Last updated: 12/6/2021

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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
  • \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
  • \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
  • \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
  • \B_STAGE
    • S000 – 159.RL
      • Battle backgrounds
  • \B_STAGE2
    • S000 – 159.ARC
      • Battle backgrounds
  • \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
  • \MESG
    • MESG0 – 7.BIN
      • Starts a protagonist’s introductory sequence; most of the file contains a debug menu
  • \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
  • \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
  • \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
    • SFSYS.OUT
      • Controls how System Data works and is written
      • Contains “The Opening of a Journey”
    • TITLE.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
  • \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
  • 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
  • \B_EFFDA
    • BTEXDATA
    • BTEXDATB
    • MEMDATA
  • \B_EFFECT
    • ZFF000 – 394.DAT
      • Animation sprites for all attacks
  • \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
  • \B_STAGE
    • S000 – 123.ARC
      • Battle backgrounds
    • S000 – 123.RL
      • Battle backgrounds
  • \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.
  • \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
    • 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
  • \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