Difference between revisions of "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
+
: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
 
 
and download New Asm Files.7z
 
  
 
  Main Data Locations:
 
  Main Data Locations:
 
   
 
   
 
  RAM -> File
 
  RAM -> File
-0x67000 -> Battle.bin
+
    0x00F800 -> [[SCUS 942.21 Data Tables|SCUS_942.21]]
-0xE0000 -> World.bin
+
    0x067000 -> [[WLDCORE.BIN Data Tables|WLDCORE.BIN]]
-0xF800 -> SCUS
+
    0x067000 -> [[BATTLE.BIN Data Tables|BATTLE.BIN]]
 +
    0x067000 -> [[OPEN.BIN Data Tables|OPEN.BIN]]
 +
    0x0E0000 -> [[WORLD.BIN Data Tables|WORLD.BIN]]
 +
    0x1BF000 -> [[ATTACK.OUT Data Tables|ATTACK.OUT]]
 +
    0x1BF000 -> [[REQUIRE.OUT Data Tables|REQUIRE.OUT]]
 +
    0x1BF000 -> [[OPTION.OUT Data Tables|OPTION.OUT]]
 +
    0x1BF000 -> [[ETC.OUT Data Tables|ETC.OUT]]
 +
    0x1BF000 -> [[EQUIP.OUT Data Tables|EQUIP.OUT]]
 +
    0x1BF000 -> [[CARD.OUT Data Tables|CARD.OUT]]
 +
    0x1BF000 -> [[BUNIT.OUT Data Tables|BUNIT.OUT]]
 +
    0x1DF000 -> [[JOBSTTS.OUT Data Tables|JOBSTTS.OUT]]
 +
    0x1DF000 -> [[HELPMENU.OUT Data Tables|HELPMENU.OUT]]
 +
    0x1DF000 -> SP2 + effects + other.
  
 +
Main Routine Locations:
 +
 +
RAM -> File
 +
    0x00F800 -> [[SCUS 942.21 Routines|SCUS_942.21]]
 +
    0x067000 -> [[WLDCORE.BIN Routines|WLDCORE.BIN]]
 +
    0x067000 -> [[BATTLE.BIN Routines|BATTLE.BIN]]
 +
    0x067000 -> [[OPEN.BIN Routines|OPEN.BIN]]
 +
    0x0E0000 -> [[WORLD.BIN Routines|WORLD.BIN]]
 +
    0x1BF000 -> [[ATTACK.OUT Routines|ATTACK.OUT]]
 +
    0x1BF000 -> [[REQUIRE.OUT Routines|REQUIRE.OUT]]
 +
    0x1BF000 -> [[OPTION.OUT Routines|OPTION.OUT]]
 +
    0x1BF000 -> [[ETC.OUT Routines|ETC.OUT]]
 +
    0x1BF000 -> [[EQUIP.OUT Routines|EQUIP.OUT]]
 +
    0x1BF000 -> [[CARD.OUT Routines|CARD.OUT]]
 +
    0x1BF000 -> [[BUNIT.OUT Routines|BUNIT.OUT]]
 +
    0x1DF000 -> [[JOBSTTS.OUT Routines|JOBSTTS.OUT]]
 +
    0x1DF000 -> [[HELPMENU.OUT Routines|HELPMENU.OUT]]
 +
    0x1DF000 -> SP2 + effects + other.
  
== SCUS Data Locations ==
+
  Controller Inputs
 
 
 
 
  800306ec - GPU Control Pointer
 
800306f0 - Horizontal Retrace Counter Pointer
 
800306f4 - Horizontal Retrace Counter Start? (gets subtracted from the counter)
 
 
   
 
   
  80037880 - 80037B90 - [[Music Files]]
+
  Title Screen: 0x800851BC
 +
  Event/Battle: 0x80045944
 +
World Map/Formation: 0x8019A204
 
   
 
   
  80045980 - (set to 1 after prepping Exp/JP) (word)
+
  0x8000 Left
+
  0x4000 Down
800459b8 - Milliseconds (also frame counter? max of 60 before Seconds ++)
+
  0x2000 Right
800459bc - Seconds
+
  0x1000 Up
800459c0 - Minutes
+
  0x0800 Start
800459c4 - Hours
+
  0x0400 R3
+
  0x0200 L3
800473ac - [[Customized Options]]
+
  0x0100 Select
800473b0 - [[Default Options]]
+
  0x0080 Square
+
  0x0040 Cross (X)
80057718 - Time played this session (increments every frame/millisecond)
+
  0x0020 Circle
8005771c - (word, start of a bunch of data below)
+
  0x0010 Triangle
+
  0x0008 R1
800577b8 - [[Event ID]] (used by Brave Story to load certain events)
+
  0x0004 L1
+
  0x0002 R2
800577cc – Gil
+
  0x0001 L2
800577d4 - Month
 
800577d8 – Day
 
800577e0 - [[Current Location]]
 
 
80057F74 - [[Party Data]]
 
...
 
80059374
 
 
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 - b - Casualties (Brave Story)
 
800578ac - Next Scenario? New Game?
 
800578B0 - Deep Dungeon list length (+1)
 
 
800578c0 - Town Background
 
 
800578d4 - Storyline Progression
 
800578d8 - Shop Item Availability
 
 
8005791E - [[Activation bytes]]
 
80057940 - [[Facts]]
 
80057943 - [[Brave Story Records]]
 
 
8005794c - [[Map location and Path exist flags]]
 
80057958 - [[World Locations colors]]
 
 
80057966 - [[Active Rumors]]
 
80057970 - [[Obtained Treasures]]
 
80057976 - [[Unexplored Territory ]]
 
80057978 - [[Work History]]
 
800579a8 - "Person" data flags
 
 
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?)
 
 
80057f74 - [[Party Data]] (256 bytes each, 20 sections)
 
 
80059494 - [[Poached Item Quantities]]
 
800596e0 - Available Item Quantities (same order as item ID's)[Amount owned - amount equipped]
 
[[Item Inventory]]
 
   
 
  800597e0 - [[Save Times]]
 
   
 
  80059818 - [[Level UP Stat Storing Code Pointers]]
 
80059830 - [[Action Status Code Pointers]]
 
 
8005e90c - [[Raw Unit Data]]
 
8005e93c - [[Base Raw Variances]]
 
 
8005e950 - (0x80 long?)
 
8005e9d0 - Terrain Geomancy (maps abilities to 0x40 terrain types] [[Terrain Surface Types]]
 
8005ea10 - Terrain Statuses (maps status to 0x40 terrain types] [[Terrain Surface Types]]
 
8005ea50 - Movement Cost (six tables of 0x40 = 0x180, http://ffhacktics.com/smf/index.php?topic=6893.0)
 
8005ebd0 - ? [[Reaction Flags]] (1 byte each)
 
 
8005ebf0 - [[Ability Data 1]]
 
8005fbf0 - [[Ability Data 2]]
 
 
80061010 - Item Abilities
 
80061020 - Throw Abilities
 
8006102c - Jump Abilities
 
80061044 - Charge Abilities
 
80061054 - Calculator Abilities
 
8006105c - R/S/M Abilities
 
 
800610b8 - [[Job Data]]
 
 
80062eb8 - [[Item Data]] Start  
 
  80063ab8 - [[Weapon Secondary Data]]
 
80063eb8 - [[Shield Secondary Data]]
 
80063ed8 - [[Helm/Armor Secondary Data]]
 
80063f58 - [[Accessory Secondary Data]]
 
80063f98 - [[Item Secondary Data]]
 
80063fc4 - [[Inflict Statuses]]
 
800642c4 - [[Item Attributes]]
 
 
80064a94 - [[Skillsets]]
 
80065bc4 - [[Monster Skillsets]]
 
80065cb4 - [[Action Menus]] (1 byte for all skillsets)
 
 
  80065de4 - [[Status Effects]]
 
 
80066064 - [[Poached Item List]] (2 bytes per Job for common and rare items)
 
   
 
  800660c4 - [[Job Unlock Requirements]] (High nybble/low nybble)
 
  80066182 - [[Job Level JP Requirements]] (some checks start at 66184)
 
  80066194 - Job Data Pointer
 
   
 
  80066198 - Prime Number List
 
  800661ce - [[Month Day Values]]
 
800661e8 - [[Zodiac Day Limits]]
 
 
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?)
 
   
 
  80066308 - Highest Party Level
 
  
== Battle.bin Locations ==
+
801612dc - Start of SAMPLE.LZW (should this be above?)
  
   
+
  ENTD data - Loaded into RAM 0x1dc000 during battle setup
80067000 - List of return addresses
+
 
+
  0x00 - Base Class / Character ID (Also affects sprites)
80067838 - Pointers for Numerical Display Color Code (0xd1 pointers)
+
  0x01 - "Gender" Byte (ENTD Flags)
80067b80 - Pointers for Display Type Code (SP/CT/Br/Fa/PA/MA)
+
    0x80 - Male
80067bac - ? (0x2a long)
+
    0x40 - Female
80067bd8 - ?2
+
    0x20 - Monster
80067c04 - ?3
+
    0x10 - Join After Event
80067c30 - ?4
+
    0x08 - Load as Guest
80067c5c - ?5
+
    0x04 - Has ??? Stats
80067c88 - ?6
+
    0x02 - ?
+
    0x01 - Join as Guest
800682cc - Color Modification Code Pointers
+
  0x02 - Name
+
  0x03 - Level (over 99 = Party Level + Value - 100)
+
  0x04 - Birth Month
8006fbf0 - [[Ability Data Pointer 2]] (loading to skillset?)
+
  0x05 - Birth Day
+
  0x06 - Brave
+
  0x07 - Faith
80093d08 - [[Display Type]]
+
  0x08 - Job Unlocked
80093d18 - [[Status ID's for Display Type]]
+
0x13 - Mime
+
0x12 - Dancer
80093de8 - Ability Animation number
+
0x11 - Bard
+
0x10 - Calculator
80093e10 - [[Ability Animation Flags]] (0x200 abilities, 3 bytes each)
+
0x0f - Ninja
+
0x0e - Samurai
800943e4 - [[Item Graphic Data]] (0x7f total?)
+
0x0d - Lancer
+
0x0c - Geomancer
80094748 - [[Spritesheet Data]] (4 bytes each, 0x9f total)
+
0x0b - Oracle
+
0x0a - Mediator
80094a40 - (start of below? Counter is set to +1 before so it starts at 94a44)
+
0x09 - Thief
80094a44 - Status Flags (for Display? 28 total, 4 bytes each)
+
0x08 - Summoner
80094ae4 - Start of some list of palettes
+
0x07 - Time Mage
80094ba4 - ? Palettes
+
0x06 - Wizard
+
0x05 - Priest
80096024 - ? (set to 0 after prepping to display earned Exp/JP) (word)
+
0x04 - Monk
+
0x03 - Archer
800960e4 - (set to 0x28 after prepping earned Exp/JP) (Word)
+
0x02 - Knight
+
0x01 - Chemist
80096100 - AT List ID (used to determine which data to load from the AT list)
+
  0x09 - Job Level
+
  0x0a - Job ID
80096118 - Misc ID? (word)
+
  0x0b - Secondary ID
8009611c - Misc ID? (word)
+
  0x0c - Reaction
+
  0x0e - Support
800961b4 - Unit's X Coordinate?
+
  0x10 - Movement
800961b8 - Unit's Map Level? (0 = base floor, 1 = higher floor)
+
  0x12 - Helmet
800961bc - Unit's Y Coordinate?
+
  0x13 - Armor
+
  0x14 - Accessory
+
  0x15 - RH Equip
(stuff for display)
+
  0x16 - LH Equip
800962d4 - HP Damage
+
  0x17 - Palette
800962d6 - HP Healing
+
  0x18 - ENTD Flags
800962d8 - MP Damage
+
0x80 - Always Present
800962da - MP Healing
+
0x40 - Randomly Present
800962dc - SP Damage
+
0x20 - Team Bit 1. 0x20 and 0x10 is Light Blue. 0x20 is Green.
800962de - SP Bonus
+
0x10 - Team Bit 2. 0x10 is Red. If neither bit, team is Blue.
800962e0 - CT Damage
+
0x08 - Control
800962e2 - CT Bonus
+
  0x04 - Immortal
800962e4 - Brave Damage
+
  0x02 - (if both 01 and 02, then immune to knockback)
800962e6 - Brave Bonus
+
0x01 - (both set by Ramza when initialized)
800962e8 - Faith Damage
+
  0x19 - X Coordinate
800962ea - Faith Bonus
+
  0x1a - Y Coordinate + Facing/Upper Level Flag
800962ec - PA Damage
+
  0x1c - Starting Experience
800962ee - PA Bonus
+
  0x1d - Primary Skillset
800962f0 - MA Damage
+
  0x1e - War Trophy
800962f2 - MA Bonus
+
  0x1f - Gil (* 100)
+
  0x20 - Unit ID
+
  0x21 - X Position (for AI)
+
  0x22 - Y Position
80098a54 - Pointer to last unit's Misc Data?
+
  0x23 -  
+
0x40 - Focus on Target in 0x24?
80098dcc - numerical display data
+
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)
80098dd4 - numerical display data?
+
0x08 - Coward-like? (stay behind X/Y location?)
+
 
800995ec - (word)
+
Notes: 0x10 seems to override 0x20
+
 
800995f4 - (14 groups at 0x982 bytes each)
+
0x20 seems to keep it's distance until it can get close enough to you?
800995f5 - 1 = skip setting below data?
+
 
800995f6 - [[(16 sections, 8 bytes each)]]
+
0x08 will move up to 4 tiles away from the X/Y listed (0/0 = anywhere?)
80099676 - [[Palette Color Mod Data]] (16 sect. w/ 16 colors; 7 bytes each color (0x700 total))
+
seems to keep a 10 tile distance, unless an enemy moves within
80099d76 - [[Raw Palettes]] (16 sections, 16 colors, 2 bytes each (0x200 total))
+
their 10 tile radius (testing with 3 move archer with bow)
+
they will not move unless they need to.
800a7790 - word loaded to coprocessor 2 register: gtedr00_vxy0
+
 
800a7794 - word loaded to coprocessor 2 register: gtedr00_vz0
+
seem to keep 10 away unless unable to move farther back, then they move
800a7798 - word loaded to coprocessor 2 register: gtedr01_vxy1
+
back towards the center of their radius. you can force them out of their
800a779c - word loaded to coprocessor 2 register: gtedr01_vz1
+
area by moving towards them (but out of their firing range), and continue
800a77a0 - word loaded to coprocessor 2 register: gtedr02_vxy2
+
to push them out, but the turn after they leave the area they will move
800a77a4 - word loaded to coprocessor 2 register: gtedr02_vz2
+
back towards it, even if you are within the 10 tile radius.
800a77a8 - word loaded to coprocessor 2 register: gtedr00_vxy0
+
 
800a77ac - word loaded to coprocessor 2 register: gtedr00_vz0
+
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)
800b7308 - [[Miscellaneous Unit Data]] - Giant display section (0x440 bytes each)
+
  0x24 - Target Unit ID
+
  0x25 -  
800B8594 - start of inventory data?
+
  0x26 -  
+
0x04 - Save CT (don't move if not needed; also buff before attacking?)?
800bd8cc - data sent back from GPU?
+
  0x27 -
 
800bd8e4 - data sent back from GPU - gtedr14_sxy2
 
 
 
800d4578 - amount of days on proposition
 
800d4574 - amount of days on proposition
 
 
800e4e9c - Map Max X coordinate
 
800e4ea0 - Map Max Y coordinate
 
800e4ea4 - Modified Palettes (14 chunks at 512 bytes each)
 
  0x000 -> Modified Palettes
 
  0x982 ->
 
 
800e6bb0 - list of return addresses
 
800e6c98 - list of return addresses
 
 
800f5ba8 - current loaded map (set at f385c)
 
800f5c58 - map data
 
 
800f5e74 - [[Move-Find Item Data]] (and Traps)
 
80124604 - [[Map GNS Data]]?
 
 
8014cf68 - [[Status Image Data]] (4 bytes each, 0xc4 total)
 
 
8014d09a - [[hit % data]] (for display?)
 
 
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)
 
 
80165ef4 - some item datA?
 
 
80165f9c - item data pointer?
 
 
8016866c - start of a set of data 0x0c long, (0x1b0 total) (0x24 sets)
 
 
80172258 - target current action pointer
 
 
80173e68 - ? [[changes with different message displayed]] (execute action, select target, etc.)
 
 
80173f8c - [[Pointers to Text Data]] (Mod below / 0x200 + 173f8c)
 
 
  80174060 - Displayed Skillsets (act Menu) - ff in first slot that doesn't have skillset, rest 00
 
 
80174068 - Action return address table (based on "action menu byte" of skillset)
 
 
801740a8 - [[Menu Code Pointers]]
 
 
801740e8 - [[Menu Code Pointers 2]]
 
 
8018f520 - active units ID?
 
 
8018f5f0 - [[AI calculation types]]? (word)
 
 
Current Golem Amounts (by team)
 
8018f5f4 - Blue Team
 
8018f5f6 - Red Team
 
8018f5f8 - Light Blue Team
 
8018f5fa - Green Team
 
 
8018f5fc - Dealing with displayed damage?
 
 
[[Zodiac Compatability Modifiers]]
 
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
 
 
8018f86d - [[current units movement supports]]
 
 
8018f8c8 - Acting Unit ID (word)
 
 
8018f8cc - [[Tile Data]] (8 bytes each, +100h for Higher Elevation tiles)
 
 
801908cc - [[Unit and Current Action Data]] (Unit ID * 0x1c0 for specific location)
 
 
80192d8c - Attacker Current Action Data Pointer
 
80192d90 - Target Current Action Data Pointer
 
80192d94 - Attacker's Data Pointer
 
80192d98 - Target Data Pointer
 
 
80192d9c - Reaction ID
 
 
80192da0 - [[Copy of Acting Unit's Current Action Data]]? 0x2c long
 
 
80192dcc - X coordinate of target
 
80192dd0 - Y coordinate of target
 
80192dd4 - map level of target
 
 
80192dd8 - [[Moveable/Targetable Panel Grid]] (By rows of X panels, 0x10 in each row)
 
 
 
80193848 - [[Current Ability Data section]] -
 
80193913
 
  
  80193914 - move find item data 2 (loaded from static)
+
  (unsure who added these or what file they're for)
80193918 - move find item data 3
+
  80190814 -  
8019391c - move find item data 4
+
  80192db0 -  
+
  80192dc5 -
80193924 - [[Unit AI Extended Status Data]] (16 total, 0x40 bytes each)
+
  801934c2 -
+
  801937d3 -
80193d24 - [[Attacker's AI Data]]
+
  80193d47 -  
+
  801b8da4 -  
80193d44 - Acting Unit's Used Ability ID
+
  801b8d4c -
+
  801b9134 - ?
80193d98 - AI Targeting? Code Pointers
 
 
80193aec - [[Player unit information]] (0x40 long for 5 units?)
 
   
 
[[Table of Offsets from]] 0x193D48-E4F
 
 
  8019f358 - [[X/Y Mods]] (2 bytes each, 4 total)(for targeting? gets added to base values)
 
 
  8019f3c0 - Unit AI Extended Status Data Pointer
 
  8019f3c4 - [[Start of AI data]]
 
   
 
 
801b48d0 - table of effect file start locations
 
 
  801b63e8 - ability loaded flag?
 
 
  801b63f0 - Ability Effect (2 bytes each, 0x1c6 total)
 
 
801b677c - Event Effects (2 bytes each, 0x25 total)
 
 
  801b84ac - list of bytes based on ability animation flags
 
 
  801b8b60 - Attacker's ID? (Word)
 
 
801c24d0 - loaded ability effect (half)
 
 
[[Loaded into RAM]] 0x1dc000 during battle setup
 
 
801b63f0 - Ability Effect (2 bytes each, 0x1c6 total)
 
801b677c - Event Effects (2 bytes each,
 

Latest revision as of 03:41, 1 June 2023

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?)
ENTD data - Loaded into RAM 0x1dc000 during battle setup
 
  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 -
(unsure who added these or what file they're for)
80190814 - 
80192db0 - 
80192dc5 -
801934c2 -
801937d3 -
80193d47 - 
801b8da4 - 
801b8d4c -
801b9134 - ?