Disassembly and ROM info for Final Fantasy VI
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Final Fantasy VI Disassembly

This is a disassembly of Final Fantasy VI for the Super Famicom (i.e. Final Fantasy III for the SNES) which builds the following ROMs:

  • Final Fantasy VI 1.0 (J), CRC32: 0x45EF5AC8
  • Final Fantasy III 1.0 (U), CRC32: 0xA27F1C7A
  • Final Fantasy III 1.1 (U), CRC32: 0xC0FA0464

NOTE: The original Japanese ROM contains large amounts of stale data and uninitialized values. This is probably because the game developers did not erase the EEPROM chip they were using when they generated the final binary file for the ROM. The excess data is completely unused by the game's code, and would be unnecessarily difficult to reproduce with this disassembly. Because of this, the Japanese ROM generated by this project does not match the original ROM byte-for-byte. All unused regions of the ROM are filled with 0xFF and the CRC32 of the produced ROM file is 0x059728E2.

Build Instructions

You will need a Unix-like shell to build the ROM. If you are on a Mac or Linux, simply open a terminal. If you are using Windows, you will need to use a Unix-like runtime environment such as Cygwin: https://www.cygwin.com.

Install Dependencies

First, install the following dependencies if you don't have them already.

Here is a very nice tutorial explaining how to set up Cygwin and cc65 on a Windows machine: https://github.com/SlithyMatt/x16-hello-cc65

Clone the Repo

If you have git installed, run git clone https://github.com/everything8215/ff6.git. Otherwise, click on "Code" in GitHub and select "Download ZIP" to copy the repo to your computer.

Rip ROM Data

Copy an unmodified FF6 ROM file into the "vanilla" directory. If you want to build both the Japanese version and the English version, you will need to copy both ROMs. If your ROMs have a 512-byte copier header, you will need to remove it first. There are many tools available on romhacking.net that can detect and remove a copier header from a ROM file.

All of the data can be extracted from either a v1.0 ROM or a v1.1 ROM. For this step there is no difference between the two versions.

Next, run make rip in the root directory to extract all of the required data from your ROMs. You should only need to do this once. The extracted data will be saved in the module directories. If you later wish to revert any of these files to their original state, simply delete those files and run make rip again, as it will only create files that do not exist and will not affect existing files.

Run make <version> to make the version of the ROM that you want, where <version> is one of the following values:

  • ff6-jp: Final Fantasy VI 1.0 (J)
  • ff6-en: Final Fantasy III 1.0 (U)
  • ff6-en1: Final Fantasy III 1.1 (U)

The ROM will be created in the rom directory.

After building the vanilla ROMs, you are free to modify the code and data as you like, then run make again to rebuild the ROM. Some switchable config options can be found in the file include/const.inc. This includes a "debug" mode that allows you to skip the intro.

Distributing ROM Hacks

To avoid legal troubles, I believe that it's important to avoid distributing copyrighted intellectual property. This repository does not contain any such material, and instead allows you to extract all necessary data from your ROM files.

ROM hacks are typically distributed by generating a patch file which modifies a few bytes when applied to a ROM file. However, reassembling an entire ROM from scratch can cause large blocks of data to be shuffled around, resulting in patch files which contain copyrighted data when using the IPS patch format. To avoid this, ROM hacks made from this code should be distributed by creating forks of this repository or by using more sophisticated patch formats which are able to differentiate data that has been modified from data that has simply been relocated (i.e. XDelta or Delta BPS). When creating a fork, make sure to run make distclean prior to each commit to delete all copyrighted assets from your repo. Be aware that this will delete all text and files which were extracted via make rip, including files that you have modified. If in doubt, make a backup copy of the repo prior to cleaning the repo directory.

Format and Organization

In order to create a somewhat cohesive and standardized disassembly, I try to follow a set of rules for how files in the repo are formatted and organized.

Assembler and Linker

The code for Final Fantasy games is typically split into several distinct modules. The field or map module and the battle module are always present. The battle code is often split into two parts, one for battle mechanics and the other for battle graphics. There is also a menu module, though in some of the early games the menu code was mixed in with the field code. The music and sound code is also always in a separate module. Other modules can include cutscenes, intro/ending credits, special effects, and the 3D world map for FF6.

Because of this modular structure, I find it convenient to assemble each module as a single object file and then link the modules together to create the ROM file. These two steps are done using ca65 and ld65, respectively. This strategy leads to a reasonable number of import/export commands, as the separate modules only interact with one another via a small number of external subroutines and data locations.

File Formats, Names, and Extensions

Assembly files have the extension .asm. In addition to assembly code this includes files which contain scripts, and memory labels but contain no actual code. In most cases, assembly files should only be assembled once. The only exception is when the ROM contains multiple identical copies of the same subroutine or data.

Include files have the extension .inc. These files can be included multiple times and should not output any bytes to the assembler or reserve any memory addresses. Examples include macro definitions, hardware address definitions, and definitions of constant expressions. Include files should begin with an include guard to ensure that they are not included more than once.

Native graphics files should have an extension which describes the graphics format such as .4bpp for 4 bits per pixel SNES graphics. SNES Palette files (BGR555 format) should have the extension .pal. Screen tilemap files should have the extension .scr.

Other binary data files can have any reasonable extension. I usually use .dat if I can't think of anything better.

Compressed data files should have the same filename and extension as their uncompressed counterpart with an appropriate extension added at the end, e.g. image.cgx.lz is the compressed version of image.cgx in the same directory.

File Organization

The src directory contains all of the assembly code and game data. The include directory contains all of the include files.

Each of the modules described above is in a separate subdirectory within the src directory. This mimics my best guess as to how the original source code was organized based on e.g. the Playstation releases where each module has a directory named after the main programmer for that module ('NARITA', 'YOSHII', etc.). Each module directory contains all of the source code and data for that module. The root directory of the repo contains a Makefile to assemble each module and link all of the object files together to create the ROM.

Each module also has a subdirectory in the include directory which can contain include files related to that module.

The tools directory contains a set of python scripts which are used to extract and modify game data.

The notes directory contains my notes from reverse engineering the assembly code.

The cfg directory contains linker configuration files which ensure that the assembled game data is placed in the ROM to match the original versions. I don't know what assembler and linker were used to build the game by the original development team, but it worked somewhat differently than ca65 and ld65. Because of this, I have to use a lot more modules than would typically be used in order to build a program of this size and complexity.

Naming Conventions

As a naming convention for symbols, I've chosen to follow the example of the Pokémon reverse engineering team (https://github.com/pret). Subroutine names and labels for data in the ROM use PascalCase. Acronyms like RAM appear in all capitals (i.e. InitRAM). This differs from conventional camel-case capitalization rules. The Apple II DeskTop project has some nice ca65 coding style conventions here (https://github.com/a2stuff/a2d/blob/main/docs/Coding_Style.md) although I'm not sure how strictly I would want to follow them.

External subroutines (which can be called by other modules) get the special suffix _ext. Also, dummy subroutines called by another bank (typically a jsr followed by rtl or jsl followed by rts on the 65c816) get the special suffix _far or _near, respectively.

I've added descriptive labels for many of the subroutines in the code. Labels for unknown or unlabeled subroutines are the 6-digit ROM address of the subroutine (including the bank) preceded by an underscore, e.g. _c28566.

Originally I was using symbols beginning with @ to generate local labels inside of subroutines, but this leads to issues if you need to jump into the middle of a subroutine for some reason. I'm slowly changing to a format where all subroutines are inside of a .proc block, and all labels are either given a descriptive name or are unnamed (: in ca65). 4-digit ROM addresses can still be used but they need a prepended underscore because labels can't begin with a digit. To jump into the middle of a subroutine, define a global symbol after the .endproc command as follows:

.proc SomeSubroutine
; normal place where the subroutine starts
        lda     #1
        ...

; you can jump or branch here using Middle from inside the subroutine or
; SomeSubroutineMiddle from outside the subroutine
Middle:
        lda     #2
        ...
        rts
.endproc

SomeSubroutineMiddle := SomeSubroutine::Middle

WRAM and SRAM labels begin with a lowercase w or s followed by a descriptive name in PascalCase case, e.g. wSpriteData.

Hardware registers are a slight exception to the rule. I chose to use the official register names from the SNES development manual in all caps, prepended with a lowercase 'h' (i.e. $2100 is hINIDISP). These are defined in include/hardware.inc.

Instruction mnemonics and macro names are in all lowercase. Macro names can include underscores to improve readability. Constant expressions are in all uppercase with underscores between words.

To shorten subroutine and label names, the following shortened words are used:

  • anim: animation
  • btm: bottom
  • char: character
  • cmd: command
  • ctrl: control or controller
  • dec: decrement
  • div: divide
  • dlg: dialogue
  • dur: duration
  • elem: element
  • exec: execute
  • gfx: graphics
  • grp: group
  • inc: increment
  • init: initialize
  • mod: modify or modifier
  • msg: message
  • mult: multiply or multiplier
  • obj: object
  • qty: quantity
  • pal: palette
  • prop: properties
  • ptr: pointer
  • rand: random
  • reg: register
  • sfx: sound effect
  • tbl: table

Tabs, Spaces, and Comments

Assembly and include files should not have lines longer than 80 characters. Never use tabs. Always use spaces. In assembly files, labels begin in column 1, instructions and macros begin in column 9, operands begin in column 17, and comments can begin in column 41. Long comments that would extend beyond the 80-character limit should be placed on their own line before the assembly code that they describe.

An exception to these rules is for scripts made with macros instead of instruction mnemonics because the macros names are often longer than 7 characters. In this case, operands begin in column 25.