psx.wiki

Final Fantasy VII: Difference between revisions

Revision as of 23:54, 1 November 2026
RemmyLee
(Games: the section's first page, Final Fantasy VII, with its field script debugger, BROM.X battle-test screen and unused menu commands)
Revision as of 00:33, 2 November 2026
RemmyLee
(Final Fantasy VII: both pages rewritten in the Sony manual voice (connected paragraphs, the reason with each fact, no signposts); SYSTEM.CNF defaults cited to the OS manual)
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## Releases## Releases
−The North American release is on three discs. Each disc has one data track. The serial printed on each disc is shown below.[^psxdc]+Final Fantasy VII was released in North America as a set of three discs, SCUS-94163, SCUS-94164 and SCUS-94165, and each disc carries a single data track. The serials and sizes of the discs are shown below.[^psxdc]
Table: Final Fantasy VII North American discsTable: Final Fantasy VII North American discs
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## Disc data## Disc data
−The volume ID of disc 1 is FINALFANTASY7, and the disc holds 3377 files. SYSTEM.CNF names SCUS_941.63 as the boot file and sets TCB = 4, EVENT = 16 and STACK = 801FFF00.[^d1]+The volume ID of disc 1 is FINALFANTASY7, and the disc holds 3377 files. Its SYSTEM.CNF names SCUS_941.63 as the file to be started, with 4 tasks (TCB), 16 events (EVENT) and the stack pointer (STACK) at 801FFF00.[^d1] The task and event counts are the defaults given in the PlayStation Operating System manual, so the game changes only the stack pointer from the default configuration.[^os]
−The main program loads the rest of the game as modules into the area from 800A0000h. FIELD/FIELD.BIN, for example, is an 8-byte header followed by gzip data. The first word of the header is the unpacked size, 264008 bytes, and the module runs from 800A0000h once it is unpacked.[^d1]+The main program loads the parts of the game as modules into the memory area that starts at 800A0000h. FIELD/FIELD.BIN and BATTLE/BROM.X are stored compressed: each file consists of an 8-byte header followed by gzip data, and the first word of the header gives the unpacked size. The field module therefore occupies 264008 bytes in memory, and BROM.X grows from 1142 bytes on the disc to 1740 bytes when it is unpacked.[^d1]
## Development## Development
−Debug code from Square remains in the retail program, switched off. The field module keeps the event debugger that shows the running script command by command. [Field Script Debugger](/games/final-fantasy-vii/field-script-debugger/) describes it. The main program also holds a battle-test screen and menu commands that no retail path opens.[^d1]+Square left part of its development code in the retail program: the event debugger of the field module ([Field Script Debugger](/games/final-fantasy-vii/field-script-debugger/)), a battle-test screen and four extra main menu commands. The routines and their text are still on the disc; however, the calls, flags or menu entries that would start them are missing or held at zero, and the player therefore cannot reach them.[^d1][^bench]
### Battle-Test Screen (BROM.X)### Battle-Test Screen (BROM.X)
−The main program picks the next module from the mode word at 8009C560h. At 800146A4h it compares the mode with 2 and 4. Mode 4 loads battle file 3, BATTLE/BROM.X, and runs it from 800A00CCh. No code found in the game stores 4 to the mode word, so the retail game never opens this screen.[^d1][^bench]+The main program selects the module to run next from a mode word at 8009C560h. The code at 800146A4h tests this word for 2 and for 4, and a value of 4 loads battle file 3, BATTLE/BROM.X, and starts it at 800A00CCh. However, no store of 4 to the mode word was found in the main program or in any module, so the battle-test screen cannot be opened in the retail game.[^d1][^bench]
−BROM.X is 1142 bytes on the disc and 1740 bytes unpacked. At 800A0328h it calls 80025174h in the main program. No other module calls that function. The button held on controller 1 selects what it opens: the main menu, a shop, the naming screen, party formation or the save menu. The save menu path also fills the last 30 inventory slots with 99 of each Source item.[^d1][^bench]+BROM.X calls the main program function at 80025174h from 800A0328h, and no other module calls this function. This function reads controller 1, and the button that is held determines whether it opens the main menu, a shop, the naming screen, party formation or the save menu. When it opens the save menu, it also fills the last 30 inventory slots with 99 of each Source item.[^d1][^bench]
### Unused Menu Commands### Unused Menu Commands
−The table of main menu command names at 80049248h in SCUS_941.63 starts with the 10 commands of the retail menu: Item, Magic, Materia, Equip, Status, Order, Limit, Config, PHS and Save. The four names that follow Save are "Uso", "Beginner", "Uso" and "Uso". The retail menu builds its cursor with 10 rows, so these entries cannot be picked, and the Beginner entry opens no menu file.[^d1][^bench]+The names of the main menu commands are stored as a table at 80049248h in SCUS_941.63. The table begins with the 10 commands that the retail menu shows (Item through Save) and continues with four more names: Uso, Beginner, Uso and Uso.[^d1] Because the menu builds its cursor with only 10 rows, the four extra commands can never be selected. In addition, the Beginner entry is given menu number 0, which is the main menu itself, so even if it were selected it would open no screen.[^bench]
## References## References
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[^psxdc]: PlayStation DataCenter, Final Fantasy VII (NTSC-U), SCUS-94163. https://psxdatacenter.com/games/U/F/SCUS-94163.html[^psxdc]: PlayStation DataCenter, Final Fantasy VII (NTSC-U), SCUS-94163. https://psxdatacenter.com/games/U/F/SCUS-94163.html
[^d1]: Final Fantasy VII (USA) disc 1, SCUS-94163, read 1 November 2026: SYSTEM.CNF, SCUS_941.63, FIELD/FIELD.BIN and BATTLE/BROM.X.[^d1]: Final Fantasy VII (USA) disc 1, SCUS-94163, read 1 November 2026: SYSTEM.CNF, SCUS_941.63, FIELD/FIELD.BIN and BATTLE/BROM.X.
+[^os]: Sony Computer Entertainment Inc. PlayStation Operating System. Table 2-1, System Designation File Keyword List.
[^bench]: psx.wiki bench notes, Final Fantasy VII hidden and unused code, 31 October and 1 November 2026.[^bench]: psx.wiki bench notes, Final Fantasy VII hidden and unused code, 31 October and 1 November 2026.