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). It is a work in progress which partially builds the following ROMs:

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

The Japanese version is not currently supported.

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 if. 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-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).

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'. This includes files which define ROM data, 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 should are meant to be included multiple times and should not output any bytes to the assembler or reserve any memory addresses. Examples include macro definitions and hardware address definitions.

Assembly and include files should not have lines longer than 80 characters.

File Organization

Each of the modules described above is in a separate 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 had a directory named after the main programmer for that module ('NARITA', 'YOSHII', etc.). Each directory contains all of the source code and data. The root directory contains a Makefile to assemble each module and link all of the object files together to create the ROM.

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.

Labels for unknown subroutines are the 6-digit ROM address of the subroutine (including the bank) preceded by an underscore, e.g. _c28566.

Local labels inside subroutines use mixed case with a prepended '@' symbol, which is ca65's default symbol to identify a local label. Most local labels are unnamed, and instead use the 4-digit ROM address (excluding the bank). I also typically include a local label at the start of each subroutine so that it can be compared to the original ROM file, but these are just for convenience and can be removed eventually.

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).

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

To shorten subroutine and label names, the following shortened words may be 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

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.