = ???? Pointer to BF, 96 96 () 11E31 = Battle, Main Windows, seems to offset window borders? (69) 40 00 [85] 11E3F = Battle, Main Windows, seems to offset left window borders? (A5) 06 [9D 00 00] 11E44 = Battle, Main Windows, seems to offset left window borders? (A5) 02 [9D 01 00] 11E73 = Battle, Main Windows, seems to offset window borders? (69) 40 00 [85] 11EB8 = ? (C9) 05 messes with item menu? 11EDE = Battle, Command Menu, seems to offset the command by ?? (A9) 05 [8D] 11F1E = Battle, Command Menu, Select every #. --05 to 07 (A9) true. 11F41 = Battle, Command Menu, Pointer to Commands. BF, C6 A7 (7A7C6, 7A9C6) 11F4B = Battle, Command Menu, Length value?? 07 (C0) 05 11F63 = Battle, Command Menu, Length value?? 07 (C0) 05 11F6C = Battle, Command Menu, setter?. 5D to 7D? 11F8E = ? 05 messes with commands, show multiple of one command. 12023 = Battle, Item Equip Menu, select every # Item. 09 to 0B (A9) true?. 1202F = Battle, Item Equip Menu?, effects Length/Group? 06 1204C = Battle, Item Equip Menu, Pointers for Item Names. BF, 00 80 (78000 nonheader(78200 header)). 12061 = Battle, Item Equip Menu, Value Length? 08 unknown 12064 = Battle, Item Equip Menu, OffPointers for Item Names. BF, 01 80 (over 1 to eliminate icon). 121F8 = Battle, Item Select Menu, Every # Item. 09 to 0B (A9) true. 12214 = Battle, Item Select Menu, Item Pointer. BF, 00 80 (78000 nonheader(78200 header)). true. 12229 = Battle, Item Select Menu, Value Position? 08 to 0A (A9) ?? 1222C = Battle, Item Select Menu, Item Offsetter. BF, 01 80 does something relative to items 1229D = ???? Battle, Spell Select Menu, offset displayed. 06 to 08 122E3 = ???? 06 does something to spells in battle. 122EB = Battle, Spell Select Menu, Every # Spell. 06 to 08 (A9) true. 12307 = Battle, Spell Select Menu, Spell Pointer. BF, 00 89 (78900 nonheader(78B00 header)). BF, 00 8B true. 1231F = Battle, Spell Select Menu, Spell Offset. BF, 01 89 does something relative to spells. 1233F = ???? 06 does something to spell mp ###/### in battle. 12755 = Battle?, Monster Spell Menu?, generate every #? 08 (A9) 12758 = Battle?, Pointers for Monster Spells. BF, B0 8A (78AB0 nonheader(78CB0 header)). BF, 40 8D 1275F = ? 08 (F0) ?Ditto? 1275F = Battle?, Monster Spell Menu?,length value? 08 (C0) ?Ditto 1276C = ? 06 (A9) 12774 = Battle, Pointers for Spell Names, ?? BF, 00 89 (78900 nonheader(78B00 header)). BF, 00 8B 1277F = Battle, Spell Select Menu, Spell Offset. BF, 01 89 does something relative to spells. 12796 = ? 09 seems to be something?. (A9) 09 [85] 127A3 = Pointers for Item Names, ?? BF, 00 80 (78000 nonheader(78200 header)). 14D46 = Battle, Used Command Window, every Command #. --05 to 07 (A9) true 14D51 = Battle, Used Command window, Command name Pointer. BF, C6 A7 (7A7C6 nohead(7A9C6 head)). 14D5A = Battle, Used Command Window, length value. 05 to 07 (C0 ## 00 D0 F2 99 FD 74 4C A0 BC) true. 14D74 = Battle. Used Item window, every Item #. --09 to OB (A9) true. 14D80 = Battle, Used Item window, Item name pointer. BF, 00 80 (78000 nohead(78200 head)). 14D89 = Battle, Used Item window, value length. 08 to 0A (C0 ## 00 D0 F2 99 FD 74 4C A0 BC) true. 14DA4 = Battle, Casted Monster Spell, generate every #. --08 (A9) true. 14DAF = Battle, Casted Monster Spell, M-Spell name Pointer. BF, B0 8A (78AB0 nohead(78CB0 head)). 14DB8 = Battle, Casted Monster Spell, given length value. 08 (C0 ## 00 D0 F2 99 FD 74 4C A0 BC) true. 14DC9 = Battle, Casted Spell Window, every Spell #. --06 to 08 (A9) true 14DDA = Battle, Casted spell window, Spell name Pointer. BF, 00 89 (78900 nohead(78B00 head)). 14DE3 = Battle, Casted Spell Window, length value. 07 to 09 (C0 ## 00 D0 F2 99 FD 74 4C A0 BC) true. 14E04 = Battle, BF, 00 B0 14E0E = Battle, 0F (A9) ----------------------------------------------------------------------------- FF2us 1.1 Offsets Pointers, these are headered, parts of larger subroutines but I found them the "traditional" way as it's faster: 0x0A4D9 Item menu "Nothing here." pointer. 0x0A548 Item menu "Cannot use here." pointer. 0x0A610 Item menu "Whom?" pointer. 0x0AAC3 Status menu "For level up" pointer. 0x0B1B6 Magic menu "Ninja" pointer. 0x0C615 Shop menu "Which one?" pointer. 0x0C9BB Shop menu sell "Qty? 1" pointer. 0xF801E Menu Japanese DTE Table - Starts at $0F. Subroutines: $01/83D5 Character Name Printing Routine $01/8B41 Character Class Loading Routine $01/B29A Magic Menu Spell Name Multiplier and Loading Routine $01/B326 Magic Menu Spell Name Printing Routine $01/BFF0 Character Class Printing Routine $02/9DD8 Battle Item Menu Item Name Multiplier Routine $02/9E29 Battle Item Menu Item Name Loading and Printing Routine $02/9FBE Battle Item Menu Equipped Item Name Multiplier Routine $02/9FFE Battle Item Menu Equipped Item Name Loading and Printing Routine