There is a clue. Here's an Action Replay code which supposedly doubles enemy stats.
920b4fe8 0000ff1e
020b4fec e1d003b4
94000130 fcff0000
020b4fec eafd2c2e
e20000ac 00000044
e92d0010 e1a03000
e1a0600e e3a05008
e3a04002 e3550000
e1d373b4 1b000004
12455001 1afffffa
e1d003b4 e8bd0010
e12fff16 e0070794
e1c373b4 e2833002
e12fff1e 00000000
d2000000 00000000
I know for a fact that enemy stats aren't stored. They're calculated based on their level, which is sometimes calculated based on your average clan level. Hard mode probably has a little bit shifter that ups all the stats on calculation and this code might be derived from that. Of course, it might have no connection to hard mode. I'll have to brush up on assembly and how Action Replay works to dissect this...probably to no avail too. It might just iterate enemy stat tables and shift rather than mess with code.
On a brighter note, I've made a massive breakthrough with ability effects. I now have mastery over every effect in the game, from accuracy to unique damage calculations. This is all thanks to a epic reformatting of my Excel sheets, which also makes checking edited data easier (testing mods isn't just about booting up the game). These Excel sheets are way more useful than reading off a table in a wiki. Several other useful unknowns have been cleared up, like where Alchemists get their Item ability set from and what makes Zombies 'undead'.
Speaking of wikis, please note that my notes there are far from complete. I'm going to be focussing on actually hacking instead of wiki editing for now so it might stay that way for a bit. I doubt anyone except you, Eternal, has even seen the page or know of this project anyway. I've pretty much given up hope on a serious balance discussion too. I'll just have to use my own knowledge and research to verify any changes. I never really expected any attention :/
920b4fe8 0000ff1e
020b4fec e1d003b4
94000130 fcff0000
020b4fec eafd2c2e
e20000ac 00000044
e92d0010 e1a03000
e1a0600e e3a05008
e3a04002 e3550000
e1d373b4 1b000004
12455001 1afffffa
e1d003b4 e8bd0010
e12fff16 e0070794
e1c373b4 e2833002
e12fff1e 00000000
d2000000 00000000
I know for a fact that enemy stats aren't stored. They're calculated based on their level, which is sometimes calculated based on your average clan level. Hard mode probably has a little bit shifter that ups all the stats on calculation and this code might be derived from that. Of course, it might have no connection to hard mode. I'll have to brush up on assembly and how Action Replay works to dissect this...probably to no avail too. It might just iterate enemy stat tables and shift rather than mess with code.
On a brighter note, I've made a massive breakthrough with ability effects. I now have mastery over every effect in the game, from accuracy to unique damage calculations. This is all thanks to a epic reformatting of my Excel sheets, which also makes checking edited data easier (testing mods isn't just about booting up the game). These Excel sheets are way more useful than reading off a table in a wiki. Several other useful unknowns have been cleared up, like where Alchemists get their Item ability set from and what makes Zombies 'undead'.
Speaking of wikis, please note that my notes there are far from complete. I'm going to be focussing on actually hacking instead of wiki editing for now so it might stay that way for a bit. I doubt anyone except you, Eternal, has even seen the page or know of this project anyway. I've pretty much given up hope on a serious balance discussion too. I'll just have to use my own knowledge and research to verify any changes. I never really expected any attention :/