I don't know if it's exactly the same, but here are the addresses of the first item in the inventory:
Unfortunately, there's quite a bit to clarify in order to access the other items, and reduce misunderstandings:
Type refers to the item's category.
- 1=Weapon, 2=Armor, 3=Accessory, 4=Item, 5=Skill, 6=Active
ID refers to the item's identifier. Changing it will change the item altogether. It's best not to change it to something of a different category.
Weapon is the default category that those addresses will point to on initial startup of the game. Based on my current observation, auto-sorting this category will cause the addresses above to point to the first item of the next category. In this first case, that would be Armor. Sorting Armor will then produce the same effect (Armor->Accessory), and so on. Eventually, repeating the steps will cause the addresses to point back to the first item of the Weapon category. Pattern: Weapon->Armor->Accessory->Item->Weapon
However, those addresses will never point to the first item in the Skill or Active categories. Thankfully, the addresses follow the same pattern as the ones above, with Active as the default category on startup; Just search the quantity value of the first item of Active, and then apply everything above. Pattern: Active->Skill->Active
One more thing: Sorting the items manually will not produce the item shuffling in memory, as described above. This means that you can swap the first item with another item of the same category, and the addresses will then point to that other item, since it's now the first on the list.
[Edited by FFFanatic, 10/6/2013 8:41:05 PM]
Edit: Just found out that Fields take precedence first. In other words, the addresses above will point to the *second* Field by default, then the rest of the Fields, then finally the first Weapon. In other words, for every Field you get, you'll have to search for new addresses again, though it's just one "slot" down.
[Edited by FFFanatic, 10/7/2013 3:24:02 PM]