Data/Table Locations

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For additional ASM notes and an easier to use version of this data in .txt format, visit this thread: http://ffhacktics.com/smf/index.php?topic=6538.140#msg181059 and download New Asm Files.7z
Main Data Locations:

RAM -> File
   0x00F800 -> SCUS_942.21
   0x067000 -> WLDCORE.BIN
   0x067000 -> BATTLE.BIN
   0x067000 -> OPEN.BIN
   0x0E0000 -> WORLD.BIN
   0x1BF000 -> ATTACK.OUT
   0x1BF000 -> REQUIRE.OUT
   0x1BF000 -> OPTION.OUT
   0x1BF000 -> ETC.OUT
   0x1BF000 -> EQUIP.OUT
   0x1BF000 -> CARD.OUT
   0x1BF000 -> BUNIT.OUT
   0x1DF000 -> JOBSTTS.OUT
   0x1DF000 -> HELPMENU.OUT
   0x1DF000 -> SP2 + effects + other.
Main Routine Locations:

RAM -> File
   0x00F800 -> SCUS_942.21
   0x067000 -> WLDCORE.BIN
   0x067000 -> BATTLE.BIN
   0x067000 -> OPEN.BIN
   0x0E0000 -> WORLD.BIN
   0x1BF000 -> ATTACK.OUT
   0x1BF000 -> REQUIRE.OUT
   0x1BF000 -> OPTION.OUT
   0x1BF000 -> ETC.OUT
   0x1BF000 -> EQUIP.OUT
   0x1BF000 -> CARD.OUT
   0x1BF000 -> BUNIT.OUT
   0x1DF000 -> JOBSTTS.OUT
   0x1DF000 -> HELPMENU.OUT
   0x1DF000 -> SP2 + effects + other.
Controller Inputs
Title Screen: 0x800851BC
Event/Battle: 0x80045944
World Map/Formation: 0x8019A204

  0x8000  Left
  0x4000  Down
  0x2000  Right
  0x1000  Up
  0x0800  Start
  0x0400  R3
  0x0200  L3
  0x0100  Select
  0x0080  Square
  0x0040  Cross (X)
  0x0020  Circle
  0x0010  Triangle
  0x0008  R1
  0x0004  L1
  0x0002  R2
  0x0001  L2

801612dc - Start of SAMPLE.LZW (should, this be above?)

(unsure who added these or what file they're for)

80190814 - 
		
80192db0 - 
80192dc5 -
801934c2 -
	
801937d3 -
80193d47 - 
801b8da4 - 
801b8d4c -
801b9134 - ?

(end above confusion)

? Unsure why this is here or what it's for

0x00 - Base Class / Character ID (Also affects sprites)
0x01 - "Gender" Byte (ENTD Flags)
   0x80 - Male
   0x40 - Female
   0x20 - Monster
   0x10 - Join After Event
   0x08 - Load as Guest
   0x04 - Has ??? Stats
   0x02 - ?
   0x01 - Join as Guest
0x02 - Name
0x03 - Level (over 99 = Party Level + Value - 100)
0x04 - Birth Month
0x05 - Birth Day
0x06 - Brave
0x07 - Faith
0x08 - Job Unlocked
	0x13 - Mime
	0x12 - Dancer
	0x11 - Bard
	0x10 - Calculator
	0x0f - Ninja
	0x0e - Samurai
	0x0d - Lancer
	0x0c - Geomancer
	0x0b - Oracle
	0x0a - Mediator
	0x09 - Thief
	0x08 - Summoner
	0x07 - Time Mage
	0x06 - Wizard
	0x05 - Priest
	0x04 - Monk
	0x03 - Archer
	0x02 - Knight
	0x01 - Chemist
0x09 - Job Level
0x0a - Job ID
0x0b - Secondary ID
0x0c - Reaction
0x0e - Support
0x10 - Movement
0x12 - Helmet
0x13 - Armor
0x14 - Accessory
0x15 - RH Equip
0x16 - LH Equip
0x17 - Palette
0x18 - ENTD Flags
	0x80 - Always Present
	0x40 - Randomly Present
	0x20 - Team Bit 1. 0x20 and 0x10 is Light Blue. 0x20 is Green.
	0x10 - Team Bit 2. 0x10 is Red. If neither bit, team is Blue.
	0x08 - Control
	0x04 - Immortal
	0x02 - (if both 01 and 02, then immune to knockback)
	0x01 - (both set by Ramza when initialized)
0x19 - X Coordinate
0x1a - Y Coordinate + Facing/Upper Level Flag
0x1c - Starting Experience
0x1d - Primary Skillset
0x1e - War Trophy
0x1f - Gil (* 100)
0x20 - Unit ID
0x21 - X Position (for AI)
0x22 - Y Position
0x23 - 
	0x40 - Focus on Target in 0x24?
	0x20 - Stay near X/Y in 0x21/22? (0x28 = move and stay at position)
	0x10 - More aggressive? (when with 40, ONLY target that unit unless healing self)
	0x08 - Coward-like? (stay behind X/Y location?)
	Notes:  0x10 seems to override 0x20
		0x20 seems to keep it's distance until it can get close enough to you?
		0x08 will move up to 4 tiles away from the X/Y listed (0/0 = anywhere?)
			seems to keep a 10 tile distance, unless an enemy moves within
			their 10 tile radius (testing with 3 move archer with bow)
			they will not move unless they need to.
		seem to keep 10 away unless unable to move farther back, then they move
		back towards the center of their radius. you can force them out of their
		area by moving towards them (but out of their firing range), and continue
		to push them out, but the turn after they leave the area they will move
		back towards it, even if you are within the 10 tile radius.
		managed to get a 4 move unit 12 tiles away by moving close to them when
		they had a bow... they seem to retreat away from the spot if they can't
		get to it and can still attack you (close-range would move to you)
0x24 - Target Unit ID
0x25 - 
0x26 - 
	0x04 - Save CT (don't move if not needed; also buff before attacking?)?
0x27 -