
--
Added graphics from Prerelease game:

Overworlds:
Pointers to OW tiles at: 06FE20

Dark Ages:

blue pyramid --> North Palace
tile 12: subtiles 6D, 6E, 7D, 7E --> PR tile 12: subtiles 6D, 6E, 7D, 7E
west exit --> west exit
tile 13: subtiles BC, BD, CC, CD --> PR tile 13: subtiles BC, BD, CC, CD

Pointer to tile 12 at: 06FE56 - C4DB31 --> 5F0400 (D65 bytes)
Pointer to tile 13 at: 06FE59 - C4E882 --> 5F1165 (F15 bytes)
--
Added/modified Locations:

Loc 066 Black Omen Celestial Gate (no map) --> NG+ equipment trimming
Loc 067 Black Omen Celestial Gate (no map) --> unused PR Zeal corridors main area
Loc 068 Black Omen Celestial Gate (no map) --> unused PR Zeal corridors rest area/ OW exit
Loc 069 Black Omen Celestial Gate (no map) --> unused PR Zeal corridors secret study
Loc 0A2 Ozzie's Fort Entrance (no map) --> unused hallway in Magus' castle

Pointers to location maps at: 361E00
my Zeal Dungeon map --> slot C9
I cleared out the [unused?] copy of Zeal Palace map in slot C9 to make this map. Loc 067 is used for the main area with the puzzle and bridges, Loc 068 is used for the small rest/MP recovery area and an exit to the OW, and Loc 069 is used for the forgotten library/treasure room from Zeal's past.

I've always wanted to see somebody use those corridors as a secret shortcut out of the palace. I haven't play-tested it, but there shouldn't be a problem with the storyline (bypassing the guards after charging the Pendant) since I already prevent early access to the Epoch.
--
Reserved Mem.locations:

Story Stat Adjustments
7E2862 - which character(1-7) has suspended stats
7E2863-7E2877 - holds basic stats and EXP
Crono: -OFF- Loc 1A7 Obj 16,Arb0 / -ON- Loc 1A7 Obj 0B,Arb1 / -ON- (failsafe if Crono was left dead) Loc 000 Obj 01,Arb0
Marle: -OFF- Loc 071 Obj 00,Arb0 / -ON- Loc 07A Obj 02,ArbB
Frog:  -OFF- Loc 0E6 Obj 03,Arb5 / -ON- Loc 08D Obj 00,Arb1

NG+ Fair stuff
7E2878 - points
7E2879 - cats
7E287A - dolls
7E287B - clones
7E287C - food

7E287D - This is a record of free RETRYs of the Last Battle.
It offers compensation for the difficulty of playing the game with low levels, and also as my thanks for your continued replays of my hack. ;)
7E287E - This is a record of total games played, using the current Save slot. Starting the first NG+ = 01/255

7E287F & - various things that need to be remembered from a previous game
01 - Crono secret stats  SET if added / RESET if removed
02 - Magus secret stats (These were just an early experiment with stats subtraction, so here is a fix to that NG+ issue.)
04 - The current game is an odd number of games if SET, and an even number of games if not SET.
This bit will allow for "every other time" scenerios. Basically, this can be used to compromise on what people may or may not like, without requiring additional patches.
For example, if I want to show a line of text that's different from the NA version (translated text from the JP version), but I also want to keep the original NA text, then I could use this bit to bypass the changes until the player's NEXT playthrough, instead of having to decide which choice is the better/best. So, every other time that you play the game, you will be allowed to see Melchior's statement, from the JP version, about weapons. Bit 04 of 7F002E will put this particular feature into practice.
08 - ONE manual override to toggle bit 04
10-80 - Reserved

7F00 2B &
01-80 - scripted treasures for some randomness
01 - (12000 era - gives the treasure, AND a Spec. Tab if you have a total of 60)
If you have collected all of the Special Tabs and you receive an extra one, then you can visit Spekkio and fight his final form. Any extra tabs over 60 are then subtracted, so that he returns to normal once you leave the room. If you want to fight this special battle again, then come here before you pick up any additional Special Tabs.
02 - (2300 era)
04 - (600 era - not in a chest / Spec. Tab)
08 - (1000 era - not in a chest)
10 - (1000 era - not in a chest)
20 - (1000 era)
40 - (1000 era)
80 - (1000 era)

7F00 2C &
01-80 - scripted treasures for some randomness
01 - (12000 era)
02 - (65M era - Spec. Tab)
04 - (600 era)
08 - (1000 era - Spec. Tab)
10 - (2300 era)
20 - (600 era)
40 - (600 era)
80 - (1000 era)

7F00 2D - Crono and Marle's # of trips on Porre's ferry
7F00 2E &
01 - Crono and Marle spent enough money on Porre's ferry (Wallet available early)
02 - chose to take Wallet (permanent increase to Store prices)
04 - This bit controls which difference to the game script should have priority. If SET then you see the original NA text, or my personal preferences, and if not SET then you see more translated text, although not much more at this point.
You are allowed to see the changes by enabling this feature at the game options checking areas. On an even number of games, my preferences always have precedence, so you won't see any changes until you start the next game.
08 - Subtracts all of your money in a NG+ for more difficulty (once per game, so sell your unwanted equipment first)
10 - Magic Cave artwork battle (In the prerelease game, they placed the hexapods on the other side of the cave, as part of the blockage.)
20 - Retry total for Last Battle has been calculated
40-80 - Reserved

7F00 2F &
01 - my New Game+ bit
It appears that my old method of using empty character names (if all 00s in the first name) to check for NG+ is not required. I'll continue to use bit 01 in my hack, of course.
When I needed to set that up years ago, I drew the conclusion that bit 10 of 7F01CF (allows Telepod Lavos) is not set before the Load Screen, because the other 7Fnnnn locations are reset after selecting the New Game+ menu option.
I also had the false assumption that it was used for a special case only, which is why I turned to an alternative method of NG+ checking. I simply did not wish to build all of my hack's logic upon an unknown bit, which is how it seemed to me at that time.
02 - player said this a Low-Level Game (prevent story-related stat adjustments for Marle and Frog)
04 - switch to secondary Load location for tweaking of NG+ equipment & items (Reserved temp bit after that)
08 - previous game was a valid LLG
10 - previous game was a valid NLG
20 - anti-cheat mechanism
In the earlier 2.x patches, if you selected the LLG option on a NG+, the hard version of Magus would be used anyway, even if your party isn't strong enough, which would leave you stuck there. That problem has been fixed. Just before the battle, your "cheater" status will be removed for that specific case. You could also remove it, before or afterwards, by sharing a needed item with someone from that era - more than one time.
40 - player wants to return to previous location (7E0105)
Use this to skip events or scenes if the player should not immediately re-enter that previous location's exit, but should go somewhere else for a little while.
For example, if NPCs need a way in or out of a dead end without being seen, then SET it as you leave that location, then RESET it at the first location where the path splits, IF you enter one of those other locations. It is a workaround for the game's lack of a "location prior to previous location" record.
80 - Reserved

7F0030-7F0035 - "Cro" CronoNick
7F0036-7F003B - "GIRL"'s Pendant

7F00 F4 &
02 - found SeraphSong
7F00 FE &
02 - _?_ found Naga-art
08 - _Crono_
10 - _Magus_
--
DarkMist sound
Magus Tech 0E2FB3  83
Enemy Tech 0DC63A  CE -> 83
--
SPC Music notes:
Pointer to instrument total at: (?????)
Current total instruments at: (?????) - ($3E) -> ($3E) ($40 in PR)

Pointer to song total at: 701A6 (70192 in PR)
Current total songs at: 70AE9 - ($53) -> ($65) ($46 in PR)

Pointers (3 sets [->]) to BRR pointers at: 70667 and 70774 ? (702DF in PR) - C70AEA-C70AEC

(https://www.ff6hacking.com/wiki/doku.php?id=ff3:ff3us:music:brrsamples:ct)
$C70AEA-$C70BA3  BRR samples pointers
$C70BA4-$C70C1F  Loop start positions
$C70C20-$C70C9B  Pitch Multipliers
$C70C9C-$C70D17  ADSR data
$C7730D-$CA8ACB  BRR samples

Pointer to "loop start positions" at: 703AD and 7085D ? (70355 in PR) - C70BA4
Pointer to "pitch multipliers" at: 7043D and 70887 ? (703D5 in PR) - C70C20
Pointer to "ADSR data" at: 7048B and 708B1 ? (70417 in PR) - C70C9C

Pointers (3 sets [->]) to SPC pointers at: 70510 (70477 in PR) - C70D18-C70D1A --> 5EB838-5EB83A

Pointer to instrument table at: 701EB (701D3 in PR) - C70E11 --> 5EB967

Pointer to "unknown data" (drumset indexes) at:
[Mauron: The data is loaded from a pointer stored at 0x0705B3, 0x0705B7, and 0x0705BB.]
(70537, 7053E, 70545 in PR - These 3 sets [->] mark the first three bytes for the first song.)
C71871 --> 5EC607

unmodified PR Battle 1 (alpha):

volume: 01 FF
instruments from PR:

20    21    22    23    24    25    26    27    28    29    2A
 |     |     |     |     |     |     |     |     |     |     |
05 00 06 00 02 00 03 00 07 00 0B 00 3C 00 2C 00 3B 00 2D 00 28 00 00 00 00 00 00 00 00 00 00 00

 1  2  3                                                                                There is an unused sound here
_|__|__|_                                                                                          ____|____
|       |                                                                                          |       |
20 48 40 21 45 50 24 4C 78 25 48 46 00 00 00 25 42 28 23 3E 46 22 3B 46 22 37 46 2A 48 40 00 00 00 00 00 00

Byte 1 selects the instrument from the instrument table. Byte 2 tweaks how high or low it sounds. Byte 3 positions it left/center/right.

Pointers (2 sets [<-]) to volume data at: 70A46 (707B4 in PR) - C7241D-C7241E --> 5ED43B-5ED43C
The first byte adjusts sound effects (echo) applied to the song, with 0F as the max. The second byte adjusts the intensity (the volume), with FF as the max.


#4F Fanfare 4
Added:
#53 Corridors Alt 01 - [uses PR SPC data] This is two songs in one. It is for the Snail Stop and the scene in Melchior's kitchen. Listen to it using ZSNES and you will hear a unique kind of sound effect, in addition to the "whistle" sound.
#54 Schala Alt 01 - [uses final SPC data] a version of 02, from my oldest patches, that previously used the PR data
#55 Alpha Intro - [PR] The PR game uses the "choir" as the only instrument, but one more was needed at the end of the song. So I gave it two different ones.
#56 Tyrano Lair - [PR]
#57 Keeper's Dome - [PR]
#58 Peaceful Days Alt - [PR] At times you can hear a glitch in this one, because of the way I needed to silence some sound. Try interrupting it by using the EoT character switch menu.
#59 Corridors Alt 02 - [final] This is for 12000BC, after the Ocean Palace events.
#5A Corridors Alt 03 - [PR] Magus' poyozo doll theme.  Change harpsichord -> harmonica.
#5B Schala Alt 02 - [final] the Bedroom (slower tempo now so that the auto dialog doesn't feel rushed)
#5C PR Battle 1 - [PR] Here's the regular Pre-Release battle theme [#45].

#5D Battle 1 Alt 01 - [final] (600 era - Cursed Woods/G.Forest)
#5E Battle 1 Alt 02 - [final] (2300 era - Labs)
#5F Battle 1 Alt 03 - [PR] (65M era - Mts./Nest)
#60 Battle 1 Alt 04 - [final] (65M era - R.Lair)
#61 Battle 1 Alt 05 - [final] (Death Peak/N.Ruins)
#62 Battle 1 Alt 06 - [final] caves

#63 Corridors Alt 04 - [PR] This is a slower version for Melchior's basement, and it's actually slower now. If you've saved these songs as SPC files, then you will need to dump them again using the scene in the game to record the exact tempo. This is also the case for a few other songs.
#64 Battle 1 Alpha - [PR] Here's my attempt of the alpha version of Battle 1 [#44 in PR].
I reduced the speed of this song also, which fixed most of the awkward timing of the drums. [Edit: I was mistaken about this, since I was thinking about a glitching problem from earlier testing. There are no timing issues.]


**Bytes of importance**
If you edit OR select the Location Music in TF at all and save the rom, then there may be a reset to [FF].

Fanfare 4 events:
  152 Home Room (Ending: Dream Project)  0FFF47 #4F
Corridors Alt 01 events:
  028 Melchior's Kitchen                 4202E2 #53
  035 Snail Stop                         1BEFBF #53
Schala Alt 01 events:
  035 Snail Stop                         1BEFD9 #54
Alpha events:
  081 Manoria Sanctuary                  373061 #55
Tyrano [Location] Music:
  0C3 GC Entrance                        360AAA #56
  0C4 GC Caverns                         360AB8 #56
  0C5 GC Rust Tyrano                     360AC6 #56
  128 GC Lair Entrance                   361030 #46 Tyrano Castle
  129 GC Lair Throneroom                 36103E #56
Tyrano events:
  035 Snail Stop                         1BEFEA #56
  0C4 GC Caverns                         067185 #56
  0C5 GC Rust Tyrano                     1B0577 #56
  121 Reptite Lair Nizbel I              3BAF9E #56
  128 GC Lair Entrance                   18ED74 #46 Tyrano Castle
Keeper's Dome Music:
  0D1 Bangor Sealed Room                 360B6E #57
  0D3 Trann Sealed Room                  360B8A #57
  0DC Arris Sealed Room                  360C08 #57
  0F1 Keeper's Dome                      360D2E #57
Keeper's Dome events:
  02A Forest Ruins                       21FC18,21FC9A,21FE1C #57
  0D0 Bangor Dome                        1B57D0 #57
  0D2 Trann Dome                         1BEAD0 #57
  0D3 Trann Sealed Room                  03AA77 #57
  0D9 Arris Lower Commons                368F6A #57
  0DC Arris Sealed Room                  38C41E #57
  0F1 Keeper's Dome                      38D73A #57
Peaceful Days Alt events:
  000 Present Overworld                  038DC4 #58
  001 Crono's Kitchen                    3B02D6 #58
  002 Crono's Room                       1BC12E #58
  003 Lucca's Kitchen                    0EEF71 #58
  004 Lucca's Workshop                   33611E #58
  009 Lara's Room                        10DF20 #58
  00A Lucca's Room                       1B15A8 #58
  00C Truce Inn                          36C142 #58
  00D Truce Mayor Manor 1F               426D21 #58
  00E Truce Mayor Manor 2F               366E29 #58
  00F Truce Single Woman                 1B29C2 #58
  010 Truce Happy Screaming Couple       3B13E2 #58
  011 Truce Market                       251ABD #58
  012 Truce Ticket Office                1BB59C #58
Corridors Alt 02 Music:
  1AA Last Village Shop                  36174C #59
  1AB Last Village Residence             36175A #59
Corridors Alt 02 events:
  006 LV Overworld                       03C04D #59
  15F Dark Ages Portal                   1B61B6 #59
  1A8 Last Village Commons               3AA469 #59
  1A9 Last Village Empty Hut             376B68,376B8C #59
  1AA Last Village Shop                  03ABEB #59
  1AC North Cape                         405839 #59
Corridors Alt 03 events:
  1AC North Cape                         405D7D #5A
Schala Alt 02 events:
  148 Schala's Room                      2FB860 #5B
PR Battle 1 events:
  070 Truce Canyon                       325822 #5C
Battle 1 Alt 01 events:
  077 Guardia Forest (600)               381100 #5D
  08C Cursed Woods                       39267C #5D
Battle 1 Alt 02 events:
  0D4 Lab 16 West                        0BF241 #5E
  0D5 Lab 16 East                        3840A5 #5E
  0DF Lab 32 West Entrance               414FF7,415193 #5E
  0E0 Lab 32                             19FD17 #5E
Battle 1 Alt 03 events:
  112 Mystic Mt. Gulch                   3B8121 #5F
  125 Dactyl Nest, Lower                 0BF5A5 #5F
  126 Dactyl Nest, Upper                 3BB555 #5F
Battle 1 Alt 04 events:
  0DE Reptite Lair 2F                    3B3373 #60
  11C Reptite Lair 1F                    1EE9C2 #60
  11D Reptite W. Burrows B1              24E6BA #60
  11E Reptite W. Burrows B2              03A6E1 #60
  11F Reptite Commons                    0C37C4 #60
  120 Reptite Tunnel                     18E025 #60
Battle 1 Alt 05 events:
  042 N.Ruins Basement Corridor          1B2EF7,1B2F30 #61
  044 N.Ruins Antechamber                1CE4A1 #61
  045 N.Ruins Vestibule                  1B178F #61
  046 N.Ruins Back Room                  3C478A,3C47D5 #61
  0F5 Death Peak South Face              1B3094 #61
  0F6 Death Peak Southeast Face          1B3CD5 #61
  0F7 Death Peak Northwest Face          1B4589 #61
  107 Death Peak Lower North Face        11FF48 #61
Battle 1 Alt 06 events:
  02F Heckran Cave Passageways           34F679 #62
  030 Heckran Cave Entrance              18F6F6,18F822 #62
  031 Heckran Cave Underground River     3C33DB #62
  108 Death Peak Cave                    1B49BC #62
  184 (Algetty) Beast Nest               0BF82E #62
Corridors Alt 04 events:
  029 Melchior's Basement                3C2380 #63
Battle 1 Alpha events:
  013 Guardia Forest (1000)              37C040 #64
--
Bugfixes:

(https://www.chronocompendium.com/Term/Enemy_AI.html)
Condition 14 - Check specific attacker: 019551  29 -> 89
Subroutine 08 - PC with lowest HP: 01A50C  C900D003 -> D005EAEA

(http://www.romhacking.net/forum/index.php?topic=23466.msg347318#msg347318)
(http://www.romhacking.net/forum/index.php?topic=25303.msg347441#msg347441)
Enemy Attack "HP to 1" bug
019A41  FD -> FC
01A050  FD -> FC
01A298  FD -> FC
0199C2  ADFCB10902 -> 22F0F2C0EA
00F2F0  FFs -> ADFCB1090229FE6B
40F2F0  FFs -> ADFCB1090229FE6B

(http://www.romhacking.net/forum/index.php?topic=25303.msg348561#msg348561)
ThirdEye Evasion menu display bug
029144  0E219B -> 20DEFE
02A5F4  0E219B -> 20DEFE
02E197  0E219B -> 20DEFE
02FEDE  E220A9988D552CA2FF2860B282B282 -> AD219B4A0E219B186D219B8D219B60
--