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EMI Files by Family

Kevin Kline edited this page Oct 17, 2026 · 1 revision

EMI files by family

The 880 files on the Japanese disc sit in eleven directories under BIN/, and within a directory the files of one name family share one section signature: the same sequence of (type, destination) entries, file after file. The signatures below are the most common form in each family, written type:destination (or type:bankN for the audio types), with the count of files that have exactly that form. A file that departs from its family's form does so by one or two sections, usually an extra image or an extra effect overlay.

The directory names are Capcom's. The gloss after each is what the sections say the files are for, not a translation.

BIN/WORLDnn/AREAnnn.EMI: the areas (200)

Five world directories, areas 000..037 in WORLD00, 038..075 in WORLD01, and so on to 199 in WORLD04. 174 of the 200 share this form:

6:bank2 8:bank2 7:bank2        the area's effect sounds
0:800E3800  0:800D3800         sprite frames and their companion block
3:0E001000                     the texture page, 256 KB
0:8002D800                     the palette section
3:0A081000                     the world-map page (dial and gauges), 256 KB
0:8002BE00  0:8002A000         small tables
0:800E4000                     the enemy and formation table
0:80010000                     the script and message block
0:80104000                     the map
0:801F2C00                     the area's own code

Variants: 8 areas carry a second map block at 0x80117000; 11 (all in WORLD04) carry an effect overlay at 0x801EEC00; one reorders the tail. The area's code module holds its event handlers and, at its very end, the 0x44-byte descriptor the engine reads to find them. The music is not here: a table in the boot executable picks the area's song.

BIN/BENEMY/ENEMYnnn.EMI: the enemies' sounds (200)

Every one of the 200 is exactly 6:bank6 8:bank6 7:bank6 and nothing else. ENEMYnnn is the sound set for the eight species in AREAnnn's enemy table (eight programs, one per enemy slot). Despite the name, no enemy stats are here; those are in the area file.

BIN/BOSS/BOSSnnn.EMI: the boss fights (40)

A boss file is a complete battle in one container:

6:bank0 10:bank0 7:bank0       the fight's music (34 of 40; the other 6 have none)
0:801D0C00                     the battle game mode (same module as BATTLE.EMI's)
3:1A080200                     a battle page
0:800F0800  0:8002EE00  0:8002D7E0
6:bank2 8:bank2 7:bank2        battle effect sounds
0:80014000                     the system message pool
6:bank1 8:bank1 7:bank1        the system sound set
0:80093800                     the battle engine (the same 133 KB blob in all 40)
0:800C1800                     this boss's own module (35 distinct)
6:bank6 8:bank6 7:bank6        the boss's creature sounds

55 boss ids map onto these 40 files through a table in the boot executable.

BIN/BATTLE/: the ordinary battle and its pieces (9)

BATTLE.EMI and BATTLE2.EMI have the boss form minus the boss module and bank 6. COMN_SE and BATL_SE are a bank-1 sound set plus one page; BATL_RET, BATL_END, BATL_OVR, BATL_RE2 and BATL_DRA are the small pages, effect overlays and data blocks for the retreat, end-of-battle, game-over and dragon transitions.

BIN/PLCHAR/: the party in the field (38)

  • PLnnn.EMI (19): 6:bank1 8:bank1 7:bank1 1:80033800. One compressed arena of field sprites for a party of three, the digits naming the members, plus a voice bank.
  • PLPnnn.EMI (19): a single code module at 0x801CE400, the party-character module for the same combination.

The party-combination index (0..18) picks both.

BIN/BPLCHAR/: the party in battle (123)

  • BPLDnnn / BPLUnnn (19 each) and BRTDnnn / BRTUnnn (4 each): three voice banks (banks 3, 4, 5, one per party slot), a small data block and a compressed arena, both for 0x80033800. D and U are two variants of each combination; BRT* is a smaller set of four combinations.
  • DRGnn (37), RYUDnn / RYUUnn (8 each), REID/REIU, RTD/RTU, CRYUD/CRYUU (2 each), PAPYD/PAPYU (5 each): one voice bank and one single bank-shaped block placed at one party slot's address (0x8003380C for slot 1, 0x8005780C for slot 2, 0x8007280C for slot 3). These are the sprite banks swapped in for one member, the dragon forms among them.

BIN/BMAGIC/: spells and effects (144)

MAGICnnn.EMI (141): a bank-1 sound set and an effect module at 0x801EEC00; 18 of them add a page and a data block (3:1A080200 0:8002EC00) for effects with their own art. The three KAIZAR_* files are an arena block, a page and a data block with no sound. An effect module opens with the overlay header; 32 of the 124 compiled effect images have no entry table at all, so their code starts at +0x04. The ability table maps a spell to its file and handler.

BIN/BGM/: the music (81)

BGMnnn.EMI (71), BGMBATnn (7), BGMOPN, BGMEND, BGMSPC: 6:bank0 10:bank0 7:bank0, the sequence with its instruments, three of them with a cue-table section as well. The song numbers are sparse (up to 197) and a song table in the boot executable maps each to a file and a sub-song.

BIN/SCENARIO/: the story (25)

SCENAnn.EMI (20): one code module at 0x801F6C00, the scenario chapter, holding the cutscene logic the engine enters through a five-slot vtable. One chapter also carries two pages and two data blocks. SCEnn.EMI (5): modules for the swap slot at 0x801D0C00.

BIN/ETC/: everything else (20)

file what it is
GAME.EMI the field engine (227 KB at 0x80196800) and a 4 KB swap-slot module. The item, key-item, weapon, armour, accessory and ability tables are in section 0
FIRST.EMI the system set loaded at boot: the system sounds, the glyph page, the font sheets, the item icons, the font CLUT strip, three small data blocks, the system message pool, and two more pages
START.EMI the title and new-game mode: system sounds, three pages, a data block, a compressed arena (the party on the title screen), the title module for the swap slot, an effect overlay, and the eight new-game character templates in its module
SHOP.EMI, STATUS.EMI the shop and status game modes: a swap-slot module, two pages, two data blocks, system sounds (SHOP adds an effect overlay)
COMMU01..07.EMI the faerie village modules: the same shape as the menus, each with its own swap-slot module; COMMU02 holds the roster name table
SHISU.EMI, SISYOU.EMI, BATE.EMI more swap-slot modes of the menu shape
DEMO.EMI the attract demo: music, four pages (among them the copyright notice), a data block, system sounds
ENDKANJI.EMI two images: the single-byte font sheet and the kanji sheet
AFLDKWA.EMI one section: the system message pool's second variant
MTEST.EMI, RTEST.EMI the developers' map-select and test modes; MTEST's module carries the 200 area names
A085SE2.EMI, A108SE2.EMI a bank-2 sound set each, extra effect sounds for areas 085 and 108 by their names

What is not an EMI

The disc also carries LOGO/LOGO.EXE (a plain PS-EXE that plays the Capcom logo, not a container), the XA audio streams under BIN/BMAG_XA/ and BIN/SCE_XA/ (the voiced jingles and spell shouts the PC port cut into SND/), and the .STR movies. The PSP disc has its own container format carrying the same sections.