Difference between revisions of "BATTLE.BIN Routines"

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m
("Free Cursor Controller Input" was attached to the wrong routine. Moved it to the line with its routine and enabled the link to the existing page for routine 0x00074bf8)
Line 252: Line 252:
 
  [[00074b38 - 00074b64]]:
 
  [[00074b38 - 00074b64]]:
 
  [[00074b68 - 00074ba8]]:
 
  [[00074b68 - 00074ba8]]:
  [[00074bac - 00074bf4]]:
+
  [[00074bac - 00074bf4]]: [[Free Cursor Controller Input]]
00074bf8 - 00074dcc: [[Free Cursor Controller Input]]
+
[[00074bf8 - 00074dcc]]:
 
  // Script 0x00  
 
  // Script 0x00  
 
  00074dd0 - 00074e28: [[Get Tile Information]] when Select is pressed
 
  00074dd0 - 00074e28: [[Get Tile Information]] when Select is pressed

Revision as of 19:03, 18 November 2023

00067000 - 00067794: Return Addresses
00067798 - 0006780c: ??? some data
00067810 - 000683b8: Return addresses and sparse data
000683c0 - 000683d0: Store AT list ID = 1
000683d4 - 000683e0: Store AT list ID = 0
000683e4 - 00068414: Transfer Unit's X/Y/Map Level
00068418 - 00068490: X/Y Data Gathering for Attacks?
00068494 - 00068530: Store Palette data for each unit
00068534 - 00068630: Palette modification based on team
00068634 - 00068678: Highlight units based on Team 2 (Square pressed during free cursor)
0006867c - 000686ac: Increment AT List ID
000686b0 - 00068764: AT List Check if Unit is Charging Ability
00068768 - 00068790: 
00068794 - 000687a0: Clear AT list ID
000687a4 - 000687b8: Clear 960f8 and 960fc
000687bc - 000687dc: Transfer Palette
000687e0 - 00068948: Set evade special effects based on Evade Type Weapon Break, Golem Hand, etc.
0006894c - 000689a0: Set evade type data and weapon element effect
000689a4 - 00068a1c: Set evade type data, item and throw stone hardcoding
00068a20 - 00068a70: set some palette stuff
00068a74 - 00068a90: Call palette routine 1
00068a94 - 00068ab0: Call palette routine 2
00068ab4 - 00068ad0: Call palette routine 3
00068ad4 - 00068af0: Call palette routine 4
00068af4 - 00068b10: Call palette routine 5
00068b14 - 00068b30: Call palette routine 6
00068b34 - 00068b50: Call palette routine 7
00068b54 - 00068b90: Set targets animation 1 based on attack type
00068b94 - 00068bd0: Set targets animation 2 based on attack type
00068bd4 - 00068c14: Jump to post action display
00068c18 - 00068c7c: Set Bow Hardcoding
00068c80 - 00068cc0: Call Bow Hardcoding routine
00068cc4 - 00068d04: Call Bow Hardcoding routine Copy?
00068d08 - 00068e2c: Status/sprite transformation/animation display setting
00068e30 - 00068e54: Update Status/Sprite/Animation Display By Unit Misc ID | Jump to 68d08
00068e58 - 00068e7c: Jump to 68d08 2
00068e80 - 000690f4: Special Status Flag Enabling?
000690f8 - 0006912c: Jump to set item graphic/palette (83758) 
00069130 - 00069250:
00069254 - 000692b8: Set some data for Mounted Units
000692bc - 00069338: ? 0x692bc (WalkTo Animation inner routine for Mounted units?) | Set Animation/Facing for Mounted Units
0006933c - 000693f0:
000693f4 - 000694d4:
000694d8 - 00069740:
00069744 - 000699f0:
000699f4 - 00069af4:
00069af8 - 00069bf4:
00069bf8 - 00069cf8:
00069cfc - 00069df8:
00069dfc - 00069e64:
00069e68 - 00069edc: Initialize Units Coordinates, Animation, Facing
00069ee0 - 00069f10: Transfer Palette and store 0x7F in misc data
00069f14 - 0006a07c:
0006a080 - 0006a208:
0006a20c - 0006a37c: Move target coordinates after knockback
0006a380 - 0006a534:
0006a538 - 0006a7bc:
0006a7c0 - 0006aa7c:
0006aa80 - 0006ad14:
0006ad18 - 0006af78:
0006af7c - 0006b95c:
0006b960 - 0006b990:
0006b994 - 0006ba34:
0006ba38 - 0006bad4: Palette adjustment based on Tile Type
0006bad8 - 0006bbf8:
0006bbfc - 0006bce0: Store Coordinate,Mount,Animation Data | ? 0x6bbfc
0006bce4 - 0006bda4:
0006bda8 - 0006be88:
0006be8c - 0006c020:
0006c024 - 0006c2b8: ? 0x6c024
0006c2bc - 0006c31c:
0006c320 - 0006c3d4:
0006c3d8 - 0006c418:
0006c41c - 0006c4f4:
0006c4f8 - 0006c78c:
0006c790 - 0006c874:
0006c878 - 0006c948:
0006c94c - 0006ca38:
0006ca3c - 0006cacc: test
0006cad0 - 0006cbb4:
0006cbb8 - 0006cc90:
0006cc94 - 0006d05c: Some Knockback Handling
0006d060 - 0006d19c:
0006d1a0 - 0006d284:
0006d288 - 0006d340:
0006d344 - 0006d430:
0006d434 - 0006d594:
0006d598 - 0006d798:
0006d79c - 0006d7c0:
0006d7c4 - 0006d7e0: Call Initialize Units Coordinates, Animation, Facing 
0006d7e4 - 0006d814:
0006d818 - 0006db0c: Process Single Unit Movement
0006db10 - 0006dc88: Knockback Processing
0006dc8c - 0006dda8: Knockback with bows?
0006ddac - 0006dde8: Transfer Target Coordinates (knockback) knockback with bows?
0006ddec - 0006e558: free cursor input related
0006e55c - 0006e5bc: Store Name and data of unit selected by cursor
0006e5c0 - 0006e630: Store Name and Data of unit selected by cursor 2
0006e634 - 0006e6ac: Store Casting Units Name and Data selected by cursor
0006e6b0 - 0006e7c4: Free Cursor Selection Routine
0006e7c8 - 0006eed8: 
0006eedc - 0006eeec: Set Game Flow Variable to 1
0006eef0 - 0006eefc: Set Game Flow Variable to 0
0006ef00 - 0006f138:
0006f13c - 0006f170: Rotate Map (Counterclockwise?) 2 L1 controller input
0006f174 - 0006f1a4: Rotate Map (Counterclockwise?)
0006f1a8 - 0006f1dc: Rotate Map (Clockwise?) 2 R1 Controller input
0006f1e0 - 0006f214: Rotate Map (Clockwise?)
0006f218 - 0006f288: L1 and R1 rotation
0006f28c - 0006f31c:
0006f320 - 0006f4ac:
0006f4b0 - 0006f5b8: Change Map Zoom 2
0006f5bc - 0006f630: Player Camera Zoom (L1 Button)
0006f634 - 0006f674: Change Map Zoom (L2 Controller Input)
0006f678 - 0006f7c0: Camera Zoom Related (0x6f678)
0006f7c4 - 0006f8c4: Tilt Map/Zoom 2
0006f8c8 - 0006f964:
0006f968 - 0006f9a8: Tilt Map/Zoom(R2 Controller Input)
0006f9ac - 0006fb4c:
0006fb50 - 0006fc04:
0006fc08 - 0006fc64:
0006fc68 - 0006fdf4:
0006fdf8 - 0006fe54:
0006fe58 - 000700b8:
000700bc - 000702e0:
000702e4 - 0007063c:
00070640 - 000707c0:
000707c4 - 0007081c: Process Unit Movement
00070820 - 00070994: Some Tile - map rotation interaction
00070998 - 000709f8: Set casting unit ID = FF 2
000709fc - 00070a34: Set casting unit ID = FF 1
00070a38 - 00070b78: Some system routines for ramza crystal, ability CT resolution
00070b7c - 00070c00: Store ENTD flags into misc data w/o control flag
00070c04 - 00070c74: Set next script = action menusPressed confirm while not highlighting any unit, also happens after completing move
// Stores Script 0x03
00070c78 - 00070cd8:
00070cdc - 00070d14: Store next Battle flow script = 1 (Select pressed during free cursor)
00070d18 - 00070dd8:
00070ddc - 00070e20:
00070e24 - 00070e68:
00070e6c - 00071004: In between turn events mimic, ability cast, traps, etc.
00071008 - 000711a0: - ???? happened for me before and after Mimic action
// Stores Script 0x27
000711a4 - 000712d4: - This happened after music started. I believe the map had not been shown yet. Was in mid-rotation of map if i remember correctly. Please test.
// Stores Script 0x27
000712d8 - 00071348:
0007134c - 0007139c: Highlight units based on team (Square pressed during free cursor)
000713a0 - 00071430: Menu stuff? - selecting the active unit.
// Stores Script 0x04
00071434 - 000714f0:- every time you select a unit, and there are choices. For example, selecting one of your own non active units, or checking enemy unit status. Number does not change if you go deeper into the menus
// Stores Script 0x04
000714f4 - 000715a4: Menu stuff
000715a8 - 000715e4:- pressing select to read further information on an action command or status screen. Basically any time while the above is true- Pressing Cancel on a unit to check how far they can move.
// Stores Script 0x06, 0x07
000715e8 - 00071664:
00071668 - 00071698:- Pressing Triangle to bring up the AT, Unit list and Options. Does not change if you go deeper into the menus unless you select a unit in AT list.
// Stores Script 0x08
0007169c - 000716d8:
000716dc - 00071718:- pressing select while in the AT, Unit list and Options. Pressing Select while in Unit List does not change number.
// Stores Script 0x09
0007171c - 000717c8: Get next acting unit? - Selecting a unit in the AT list.
// Stores Script 0x0a
000717cc - 00071820:- Pressed "Move" Command
// Stores Script 0x0c
00071824 - 00071878:
0007187c - 00071928:- Pressed Circle to remove the reminder on how to move a unit, also after removing "Select within movable range" box
// Stores Script 0x0d
0007192c - 00071980:- "select within movable range" box appeared. selected tree (unpathable) as movement location. works for spaces outside of range as well
// Stores Script 0x0f
00071984 - 00071a78: - selected a spot within legal distance (blue square)
// Stores Script 0x10
00071a7c - 00071ab4: 
00071ab8 - 00071b48:- blue squares disappeared, unit walks to location
// Stores Script 0x11
00071b4c - 00071c88: - unit finishes walking to location "are you sure you want to move here?" box appears
// Stores Script 0x12
00071c8c - 00071ce8: - happens right after confirming move command, attack command
// Stores Script 0x25
00071cec - 00071de4:
00071de8 - 00071e64:
00071e68 - 00071ee4:Post Movement Display- confirm move command
00071ee8 - 000723d0: Main Post Movement 
// Stores Script 0x15
000723d4 - 0007245c: Post Movement Display Prep
00072460 - 00072540: - begin choosing facing for Wait
// Stores Script 0x13
00072544 - 00072670: - Choose Wait action, or Move/Act used up
// Stores Script 0x14
00072674 - 00072708:
0007270c - 00072738: Turn sprite towards attack
0007273c - 00072924: Movement/action direction setting?
00072928 - 00072a0c: Rider/Mount X/Y/Facing Setting?
00072a10 - 00072a84:
00072a88 - 00072acc: Check if Facing Needs Changed?
00072ad0 - 00072b10: - also happens after confirming move command or attack command, happens after 0x71c9c
// Stores Script 0x26
00072b14 - 00072b4c:
00072b50 - 00072bec: Range 1 Ability Used
// Stores Script 0x16
- happens right after 0x73bac, unit attacks, this section will happen twice for 2 swords attacks
// Stores Script 0x2d
00072bf0 - 00072ce4: Set item/throw stone ability display stuff?
00072ce8 - 00072d88:- unit stands straight, break happened twice in a row, goes back to 0x73bac for 2 swords
ori r2,r0,0x2f
// Stores SCript 0x2f
00072d8c - 00073160: Set_Post_Effect_Messages_data
00073164 - 000731d4 :Prep_Targets_Post_Action_message
000731d8 - 0007324c:
00073250 - 000732c4:
000732c8 - 000734c8: Battle Message Display- attack finishes, this section will happen twice for 2 swords attacks
// Stores Script 0x2e
000734cc - 00073634:- finish Attack command, happened 3x in a row
// Stores Script 0x28
00073638 - 000736d0:
000736d4 - 000739c8: Ability effect calculations  critical hit, reflect, etc.
000739cc - 00073b98: Action phase control- ???? Something about Mimic- also happens after executing command, happens after 0x7418c
// Stores Script 0x29
// Stores Script 0x29
00073b9c - 00073ee8: set some target coordinates/attacker animation, others - unit status compltely gone, unit is about to attack, this section will happen twice for 2 swords attacks
// Stores Script 0x2c
00073eec - 00073fb4: Set damage display type based on ability - ???? Only during Mimic
// Stores Script 0x2b (Return from mimic?)
00073fb8 - 00073fdc:- happens after 0x73a78, unit status at bottom of screen almost completely disappeared. Means one of the previous menus was to hide the unit status
// Stores Script 0x2a
00073fe0 - 00074064: Store animation and facing based on animation flag 1- Execute action chosen
// Stores Script 0x1c
00074068 - 000740d0:
000740d4 - 00074200: - happens right after choosing Execute
// Stores Script 0x1e
00074204 - 000742c4:- ????happened during Mimic
// Stores Script 0x1e
000742c8 - 00074304:
00074308 - 0007446c: Select Target Tile | - choosing valid location (red box)
// Stores Script 0x19
00074470 - 000744c4:- choosing out of range target location
// Stores Script 0x18
000744c8 - 000745a8: - happens right before red boxes appear for targetting
// Stores Script 0x17
000745ac - 000746a8: - confirming location, "Executing action" box appears
// Stores Script 0x1b
000746ac - 000747b4:
000747b8 - 00074810:
00074814 - 00074858:
0007485c - 0007492c:
00074930 - 000749c4:
000749c8 - 00074a38:
00074a3c - 00074abc:
00074ac0 - 00074af4:
00074af8 - 00074b14: - Something about Mimic
// Stores Script 0x17
00074b18 - 00074b34:
00074b38 - 00074b64:
00074b68 - 00074ba8:
00074bac - 00074bf4: Free Cursor Controller Input
00074bf8 - 00074dcc: 
// Script 0x00 
00074dd0 - 00074e28: Get Tile Information when Select is pressed
// Script 0x01
00074e2c - 00074e90: Controller input related
// Script 0x02
00074e94 - 00074f58: Action Menus
// Script 0x03
00074f5c - 0007530c:  Decide what to do based on skillset/ability selections?
// Script 0x04
00075310 - 000755f8: Set move/act based on skillset mainly for defend/eq.change - also sets other flags
// Script 0x05
000755fc - 0007568c:
// Script 0x06
00075690 - 00075718: has more controller input
// Script 0x07
0007571c - 000757c0: has more controller input
// Script 0x08
000757c4 - 0007581c:
// Script 0x09
00075820 - 00075878: has more controller input
// Script 0x0a
0007587c - 0007590c:
// Script 0x0f
00075910 - 00075c30:
// Script 0x10
00075c34 - 00075c9c:
// Script 0x11
00075ca0 - 00075d08:
// Script 0x12
00075d0c - 00075dac:
// Script 0x13
00075db0 - 00075e64:
// Script 0x14
00075e68 - 00075f0c:
00075f10 - 00076018:
0007601c - 000761c8:
000761cc - 00076298:
// Script 0x15
0007629c - 00076354:
// Script 0x17
00076358 - 0007642c:
00076430 - 00076654:
// Script 0x16
00076658 - 00076918: has learn from crystal, move XX up
// Script 0x18
0007691c - 000769ac:
// Script 0x19
000769b0 - 00076b78: while unit is moving?
// Script 0x1a
00076b7c - 00076be4:
// Script 0x1b
00076be8 - 00076c4c: Sets next script = 1?
// Script 0x1d
00076c50 - 00076d80:
// Script 0x1c
00076d84 - 00076f0c: stores animation/facing based on ability flags 1
// Script 0x1e
00076d84 - 00076f10:
00076f14 - 00076fcc:
// Script 0x1f - 
00076fd0 - 00077094:
// Script 0x20
00077098 - 00077130:  Action occurring
// Script 0x21 -
00077134 - 0007719c: action related
// Script 0x22
000771a0 - 00077310: action related
// Script 0x23
00077314 - 00077374: loads effect LBA sector
// Script 0x24
00077378 - 000773b0: Item, throw stone hardcoding
// script 0x25
000773b4 - 000773f4:
000773f8 - 0007775c: ? 0x773f8 | Big action/ability display 
// Script 0x26
00077760 - 000777e8:
// Script 0x27
000777ec - 0007799c: action related
// Script 0x28
000779a0 - 00077b54:
// Script 0x29
00077b58 - 00077bd4:
00077bd8 - 00077c04: small one
// Script 0x2a
00077c08 - 00077c34: also small
// Script 0x2b
00077c38 - 00077ca0:
// Script 0x2c
00077ca4 - 00077e18: controller input checked
// Script 0x2d
00077e1c - 00077e84:
// Script 0x2e
00077e88 - 00077f64: AI target processing?
// Script 0x2f
00077f68 - 0007802c:
// Script 0x30
00078030 - 0007809c: Controller input checked
// Script 0x31
000780a0 - 00078144:
// Script 0x0b
00078148 - 00078324: Copy 0x16e in unit data to misc data, display processing
// Script 0x0e
00078328 - 00078438:
// Script 0x0d
0007843c - 00078500:
// Script 0x0e
00078504 - 000785a8: this one looks cool
// Script 0x32
000785ac - 000787d8: checks each unit for something and controller input
// Script 0x33
000787dc - 000787f8:
000787fc - 00078960:
// Script 0x34
00078964 - 00078ac8:
// Script 0x37
00078acc - 00078bf0:
// Script 0x3a
00078bf4 - 00078d1c:
// Script 0x35
00078d20 - 00078e54:
// Script 0x38
00078e58 - 00078fb0:
// Script 0x36
00078fb4 - 000791e4:
// Script 0x39
000791e8 - 00079294:
00079298 - 00079a94:
00079a98 - 0007a1d0: Main BATTLE.BIN Loop | Game Flow Control routine
*Game Flow Control Return Addresses
0007a1d4 - 0007a214: Get casting unit's misc data data that matches 0x9112c
0007a218 - 0007a258: Get Source Unit Misc Data Pointer | Get Casting units Misc Data
0007a25c - 0007a2b4: Get Misc Data of unit that matches register inputs
0007a2b8 - 0007a3f4: Find Unit at Coordinates (Misc Data) (0x7a2b8) | Check if unit is on panel?
0007a3f8 - 0007a4f0: Get misc data of unit that matches register inputs that isn't crystal/treasure
0007a4f4 - 0007a5cc: Some thing wtih check if chocobo is on panel
0007a5d0 - 0007a6e0: Get Overlapping Unit Misc Data Pointer
0007a6e4 - 0007a720: Get Unit Misc Data Pointer | Find Current Misc Unit Data Pointer (external ID)?
0007a724 - 0007a770: Get Unit Misc Data Pointer By Battle Unit Index | Find Misc Unit Data Pointer (checking for specific unit)? | Get unit misc data that matches r4 ID
0007a774 - 0007a7b4: Count number of WEP sheets loaded?
0007a7b8 - 0007a83c:
0007a840 - 0007a964:
0007a968 - 0007a9ac:
0007a9b0 - 0007aa30:
0007aa34 - 0007abcc:
0007abd0 - 0007ac5c: Initialize some display data
0007ac60 - 0007aca8: Unit RGB/Sprite Type/? Initialization
0007acac - 0007ad04: Initialize WEP1 sprite RGB
0007ad08 - 0007adb0: Initialize RGB and some more stuff
0007adb4 - 0007ae44: Initialize Status bubble sprite displays
0007ae48 - 0007aec8: Initialize item sprite display
0007aecc - 0007af04: Call store screen offsets to GTE
0007af08 - 0007af40:
0007af44 - 0007b4e8: Display Related? (0x7af44)
0007b4ec - 0007b52c: Store Sprite Display Data
0007b530 - 0007b550:
0007b554 - 0007b588:
0007b58c - 0007b684:
0007b688 - 0007b6a4:
0007b6a8 - 0007b6c4:
0007b6c8 - 0007b928:
0007b92c - 0007b948:
0007b94c - 0007b968:
0007b96c - 0007b9cc: Store vx, vy, vz vectors
0007b9d0 - 0007c440:
0007c444 - 0007c808:
0007c80c - 0007cff4: Slope Calculations (HUGE)
0007cff8 - 0007d09c:
0007d0a0 - 0007d0d0:
0007d0d4 - 0007d2d8:
0007d2dc - 0007d34c:
0007d350 - 0007d3f0:
0007d3f4 - 0007d474:
0007d478 - 0007d518:
0007d51c - 0007d5cc:
0007d5d0 - 0007db18:
0007db1c - 0007e300:
0007e304 - 0007e728:
0007e72c - 0007e9a4:
0007e9a8 - 0007eb88:
0007eb8c - 0007eebc: Determine Status Bubble Parameters
0007eec0 - 0007f1d0: Display Status Bubble
0007f1d4 - 0007f23c: ? 0x7f1d4 (Status Bubble Related?)
0007f240 - 0007f2a8:
0007f2ac - 0007f3fc:
0007f400 - 0007f458:
0007f45c - 0007f508: Store Item's Display Data
0007f50c - 0007f5f4:
0007f5f8 - 0007ff40: Post Action Display Routine
0007ff44 - 0007ff78: "Speed" display
0007ff7c - 0007ffac: "CT" display
0007ffb0 - 0007ffe4: "Br" display
0007ffe8 - 0008001c: "Fa" display
00080020 - 00080050: "Attack" Sword display
00080054 - 00080088: "Magic" Rod display
0008008c - 000800b8: "Missed" display
000800bc - 000800e8: "Guarded" display
000800ec - 00080114: "Caught?" display
000803e4 - 000808b4: Post-Action Display Setup
000808b8 - 00080bc0: Set Exp/JP Display Data and get Palette
00080bc4 - 00080c3c: *One-Digit Experience*
00080c40 - 00080cf4: *Two-Digit Experience*
00080cf8 - 00080d80: *One-Digit JP*
00080d84 - 00080e38: *Two-Digit JP*
00080e3c - 00080e78: *"No Target" Display*
00080e7c - 00080eb8: *"Silenced" Display*
00080ebc - 00080f00: *"No MP" Display*
00080f04 - 00080f40: Something to do with palette?
00080f44 - 00080fe8: Prep for Displaying Earned Exp/JP
00080fec - 000810a0: Activate numerical sprite data?
000810a4 - 00081974: More post action display?
00081978 - 00081984: Store unit animation and facing value
00081988 - 000819a4: Store unit animation/facing/someothervalue
000819a8 - 00081a04: Get some Spritesheet data address
00081a08 - 00081a54:
00081a58 - 00081a90:
00081a94 - 00081acc:
00081ad0 - 00081adc: r2 = 0x800b669c
00081ae0 - 00081aec: r2 = 0x800b6edc
00081af0 - 00081b08: Get Spritesheet Graphic Height
00081b0c - 00081b84: Store some coordinate data
00081b88 - 00081c18: Store some movement coordinate data
00081c1c - 00081c5c:
00081c60 - 00081d50: Save Spritesheet ID to spritesheet data
00081d54 - 0008210c: Weather/time of day/tile palette modification
00082110 - 000822b8: Special spritesheet ID palette mods?
000822bc - 00082464: palette mod by status
00082468 - 00082504: check for tile, status palette mod
00082508 - 0008254c: Determine Status Bubble Activation Byte | Status/? Misc ID checks
00082550 - 00082588: Transparent Check (for opacity?)
0008258c - 0008261c: Set some display/anim data for weapon/evade types
00082620 - 00082788: This routine still needs documenting
0008278c - 00082888: Movement validation - float/fly?
0008288c - 00082a40: Target spritesheet calculations?
00082a44 - 00082b18: Set animation for Item abilities
00082b1c - 00082b7c: Store attack animation flags and facing 1
00082b80 - 00082c0c: Set attack animation flags and facing 2
00082c10 - 00082cc0: Set attack animation flags and facing 3
00082cc4 - 00082d4c: Set Level up/Job level up animations?
00082d50 - 00082df4: Set Animation Based On Unit Mounted State
00082df8 - 00082ee8:
00082eec - 000831b4: Set Animation Based On Unit Status | Set Animation based on status
000831b8 - 00083468: More animation based on status, death sound effects
0008346c - 0008356c: Poach/Morbol Transformation Can change spritesheet ID here
00083570 - 00083754: Sprite changing stuff? crystal, frog, etc.
00083758 - 00083850: Set thrown item graphic/palette also throw stone
00083854 - 00083870:
00083874 - 00083974: Set attacker animation for shield block
00083978 - 00083c54: Set targets animation based on attack type
00083c58 - 00083cd0: Sprite display setting for all units based on attack
00083cd4 - 00083e0c:
00083e10 - 00083f14:
00083f18 - 00084210: these are the same routineUpdate Sprite display data
00084214 - 000846ac: this routine still needs documenting
000846b0 - 00084754: Something to do with unit facing?
00084758 - 0008476c:
00084770 - 00084814:
00084818 - 00085230: Load Unit graphics from sprite sheet 
00085234 - 00085268:
0008526c - 00085a14: Load WEP graphic from WEP1 Sheet
00085a18 - 00085b9c:
00085ba0 - 00085c08:
00085c0c - 000865a0:
000865a4 - 0008663c: Process Status Bubble Display
00086640 - 00086b40:
00086b44 - 00086dc0:
00086dc4 - 00086f28:
00086f2c - 00087060:
00087064 - 000870a8:
000870ac - 00087198:
0008719c - 000871f0:
000871f4 - 000872e8:
000872ec - 000873b8:
000873bc - 000875ec:
000875f0 - 00087700:
00087704 - 000878a0:
000878a4 - 000879b4:
000879b8 - 00087a24:
00087a28 - 00088014: Misc unit data initialization
00088018 - 0008812c:
00088130 - 00088804: Load unit SHP & SEQ data to RAM
00088808 - 0008883c: Perform Animate All Units 3 times
00088840 - 00088864: 
00088868 - 00088900: 
00088904 - 00088ee8: Load lucavi SHP & SEQ data to RAM
00088eec - 000890b4:
000890b8 - 00089248:
0008924c - 00089380:
00089384 - 00089458:
0008945c - 00089524:
00089528 - 00089550:
00089554 - 00089578:
0008957c - 000895c0:
000895c4 - 00089634:
00089638 - 00089744:
00089748 - 000897d8:
000897dc - 0008989c:
000898a0 - 00089b9c:
00089ba0 - 00089d9c:
00089da0 - 00089dbc:
00089dc0 - 00089ddc:
00089de0 - 00089dfc:
00089e00 - 00089e1c:
00089e20 - 00089f20:
00089f24 - 0008a114:
0008a118 - 0008a348:
0008a34c - 0008a358:
0008a35c - 0008a4a8:
0008a4ac - 0008a6d4:
0008a6d8 - 0008a6fc:
0008a700 - 0008a77c:
0008a780 - 0008a7fc:
0008a800 - 0008a880:
0008a884 - 0008a920:
0008a924 - 0008ab30:
0008ab34 - 0008adf4:
0008adf8 - 0008b0c4:
0008b0c8 - 0008b230:
0008b234 - 0008b288:
0008b28c - 0008b2c0:
0008b2c4 - 0008b2f8:
0008b2fc - 0008b308:
0008b30c - 0008b334:
0008b338 - 0008b3c8:
0008b3cc - 0008b43c:
0008b440 - 0008b4b4:
0008b4b8 - 0008b4ec:
0008b4f0 - 0008b524:
0008b528 - 0008b534:
0008b538 - 0008b560:
0008b564 - 0008b628:
0008b62c - 0008b6e0:
0008b6e4 - 0008b7b0:
0008b7b4 - 0008b7e8:
0008b7ec - 0008b820:
0008b824 - 0008b830:
0008b834 - 0008b85c: Set Camera Zoom Parameters
0008b860 - 0008b8f0: Set Camera Rotation Values
0008b8f4 - 0008b964:
0008b968 - 0008b9dc:
0008b9e0 - 0008ba14:
0008ba18 - 0008ba4c:
0008ba50 - 0008ba5c:
0008ba60 - 0008ba88:
0008ba8c - 0008bb1c:
0008bb20 - 0008bb90:
0008bb94 - 0008bc08:
0008bc0c - 0008bc40:
0008bc44 - 0008bca8:
0008bcac - 0008bcb8:
0008bcbc - 0008bd08:
0008bd0c - 0008bde0:
0008bde4 - 0008be00: Update Status/Sprite/Animation Display By Unit Misc ID (Wrapper Function)
0008be04 - 0008be28: Set Animation Based On Unit Mounted State From Unit Misc ID
0008be2c - 0008be50:
0008be54 - 0008be78: Set Animation Based On Unit Status From Unit Misc ID
0008be7c - 0008beb8: Set Specific Animation Value From Unit Misc ID
0008bebc - 0008bf10:
0008bf14 - 0008bf80:
0008bf1c - 0008bf80: 0x8bf1c
0008bf84 - 0008bff8:
0008bffc - 0008c050:
0008c054 - 0008c0a8:
0008c0ac - 0008c110:
0008c114 - 0008c188:
0008c18c - 0008c1e0:
0008c1e4 - 0008c264:
0008c268 - 0008c2a0:
0008c2a4 - 0008c2d8:
0008c2dc - 0008c31c:
0008c320 - 0008c360:
0008c364 - 0008c39c: Store script = 0x3a  This happened after I accepted a team at Formation. Music had not started yet. (FFM)
0008c3a0 - 0008c3e0:
0008c3e4 - 0008c40c:
0008c410 - 0008c438: Get Unit Screen Location Data Pointer
0008c43c - 0008c464:
0008c468 - 0008c514:
0008c518 - 0008c54c:
0008c550 - 0008c5e4:
0008c5e8 - 0008c660:
0008c664 - 0008c7c8: Walk To
0008c7cc - 0008c8e0:
0008c8e4 - 0008c93c:
0008c940 - 0008c9c0:
0008c9c4 - 0008ca44:
0008ca48 - 0008ca78: 0x8ca48 | get misc data, do something else if none found
0008ca7c - 0008cbb0:
0008cbb4 - 0008cbd4: Does Misc Unit Exist With ID
0008cbd8 - 0008cc10:
0008cc14 - 0008cc4c:
0008cc50 - 0008cc7c:
0008cc80 - 0008cca8:
0008ccac - 0008cce4:
0008cce8 - 0008cd20:
0008cd24 - 0008cd54:
0008cd58 - 0008cd90:
0008cd94 - 0008cdcc:
0008cdd0 - 0008ce1c: Get Battle Unit Index By Unit Misc ID
0008ce20 - 0008ce74: Get Unit Misc ID By Unit Index
0008ce78 - 0008cecc:
0008ced0 - 0008cef8: Find Unit's Misc Data Pointer (+0x15c)
0008cefc - 0008cf38:
0008cf3c - 0008cf74:
0008cf78 - 0008d058:
0008d05c - 0008d100:
0008d104 - 0008d134:
0008d138 - 0008d188: store mimicking misc data, existence/entd checks
0008d18c - 0008d1c4: Reset Misc Unit Graphic Trigger
0008d1c8 - 0008d224: Reset Jumping Unit Graphic Triggers
0008d228 - 0008d268:
0008d26c - 0008d29c:
0008d2a0 - 0008d5c4:
0008d5c8 - 0008d64c:
0008d650 - 0008d6a4:
0008d6a8 - 0008d704:
0008d708 - 0008d8e0:
0008d8e4 - 0008d94c:
0008d950 - 0008d994:
0008d998 - 0008dabc:
0008dac0 - 0008db50:
0008db54 - 0008dc20:
0008dc24 - 0008dc70: Get Unit's Spritesheet Value
0008dc74 - 0008dc98:
0008dc9c - 0008dcc0: Find Unit's Misc Data Pointer and Load Spritesheet Value
0008dcc4 - 0008dd0c:
0008dd10 - 0008dda4: Start New Effect
0008dda8 - 0008ddc8:
0008ddcc - 0008dde8:
0008ddec - 0008ddf8:
0008ddfc - 0008de84:
0008de88 - 0008de9c:
0008dea0 - 0008dec4:
0008dec8 - 0008ded4:
0008ded8 - 0008dee4:
0008dee8 - 0008df0c: Set Event Speed Inner
0008df10 - 0008df44: Store Selected Tile Coordinates
0008df48 - 0008df74: Store Map Max Coordinates
0008df78 - 0008dfa8: Get Tile Data Pointer From Unit Misc ID
0008dfac - 0008dfdc:
0008dfe0 - 0008e064:
0008e068 - 0008e090:
0008e094 - 0008e0b8:
0008e0bc - 0008e0ec:
0008e0f0 - 0008e118:
0008e11c - 0008e14c:
0008e150 - 0008e178:
0008e17c - 0008e1f4: ? 0x8e17c
0008e1f8 - 0008e230:
0008e234 - 0008e2c4:
0008e2c8 - 0008e300:
0008e304 - 0008e314:
0008e318 - 0008e324:
0008e328 - 0008e344:
0008e348 - 0008e354:
0008e358 - 0008e464:
0008e468 - 0008e53c:
0008e540 - 0008e6cc:
0008e6d0 - 0008e7b4:
0008e7b8 - 0008e808:
0008e80c - 0008ea68:
0008ea6c - 0008ec6c:
0008ec70 - 0008ef20:
0008ef24 - 0008ef40:
0008ef44 - 0008ef78:
0008ef7c - 0008efb0:
0008efb4 - 0008f12c: Color Screen Related (0x8efb4)
0008f130 - 0008f204:
0008f208 - 0008f31c:
0008f320 - 0008f494:
0008f498 - 0008f538:
0008f53c - 0008f638:
0008f63c - 0008f70c:
0008f710 - 00090044: Palette Modification
00090048 - 000901f4:
000901f8 - 00090254:
00090258 - 00090698:
0009069c - 000907f8:
000907fc - 0009083c:
00090840 - 00090c44: Map Darkness
00090c48 - 00090da4:
00090da8 - 00090de8:
00090dec - 000911f0:
000911f4 - 00091244:
00091248 - 0009127c:
00091280 - 000912a0:
000912a4 - 00092598:
0009259c - 0009261c:
00092620 - 000926d4: Extract Colors Data | Extract RGB+Alpha from Palette
000926d8 - 000927b8: Extract Palette Data | Get Palette Data
000927bc - 00092d48:
00092d4c - 00092dbc:
00092dc0 - 00092e94:
00092e98 - 00092f14:
00092f18 - 00092f94:
00092f98 - 00093044: ? 0x92f98
00093048 - 00093114:
00093118 - 00093140:
00093144 - 0009316c:
00093170 - 000931c0: Color Field
000931c4 - 000933c0:
000933c4 - 00093498:
0009349c - 000934cc:
000934d0 - 00093500: Map Darkness Wrapper
00093504 - 00093534:
00093538 - 00093560:
00093564 - 000935f0:
000935f4 - 00093610:
00093614 - 00093630:
00093634 - 00093650:
00093654 - 000937f4: ? 0x93654
000937f8 - 00093868:
0009386c - 00093a94:
00093a98 - 00093bec:
00093bf0 - 00093c94:
00093c98 - 000e729c:
000e72a0 - 000e7678:
000e767c - 000e77b4:
000e77b8 - 000e78bc:
000e78c0 - 000e818c:
000e8190 - 000e8408:
000e840c - 000ec714: Background Tile Color For Targeting/Movement
000ec718 - 000ee100: Background Tile Color For Targeting/Movement (Partial Tiles)
000ee104 - 000ee434:
000ee438 - 000ee958:
000ee95c - 000eeaf4:
000eeaf8 - 000eeec8:
000eeecc - 000ef69c:
000ef6a0 - 000ef6ec:
000ef6f0 - 000f0bdc:
000f0be0 - 000f1200:
000f1204 - 000f2290:
000f2294 - 000f2614:
000f2618 - 000f26b8:
000f26bc - 000f34c0:
000f34c4 - 000f3634:
000f3638 - 000f36c0:
000f36c4 - 000f3714:
000f3718 - 000f4ac8:
000f4acc - 000f4dd0:
000f4dd4 - 000f5574:
000f5578 - 000f5980:
000f5984 - 000f59ec:
000f59f0 - 000f5a28:
000f5a2c - 000f5a60:
000f5a64 - 000f5ae8:
000f5aec - 0011467c:
00114680 - 0011474c: Math Skill targeting calculations
00114750 - 0012cce4:
0011acdc - 0011aeec: Throw Determination Routine
0012cc54 - 0012cf40: Set Tile Background Color (Partial Tiles)
0012cf44 - 0012d2b0: Set Tile Background Color
0012d2b4 - 0012d874:
0012d8e4 - 0012da08: Process Inflict Status Event Commands
0012da0c - 0012dafc: Set Specific Unit Animation Value When Battle Init
0012db00 - 0012db8c:
0012db90 - 0012dbd8:
0012dbdc - 0012dc2c:
0012dc30 - 0012dc80:
0012dc84 - 0012dca8:
0012dcac - 0012dcf4: Get Battle Unit Index By ENTD Unit ID
0012dcf8 - 0012dd08:
0012dd0c - 0012dd18:
0012dd1c - 0012dd2c:
0012dd30 - 0012dd40:
0012dd44 - 0012dd54:
0012dd58 - 0012dd68:
0012dd6c - 0012dd90:
0012dd94 - 0012ddc0:
0012ddc4 - 0012dde4:
0012dde8 - 0012df08: Battle Camera Initialize
0012df0c - 0012df3c:
0012df40 - 0012df64:
0012df68 - 0012df94:
0012df98 - 0012e18c: ? 0x12df98
0012e190 - 0012e240:
0012e244 - 0012e2b4:
0012e2b8 - 0012e31c:
0012e320 - 0012e344:
0012e348 - 0012e598:
0012e59c - 0012e648:
0012e64c - 0012e658:
0012e65c - 0012e9bc:
0012e9c0 - 0012e9f8:
0012e9fc - 0012ec8c:
0012ec90 - 0012ee38:
0012ee3c - 0012eeac:
0012eeb0 - 0012f028:
0012f02c - 0012f048:
0012f04c - 0012f108: ? 0x12f04c
0012f10c - 0012f35c:
0012f360 - 0012f3c8:
0012f3cc - 0012f450:
0012f454 - 0012f4dc:
0012f4e0 - 0012f658:
0012f65c - 0012f6ac:
0012f6b0 - 0012f6d0:
0012f6d4 - 0012fd1c:
0012fd20 - 0012fd88:
0012fd8c - 00130188:
0013018c - 00130624:
00130628 - 00130714:
00130718 - 001307d0:
001307d4 - 00130870:
00130874 - 001308bc:
001308c0 - 00132820:
00132824 - 00132858: Prep for Loading Text
0013285c - 001328a8:
001328ac - 00132910:
00132914 - 00132bc0:
00132bc4 - 00132e4c:
00132e50 - 00132e70:
00132e74 - 00132f98:
00132f9c - 00132fec:
00132ff0 - 00133044:
00133048 - 00133084:
00133088 - 001330e0:
001330e4 - 0013312c: Copy Unit Screen Location Data
00133130 - 0013314c:
00133150 - 00133154: jr r31
00133158 - 00133490: Get misc ID (goes through a bunch of event command checks and more)
00133494 - 001334a0:
001334a4 - 00133564:
00133568 - 00133584:
00133588 - 00133750: Store level,exp, HP/MP hardcoding, store CT
00133754 - 00133c94: Store units small in battle display data
00133c98 - 00133ce8: Has Status Effect (For Status Window)
00133cec - 00133eec: Display Inner Character Window
00133ef0 - 00133f74:
00133f78 - 00133fe4:
00133fe8 - 0013401c:
00134020 - 00134070:
00134074 - 001340a8:
001340ac - 0013417c: Dismiss Unit Event Instruction
00134180 - 00134220:
00134224 - 00134244:
00134248 - 001342c8:
001342cc - 001343b8:
001343bc - 001343cc:
001343d0 - 001343dc:
001343e0 - 0013442c:
00134438 - 001346f0: Display Height
001346f4 - 0013493c: Height Number Display Setup
00134940 - 00134a68:
00134a74 - 001352b8: Display Projected Action Effect
001352bc - 00136124:
00136128 - 00136184:
00136188 - 001361e4:
001361e8 - 00136320:
00136324 - 001363d8:
001363dc - 00136b0c:
00136b10 - 00136bcc: Get Item Graphic Data
00136bd0 - 00136d30:
00136d34 - 001370a0:
001370a4 - 00137b8c:
00137b90 - 00137c0c:
00137c10 - 00137ed0: Handle Menu Action
00137ed4 - 00137f80:
00137f84 - 00138090:
00138094 - 00138170: ? 0x138094
00138174 - 001383c4: ? 0x138174
001383c8 - 00138410:
00138414 - 0013845c:
00138460 - 001384dc:
001384e0 - 0013856c:
00138570 - 00138718:
0013871c - 00138768:
0013876c - 00138908:
0013890c - 00138ad8:
00138adc - 00138b0c:
00138b10 - 00138b60:
00138b64 - 00138ed4:
00138ed8 - 001390b8: Display Simple Selection Menu | Move/Act/Wait menu Idle routine
00136b10 - 00136bcc: Get Item Graphic Data
001390bc - 00139578:
0013957c - 001395a8:
001395ac - 001398f8:
001398fc - 00139bd8:
00139bdc - 00139be8:
00139bec - 0013aed8:
0013aedc - 0013aee8:
0013aeec - 0013b008:
0013b00c - 0013b27c:
0013b280 - 0013b4f8:
0013b4fc - 0013b58c:
0013b590 - 0013b640: Get Script Variable
0013b644 - 0013b6e0: Set Script Variable
0013b6e4 - 0013b894:
0013b898 - 0013ba64:
0013ba68 - 0013bb6c:
0013bb70 - 0013bbe8: ? 0x13bb70
0013bbec - 0013bc10:
0013bc14 - 0013bcb8: Load File (0x13bc14)
0013bcbc - 0013bd60:
0013bd64 - 0013bd90:
0013bd94 - 0013bdc0:
0013bdc4 - 0013bf28:
0013bf2c - 0013bf58:
0013bf5c - 0013bf88:
0013bf8c - 0013bfb8:
0013bfbc - 0013c024: Display Triangle Selection Menu
0013c028 - 0013c12c:
0013c130 - 0013c230:
0013c234 - 0013c280:
0013c284 - 0013c2d8: ? 0x13c284
0013c2dc - 0013c3a0:
0013c3a4 - 0013c568: Equip Change Routine
0013c56c - 0013c664:
0013c668 - 0013c70c:
0013c710 - 0013c73c: Show Graphic (Outer Routine)
0013c740 - 0013c7c0:
0013c7c4 - 0013c8a4:
0013c8a8 - 0013c9bc:
0013c9c0 - 0013ca6c: Load Event
0013ca70 - 0013cac0:
0013cac4 - 0013caf0:
0013caf4 - 0013cbd8:
0013cbdc - 0013ccc8:
0013cccc - 0013cce8:
0013ccec - 0013cf54:
0013cf58 - 0013d0a8: menu Routine
0013d0ac - 0013d184:
0013d188 - 0013d198:
0013d19c - 0013d1ec:
0013d1f0 - 0013d22c:
0013d230 - 0013d274:
0013d278 - 0013d31c:
0013d320 - 0013d4d8:
0013d4dc - 0013d574:
0013d578 - 0013d60c:
0013d610 - 0013d620:
0013d624 - 0013d630:
0013d634 - 0013d700: Store unit names and some event block data
0013d704 - 0013d9fc:
0013da00 - 0013da24: Set Event Speed
0013da28 - 0013da5c:
0013da60 - 0013da6c:
0013da70 - 0013da7c:
0013da80 - 0013dae0:
0013dae4 - 0013db98:
0013db9c - 0013dfac: Camera Fusion Event Instruction
0013dfb0 - 0013e544: Camera Fusion Inner Routine
0013e548 - 0013e580:
0013e584 - 0013e5bc:
0013e5c0 - 0013e658: Walk To Event Instruction
0013e65c - 0013e6c0:
0013e6c4 - 0013e704:
0013e708 - 0013e7cc:
0013e7d0 - 0013e818:
0013e81c - 0013e870:
0013e874 - 0013e8d0:
0013e8d4 - 0013e900:
0013e904 - 0013edd4: Block Start Event Instruction
0013edd8 - 0013efa8:
0013efac - 0013eff0:
0013eff4 - 0013f07c:
0013f080 - 0013f0bc:
0013f0c0 - 0013f164:
0013f168 - 0013f208:
0013f20c - 0013f3f8:
0013f3fc - 0013f49c:
0013f4a0 - 0013f4f4:
0013f4f8 - 0013f51c:
0013f520 - 0013f664: Data setting from menu selections
0013f668 - 0013f768: Store Selected Tile Data
0013f76c - 0013f7a8: Initialize menu counters
0013f7ac - 0013f8b0:
0013f7b4 - 0013f8b0: Store some data for menus
0013f8b4 - 0013f8fc:
0013f900 - 0013f974:
0013f978 - 0013f984:
0013f988 - 0013f9c0:
0013f9c4 - 0013f9fc:
0013fa00 - 0013fa34:
0013fa38 - 0013fa68:
0013fa6c - 00140224: Main Skillset/ability loading (abilities greyed/blinking red)
00140228 - 001404c8:
001404cc - 00140728: Main act menu loading
0014072c - 00140888:
0014088c - 00140904:
00140908 - 0014097c:
00140980 - 001409a0:
001409a4 - 001409e8:
001409ec - 00140a2c:
00140a30 - 00140b00: Disable Move/Act based on menu ID
00140b04 - 00140cd0:
00140cd4 - 00140ed0: Ability selected routine (Good grief, can any of you put these in the right spot?)
00140ed4 - 0014115c: 
00141160 - 001411b0:
001411b4 - 00141460: Set used item based on skillset
*Bad name for this routine, I think it does much more important shit
**Change loaded skillset here to make non-default abilities work in default skillset
00141464 - 00141650: Store message/menu type
00141654 - 0014169c:
001416a0 - 00141718:
0014171c - 00141758: Store main target ID/auto battle
0014175c - 001419b4: Spell Quote determination
001419b8 - 00141a88: System function setup routine
00141a8c - 00141b08:
00141b0c - 00142504: System function routine
*00141c14 - 00141cb8: Gameover checks (both)
*00141db0 - 00141e24: Gameover (party incapacitated) checks
*00142074 - 001420e0: Calculator skillset loading?
*0014227c - 001422f4: recieve item whos quantity = 99 (increase gil)
*001422f8 - 00142334: Increment item quantity
00142508 - 001425ac: Get Battle Unit By Unit ID   (For scenario conditionals?)
001425b0 - 00142688: Process Scenario Conditionals
00142694 - 00142b58: Process Scenario Conditional
00142b5c - 00142ba0: 0x142b5c
00142ba4 - 00142bcc:
00142bd0 - 00142c20: ? 0x142bd0
00142c24 - 00142ca4: ? 0x142c24
00142ca8 - 00142d28: ? 0x142ca8
00142d2c - 00142d54: ? 0x142d2c
00142d58 - 001433a8: 0x142d58
001433ac - 001433e4:
001433e8 - 00143414:
00143418 - 001439bc: ? 0x143418
001439c0 - 00143a98:
00143a9c - 00143b64:
00143b68 - 00143b7c:
00143b80 - 00143ba4:
00143ba8 - 00143bcc:
00143bd0 - 00145f74:
00143bd8 - 001449f8: Event Instruction Main Routine 1
001449fc - 00145750: Event Instruction Main Routine 2
*00145268 - 00145298: Event Instruction 0x76: DarkScreen
*001452d8 - 00145320: Event Instruction 0x78: DisplayConditions
*001455d8 - 00145648: Event Instruction 0x44: Draw
00145754 - 00145f70: Event Instruction Main Routine 3
*00145964 - 001459c4: Event Instruction 0xe5: WaitForInstruction
*001459e8 - 00145a34: Event Instruction 0xf1: Wait
*00145e10 - 00145e68: Event Instruction 0x91: ShowMapTitle
00145f78 - 00146000: Load Next Event
00146004 - 00146074:
00146078 - 00146090: Load Halfword | Load event command bytes
00146094 - 001460a0: Store Halfword
001460a4 - 001460e0:
001460e4 - 0014610c:
00146110 - 001466b0: Camera Event Instruction
001466b4 - 00146728: Map Darkness (Async)
0014672c - 001467d8:
001467dc - 0014693c: Color Screen Event Instruction
00146940 - 00146ee0: Sprite Move
00146ee4 - 00146f1c: Sprite Move (Outer)
00146f20 - 00146f58: Sprite Move Beta
00146f5c - 00147018:
0014701c - 00147038:
0014703c - 001472d8: Map Light (Async)
001472dc - 00147314:
00147318 - 001474a0:
001474a4 - 00147580: ? 0x1474a4
00147584 - 0014777c: Focus Event Instruction
00147780 - 00147914: Focus Speed Event Instruction
00147918 - 00147924:
00147928 - 001479a8: Try Get Unit Misc Data By Unit ID
001479ac - 00147bcc: Process Unit Misc State Value
00147bd0 - 00147ca4:
00147ca8 - 00147cec:
00147cf0 - 00147d94:
00147d98 - 00147e5c:
00147e60 - 00147fa8: Warp Unit
00147fac - 00148080:
00148084 - 00148280:
00148284 - 00148484:
00148488 - 00148538:
0014853c - 0014857c:
00148580 - 001488a4: Update Unit Status And Staged Status Data
001488a8 - 00148cd4: Apply Staged Status Data To Unit
00148cd8 - 00148e84: Process Unit Staged Status Data
00148e88 - 001490fc: Inflict Status Event Command
00149100 - 001491d4: Inflict Unit Status By ENTD Unit ID
001491d8 - 00149394:
00149398 - 0014948c: Unit Anim
00149490 - 00149528:
0014952c - 001495dc:
001495e0 - 00149688: Color Unit Event Instruction
0014968c - 00149730:
00149734 - 00149788:
0014978c - 001498f8:
001498fc - 001499a8:
001499ac - 00149a50:
00149a54 - 00149b34:
00149b38 - 00149be0:
00149bec - 00149c44: Get Next Available Thread ID
00149c48 - 00149cb8:
00149cbc - 00149d44: Get Thread Running Task
00149d48 - 00149d68: Set Thread Task ID
00149d6c - 00149eb8: Event Jump
00149ebc - 00149f0c: Find Event Instruction Byte Offset
00149f10 - 0014a014:
0014a018 - 0014a2e8:	Run Script Variable Command	Jumped to from subroutines of steal routine - Calculate party inventory?
0014a2ec - 0014a398:
0014a39c - 0014a3f4:
0014a3f8 - 0014a460: Wait Value Event Instruction
0014a464 - 0014a488:
0014a48c - 0014a4d4:
0014a4d8 - 0014a518:
0014a51c - 0014a574:
0014a578 - 0014a594:
0014a598 - 0014a5e4:
0014a5e8 - 0014a65c: Image Loading Setup (0x14a5e8)
0014a660 - 0014a6a0:
0014a6a4 - 0014a6c8:
0014a6cc - 0014a6e0: ? 0x14a6cc
0014a6e4 - 0014a7a4:
0014a7a8 - 0014a818:
0014a81c - 0014a828:
0014a82c - 0014a830: jr r31
0014a834 - 0014aa78: Image loading setup? (0x14a834)
0014aa7c - 0014ab54:
0014ab58 - 0014ac2c:
0014ac30 - 0014aebc:
0014aec0 - 0014b260:
0014b264 - 0014b2ec:
0014b2f0 - 0014b31c: Display Menu Text Entry
0014b320 - 0014b34c: Display Menu Text Entry (Unused?)
0014b350 - 0014b390: Display Specific Menu Text
0014b394 - 0014ba24: Display Menu Text | Giant message/menu loading routine
0014ba28 - 0014bae0: Find Next Text Character
0014bae4 - 0014bd84:
0014bd88 - 0014bed4:
0014bed8 - 0014bf50:
0014bf54 - 0014bf78: Copy Bytes (0x14bf54)
0014bf7c - 0014bfc0:
0014bfc4 - 0014c010:
0014c014 - 0014c160:
0014c164 - 0014c188:
0014c18c - 0014c4a4:
0014c4a8 - 0014c754: ? 0x14c4a8
0014c758 - 0014c854:
0014c858 - 0014c89c: Wait (Switch To Next Thread Multiple Times)
0014c8a0 - 0014c920: Initialize Thread
0014c924 - 0014c93c: Mark Thread As Running
0014c940 - 0014c954: Mark Thread As Stopped
0014c958 - 0014c990: Stop Current Thread
0014c994 - 0014c9cc:
0014c9d0 - 0014ca18: Wait For Thread
0014ca1c - 0014ca34:
0014ca38 - 0014ca54: Store Thread Function Parameters Store event command bytes
0014ca58 - 0014ca7c: Store Thread Parameters (0x14ca58) Store event command bytes 2
0014ca80 - 0014cbb0: Switch To Next Thread Some event data setting routine runs many many times, jr r31's to a new location
0014cbb4 - 0014cbbc: Return Global Pointer
0014cbc0 - 0014cbf0: Get First Thread Parameter | Get menu address?
0014cbf4 - 0014cc24: Get Second Thread Parameter
0014cc28 - 0014cc58:
0014cc5c - 0014cc90:
0014cc94 - 0014ccb4: Check Thread Running Status
0014ccb8 - 0014ce04:
0014ce08 - 0014ce74:
0014ce78 - 0014ceb0: Find Text ID's Location
0014ceb4 - 0014cf54: Call Inner Subroutine
*0014cf28 - 0014cf54:
0014cf58 - 0014cf64:
0014cf68 - 001743c4:
00174068 - 00174294: Return addresses
00174298: nop
0017429c - 001742fc: Return addresses : reaction abilities for Perform_reaction_abilities
00174300: nop 
00174304 - 00174340: Return addresses : action menu for Store_used_weapon
00174344 - 0017436c: Return addresses : action menu for Pre_Formula_Setup_(FDC)
001743c8 - 0017442c: Chocobo Check
00174430 - 00174b88: Store movement stuff into scratch pad
00174b8c - 00174df4: Set_Reachable_Tiles
00174df8 - 00174e80: Disable_Tile_Flag_0x10_For_Dead_and_Jumping_Units
00174e84 - 00175284: Set_Tile_Flags_for_Pathfinding
00175288 - 001754cc: Set_Reachable_Tile_Flag
001754d0 - 001754f0: Spread_Move_to_East_Preset
001754f4 - 00175518: Spread_Move_to_North_Preset
0017551c - 0017553c: Spread Move to West Preset
00175540 - 00175564: Spread Move to South Preset
001755a8 - 001755e4: Transfer_Tiles_Height_Halves_and_Slope_in_Scratch_Pad
001755e8 - 00175614: Set_spreading_Tile_X_and_Y_coordinates
00175618 - 00175678: Check_Spreading_Tile_Coordinates
0017567c - 00175954: Set_Origin_Height_Data
00175958 - 00175e9c: Movement routine Highlights panels blue
00175ea0 - 00175fa0: Check_and_Spread_Movement_One_Tile_Around
00175fa4 - 00176160:
00176164 - 00176228: Calculate_Tile_Ceiling
0017622c - 001764d4: Check_Horizontal_Jump_option
001764d8 - 001766b0: Spread_Horizontal_Jump
001766b4 - 00176c0c:
00176c10 - 00176c8c: Contains teleport chances
00176c90 - 0017717c:
00177180 - 001773b4:
001773b8 - 00177790:
00177794 - 001779d8:
001779dc - 00177b60:
00177b64 - 00177c04:
00177c08 - 00177e60:
00177e64 - 00178094:
00178098 - 001780e8:
001780ec - 00178138: Calculate WalkTo Pathing
0017813c - 00178ca0: Calculate Pathing
00178ca4 - 00179200:
00179204 - 00179258: Moldball Virus Depth Check
0017925c - 001792a0: Clear Some stuff for Untargetable Terrain
001792a4 - 001793fc: Check Vert Tolerance and if Tiles can be Chosen
00179400 - 00179420: Null some Tile Data (192dd9)
00179424 - 00179514: Remove Close Range Routine
00179518 - 00179638: Calculate Tiles Hit by Ability
0017963c - 001797b0: Calculate Possible AoE Tiles
001797b4 - 001798ac: Depth Calculation
001798b0 - 00179a1c: Set initial panels
00179a20 - 00179b54:  Set targeting for weapon attack?
00179b58 - 00179c98: Striking/lunging modification
00179c9c - 00179d80: Depth Calculation 2???
00179d84 - 00179dc4: Remove ???? targets
00179dc8 - 0017a168: Set Ability Targeting?
0017a16c - 0017a28c: calculate ability range with map parameters?
0017a290 - 0017a514: Set panels affected by ability?
0017a518 - 0017a5b8: Set targeting for weapon attack 2
0017a5bc - 0017a648: Set all panels targeted if targetable
0017a64c - 0017a6d8: Remove Selection state of all panels
0017a6dc - 0017a7b8: Set target state for all units panels
0017a7bc - 0017a8bc: another targeting routine
0017a8c0 - 0017aaf4: Calculate Target Panels Calculate ability range based on action menu byte
0017aaf8 - 0017ac8c: Calculate Targeting for Menu Types
0017ac90 - 0017afbc: Targeting validation (weapon flags)
0017afc0 - 0017b3f0: Auxilary targeting validation
0017b3f4 - 0017b49c: Height/coordinate validation
0017b4a0 - 0017b4cc: Disable Green Panel Flags (initialization?)
0017b4d0 - 0017b7b0: Calculator Routine
0017b7b4 - 0017b870: Disable Green Panel on all but Target's Tile
0017b874 - 0017bc74: Targeting routine
0017bc78 - 0017bdcc: Check Allies/Enemies that can be Targeted
0017bdd0 - 0017be64: Check if Unit can be Targeted
0017be68 - 0017c040: Linear/3-direction AoE Calculation
0017c044 - 0017c154: Linear Attack Tile Calculation
0017c158 - 0017c3b4: Calculate Height Data
0017c3b8 - 0017c3d8: Call Attack Preparation (ability selected)
0017c3dc - 0017c458: Call Attack Preparation (AT list preview)
0017c45c - 0017c908: Attack Preparation
0017c90c - 0017c950: Unit exists/party member checkReturns 0x16e in unit data
0017c954 - 0017c9b4: Player Item Quantity decrement
0017c9b8 - 0017cac8: Prep Current Action Data
0017cacc - 0017cd20: Reaction Target/Hit Calculation
0017cd24 - 0017ce40: Map calculations for attack Attack, charge, ranged weapon flag
0017ce44 - 0017d34c: Main ability loading routine?
0017d350 - 0017d40c: set target coordinates for ability? also set regenerator target
0017d410 - 0017d49c: draw out routine dealing with experience gain
0017d4a0 - 0017d704: Current Action Ability Data Setting / Multi Hit Formulas
0017d708 - 0017d84c: Targeting/panel routine
0017d850 - 0017da1c: more map/panel targeting
0017da20 - 0017dbc4: Ability Usage Checks and MP Reduction
0017dbc8 - 0017dc84: Store Some Acting Unit Data
0017dc88 - 0017dca4: Get ID of Unit if Tile is Targetable
0017dca8 - 0017decc: Find Unit at Specified Coordinates | Check if another unit is on the same Tile
0017ded0 - 0017def8: Clear targeting panel data?
0017defc - 0017e174: Big... Contains Hamedo check
0017e178 - 0017e58c: Main reaction routine?
0017e590 - 0017e64c: Counter magic targeting?
0017e650 - 0017e77c: Store counter ability?
0017e780 - 0017e7e0: Auto Potion
0017e7e4 - 0017ea24: Gained JP Up Section
0017ea28 - 0017ea7c: Load Job Level
0017ea80 - 0017ec14: Store JP; Calculate Unlocked Jobs
0017ec18 - 0017f01c: big map/panel routine 
0017f020 - 0017f0e8: Float/Float/Fly movements 
0017f0ec - 0017f178: Move Cap?
0017f17c - 0017f2d4: Calculate Projected Action Effect
0017f2d8 - 0017f318: Get Elemental Ability ID
0017f31c - 0017f384: Initialize party members Job data, Sp cap, Status initialization
0017f388 - 0017f5f4: Initialize units battlefield data(ENTD ID/flags, Map location, palette, control, etc.)
0017f5f8 - 0017f61c: Initialize players battlefield units
0017f620 - 0017f63c: Initialize enemy battlefield units
0017f640 - 0017f6c0: Set unit placement and validate
0017f6c4 - 0017f89c: Validate unit placement
0017f8a0 - 0017fbe8: Load ENTD Units | Big ENTD unit loading routine
0017fbec - 0017fcc4:  ENTD AI?
0017fcc8 - 0017fd04: Disable/Remove unit
0017fd08 - 0017fd7c: Check for unit availability(existance) and ENTD level setting
0017fd80 - 0017fda8: Set unit cannot exist(but can), return r2 = 0
0017fdac - 0017fdd8: Erase unit, set to be removed from party
0017fddc - 0017ffbc: Set Rider/Mount's X/Y Data
0017ffc0 - 00180130: Set target for mounted unit, move find item/trap
00180134 - 00180174: Get movement support flags (move-MP/HP/EXP/JP up)
00180178 - 0018020c: Remove charging status/ability CT
00180210 - 0018022c: Disable acting statuses
00180230 - 001802c4: Rare/common item determination
001802c8 - 001804c0: Set map Item/trap data
001804c4 - 0018052c: Move find item flag calculation
00180530 - 00180900: Generate Crystal or Treasure
00180904 - 00180a04: Learn from Crystal
00180a08 - 00180af8: Generate Treasure
00180afc - 00180b28: Get Unit's Data Pointer
00180b2c - 00180c8c: Check Base Class | Ramza Causes Game Over
00180c90 - 00180dac: Find Unit Data Pointer For ENTD Unit ID | Unit Existence/crystaltreasure check Uses 0x183 byte, 0x161 ENTD ID
00180db0 - 00180dfc: Party level XX modification?
00180e00 - 00180f3c: Find War Trophies and Bonus Money | Store some ENTD Data(War Trophy, gil), party level calculation
00180f40 - 00180fe0:
00180fe4 - 0018109c: Prep for Special Status Flag Enabling
001810a0 - 001810d0: Map Location Calculation
001810d4 - 00181110: Get Existent Battle Unit Pointer | Load unit Data (exists check within)
00181114 - 00181148: Find Active Unit Data Pointer?
0018114c - 001811f4: Get Menu ID based on mount, moveable/actable
001811f8 - 00181308: Player Control Routine?
0018130c - 001813bc: Weapon Guard Usability  (Check if Unit can React)
001813c0 - 00181580: Setup Act Menu | Player Skill Set
00181584 - 0018171c: Skillset Loading?
00181720 - 001817bc: Get Number of Turns to Resolve | Ability Loading?
001817c0 - 00181b6c: Get Unit Skillset Ability Data | Load ability data for skillset (MP, CT, req. sword booleans)
00181b70 - 00181b90: Item Inventory Ability Display
00181b94 - 00181cb4: Item Ability Loading
00181cb8 - 00181cd8: Throw
00181cdc - 00181eec: Throw Determination Routine
00181ef0 - 00181f10: Math Skill Ability Display 
00181f14 - 00181f34: Math skill ability loading routine
00181f38 - 00182064:
00182068 - 001821c8: Math Skill ability loading
001821cc - 001822c8: Elemental ability loading 
001822cc - 0018242c: Monster skill, frog attack ability loading
00182430 - 00182504: Monster Skill check prep
00182508 - 00182660: Monster Skill check
00182664 - 00182684: Draw Out
00182688 - 00182784: Draw Out 2 (main routine)
00182788 - 001827b0: Call ??? Skillset Loading
001827b4 - 001827ec: ??? Skillset Loading
001827f0 - 00183074: In between turn control routine
*0018282c - 001828ac: Initialize data?
*001828b0 - 00182920: Validate mime action?
*00182924 - 00182978: Set active turn
*001829b8 - 00182a40: Next clocktick - CT increment
*00182a44 - 00182ba8: Dead processing, next turn processing (100CT)
*00182bac - 00182c04: Ability CT decrement
*00182c08 - 00182c8c: Post-ability CT setting
*00182c90 - 00182ce4: Status CT decrement
*00182ce8 - 00182d4c: Set Mime bytes
*00182d50 - 00182d88: Clear Mime bytes
*00182d8c - 00182dfc: Find highest CT
*00182e00 - 00182e6c: Validate units turn
*00182e70 - 00182ea8: Poison and regen
*00182eac - 00182ee4: Poison marsh
*00182ee8 - 00182f30: Transparent Removal
*00182f34 - 00182fa0: Check if mimicable ability occurred
*00182fa4 - 00183074: Mimic ability setting
00183078 - 001832c8: Death sentence, crystalization, treasurization, etc also reraise, defend removal, chicken brave increment
001832cc - 00183370: Status checks
00183374 - 001834b8: Check Battle Outcome | Gameover by party incapacitated
001834bc - 00183540: Check some list for Unit Battle ID
00183544 - 001835a4: Calculate AT List and Get Specific Unit ID
001835a8 - 001835f4: Unit doesn't exist/deadcrystaltreasurepetrify/being ridden check
001835f8 - 00183708: AT List Preview?
0018370c - 00183ac8: Calculate AT List
00183acc - 00183ba4: AT List Sorting
00183ba8 - 00183bc8: Set Only Action Taken
00183bcc - 00183bec: Set Only Movement Taken
00183bf0 - 00183c68: Set move/act flags used in defend/equip change routines
00183c6c - 00183d0c: End of Turn
00183d10 - 00183d6c: Able to move/act checks (Menu?)
00183d70 - 00183ddc: Change of Turn check
00183de0 - 00183dfc: Enable/disable acting status
00183e00 - 00183e38: another intermediate routine
00183e3c - 00183e90: Unit exists checks
00183e94 - 00183e9c: Activates move/act
00183ea0 - 00183f5c: something involving map coordinates
00183f60 - 00183fb0: Load Move Find-Item data to Current Map
00183fb4 - 00184018: Get Tile Data Pointer | Deals with map coordinates 1
0018401c - 00184148: Return Various Tile Data
0018414c - 001842f4: deals with map coordinates 3
001842f8 - 00184308: Clear r2 2
0018430c - 00184338: Force Attack Miss
0018433c - 0018435c: Cause Action Miss | Force Attack Miss?
00184360 - 001843e8: Dance/Song hit % Returns if attack hit or not
001843ec - 0018460c: Knockback Calculation
00184610 - 001848d4: Knockback 2
001848d8 - 00184960: Attack Evaded Calculations
00184964 - 00184b20:  Compatibility
00184b24 - 00184e3c: Modify Status Inflictions | Validate Status Changes
00184e40 - 00184e94: Nullify Action | Elemental Nullification
00184e98 - 00184f98: Elemental Damage Modification
00184f9c - 001851c0: Equipment Evasion Setting (Physical)
001851c4 - 001852e0: Equipment Evasion Setting (Magical)
001852e4 - 00185324: Concentrate Calculation
00185328 - 00185378: Dark/Confuse Caclulation
0018537c - 001853f0: Abandon Calculation
001853f4 - 001854b4: Evasion Changes due to Statuses
001854b8 - 001854f8: Transparent Calculation
001854fc - 00185734: Facing Evade Calculation
00185738 - 00185810: Weather effects on Bows
00185814 - 00185a98: Calculate Final Hit %
00185a9c - 00185c90: Base XA Calculation
00185c94 - 00185cbc: Store MA and Y
00185cc0 - 00185cfc: Base XA and YA for MA + Y / 2 
00185d00 - 00185d3c: Store PA and PA + Y / 2
00185d40 - 00185d7c: Store MA and PA + Y / 2
00185d80 - 00185da8: Store MA and X
00185dac - 00185dd4: Store PA and X
00185dd8 - 00185e00: Store PA and WP
00185e04 - 00185e2c: Store PA and Y
00185e30 - 00185e58: Store Speed and X
00185e5c - 00185e90: Store PA and WP + Y
00185e94 - 00185f7c: Formula 64 or Jump Base XA / YA
00185f80 - 00185fa0: Charge Calculation
00185fa4 - 00185ff8: Weapon Element Strengthen
00185ffc - 00186050: Elemental Strengthen
00186054 - 00186148: Attack UP/Two Hands/Martial Arts
0018614c - 00186200: Formula 32, 33, 34, 35 Attack Up and Martial Arts
00186204 - 00186250: Magic Attack Up routine
00186254 - 001862c8: Attacker Berserk/Frog Check
001862cc - 00186318: Defense UP routine
0018631c - 00186368: Magic Defense Up routine
0018636c - 0018645c: Target XA affecting Statuses (Physical)
00186460 - 001864f4: Target's Status Affecting XA (Magical)
001864f8 - 00186564: Critical Hit Calculation
00186568 - 00186598: XA * YA Calculation
0018659c - 00186620: Set XA + YA for Status Formulas (Stupid section)
00186624 - 00186688: Calculate % of damage
0018668c - 001866e8: MP Damage Routine (Uses Y instead of X.)
001866ec - 00186740: Gravi2 Damage Routine
00186744 - 00186810: Steal Gil
00186814 - 001868ec: Set EXP Stolen
001868f0 - 00186918:  Formula 36
0018691c - 001869e8: Damage and Knockback Routine (Dash, tackle, throw stone)
001869ec - 00186af4: Song abilities
00186af8 - 00186c00: Dance abilities
00186c04 - 00186cfc: Talk Skill
00186d00 - 00186d28:  3A +Brave (Y)
00186d2c - 00186d54:  39 +SP (Y)
00186d58 - 00186db8:  3B +Brave (X) +PA/MA/SP (Y)
00186dbc - 00186e24:  3C Heal (CasMaxHP*2/5) DmgCas (CasMaxHP/5)
00186e28 - 00186e50:  43 Dmg (CasMaxHP-CasCurHP)
00186e54 - 00186e74:  44 Dmg (TarCurMP)
00186e78 - 00186ea0:  45 Dmg (TarMaxHP-TarCurHP)
00186ea4 - 00186ecc: Y brave
00186ed0 - 00186fcc: Weather Elemental effects?
00186fd0 - 00186ff4: Elemental Damage Modification (Prep)
00186ff8 - 001870f8: Ability Elemental? Apply Elemental - Glain
001870fc - 0018714c: Elemental Absorption
00187150 - 00187244: Faith Calculation
00187248 - 0018734c: HP Absorbtion (Seems needlessly complex)
00187350 - 001873d4: Undead Reversal
001873d8 - 00187468: Undead Absorb Attack
0018746c - 001874e8: MP Recovery Routine -MP Absorb*
001874ec - 0018750c: Convert HP Damage into MP Recovery
00187510 - 001875b8: Use Specific Action Hit Percentage | Set XA*YA as hit%
001875bc - 001875f8: Dragon Check
001875fc - 00187634: Sleep Check
00187638 - 0018768c: Maintenance
00187690 - 001876e0: Conditional Status Proc Roll (19%) Inner Routine
001876e4 - 0018772c: Store Reaction/Proc ID and Target
00187730 - 00187838: Magic Gun Ability Decision
0018783c - 0018785c: Quick Effect
00187860 - 0018790c: Determine which stat will be reduced 
00187910 - 001879c4: Katana Break Chance
001879c8 - 00187c9c: Steal/Break/Might Sword Hard Coding
00187ca0 - 00187eb0: Formula 01 - 06 Aftermath
00187eb4 - 00187f20: Apply status (to action) - (Preserve hit status, evade type, hit %)
00187f24 - 00188284: Apply status (to action) Formula 38
00188288 - 001882c4: MP Healing Item Formula
001882c8 - 001882f4: 100% HP/MP Healing (actual)
001882f8 - 001883a8: Finger Guard
001883ac - 00188484: Catch
00188488 - 001884bc: Calculate Hit %
001884c0 - 0018850c: Conditional Status Proc Roll (19%)
00188510 - 00188564: Physical Evade Calculation
00188568 - 001885b4: Physical Evade Calculation(Charge)
001885b8 - 001885f4: Magical Evade Calculation
001885f8 - 00188634: Physical XA Modifying Statuses/Support 
00188638 - 001886a0: Weapon Damage Calculation
001886a4 - 001886d0: Damage Calculation
001886d4 - 00188718: Routine used in formula 2B
0018871c - 00188740: Elemental Absorb and status roll 19% conditional status
00188744 - 00188778: Magical Support/Status/Compat
0018877c - 001887c0: Elemental XA * YA
001887c4 - 001887fc: Elemental Absorb/Status
    
00188800 - 00188854: MA + X
00188858 - 00188884: Magical XA * YA
00188888 - 00188960: Calculate Accuracy as User Faith * (MA + X)%
00188964 - 001889a0: Truth/Formula 5E-5F Magical damage
001889a4 - 001889c8: 2Truth/Formula 5E-5F Calculate damage
001889cc - 00188a20: Calculate Accuracy for Magical Spells 
00188a24 - 00188a80: Calculate Accuracy for Magical
00188a84 - 00188ad8: MA + X without faith
00188adc - 00188b10: Cluster of Physical Routines
00188b14 - 00188b60: Physical Routine for Hit % abilities
00188b64 - 0018ac70: Formulas
00188b64 - 00188ba0:01 Dmg_(Weapon)
00188ba4 - 00188be0:02 Dmg_(Weapon)
00188be4 - 00188c20:03 Dmg_(WP^2)
00188c24 - 00188c98:04 Magic Gun
00188c9c - 00188cf0: 05 Dmg (Weapon)
00188cf4 - 00188d38: 06 AbsHP (Weapon)
00188d3c - 00188d80: 07 Heal (Weapon)
00188d84 - 00188df0: 08 Dmg F(MA*Y)
00188df4 - 00188e74: 09 Dmg (Y/100)% Hit F(MA+X)%
00188e78 - 00188eb4: 0A Hit F(MA+X)%
00188eb8 - 00188ef4: 0B Hit F(MA+X)%
00188ef8 - 00188f34: 0C Heal F(MA*Y)
00188f38 - 00188f8c: 0D Heal (Y)% Hit F(MA+X)%
00188f90 - 00189080: 0E Dmg (Y)% Hit F(MA+X)% 100% Status Hide Status
00189084 - 001890d8: 0F AbsMP (Y)% Hit F(MA+X)%
001890dc - 00189120: 10 AbsHP (Y)% Hit F(MA+X)%
00189124 - 00189160: 11 (does nothing), 12 Set Quick Hit F(MA+X)%
00189164 - 001891a8: 13 (does nothing), 14 Set Golem Hit CasF/100*(MA+X)%
001891ac - 00189200: 15 Set CT00 Hit F(MA+X)%
00189204 - 00189258: 16 DmgMP (TarCurMP) Hit F(MA+X)%
0018925c - 00189298: 17 Dmg (TarCurHP-1) Hit F(MA+X)%
0018929c - 001892a8: 18, 19 (does nothing)
001892ac - 00189338: 1A Hit F(MA+Y)% // -PA/MA/SP (X) 
0018933c - 00189378: 1B DmgMP (MA+Y)% Hit F(X)%
0018937c - 001893d4: 1C Hit (X)% Sing
001893d8 - 00189430: 1D Hit (X)% Dance
00189434 - 00189460: 1E Dmg ((MA+Y)*MA/2)
00189464 - 001895c0: 1F Dmg ((100-CasF)*(100-TarF)*(MA+Y)*MA/2)
001895c4 - 001895f0: 20 Dmg (MA*Y) Draw Out
001895f4 - 00189650: 21 DmgMP (MA*Y) Draw Out
00189654 - 00189678: 22 Draw Out Hit 100%
0018967c - 001896b0: 23 Heal (MA*Y) Draw Out
001896b4 - 001896e8: 24 Dmg ((PA+Y)/2*MA)
001896ec - 00189790: 25 Equipped: Break Hit (PA+WP+X)%
00189794 - 00189824: 26 Equipped: Steal Hit (SP+X)%
00189828 - 0018986c: 27 StealGil (CasLVL*SP) Hit (SP+X)%
00189870 - 0018990c: 28 StealExp (Lowest of TarCurExp & SP+Y) Hit (SP+X)%
00189910 - 001899a0: 29 OppositeSex: Hit (MA+X)%
001899a4 - 00189a8c: 2A Hit (MA+X)% // AffectBraveOrFaith(Y)
00189a90 - 00189ad4: 2B Hit (PA+X)% // -PA/MA/SP (X)
00189ad8 - 00189b1c: 2C DmgMP (X)% Hit (PA+Y)%
00189b20 - 00189b90: 2D Dmg (PA*(WP+Y)) 100% Status
00189b94 - 00189c4c: 2E Equipped:Break Dmg (PA*WP)
00189c50 - 00189c8c: 2F AbsMP (PA*WP)
00189c90 - 00189ccc: 30 AbsHP (PA*WP)
00189cd0 - 00189d70: 31 Dmg ((PA+Y)/2*PA)
00189d74 - 00189e24: 32 Dmg (Rdm(1…X)*(PA*3+Y))
00189e28 - 00189e90: 33 Hit (PA+X)%
00189e94 - 00189f04: 34 Heal (PA*Y) HealMP (PA*Y/2)
00189f08 - 00189f80: 35 Heal (Y)% Hit (PA+X)%
00189f84 - 00189fc8: 37 Dmg (Rdm(1…Y)*PA)
00189fcc - 0018a008: 3D Hit (MA+X)%
0018a00c - 0018a028: 3E Dmg (TarMaxHP-1)
0018a02c - 0018a084: 3F Hit (SP+X)%
0018a088 - 0018a110: 40 Undead: Hit (SP+X)%
0018a114 - 0018a178: 41 Hit (MA+X)%
0018a17c - 0018a214: 42 Dmg (PA*Y) DmgCas (PA*Y/X)
0018a218 - 0018a24c: 46 (doesn't work), 47 AbsHP (Y)% 100% Status
0018a250 - 0018a2a0: 48 Heal (Z*10)
0018a2a4 - 0018a2c0: 49 HealMP (Z*10)
0018a2c4 - 0018a2e8: Formula 4a - Elixir
0018a2ec - 0018a39c: 4B Heal (Rdm(1..9)) 100% Status
0018a3a0 - 0018a3cc: 4C Heal (MA*Y)
0018a3d0 - 0018a41c: 4D AbsHP (Y)% Hit (MA+X)%
0018a420 - 0018a454: 4E Dmg (MA*Y)
0018a458 - 0018a49c: 4F Dmg (CasMaxHP-CasCurHP) Hit (PA+X)%
0018a4a0 - 0018a4e4: 50 Hit (MA+X)%
0018a4e8 - 0018a550: 51 Hit (MA+X)%
0018a554 - 0018a5e0: 52 Dmg (CasMaxHP-CasCurHP) 100% Add Status Caster in AoE: DmgSelf (CasCurHP)
0018a5e4 - 0018a664: 53 Dmg (X)% Hit (MA+X)%
0018a668 - 0018a694: 54 HealMP (MA*Y)
0018a698 - 0018a6f4: 55 –PA (Y) Hit (MA+X)%
0018a6f8 - 0018a754: 56 –MA (Y) Hit (MA+X)%
0018a758 - 0018a820: 57 +Lvl(1) NS 100% Add Status on Caster
0018a824 - 0018a904: 58 Generic: Set Morbol: Hit(MA+X)%
0018a908 - 0018a97c: 59 –Lvl(1) Hit (MA+X)%
0018a980 - 0018a9c0: 5A Dragon: Hit(100)%
0018a9c4 - 0018aa0c: 5B Dragon: Heal (Y)% 100% Add Status
0018aa10 - 0018aa50: 5C Dragon: +Brave (X) +PA/MA/SP(Y)
0018aa54 - 0018aa94: 5D Dragon: Set Quick
0018aa98 - 0018aac4: 5E Dmg ((MA+Y)/2*MA)
0018aac8 - 0018aaf4: 5F Dmg ((MA+Y)/2*MA)
0018aaf8 - 0018ab14: 60 Dmg ((MA+Y)/2*MA) 6.25 Status
0018ab18 - 0018ab54: 61 –Brave (Y) Hit F(MA+X)%
0018ab58 - 0018ab94: 62 –Brave (Y) Hit (MA+X)%
0018ab98 - 0018ac40: 63 Dmg (SP*WP)
0018ac44 - 0018ac70: 64 Dmg (PA * WP); if using Spear (PA * 3/2 * WP); if weaponless (PA * Brave /100 * WP)
0018ac74 - 0018acd8: remove transparent status if Jump is used?
0018acdc - 0018ad54: Apply Status and Check Undead | Pheonix down on undead
0018ad58 - 0018adf0: Double WP if two hands is equipped?
0018adf4 - 0018ae38: action data nulling
0018ae3c - 0018af28: Knockback?
0018af2c - 0018b270: Perform reaction abilities
0018b274 - 0018b348: Store used weapon based on action menu byte
0018b34c - 0018b9f4: Pre Formula Setup (FDC)
0018b9f8 - 0018ba40: Remove Status
0018ba44 - 0018bcec: set some data for current attack
0018bcf0 - 0018bd30: Called by Nullify Action - Glain
0018bd34 - 0018bd70: Remove Knockback Flag | ?Nullify steal item?
0018bd74 - 0018bdd0: Current Action Data Nulling
0018bdd4 - 0018be04: Null Some Status Data
0018be08 - 0018c67c: Main Reaction Routine - performs ability effects
0018c680 - 0018c754: Poach Inventory Routine
0018c758 - 0018c858: some kind of ENTD/Unit manipulation
0018c85c - 0018c91c: Level up/down ability
0018c920 - 0018c964: Check if unit can react 1
0018c968 - 0018c99c: Check if unit can react?
0018c9a0 - 0018c9e0: Reaction check?
0018c9e4 - 0018cafc: 'Reflect', Blade Grasp, and Arrow Guard
0018cb00 - 0018cc30: Sunken State, Caution, Dragon Spirit, etc. usability
    
0018cc34 - 0018ccd4: MP Switch, Distribute, and Damage Split usability
0018ccd8 - 0018ce00: PA Save, MA Save, Speed Save Regenerator, HP Restore, MP Restore, Critical Quick, Meatbone Slash, Auto Potion, Gilgame Heart check
0018ce04 - 0018ce84:  Counter, Counter Tackle, Counter Flood, Brave Up, Dragon Spirit, Sunken State, and Caution Usability usability
0018ce88 - 0018cef0: PA Save, MA Save, Speed Save, Regenerator, Auto Potion, Gilgame Heart usability
0018cef4 - 0018cf70: Critical Quick, HP Restore, MP Restore, Meatbone Slash usability
0018cf74 - 0018cfe4: Face Up and Absorb Used MP usability
0018cfe8 - 0018d04c: Reflect Reaction?
0018d050 - 0018d0e4: Blade Grasp Usability
0018d0e8 - 0018d1b4: Arrow Guard Usability
0018d1b8 - 0018d2a4: MP Switch Usability
0018d2a8 - 0018d314: Distribute Usability
0018d318 - 0018d380: Damage Split Usability
0018d384 - 0018d3bc: Chance to React
0018d3c0 - 0018d56c: Steal Routine
0018d570 - 0018d61c: Stat Increment/Decrement
0018d620 - 0018d708: Attacker's Earned Experience
0018d70c - 0018d7c4: Store target stats pointer data calls main action loading routine
0018d7c8 - 0018d864: Poison and Regen
0018d868 - 0018d90c: Transparent removal routine
0018d910 - 0018da00: Process Expiring Statuses | status CT decrement and innate statuses?
0018da04 - 0018da40: Set Action Target Variables | target pointers
0018da44 - 0018da84: Crystal, Dead, Jump, Petrify, Treasure check 
0018da88 - 0018dbac: Poison Marsh Routine
0018dbb0 - 0018dd40: Traps Routine
0018dd44 - 0018df08: Move-HP Up, Move-MP Up, Gained Exp Up
0018df0c - 0018dff4: Prep gained exp/jp/level/job level + other stuff?
0018dff8 - 0018e078: Main Reaction subroutine - ENTD/ID stuff - Calculate Unlocked Jobs/set ability element = dark?
0018e07c - 0018e1ac: Some status hardcoding dead hp=0, remove ability CT, remove player control
0018e1b0 - 0018e244: Remove control based on status
0018e248 - 0018e30c: Inflicted status CT setting, xfer last used CT
0018e310 - 0018e5e0: Store status,modified ENTD for current attack
0018e5e4 - 0018e624: Transfer Considered Action Data to AI
0018e628 - 0018e65c: Store current attack data into AI?
0018e660 - 0018e6b4: Used by Weather Elemental effects routine
0018e6b8 - 0018e8a8: Process Learn on Hit | Learn on hit 1
0018e8ac - 0018e9b8: Learn Used Ability | Learn on hit 2
0018e9bc - 0018e9e4: Enable Special Status Flags | Determine if Status Flags can be Enabled
0018e9e8 - 0018ea94: Item quantity increment for steal/break?
0018ea98 - 0018eb4c: Add price of item / 4 to total gil
0018eb50 - 0018ec0c: Handle Steal Exp | Apply Exp gain / Level up
0018ec10 - 0018ec40: Store targeting/executing state, call 18e07c
0018ec44 - 0018ed78: Apply Unit Action Status Removal | More status infliction/removal also deals with innate status
0018ed7c - 0018edf4: Sort target list at 80193868
0018edf8 - 0018ee20: Store ability data 80193868 + 0x10 bytes
0018ee24 - 0018ee64: Count number of targets hit by ability
0018ee68 - 0018ee9c: store 8019837c if not reacting?
0018eea0 - 0018eed4: Random Process, gives a number between 0-7fff
0018eed8 - 0018ef28: Random Process, (gives a random based on r4 (MOD) and checks against r5 (chance to work))
0018ef2c - 0018ef30: jr r31
0018ef34 - 0018f034: Current Action Attacker Data Setting
0018f038 - 0018f2ac: Mimic ability setting
0018f2b0 - 0018f4c4: Map Max X,Y, targetable panel checks
0018f4c8 - 0018f4d4: Load last used ability
0018f4d8 - 001941f4:
0018f510 - 0018f610:  ????? Table
0018f624 - 0018f7a0:  Formula Table
00193d48 - 00193e4c: AI Return addresses
00193e50 - 001941f4: Main AI action setup?
001941f8 - 00194310: Acting Unit's Data Setup (AI?)
00194314 - 0019456c: Set type of target for all targets
00194570 - 00194718: Some targetability setting
0019471c - 00194908: Set AI flags for target consideration
0019490c - 00194940: Store main target ID and focus on target flag
00194944 - 00194e54: AI movement/panel data setting
00194e58 - 001957bc: Set AI ability considerations for all units and self
001957c0 - 00195874: Some type of checking algorithm
00195878 - 00195d90: AI Ability Data Setting 
*This is called when ability is chosen by AI, r4 = address of move in units move list
00195944 - 001959d0: Attack
001959d4 - 00195a20: AI Item Inventory
00195a24 - 00195a2c: Katana Inventory
00195a30 - 00195a8c: Weapon Inventory
00195a90 - 00195b9c: Jump
00195ba0 - 00195bb8: Charge
00195bbc - 00195bfc: Arithmeticks
00195c00 - 00195d90: Default
00195d94 - 00195f68: 
00195f6c - 00195f88: Initialize some AI Data (mount, base hit %)
00195f8c - 00196198: set current ability CT/status change
0019619c - 0019629c: Non-Specific AI AutoBattle (Enemies)
001962a0 - 00196308: Get Longest Range Ability or Move
0019630c - 00196388:
0019638c - 00196898: Map movement decision/data setting
0019689c - 00196904:
00196908 - 00196938:
0019693c - 00196ad8:
00196adc - 00196c88:
00196c8c - 00196ce4: Check target type (r2 = 1 if target can't be targeted/dead without? reraise)
00196ce8 - 00196dac: Check if Unit can be Targeted (Cryst/Trea/Mount/Trans)
00196db0 - 00196e1c:
00196e20 - 00196ef0:
00196ef4 - 00196fc0:
00196fc4 - 001970b8:
001970bc - 001971b4:
001971b8 - 00197534: Set chosen ability/target for AI status (berserk, blood suck, confuse, frog, chicken)
00197538 - 001978e0: Store ability/skillset data, set AI settings for ability?
001978e4 - 00197958: Find Direction of Target
0019795c - 00197b28: Range Calculation?
00197b2c - 00197c64:
00197c68 - 00197d08: Checks map max X and Y
00197d0c - 00197e5c: Find which units are active?
00197e60 - 00197f10: Chose Move from Move List?
00197f14 - 00197ff0: Auto Battle Handling
00197ff4 - 001982d4: Choose Target and Set a bunch of stuff
001982d8 - 001984e8:
001984ec - 00198818:
0019881c - 00198b00:
00198b04 - 00198d7c: Find Peril Most Unit (00198b04)
00198d80 - 00198dec: Check for 0x00 status
00198df0 - 00198e5c:
00198e60 - 00199058:
0019905c - 00199120:
00199124 - 00199368: Calculate Physical? Target
0019936c - 0019939c: Calculate Distance Between Units
001993a0 - 00199494:
00199498 - 001994f4:
001994f8 - 00199718: See if able to move to target?
0019971c - 001998c4: Check for good units to target (based on distance,status,coordinate)
001998c8 - 001999c4: Check if Regen/Charm/DM/Reraise/DA Can be Inflicted
001999c8 - 00199b94:
00199b98 - 00199c84: Calculate Clockticks Until Unit Acts
00199c88 - 00199d1c: Get number of clockticks till able to revive dead unit
00199d20 - 00199ec4: Store hardcoded AI stuff (blood suck, frog, berserk abilities)
00199ec8 - 0019a2c8: Usable Ability Setting/ENTD AI Calculations
0019a2cc - 0019a2ec: Dividend * 4 / Divisor
0019a2f0 - 0019a528: Set AI Flags/Usable Abilities
0019a52c - 0019a5f4: Store Weapon? Attack Data
0019a5f8 - 0019aa4c: Usable Ability Setting
0019a63c - 0019a66c:  Part of the Weapon Inventory
0019a670 - 0019aa4c: Ability Loading
0019aa50 - 0019ab04: Load Known Ability Flag
0019ab08 - 0019ab44: Transfer Halfword Values
0019ab48 - 0019ab74: Transfer Byte Values
0019ab78 - 0019abb0: Word Nulling
0019abb4 - 0019ad70: Some Map calculations - height diff., coordinates
0019ad74 - 0019ae2c: Determine if Height Difference < 3
0019ae30 - 0019ae54:
0019ae58 - 0019aeec:
0019aef0 - 0019af14:
0019af18 - 0019b308: AI ability use control routine
0019b30c - 0019b4f0:
0019b4f4 - 0019b6ac:
0019b6b0 - 0019b750: Calculate Height Difference Between Units
0019b754 - 0019b7b4: See if elemental ability can be used
0019b7b8 - 0019bb1c:
0019bb20 - 0019bbb8: Check Unit for Crystal or Treasure Status
0019bbbc - 0019bf28:
0019bf2c - 0019c208: Find Highest Target Priority in Ability Range (0019bf2c)
0019c20c - 0019c27c:
0019c280 - 0019c3d0: Start searching for Highest Target Priority (0019c280)
0019c3d4 - 0019c8e8: Evaluate Linear Ability Behaviors
0019c8ec - 0019cb90: Check if Linear Ability hits anything (0019c8ec)
0019cb94 - 0019cd98: Some height/Map coordinate calculation for all units
0019cd9c - 0019d214:
0019d218 - 0019d290: See if any units are on target panel
0019d294 - 0019d304: Find Unit at Coordinates (0x19d294) | Get unit that matches coordinates
0019d308 - 0019d378:
0019d37c - 0019db7c: AI End of turn, in between turn, etc.
0019db80 - 0019dca8:
0019dcac - 0019dcb8: Store Skillset = 0
0019dcbc - 0019dd88: Call AI Ability Processing
0019dd8c - 0019e15c: AI ability processing
0019e160 - 0019e374: Transfer Unit Data to AI Data
0019e378 - 0019e53c: Transfer AI Data to Unit Data
0019e540 - 0019e5d4: See if any unit decided to use an ability
0019e5d8 - 0019ef20: AI Abiltiy Use Decisions
0019ef24 - 0019efac: Check if Status Should/Can be Added
0019efb0 - 0019f018:
0019f01c - 0019f0d4: Set unit untargetable based on 19f0d8 routine
0019f0d8 - 0019f158: See if ability should be used based on CT
0019f15c - 0019f254: Status/CT based decision
0019f258 - 0019f2a0: Save Coordinates to Temp Unit | Store units coordinates
0019f2a4 - 0019f2f0: Transfer Unit Coordinates to AI
001a0e80 - 001a0f6c: Effect Palette Setup
001a0f70 - 001a0f84:
001a0f88 - 001a0f9c:
001a0fa0 - 001a0fd0: Set Effect Frame Data Pointer | Get Start of Frame Pointers Address 
001a0fa0 - 001a0fd4:
001a0fd4 - 001a100c: Get Start of Parameter Sets Address
001a0fd8 - 001a100c:
001a1010 - 001a1040: Get Header before Motion Data Address
001a1044 - 001a1074: Get Coordinate Data Address
001a1078 - 001a10a8: Get Motion Data Address
001a10ac - 001a10e8: Get Misc. Data and Palette Data Addresses
001a10ec - 001a1194: Some sound effect prep
001a1198 - 001a11c8: Get ??? Data Address
001a11cc - 001a11fc:
001a1200 - 001a1240:
001a1244 - 001a1284:
001a1288 - 001a12a0:
001a12a4 - 001a12d8: Load LBA sector and Byte length of effect
001a12dc - 001a1300:
001a1304 - 001a1324:
001a1328 - 001a1348:
001a134c - 001a13b8:
001a13bc - 001a15b0: Effect Related (0x1a13bc) | Effect prep, default to cure if invalid LBA Sector
001a15b4 - 001a1810: Ability animation uses animation flags (Ball Hardcoding)
001a1814 - 001a1850: Load ability effect Stores pre-cast effects, has some hardcodings. Also transfers lots of important effect data to 0x1bad0c
001a1854 - 001a187c: Check if ability is Item ability Checks 0x0800 flag, returns 1 if not item effect
001a1880 - 001a18a0: Play Effect | Increment effect section address loading directive 801b63e8
001a18a4 - 001a18c4:
001a18c8 - 001a18d4:
001a18d8 - 001a1c3c: Effect Stage Processing | Effect Control Routine | Load Effect section addresses
001a1c40 - 001a1c8c: Effect Cycle Processing
001a1c90 - 001a1d24: Effect Related (0x1a1c90)
001a1d28 - 001a1d98: Effect Related (0x1a1d28)
001a1d9c - 001a2080: Effect Related (0x1a1d9c)
001a2084 - 001a20b0: Clear some data in temp effect data
001a20b4 - 001a20e4: Clear some data in temp effect data 2
001a20e8 - 001a2210: Effect Related (0x1a20e8) | Initialize temp effect data?
001a2214 - 001a2234: [[Effect code script >= 2E]]
001a2238 - 001a2258: Effect code script 00 - Store next half as new counter, return 0 This byte creates a loop in the header section
001a225c - 001a227c: Effect code script 01 - store next half as new counter, return 1
001a2280 - 001a22f4: Effect code script 02
001a22f8 - 001a2368: Effect code script 03
001a236c - 001a2370: Effect code script 04 End effect?
001a236c - 001a23a4:
001a2374 - 001a23a4: Effect Code Script 0x05 | Effect code script 05 - Increment counter, store 2nd byte / 4 at 801bf000
001a23a8 - 001a2410: Effect code script 06
001a2414 - 001a2484: Effect code script 07
001a2488 - 001a2520: Effect code script 08
001a2524 - 001a255c: Effect code script 09
001a2560 - 001a2598: Effect code script 0A
001a259c - 001a2628: Effect code script 0B
001a262c - 001a2664: Effect code script 0C
001a2668 - 001a26a0: Effect code script 0D
001a26a4 - 001a2730: Effect code script 0E
001a2734 - 001a276c: Effect code script 0F
001a2770 - 001a27ac: Effect code script 10
001a27b0 - 001a280c: Effect code script 11
001a2810 - 001a286c: Effect code script 12
001a2870 - 001a28d0: Effect code script 13
001a28d4 - 001a2934: Effect code script 14
001a2938 - 001a2994: Effect code script 15
001a2998 - 001a29dc: Effect Code Script 0x16 | Effect code script 16 - check counter against 0x1c in temp effect data 
// Sets next half as counter if check is true, jumps out of loop
001a29e0 - 001a2a28: Effect code script 17
001a2a2c - 001a2a78: Effect code script 18
001a2a7c - 001a2b14: Effect code script 19
001a2b18 - 001a2b6c: Effect code script 1A
001a2b70 - 001a2bc4: Effect code script 1B
001a2bc8 - 001a2c24: Effect code script 1C
001a2c28 - 001a2c78: Effect Code Script 0x1d | Effect code script 1D - check timer against effect duration 
*jump out of loop if timer > effect duration
001a2c7c - 001a2cf8: Effect code script 1E - check all timing bytes 
// Seems to deal with time in between moving to next target primarily
001a2cfc - 001a2d44: Effect code script 1F - go to end if hit counter = 0?
001a2d48 - 001a2d90: Effect code script 20
001a2d94 - 001a2ddc: Effect code script 21
001a2de0 - 001a2e28: Effect code script 22
001a2e2c - 001a2e74: Effect code script 23
001a2e78 - 001a2eb0: Effect code script 24
001a2eb4 - 001a30e8: Effect code script 25 - Runs effect?
001a30ec - 001a3144: Effect code script 26
001a3148 - 001a31a4: Effect code script 27 - store first 4 words of on hit effects data
001a31a8 - 001a32e4: Effect text/transformation/animation display timing
001a32e8 - 001a3404: On-Hit effect sounds like when the healing is displayed in moogle
001a3408 - 001a3d2c: Effect code script 28 - huge big ol' routine Handles timing
001a3d30 - 001a3ffc:
001a4000 - 001a419c: Effect Related (0x1a4000)
001a41a0 - 001a4368:
001a436c - 001a4448:
001a444c - 001a45c4:
001a45c8 - 001a4788:
001a478c - 001a4834:
001a4838 - 001a4c40: Effect code script 29 - 'nother huge routine
001a4c44 - 001a4c80: Effect code script 2A - clear some temp effect data
001a4c84 - 001a4cbc: Effect code script 2B - clear some temp effect data 2
001a4cc0 - 001a4cd4: Effect code script 2C - Increment counter Useful for editing
001a4cd8 - 001a4cec: Effect code script 2D - duplicate of 2C
001a4cf0 - 001a4d98: Run Effect Block | Effect code script loop
001a4d9c - 001a4de4:
001a4de8 - 001a4e98: 0x1a4de8
001a4e9c - 001a4fd0:
001a4fd4 - 001a510c:
001a5110 - 001a51b8:
001a51bc - 001a5218:
001a521c - 001a5228:
001a522c - 001a52b0:
001a52b4 - 001a52ec:
001a52f0 - 001a5338:
001a533c - 001a5390:
001a5394 - 001a5794:
001a5798 - 001a5b44:
001a5b48 - 001a5c38:
001a5c3c - 001a5d70: 0x1a5c3c
001a5d74 - 001a5ea0:
001a5ea4 - 001a600c:
001a6010 - 001a601c:
001a6020 - 001a60a8:
001a60ac - 001a7f58: Effect Graphics | Emitter Control Routine
001a7f5c - 001a8668:
001a866c - 001a868c:
001a8690 - 001a8738:
001a873c - 001a87d4:
001a87d8 - 001a8830:
001a8834 - 001a8894:
001a8898 - 001a88cc:
001a88d0 - 001a8948:
001a894c - 001a89ac:
001a89b0 - 001a8a10:
001a8a14 - 001a8a40:
001a8a44 - 001a8a68:
001a8a6c - 001a8ae4:
001a8ae8 - 001a8b48:
001a8b4c - 001a8bac:
001a8bb0 - 001a8bdc:
001a8be0 - 001a8bf4:
001a8bf8 - 001a8c10: Modify Data 1
001a8c14 - 001a8c88:
001a8c8c - 001a8d00:
001a8d04 - 001a8d78: Modify Data 2
001a8d7c - 001a8df0:
001a8df4 - 001a8e70:
001a8e74 - 001a8f10:
001a8f14 - 001a90cc:
001a90d0 - 001a9314: Get Effect Screen Location Data From Unit Data | Modify based on first word of timing section header
001a9318 - 001a936c:
001a9370 - 001a9390:
001a9394 - 001a93b4:
001a93b8 - 001a93e8:
001a93ec - 001a941c:
001a9420 - 001a9450:
001a9454 - 001a9490:
001a9494 - 001a94d0:
001a94d4 - 001a9510:
001a9514 - 001a95e4:
001a95e8 - 001a96c4:
001a96c8 - 001a971c:
001a9720 - 001a97e4:
001a97e8 - 001a9830:
001a9834 - 001a9844:
001a9848 - 001a9858:
001a985c - 001a986c:
001a9870 - 001a9880:
001a9884 - 001a98c0:
001a98c4 - 001a9900:
001a9904 - 001a9940:
001a9944 - 001a9980:
001a9984 - 001a99a8: Store first section of on hit effects data
001a99ac - 001a99b8:
001a99bc - 001a99ec:
001a99f0 - 001a9a20:
001a9a24 - 001a9a38:
001a9a3c - 001a9a50:
001a9a54 - 001a9bac:
001a9bb0 - 001a9f40: Matrix / effect mathematics?
001a9f44 - 001aa004:
001aa008 - 001aa0e4:
001aa0e8 - 001aa19c:
001aa1a0 - 001aa1f4: Some parameter set stuff
001aa1f8 - 001aa7c0: Composite frame loading for parameter sets
001aa7c4 - 001aa7d8:
001aa7dc - 001aa8e4:
001aa8e8 - 001aa91c:
001aa920 - 001aaaf8:
001aaafc - 001aab40:
001aab44 - 001aab8c:
001aab90 - 001aac24: 0x1aab90
001aac28 - 001aad2c:
001aad30 - 001aad38:
001aad3c - 001aad94:
001aad98 - 001ab1d0: Effect Camera Rotation
001ab1d4 - 001ab58c: Effect Camera Movement
001ab590 - 001ab720:
001ab724 - 001aca54: Effect Related (0x1ab724)
001aca58 - 001acb04:
001acb08 - 001acf8c:
001acf90 - 001ad194: 0x1acf90
001ad198 - 001ad628: 0x1ad198
001ad62c - 001ad824:
001ad828 - 001ad940: Effect Related (0x1ad828)
001ad944 - 001adadc:
001adae0 - 001adb08:
001adb0c - 001adb38:
001adb3c - 001adc20:
001adc24 - 001add50:
001add54 - 001ade78: Effect Related (0x1add54)
001ade7c - 001adfa8:
001adfac - 001adfe8: Get Ninja Ball effect based on weapons element. Only valid entries for fire,water,lightning
001adfec - 001ae1a4: 
001ae1a8 - 001ae2c4: 
001ae2c8 - 001ae33c: 
001ae340 - 001af104: 
001af108 - 001af3a0: 
001af3a4 - 001af3d8: 
001af3dc - 001af598: Maths For Arcing Trajectory
001af59c - 001af6d4: Trajectory/Vectors maths routines (for arcing weapons)
001af6d8 - 001af730: 
001af734 - 001af76c: Give Gravity Impact
001af770 - 001af8b0: List targeting data of all valid units
001af8b4 - 001afb34: Seek Obstacle On Trajectory
001afb38 - 001afd8c: Set Arcing Trajectory
001afd90 - 001aff14: 
001aff18 - 001b045c: Set and Validate Arc Trajectory
001b0460 - 001b04d8: Arctan angle mod stuff
001b04dc - 001b06cc: 
001b06d0 - 001b0814: 
001b0818 - 001b0a8c: 
001b0a90 - 001b0c84: 
001b0c88 - 001b0cec: 
001b0cf0 - 001b0f04: 
001b0f08 - 001b0fe8: 
001b0fec - 001b0ff8: 
001b0ffc - 001b1538: 
001b153c - 001b1ae8: 
001b1aec - 001b1c00: 
001b1c04 - 001b27d8: 
001b27dc - 001b2848: 
001b284c - 001b2964: 
001b2970 - 001b2a84: 
001b2a88 - 001b2bf8: 
001b2c0c - 001b2d24: 
001b2d28 - 001b2e5c: 
001b2e68 - 001b3114: 
001b3120 - 001b33d0: 
001b33d4 - 001b381c: 
001b3820 - 001b3934: 
001b3938 - 001b40f4: 
001b40f8 - 001b4230:
001b4234 - 001b47dc: 
001b47e0 - 001b48cc: Effect Related (0x1b47e0)
END