Last updated: 12/6/2021
Disk Map
Note that this page is currently under construction. I plan on adding general information as to what each file is, how to open each file, and provide a link to the relevant tutorial on how to modify the file(s) in question. Basically, this page won’t be finished until this entire project is finished.
Final Release (EN and JP):
- \B_CDATA
- C000 – 063.ARC
- Various battle animations for all PCs
- Palette offset = 49180 (0xC01C)
- Palette length = 512
- Canvas size = 32×31
- Codec = 4bpp linear, reverse-order
- Mode = 2-dimensional
- C000 – 063.ARC
- \B_EFFDA
- BTEXB.RL
- \B_EFFECT
- BESTAFF.COL
- BESTAFF0.TEX
- ZFF000 – 451.DAT
- Animation sprites for all attacks
- \B_MDATA
- M000 – 255.ARC
- Animations and stats for all enemies
- M000 – 255.ARC
- \B_PROG
- BATTLE.ARC
- Script that controls how battles work, compressed in .lzs format
- BTEXA.RL
- BTL_DATA.BIN
- Table for who can appear in encounters
- EFFECT.OUT
- EMU_EFF.OUT
- EVENT.BIN
- Battle event scripts 1
- EVENT2.BIN
- Battle event scripts 2
- BATTLE.ARC
- \B_SOUND
- ASELB.SND
- Asellus’ Final Battle
- BAT1.SND
- Battle 1
- BAT2.SND
- Battle 4
- BLUELB.SND
- Blue’s Final Battle
- BOSS1.SND
- Battle 3
- BOSS2.SND
- Battle 5
- EFFECT.ALL
- SFX for attacks?
- EFFECT.CMM
- EMILB.SND
- Emelia’s Final Battle
- INSTR000, 007 – 010, 025, 026.ALL
- In-battle SFX and instruments
- INSTR000.ALL is the sample collection for all .SND files
- KOBOSS.SND
- Battle 2
- KOONLB.SND
- Riki’s Final Battle
- REDLB.SND
- Red’s Final Battle
- ROBOTLB.SND
- T260G’s Final Battle
- RYUTOLB.SND
- Lute’s Final Battle
- SILENT.SND
- Silence; played when no music is playing
- ASELB.SND
- \B_STAGE
- S000 – 159.RL
- Battle backgrounds
- S000 – 159.RL
- \B_STAGE2
- S000 – 159.ARC
- Battle backgrounds
- S000 – 159.ARC
- \MCHR
- CHR00 – 27.BIN (numbered in hex)
- “Standing by” battle animation for all PCs
- Palette offset = 2560 (0xA00)
- Palette size = 16
- Canvas size = 2×31
- Codec = 4bpp linear, reverse-order
- Mode = 2-dimensional
- CHR00 – 27.BIN (numbered in hex)
- \MESG
- MESG0 – 7.BIN
- Starts a protagonist’s introductory sequence; most of the file contains a debug menu
- MESG0 – 7.BIN
- \MHERO
- HERO000 – 07F.PEP
- Overworld sprites for all PCs
- Palette offset = placed just before the sprite sheet begins; format is 00 00 xx … xx 04 00 xx xx
- Palette size = 16
- Canvas size = 2×31
- Codec = 4bpp linear, reverse-order
- Mode = 2-dimensional
- HERO000 – 07F.PEP
- \MIMF
- IMF000 – 3FF.IMG
- Overworld room files; contains dialogue, sound instructions, NPC sprites, and how to display its respective .TEX file
- IMF000 – 3FF.TEX
- Overworld room backgrounds; palette is in its respective .IMG file
- IMF000 – 3FF.IMG
- \MOUT
- BATTLE.OUT
- An uncompressed version of BATTLE.ARC
- MAP.OUT
- REGION.OUT
- Controls how the RegionMap works
- TIM images for textures and location names
- Code to render and animate entries
- Controls how the RegionMap works
- SFSYS.OUT
- Controls how System Data works and is written
- Contains “The Opening of a Journey”
- TITLE.OUT
- BATTLE.OUT
- \MSOUND
- INSTR000 – 127.ALL
- SFX and instruments for the overworld
- INSTR000.ALL is the sample collection for all files that aren’t in SND format
- INSTR000 – 127.ALL
- \MTONO
- INITDATA.BIN
- Stats loaded for BR1, BP0 – BR1, BP2
- INI2 – 4DATA.BIN
- Stats loaded for BR1, BP3 – BR9, BP16
- MCHAR8.BIN
- Save file icons for all 9 main PC’s
- SYSGRA.BIN
- BG for the System Data screen
- WORD_TBL.BIN
- INITDATA.BIN
- TITLE
- EMU_TITL.OUT
- HERO.ARC
- Animations for all 8 protagonists on the New Game screen
- HERO.RL
- INSTR001 – 002.ALL
- SFX and instruments for the title screen
- NULL3MIN.DAT
- SCENE00.SNG
- T_MOVIE.OUT
- TITLE.ARC
- Title screen background; various sprites and animations for the title screen
- TITLE.OUT
- TITLE.RL
- TITLE.STR
- SLPS_008.98 / SCUS_942.30
- Executable; contains info for names and how everything else works
- Contains 8 songs
- SYSTEM.CNF
Demo (Square’s Preview 2):
Only the relevant directories and files are listed here are 1 other demo and 2 trailers are also present on this disc.
- \B_CDATA
- Same as the final release
- \B_DATA
- BTL_DATA.BIN
- Table for who can appear in encounters
- EVENT.BIN
- Battle event scripts
- KA.ARC
- BTL_DATA.BIN
- \B_EFFDA
- BTEXDATA
- BTEXDATB
- MEMDATA
- \B_EFFECT
- ZFF000 – 394.DAT
- Animation sprites for all attacks
- ZFF000 – 394.DAT
- \B_MDATA
- Same as the final release
- \B_PROG
- EFFECT.OUT
- EMU_EFF.OUT
- \B_SOUND
- BAT1.SND
- Battle 1
- BAT2.SND
- Battle 4
- BOSS1.SND
- Battle 3
- BOSS2.SND
- Battle 5
- EFFECT.ALL
- SFX for attacks?
- INSTR000, 009, 010.ALL
- In-battle SFX and and instruments
- INSTR000.ALL is the sample collection for all .SND files
- KOBOSS.SND
- Battle 2
- SILENT.SND
- Played when no music is playing
- BAT1.SND
- \B_STAGE
- S000 – 123.ARC
- Battle backgrounds
- S000 – 123.RL
- Battle backgrounds
- S000 – 123.ARC
- \MCHR
- Same as the final release
- \MESG
- Same as the final release
- \MHERO
- Same as the final release
- \MIMF
- IMF000 – 2FF.IMG
- Overworld room files; contains dialogue, sound instructions, NPC sprites, and how to display its respective .TEX file
- IMF000 – 2FF.TEX
- Overworld room backgrounds; palette is in its respective .IMG file
- Note: only the rooms that you’re intended to visit are not placeholder files. The rest are placeholder files.
- IMF000 – 2FF.IMG
- \MOUT
- BATTLE.OUT
- MAP.OUT
- REGION.OUT
- Controls how the RegionMap works
- TIM images for textures and location names
- Code to render and animate entries
- Controls how the RegionMap works
- TITLE.OUT
- \MSOUND
- Same as the final release
- \MTONO
- INITDATA.BIN
- Stats loaded for both scenarios as system data doesn’t exist in the demo
- MCHAR8.BIN
- Save file icons for all 8 main PC’s
- TITLE.TIM
- A picture of Riki’s Margmel artwork and the game logo
- WORD_TBL.BIN
- INITDATA.BIN
- \TITLE
- EMU_TITL.OUT
- HERO.ARC
- Animations for all 8 protagonists on the New Game screen
- INSTR001 – 002.ALL
- SFX and instruments for the title screen
- SCENE00.SNG
- T_MOVIE.OUT
- TITLE.ARC
- Title screen background; various sprites and animations for the title screen
- TITLE.OUT
- SF.EXE
- Executable; contains info for names and how everything else works
- Contains 6 song