Main Data Locations: RAM -> File -0x67000 -> Battle.bin -0xE0000 -> World.bin -0xF800 -> SCUS 800306ec - GPU Control Pointer 800306f0 - Horizontal Retrace Counter Pointer 800306f4 - Horizontal Retrace Counter Start? (gets subtracted from the counter) 80032894 - (byte) 80045980 - (set to 1 after prepping Exp/JP; seems to only be 1 or 2) (word) 800459b8 - Milliseconds (also frame counter? max of 60 before Seconds ++) 800459bc - Seconds 800459c0 - Minutes 800459c4 - Hours 800473ac - Customized Options NOTE: each of the flags uses the next bit as well, but it's just to display either "Customize" or "Initialize" (0 = Off, 1 = On, 2 = Custom, 3 = Initial) 0x80000000 - 0x20000000 - Max Equip at Job Change 0x08000000 - Target Flashing 0x02000000 - Display Gained Exp/JP 0x800000 - Show Unequipable Items 0x400000 - Sound = Wide 0x200000 - Sound = Stereo (both off = Mono) 0x080000 - Show Effect Message 0x020000 - Show Ability Name 0x8000 - Navigation Message 0x2000 - Message Speed = Slow (both off = Fast) 0x1000 - Message Speed = Regular 0x0c00 - Finger Cursor Repeat Speed = Slowest 0x0a00 - Finger Cursor Repeat Speed = Slower 0x0800 - Finger Cursor Repeat Speed = Slow 0x0600 - Finger Cursor Repeat Speed = Regular 0x0400 - Finger Cursor Repeat Speed = Fast 0x0200 - Finger Cursor Repeat Speed = Faster 0x0000 - Finger Cursor Repeat Speed = Fastest 0x01c0 - (8 total CS on MH speeds?) 0xc0 - Cursor Speed on Multiple Heights = Stop 0x80 - Cursor Speed on Multiple Heights = Slow 0x40 - Cursor Speed on Multiple Heights = Regular (these off = Fast) 0x38 - (8 total cursor reset speeds?) 0x10 - Cursor Repeat Speed = Slow 0x08 - Cursor Repeat Speed = Regular (both off = Fast) 0x07 - (8 total cursor movement types?) 0x01 - Cursor Movement Type = B (off = A) 800473b0 - Default Options 80057718 - Time played this session (increments every frame/millisecond) 8005771c - (word, start of a bunch of data below) 800577b8 - Event ID (used by Brave Story to load certain events) 800577cc - Gil 800577d4 - Month 800577d8 - Day 800577e0 - Location 0x02 - Igros Castle 0x06 - Gariland Magic City 0x09 - Dorter Trade City 0x0f - Fort Zeakden 0x11 - Thieves Fort 0x12 - Orbonne Monastery 0x18 - Mandalia Plains 0x19 - Fovoham Plains 0x1a - Sweegy Woods 0x1c - Zeklaus Desert 0x1d - Lenalia Plateau 800577e4 - ENTD Data ID (ENTD to load) 800577e8 - Map ID 800577ec - Number of Teams 800577f0 - Battle Formation ID (for placement) 80057878 - Event Byte Counter? (maybe just text?) 80057884 - ID for "Person" pages in Brave Story? 800578a0 - Injured (Brave Story) 800578a4 - Casualties (Brave Story) 800578ac - Next Scenario? New Game? 800578b0 - DD List Length + 1 800578c0 - Town Background (0 c1 ramza, 1 c2/3 ramza, 2 c4 ramza) 800578d4 - Storyline Progression 800578d8 - Shop Item Availability 8005791e - 0x04 - Activate "Facts" Brave Story Section 0x02 - 0x01 - Activate Fur Shop 80057940 - 0x80 - "Facts" 0x40 - "Facts" 0x20 - "Facts" 0x10 - "Facts" 80057941 - "Facts" 80057942 - "Facts" 80057943 - 0x04 - "Facts" 0x02 - "Facts" 0x01 - "Facts" 0x00 - "Facts" 8005794b - Event Flags? 0x10 - Event Only? (Brave Story) 0x20 - Battle? (load ENTD) 80057b5c - Weapon Page Order (FF = early end; uses Item ID's, 0x8c long) 80057be8 - Helmet Page Order (0x20 long) 80057c08 - Armor Page Order (0x28 long) 80057c30 - Accessory Page Order (0x24 long) 80057c54 - Item Page Order (0x14? long) 80057d84 - Save screeen data? (0x18 long, 15 total?) 0x00 - File ID? 0x01 - Name (0x15 long) 0x10 - ? Text (0x2 long, unused?) 0x12 - Ramza's Job ID 0x13 - Ramza's Level 0x14 - Month 0x15 - Day 0x16 - Location? 0x17 - ? 80057f74 - Party Data (256 bytes each, 20 sections) 0x00 - Sprite Set 0x7F - Special Character 0x80 - Generic Male 0x81 - Generic Female 0x82 - Monster 0x01 - Party ID 0x02 - Job ID 0x03 - Palette 0x00 Default 0x01 Hokuten 0x02 Nanten 0x03 Death Corps 0x04 Glabados Church 0x05 No Palette? 0x04 - Gender Byte 0x80 - Male 0x40 - Female 0x20 - Monster 0x10 - Join after event 0x08 - Load Formation 0x04 - ??? Stats 0x02 - 0x01 - Save Formation 0x05 - Bithday (days, plus bit 0 from next byte) 0x000-0x01e - January 0x01f-0x03a - February 0x03b-0x059 - March 0x05a-0x077 - April 0x078-0x096 - May 0x097-0x0b4 - June 0x0b5-0x0d3 - July 0x0d4-0x0f2 - August 0x0f3-0x110 - September 0x111-0x12f - October 0x130-0x14d - November 0x14e-0x16c - December 0x06 - Zodiac Sign 0xf0 - 0xe0 - 0xd0 - 0xc0 - Serpentarius 0xb0 - Pisces 0xa0 - Aquarius 0x90 - Capricorn 0x80 - Sagittarius 0x70 - Scorpio 0x60 - Libra 0x50 - Virgo 0x40 - Leo 0x30 - Cancer 0x20 - Gemini 0x10 - Taurus 0x00 - Aries 0x07 - Secondary Skillset 0x08 - Reaction Ability 0x0a - Support Ability 0x0c - Movement Ability 0x0e - Head 0x0f - Body 0x10 - Accessory 0x11 - Right Hand Weapon 0x12 - Right Hand Shield 0x13 - Left Hand Weapon 0x14 - Left Hand Shield 0x15 - Experience 0x16 - Level 0x17 - Brave 0x18 - Faith 0x19 - Raw HP 0x1c - Raw MP 0x1f - Raw SP 0x22 - Raw PA 0x25 - Raw MA 0x28 - Unlocked Jobs 1-8 (All of these start from 0x80) 0x29 - Unlocked Jobs 9-16 0x2a - Unlocked Jobs 17-20 0x2b - Base Action Abilities 1-8 0x2c - Base Action Abilities 9-16 0x2d - Base R/S/M 1-6 0x2e - Chemist Action Abilities 1-8 0x2f - Chemist Action Abilities 9-16 0x30 - Chemist R/S/M 1-6 0x31 - Knight Action Abilities 1-8 0x32 - Knight Action Abilities 9-16 0x33 - Knight R/S/M 1-6 0x34 - Archer Action Abilities 1-8 0x35 - Archer Action Abilities 9-16 0x36 - Archer R/S/M 1-6 0x37 - Monk Action Abilities 1-8 0x38 - Monk Action Abilities 9-16 0x39 - Monk R/S/M 1-6 0x3a - Priest Action Abilities 1-8 0x3b - Priest Action Abilities 9-16 0x3c - Priest R/S/M 1-6 0x3d - Wizard Action Abilities 1-8 0x3e - Wizard Action Abilities 9-16 0x3f - Wizard R/S/M 1-6 0x40 - Time Mage Action Abilities 1-8 0x41 - Time Mage Action Abilities 9-16 0x42 - Time Mage R/S/M 1-6 0x43 - Summoner Action Abilities 1-8 0x44 - Summoner Action Abilities 9-16 0x45 - Summoner R/S/M 1-6 0x46 - Thief Action Abilities 1-8 0x47 - Thief Action Abilities 9-16 0x48 - Thief R/S/M 1-6 0x49 - Mediator Action Abilities 1-8 0x4a - Mediator Action Abilities 9-16 0x4b - Mediator R/S/M 1-6 0x4c - Oracle Action Abilities 1-8 0x4d - Oracle Action Abilities 9-16 0x4e - Oracle R/S/M 1-6 0x4f - Geomancer Action Abilities 1-8 0x50 - Geomancer Action Abilities 9-16 0x51 - Geomancer R/S/M 1-6 0x52 - Lancer Action Abilities 1-8 0x53 - Lancer Action Abilities 9-16 0x54 - Lancer R/S/M 1-6 0x55 - Samurai Action Abilities 1-8 0x56 - Samurai Action Abilities 9-16 0x57 - Samurai R/S/M 1-6 0x58 - Ninja Action Abilities 1-8 0x59 - Ninja Action Abilities 9-16 0x5a - Ninja R/S/M 1-6 0x5b - Calculator Action Abilities 1-8 0x5c - Calculator Action Abilities 9-16 0x5d - Calculator R/S/M 1-6 0x5e - Bard Action Abilities 1-8 0x5f - Bard Action Abilities 9-16 0x60 - Bard R/S/M 1-6 0x61 - Dancer Action Abilities 1-8 0x62 - Dancer Action Abilities 9-16 0x63 - Dancer R/S/M 1-6 0x64 - Base/Chemist Job Level 0x65 - Knight/Archer Job Level 0x66 - Monk/Priest Job Level 0x67 - Wizard/Time Mage Job Level 0x68 - Summoner/Thief Job Level 0x69 - Mediator/Oracle Job Level 0x6a - Geomancer/Lancer Job Level 0x6b - Samurai/Ninja Job Level 0x6c - Calculator/Bard Job Level 0x6d - Dancer/Mime Job Level 0x6e - Base Job JP 0x70 - Chemist Job JP 0x72 - Knight Job JP 0x74 - Archer Job JP 0x76 - Monk Job JP 0x78 - Priest Job JP 0x7a - Wizard Job JP 0x7c - Time Mage Job JP 0x7e - Summoner Job JP 0x80 - Thief Job JP 0x82 - Mediator Job JP 0x84 - Oracle Job JP 0x86 - Geomancer Job JP 0x88 - Lancer Job JP 0x8a - Samurai Job JP 0x8c - Ninja Job JP 0x8e - Calculator Job JP 0x90 - Bard Job JP 0x92 - Dancer Job JP 0x94 - Mime Job JP 0x96 - Total Base Job JP 0x98 - Total Chemist Job JP 0x9a - Total Knight Job JP 0x9c - Total Archer Job JP 0x9e - Total Monk Job JP 0xa0 - Total Priest Job JP 0xa2 - Total Wizard Job JP 0xa4 - Total Time Mage Job JP 0xa6 - Total Summoner Job JP 0xa8 - Total Thief Job JP 0xaa - Total Mediator Job JP 0xac - Total Oracle Job JP 0xae - Total Geomancer Job JP 0xb0 - Total Lancer Job JP 0xb2 - Total Samurai Job JP 0xb4 - Total Ninja Job JP 0xb6 - Total Calculator Job JP 0xb8 - Total Bard Job JP 0xba - Total Dancer Job JP 0xbc - Total Mime Job JP 0xbe-0xcd - Unit Name 0xce - Unit Name ID 0x00XX - Special 0x01XX - Generic Male 0x02XX - Generic Female 0x03XX - Generic Monster 0xd0 - Battle Data? (0x16e+ in Unit Data?) 0xd0/0xd2 bytes set to 0 at initialization 0xd2 - 0-3 for newly created eggs 80059374 - (End of Party Data) 80059414 - ? (0x80 bytes?) 80059494 - Poached Item Quantities (same order as item ID's) 800596e0 - Item Quantities (same order as item ID's) 800597e0 - Save Times (15? total, 3 bytes each) 0x00 - Hours 0x01 - Minutes 0x02 - Seconds 80059818 - Level UP Stat Storing Code Pointers 0x00 - 5ba08 (HP) 0x04 - 5ba18 (MP) 0x08 - 5ba28 (SP) 0x0c - 5ba38 (PA) 0x10 - 5ba48 (MA) 80059830 - Action Status Code Pointers 0x00 - 5e810 (Normal Action) 0x04 - 5e84c (Blank Status?) 0x08 - 5e84c (Crystal?) 0x0c - 5e84c (Dead?) 0x10 - 5e84c (Undead?) 0x14 - 5e81c (Charging) 0x18 - 5e824 (Jump) 0x1c - 5e82c (Defending) 0x20 - 5e838 (Performing) 59854-5e90b code is here 8005e90c - Base Data (12 bytes each, 4 total) Order: 0 = Male, 1 = Female, 2 = Ramza, 3 = Monster 0x00 - HP (these * 16384 = Min Raw) 0x01 - MP 0x02 - SP 0x03 - PA 0x04 - MA 0x05 - Helmet 0x06 - Armor 0x07 - Accessory 0x08 - RH Weapon 0x09 - RH Shield 0x0a - LH Weapon 0x0b - LH Shield 8005e93c - Base Raw Random Mod (5 bytes each, 4 total) Order: Same as above 0x00 - HP 0x01 - MP 0x02 - SP 0x03 - PA 0x04 - MA 8005e950 - (0x100 long?) 8005e9d0 - Geomancy Ability Table (based on tile type, 0x40 long) 8005ea50 - (0x180 long?, 0x40 per section) 8005ebd0 - ? Reaction Flags (1 byte each) 0x80 - 0x40 - 0x20 - 0x10 - 0x08 - 0x04 - 1 Hit on Self? 0x02 - 0x01 - 0x00 - 06 = A Save 0x01 - 06 = MA Save 0x02 - 06 = Speed Save 0x03 - 06 = Sunken State 0x04 - 06 = Caution 0x05 - 06 = Dragon Spirit 0x06 - 06 = Regenerator 0x07 - 06 = Brave Up 0x08 - 06 = Face Up 0x09 - 06 = HP Restore 0x0a - 06 = MP Restore 0x0b - 06 = Critical Quick 0x0c - 29 = Meatbone Slash 0x0d - 29 = Counter Magic 0x0e - 29 = Counter Tackle 0x0f - 2a = Counter Flood 0x10 - 29 = Absorb Used MP 0x11 - 2d = Gilgame Heart 0x12 - 06 = Reflect 0x13 - 06 = Auto Potion 0x14 - 10 = Counter 0x15 - 0e = 0x16 - 06 = Distribute 0x17 - 29 = MP Switch 0x18 - 10 = Damage Split 0x19 - 10 = Weapon Guard 0x1a - 10 = Finger Guard 0x1b - 0e = Abandon 0x1c - 19 = Catch 0x1d - 10 = Blade Grasp 0x1e - 10 = Arrow Guard 0x1f - 10 = Hamedo 8005ebf0 - Ability Data 1 0x00 - JP Cost 0x02 - Chance to Learn 0x03 - 0x80 - Learn with JP (off = can't learn with JP) 0x40 - Display Ability Name 0x20 - Learn on Hit 0x10 - 0xX9 - Movement 0xX8 - Support 0xX7 - Reaction 0xX6 - Math 0xX5 - Aim 0xX4 - Jumping 0xX3 - Throwing 0xX2 - Item 0xX1 - Normal 0xX0 - None 0x04 - AI Behavior Flags 1 0x80 - HP 0x40 - MP 0x20 - Cancel Status 0x10 - Add Status 0x08 - Stats 0x04 - Unequip 0x02 - Target Enemies 0x01 - Target Allies 0x05 - AI Behavior Flags 2 0x80 - Ignore Range/Affect Self?? 0x40 - Reflectable 0x20 - Undead Reverse 0x10 - Follow Target? 0x08 - Random Hits 0x04 - Faith 0x02 - Evadeable 0x01 - Silence (on = affected by silence) 0x06 - AI Behavior Flags 3 0x80 - Arc Attack? 0x40 - Direct Attack 0x20 - Linear Attack 0x10 - Vertical Increase (default off) 0x08 - Triple Attack 0x04 - Triple Bracelet 0x02 - Magic Defense UP 0x01 - Defense UP 0x07 - AI Behavior Flags 4? 0x80 - Usable by AI 0x40 - Cannot Target Enemy? 0x20 - Cannot Target ally? 0x10 - 0x08 - 0x04 - 0x02 - 0x01 - Can use physical Reactions? 8005fbf0 - Ability Data 2 0x00 - Range 0x01 - Effect Area 0x02 - Vertical 0x03: Flags 1 0x80 - 0x40 - 0x20 - Ranged Weapon 0x10 - Vertical Fixed 0x08 - Vertical Tolerence 0x04 - Weapon Strike 0x02 - Auto 0x01 - Can't Target Self 0x04: Flags 2 0x80 - Can't Hit Enemies 0x40 - Can't Hit Allies 0x20 - Top-down Targeting (hits higher elevation tiles first) 0x10 - Can't Follow Target 0x08 - Random Fire 0x04 - Linear Attack 0x02 - 3 Directions 0x01 - Can't Hit Caster 0x05: Flags 3 0x80 - Reflectable 0x40 - Math Skill 0x20 - Affected By Silence 0x10 - Can't Mimic 0x08 - Normal Attack? 0x04 - Persevere 0x02 - Quote 0x01 - Animate on Miss 0x06: Flags 4 0x80 - Counter Flood 0x40 - Counter Magic 0x20 - Direct 0x10 - Blade Grasp 0x08 - Requires Sword 0x04 - Requires Materia Blade 0x02 - Evadeable 0x01 - No Targeting 0x07 - Element 0x08 - Formula 0x09 - X 0x0a - Y 0x0b - Inflict Status 0x0c - CT 0x0d - MP Cost 80061010 - Item Abilities 0x00 - Item Used ID 80061020 - Throw Abilities 0x00 - Item Type Thrown 8006102c - Jump Abilities 0x00 - Range 0x01 - Vertical 80061044 - Charge Abilities 0x00 - CT 0x01 - Power 80061054 - Calculator Abilities 0x00 - ID 8006105c - R/S/M Abilities 0x00 - Ability ID 800610b8 - Job Data 0x00 - Skillset 0x01 - Innate Ability 1 0x03 - Innate Ability 2 0x05 - Innate Ability 3 0x07 - Innate Ability 4 0x09 - Equippable Items 1 0x80 - Unarmed 0x40 - Knife 0x20 - Ninja Blade 0x10 - Sword 0x08 - Knight's Sword 0x04 - Katana 0x02 - Axe 0x01 - Rod 0x0a - Equippable Items 2 0x80 - Staff 0x40 - Flail 0x20 - Gun 0x10 - Crossbow 0x08 - Bow 0x04 - Instrument 0x02 - Book 0x01 - Polearm 0x0b - Equippable Items 3 0x80 - Pole 0x40 - Bag 0x20 - Cloth 0x10 - Shield 0x08 - Helmet 0x04 - Hat 0x02 - Hair Adornment 0x01 - Armor 0x0c - Equippable Items 4 0x80 - Clothing 0x40 - Robe 0x20 - Shoes 0x10 - Armguard 0x08 - Ring 0x04 - Armlet 0x02 - Cloak 0x01 - Perfume 0x0d - HP Growth 0x0e - HP Multiplier 0x0f - MP Growth 0x10 - MP Multiplier 0x11 - Speed Growth 0x12 - Speed Multiplier 0x13 - PA Growth 0x14 - PA Multiplier 0x15 - MA Growth 0x16 - MA Multiplier 0x17 - Move 0x18 - Jump 0x19 - C-EV 0x1a - Innate Statuses 1 0x1b - Innate Statuses 2 0x1c - Innate Statuses 3 0x1d - Innate Statuses 4 0x1e - Innate Statuses 5 0x1f - Status Immunity 1 0x20 - Status Immunity 2 0x21 - Status Immunity 3 0x22 - Status Immunity 4 0x23 - Status Imminity 5 0x24 - Starting Statuses 1 0x25 - Starting Statuses 2 0x26 - Starting Statuses 3 0x27 - Starting Statuses 4 0x28 - Starting Statuses 5 0x29 - Absorbed Elements 0x2a - Nullified Elements 0x2b - Halved Elements 0x2c - Elemental Weakness 0x2d - Monster Portrait 0x2e - Monster Palette 0x2f - Monster Graphic 80062eb8 - Item Data Start (12 bytes each) 0x00 - Palette 0x01 - Sprite ID 0x02 - Required Level (for random generation) 0x03: Type Flags 0x80 - Weapon 0x40 - Shield 0x20 - Headgear 0x10 - Armor 0x08 - Accessory 0x04 - 0x02 - Rare 0x01 - 0x04 - Second Table ID 0x05: Item Type 01 - Knife 02 - Ninja Blade 03 - Sword 04 - Knight Sword 05 - Katana 06 - Axe 07 - Rod 08 - Staff 09 - Flail 0a - Gun 0b - Crossbow 0c - Bow 0d - Instrument 0e - Book 0f - Polearm 10 - Pole 11 - Bag 12 - Cloth 13 - Shield 14 - Helmet 15 - Hat 16 - Hair Adornment 17 - Armor 18 - Clothing 19 - Robe 1a - Shoes 1b - Armguard 1c - Ring 1d - Armlet 1e - Cloak 1f - Perfume 20 - Throwing 21 - Bomb 22 - Item 0x06 - 0x07 - Item Attributes 0x08 - Price 0x0a - Shop Availability 0x0b - 80063ab8 - Weapon Secondary Data 0x00 - Range 0x01 - Attack Flags 0x80 - Striking 0x40 - Lunging 0x20 - Direct 0x10 - Arc 0x08 - 2 Swords 0x04 - 2 Hands 0x02 - Throwable 0x01 - Forced 2 Hands 0x02 - Formula 0x03 - 0x04 - Weapon Power 0x05 - Evade 0x06: Element 0x80 - Fire 0x40 - Lightning 0x20 - Ice 0x10 - Wind 0x08 - Earth 0x04 - Water 0x02 - Holy 0x01 - Dark 0x07 - Inflict Status/Cast Spell 80063eb8 - Shield Secondary Data 0x00 - Physical Evade 0x01 - Magical Evade 80063ed8 - Helm/Armor Secondary Data 0x00 - HP Bonus 0x01 - MP Bonus 80063f58 - Accessory Secondary Data 0x00 - Physical Evade 0x01 - Magical Evade 80063f98 - Item Secondary Data 0x00 - Formula 0x01 - Z value 0x02 - Inflict Status ID 80063fc4 - Inflict Statuses 0x00 - Infliction Type 0x01 - Inflicted Statuses 1 0x02 - Inflicted Statuses 2 0x03 - Inflicted Statuses 3 0x04 - Inflicted Statuses 4 0x05 - Inflicted Statuses 5 800642c4 - Item Attributes 0x00 - PA 0x01 - MA 0x02 - Speed 0x03 - Move 0x04 - Jump 0x05 - Innate Statuses 1 0x06 - Innate Statuses 2 0x07 - Innate Statuses 3 0x08 - Innate Statuses 4 0x09 - Innate Statuses 5 0x0a - Status Immunity 1 0x0b - Status Immunity 2 0x0c - Status Immunity 3 0x0d - Status Immunity 4 0x0e - Status Immunity 5 0x0f - Starting Status 1 0x10 - Starting Status 2 0x11 - Starting Status 3 0x12 - Starting Status 4 0x13 - Starting Status 5 0x14 - Absorbed Elements 0x15 - Nullified Elements 0x16 - Halved Elements 0x17 - Elemental Weakness 0x18 - Elements Strengthened 80064a94 - Skillsets 0x00 - Ability Flags 1-8 (ID + 100h if enabled, 0x80 = Ability 1, 0x40 = 2, etc.) 0x01 - Ability Flags 9-16 0x02 - R/S/M Flags (0x02 and 0x01 are unused) 0x03 - Ability ID 1 0x04 - Ability ID 2 0x05 - Ability ID 3 0x06 - Ability ID 4 0x07 - Ability ID 5 0x08 - Ability ID 6 0x09 - Ability ID 7 0x0a - Ability ID 8 0x0b - Ability ID 9 0x0c - Ability ID 10 0x0d - Ability ID 11 0x0e - Ability ID 12 0x0f - Ability ID 13 0x10 - Ability ID 14 0x11 - Ability ID 15 0x12 - Ability ID 16 0x13 - R/S/M ID 1 0x14 - R/S/M ID 2 0x15 - R/S/M ID 3 0x16 - R/S/M ID 4 0x17 - R/S/M ID 5 0x18 - R/S/M ID 6 80065bc4 - Monster Skillsets 0x00 - Ability Flags (ID + 100h if enabled, 0x80 = Ability 1) 0x01 - Ability ID 1 0x02 - Ability ID 2 0x03 - Ability ID 3 0x04 - Ability ID 4 80065cb4 - Action Menus (1 byte for all skillsets) 0x00 - Menu ID 0x00 - Default 0x01 - Item Inventory 0x02 - Weapon Inventory 0x03 - Arithmeticks 0x04 - Elements 0x05 - Blank 0x06 - Monster 0x07 - Katana Inventory 0x08 - Attack 0x09 - Jump 0x0a - Charge 0x0b - Defend 0x0c - Change Equipment 0x0d - Unknown 0x0e - Blank 0x0f - Unknown 80065d94 - 80065de4 - Status Effects 0x00 - Unknown 0x01 - Unknown 0x02 - Order 0x03 - CT 0x04 - Checks 1 0x80 - Freeze CT (Checks 4) 0x40 - (Crystal/Treasure) 0x20 - (Defend/Perform) 0x10 - (Poison/Regen) 0x08 - (Confusion/Transparent/Charm/Sleep) 0x04 - (Checks 3) 0x02 - (Checks 2) 0x01 - KO (Checks 1) 0x05 - Checks 2 0x80 - Can't React (Checks 5) 0x40 - 0x20 - Ignore Attacks 0x10 - (Checks 10) 0x08 - (Checks 9) 0x04 - (Checks 8) 0x02 - (Checks 7) (Cancelled by Immortal?) 0x01 - (Checks 6) 0x06 - Cancels 1 0x80 - 0x40 - Crystal 0x20 - Dead 0x10 - Undead 0x08 - Charging 0x04 - Jump 0x02 - Defending 0x01 - Performing 0x07 - Cancels 2 0x80 - Petrify 0x40 - Invite 0x20 - Darkness 0x10 - Confusion 0x08 - Silence 0x04 - Blood Suck 0x02 - Cursed 0x01 - Treasure 0x08 - Cancels 3 0x80 - Oil 0x40 - Float 0x20 - Reraise 0x10 - Transparent 0x08 - Berserk 0x04 - Chicken 0x02 - Frog 0x01 - Critical 0x09 - Cancels 4 0x80 - Poison 0x40 - Regen 0x20 - Protect 0x10 - Shell 0x08 - Haste 0x04 - Slow 0x02 - Stop 0x01 - Wall 0x0a - Cancels 5 0x80 - Faith 0x40 - Innocent 0x20 - Charm 0x10 - Sleep 0x08 - Don't Move 0x04 - Don't Act 0x02 - Reflect 0x01 - Death Sentence 0x0b - Can't Stack On 1 0x80 - 0x40 - Crystal 0x20 - Dead 0x10 - Undead 0x08 - Charging 0x04 - Jump 0x02 - Defending 0x01 - Performing 0x0c - Can't Stack On 2 0x80 - Petrify 0x40 - Invite 0x20 - Darkness 0x10 - Confusion 0x08 - Silence 0x04 - Blood Suck 0x02 - Cursed 0x01 - Treasure 0x0d - Can't Stack on 3 0x80 - Oil 0x40 - Float 0x20 - Reraise 0x10 - Transparent 0x08 - Berserk 0x04 - Chicken 0x02 - Frog 0x01 - Critical 0x0e - Can't Stack on 4 0x80 - Poison 0x40 - Regen 0x20 - Protect 0x10 - Shell 0x08 - Haste 0x04 - Slow 0x02 - Stop 0x01 - Wall 0x0f - Can't Stack on 5 0x80 - Faith 0x40 - Innocent 0x20 - Charm 0x10 - Sleep 0x08 - Don't Move 0x04 - Don't Act 0x02 - Reflect 0x01 - Death Sentence 80066064 - Poach List 0x00 - Common Item (88%) 0x01 - Uncommon Item (12%) 800660c4 - Job Unlock Requirements (High nybble/low nybble) 0x00 - Squire/Chemist 0x01 - Knight/Archer 0x02 - Monk/Priest 0x03 - Wizard/Time Mage 0x04 - Summoner/Thief 0x05 - Mediator/Oracle 0x06 - Geomancer/Lancer 0x07 - Samurai/Ninja 0x08 - Calculator/Bard 0x09 - Dancer/Mime 80066182 - Job Level JP Requirements (some checks start at 66184) 0x00 - Level 0 (just 0) 0x02 - Level 1 0x04 - Level 2 0x06 - Level 3 0x08 - Level 4 0x0a - Level 5 0x0c - Level 6 0x0e - Level 7 0x10 - Level 8 80066194 - Job Data Pointer 80066198 - Prime Number List 800661ce - Month Day Values 0x00 - No Month 0x02 - January 0x04 - February 0x06 - March 0x08 - April 0x0a - May 0x0c - June 0x0e - July 0x10 - August 0x12 - September 0x14 - October 0x16 - November 0x18 - December 800661e8 - Zodiac Day Limits 0x00 - Capricorn 0x02 - Aquarius 0x04 - Pisces 0x06 - Aries 0x08 - Taurus 0x0a - Gemini 0x0c - Cancer 0x0e - Leo 0x10 - Virgo 0x12 - Libra 0x14 - Scorpio 0x16 - Sagittarius 80066200 - Start of Battle Flag? (1 = Initialize data?) 80066204 - Temp Ability List (used for setting usable abilities) 80066238 - Current ENTD Pointer 800662d0 - Status checks (determined from 0x4/5 of 80065de4 data) 0x00 - Statuses 1 0x80 - 0x40 - Crystal 0x20 - Dead 0x10 - Undead 0x08 - Charging 0x04 - Jump 0x02 - Defending 0x01 - Performing 0x01 - Statuses 2 0x80 - Petrify 0x40 - Invite 0x20 - Darkness 0x10 - Confusion 0x08 - Silence 0x04 - Blood Suck 0x02 - Cursed 0x01 - Treasure 0x02 - Statuses 3 0x80 - Oil 0x40 - Float 0x20 - Reraise 0x10 - Transparent 0x08 - Berserk 0x04 - Chicken 0x02 - Frog 0x01 - Critical 0x03 - Statuses 4 0x80 - Poison 0x40 - Regen 0x20 - Protect 0x10 - Shell 0x08 - Haste 0x04 - Slow 0x02 - Stop 0x01 - Wall 0x04 - Statuses 5 0x80 - Faith 0x40 - Innocent 0x20 - Charm 0x10 - Sleep 0x08 - Don't Move 0x04 - Don't Act 0x02 - Reflect 0x01 - Death Sentence ID's (based on Status Effects bytes 0x4/5): 0x0 - KO (0x01 in 0x04) Crystal, Dead, Petrify, Invite, Blood Suck, Treasure 0x1 - Team Loss (Enemy?) (0x02 in 0x04) Crystal, Invite, Treasure 0x2 - Team Loss (Ally?) (0x04 in 0x04) Crystal, Treasure 0x3 - Freeze CT (0x80 in 0x04) Crystal, Petrify, Treasure, Stop, Sleep 0x4 - (0x80 in 0x05) (unit is in water and isn't a monster?) Crystal, Dead, Jump, Petrify, Confusion, Blood Suck, Treasure, Berserk, Chicken, Frog, Stop, Sleep, Don't Act 0x5 - Immortal Immunities (0x01 in 0x05) Crystal, Dead, Undead, Petrify, Invite, Confusion, Blood Suck. Treasure, Chicken, Frog, Charm, Sleep, Don't Act, Death Sentence 0x6 - Load/Save Formation Immunities (0x02 in 0x05) Crystal, Dead, Undead, Petrify, Invite, Blood Suck, Treasure, Chicken, Frog, Charm, Death Sentence 0x7 - (0x04 in 0x05) Darkness, Confusion, Transparent, Berserk, Chicken, Frog, Stop, Charm, Sleep, Don't Move, Don't Act 0x8 - (0x08 in 0x05) Crystal, Dead, Undead, Jump, Petrify, Invite, Treasure, Critical 0x9 - (0x10 in 0x5) Confusion, Berserk, Poison, Stop, Sleep, Don't Move, Don't Act, Death Sentence 0xa - Unmountable (Job ID 5e-60, hardcoded statuses) Crystal, Dead, Petrify, Blood Suck, Treasure, Berserk, Chicken, Frog, Charm 80066308 - Highest Party Level 80067000 - 80067830 - 80067838 - Pointers for Numerical Display Color Code (0xd1 pointers) 80067b80 - Pointers for Display Type Code (SP/CT/Br/Fa/PA/MA) 80067bac - ? (0x2a long) 80067bd8 - ?2 80067c04 - ?3 80067c30 - ?4 80067c5c - ?5 80067c88 - ?6 800682cc - Color Modification Code Pointers 80093d08 - Display Type 0x00 - HP Damage 0x01 - HP Healing 0x02 - MP Damage 0x03 - MP Healing 0x04 - SP Damage 0x05 - SP Bonus 0x06 - CT Damage 0x07 - CT Bonus 0x08 - Brave Damage 0x09 - Brave Bonus 0x0a - Faith Damage 0x0b - Faith Bonus 0x0c - PA Damage 0x0d - PA Bonus 0x0e - MA Damage 0x0f - MA Bonus 80093d18 - Status ID's for Display Type Bytes: 0x00 - 0x01 - Crystal 0x02 - Dead 0x03 - Undead 0x04 - Charging 0x05 - Jump 0x06 - Defending 0x07 - Performing 0x08 - Petrify 0x09 - Invite 0x0a - Darkness 0x0b - Confusion 0x0c - Silence 0x0d - Blood Suck 0x0e - Cursed 0x0f - Treasure 0x10 - Oil 0x11 - Float 0x12 - Reraise 0x13 - Transparent 0x14 - Berserk 0x15 - Chicken 0x16 - Frog 0x17 - Critical 0x18 - Poison 0x19 - Regen 0x1a - Protect 0x1b - Shell 0x1c - Haste 0x1d - Slow 0x1e - Stop 0x1f - Wall 0x20 - Faith 0x21 - Innocent 0x22 - Charm 0x23 - Sleep 0x24 - Don't Move 0x25 - Don't Act 0x26 - Reflect 0x27 - Death Sentence IDs: 0x00 - Dead? 0x01 - Undead 0x02 - Petrify 0x03 - Invite 0x04 - Darkness 0x05 - Confusion 0x06 - Silence 0x07 - Blood Suck 0x08 - Oil 0x09 - Float 0x0a - Reraise 0x0b - Transparent 0x0c - Berserk 0x0d - Poison 0x0e - Regen 0x0f - Protect 0x10 - Shell 0x11 - Haste 0x12 - Slow 0x13 - Stop 0x14 - Faith 0x15 - Innocent 0x16 - Charm 0x17 - Sleep 0x18 - Don't Move 0x19 - Don't Act 0x1a - Reflect 0x1b - Death Sentence 80093e10 - Ability Animation Flags (0x200 abilities, 3 bytes each) 0x00 - Flags 1 0x01 - Flags 2 (Monster Animations) 0x02 - Flags 3 800943e6 - Item Graphic Data (0x7f total?) 0x00 - Palettes 0xF0 - WEP1 Palette 0x0F - WEP2 Palette 0x01 - Graphic ID (multiple of 2) 80094748 - Spritesheet Data (4 bytes each, 0x9f total) 0x00 - SHP ID 0x00 - Type 1 0x01 - Type 2 0x02 - Cyoko 0x03 - Mon 0x04 - 0x05 - Ruka 0x06 - Arute 0x07 - Kanzen 0x01 - SEQ ID 0x00 - Type 1 0x01 - Type 2 0x02 - Cyoko 0x03 - Mon 0x04 - 0x05 - Ruka 0x06 - Arute 0x07 - Kanzen 0x02 - Flying Flag 0x03 - Spritesheet Value? (listed as flags in shishi, but doesn't seem to be flags) 80094a40 - (start of below? Counter is set to +1 before so it starts at 94a44) 80094a44 - Status Flags (for Display? 28 total, 4 bytes each) 80094ae4 - Start of some list of palettes 80094ba4 - ? Palettes 80096024 - ? (set to 0 after prepping to display earned Exp/JP) (word) 800960e4 - (set to 0x28 after prepping earned Exp/JP) (Word) 80096100 - AT List ID (used to determine which data to load from the AT list) 80096118 - Misc ID? (word) 8009612c - ? (word) 800961b4 - Unit's X Coordinate? 800961b8 - Unit's Map Level? (0 = base floor, 1 = higher floor) 800961bc - Unit's Y Coordinate? (stuff for display) 800962d4 - HP Damage 800962d6 - HP Healing 800962d8 - MP Damage 800962da - MP Healing 800962dc - SP Damage 800962de - SP Bonus 800962e0 - CT Damage 800962e2 - CT Bonus 800962e4 - Brave Damage 800962e6 - Brave Bonus 800962e8 - Faith Damage 800962ea - Faith Bonus 800962ec - PA Damage 800962ee - PA Bonus 800962f0 - MA Damage 800962f2 - MA Bonus 80098a54 - Pointer to last unit's Misc Data? 800995ec - (word) 800995f4 - (14 groups at 0x982 bytes each) set 4 = Unit (team?) Palettes? 800995f5 - 1 = skip setting below data? 800995f6 - (16 sections, 8 bytes each) 0x00 - (1 = active?) 0x01 - 0x02 - 0x03 - (set to PV2 in 0x8f710) 0x04 - (set to 0 if PV = 10 in 0x8f710) 0x05 - Red Mod (for what changed the below section) 0x06 - Green Mod 0x07 - Blue Mod 80099676 - Palette Color Mod Data (16 sect. w/ 16 colors; 7 bytes each color (0x700 total)) 0x00 - Red Value 0x01 - Green Value 0x02 - Blue Value 0x03 - Alpha Flag 0x04 - Modified Red? (0x1f if total of RGB = 0) 0x05 - Modified Green? 0x06 - Modified Blue? 80099d76 - Raw Palettes (16 sections, 16 colors, 2 bytes each (0x200 total)) 800b7308 - Miscellaneous Unit Data? (0x440 bytes each) 0x000 - Pointer to previous unit's misc data (00000000 means this is the first) 0x004 - Unit Misc ID? 0x005 - 0x006 - Spritesheet ID 0x007 - Stored Palette? (Xif) 0x008 - ? (less than 31 skips Unit ID check?) (halfword) 0x012 - (halfword) 0x40 - (Disabled when Transparent) 0x20 - (Disabled when Transparent) 0x01 - (Enabled when Transparent) 0x018 - X Mod * 4096 0x01c - Height Mod * 4096 0x020 - Y Mod * 4096 0x040 - X Mod (X * 28 + some value) 0x042 - Height Mod (negative) 0x044 - Y Mod (Y * 28 + some value) 0x050 - X ?(halfword) 0x052 - Height? ?(halfword) 0x054 - Y ?(halfword) 0x060 - X ?(halfword) 0x062 - Height? ?(halfword) 0x064 - Y ?(halfword) 0x070 - Current Facing? (/ 0x400 = facing) (guesses) 0xc00 - Facing East 0x800 - Facing North 0x400 - Facing West 0x000 - Facing South 0x072 - Attack Facing? (FFFF = no facing change; this is the facing after attack) NOTE: Counter sets 0x72 to 0x70, 0x70 gets changed to facing towards attacker, then 0x70 is set back to 0x72 and 0x72 set to FFFF (end) 0x074 - (gets added to depth * 12 before subtracting from height)(halfword) 0x076 - (added to final height value)(halfword) 0x07c - Unit's X Coordinate (to move to?) 0x07d - Unit's Y Coordinate 0x07e - Unit's Map Level (0 = Floor 1, 1 = Floor 2) 0x080 - Unit's X Coordinate (Current location?) 0x081 - Unit's Y Coordinate 0x082 - Unit's Map Level 0x084 - Unit's X Coordinate (Previous Location?) 0x085 - Unit's Y Coordinate 0x11e - ? Unit ID (has 1 added to it?) 0x130 - skips rider/mount X/Y calculations if != 0? jumping?(byte) 0x131 - Some unit ID? 0x134 - Pointer to Unit's Data 0x138 - Used Ability ID 0x13e - (skips 0x822bc code if != 0)(byte) 0x13f - (byte) 0x140 - Status Flags 1 0x80 - Confusion 0x40 - Sleep 0x20 - Petrify 0x10 - Stop 0x08 - Critical 0x04 - Dead 0x02 - (disabled if 0x130 = 1) 0x01 - 0x141 - Status Flags 2 0x80 - Faith 0x40 - Berserk 0x20 - Cursed 0x10 - Haste 0x08 - Slow 0x04 - Defending 0x02 - Charging 0x01 - Performing 0x142 - Status Flags 3 0x80 - Oil 0x40 - Poison 0x20 - Protect 0x10 - Shell 0x08 - Don't Act 0x04 - Don't Move 0x02 - Blood Suck 0x01 - Innocent 0x143 - Status Flags 4 0x80 - (Originally Reflect?) 0x40 - Undead 0x20 - Regen 0x10 - Reraise 0x08 - Darkness 0x04 - Death Sentence 0x02 - Silence 0x01 - Charm 0x144 - Status Flags 5 (word) 0x80 - 0x40 - Jump 0x20 - Float 0x10 - Transparent 0x08 - Treasure (Enabling only) 0x04 - Frog 0x02 - Chicken/Crystal (removal only) 0x01 - Crystal NOTE: Unused, Invite, Wall and Reflect aren't set 0x148 - Statuses to Add 1 0x14c - Statuses to Add 5 0x150 - Statuses to Remove 1 0x154 - Statuses to Remove 5 0x158 - 2 = AI Error? (word) 0x15c - Target ID? 0x15d - Skillset used ID? 0x15e - Ability used ID? 0x160 - (byte) 0x180 - (word) 0x184 - X Coordinate to move to? 0x186 - (byte) 0x188 - Y Coordinate to move to? 0x18c - 0x18d - Limit for 0x18e data 0x18e - Start of some list? 0x1ab - (byte) 0x1b0 - Earned Experience (For Display?) 0x1b1 - Earned JP 0x1b2 - Level (For Level UP! event?) 0x1b3 - Job Level (stored if level changed) 0x1b4 - ? (byte) 0x1b7 - Inflicted/Removed Status Counter (max of 0x1b) 0x1b8 - Display Flags 0x20000000 - "No MP" 0x10000000 - "Silenced" 0x08000000 - "No Target" 0x04000000 - Gained JP 0x02000000 - Gained Exp 0x01000000 - "Caught" 0x800000 - "Guarded" 0x400000 - "Missed!" 0x200000 - "CT0" 0x100000 - "Quick" 0x080000 - "Broken" 0x040000 - "Stolen" 0x020000 - +"1Lv." 0x010000 - -"1Lv." 0x8000 - MA Bonus 0x4000 - MA Damage 0x2000 - PA Bonus 0x1000 - PA Damage 0x0800 - Faith Bonus 0x0400 - Faith Damage 0x0200 - Brave Bonus 0x0100 - Brave Damage 0x80 - CT Bonus 0x40 - CT Damage 0x20 - SP Bonus 0x10 - SP Damage 0x08 - MP Healing 0x04 - MP Damage 0x02 - HP Healing 0x01 - HP Damage 0x1bc - End of Inflicted/Removed Status ID List (0x1b long, counts backwards) 0x80 - Removal Flag 0x1dc - (if this / 2 != 0x1a, depth -= 1 for calc)(halfword) 0x1f4 - ? Pointer (962f4? data) 0x1f8 - ? Pointer (bfa30? data) 0x1fc - ? Pointer (copy of 0x1f4?) 0x200 - ? Pointer (copy of 0x1f8?) 0x204 - Sprite Display Section Pointer 0x22e - 0x230 - 0x232 - Frame? 0x234 - Timer of sorts? (seems to increment every second, maybe for animation?) 0x2bc - ? (byte) (= 1 if displaying something?) 0x2be - Display Type 0x0200 - (uses 0x18e list?) 0x0100 - "No MP" 0x00f0 - "Silenced" 0x00e0 - "No Target" 0x00d0 - "CT0" 0x00c0 - "Quick" 0x00b0 - "Broken" 0x00a0 - "Stolen" 0x0090 - +"1Lv." 0x0080 - -"1Lv." 0x0070 - Status Removal 0x0060 - Status Infliction 0x0050 - Gained JP 0x0040 - Gained Exp 0x0030 - "Caught" 0x0020 - "Guarded" 0x0010 - "Missed!" 0x000f - MA Bonus 0x000e - MA Damage 0x000d - PA Bonus 0x000c - PA Damage 0x000b - Faith Bonus 0x000a - Faith Damage 0x0009 - Brave Bonus 0x0008 - Brave Damage 0x0007 - CT Bonus 0x0006 - CT Damage 0x0005 - SP Bonus 0x0004 - SP Damage 0x0003 - MP Healing 0x0002 - MP Damage 0x0001 - HP Healing 0x0000 - HP Damage 0x2c0 - Number to Display (JP/EXP/HP/MP/CT/SP/PA/MA/Br/Fa) NOTE: the way they go about doing it is messy; you could get the same result by dividing by 10 each pass through a loop (with the limit = # of digits to display), storing the remainder as the digit, and sending the remaining value through the next pass. mult 0x1999999a mfhi works instead of div, since mult is prolly faster. 0x2c2 - ? (set to 0 if 0x2bc = 0, capped at 0x15; gets 0x45980 added to it) (some frame/animation thing? used for loading 0x67bac data) 0x2c4 - Numerical Display Pointer 1 0x2c8 - Numerical Display Pointer 2 0x2cc - Numerical Display Pointer 3 0x2d0 - (byte) 0x2d8 - Item/Equip Display Pointer 0x2dc - (byte) 0x2e0 - (halfword) 0x2e4 - ? Pointer (b7718 data) 0x2e8 - (word) *Animation Data* 0x31c - Sprite Display Section (8 graphical sections) 0x00 - Red Shading 0x01 - Green Shading 0x02 - Blue Shading 0x03 - Sprite Type? 0x00 - None 0x01 - Text? 0x02 - Monster? (Panther) 0x03 - Type 1? (Units and Goblin) 0x04 - ? (one frame in chanting/riding chocobo) 0x06 - Chocobo? 0x04 - RAM Spritesheet ID 0x14 - First Unit Spritesheet 0x1c - Last Unit Spritesheet 0x1f - Frame.bin 0x3f - 0x06 - RAM Palette ID? 0x07 - ? (Dealing with palette?) 0x08 - ? (01 seems to shift left 1 pixel) 0x09 - X Size (stretches sprite to this size) 0x0a - 0x0b - Y Size (stretches sprite to this size) 0x0c - ? (these seem to spin the sprite on the Z axis) 0x0d - ? *Sprite Data (7 bytes each)* 0x0e/0x00 - X Shift 0x0f/0x01 - Y Shift 0x10/0x02 - Image Width 0x11/0x03 - Image Height 0x12/0x04 - X Load Location 0x13/0x05 - Y Load Loaction 0x14/0x06 - Y Load Location 2? *only present in some?* 0x15/0x07 - RAM palette ID? 0x362 - ? Display (3 Sprite Data Sections) 0x386 - ? Display (3 Sprite Data Sections) 0x3aa - ? Display (3 Sprite Data Sections) 0x3ce - Numerical Display Section 1 (these have 1 Sprite Data section) 0x3e4 - Numerical Display Section 2 0x3fa - Numerical Display Section 3 0x410 - ? Display Section (1 Sprite Data Section) 0x426 - Item/Equip Display Section (1 Sprite Data Section) 0x43c - 800bf8d0 - 800cadbe - start of some data (13014 bytes each?) 800e4e9c - Map Max X coordinate 800e4ea0 - Map Max Y coordinate 800e4ea4 - Modified Palettes (14 chunks at 512 bytes each) 0x000 -> Modified Palettes 0x982 -> 800e6b70 - 800e6edc - 800f5e74 - Move-Find Item Data (and Traps) 0x00 - X/Y Coordinate (Y + X * 16, up to 15 each) 0x01 - Trap 0x80 - Unknown 0x40 - Unknown 0x20 - Unknown 0x10 - Unknown 0x08 - Steel Needle 0x04 - Sleeping Gas 0x02 - Deathtrap 0x01 - Degenerator 0x02 - Rare Item ID 0x03 - Common Item ID 0x04-0x0f - same as above, but for locations 2-4 800fbe90 - (halfword) 80124604 - Map GNS Data? 0x00 - 0x04 - File Type? (0117 = Texture) 0x08 - LBA Sector 0x0c - File Size (multiples of 0x800) 80132824 - ? 8014cf68 - Status Image Data (4 bytes each, 0xc4 total) 0x00 - X Load Location 0x01 - Y Load Location 0x02 - Image Width 0x03 - Image Height 0x00 - "Dead" 0x04 - "Undead" 0x08 - "Petrify" 0x0c - "Invite" 0x10 - "Darkness" 0x14 - "Confusion" 0x18 - "Silence" 0x1c - "Blood Suck" 0x20 - "Oil" 0x24 - "Float" 0x28 - "Reraise" 0x2c - "Transparent" 0x30 - "Berserk" 0x34 - "Poison" 0x38 - "Regen" 0x3c - "Protect" 0x40 - "Shell" 0x44 - "Haste" 0x48 - "Slow" 0x4c - "Stop" 0x50 - "Faith" 0x54 - "Innocent" 0x58 - "Charm" 0x5c - "Sleep" 0x60 - "Don't Move" 0x64 - "Don't Act" 0x68 - "Reflect" 0x6c - "Death Sentence" 0x70 - "Stolen" 0x74 - "Broken" 0x78 - (these 6 are unused) 0x7c - 0x80 - 0x84 - 0x88 - 0x8c - 0x90 - "Quick" 0x94 - "HP" 0x98 - "MP" 0x9c - "CT" 0xa0 - "Speed" 0xa4 - "Brave" 0xa8 - "Faith" 0xac - Sword Icon (PA) 0xb0 - Rod Icon (MA) 0xb4 - "Lv." 0xb8 - "GIL" 0xbc - "Exp." 0xc0 - "Frog" 8014d0d2 - some unit Reaction ID (other stuff above/below here) 8014d0d4 - some unit Support ID 8014d0d6 - some unit Movement ID 8015d304 - Current Unit's ID (* 0x1c0 for Data Pointer) 80165eb4 - Palette Pointer Mod 1? (halfword) 80165eb6 - Palette Pointer Mod 2? (halfword) (((b6 + Palette / 8) * 64) OR (((b4 + (Palette MOD 8) * 16) / 16) AND 0x3f forms some sort of palette value stored in 0x06/0x07 of sprite data sections 80173f8c - Pointers to Text Data (Mod below / 0x200 + 173f8c) 0x4000 - Unit Name 0x3000 - Job Name 0x2000 - 0x1000 - Skillset Name 801740a8 - Menu Code Pointers 0x00 - 8017abac - Default 0x04 - 8017abb8 - Item Inventory 0x08 - 8017abb8 - Weapon Inventory 0x0c - 8017abc0 - Arithmeticks 0x10 - 8017abd4 - Elements 0x14 - 8017ab2c - Blank 0x18 - 8017abac - Monster 0x1c - 8017abe4 - Katana Inventory 0x20 - 8017abb8 - Attack 0x24 - 8017abb8 - Jump 0x28 - 8017abb8 - Charge 0x2c - 8017ac08 - Defend 0x30 - 8017ac08 - Change Equipment 0x34 - 8017ac08 - Unknown 0x38 - 8017ac08 - Blank 0x3c - 8017ac2c - Unknown 801740e8 - Menu Code Pointers 2 0x00 - 8017c7fc - Default 0x04 - 8017c548 - Item Inventory 0x08 - 8017c5b4 - Weapon Inventory 0x0c - 8017c658 - Arithmeticks 0x10 - 8017c6b8 - Elements 0x14 - 8017c818 - Blank 0x18 - 8017c7fc - Monster 0x1c - 8017c6c8 - Katana Inventory 0x20 - 8017c704 - Attack 0x24 - 8017c730 - Jump 0x28 - 8017c79c - Charge 0x2c - 8017c7ec - Defend 0x30 - 8017c7f4 - Change Equipment 8018f4f4 - (word) 8018f4f8 - set to 1 during linear attack routine (word) 8018f518 - (word) 8018f51c - (word) 8018f520 - (word) 8018f5f0 - AI calculation types? (word) = 2 -> skip MP change when using ability = !=0 -> skip setting of certain things, breaking/using of items, reactions, etc 8018f5f6 - start of some list (3 halfwords) 8018f5fc - Dealing with displayed damage? = 2 skips MP Cost subtraction = 0 allows items to be used up 8018f600: Zodiac Compatability Modifiers 00 - Neutral 01 - Bad 02 - Good 03 - Special (becomes 04 (Worst), 05 (Best), or 01 (Bad, Monsters only)) 8018f600 - Aries 8018f601 - Taurus 8018f602 - Gemini 8018f603 - Cancer 8018f604 - Leo 8018f605 - Virgo 8018f606 - Libra 8018f607 - Scorpio 8018f608 - Sagittarius 8018f609 - Capricorn 8018f60a - Aquarius 8018f60b - Pisces 8018f7ec - Used Ability Flags 1 8018f8c8 - Acting Unit ID (word) 8018f8cc - Tile Data Start (8 bytes each, +0x800 for Higher Elevation tiles) 0x00: 0x80 - 0x40 - 0x3F - Cross section 0x3e - 0x3d - 0x3c - 0x3b - 0x3a - 0x39 - 0x38 - 0x37 - 0x36 - 0x35 - 0x34 - 0x33 - 0x32 - 0x31 - 0x30 - 0x2F - 0x2E - Coffin 0x2D - Waterfall 0x2C - Tombstone 0x2B - Moss 0x2A - Iron plate 0x29 - Machine 0x28 - Deck 0x27 - Ivy 0x26 - Furniture 0x25 - Stairs 0x24 - Water plant 0x23 - Bridge 0x22 - Mud wall 0x21 - Chimney 0x20 - Brick 0x1F - Box 0x1E - Tree 0x1D - Rug 0x1C - Obstacle 0x1B - Book 0x1A - Salt 0x19 - Darkness 0x18 - Sky 0x17 - Stone wall 0x16 - Roof 0x15 - Stone floor 0x14 - Wooden floor 0x13 - Road 0x12 - Lava 0x11 - Sea 0x10 - Lake 0x0E - Waterway 0x0D - Ice 0x0C - Lava rocks 0x0B - Poisoned marsh 0x0A - Marsh 0x09 - Swamp 0x08 - Wasteland 0x07 - Gravel 0x06 - Rocky cliff 0x05 - Snow 0x04 - Thicket 0x03 - Grassland 0x02 - Stalactite 0x01 - Sand area 0x00 - Natural Surface 0x01: 0x02 - Height (whole numbers) 0x03 - Height (halves) + Depth 0x80 - Depth 4 0x60 - Depth 3 0x40 - Depth 2 0x20 - Depth 1 0x1f - Height in Halves 0x04: Slope height (i.e. where the unit stands on the tile)? 0x05: 0x80 - Green Panel - Enemy in Range (fdc) 0x06: 0x80 - 0x40 - 0x20 - 0x10 - 0x08 - Heavy shadow (sprite effect) 0x04 - Slight shadow (sprite effect) 0x02 - Cannot Target (Red cursor) 0x01 - Unselectable via cursor 0x07: 801908cc - Unit Data start (Unit ID * 0x1c0 for specific location) 0x0000: Sprite Set 0x?? - Special Character 0x80 - Generic Male 0x81 - Generic Female 0x82 - Monster 0x0001: Unit ID (FF doesn't exist) 0x0002: Party ID (FE prevents HP/MP growth?) 0x0003: Job ID 0x0004: Palette 0x00 Default 0x01 Hokuten 0x02 Nanten 0x03 Death Corps 0x04 Glabados Church 0x05 No Palette? 0x0005: ENTD Flags 0x80 - Always Present 0x40 - Randomly Present 0x3X - Green Team 0x2X - Light Blue Team 0x1X - Red Team 0x0X - Blue Team 0x08 - Control 0x04 - Immortal 0x02 - (both set by Ramza when initialized) 0x01 - 0x0006: Gender Byte 0x80 - Male 0x40 - Female 0x20 - Monster 0x10 - Join after event 0x08 - Load Formation 0x04 - ??? Stats 0x02 - 0x01 - Save Formation 0x0007: Death Counter (3 for living units) 0x0008: Bithday (days, plus bit 0 from next byte) 0x000-0x01e - January 0x01f-0x03a - February 0x03b-0x059 - March 0x05a-0x077 - April 0x078-0x096 - May 0x097-0x0b4 - June 0x0b5-0x0d3 - July 0x0d4-0x0f2 - August 0x0f3-0x110 - September 0x111-0x12f - October 0x130-0x14d - November 0x14e-0x16c - December 0x0009: Zodiac Sign 0xf0 - 0xe0 - 0xd0 - 0xc0 - Serpentarius 0xb0 - Pisces 0xa0 - Aquarius 0x90 - Capricorn 0x80 - Sagittarius 0x70 - Scorpio 0x60 - Libra 0x50 - Virgo 0x40 - Leo 0x30 - Cancer 0x20 - Gemini 0x10 - Taurus 0x00 - Aries 0x000a - Innate Ability 1 0x000c - Innate Ability 2 0x000e - Innate Ability 3 0x0010 - Innate Ability 4 0x0012 - Primary Skillset 0x0013 - Secondary Skillset 0x0014 - Reaction Ability 0x0016 - Support Ability 0x0018 - Movement Ability 0x001a - Head 0x001b - Body 0x001c - Accessory 0x001d - Right Hand Weapon 0x001e - Right Hand Shield 0x001f - Left Hand Weapon 0x0020 - Left Hand Shield 0x0021 - Experience 0x0022 - Level 0x0023 - Original Brave 0x0024 - Brave 0x0025 - Original Faith 0x0026 - Faith 0x0027 - 1 = Unit's Turn? 0x0028 - HP 0x002a - Max HP 0x002c - MP 0x002e - Max MP 0x0030 - Original PA 0x0031 - Original MA 0x0032 - Original SP 0x0033 - Bonus PA (doubles as minimum (bonus + 1) stats?) 0x0034 - Bonus MA 0x0035 - Bonus SP 0x0036 - PA 0x0037 - MA 0x0038 - SP 0x0039 - CT 0x003a - Move 0x003b - Jump 0x003c - WP 1 0x003d - WP 2 0x003e - WEVA 1 0x003f - WEVA 2 0x0040 - Acc. PEV 0x0041 - RH Shield PEV 0x0042 - LH Shield PEV 0x0043 - C-Ev 0x0044 - Acc. MEV 0x0045 - RH Shield MEV 0x0046 - LH Shield MEV 0x0047 - X Coordinate 0x0048 - Y Coordinate 0x0049: 0x80 - Higher Elevation 0x40 - Stepping Stone 0x20 - 0x10 - 0x08 - 0x04 - 0x03 - Facing East 0x02 - Facing North 0x01 - Facing West 0x00 - Facing South 0x004a: Equippable Items 1 0x80 - Barehanded 0x40 - Knife 0x20 - Ninja Blade 0x10 - Sword 0x08 - Knight's Sword 0x04 - Katana 0x02 - Axe 0x01 - Rod 0x004b: Equippable Items 2 0x80 - Staff 0x40 - Flail 0x20 - Gun 0x10 - Crossbow 0x08 - Bow 0x04 - Instrument 0x02 - Book 0x01 - Polearm 0x004c: Equippable Items 3 0x80 - Pole 0x40 - Bag 0x20 - Cloth 0x10 - Shield 0x08 - Helmet 0x04 - Hat 0x02 - Hair Adornment 0x01 - Armor 0x004d: Equippable Items 4 0x80 - Clothing 0x40 - Robe 0x20 - Shoes 0x10 - Armguard 0x08 - Ring 0x04 - Armlet 0x02 - Cloak 0x01 - Perfume 0x004e: Innate Statuses 1 0x80 - 0x40 - Crystal 0x20 - Dead 0x10 - Undead 0x08 - Charging 0x04 - Jump 0x02 - Defending 0x01 - Performing 0x004f: Innate Statuses 2 0x80 - Petrify 0x40 - Invite 0x20 - Darkness 0x10 - Confusion 0x08 - Silence 0x04 - Blood Suck 0x02 - Cursed 0x01 - Treasure 0x0050: Innate Statuses 3 0x80 - Oil 0x40 - Float 0x20 - Reraise 0x10 - Transparent 0x08 - Berserk 0x04 - Chicken 0x02 - Frog 0x01 - Critical 0x0051: Innate Statuses 4 0x80 - Poison 0x40 - Regen 0x20 - Protect 0x10 - Shell 0x08 - Haste 0x04 - Slow 0x02 - Stop 0x01 - Wall 0x0052: Innate Statuses 5 0x80 - Faith 0x40 - Innocent 0x20 - Charm 0x10 - Sleep 0x08 - Don't Move 0x04 - Don't Act 0x02 - Reflect 0x01 - Death Sentence 0x0053: Status Immunities 1 0x80 - 0x40 - Crystal 0x20 - Dead 0x10 - Undead 0x08 - Charging 0x04 - Jump 0x02 - Defending 0x01 - Performing 0x0054: Status Immunities 2 0x80 - Petrify 0x40 - Invite 0x20 - Darkness 0x10 - Confusion 0x08 - Silence 0x04 - Blood Suck 0x02 - Cursed 0x01 - Treasure 0x0055: Status Immunities 3 0x80 - Oil 0x40 - Float 0x20 - Reraise 0x10 - Transparent 0x08 - Berserk 0x04 - Chicken 0x02 - Frog 0x01 - Critical 0x0056: Status Immunities 4 0x80 - Poison 0x40 - Regen 0x20 - Protect 0x10 - Shell 0x08 - Haste 0x04 - Slow 0x02 - Stop 0x01 - Wall 0x0057: Status Immunities 5 0x80 - Faith 0x40 - Innocent 0x20 - Charm 0x10 - Sleep 0x08 - Don't Move 0x04 - Don't Act 0x02 - Reflect 0x01 - Death Sentence 0x0058: Current Statuses 1 0x80 - 0x40 - Crystal 0x20 - Dead 0x10 - Undead 0x08 - Charging 0x04 - Jump 0x02 - Defending 0x01 - Performing 0x0059: Current Statuses 2 0x80 - Petrify 0x40 - Invite 0x20 - Darkness 0x10 - Confusion 0x08 - Silence 0x04 - Blood Suck 0x02 - Cursed 0x01 - Treasure 0x005a: Current Statuses 3 0x80 - Oil 0x40 - Float 0x20 - Reraise 0x10 - Transparent 0x08 - Berserk 0x04 - Chicken 0x02 - Frog 0x01 - Critical 0x005b: Current Statuses 4 0x80 - Poison 0x40 - Regen 0x20 - Protect 0x10 - Shell 0x08 - Haste 0x04 - Slow 0x02 - Stop 0x01 - Wall 0x005c: Current Statuses 5 0x80 - Faith 0x40 - Innocent 0x20 - Charm 0x10 - Sleep 0x08 - Don't Move 0x04 - Don't Act 0x02 - Reflect 0x01 - Death Sentence 0x005d - Poison CT 0x005e - Regen CT 0x005f - Protect CT 0x0060 - Shell CT 0x0061 - Haste CT 0x0062 - Slow CT 0x0063 - Stop CT 0x0064 - Wall CT 0x0065 - Faith CT 0x0066 - Innocent CT 0x0067 - Charm CT 0x0068 - Sleep CT 0x0069 - Don't Move CT 0x006a - Don't Act CT 0x006b - Reflect CT 0x006c - Death Sentence CT 0x006d: Elemental Absorption 0x80 - Dark 0x40 - Holy 0x20 - Water 0x10 - Earth 0x08 - Wind 0x04 - Ice 0x02 - Lightning 0x01 - Fire 0x006e: Elemental Nullification 0x80 - Dark 0x40 - Holy 0x20 - Water 0x10 - Earth 0x08 - Wind 0x04 - Ice 0x02 - Lightning 0x01 - Fire 0x006f: Elemental Halving 0x80 - Dark 0x40 - Holy 0x20 - Water 0x10 - Earth 0x08 - Wind 0x04 - Ice 0x02 - Lightning 0x01 - Fire 0x0070: Elemental Weakness 0x80 - Dark 0x40 - Holy 0x20 - Water 0x10 - Earth 0x08 - Wind 0x04 - Ice 0x02 - Lightning 0x01 - Fire 0x0071: Elements Strengthened 0x80 - Dark 0x40 - Holy 0x20 - Water 0x10 - Earth 0x08 - Wind 0x04 - Ice 0x02 - Lightning 0x01 - Fire 0x0072 - Raw HP 0x0075 - Raw MP 0x0078 - Raw SP 0x007b - Raw PA 0x007e - Raw MA 0x0081 - HP Growth 0x0082 - HP Multiplier 0x0083 - MP Growth 0x0084 - MP Multiplier 0x0085 - SP Growth 0x0086 - SP Multiplier 0x0087 - PA Growth 0x0088 - PA Multiplier 0x0089 - MA Growth 0x008a - MA Multiplier 0x008b: Reactions 1 0x80 - PA Save 0x40 - MA Save 0x20 - Speed Save 0x10 - Sunken State 0x08 - Caution 0x04 - Dragon Spirit 0x02 - Regenerator 0x01 - Brave UP 0x008c: Reactions 2 0x80 - Face (Faith) UP 0x40 - HP Restore 0x20 - MP Restore 0x10 - Critical Quick 0x08 - Meatbone Slash 0x04 - Counter Magic 0x02 - Counter Tackle 0x01 - Counter Flood 0x008d: Reactions 3 0x80 - Absorb Used MP 0x40 - Gilgame Heart 0x20 - Reflect 0x10 - Auto Potion 0x08 - Counter 0x04 - 0x02 - Distribute 0x01 - MP Switch 0x008e: Reactions 4 0x80 - Damage Split 0x40 - Weapon Guard 0x20 - Finger Guard 0x10 - Abandon 0x08 - Catch 0x04 - Blade Grasp 0x02 - Arrow Guard 0x01 - Hamedo 0x008f: Support 1 0x80 - Equip Armor 0x40 - Equip Shield 0x20 - Equip Sword 0x10 - Equip Katana 0x08 - Equip Crossbow 0x04 - Equip Spear 0x02 - Equip Axe 0x01 - Equip Gun 0x0090: Support 2 0x80 - Half of MP 0x40 - Gained JP-UP 0x20 - Gained EXP-UP 0x10 - Attack UP 0x08 - Defense UP 0x04 - Magic Attack UP 0x02 - Magic Defense UP 0x01 - Concentrate 0x0091: Support 3 0x80 - Train 0x40 - Secret Hunt 0x20 - Martial Arts 0x10 - Monster Talk 0x08 - Throw Item 0x04 - Maintenance 0x02 - Two Hands 0x01 - Two Swords 0x0092: Support 4 0x80 - Monster Skill 0x40 - Defend 0x20 - Equip Change 0x10 - 0x08 - Short Charge 0x04 - Non-Charge 0x02 - 0x01 - 0x0093: Movement 1 0x80 - Move +1 0x40 - Move +2 0x20 - Move +3 0x10 - Jump +1 0x08 - Jump +2 0x04 - Jump +3 0x02 - Ignore Height 0x01 - Move-HP UP 0x0094: Movement 2 0x80 - Move-MP UP 0x40 - Move-Get EXP 0x20 - Move-Get JP 0x10 - Cannot Enter Water 0x08 - Teleport 0x04 - Teleport 2 0x02 - Any Weather 0x01 - Any Ground 0x0095: Movement 3 0x80 - Walk on Water 0x40 - Move in Water 0x20 - Move on Lava 0x10 - Move Underwater 0x08 - Float 0x04 - Fly 0x02 - Silent Walk 0x01 - Move-Find Item 0x0096 - Unlocked Jobs 1-8 (all of these start at 0x80 and count down) 0x0097 - Unlocked Jobs 9-16 0x0098 - Unlocked Jobs 17-20 0x0099 - Base Action Abilities 1-8 0x009a - Base Action Abilities 9-16 0x009b - Base R/S/M 1-6 0x009c - Chemist Action Abilities 1-8 0x009d - Chemist Action Abilities 9-16 0x009e - Chemist R/S/M 1-6 0x009F - Knight Action Abilities 1-8 0x00A0 - Knight Action Abilities 9-16 0x00A1 - Knight R/S/M 1-6 0x00A2 - Archer Action Abilities 1-8 0x00A3 - Archer Action Abilities 9-16 0x00A4 - Archer R/S/M 1-6 0x00A5 - Monk Action Abilities 1-8 0x00A6 - Monk Action Abilities 9-16 0x00A7 - Monk R/S/M 1-6 0x00A8 - Priest Action Abilities 1-8 0x00A9 - Priest Action Abilities 9-16 0x00AA - Priest R/S/M 1-6 0x00AB - Wizard Action Abilities 1-8 0x00AC - Wizard Action Abilities 9-16 0x00AD - Wizard R/S/M 1-6 0x00AE - Time Mage Action Abilities 1-8 0x00AF - Time Mage Action Abilities 9-16 0x00B0 - Time Mage R/S/M 1-6 0x00B1 - Summoner Action Abilities 1-8 0x00B2 - Summoner Action Abilities 9-16 0x00B3 - Summoner R/S/M 1-6 0x00B4 - Thief Action Abilities 1-8 0x00B5 - Thief Action Abilities 9-16 0x00B6 - Thief R/S/M 1-6 0x00B7 - Mediator Action Abilities 1-8 0x00B8 - Mediator Action Abilities 9-16 0x00B9 - Mediator R/S/M 1-6 0x00BA - Oracle Action Abilities 1-8 0x00BB - Oracle Action Abilities 9-16 0x00BC - Oracle R/S/M 1-6 0x00BD - Geomancer Action Abilities 1-8 0x00BE - Geomancer Action Abilities 9-16 0x00BF - Geomancer R/S/M 1-6 0x00C0 - Lancer Action Abilities 1-8 0x00C1 - Lancer Action Abilities 9-16 0x00C2 - Lancer R/S/M 1-6 0x00C3 - Samurai Action Abilities 1-8 0x00C4 - Samurai Action Abilities 9-16 0x00C5 - Samurai R/S/M 1-6 0x00C6 - Ninja Action Abilities 1-8 0x00C7 - Ninja Action Abilities 9-16 0x00C8 - Ninja R/S/M 1-6 0x00C9 - Calculator Action Abilities 1-8 0x00CA - Calculator Action Abilities 9-16 0x00CB - Calculator R/S/M 1-6 0x00CC - Bard Action Abilities 1-8 0x00CD - Bard Action Abilities 9-16 0x00CE - Bard R/S/M 1-6 0x00CF - Dancer Action Abilities 1-8 0x00D0 - Dancer Action Abilities 9-16 0x00D1 - Dancer R/S/M 1-6 0x00D2 - Base/Chemist Job Level 0x00D3 - Knight/Archer Job Level 0x00D4 - Monk/Priest Job Level 0x00D5 - Wizard/Time Mage Job Level 0x00D6 - Summoner/Thief Job Level 0x00D7 - Mediator/Oracle Job Level 0x00D8 - Geomancer/Lancer Job Level 0x00D9 - Samurai/Ninja Job Level 0x00DA - Calculator/Bard Job Level 0x00DB - Dancer/Mime Job Level 0x00DC - Base Job JP 0x00DE - Chemist Job JP 0x00E0 - Knight Job JP 0x00E2 - Archer Job JP 0x00E4 - Monk Job JP 0x00E6 - Priest Job JP 0x00E8 - Wizard Job JP 0x00EA - Time Mage Job JP 0x00EC - Summoner Job JP 0x00EE - Thief Job JP 0x00F0 - Mediator Job JP 0x00F2 - Oracle Job JP 0x00F4 - Geomancer Job JP 0x00F6 - Lancer Job JP 0x00F8 - Samurai Job JP 0x00FA - Ninja Job JP 0x00FC - Calculator Job JP 0x00FE - Bard Job JP 0x0100 - Dancer Job JP 0x0102 - Mime Job JP 0x0104 - Total Base Job JP 0x0106 - Total Chemist Job JP 0x0108 - Total Knight Job JP 0x010A - Total Archer Job JP 0x010C - Total Monk Job JP 0x010E - Total Priest Job JP 0x0110 - Total Wizard Job JP 0x0112 - Total Time Mage Job JP 0x0114 - Total Summoner Job JP 0x0116 - Total Thief Job JP 0x0118 - Total Mediator Job JP 0x011A - Total Oracle Job JP 0x011C - Total Geomancer Job JP 0x011E - Total Lancer Job JP 0x0120 - Total Samurai Job JP 0x0122 - Total Ninja Job JP 0x0124 - Total Calculator Job JP 0x0126 - Total Bard Job JP 0x0128 - Total Dancer Job JP 0x012A - Total Mime Job JP 0x012C - 0x013B Unit Name 0x013C - 0x014B Job Name 0x014C - 0x0153 Primary Skillset Name (first 8 bytes) 0x0154 - 0x015B Secondary Skillset Name (First 8 bytes) 0x015c - 0x015d - Current Ability CT 0x015e - Graphic 0x015f - Portrait 0x0160 - Palette 0x0161 - ENTD ID 0x0162 - Special Skillset? (Specials set their skillset here) 0x0163 - War Trophy 0x0164 - Bonus Money Mod (* 100 = Gil) 0x0165 - X Location? (For where AI tends to stay near) 0x0166 - Y Location? 0x0167 - 0x80 - Higher Elevation Flag (for location)? 0x40 - Focus on target? 0x20 - Stay near X/Y? (+0x08 = never move once there) 0x10 - more aggressive? 0x08 - Coward-like? 0x04 - 0x02 - 0x01 - 0x0168 - Prioritized Target 0x0169 - (ENTD) 0x016a - (ENTD) 0x04 - Save CT? (don't move unless needed?) 0x016b - (ENTD) 0x016c - Unit Name ID 0x00XX - Special 0x01XX - Generic Male 0x02XX - Generic Female 0x03XX - Generic Monster 0x016e - Attacker/Self ID? (this data for charging attacks?) 0x016f - Skillset of Last Attack Used 0x0170 - Last Attack Used ID 0x0172 - Calculator Type Ability ID 0x0174 - Calculator Multiplier Ability ID 0x0176 - Used Item/Equip ID? 0x0178 - 0x05 - Tile-Specific Ability? 0x06 - Target-Specific Ability? 0x0179 - Target ID? 0x017a - Target X 0x0???: 0x80 - 0x40 - 0x20 - 0x10 - Stepping Stone 0x08 - 0x04 - 0x02 - 0x01 - Walkable 0x017c - Target Map Level 0x017e - Target Y 0x0182: Mount Info 0x80 - Riding A Unit 0x40 - Being Ridden 0x20 - 0x1f - ID of unit Riding/Being ridden by this unit 0x0183 - Dealing with unit's ability to appear in battle? (FF if unit can't exist?) (01 if unit exists, 00 if not (but later can?)?) 0x80 - Was active, but is now disabled? 0x02 - Unit will be removed from party? (no longer exists, treas/cryst?) 0x0184: Equipped Flags? 0x80 - 0x40 - 0x20 - 0x10 - 0x08 - Sword Equipped 0x04 - Materia Blade Equipped 0x02 - 0x01 - 0x0186 - Character's turn (if 01)? 0x0187 - Movement Taken? 0x0188 - Action Taken? 0x0189 - 0x80 - 0x40 - 0x20 - 0x10 - 0x08 - 0x04 - (set to this (and only this) if in water at some point) 0x02 - In Water? 0x01 - Turn ended? (wait?) 0x018a - Unit ID (without "Unit Exists" check) 0x018b - Ability CT CURRENT ACTION DATA 0x018c/0x00 - Hit Flag 0x00 - Miss 0x01 - Hit 0x018d/0x01 - Critical Hit Flag 0x018e/0x02 - Evade Type 0x00 - Hit 0x01 - Guarded (Accessory) (runs "Missed!"/"Guarded" check) 0x02 - 0x03 - (runs "Missed!"/"Guarded" check) 0x04 - Arrow Guard? 0x05 - Nullified 0x06 - Miss 0x07 - (runs "Missed!"/"Guarded" check) 0x08 - 0x09 - Reflected? 0x0a - 0x0b - Blade Grasp? (runs "Missed!"/"Guarded" check) 0x0c - 0x0d - "Caught" 0x0e - 0x0f - 0x018f/0x03 - Item to break/use 0x0190/0x04 - HP Damage 0x0192/0x06 - HP Recovery 0x0194/0x08 - MP Damage 0x0196/0x0a - MP Recovery 0x0198/0x0c - Gil Stolen/Lost 0x019a/0x0e - Reaction ID 0x019c/0x10 - Special Flags 1 0x80 - +1 Level 0x40 - Switch Team 0x20 - Poached 0x10 - Steal Item 0x08 - 0x04 - Break Item 0x02 - Malboro (moldball virus) 0x01 - Golem 0x019d/0x11 - Special Flags 2 0x80 - 0x40 - 0x20 - 0x10 - Katana Break? 0x08 - Weakness? 0x04 - Absorption? 0x02 - Nullification? (Disabled by nullification) 0x01 - -1 Level 0x019e/0x12 - SP Change 0x80 - Bonus Flag 0x019f/0x13 - CT Change 0xFF = "Quick" 0x7F = "CT0" 0x80 - Bonus Flag 0x01a0/0x14 - PA Change 0x80 - Bonus Flag 0x01a1/0x15 - MA Change 0x80 - Bonus Flag 0x01a2/0x16 - Brave Change 0x80 - Bonus Flag 0x01a3/0x17 - Faith Change 0x80 - Bonus Flag 0x01a4/0x18 - Status Change? 0x02 - ("Guarded"?) 0x01 - Failed status infliction? ("Missed!") 0x01a5/0x19 - Remove Equipment 0x80 - Remove Helmet 0x40 - Remove Armor 0x20 - Remove Accessory 0x10 - Remove Right Hand Weapon 0x08 - Remove Right Hand Shield 0x04 - Remove Left Hand Weapon 0x02 - Remove Left Hand Shield 0x01 - 0x01a6/0x1a - 0x01a7/0x1b - Attack's Status Infliction 1 0x80 - 0x40 - Crystal 0x20 - Dead 0x10 - Undead 0x08 - Charging 0x04 - Jump 0x02 - Defending 0x01 - Performing 0x01a8/0x1c - Attack's Status Infliction 2 0x80 - Petrify 0x40 - Invite 0x20 - Darkness 0x10 - Confusion 0x08 - Silence 0x04 - Blood Suck 0x02 - Cursed 0x01 - Treasure 0x01a9/0x1d - Attack's Status Infliction 3 0x80 - Oil 0x40 - Float 0x20 - Reraise 0x10 - Transparent 0x08 - Berserk 0x04 - Chicken 0x02 - Frog 0x01 - Critical 0x01aa/0x1e - Attack's Status Infliction 4 0x80 - Poison 0x40 - Regen 0x20 - Protect 0x10 - Shell 0x08 - Haste 0x04 - Slow 0x02 - Stop 0x01 - Wall 0x01ab/0x1f - Attack's Status Infliction 5 0x80 - Faith 0x40 - Innocent 0x20 - Charm 0x10 - Sleep 0x08 - Don't Move 0x04 - Don't Act 0x02 - Reflect 0x01 - Death Sentence 0x01ac/0x20 - Attack's Status Removal 1 0x80 - 0x40 - Crystal 0x20 - Dead 0x10 - Undead 0x08 - Charging 0x04 - Jump 0x02 - Defending 0x01 - Performing 0x01ad/0x21 - Attack's Status Removal 2 0x80 - Petrify 0x40 - Invite 0x20 - Darkness 0x10 - Confusion 0x08 - Silence 0x04 - Blood Suck 0x02 - Cursed 0x01 - Treasure 0x01ae/0x22 - Attack's Status Removal 3 0x80 - Oil 0x40 - Float 0x20 - Reraise 0x10 - Transparent 0x08 - Berserk 0x04 - Chicken 0x02 - Frog 0x01 - Critical 0x01af/0x23 - Attack's Status Removal 4 0x80 - Poison 0x40 - Regen 0x20 - Protect 0x10 - Shell 0x08 - Haste 0x04 - Slow 0x02 - Stop 0x01 - Wall 0x01b0/0x24 - Attack's Status Removal 5 0x80 - Faith 0x40 - Innocent 0x20 - Charm 0x10 - Sleep 0x08 - Don't Move 0x04 - Don't Act 0x02 - Reflect 0x01 - Death Sentence 0x01b1/0x25: Attack Type 0x80 - HP Damage 0x40 - HP Recovery 0x20 - MP Damage 0x10 - MP Recovery 0x08 - Status Change? 0x04 - ? 0x02 - ? 0x01 - Stat Change 0x01b2/0x26 - Last Attack On Self? 0x01b4/0x28 - Stolen Exp? 0x01b5/0x29 - Stolen JP? 0x01b6/0x2a - Hit % 0x01b8/0x2c - 0x01b9/0x2d - Main Target ID? 0x01ba/0x2e - Modified ENTD Flags 0x80 - Always Present 0x40 - Randomly Present 0x3X - Green Team 0x2X - Light Blue Team 0x1X - Red Team 0x0X - Blue Team 0x08 - Control 0x04 - Immortal 0x02 - 0x01 - 0x01bb/0x2f - Inflicted Status List 1 0x01bc/0x30 - Inflicted Status List 2 0x01bd/0x31 - Inflicted Status List 3 0x01be/0x32 - Inflicted Status List 4 0x01bf/0x33 - Inflicted Status List 5 80192d8c - Attacker Current Action Data Pointer 80192d90 - Target Current Action Data Pointer 80192d94 - Attacker's Data Pointer 80192d98 - Target Data Pointer 80192d9c - Reaction ID (halfword) 80192da0 - Copy of Acting Unit's Current Action Data? 80192dcc - Acting Unit's X Coordinate (byte) 80192dd0 - Acting Unit's Y Coordinate (byte) 80192dd4 - Acting Unit's Map Level 80192dd8 - start of some AoE/tilerelated list (0xa00 long, 5 bytes each, 0x200 tiles) 0x00 - AoE on Tile (+1, so 0 -> 1, used as a limit) 0x01 - Tile Targeted Flag? 80193848 - (Data from 0x16e-0x182 of Unit Data) 80193860 - ? (set to 0 if an item is used on undead) (start of a list of 5 bytes?) 80193868 - ? (0x10 bytes; amount of non-FF data is counted, and the data c/p elsewhere) 80193878 - Distribute Hit Counter 8019389c - Attacker's Facing (byte) 8019389d - (set to 1 when setting the weapon IDs) 8019389e - Attacker's RH Weapon 8019389f - Attacker's LH Weapon 801938a0 - Attacker's Team 801938a2 - X Distance between Attacker/Target (halfword) 801938a4 - Y Distance between Attacker/Target (halfword) *Start of Attacker's Data* 801938a6 - Attacker/Self ID 801938a7 - Used Skillset ID 801938a8 - Used Ability ID 801938aa - Calculator Type ID 801938ac - Calculator Multiplier ID 801938ae - Used Item/Equip ID 801938af - (0x177) 801938b0 - (0x178) 801938b1 - Target ID? 801938b2 - Target X 801938b3 - (0x17b) 801938b4 - Target Map Level 801938b5 - (0x17d) 801938b6 - Target Y 801938b7 - (0x17f) 801938b8 - (0x180) 801938b9 - (0x181) 801938ba - Mount Info 801938bb - 801938bc - (word) 801938c0 - Attacker Unit ID 801938c1 - Target Unit ID 801938c2 - #Hits 801938c3 - Weapon Hand (0 = R, 1 = L) (fdc) 801938c4 - Primary Weapon ID (Also used for used item/weapon ID for Weapon Inventory) 801938c5 - Secondary Weapon ID 801938c8 - ? (Deals with elemental nullification, halfword) 801938cd - Caster Tile Type 801938ce - XA 801938d0 - YA 801938d2 - Defender's Effective Faith 801938d3 - Attacker's Effective Faith (set to 100 after checking faith) 801938d4 - Used Ability's Skillset 801938d6 - Used Ability ID? 801938d8 - Used Weapon ID 801938d9 - ? (01 = two-hands is in use?) 801938db - Used Item ID 801938dc - Base Hit 801938de - Accessory Evade 801938df - RH Evade 801938e0 - LH Evade 801938e1 - Class Evade 801938e2 - Facing Modifier (00 Front, 01 Side, 02 Back) 801938e4 - Charge's Power? 801938e5 - Ability Formula? 801938e7 - Earned Experience 801938e8 - Can earn EXP? 801938eb - MP Used 801938ec - able to knock back? (checked in knockback calculation) 801938ed - 801938f0 - Ability Range 801938f1 - Ability Effect Area 801938f2 - Ability Vertical 801938f3 - Ability Flags 1 0x80 - 0x40 - 0x20 - Ranged Weapon 0x10 - Vertical Fixed 0x08 - Vertical Tolerence 0x04 - Weapon Strike 0x02 - Auto 0x01 - Can't Target Self 801938f4 - Ability Flags 2 0x80 - Can't Hit Enemies 0x40 - Can't Hit Allies 0x20 - 0x10 - Can't Follow Target 0x08 - Random Fire 0x04 - Linear Attack 0x02 - 3 Directions 0x01 - Can't Hit Caster 801938f5 - Ability Flags 3 0x80 - Reflectable 0x40 - Math Skill 0x20 - Affected By Silence 0x10 - Can't Mimic 0x08 - Normal Attack? 0x04 - Persevere 0x02 - Quote 0x01 - Animate on Miss 801938f6 - Ability Flags 4 0x80 - Counter Flood 0x40 - Counter Magic 0x20 - Direct 0x10 - Blade Grasp 0x08 - Requires Sword 0x04 - Requires Materia Blade 0x02 - Evadeable 0x01 - Np Targetting 801938f7 - Ability Element 801938f8 - Ability Formula 801938f9 - Ability X 801938fa - Ability Y 801938fb - Ability Inflict Status ID 801938fc - Ability CT 801938fd - Ability MP Cost 801938ff: Weapon Characteristics 0x80 - Striking 0x40 - Lunging 0x20 - Direct 0x10 - Arc Attack 0x08 - 2 Swordable 0x04 - 2h enabled 0x02 - Cast Spell (disabled, with formula 02), or inflict status (enabled)? 0x01 - Forced 2h 80193902 - WP 80193904 - Weapon's Element 80193906 - Status Infliction Type 0x80 - All or Nothing 0x40 - Random 0x20 - Separate 0x10 - Cancel 0x08 - 0x04 - 0x02 - 0x01 - 80193907 - Status Set 1 0x80 - 0x40 - Crystal 0x20 - Dead 0x10 - Undead 0x08 - Charging 0x04 - Jump 0x02 - Defending 0x01 - Performing 80193908 - Status Set 2 0x80 - Petrify 0x40 - Invite 0x20 - Darkness 0x10 - Confusion 0x08 - Silence 0x04 - Blood Suck 0x02 - Cursed 0x01 - Treasure 80193909 - Status Set 3 0x80 - Oil 0x40 - Float 0x20 - Reraise 0x10 - Transparent 0x08 - Berserk 0x04 - Chicken 0x02 - Frog 0x01 - Critical 8019390a - Status Set 4 0x80 - Poison 0x40 - Regen 0x20 - Protect 0x10 - Shell 0x08 - Haste 0x04 - Slow 0x02 - Stop 8019390b - Status Set 5 0x80 - Faith 0x40 - Innocent 0x20 - Charm 0x10 - Sleep 0x08 - Don't Move 0x04 - Don't Act 0x02 - Reflect 0x01 - Death Sentence 8019390c - Ability Type 8019390d - Ability Element 8019390e - Ability Formula 8019390f - Ability X 80193910 - Ability Y 80193911 - Ability Inflict Status ID? 80193912 - Ability CT 80193913 - Ability MP Cost 80193924 - Unit AI Extended Status Data (16 total, 0x40 bytes each) 0x00 - Unit ID 0x01 - Death Counter 0x02 - Death Sentence CT? 0x03 - Current Statuses 1 0x04 - Current Statuses 2 0x05 - Current Statuses 3 0x06 - Current Statuses 4 0x07 - Current Statuses 5 0x08 - Poison CT 0x09 - Regen CT 0x0a - Protect CT 0x0b - Shell CT 0x0c - Haste CT 0x0d - Slow CT 0x0e - Stop CT 0x0f - Wall CT 0x10 - Faith CT 0x11 - Innocent CT 0x12 - Charm CT 0x13 - Sleep CT 0x14 - Don't Move CT 0x15 - Don't Act CT 0x16 - Reflect CT 0x17 - Death Sentence CT 0x18 - ENTD Flags 0x19 - Faith 0x1a - Turn Flag? 0x1b - HP 0x1e - MP 0x20 - Current Ability CT 0x21 - Base PA 0x22 - Base MA 0x23 - Base SP 0x24 - PA 0x25 - MA 0x26 - SP 0x27 - CT 0x28 - X Coordinate 0x29 - Y Coordinate 0x2a - Map Flags (Map Level, Facing, etc.) 0x2b - Turn Flag? 0x2c - Unit Moved Flag? 0x2d - Unit Acted Flag? 0x2e - (0x1b8 in unit data) 0x2f - Main Target ID? 0x30 - Modified ENTD Flags 0x31 - Inflicted Statuses 1 0x32 - Inflicted Statuses 2 0x33 - Inflicted Statuses 3 0x34 - Inflicted Statuses 4 0x35 - Inflicted Statuses 5 0x36 - Helmet 0x37 - Armor 0x38 - Accessory 0x39 - Right Hand Weapon 0x3a - Right Hand Shield 0x3b - Left Hand Weapon 0x3c - Left Hand Shield 0x3d - Brave 0x3e - Mount Info 80193d24 - Attacker's AI Data 0x00 - Facing 0x01 - 0x02 - RH Weapon 0x03 - LH Weapon 0x04 - Team 0x05 - 0x06 - X Distance between Attacker/Target 0x08 - Y Distance between Attacker/Target 0x0a - Attacker/Self ID 0x0b - Used Skillset ID 0x0c - Used Ability ID 0x0e - Calculator Type ID 0x10 - Calculator Multiplier ID 0x12 - Used Item/Equip ID 0x13 - 0x14 - 0x15 - Target ID? 0x16 - Target X 0x17 - 0x18 - Target Map Level 0x19 - 0x1a - Target Y 0x1b - 0x1c - 0x1d - 80193d44 - Acting Unit's Used Ability ID 80193d98 - AI Targeting? Code Pointers 8019f358 - X/Y Mods (2 bytes each, 4 total)(for targeting? gets added to base values) 0x00 - X Mod 0x01 - Y Mod 0x00 - -1 Y 0x02 - -1 X 0x04 - +1 Y 0x06 - +1 X 8019f3c0 - Unit AI Extended Status Data Pointer 8019f3c4 - Start of AI data *AI Ability Use Data (0x14 total?)* 0x0000 - Skillset 0x0001 - CT 0x0002 - Ability ID 0x0004 - Range 0x0005 - AoE 0x0006 - Item Considered (Destroyed/Stolen/Used) 0x0007 - Status Infliction 1 0x0008 - Status Infliction 2 0x0009 - Status Infliction 3 0x000a - Status Infliction 4 0x000b - Status Infliction 5 0x000c - AI Behavior Flags 1 0x80 - HP 0x40 - MP 0x20 - Cancel Status 0x10 - Add Status 0x08 - Stats 0x04 - Unequip 0x02 - Target Enemies 0x01 - Target Allies 0x000d - AI Behavior Flags 2 0x80 - Ignore Range? 0x40 - Reflectable 0x20 - Undead Reverse 0x10 - Follow Target? 0x08 - Random Hits 0x04 - Faith 0x02 - Evadeable 0x01 - Silence (on = affected by silence) 0x000e - AI Behavior Flags 3 0x80 - Arc Attack? 0x40 - Direct Attack 0x20 - Linear Attack 0x10 - Vertical Increase (default off) 0x08 - Triple Attack 0x04 - Triple Bracelet 0x02 - Magic Defense UP 0x01 - Defense UP 0x000f - AI Behavior Flags 4? 0x80 - Usable by AI? 0x40 - Cannot Target Enemy? 0x20 - Cannot Target Ally? 0x10 - 0x08 - Requires Monster Skill? 0x04 - Weapon-Range? (physical/weapon attacks) 0x02 - (raise/wall/Wave fist/dash/accumulate) 0x01 - 0x0010 - Ability Elements 0x0011 - MP Cost 0x0014 - (set to 1 after setting AI Targeting Flags) 0xf3df/0x001b - (set to 0 when initializing current unit's data) 0xf3e0/0x001c - Acting Unit's ID 0xf3e1/0x001d - Skillset of Last Attack 0xf3e2/0x001e - Last Attack Used ID 0xf3e4/0x0020 - Calculator Type Ability ID 0xf3e6/0x0022 - Calculator Multiplier Ability ID 0xf3e8/0x0024 - Item Destroyed/Stolen ID 0xf3ea/0x0026 - 0x05 - ability that uses weapon/physical animation? 0x06 - ability that uses a target-specific animation? 0xf3eb/0x0027 - Target ID? 0xf3ec/0x0028 - Target X 0xf3ee/0x002a - Target Map Level 0xf3f0/0x002c - Target Y 0xf3f4/0x0030 - Mount Info 0xf3f5/0x0031 - Base Hit% 0xf3f6/0x0032 - (halfword) 0xf5f4/0x0230 - ? list (list from 0xe3c, 8 bytes) 0xf750/0x038c - Graphical Data? 0x0038/0x0c74 - X Coordinate 0x0039/0x0c75 - Map Level 0x003a/0x0c76 - Y Coordinate 0x003b/0x0c77 - ? (set to 0 when getting X/Y) 0x003c/0x0c78 - Active Unit List? (0x15 long) 0x0051/0x0c8d - Targetable Unit List (0x15 long, initialized targetable) 0x0078/0x0cb4 - (word) 0x01000000 - (enabled after setting AI Targeting Data) 0x007c/0x0cb8 - (halfword) 0x007e/0x0cba - (checked against FF)(byte) 0x0098/0x0cd4 - List of Unit AI/Action? Data 0x00 - Attacker/Self? ID 0x01 - Last Attack Skillset 0x02 - Last Attack ID 0x04 - Calculator Type ID 0x06 - Calculator Multiplier ID 0x08 - Used Item/Equip? ID 0x09 - (0x177 in unit data) 0x0a - (0x178) 0x0b - Target ID? 0x0c - Target X 0x0d - (0x17b) 0x0e - Map Level Flag 0x0f - (0x17d) 0x10 - Target Y 0x11 - (0x17f) 0x12 - (0x180) 0x13 - (0x181) 0x01d8/0x0e14 - Chosen Throw Ability ID? 0x01da/0x0e16 - Chosen Throw Weapon ID? 0x01dc/0x0e18 - ? list (0x14 bytes) 0x01f2/0x0e2e - Acting Unit's ID 0x01f3/0x0e3e - Acting Unit's Battle ID 0x01f4/0x0e30 - Acting Unit's X Coordinate 0x01f5/0x0e31 - Acting Unit's Map Level 0x01f6/0x0e32 - Acting Unit's Y Coordinate 0x01f7/0x0e33 - ? (set to 0 when getting X/Y) 0x01f8/0x0e34 - Acting Unit's AI Decision Pointer 0x01fc/0x0e38 - Acting Unit's Move 0x01fd/0x0e39 - Acting Unit's Team 0x01fe/0x0e3a - Map Max X 0x01ff/0x0e3b - Map Max Y 0x0200/0x0e3c - ? list (8 bytes) 0x0213/0x0e4f - Remaining Clockticks 0x0214/0x0e50 - Unit AI Status Data Pointer (16 total, 8 bytes each) 0x00 - Unit ID 0x01 - Death Counter 0x02 - Death Sentence CT 0x03 - Current Statuses 1 0x04 - Current Statuses 2 0x05 - Current Statuses 3 0x06 - Current Statuses 4 0x07 - Current Statuses 5 0x0298/0x0ed4 - (0-2)(byte) 0x02b2/0x0eee - (byte) 0x02b4/0x0ef0 - Unit's Move List (0x88 bytes each, 16 entries) 0x00 - Ability/R/S/M/Item ID 0x01 - 0x80 - 0x7c - Unit ID << 2 0x02 - 0x01 - bit 8 of A/R/S/M ID 0x02 - Ability's Skillset 0x03 - Usage Type? 0x80 - Already checked (default set for 6f01 attack?) 0x40 - 0x20 - 0x10 - 0x08 - Requires Monster Skill? 0x04 - Weapon-Range? (physical/weapon attacks) 0x02 - (raise/wall/Wave fist/dash/accumulate) 0x01 - 0x0b34/0x1770 - (end of above) 0x0b3c/0x1778 - Unit Weapon? Attack Data (16 entries, 8 bytes each) 0x00 - Range 0x01 - AI Behavior Flags 1 0x80 - HP 0x40 - MP 0x20 - Cancel Status 0x10 - Add Status 0x08 - Stats 0x04 - Unequip 0x02 - Target Enemies 0x01 - Target Allies 0x02 - AI Behavior Flags 2 0x80 - Ignore Range? 0x40 - Reflectable 0x20 - Undead Reverse 0x10 - Follow Target? 0x08 - Random Hits 0x04 - Faith 0x02 - Evadeable 0x01 - Silence (on = affected by silence) 0x03 - AI Behavior Flags 3 0x80 - Arc Attack? 0x40 - Direct Attack 0x20 - Linear Attack 0x10 - Vertical Increase (default off) 0x08 - Triple Attack 0x04 - Triple Bracelet 0x02 - Magic Defense UP 0x01 - Defense UP 0x04 - Weapon ID 0x05 - Elements 0x06 - 0x07 - 0x0bbc/0x17f8 - Acting Unit's Data Pointer 0x0bc3/0x17ff - (byte) 0x0bdc/0x1818 - (byte) 0x0bf0/0x182c - AI Decision Data? (16 bytes each, 21 total?) 0x00 - X Location? (these 3 are for where the AI will stay around) 0x01 - Higher Elevation Flag? 0x02 - Y Location? 0x03 - (set to 0 after finding usable abilities) 0x04 - (0x167 in Unit's Data) 0x80 - Charging/Performing 0x40 - Focus on Target? (Auto flags this as well) 0x20 - Stay Near X/Y Location? 0x10 - More Aggressive? 0x08 - Coward-like? (0x19a1 value set to 0x11) 0x04 - 0x02 - 0x01 - 0x05 - Main Target ID (Based on Unit ID) 0x06 - (0x169 ") 0x08 - Charging?(disabled if Ability CT = FF) 0x02 - 0x07 - AI Targeting Flags 0x80 - Critical HP Unit (HP < 12.5% Max HP) 0x40 - Dead Unit with Reraise 0x20 - Dead Unit without Reraise 0x10 - Can't be targeted? (enabled if result from 0x196ce8 = 1) 0x08 - 0x04 - Save CT/Protect self? 0x02 - Low MP Unit (MP < 50% Max MP) 0x01 - Low HP Unit (HP < 50% Max HP) 0x08 - Enemy Flag (set to 1 if Acting Unit's team is different)(0x16b ") 0x09 - Highest MP Cost 0x0a - Lowest MP Cost (These have a value of 0-4, possibly for priorities) 0x0b - MP Using Ability Mod (# MP Using abilities * 4 / # abilities) 0x0c - Silence Blocking Mod (# silence ignoring abilities ") 0x0d - Evade Ignoring Mod (# evadeable (physical?) abilities ") 0x0e - 0x0f - 0x0d50/0x198c - Unit's Battle ID (21 unit ID's; based on number of units; FF = not used) 0x0d65/0x19a1 - ? (21 unit values?) 0x11 - (AI set to Coward? + 0x04 is present in 0x07 of 0x182c data) 0x0e - (AI set to Target Unit + Aggressive?, and teams are different) 0x0c - (AI set to Target Unit + Aggressive?, and teams are the same) 0x0d7a/0x19b6 - (byte) 0x0d7b/0x19b7 - (byte) 0x0d7e/0x19ba - (byte) 0x0d80/0x19bc - (byte) 0x0d81/0x19bd - Desired Action Flag? 0x0d82/0x19be - Desired Movement Flag? 0x0d8b/0x19c7 - (byte) 801b63f0 - Ability Effect (2 bytes each, 0x1c6 total) 801b677c - Event Effects (2 bytes each, 0x25 total) 801b8b60 - Attacker's ID? (Word) 801b8b9c - (byte, start/part of chunk with 84 byte long sections?) (replaces 0x1b9134) (replaced by 0x1b9130) 801b8b9d - (byte) 801b9130 - (byte) 801b9134 - (byte, gets * 84) 801b925c - 801e6d30 - some item graphical info? 0x0c - ((Item ID - ID * 0.19166667 * 15) * 16, low byte) 0x0d - (Item ID * 0.19166667 * 16 + 0x20, low byte 0x0e - (r4 = (halfword at 0x165eb4 + (Item Palette ID - ID / 8 * 8) * 16) r5 = (halfword at 0x165eb6 + Item Palette ID / 8) (r5 * 64) OR ((r4 / 16) AND 0x3f) 0x10 - set to 0x10 0x12 - set to 0x10