Difference between revisions of "Data/Table Locations"

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Line 4: Line 4:
 
   
 
   
 
  RAM -> File
 
  RAM -> File
     0x00F800 -> SCUS_942.21
+
     0x00F800 -> [[SCUS 942.21 Data Tables|SCUS_942.21]]
     0x067000 -> WLDCORE.BIN
+
     0x067000 -> [[WLDCORE.BIN Data Tables|WLDCORE.BIN]]
     0x067000 -> BATTLE.BIN
+
     0x067000 -> [[BATTLE.BIN Data Tables|BATTLE.BIN]]
     0x067000 -> OPEN.BIN
+
     0x067000 -> [[OPEN.BIN Data Tables|OPEN.BIN]]
     0x0E0000 -> WORLD.BIN
+
     0x0E0000 -> [[WORLD.BIN Data Tables|WORLD.BIN]]
     0x1BF000 -> ATTACK.OUT
+
     0x1BF000 -> [[ATTACK.OUT Data Tables|ATTACK.OUT]]
     0x1BF000 -> REQUIRE.OUT
+
     0x1BF000 -> [[REQUIRE.OUT Data Tables|REQUIRE.OUT]]
     0x1BF000 -> OPTION.OUT
+
     0x1BF000 -> [[OPTION.OUT Data Tables|OPTION.OUT]]
     0x1BF000 -> ETC.OUT
+
     0x1BF000 -> [[ETC.OUT Data Tables|ETC.OUT]]
     0x1BF000 -> EQUIP.OUT
+
     0x1BF000 -> [[EQUIP.OUT Data Tables|EQUIP.OUT]]
     0x1BF000 -> CARD.OUT
+
     0x1BF000 -> [[CARD.OUT Data Tables|CARD.OUT]]
     0x1BF000 -> BUNIT.OUT
+
     0x1BF000 -> [[BUNIT.OUT Data Tables|BUNIT.OUT]]
     0x1DF000 -> JOBSTTS.OUT
+
     0x1DF000 -> [[JOBSTTS.OUT Data Tables|JOBSTTS.OUT]]
     0x1DF000 -> HELPMENU.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.
 +
 
  Controller Inputs
 
  Controller Inputs
 
   
 
   
Line 24: Line 44:
 
  Event/Battle: 0x80045944
 
  Event/Battle: 0x80045944
 
  World Map/Formation: 0x8019A204
 
  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
 
 
8002b0a4 - Arctan Angle * 64 list (0x401? entries)
 
 
 
8002b8b8 - Square Root Mods (0xc0 entries, halfwords)
 
 
 
8002bee8 - (0x401? entries, words)
 
 
 
8002fee8 - ArcTan Mod (0x401 entries, halfords)
 
 
 
 
800306ec - GPU Control Pointer
 
800306f0 - Horizontal Retrace Counter Pointer
 
800306f4 - Horizontal Retrace Counter Start? (gets subtracted from the counter)
 
 
80031b40 - cdreg0 address
 
80031b44 - cdreg1 address
 
80031b48 - cdreg2 address
 
80031b4c - cdreg3 address
 
80031b50 - hardware register address
 
 
80031b74 - hardware register address
 
80031b78 - hardware register address
 
80031b7c - hardware register address (address where address in RAM for file to be loaded to is stored)
 
 
80031b90 - starting address in RAM to load file to
 
80031b94 - current address in RAM to load file to
 
 
80031ba0 - counter for number of sections of file to load?
 
80031ba4 - ??
 
80031ba8 - First LBA Sector of file to load
 
80031bac - Current LBA Sector of file to load
 
 
80031bb4 - cdreg addresses... there are only 4 but for some reason they repeat like 8 times
 
 
80031c48 - hardware register addresses
 
 
 
80032a78 - address for controller button state to be stored; output of PAD_dr() - this address is loaded from 0x000074c4
 
 
80037880 - 80037B90 - Music Files
 
80037B90 - End of Music Files
 
 
800454d0 - ages for brave story
 
 
0x80045944 - controller input
 
 
    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
 
 
8004594c - copy of controller input
 
 
80045950 - copy of controller input
 
 
80045980 - (set to 1 after prepping Exp/JP) (word)
 
set to 1 when targeting, set to 2 when attacking
 
type of display byte
 
 
8004594c
 
 
800459a0
 
 
 
800459b8 - Milliseconds (also frame counter? max of 60 before Seconds ++)
 
800459bc - Seconds
 
800459c0 - Minutes
 
800459c4 - Hours
 
 
800473ac - Customized Options
 
NOTE: each of the flags uses the next bit as well, but it's just to display
 
  either "Customize" or "Initialize" (0 = Off, 1 = On, 2 = Custom, 3 = Initial)
 
0x80000000 -
 
0x20000000 - Max Equip at Job Change
 
0x08000000 - Target Flashing
 
0x02000000 - Display Gained Exp/JP
 
0x800000 - Show Unequipable Items
 
0x400000 - Sound = Wide
 
0x200000 - Sound = Stereo (both off = Mono)
 
0x080000 - Show Effect Message
 
0x020000 - Show Ability Name
 
0x8000 - Navigation Message
 
0x2000 - Message Speed = Slow (both off = Fast)
 
0x1000 - Message Speed = Regular
 
0x0c00 - Finger Cursor Repeat Speed = Slowest
 
0x0a00 - Finger Cursor Repeat Speed = Slower
 
0x0800 - Finger Cursor Repeat Speed = Slow
 
0x0600 - Finger Cursor Repeat Speed = Regular
 
0x0400 - Finger Cursor Repeat Speed = Fast
 
0x0200 - Finger Cursor Repeat Speed = Faster
 
0x0000 - Finger Cursor Repeat Speed = Fastest
 
0x01c0 - (8 total CS on MH speeds?)
 
0xZ0 - Cursor speed on multiple heights
 
0xc0 - Cursor Speed on Multiple Heights = Stop
 
0x80 - Cursor Speed on Multiple Heights = Slow
 
0x40 - Cursor Speed on Multiple Heights = Regular
 
0x00 - Fast
 
0x0Z
 
0x38 - (8 total cursor reset speeds?)
 
0x10 - Cursor Repeat Speed = Slow
 
0x08 - Cursor Repeat Speed = Regular (both off = Fast)
 
0x07 - (8 total cursor movement types?)
 
0x01 - Cursor Movement Type = B (off = A)
 
 
800473b0 - Default Options
 
 
8004a6c1 - start of event code
 
8004c6c1 - end of event code
 
 
8004eb10 -
 
0x01 - modified LBA sector to load data
 
0x02 - modified LBA sector to load data
 
0x00 - modified LBA sector to load data
 
 
80051318 - Music Data (0x800 bytes?)
 
 
 
56b18 - code pointers?
 
 
80057114
 
80057118
 
 
80057718 - Time played this session (increments every frame/millisecond)
 
8005771c - Map Data?
 
 
80057784 - Beginning of map command data
 
Camera(+XXXXX,+ZZZZZ,+YYYYY,+ANGLE,+MAPRT,+CAMRT,+ZOOM%,+TIMER)
 
0x00 - X Position
 
0x04 - Z Position
 
0x08 - Y Position
 
0x0C - Angle
 
0x10 - Map Rotation
 
0x14 - Camera Rotation
 
0x18 - Zoom
 
0x1C - Timer
 
 
800577b8 - Event ID (used by Brave Story to load certain events)
 
 
800577c0 - locks controller input
 
0x0001 - L2
 
0x0002 - R2
 
0x0004 - L1
 
0x0008 - L2
 
0x0080 - Square
 
0x0040 - X
 
0x0020 - circle
 
0x0010 - triangle
 
0x0100 - Select
 
0x0200 -
 
0x0400 -
 
0x0800 -
 
0x1000 - Up
 
0x2000 - Right
 
0x4000 - Down
 
0x8000 - Left
 
 
 
800577cc - Gil
 
 
800577d4 - Month
 
800577d8 - Day
 
 
800577e0 - Current Location
 
0x02 - Igros Castle
 
0x06 - Gariland Magic City
 
0x09 - Dorter Trade City
 
0x0f - Fort Zeakden
 
0x11 - Thieves Fort
 
0x12 - Orbonne Monastery
 
0x18 - Mandalia Plains
 
0x19 - Fovoham Plains
 
0x1a - Sweegy Woods
 
0x1c - Zeklaus Desert
 
0x1d - Lenalia Plateau
 
800577e4 - ENTD Data ID (ENTD to load)
 
800577e8 - Map ID
 
800577ec - Number of Teams
 
800577f0 - Battle Formation ID (for placement)
 
 
80057878 - Event Byte Counter? (maybe just text?)
 
 
80057884 - ID for "Person" pages in Brave Story?
 
 
800578a0 - Injured (Brave Story)
 
800578a4 - 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
 
0x01 Activate the "Fur Shop"
 
0x02
 
0x04 Activate the "Facts" Brave story section.
 
0x08
 
0x10
 
0x20
 
0x40
 
0x80
 
 
World Locations colors (0 = red ; 1 = blue/green)
 
0x80 $00 Lesalia Imperial Capital's color
 
0x80057959 0x01 $01 Riovanes Castle's color
 
0x02 $02 Igros Castle's color
 
0x04 $03 Lionel Castle's color
 
0x08 $04 Limberry Castle's color
 
0x10 $05 Zeltennia Castle's color
 
0x20 $06 Gariland Magic City's color
 
0x40 $07 Yardow Fort City's color
 
0x80 $08 Goland Coal City's color
 
0x8005795A 0x01 $09 Dorter Trade City's color
 
0x02 $0A Zaland Fort City's color
 
0x04 $0B Goug Machine City's color
 
0x08 $0C Warjilis Trade City's color
 
0x10 $0D Bervenia Free City's color
 
0x20 $0E Zarghidas Trade City's color
 
0x40 $0F Fort Zeakden's color
 
0x80 $10 Murond Holy Place's color
 
0x8005795B 0x01 $11 Thieves Fort's color
 
0x02 $12 Orbonne Monastery's color
 
0x04 $13 Golgorand Execution Site's color
 
0x08 $14 Murond Death City's color
 
0x10 $15 Bethla Garrison's color
 
0x20 $16 Deep Dungeon's color
 
0x40 $17 Nelveska Temple's color
 
0x80 $18 Mandalia Plains' color
 
0x8005795C 0x01 $19 Fovoham Plains' color
 
0x02 $1A Sweegy Woods' color
 
0x04 $1B Bervenia Volcano's color
 
0x08 $1C Zeklaus Desert's color
 
0x10 $1D Lenalia Plateau's color
 
0x20 $1E Zigolis Swamp's color
 
0x40 $1F Yuguo Woods' color
 
0x80 $20 Araguay Woods' color
 
0x8005795D 0x01 $21 Grog Hill's color
 
0x02 $22 Bed Desert's color
 
0x04 $23 Zirekile Falls' color
 
0x08 $24 Dolbodar Swamp's color
 
0x10 $25 Bariaus Hill's color
 
0x20 $26 Doguola Pass' color
 
0x40 $27 Bariaus Valley's color
 
0x80 $28 Finath River's color
 
0x8005795E 0x01 $29 Poeskas Lake's color
 
0x02 $2A Germinas Peak's color
 
0x04 $2B -blank-
 
 
80057970 - Treasures
 
0x00
 
0x01 $0 None
 
0x02 $1 Four Gods Set
 
0x04 $2 Statue of Lylis
 
0x08 $3 Beetle Charm
 
0x10 $4 Tobacco Pipe
 
0x20 $5 Zeni-Sword
 
0x40 $6 Black Cat
 
0x80 $7 Malice Mask
 
0x01
 
0x01 $8 Parade Helmet
 
0x02 $9 Kid's Bread
 
0x04 $0A Adult's Bread
 
0x08 $0B Calcobrina
 
0x10 $0C Yurgeivogue
 
0x20 $0D Red Materia
 
0x40 $0E Blue Materia
 
0x80 $0F Black Materia
 
0x02
 
0x01 $10 White Materia
 
0x02 $11 Rat Tail
 
0x04 $12 M-Fiction Novel
 
0x08 $13 Diary of Nanai
 
0x10 $14 Wyuvle
 
0x20 $15 Book of Enavia
 
0x40 $16 Magical Gun
 
0x80 $17 M Machine Gun
 
0x03
 
0x01 $18 Magi-Sword
 
0x02 $19 Minu Orb
 
0x04 $1A Tarot of Ben
 
0x08 $1B Excalipar
 
0x10 $1C Parasite Tree
 
0x20 $1D Longibunne Spear
 
0x40 $1E Chocobo Cannon
 
0x80 $1F St. Elmo's Fire
 
0x04
 
0x01 $20 Germonik Scriptures
 
0x02 $21 Dummy Data 1
 
0x04 $22 Dummy Data 2
 
0x08 $23 Aries
 
0x10 $24 Taurus
 
0x20 $25 Gemini
 
0x40 $26 Cancer
 
0x80 $27 Leo
 
0x08
 
0x01 $28 Virgo
 
0x02 $29 Libra
 
0x04 $2A Scorpio
 
0x08 $2B Sagittarius
 
0x10 $2C Capricorn
 
0x20 $2D Aquarius
 
0x40 $2E Pisces
 
0x80 $2F Serpentarius
 
 
80057976 - Unexplored Lands
 
0x00
 
0x01 $0 Shrine of Chaos
 
0x02 $1 Forbidden Land Eureka
 
0x04 $2 Pandemonium
 
0x08 $3 Mirage Tower
 
0x10 $4 Floating Castle
 
0x20 $5 Matoya Cave
 
0x40 $6 Crystal Tower
 
0x80 $7 Magic Continent
 
0x01
 
0x01 $8 Castle of Trials
 
0x02 $9 Tower of Babel
 
0x04 $0A Ronkan Ruins
 
0x08 $0B Falgabird
 
0x10 $0C Magic Train
 
0x20 $0D Touzas Village
 
0x40 $0E Chocobo Forest
 
0x80 $0F Semite Falls
 
 
80057978 - Proposition (0x02 jobs per byte, 0xF0 and 0x0F)
 
0x08 - called back
 
0x0a - in progress
 
0x0c - finished
 
0x80057978 0x0F $0 Highwind Salvage
 
0xF0 $1 Salvage Tour Thoughts
 
0x80057979 0x0F $2 Sailor Tour Thoughts
 
0xF0 $3 Enterprise Salvage
 
0x8005797A 0x0F $4 Attractive Workplace?
 
0xF0 $5 Hindenburg Salvage
 
0x8005797B 0x0F $6 Falcon Salvage
 
0xF0 $7 Legend of Heroic King
 
0x8005797C 0x0F $8 Doga Salvage
 
0xF0 $9 Envoy Ship of Lionel Castle
 
0x8005797D 0x0F $0A Luxurious ship salvage
 
0xF0 $0B Lost Ancient Writings
 
0x8005797E 0x0F $0C Good Workplace and Job?
 
0xF0 $0D Salvage in Riovanes!
 
0x8005797F 0x0F $0E Vessel of Istanbul
 
0xF0 $0F Douing Salvage
 
0x80057980 0x0F $10 Mining Tour Thoughts
 
0xF0 $11 Miner's Tour Thoughts
 
0x80057981 0x0F $12 Letter to the Family
 
0xF0 $13 Miner's Tour Repeated!
 
0x80057982 0x0F $14 Anything's possible!
 
0xF0 $15 Guide to Miners
 
0x80057983 0x0F $16 Miner's Day Off
 
0xF0 $17 Girl of Flame!?
 
0x80057984 0x0F $18 The First One Back
 
0xF0 $19 Behind the Cliff
 
0x80057985 0x0F $1A Meet with the Unknown
 
0xF0 $1B One Activity
 
0x80057986 0x0F $1C Fight of the Miners
 
0xF0 $1D Ghost Staffs
 
0x80057987 0x0F $1E Tears of an Ex-miner
 
0xF0 $1F 15 Black Knights
 
0x80057988 0x0F $20 After the Discovery Race
 
0xF0 $21 Things at Lake bottom
 
0x80057989 0x0F $22 After 2nd Discovery Race
 
0xF0 $23 Thing at Myst. Frontier
 
0x8005798A 0x0F $24 After 3rd Discovery Race
 
0xF0 $25 Thing in Deep Forest
 
0x8005798B 0x0F $26 Thing at Bed Desert
 
0xF0 $27 Thing at Zeklaus Desert
 
0x8005798C 0x0F $28 Over Mountain Pass
 
0xF0 $29 Discovery Tour Thoughts
 
0x8005798D 0x0F $2A Thing in the Swamps
 
0xF0 $2B Maze of Ancient People
 
0x8005798E 0x0F $2C Join the Adventurer Team!
 
0xF0 $2D Report! It is true!
 
0x8005798F 0x0F $2E Merchants' Worries!
 
0xF0 $2F In the Mist...
 
0x80057990 0x0F $30 Wyberns Annihilated!
 
0xF0 $31 Wild Kingdom
 
0x80057991 0x0F $32 Battle! Demon Lylis
 
0xF0 $33 Father and Child
 
0x80057992 0x0F $34 Whisper Grass in Dark
 
0xF0 $35 Battle! Whirlwind Karz!
 
0x80057993 0x0F $36 Crime of Ct. Minimum!
 
0xF0 $37 Battle! Assault Cave!
 
0x80057994 0x0F $38 That is not the Aim!
 
0xF0 $39 Too Naive
 
0x80057995 0x0F $3A Pleasure of a Goddess
 
0xF0 $3B Women held in arms...
 
0x80057996 0x0F $3C Bye, Noble of Darkness!
 
0xF0 $3D At the Hilltop Mansion?
 
0x80057997 0x0F $3E Unfortunate Monsters
 
0xF0 $3F Fiar's Intentions!
 
0x80057998 0x0F $40 Back then...
 
0xF0 $41 Rescue of Cornelia!
 
0x80057999 0x0F $42 Return of Pappal!
 
0xF0 $43 Ultimate Atavism
 
0x8005799A 0x0F $44 Thoughts of a Doll
 
0xF0 $45 Letter from distant
 
0x8005799B 0x0F $46 Battle! Mud Man!
 
0xF0 $47 Darkness of Eternal Way
 
0x8005799C 0x0F $48 Demon Golem
 
0xF0 $49 Final Resistance
 
0x8005799D 0x0F $4A Informant
 
0xF0 $4B Most Precious Thing
 
0x8005799E 0x0F $4C Poet Gilbert's Thoughts
 
0xF0 $4D Delighted Ct. Minimum!
 
0x8005799F 0x0F $4E Cannibalistic Plant
 
0xF0 $4F Joyous Song for You
 
0x800579A0 0x0F $50 The Talkative, Katedona
 
0xF0 $51 Courage of Durman!
 
0x800579A1 0x0F $52 Regain Ability!
 
0xF0 $53 Delighted Ct. Minimum!
 
0x800579A2 0x0F $54 Won Machinist Contest!
 
0xF0 $55 Artist Mameko Leaves!
 
0x800579A3 0x0F $56 Chocobo Restaurant
 
0xF0 $57 Ship Casino, Black Jack
 
0x800579A4 0x0F $58 Storm of 777!
 
0xF0 $59 Inside Lakam Trade Co.
 
0x800579A5 0x0F $5A Cherish Memories
 
0xF0 $5B A Perfect Smile!
 
0x800579A6 0x0F $5C Won the Yardow Fight!
 
0xF0 $5D Won the Zaland Fight!
 
0x800579A7 0x0F $5E Won the Magic Contest!
 
0xF0 $5F Won the Meister Contest!
 
 
 
800579a8 - "Person" data flags
 
 
800579c8
 
 
80057b18 - saved data
 
 
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)
 
 
80057c7c - saved data
 
80057d02 - saved data
 
80057d24 - saved data
 
 
80057d84 - Save screeen data? (0x18 long, 15 total?)
 
0x00 - File ID?
 
0x01 - Name (0x15 long)
 
0x10 - ? Text (0x2 long, unused?)
 
0x12 - Ramza's Job ID
 
0x13 - Ramza's Level
 
0x14 - Month
 
0x15 - Day
 
0x16 - Location?
 
0x17 - ?
 
 
80057e60 - list of return addresses for evade types
 
 
80057eec - Current Proposition data (9 bytes each, 8 sections)
 
0x00 - proposition on when set to 1
 
0x01 - Prop ID
 
0x02 - Amount of days spent
 
0x03 - Amount of days needed
 
0x04 - Location of proposition
 
0x05 - number of units on prop
 
0x06 - unit ID
 
 
 
80057f34
 
 
80057f74 - Party Data (256 bytes each, 20 sections)
 
0x00 - Base Class / Character ID (Also affects sprites)
 
0x?? - Special Character
 
0x80 - Generic Male
 
0x81 - Generic Female
 
0x82 - Monster
 
0x01 - Party ID
 
0x02 - Job ID
 
0x03 - Palette
 
0x00 Default
 
0x01 Hokuten
 
0x02 Nanten
 
0x03 Death Corps
 
0x04 Glabados Church
 
0x05 No Palette?
 
0x04 - Gender Byte
 
0x80 - Male
 
0x40 - Female
 
0x20 - Monster
 
0x10 - Join after event
 
0x08 - Load Formation
 
0x04 - ??? Stats
 
0x02 -
 
0x01 - Save Formation
 
0x05 - Birthday (days, plus bit 0 from next byte)
 
0x000-0x01e - January
 
0x01f-0x03a - February
 
0x03b-0x059 - March
 
0x05a-0x077 - April
 
0x078-0x096 - May
 
0x097-0x0b4 - June
 
0x0b5-0x0d3 - July
 
0x0d4-0x0f2 - August
 
0x0f3-0x110 - September
 
0x111-0x12f - October
 
0x130-0x14d - November
 
0x14e-0x16c - December
 
0x06 - Zodiac Sign
 
0xf0 -
 
0xe0 -
 
0xd0 -
 
0xc0 - Serpentarius
 
0xb0 - Pisces
 
0xa0 - Aquarius
 
0x90 - Capricorn
 
0x80 - Sagittarius
 
0x70 - Scorpio
 
0x60 - Libra
 
0x50 - Virgo
 
0x40 - Leo
 
0x30 - Cancer
 
0x20 - Gemini
 
0x10 - Taurus
 
0x00 - Aries
 
0x07 - Secondary Skillset
 
0x08 - Reaction Ability
 
0x0a - Support Ability
 
0x0c - Movement Ability
 
0x0e - Head
 
0x0f - Body
 
0x10 - Accessory
 
0x11 - Right Hand Weapon
 
0x12 - Right Hand Shield
 
0x13 - Left Hand Weapon
 
0x14 - Left Hand Shield
 
0x15 - Experience
 
0x16 - Level
 
0x17 - Brave
 
0x18 - Faith
 
0x19 - Raw HP
 
0x1c - Raw MP
 
0x1f - Raw SP
 
0x22 - Raw PA
 
0x25 - Raw MA
 
0x28 - Unlocked Jobs 1-8 (All of these start from 0x80)
 
0x29 - Unlocked Jobs 9-16
 
0x2a - Unlocked Jobs 17-20
 
0x2b - Base Action Abilities 1-8
 
0x2c - Base Action Abilities 9-16
 
0x2d - Base R/S/M 1-6
 
0x2e - Chemist Action Abilities 1-8
 
0x2f - Chemist Action Abilities 9-16
 
0x30 - Chemist R/S/M 1-6
 
0x31 - Knight Action Abilities 1-8
 
0x32 - Knight Action Abilities 9-16
 
0x33 - Knight R/S/M 1-6
 
0x34 - Archer Action Abilities 1-8
 
0x35 - Archer Action Abilities 9-16
 
0x36 - Archer R/S/M 1-6
 
0x37 - Monk Action Abilities 1-8
 
0x38 - Monk Action Abilities 9-16
 
0x39 - Monk R/S/M 1-6
 
0x3a - Priest Action Abilities 1-8
 
0x3b - Priest Action Abilities 9-16
 
0x3c - Priest R/S/M 1-6
 
0x3d - Wizard Action Abilities 1-8
 
0x3e - Wizard Action Abilities 9-16
 
0x3f - Wizard R/S/M 1-6
 
0x40 - Time Mage Action Abilities 1-8
 
0x41 - Time Mage Action Abilities 9-16
 
0x42 - Time Mage R/S/M 1-6
 
0x43 - Summoner Action Abilities 1-8
 
0x44 - Summoner Action Abilities 9-16
 
0x45 - Summoner R/S/M 1-6
 
0x46 - Thief Action Abilities 1-8
 
0x47 - Thief Action Abilities 9-16
 
0x48 - Thief R/S/M 1-6
 
0x49 - Mediator Action Abilities 1-8
 
0x4a - Mediator Action Abilities 9-16
 
0x4b - Mediator R/S/M 1-6
 
0x4c - Oracle Action Abilities 1-8
 
0x4d - Oracle Action Abilities 9-16
 
0x4e - Oracle R/S/M 1-6
 
0x4f - Geomancer Action Abilities 1-8
 
0x50 - Geomancer Action Abilities 9-16
 
0x51 - Geomancer R/S/M 1-6
 
0x52 - Lancer Action Abilities 1-8
 
0x53 - Lancer Action Abilities 9-16
 
0x54 - Lancer R/S/M 1-6
 
0x55 - Samurai Action Abilities 1-8
 
0x56 - Samurai Action Abilities 9-16
 
0x57 - Samurai R/S/M 1-6
 
0x58 - Ninja Action Abilities 1-8
 
0x59 - Ninja Action Abilities 9-16
 
0x5a - Ninja R/S/M 1-6
 
0x5b - Calculator Action Abilities 1-8
 
0x5c - Calculator Action Abilities 9-16
 
0x5d - Calculator R/S/M 1-6
 
0x5e - Bard Action Abilities 1-8
 
0x5f - Bard Action Abilities 9-16
 
0x60 - Bard R/S/M 1-6
 
0x61 - Dancer Action Abilities 1-8
 
0x62 - Dancer Action Abilities 9-16
 
0x63 - Dancer R/S/M 1-6
 
0x64 - Base/Chemist Job Level
 
0x65 - Knight/Archer Job Level
 
0x66 - Monk/Priest Job Level
 
0x67 - Wizard/Time Mage Job Level
 
0x68 - Summoner/Thief Job Level
 
0x69 - Mediator/Oracle Job Level
 
0x6a - Geomancer/Lancer Job Level
 
0x6b - Samurai/Ninja Job Level
 
0x6c - Calculator/Bard Job Level
 
0x6d - Dancer/Mime Job Level
 
0x6e - Base Job JP
 
0x70 - Chemist Job JP
 
0x72 - Knight Job JP
 
0x74 - Archer Job JP
 
0x76 - Monk Job JP
 
0x78 - Priest Job JP
 
0x7a - Wizard Job JP
 
0x7c - Time Mage Job JP
 
0x7e - Summoner Job JP
 
0x80 - Thief Job JP
 
0x82 - Mediator Job JP
 
0x84 - Oracle Job JP
 
0x86 - Geomancer Job JP
 
0x88 - Lancer Job JP
 
0x8a - Samurai Job JP
 
0x8c - Ninja Job JP
 
0x8e - Calculator Job JP
 
0x90 - Bard Job JP
 
0x92 - Dancer Job JP
 
0x94 - Mime Job JP
 
0x96 - Total Base Job JP
 
0x98 - Total Chemist Job JP
 
0x9a - Total Knight Job JP
 
0x9c - Total Archer Job JP
 
0x9e - Total Monk Job JP
 
0xa0 - Total Priest Job JP
 
0xa2 - Total Wizard Job JP
 
0xa4 - Total Time Mage Job JP
 
0xa6 - Total Summoner Job JP
 
0xa8 - Total Thief Job JP
 
0xaa - Total Mediator Job JP
 
0xac - Total Oracle Job JP
 
0xae - Total Geomancer Job JP
 
0xb0 - Total Lancer Job JP
 
0xb2 - Total Samurai Job JP
 
0xb4 - Total Ninja Job JP
 
0xb6 - Total Calculator Job JP
 
0xb8 - Total Bard Job JP
 
0xba - Total Dancer Job JP
 
0xbc - Total Mime Job JP
 
0xbe-0xcd - Unit Name
 
0xce - Unit Name ID
 
0x00XX - Special
 
0x01XX - Generic Male
 
0x02XX - Generic Female
 
0x03XX - Generic Monster
 
0xd0 - Proposition byte
 
0xd0/0xd2 bytes set to 0 at initialization
 
0xd2 - 0-3 for newly created eggs
 
0xd3-0xdf - Free data
 
0xe0 - 0xff - data doesn't save
 
 
 
80059374 - (End of Party Data)
 
 
80059414 -  Move-Find item items found flags (4 bits each, 0x40 bytes total)
 
  - http://ffhacktics.com/wiki/Variables#Propositions_.2F_Jobs
 
0xF0 - ??
 
0x0F - At the main gate of igros
 
 
80059494 - Poached Item Quantities (same order as item ID's)
 
 
800596e0 - Available Item Quantities (same order as item ID's)[Amount owned - amount equipped]
 
 
800597e0 - Save Times (15? total, 3 bytes each)
 
0x00 - Hours
 
0x01 - Minutes
 
0x02 - Seconds
 
 
 
80059594 -
 
 
80059818 - Level UP Stat Storing Code Pointers
 
0x00 - 5ba08 (HP)
 
0x04 - 5ba18 (MP)
 
0x08 - 5ba28 (SP)
 
0x0c - 5ba38 (PA)
 
0x10 - 5ba48 (MA)
 
 
80059830 - Action Status Code Pointers
 
0x00 - 5e810 (Normal Action)
 
0x04 - 5e84c (Blank Status?)
 
0x08 - 5e84c (Crystal?)
 
0x0c - 5e84c (Dead?)
 
0x10 - 5e84c (Undead?)
 
0x14 - 5e81c (Charging)
 
0x18 - 5e824 (Jump)
 
0x1c - 5e82c (Defending)
 
0x20 - 5e838 (Performing)
 
 
59854-5e90b code is here
 
 
8005e90c - Base Data (12 bytes each, 4 total)
 
Order: 0 = Male, 1 = Female, 2 = Ramza, 3 = Monster
 
0x00 - HP (these * 16384 = Min Raw)
 
0x01 - MP
 
0x02 - SP
 
0x03 - PA
 
0x04 - MA
 
0x05 - Helmet
 
0x06 - Armor
 
0x07 - Accessory
 
0x08 - RH Weapon
 
0x09 - RH Shield
 
0x0a - LH Weapon
 
0x0b - LH Shield
 
8005e93c - Base Raw Random Mod (5 bytes each, 4 total)
 
Order: Same as above
 
0x00 - HP
 
0x01 - MP
 
0x02 - SP
 
0x03 - PA
 
0x04 - MA
 
8005e950 - movement cost/geomancy/movement support tables
 
 
8005e9d0 - Geomancy Ability Table (based on tile type, 0x40 long)
 
8005ea10 - (end of above)
 
 
 
8005ea50 - (0x180 long?, 0x40 per section)
 
 
8005ebd0 - ? Reaction Flags (1 byte each)
 
0x80 -
 
0x40 -
 
0x20 -
 
0x10 -
 
17cacc routine
 
0x08 - Use weapon range?
 
0x04 - 1 Hit on Self?
 
18af80
 
0x02 -
 
0x01 - skips 18af2c routine - sets attack type in action data if ONLY 0x01 is set
 
 
0x00 - 06 = A Save
 
0x01 - 06 = MA Save
 
0x02 - 06 = Speed Save
 
0x03 - 06 = Sunken State
 
0x04 - 06 = Caution
 
0x05 - 06 = Dragon Spirit
 
0x06 - 06 = Regenerator
 
0x07 - 06 = Brave Up
 
0x08 - 06 = Face Up
 
0x09 - 06 = HP Restore
 
0x0a - 06 = MP Restore
 
0x0b - 06 = Critical Quick
 
0x0c - 29 = Meatbone Slash
 
0x0d - 29 = Counter Magic
 
0x0e - 29 = Counter Tackle
 
0x0f - 2a = Counter Flood
 
0x10 - 29 = Absorb Used MP
 
0x11 - 2d = Gilgame Heart
 
0x12 - 06 = Reflect
 
0x13 - 06 = Auto Potion
 
0x14 - 10 = Counter
 
0x15 - 0e =
 
0x16 - 06 = Distribute
 
0x17 - 29 = MP Switch
 
0x18 - 10 = Damage Split
 
0x19 - 10 = Weapon Guard
 
0x1a - 10 = Finger Guard
 
0x1b - 0e = Abandon
 
0x1c - 19 = Catch
 
0x1d - 10 = Blade Grasp
 
0x1e - 10 = Arrow Guard
 
0x1f - 10 = Hamedo
 
 
8005ebf0 - Ability Data 1
 
0x00 - JP Cost
 
0x02 - Chance to Learn
 
0x03 -
 
0x80 - Learn with JP (off = can't learn with JP)
 
0x40 - Display Ability Name
 
0x20 - Learn on Hit
 
0x10 -
 
0xX9 - Movement
 
0xX8 - Support
 
0xX7 - Reaction
 
0xX6 - Math
 
0xX5 - Aim
 
0xX4 - Jumping
 
0xX3 - Throwing
 
0xX2 - Item
 
0xX1 - Normal
 
0xX0 - None
 
0x04 - AI Behavior Flags 1
 
0x80 - HP
 
0x40 - MP
 
0x20 - Cancel Status
 
0x10 - Add Status
 
0x08 - Stats
 
0x04 - Unequip
 
0x02 - Target Enemies
 
0x01 - Target Allies
 
0x05 - AI Behavior Flags 2
 
0x80 - Ignore Range/Affect Self??
 
0x40 - Reflectable
 
0x20 - Undead Reverse
 
0x10 - Follow Target?
 
0x08 - Random Hits
 
0x04 - Faith
 
0x02 - Evadeable
 
0x01 - Silence (on = affected by silence)
 
0x06 - AI Behavior Flags 3
 
0x80 - Arc Attack?
 
0x40 - Direct Attack
 
0x20 - Linear Attack
 
0x10 - Vertical Increase (default off)
 
0x08 - Triple Attack
 
0x04 - Triple Bracelet
 
0x02 - Magic Defense UP
 
0x01 - Defense UP
 
0x07 - AI Behavior Flags 4?
 
0x80 - Usable by AI
 
0x40 - Cannot Target Enemy?
 
0x20 - Cannot Target ally?
 
0x10 -
 
0x08 - requires monster skill
 
0x04 - Use Weapon Range
 
0x02 -
 
0x01 - Can use physical Reactions? / Avoid with motion
 
 
 
8005fbf0 - Ability Data 2
 
0x00 - Range
 
0x01 - Effect Area
 
0x02 - Vertical
 
0x03: Flags 1
 
0x80 -
 
0x40 -
 
0x20 - Ranged Weapon
 
0x10 - Vertical Fixed
 
0x08 - Vertical Tolerence
 
0x04 - Weapon Strike
 
0x02 - Auto
 
0x01 - Can't Target Self
 
0x04: Flags 2
 
0x80 - Can't Hit Enemies
 
0x40 - Can't Hit Allies
 
0x20 - Top-down Targeting (hits higher elevation tiles first)
 
0x10 - Can't Follow Target
 
0x08 - Random Fire
 
0x04 - Linear Attack
 
0x02 - 3 Directions
 
0x01 - Can't Hit Caster
 
0x05: Flags 3
 
0x80 - Reflectable
 
0x40 - Math Skill
 
0x20 - Affected By Silence
 
0x10 - Can't Mimic
 
0x08 - Normal Attack?
 
0x04 - Persevere
 
0x02 - Quote
 
0x01 - Animate on Miss
 
0x06: Flags 4
 
0x80 - Counter Flood
 
0x40 - Counter Magic
 
0x20 - Direct
 
0x10 - Blade Grasp
 
0x08 - Requires Sword
 
0x04 - Requires Materia Blade
 
0x02 - Evadeable
 
0x01 - No Targeting
 
0x07 - Element
 
0x08 - Formula
 
0x09 - X
 
0x0a - Y
 
0x0b - Inflict Status
 
0x0c - CT
 
0x0d - MP Cost
 
 
80061010 - Item Abilities
 
0x00 - Item Used ID
 
 
80061020 - Throw Abilities
 
0x00 - Item Type Thrown
 
 
8006102c - Jump Abilities
 
0x00 - Range
 
0x01 - Vertical
 
 
80061044 - Charge Abilities
 
0x00 - CT
 
0x01 - Power
 
 
80061054 - Calculator Abilities
 
0x00 - ID
 
 
8006105c - R/S/M Abilities
 
0x00 - Ability ID
 
 
800610b8 - Job Data
 
0x00 - Skillset
 
0x01 - Innate Ability 1
 
0x03 - Innate Ability 2
 
0x05 - Innate Ability 3
 
0x07 - Innate Ability 4
 
0x09 - Equippable Items 1
 
0x80 - Unarmed
 
0x40 - Knife
 
0x20 - Ninja Blade
 
0x10 - Sword
 
0x08 - Knight's Sword
 
0x04 - Katana
 
0x02 - Axe
 
0x01 - Rod
 
0x0a - Equippable Items 2
 
0x80 - Staff
 
0x40 - Flail
 
0x20 - Gun
 
0x10 - Crossbow
 
0x08 - Bow
 
0x04 - Instrument
 
0x02 - Book
 
0x01 - Polearm
 
0x0b - Equippable Items 3
 
0x80 - Pole
 
0x40 - Bag
 
0x20 - Cloth
 
0x10 - Shield
 
0x08 - Helmet
 
0x04 - Hat
 
0x02 - Hair Adornment
 
0x01 - Armor
 
0x0c - Equippable Items 4
 
0x80 - Clothing
 
0x40 - Robe
 
0x20 - Shoes
 
0x10 - Armguard
 
0x08 - Ring
 
0x04 - Armlet
 
0x02 - Cloak
 
0x01 - Perfume
 
0x0d - HP Growth
 
0x0e - HP Multiplier
 
0x0f - MP Growth
 
0x10 - MP Multiplier
 
0x11 - Speed Growth
 
0x12 - Speed Multiplier
 
0x13 - PA Growth
 
0x14 - PA Multiplier
 
0x15 - MA Growth
 
0x16 - MA Multiplier
 
0x17 - Move
 
0x18 - Jump
 
0x19 - C-EV
 
0x1a - Innate Statuses 1
 
0x1b - Innate Statuses 2
 
0x1c - Innate Statuses 3
 
0x1d - Innate Statuses 4
 
0x1e - Innate Statuses 5
 
0x1f - Status Immunity 1
 
0x20 - Status Immunity 2
 
0x21 - Status Immunity 3
 
0x22 - Status Immunity 4
 
0x23 - Status Imminity 5
 
0x24 - Starting Statuses 1
 
0x25 - Starting Statuses 2
 
0x26 - Starting Statuses 3
 
0x27 - Starting Statuses 4
 
0x28 - Starting Statuses 5
 
0x29 - Absorbed Elements
 
0x2a - Nullified Elements
 
0x2b - Halved Elements
 
0x2c - Elemental Weakness
 
0x2d - Monster Portrait
 
0x2e - Monster Palette
 
0x2f - Monster Graphic
 
 
80062eb8 - Item Data Start (12 bytes each)
 
0x00 - Palette
 
0x01 - Sprite ID
 
0x02 - Required Level (for random generation)
 
0x03: Type Flags
 
0x80 - Weapon
 
0x40 - Shield
 
0x20 - Headgear
 
0x10 - Armor
 
0x08 - Accessory
 
0x04 -
 
0x02 - Rare
 
0x01 -
 
0x04 - Second Table ID
 
0x05: Item Type
 
01 - Knife
 
02 - Ninja Blade
 
03 - Sword
 
04 - Knight Sword
 
05 - Katana
 
06 - Axe
 
07 - Rod
 
08 - Staff
 
09 - Flail
 
0a - Gun
 
0b - Crossbow
 
0c - Bow
 
0d - Instrument
 
0e - Book
 
0f - Polearm
 
10 - Pole
 
11 - Bag
 
12 - Cloth
 
13 - Shield
 
14 - Helmet
 
15 - Hat
 
16 - Hair Adornment
 
17 - Armor
 
18 - Clothing
 
19 - Robe
 
1a - Shoes
 
1b - Armguard
 
1c - Ring
 
1d - Armlet
 
1e - Cloak
 
1f - Perfume
 
20 - Throwing
 
21 - Bomb
 
22 - Item
 
0x06 -
 
0x07 - Item Attributes
 
0x08 - Price
 
0x0a - Shop Availability
 
0x0b -
 
 
80063ab8 - Weapon Secondary Data
 
0x00 - Range
 
0x01 - Attack Flags
 
0x80 - Striking
 
0x40 - Lunging
 
0x20 - Direct
 
0x10 - Arc
 
0x08 - 2 Swords
 
0x04 - 2 Hands
 
0x02 - Throwable
 
0x01 - Forced 2 Hands
 
0x02 - Formula
 
0x03 -
 
0x04 - Weapon Power
 
0x05 - Evade
 
0x06: Element
 
0x80 - Fire
 
0x40 - Lightning
 
0x20 - Ice
 
0x10 - Wind
 
0x08 - Earth
 
0x04 - Water
 
0x02 - Holy
 
0x01 - Dark
 
0x07 - Inflict Status/Cast Spell
 
 
80063eb8 - Shield Secondary Data
 
0x00 - Physical Evade
 
0x01 - Magical Evade
 
 
80063ed8 - Helm/Armor Secondary Data
 
0x00 - HP Bonus
 
0x01 - MP Bonus
 
 
80063f58 - Accessory Secondary Data
 
0x00 - Physical Evade
 
0x01 - Magical Evade
 
 
80063f98 - Item Secondary Data
 
0x00 - Formula
 
0x01 - Z value
 
0x02 - Inflict Status ID
 
 
80063fc4 - Inflict Statuses
 
0x00 - Infliction Type
 
0x01 - Inflicted Statuses 1
 
0x02 - Inflicted Statuses 2
 
0x03 - Inflicted Statuses 3
 
0x04 - Inflicted Statuses 4
 
0x05 - Inflicted Statuses 5
 
 
800642c4 - Item Attributes
 
0x00 - PA
 
0x01 - MA
 
0x02 - Speed
 
0x03 - Move
 
0x04 - Jump
 
0x05 - Innate Statuses 1
 
0x06 - Innate Statuses 2
 
0x07 - Innate Statuses 3
 
0x08 - Innate Statuses 4
 
0x09 - Innate Statuses 5
 
0x0a - Status Immunity 1
 
0x0b - Status Immunity 2
 
0x0c - Status Immunity 3
 
0x0d - Status Immunity 4
 
0x0e - Status Immunity 5
 
0x0f - Starting Status 1
 
0x10 - Starting Status 2
 
0x11 - Starting Status 3
 
0x12 - Starting Status 4
 
0x13 - Starting Status 5
 
0x14 - Absorbed Elements
 
0x15 - Nullified Elements
 
0x16 - Halved Elements
 
0x17 - Elemental Weakness
 
0x18 - Elements Strengthened
 
 
80064a94 - Skillsets
 
0x00 - Ability Flags 1-8 (ID + 100h if enabled, 0x80 = Ability 1, 0x40 = 2, etc.)
 
0x01 - Ability Flags 9-16
 
0x02 - R/S/M Flags (0x02 and 0x01 are unused)
 
0x03 - Ability ID 1
 
0x04 - Ability ID 2
 
0x05 - Ability ID 3
 
0x06 - Ability ID 4
 
0x07 - Ability ID 5
 
0x08 - Ability ID 6
 
0x09 - Ability ID 7
 
0x0a - Ability ID 8
 
0x0b - Ability ID 9
 
0x0c - Ability ID 10
 
0x0d - Ability ID 11
 
0x0e - Ability ID 12
 
0x0f - Ability ID 13
 
0x10 - Ability ID 14
 
0x11 - Ability ID 15
 
0x12 - Ability ID 16
 
0x13 - R/S/M ID 1
 
0x14 - R/S/M ID 2
 
0x15 - R/S/M ID 3
 
0x16 - R/S/M ID 4
 
0x17 - R/S/M ID 5
 
0x18 - R/S/M ID 6
 
 
80065bc4 - Monster Skillsets
 
0x00 - Ability Flags (ID + 100h if enabled, 0x80 = Ability 1)
 
0x01 - Ability ID 1
 
0x02 - Ability ID 2
 
0x03 - Ability ID 3
 
0x04 - Ability ID 4
 
 
80065cb4 - Action Menus (1 byte for all skillsets)
 
0x00 - Menu ID
 
0x00 - Default
 
0x01 - Item Inventory
 
0x02 - Weapon Inventory
 
0x03 - Arithmeticks
 
0x04 - Elements
 
0x05 - Blank
 
0x06 - Monster
 
0x07 - Katana Inventory
 
0x08 - Attack
 
0x09 - Jump
 
0x0a - Charge
 
0x0b - Defend
 
0x0c - Change Equipment
 
0x0d - Unknown
 
0x0e - Blank
 
0x0f - Unknown
 
80065d94 - table 0x50 long..
 
 
80065de4 - Status Effects
 
0x00 - Unknown
 
0x01 - Unknown
 
0x02 - Order
 
0x03 - CT
 
0x04 - Checks 1
 
0x80 - Freeze CT (Checks 4)
 
0x40 - (Crystal/Treasure)
 
0x20 - (Defend/Perform)
 
0x10 - (Poison/Regen)
 
0x08 - (Confusion/Transparent/Charm/Sleep)
 
0x04 - (Checks 3)
 
0x02 - (Checks 2)
 
0x01 - KO (Checks 1)
 
0x05 - Checks 2
 
0x80 - Can't React (Checks 5)
 
0x40 -
 
0x20 - Ignore Attacks
 
0x10 - (Checks 10)
 
0x08 - (Checks 9)
 
0x04 - (Checks 8)
 
0x02 - (Checks 7) (Cancelled by Immortal?)
 
0x01 - (Checks 6)
 
0x06 - Cancels 1
 
0x80 -
 
0x40 - Crystal
 
0x20 - Dead
 
0x10 - Undead
 
0x08 - Charging
 
0x04 - Jump
 
0x02 - Defending
 
0x01 - Performing
 
0x07 - Cancels 2
 
0x80 - Petrify
 
0x40 - Invite
 
0x20 - Darkness
 
0x10 - Confusion
 
0x08 - Silence
 
0x04 - Blood Suck
 
0x02 - Cursed
 
0x01 - Treasure
 
0x08 - Cancels 3
 
0x80 - Oil
 
0x40 - Float
 
0x20 - Reraise
 
0x10 - Transparent
 
0x08 - Berserk
 
0x04 - Chicken
 
0x02 - Frog
 
0x01 - Critical
 
0x09 - Cancels 4
 
0x80 - Poison
 
0x40 - Regen
 
0x20 - Protect
 
0x10 - Shell
 
0x08 - Haste
 
0x04 - Slow
 
0x02 - Stop
 
0x01 - Wall
 
0x0a - Cancels 5
 
0x80 - Faith
 
0x40 - Innocent
 
0x20 - Charm
 
0x10 - Sleep
 
0x08 - Don't Move
 
0x04 - Don't Act
 
0x02 - Reflect
 
0x01 - Death Sentence
 
0x0b - Can't Stack On 1
 
0x80 -
 
0x40 - Crystal
 
0x20 - Dead
 
0x10 - Undead
 
0x08 - Charging
 
0x04 - Jump
 
0x02 - Defending
 
0x01 - Performing
 
0x0c - Can't Stack On 2
 
0x80 - Petrify
 
0x40 - Invite
 
0x20 - Darkness
 
0x10 - Confusion
 
0x08 - Silence
 
0x04 - Blood Suck
 
0x02 - Cursed
 
0x01 - Treasure
 
0x0d - Can't Stack on 3
 
0x80 - Oil
 
0x40 - Float
 
0x20 - Reraise
 
0x10 - Transparent
 
0x08 - Berserk
 
0x04 - Chicken
 
0x02 - Frog
 
0x01 - Critical
 
0x0e - Can't Stack on 4
 
0x80 - Poison
 
0x40 - Regen
 
0x20 - Protect
 
0x10 - Shell
 
0x08 - Haste
 
0x04 - Slow
 
0x02 - Stop
 
0x01 - Wall
 
0x0f - Can't Stack on 5
 
0x80 - Faith
 
0x40 - Innocent
 
0x20 - Charm
 
0x10 - Sleep
 
0x08 - Don't Move
 
0x04 - Don't Act
 
0x02 - Reflect
 
0x01 - Death Sentence
 
80066064 - Poach List
 
0x00 - Common Item (88%)
 
0x01 - Uncommon Item (12%)
 
 
800660c4 - Job Unlock Requirements (High nybble/low nybble)
 
0x00 - Squire/Chemist
 
0x01 - Knight/Archer
 
0x02 - Monk/Priest
 
0x03 - Wizard/Time Mage
 
0x04 - Summoner/Thief
 
0x05 - Mediator/Oracle
 
0x06 - Geomancer/Lancer
 
0x07 - Samurai/Ninja
 
0x08 - Calculator/Bard
 
0x09 - Dancer/Mime
 
 
80066182 - Job Level JP Requirements (some checks start at 66184)
 
0x00 - Level 0 (just 0)
 
0x02 - Level 1
 
0x04 - Level 2
 
0x06 - Level 3
 
0x08 - Level 4
 
0x0a - Level 5
 
0x0c - Level 6
 
0x0e - Level 7
 
0x10 - Level 8
 
80066194 - Job Data Pointer
 
80066198 - Prime Number List
 
800661ce - Month Day Values
 
0x00 - No Month
 
0x02 - January
 
0x04 - February
 
0x06 - March
 
0x08 - April
 
0x0a - May
 
0x0c - June
 
0x0e - July
 
0x10 - August
 
0x12 - September
 
0x14 - October
 
0x16 - November
 
0x18 - December
 
800661e8 - Zodiac Day Limits
 
0x00 - Capricorn
 
0x02 - Aquarius
 
0x04 - Pisces
 
0x06 - Aries
 
0x08 - Taurus
 
0x0a - Gemini
 
0x0c - Cancer
 
0x0e - Leo
 
0x10 - Virgo
 
0x12 - Libra
 
0x14 - Scorpio
 
0x16 - Sagittarius
 
80066200 - Start of Battle Flag? (1 = Initialize data?)
 
80066204 - Temp Ability List (used for setting usable abilities)
 
80066224
 
 
80066234 - pointer to current units party ID?
 
80066238 - Current ENTD Pointer
 
 
 
800662d0 - Status checks (determined from 0x4/5 of 80065de4 data?)
 
0x00 - Statuses 1
 
0x80 -
 
0x40 - Crystal
 
0x20 - Dead
 
0x10 - Undead
 
0x08 - Charging
 
0x04 - Jump
 
0x02 - Defending
 
0x01 - Performing
 
0x01 - Statuses 2
 
0x80 - Petrify
 
0x40 - Invite
 
0x20 - Darkness
 
0x10 - Confusion
 
0x08 - Silence
 
0x04 - Blood Suck
 
0x02 - Cursed
 
0x01 - Treasure
 
0x02 - Statuses 3
 
0x80 - Oil
 
0x40 - Float
 
0x20 - Reraise
 
0x10 - Transparent
 
0x08 - Berserk
 
0x04 - Chicken
 
0x02 - Frog
 
0x01 - Critical
 
0x03 - Statuses 4
 
0x80 - Poison
 
0x40 - Regen
 
0x20 - Protect
 
0x10 - Shell
 
0x08 - Haste
 
0x04 - Slow
 
0x02 - Stop
 
0x01 - Wall
 
0x04 - Statuses 5
 
0x80 - Faith
 
0x40 - Innocent
 
0x20 - Charm
 
0x10 - Sleep
 
0x08 - Don't Move
 
0x04 - Don't Act
 
0x02 - Reflect
 
0x01 - Death Sentence
 
ID's (based on Status Effects bytes 0x4/5):
 
0x0 - KO (0x01 in 0x04)
 
Crystal, Dead, Petrify, Invite, Blood Suck, Treasure
 
0x1 - Team Loss (Enemy?) (0x02 in 0x04)
 
Crystal, Invite, Treasure
 
0x2 - Team Loss (Ally?) (0x04 in 0x04)
 
Crystal, Treasure
 
0x3 - Freeze CT (0x80 in 0x04)
 
Crystal, Petrify, Treasure, Stop, Sleep
 
0x4 - (0x80 in 0x05) (unit is in water and isn't a monster?)
 
Crystal, Dead, Jump, Petrify, Confusion, Blood Suck, Treasure,
 
Berserk, Chicken, Frog, Stop, Sleep, Don't Act
 
0x5 - Immortal Immunities (0x01 in 0x05)
 
Crystal, Dead, Undead, Petrify, Invite, Confusion, Blood Suck.
 
Treasure, Chicken, Frog, Charm, Sleep, Don't Act, Death Sentence
 
0x6 - Load/Save Formation Immunities (0x02 in 0x05)
 
Crystal, Dead, Undead, Petrify, Invite, Blood Suck, Treasure,
 
Chicken, Frog, Charm, Death Sentence
 
0x7 - (0x04 in 0x05)
 
Darkness, Confusion, Transparent, Berserk, Chicken, Frog, Stop,
 
Charm, Sleep, Don't Move, Don't Act
 
0x8 - (0x08 in 0x05)
 
Crystal, Dead, Undead, Jump, Petrify, Invite, Treasure, Critical
 
0x9 - (0x10 in 0x5)
 
Confusion, Berserk, Poison, Stop, Sleep, Don't Move, Don't Act,
 
Death Sentence
 
0xa - Unmountable (Job ID 5e-60, hardcoded statuses)
 
Crystal, Dead, Petrify, Blood Suck, Treasure, Berserk, Chicken,
 
Frog, Charm
 
 
80066308 - Highest Party Level
 
 
80067000 - List of return addresses (0x794 lines or 0x1e4 addresses)
 
 
 
 
80067830 -
 
 
80067838 - Pointers for Numerical Display Color Code (0xd1 pointers)
 
80067b80 - Pointers for Display Type Code (SP/CT/Br/Fa/PA/MA)
 
80067bac - ? (0x2a long)
 
80067bd8 - ?2
 
80067c04 - ?3
 
80067c30 - ?4
 
80067c5c - ?5
 
80067c88 - ?6
 
 
80067cb8 - return address list based on post-action display type (exp,jp, etc.) (for 0x51 display types)
 
 
80067e60 - Whoosh sounds?
 
 
80067e98 - return address list based on weapon type/direction (0x1dc in misc data)
 
sets attackers animation
 
 
800682cc - Color Modification Code Pointers
 
 
 
 
8006fbf0 - Ability Data Pointer 2 (loading to skillset?)
 
0x00 - Range
 
0x01 - Effect Area
 
0x02 - Vertical
 
0x03: Flags 1
 
0x80 -
 
0x40 -
 
0x20 - Ranged Weapon
 
0x10 - Vertical Fixed
 
0x08 - Vertical Tolerence
 
0x04 - Weapon Strike
 
0x02 - Auto
 
0x01 - Can't Target Self
 
0x04: Flags 2
 
0x80 - Can't Hit Enemies
 
0x40 - Can't Hit Allies
 
0x20 -
 
0x10 - Can't Follow Target
 
0x08 - Random Fire
 
0x04 - Linear Attack
 
0x02 - 3 Directions
 
0x01 - Can't Hit Caster
 
0x05: Flags 3
 
0x80 - Reflectable
 
0x40 - Math Skill
 
0x20 - Affected By Silence
 
0x10 - Can't Mimic
 
0x08 - Normal Attack?
 
0x04 - Persevere
 
0x02 - Quote
 
0x01 - Animate on Miss
 
0x06: Flags 4
 
0x80 - Counter Flood
 
0x40 - Counter Magic
 
0x20 - Direct
 
0x10 - Blade Grasp
 
0x08 - Requires Sword
 
0x04 - Requires Materia Blade
 
0x02 - Evadeable
 
0x01 - No Targeting
 
0x07 - Element
 
0x08 - Formula
 
0x09 - X
 
0x0a - Y
 
0x0b - Inflict Status
 
0x0c - CT
 
0x0d - MP Cost
 
 
 
80093b20 - World Map Month Image Data (WLDCORE.BIN 0x2cb20)
 
Each month has one entry.
 
(Size per entry: 0x14 = 20 bytes)
 
Offset (bytes): Notes
 
    0x00 (4): Number of images to display? (Default 1)
 
    0x04 (4): ? Affects display (Default 0x01000180)
 
    0x08 (4): ? Affects colors? (Default 0x01e60000)
 
    0x0c (1): Screen Location Offset X (Default 0x80 = 128)
 
    0x0d (1): Screen Location Offset Y (Default 0x80 = 128)
 
    0x0e (1): Palette? (Default 0) (Messed up colors if changed)
 
    0x0f (1): Flip
 
        0: Upright
 
        1: Vertical flipped
 
        2: Horizontal flipped
 
        3: Both flipped
 
    0x10 (1): Pixel Height (Default 12)
 
    0x11 (1): Pixel Width (Default 24)
 
    0x12 (1): Source Bitmap Y Location
 
    0x13 (1): Source Bitmap X Location
 
 
80093d08 - Display Type
 
0x00 - HP Damage
 
0x01 - HP Healing
 
0x02 - MP Damage
 
0x03 - MP Healing
 
0x04 - SP Damage
 
0x05 - SP Bonus
 
0x06 - CT Damage
 
0x07 - CT Bonus
 
0x08 - Brave Damage
 
0x09 - Brave Bonus
 
0x0a - Faith Damage
 
0x0b - Faith Bonus
 
0x0c - PA Damage
 
0x0d - PA Bonus
 
0x0e - MA Damage
 
0x0f - MA Bonus
 
80093d18 - Status ID's for Display Type
 
Bytes:
 
0x00 -
 
0x01 - Crystal
 
0x02 - Dead
 
0x03 - Undead
 
0x04 - Charging
 
0x05 - Jump
 
0x06 - Defending
 
0x07 - Performing
 
0x08 - Petrify
 
0x09 - Invite
 
0x0a - Darkness
 
0x0b - Confusion
 
0x0c - Silence
 
0x0d - Blood Suck
 
0x0e - Cursed
 
0x0f - Treasure
 
0x10 - Oil
 
0x11 - Float
 
0x12 - Reraise
 
0x13 - Transparent
 
0x14 - Berserk
 
0x15 - Chicken
 
0x16 - Frog
 
0x17 - Critical
 
0x18 - Poison
 
0x19 - Regen
 
0x1a - Protect
 
0x1b - Shell
 
0x1c - Haste
 
0x1d - Slow
 
0x1e - Stop
 
0x1f - Wall
 
0x20 - Faith
 
0x21 - Innocent
 
0x22 - Charm
 
0x23 - Sleep
 
0x24 - Don't Move
 
0x25 - Don't Act
 
0x26 - Reflect
 
0x27 - Death Sentence
 
 
IDs:
 
0x00 - Dead?
 
0x01 - Undead
 
0x02 - Petrify
 
0x03 - Invite
 
0x04 - Darkness
 
0x05 - Confusion
 
0x06 - Silence
 
0x07 - Blood Suck
 
0x08 - Oil
 
0x09 - Float
 
0x0a - Reraise
 
0x0b - Transparent
 
0x0c - Berserk
 
0x0d - Poison
 
0x0e - Regen
 
0x0f - Protect
 
0x10 - Shell
 
0x11 - Haste
 
0x12 - Slow
 
0x13 - Stop
 
0x14 - Faith
 
0x15 - Innocent
 
0x16 - Charm
 
0x17 - Sleep
 
0x18 - Don't Move
 
0x19 - Don't Act
 
0x1a - Reflect
 
0x1b - Death Sentence
 
 
Weapon Sounds (0x00 = item type 0x01 - knife)
 
80093d40 - Weapon Whoosh
 
80093d60 - Weapon Hit
 
80093d80 - Shield Deflection
 
 
 
80093de8 - Ability Animation number
 
 
80093e10 - Ability Animation Flags (0x1C6 abilities, 3 bytes each) (Doesn't include all 0x200 because Support and Movement abilities are not included)
 
0x00 - Flags 1
 
0x01 - Flags 2 (Monster Animations)
 
0x02 - Flags 3
 
 
800942ab -
 
 
800943e4 - Item Graphic Data (0x7f total?)
 
0x00 - Palettes
 
0xF0 - WEP1 Palette
 
0x0F - WEP2 Palette
 
0x01 - Graphic ID (multiple of 2)
 
 
80094508 - halves, based on number of sprite sections
 
 
800946c8
 
 
 
80094748 - Spritesheet Data (4 bytes each, 0x9f total)
 
0x00 - SHP ID
 
0x00 - Type 1
 
0x01 - Type 2
 
0x02 - Cyoko
 
0x03 - Mon
 
0x04 -
 
0x05 - Ruka
 
0x06 - Arute
 
0x07 - Kanzen
 
0x01 - SEQ ID
 
0x00 - Type 1
 
0x01 - Type 2
 
0x02 - Cyoko
 
0x03 - Mon
 
0x04 -
 
0x05 - Ruka
 
0x06 - Arute
 
0x07 - Kanzen
 
0x02 - Flying Flag
 
0x03 - Spritesheet Value? (listed as flags in shishi, but doesn't seem to be flags)
 
 
800949c4 - ? SHP Data (12? entries, one for each type)
 
        0x00 - Type 1 = 0x0b
 
        0x01 - Type 2 = 0x0b
 
        0x02 - Cyoko = 0x02
 
        0x03 - Mon = 0x02
 
        0x04 - ??? = 0x01
 
        0x05 - Ruka = 0x02
 
        0x06 - Arute = 0x01
 
        0x07 - Kanzen = 0x01
 
        0x08-0x0c - 0x00
 
800949d0 - ? SHP Data (12? entries, one for each type)
 
        0x00 - Type 1 = 0x10
 
        0x01 - Type 2 = 0x10
 
        0x02 - Cyoko = 0x04
 
        0x03 - Mon = 0x04
 
        0x04 - ??? = 0x06
 
        0x05 - Ruka = 0x04
 
        0x06 - Arute = 0x0a
 
        0x07 - Kanzen = 0x0a
 
        0x08-0x0c - 0x00
 
 
800949dc - X coordinates to load status bubble icons (KO stars, AT icon also), starts with KO stars: 22 bytes long
 
800949f4 - Y coordinates to load status bubble icons (KO stars, AT icon also), starts with KO stars: 22 bytes long
 
 
 
80094a0c - X coordinates to load death counter numbers
 
80094a24 - Y coordinate to load death counter numbers
 
 
80094a40 - (start of below? Counter is set to +1 before so it starts at 94a44)
 
80094a44 - Status Flags (for Display? 28 total, 4 bytes each)
 
80094ae4 - Start of some list of palettes
 
 
80094ba4 - ? Palettes
 
 
80096024 - ? (set to 0 after prepping to display earned Exp/JP) (word)
 
 
800960c0 -
 
 
800960c4 -
 
 
800960cc - set to 04 in map zoom routine
 
800960d0 - Map Zoom
 
0x04 - Zoomed out
 
0x01 - Zoomed In
 
 
800960d4 - controller input for map tilt?
 
 
800960d8 - Map Tilt
 
0x02 - Steep
 
0x01 - Flat
 
 
800960dc - cleared before setting next control script
 
 
 
800960e4 - (set to 0x28 after prepping earned Exp/JP) (Word)
 
set to 0x2b after prepping ability effect?
 
Type of display - Has something to do with what display function is happening
 
 
0x2b - ability Effect
 
0x29 - Action being taken?
 
0x28 - Exp/JP
 
0x1b - Action confirmation
 
0x19 - Targeting, Target selected
 
0x18 - Select within firing range
 
0x17 - Targeting, no target selected
 
0x16 - Specify target with cursor message (pre-targeting) / Can't execute action, no targets from panel
 
0x14 - Specify Direction for wait message
 
0x13 - Selecting direction for wait
 
0x08 - AT / Unit list / Options
 
0x04 - All menus + status screen
 
0x00 - Moving around battleground with cursor (Free cursor)
 
 
800960e8 - value of 800960e4 stored here
 
 
800960f0 - Set to 1 when status is selected in main battle menu
 
 
800960f8
 
800960fc
 
 
80096100 - AT List ID (used to determine which data to load from the AT list)
 
80096104 - Map ID
 
 
80096110 - cleared in ability effect routines
 
 
80096118 - Casting units ID? (mimic?), ability CT resolution
 
8009611c - Casting units Misc ID?
 
 
8009612c - ? (word)
 
 
800961b4 - Cursor X Coordinate (Cursor)
 
800961b8 - Cursor Map Level (0 = base floor, 1 = higher floor)
 
800961bc - Cursor Y Coordinate (Cursor)
 
800961c0 - Timer Counter for cursor repeat speed
 
 
80096200 - learned ability (learn on hit)?
 
80096204 - post action display phase
 
 
80096208 - Move find item/trap/move-stat up results for display
 
0x01 - treasure chest item?
 
0x02 - move XX up activation?
 
0x04 - item found
 
0x08 - trap
 
0x10 - remove charging?
 
0x20 - move hp up
 
0x40 - move MP up
 
0x80 - move exp up
 
0x0100 - move jp up
 
 
0x0400 - status changes
 
 
8009620c - trap to display?
 
80096210 - Item to display
 
80096214 - Action Phase
 
  0x00 - pre-action
 
  0x01  - acting unit's action
 
  0x02 - reacting unit's action
 
  0x03 - post-action
 
 
 
8009621C - Unit misc ID when selected by cursor
 
 
80096220 - Target/Attacker Tile pointer
 
80096224 - Target/Attacker Tile Pointer
 
 
80096244 - unit number?
 
80096248 - units action data 0x08 long?, 0x0b sections?
 
0x00
 
-0x28 - speed change
 
0x01 - unit ID
 
 
8009624c - item to break
 
 
800962f4
 
 
(stuff for display)
 
800962d4 - HP Damage
 
800962d6 - HP Healing
 
800962d8 - MP Damage
 
800962da - MP Healing
 
800962dc - SP Damage
 
800962de - SP Bonus
 
800962e0 - CT Damage
 
800962e2 - CT Bonus
 
800962e4 - Brave Damage
 
800962e6 - Brave Bonus
 
800962e8 - Faith Damage
 
800962ea - Faith Bonus
 
800962ec - PA Damage
 
800962ee - PA Bonus
 
800962f0 - MA Damage
 
800962f2 - MA Bonus
 
 
800962f4 - Data for spritesheets? (0x688 each, 5 sections - up to Ruka sheets) SHP
 
0x00 - start of Type 1
 
0x688 - start of type 2
 
0xD10 - start of Cyoko
 
0x1398 - start of Mon
 
0x1a20 - start of Ruka
 
8009839c - end of above data
 
 
 
80098a24 - Rotation matrix elements (0x13 long, word each)
 
80098a38 - Translation vectors (3 words)
 
0x00 trx
 
0x04 try
 
0x08 trz
 
 
80098a54 - Some units Misc Data Pointer
 
 
 
 
80098a54 - Pointer to last unit's Misc Data?
 
 
80098d84 - Type of action (mimic / ability CT resolution)
 
0x0100 - active turn?
 
0x0200 - ability CT resolution
 
0x0300 - crystal/treasure?
 
 
80098db8 - ?? cleared after post action
 
 
80098dbc - some effect address
 
 
80098d70 - ??(word)
 
 
80098dcc - numerical display data
 
 
80098dd4 - numerical display data?
 
 
800995ec - (word)
 
 
800995f4 - (14 groups at 0x982 bytes each)
 
set 4 = Unit (team?) Palettes?
 
800995f5 - 1 = skip setting below data?
 
800995f6 - (16 sections, 8 bytes each)
 
0x00 - (1 = active?)
 
0x01 -
 
0x02 -
 
0x03 - (set to PV2 in 0x8f710)
 
0x04 - (set to 0 if PV = 10 in 0x8f710)
 
0x05 - Red Mod (for what changed the below section)
 
0x06 - Green Mod
 
0x07 - Blue Mod
 
80099676 - Palette Color Mod Data (16 sect. w/ 16 colors; 7 bytes each color (0x700 total))
 
0x00 - Red Value
 
0x01 - Green Value
 
0x02 - Blue Value
 
0x03 - Alpha Flag
 
0x04 - Modified Red? (0x1f if total of RGB = 0)
 
0x05 - Modified Green?
 
0x06 - Modified Blue?
 
80099d76 - Raw Palettes (16 sections, 16 colors, 2 bytes each (0x200 total))
 
 
8009b27c - list of some misc data
 
 
 
800a1c90 - frames for animations (each animation runs until frame = 0xff)(Corrsponds to BFA30 addresses) SEQ Data
 
0x00 - Frame to load
 
0x01 - duration of frame
 
 
800a69d0 - frames for animations for Mon sheets?
 
 
800a7784 - Map Tilt
 
0x2e - flatter
 
0xc0 - steeper
 
800a7786 - Map Rotation (half)
 
0x0002
 
0x0006
 
0x000a
 
0x000e
 
 
800a7790 - word loaded to coprocessor 2 register: gtedr00_vxy0
 
800a7794 - word loaded to coprocessor 2 register: gtedr00_vz0
 
800a7798 - word loaded to coprocessor 2 register: gtedr01_vxy1
 
800a779c - word loaded to coprocessor 2 register: gtedr01_vz1
 
800a77a0 - word loaded to coprocessor 2 register: gtedr02_vxy2
 
800a77a4 - word loaded to coprocessor 2 register: gtedr02_vz2
 
before rtpt
 
 
800a77a8 - word loaded to coprocessor 2 register: gtedr00_vxy0
 
800a77ac - word loaded to coprocessor 2 register: gtedr00_vz0
 
before rtps
 
 
800a839c - some pointer for Ruka and above spritesheets?
 
 
 
800b6294
 
 
800b6698 - word, deals with palette modification
 
0x00
 
0x01
 
0x02
 
0x03 -
 
0x02 - skips stormy weather palette mod?
 
0x01 - skips time of day palette mod?
 
 
800b7308 - Miscellaneous Unit Data? (0x440 bytes each)
 
0x000 - Pointer to previous unit's misc data (00000000 means this is the first)
 
0x004 - Unit Misc ID?
 
0x005 - Spritesheet VRAM slot
 
0x006 - Spritesheet ID
 
0x007 - Stored Palette? (Xif)
 
0x008 - ? (less than 31 skips Unit ID check?) (halfword)
 
incremented on ability display
 
 
0x00a - set to 1 when using ability
 
 
0x00c (half) -Change of animation (set when changing animation)
 
animation = unit animation(see video in important links) + 01
 
 
0x0e - (half) - VRAM Spritesheet ID?
 
0x14 - First Unit Spritesheet
 
0x1c - Last Unit Spritesheet
 
0x1e - Wep sheet? item.bin?
 
0x1f - Frame.bin
 
0x3f - Item.bin
 
0x10 - (half) - VRAM palette ID
 
 
0x012 - (halfword)
 
0x40 - (Disabled when Transparent)
 
0x20 - (Disabled when Transparent)
 
0x02 - set when moving/acting
 
0x01 - (Enabled when Transparent)
 
 
 
0x018 - X Mod * 4096
 
0x01c - Height Mod * 4096
 
0x020 - Y Mod * 4096
 
 
0x038 - half, initialized to 0x2000 special movement flags?
 
 
-----These values used to create vectors for effects processing
 
0x040 - X Mod (X * 28 + some value) - X Location on screen
 
0x042 - Height Mod (negative) - Z Location on screen
 
0x044 - Y Mod (Y * 28 + some value) - Y Location on Screen
 
 
0x050 - X ?(halfword)
 
0x052 - Height? ?(halfword)
 
0x054 - Y ?(halfword)
 
 
0x060 - X ?(halfword)
 
0x062 - Height? ?(halfword)
 
0x064 - Y ?(halfword)
 
-----
 
 
0x070 - Current Facing? (/ 0x400 = facing)
 
(guesses)
 
0xc00 - Facing East
 
0x800 - Facing North
 
0x400 - Facing West
 
0x000 - Facing South
 
0x072 - Attack Facing? (FFFF = no facing change; this is the facing after attack)
 
NOTE: Counter sets 0x72 to 0x70, 0x70 gets changed to facing towards
 
attacker, then 0x70 is set back to 0x72 and 0x72 set to FFFF (end)
 
0x074 - (gets added to depth * 12 before subtracting from height)(halfword)
 
0x076 - (added to final height value)(halfword)
 
 
0x7a -
 
 
0x07c - Unit's X Coordinate initialized to ENTD (current location?)
 
0x07d - Unit's Y Coordinate
 
0x07e - Unit's Map Level (0 = Floor 1, 1 = Floor 2)
 
0x07f - Unit's offset from normal position on tile? (e.g. When moving, how far off the center of the tile the unit is as it moves to the next tile)?
 
 
first to be changed
 
0x080 - Unit's X Coordinate (While moving)
 
0x081 - Unit's Y Coordinate (While moving)
 
0x082 - Unit's Map Level + flags (While moving) (with 0x83 byte)
 
0x083 - Motion Flags
 
0x10 - Float
 
 
0x084 - Unit's X Coordinate (Previous Location?) (saved location until move confirmed)
 
0x085 - Unit's Y Coordinate
 
0x86 - Units map level
 
 
0x98 - Number of tiles moved so far in current movement    //cleared when knocked back
 
        0x9c - Number of tiles in movement?                        //List of tiles to move to?
 
        0x9d - 0x9d + (Number at 0x9c) - 1:
 
            0x00 = Move east
 
            0x40 = Move west
 
            0x80 = Move south
 
            0xc0 = Move north
 
            0x20 flag = Higher Elevation
 
            0x01 to 0x11 = Number of tiles to jump over
 
   
 
        // Not sure about these...
 
0x9d - Unit's X Coordinate (Current location?)
 
0x9e - Unit's Y Coordinate
 
0x9f -  Unit's Map Level
 
 
0x11b - (allows 0x9d flags to get 0x10 to set 0x11e, if != 0)
 
                only ever saw this variable set to 0, so it may not work
 
    0x11c - (some flags stored to 0x9621c, stored here from 0x9d list)  // (Current movement value?)
 
 
 
    0x11e - 0x18a Unit ID + 1 (not sure what unit though)
 
    0x11f - Previous 0x11e
 
0x120
 
 
0x12c
 
 
 
0x130 - Mount/Rider Value
 
                0x00 = N/A
 
                0x01 = Riding 0x131
 
                0x02 = Mount for 0x131
 
0x131 - Mount/Rider ID
 
0x132 - Previous Mount/Rider Value?
 
0x133 - Previous Mount/Rider ID?
 
0x134 - Pointer to Unit's Data
 
 
0x138 - Used Ability ID
 
0x13a - used Item/Weapon ID
 
0x13b - animation flag - determines high/mid/low strike
 
 
0x13c - set to 0 when ability CT resolves / mimic ability used
 
0x13d - ENTD flags from Unit data
 
 
0x13e - (skips 0x822bc code if != 0)(byte) - modified palette byte
 
0x13f - (byte)
 
 
0x140 - Status Flags 1
 
0x80 - Confusion
 
0x40 - Sleep
 
0x20 - Petrify
 
0x10 - Stop
 
0x08 - Critical
 
0x04 - Dead
 
0x02 - (disabled if 0x130 = 1)
 
0x01 -
 
0x141 - Status Flags 2
 
0x80 - Faith
 
0x40 - Berserk
 
0x20 - Cursed
 
0x10 - Haste
 
0x08 - Slow
 
0x04 - Defending
 
0x02 - Charging
 
0x01 - Performing
 
0x142 - Status Flags 3
 
0x80 - Oil
 
0x40 - Poison
 
0x20 - Protect
 
0x10 - Shell
 
0x08 - Don't Act
 
0x04 - Don't Move
 
0x02 - Blood Suck
 
0x01 - Innocent
 
0x143 - Status Flags 4
 
0x80 - (Originally Reflect?)
 
0x40 - Undead
 
0x20 - Regen
 
0x10 - Reraise
 
0x08 - Darkness
 
0x04 - Death Sentence
 
0x02 - Silence
 
0x01 - Charm
 
0x144 - Status Flags 5 (word)
 
0x80 - Poached
 
0x40 - Jump
 
0x20 - Float
 
0x10 - Transparent
 
0x08 - Treasure (Enabling only)
 
0x04 - Frog
 
0x02 - Chicken/Crystal (removal only)
 
0x01 - Crystal
 
0x145 - Status Flags 6
 
0x80 -
 
0x40 -
 
0x20 -
 
0x10 -
 
0x08 -
 
0x04 -
 
0x02 -
 
0x01 - Morbol virus'd
 
NOTE: Unused, Invite, Wall and Reflect aren't set
 
0x148 - Statuses to Add 1
 
0x14c - Statuses to Add 5
 
0x150 - Statuses to Remove 1
 
0x154 - Statuses to Remove 5
 
 
0x158 - 2 = AI Error? (word)
 
 
0x16e -  in Unit Data:
 
0x15c - Target ID
 
0x15d - Skillset used ID
 
0x15e - Ability used ID
 
 
0x160 - Calculator type abiltiy ID
 
0x162 - Calculator Multiplier abiltiy ID
 
0x164 - used Item ID
 
0x165 -
 
0x166 - reaction ID?
 
0x05 - Tile-Specific Ability?
 
0x06 - Target-Specific Ability?
 
0x167 - Target ID?
 
 
0x168 - X target panel coordinate (half)
 
0x16a - Target map level
 
0x16c - Y target panel coordinate
 
 
0x16e - 0x180 in unit data
 
0x16f - 0x181 in unit data
 
 
0x174 - ability range? (return value from 0x17a8c0
 
0x17c - some word checked before action phase routines
 
 
0x180 - (word) 0xff if target ID = 0xff
 
skips movement stuff if 0
 
 
0x184 - X Coordinate to move to?
 
 
0x186 - (byte)
 
 
0x188 - Y Coordinate to move to?
 
 
Current action data?
 
0x18c - Reaction ID / Attacking unit ID? - Used Ability ID
 
0x18d - Limit for 0x18e data (Targets Hit Counter)
 
0x18e - Target list - Ends when 0xff is reached
 
0x00 - Target unit ID?
 
 
 
0x19e/0x12 - set to 1 when animate on miss is not true, cleared when units are hit
 
0x19f/0x13 - control value
 
0x01 - math skill
 
0x1a0/0x14 - last attack used ID (half)
 
0x1a2/0x16 - ability formula? can poach?
 
0x1a3/0x17 - ?? control value? set to 1 if reaction occurred
 
0x1a4/0x18 - Continue attack byte?
 
0x01 - continue
 
0x00 - end
 
0x1a5/0x19 - Current Hit number
 
0x1a6/0x1a - reaction ID?
 
0x1a7/0x1b -
 
0x1a8/0x1c - target new X coordinate
 
0x1a9/0x1d - Target new Y coordinate(for post action knockback?)
 
0x1aa/0x1e - target map level
 
0x1ab/0x1f - used weapon ID
 
0x1ac/0x20 -
 
0x1ad/0x21 -
 
0x1ae/0x22 - can poach flag?
 
0x1af - can earn experience
 
0x1b0 - Earned Experience (For Display?)
 
0x1b1 - Earned JP
 
0x1b2 - Level (For Level UP! event?)
 
0x1b3 - Job Level (stored if level changed)
 
0x1b4 - ? (byte)
 
0x1b5 -
 
 
0x1b7 - Inflicted/Removed Status Counter (max of 0x1b)
 
0x1b8 - Display Flags 1
 
0x80 - CT Bonus
 
0x40 - CT Damage
 
0x20 - SP Bonus
 
0x10 - SP Damage
 
0x08 - MP Healing
 
0x04 - MP Damage
 
0x02 - HP Healing
 
0x01 - HP Damage
 
0x1b9 - Display Flags 2
 
0x80 - MA Bonus
 
0x40 - MA Damage
 
0x20 - PA Bonus
 
0x10 - PA Damage
 
0x08 - Faith Bonus
 
0x04 - Faith Damage
 
0x02 - Brave Bonus
 
0x01 - Brave Damage
 
0x1ba - Display Flags 3
 
0x80 - "Guarded"
 
0x40 - "Missed!"
 
0x20 - "CT0"
 
0x10 - "Quick"
 
0x08 - "Broken"
 
0x04 - "Stolen"
 
0x02 - +"1Lv."
 
0x01 - -"1Lv."
 
0x1bb - Display Flags 4
 
0x20 - "No MP"
 
0x10 - "Silenced"
 
0x08 - "No Target"
 
0x04 - Gained JP
 
0x02 - Gained Exp
 
0x01 - "Caught"
 
 
 
 
0x1bc - End of Inflicted/Removed Status ID List (0x1b long, counts backwards)
 
0x80 - Removal Flag
 
 
0x01d8 - Frame/Animation Data (0x30 bytes each referring to Sprite/WEP/etc.)
 
Main Sprite
 
0x0000 - Sprite Activation Flag (disappears when set to 0
 
Set to 1 when using ability
 
 
0x0004 - Current animation? Half
 
0x0006 - halfword
 
 
0x0008 - Current Frame displayed for animation in 0x0004
 
 
0x000c - Timer increments by 1 or 2 every second
 
 
0x0014 -
 
0x0018 -
 
 
0x1c/0x1f4 - SHP Data Pointer
 
0x20/0x1f8 - SEQ Data Pointer
 
0x24/0x1fc - SHP Data Pointer
 
0x28/0x200 - SEQ Data Pointer
 
0x2C/0x204 - Sprite Display Section Pointer in Misc Data
 
 
0x208 - WEP Sprite Data? (0x362)
 
0x238 - WEP2 Sprite Data? (0x3e6)
 
0x268 - Numerical Display Data? (0x3aa)
 
0x298 - Shadow (0x3ce)
 
 
0x2bc - Activation flag for Numerical Display/Status text
 
~ 0x2be - Display Type
 
0x0200 - (uses 0x18e list?)
 
0x0100 - "No MP"
 
0x00f0 - "Silenced"
 
0x00e0 - "No Target"
 
0x00d0 - "CT0"
 
0x00c0 - "Quick"
 
0x00b0 - "Broken"
 
0x00a0 - "Stolen"
 
0x0090 - +"1Lv."
 
0x0080 - -"1Lv."
 
0x0070 - Status Removal
 
0x0060 - Status Infliction
 
0x0050 - Gained JP
 
0x0040 - Gained Exp
 
0x0030 - "Caught"
 
0x0020 - "Guarded"
 
0x0010 - "Missed!"
 
0x000f - MA Bonus
 
0x000e - MA Damage
 
0x000d - PA Bonus
 
0x000c - PA Damage
 
0x000b - Faith Bonus
 
0x000a - Faith Damage
 
0x0009 - Brave Bonus
 
0x0008 - Brave Damage
 
0x0007 - CT Bonus
 
0x0006 - CT Damage
 
0x0005 - SP Bonus
 
0x0004 - SP Damage
 
0x0003 - MP Healing
 
0x0002 - MP Damage
 
0x0001 - HP Healing
 
0x0000 - HP Damage
 
`
 
0x2c0 - Number to Display (JP/EXP/HP/MP/CT/SP/PA/MA/Br/Fa)
 
NOTE: the way they go about doing it is messy; you could get the same
 
result by dividing by 10 each pass through a loop (with the limit = # of
 
digits to display), storing the remainder as the digit, and sending the
 
remaining value through the next pass.
 
 
0x2c2 - Display Type (set to 0 if 0x2bc = 0, capped at 0x15; gets 0x45980 added to it)
 
(some frame/animation thing? used for loading 0x67bac data)
 
0x2c4 - Numerical Display Pointer 1
 
0x2c8 - Numerical Display Pointer 2
 
0x2cc - Numerical Display Pointer 3
 
 
0x2d0 - something with display for item abilities?
 
0x2d8 - Item/Equip Display Pointer
 
 
0x2dc - Activation byte for Status Bubble
 
0x2dd - Which status bubble to show
 
0x2de - X location of status bubble
 
0x2df - Y location of status bubble
 
0x2e0 - Timer (word)
 
0x2e4 - ? Pointer to 0x410 data - Status Bubble
 
 
0x2e8 - Unused Section
 
 
*Display*
 
 
0x31c - Sprite Display Section (8 graphical sections) (0x46 each) - Main Sprite
 
<Section 1 - Unit Sprite>
 
0x00 - Red Shading
 
0x01 - Green Shading
 
0x02 - Blue Shading
 
0x03 - Sprite Type?
 
0x00 - None
 
0x01 - Text?
 
0x02 - Monster? (Panther)
 
0x03 - Type 1? (Units and Goblin)
 
0x04 - ? (one frame in chanting/riding chocobo)
 
 
0x06 - Chocobo?
 
0x04 - VRAM Spritesheet ID
 
0x00 - Map
 
0x01 - Map?
 
0x02 - Map?
 
0x03 - Map? (had height) (upper right screen
 
0x04 - active unit spritesheet?
 
0x05 - Formation screen
 
0x06 - Last loaded Menus
 
0x07 - unit billboard
 
0x08 - Wep2, Wep3
 
0x09 - Wep1
 
0x0a - some background
 
0x0b - frog/chicken/crystals
 
0x0c - none
 
0x0d - some checkerboard with fonts?
 
0x0e - checkerboard with fronts + random stuff
 
0x0f - more checkerboard + random
 
0x10 - 0x13 - maps again
 
0x14 - First Unit Spritesheet
 
0x1c - Global Portrait list?
 
0x1d - in battle portraits + random spritesheet stuff
 
0x1e - Wep sheet? item.bin?
 
0x1f - Frame.bin
 
0x3f - Item.bin
 
0x80 - some flag
 
0x40 - ??
 
0x20 - some flag, does nothing?
 
 
0x06 - VRAM Palette ID
 
0x08 - ? (01 seems to shift left 1 pixel)
 
0x09 - X Size (stretches sprite to this size)
 
0x0a -
 
0x0b - Y Size (stretches sprite to this size)
 
0x0c -
 
0xF0 - Spin on Y axis (direction sprite is facing)
 
 
 
0x0d - ?
 
0x0F - Spin on Y axis (direction sprite is facing)
 
 
*Sprite Data (7 bytes each)*
 
0x0e - X Shift on screen
 
0x0f - Y Shift on screen
 
0x10 - Image Width
 
0x11 - Image Height
 
0x12 - X Load Location from spritesheet
 
0x13 - Y Load Location (2 bytes?)
 
0x14 - special effects
 
0x01 - transparent
 
0x02 - mirror horizontal
 
0x04 - mirror vertical
 
0x08 - ???
 
 
0x362 - ? Display (3 Sprite Data Sections, plus 1 byte padding?)
 
<WEP1 Sprite>
 
 
0x386 - ? Display (3 Sprite Data Sections, plus 1 byte padding?)
 
<WEP2 Sprite>
 
 
0x3aa - ? Display (3 Sprite Data Sections, plus 1 byte padding?)
 
 
 
0x3ce - Numerical Display Section 1 (these have 1 Sprite Data section) (0x16 bytes each)
 
0x00 - Red
 
0x01 - Green
 
0x02 - Blue
 
0x03 - Image type
 
0x04 - VRam Spritesheet ID
 
0x05 -
 
0x06 - half - initialized to 0x10 in misc data + 0x0100
 
0x08 - X stretch (half)
 
0x0a - Y stretch (half)
 
 
0x14 - initialized to 0
 
 
0x3e4 - Numerical Display Section 2
 
0x00 - X Shift
 
0x01 - Y Shift
 
0x02 - Image Width
 
0x03 - Image Height
 
0x04 - X Load Location
 
0x05 - Y Load Loaction (2 bytes?)
 
0x3fa - Numerical Display Section 3
 
0x00 - X Shift
 
0x01 - Y Shift
 
0x02 - Image Width
 
0x03 - Image Height
 
0x04 - X Load Location
 
0x05 - Y Load Loaction (2 bytes?)
 
 
0x410 - Status Text/Bubbles Display Section (1 Sprite Data Section)
 
0x00 - Red Shading
 
0x01 - Green Shading
 
0x02 - Blue Shading
 
~ 0x03 - Sprite Type?
 
0x00 - None
 
0x01 - Text?
 
0x02 - Monster? (Panther)
 
0x03 - Type 1? (Units and Goblin)
 
` 0x04 - ? (one frame in chanting/riding chocobo)
 
 
0x06 - Chocobo?
 
~ 0x04 - VRAM Spritesheet ID
 
0x00 - Map
 
0x01 - Map?
 
0x02 - Map?
 
0x03 - Map? (had height) (upper right screen
 
0x04 - active unit spritesheet?
 
0x05 - Formation screen
 
0x06 - Last loaded Menus
 
0x07 - unit billboard
 
0x08 - Wep2, Wep3
 
0x09 - Wep1
 
0x0a - some background
 
0x0b - frog/chicken/crystals
 
0x0c - none
 
0x0d - some checkerboard with fonts?
 
0x0e - checkerboard with fronts + random stuff
 
0x0f - more checkerboard + random
 
0x10 - 0x13 - maps again
 
0x14 - First Unit Spritesheet
 
0x1c - Global Portrait list?
 
0x1d - in battle portraits + random spritesheet stuff
 
0x1e - Wep sheet? item.bin?
 
0x1f - Frame.bin
 
0x3f - Item.bin
 
0x80 - some flag
 
0x40 - ??
 
` 0x20 - some flag, does nothing?
 
 
0x06 - VRAM Palette ID
 
0x08 - ? (01 seems to shift left 1 pixel)
 
0x09 - X Size (stretches sprite to this size)
 
0x0a -
 
0x0b - Y Size (stretches sprite to this size)
 
0x0c -
 
0xF0 - Spin on Y axis (direction sprite is facing)
 
 
 
0x0d - ?
 
0x0F - Spin on Y axis (direction sprite is facing)
 
 
*Sprite Data (7 bytes each)*
 
0x0e - X Shift on screen
 
0x0f - Y Shift on screen
 
0x10 - Image Width
 
0x11 - Image Height
 
0x12 - X Load Location from spritesheet
 
0x13 - Y Load Loaction (2 bytes?)
 
0x14 - special effects
 
0x426 - Item/Equip Display Section (1 Sprite Data Section)
 
 
0x43c - initialization byte
 
*end of Misc Data*
 
 
800b9eb4 - gtecr31_flag
 
 
 
800b9f14 -
 
 
800bb704 - start of some data
 
 
800bcbf4 - start of some data
 
 
800bd8cc - data sent back from GPU?
 
 
800bd8e4 - data sent back from GPU - gtedr14_sxy2
 
 
800bda04 -
 
0x04 - X/Y Shift for number display
 
0x06 - Image Width/Height
 
 
 
800bdd24 - some effect coordinate address?
 
 
800bde64
 
 
800bdf0c - SHP data (0xc40 each?)
 
 
800bfa30 - Address pointers to frame animations (Type 1) [Animation*4 + 8 = address]
 
 
800c1260 - Type 1 SHP
 
800c5e8e? - WEP 1 SHP
 
 
 
800c7ca8 - Camera zoom level (word); Higher number means more zoom
 
    Normal battle zoomed-out value: 0x0c00
 
    Normal battle zoomed-in value: 0x1000
 
 
 
800c7ce8 - start of VRAM spritesheet data? (0x32d6 each, 0x09 sections
 
0x00 - spritesheet ID?
 
0x01 - spritesheet ID?
 
 
800c0e58 - ARUTE/KANZEN SEQ data
 
 
800cfa30 - SEQ data (0x408 each, 5 sections
 
0x00
 
0x408
 
0x810
 
0xc18
 
0x1020
 
800d0e58 - end
 
 
 
800d4640 - Palettes
 
 
800e466e - end of VRAM spritesheet data
 
 
800e4e90 - Cursor X Coordinate
 
800e4e94 - Cursor Map Level
 
800e4e98 - Cursor Y Coordinate
 
 
800e4e9c - Map Max X coordinate
 
800e4ea0 - Map Max Y coordinate
 
800e4ea4 - Modified Palettes (14 chunks at 512 bytes each)
 
0x000 -> Modified Palettes
 
0x982 ->
 
 
800e6b94 - current map data
 
 
800e6bb0 - list of return addresses
 
800e6c98 - list of return addresses
 
 
 
800e6edc -
 
 
800f5ba8 - current loaded map (set at f385c)
 
 
800f5c58 - map data
 
 
800f5c74 - found in move-find item routines f3680
 
 
800f5c5c - found in map loading routines f3850
 
 
800f5e74 - Move-Find Item Data (and Traps)
 
0x00 - X/Y Coordinate (Y + X * 16, up to 15 each)
 
0x01 - Trap
 
0x80 - Unknown
 
0x40 - Unknown
 
0x20 - Unknown
 
0x10 - Unknown
 
0x08 - Steel Needle
 
0x04 - Sleeping Gas
 
0x02 - Deathtrap
 
0x01 - Degenerator
 
0x02 - Rare Item ID
 
0x03 - Common Item ID
 
 
0x04-0x0f - same as above, but for locations 2-4
 
 
800f64dc
 
 
800f6860 - Map Max X
 
800f6864 - Map Max Y
 
 
 
800f70b4 - map data?
 
 
800fc558 - ?? map data?
 
 
 
 
80121d58 - ?
 
 
80121d8f - list of data, 0x12 bytes long each, 9 entries
 
 
80124604 - Map GNS Data?
 
0x00 - stored 0x00 at 0x07c01af0
 
 
0x04 - File Type? (0117 = Texture)
 
 
0x08 - LBA Sector
 
0x0c - File Size (multiples of 0x800)
 
 
80132824 - ?
 
 
8014cf68 - Status Image Data (4 bytes each, 0xc4 total)
 
0x00 - X Load Location
 
0x01 - Y Load Location
 
0x02 - Image Width
 
0x03 - Image Height
 
 
0x00 - "Dead"
 
0x04 - "Undead"
 
0x08 - "Petrify"
 
0x0c - "Invite"
 
0x10 - "Darkness"
 
0x14 - "Confusion"
 
0x18 - "Silence"
 
0x1c - "Blood Suck"
 
0x20 - "Oil"
 
0x24 - "Float"
 
0x28 - "Reraise"
 
0x2c - "Transparent"
 
0x30 - "Berserk"
 
0x34 - "Poison"
 
0x38 - "Regen"
 
0x3c - "Protect"
 
0x40 - "Shell"
 
0x44 - "Haste"
 
0x48 - "Slow"
 
0x4c - "Stop"
 
0x50 - "Faith"
 
0x54 - "Innocent"
 
0x58 - "Charm"
 
0x5c - "Sleep"
 
0x60 - "Don't Move"
 
0x64 - "Don't Act"
 
0x68 - "Reflect"
 
0x6c - "Death Sentence"
 
0x70 - "Stolen"
 
0x74 - "Broken"
 
0x78 - (these 6 are unused)
 
0x7c -
 
0x80 -
 
0x84 -
 
0x88 -
 
0x8c -
 
0x90 - "Quick"
 
0x94 - "HP"
 
0x98 - "MP"
 
0x9c - "CT"
 
0xa0 - "Speed"
 
0xa4 - "Brave"
 
0xa8 - "Faith"
 
0xac - Sword Icon (PA)
 
0xb0 - Rod Icon (MA)
 
0xb4 - "Lv."
 
0xb8 - "GIL"
 
0xbc - "Exp."
 
0xc0 - "Frog"
 
 
8014d02c - Tile type ID of currently selected tile (e.g. Grassland, Stone Floor, Tree, etc.)
 
 
8014d038 - pre-attack display
 
 
8014d05c - Start of display data (when menu is loaded in battle)
 
0x00 - level
 
0x02 - enemy/ally/Autobattle flag
 
 
0x08 - Experience
 
 
0x0c - Current HP
 
0x10 - Max HP
 
0x12 - Current MP
 
 
0x16 - Max MP
 
0x18 - CT
 
 
0x26 - Job ID
 
0x28 - Brave
 
0x2a - Faith
 
0x2c - modified Birthday
 
 
8014d08a - Selected unit index (halfword)
 
 
8014d09a - hit % data (for display?)
 
 
8014d0a0 - Billboard data?
 
0x00 - Move
 
0x02 - Speed
 
0x04 - Jump
 
0x06 - WP 1
 
0x08 - WP 2
 
0x0a - W-Ev 1
 
0x0c - W-Ev 2
 
0x0e - Primary Skillset
 
0x10
 
0x12 - PA
 
0x14 - C-Ev
 
0x16 - Shield P-Ev
 
0x18 - Accessory P-Ev
 
 
0x1c - MA
 
0x1e - "00" under c-ev
 
0x20 - Shield M-Ev
 
0x22 - Accessory M-Ev
 
0x24 - Right hand equipment
 
0x26 - left hand equipment
 
0x28 - head
 
0x2a - Body
 
0x2c - accessory
 
0x30 - secondary skillset
 
0x32 - Reaction
 
0x34 - Support
 
0x36 - Movement
 
 
 
8014d13c - Skillset Display?
 
8014d13d -
 
 
8014d148 - Unit Name
 
 
8014d264 - Player abilities display (greying out ability, blinking red, etc.)
 
0x00 - normal
 
0x01 - normal greyed out
 
0x04 - normal greyed out
 
0x05 - normal greyed out
 
0x08 - blinking red
 
0x09 - greyed out and blinking
 
0x0c - greyed, blinking blue
 
 
8014d304 - Unit ID
 
8014d308 - used ability for spell qoutes (word)
 
8014d30c - used skillset (word)
 
8014d310 - used item (regardless of thrown/attack) (word)
 
8014d314 - Autobattle Setting?
 
 
8014d318 - function setting for 141b0c routine (r4)
 
8014d31c - r5 setting for 141b0c routine
 
 
8014d320 - Ability CT?
 
80143d24 - set to 1 when ability is selected
 
8014d32c - some data, 0x8 bytes each, 0x9 sections
 
 
 
 
8014d374 - list of menu data (from 165f84)
 
0x00 - menu directive
 
0x0e - Units turn menu can't move, not on chocobo
 
0x13 - Units turn menu can move, can't act, not on chocobo
 
0x14 - Units turn menu can't move or act, not on chocobo
 
0x2e - Units turn menu with move/act usable, On Mount
 
0x2f - Units turn menu with move usable, on mount
 
0x30 - Units turn menu with move usable, act not usable, on mount
 
0x31 - Units turn menu with move/act not usable, on mount
 
0x04 - address
 
 
 
8014d46c - AI data? Menu Data? cleared if under manual control (0x11 bytes each for each unit ID)
 
0x00 - set to a value if using/charging an ability
 
0x01 - 0xff for all units
 
0x02 - set to 01 if using/charging ability?
 
 
8015327c - Pointer to thread array (WORLD.BIN) (0x80195cd0)
 
   
 
8015d304 - Current Unit's ID (* 0x1c0 for Data Pointer)
 
 
 
801612dc - start of some data - used in Set Unit Names routine ~133434
 
list of words, values loaded and added to 8016135c
 
that address is then stored in 173f8c + offset
 
 
 
 
 
 
Text Data (Some sections behave differently.
 
  Menus 2e and 00 cannot be greyed out by making the 0x01 byte
 
  00)
 
801630da - Act menu display data (0x05 bytes each, 0x06 for each unit?)
 
0x00 - Letter
 
0x01 - availability byte
 
0x04 - abilities not known in skillset? (greyed out)
 
0x00 - abilities known in skillset
 
0x02 - set to 0xff if no command displayed
 
0x03 - set to 0xfa
 
0x04
 
0x05
 
 
0x82 - 1637b2
 
0x83 - 1637de - move disabled
 
 
801612dc - Start of SAMPLE.LZW
 
 
8016135c - 80161928 - Battle Error Messages Text
 
80161929 - 80161d41 - Battle Messages Text
 
80161d41 - 801622c2 - Job Names Text
 
801622c3 - 80162e48 : Item Names Text
 
80162e50 - 801630d9 - Japanese writing (FREE SPACE)
 
801630da - 80163b87 - Act menus display data (0x05 bytes each, 0x06 for each unit?)
 
80163b88 - Ability Names Text
 
80164eb6
 
Battle Messages
 
Status Names
 
Error/Confirmation
 
8016593a - 165d73 - Skillset Names
 
"Anything" in between
 
80165d88 - Summon Names
 
80165df6 - Draw Out Names
 
 
80165e64 - Start of some other data
 
 
80165ecc
 
 
80165ea4 -
 
 
80165eb4 - Palette Pointer Mod 1? (halfword)
 
80165eb6 - Palette Pointer Mod 2? (halfword)
 
(((b6 + Palette / 8) * 64) OR
 
(((b4 + (Palette MOD 8) * 16) / 16) AND 0x3f
 
forms some sort of palette value stored in 0x06/0x07 of sprite data sections
 
 
80165ee4 - Menu selection (act/wait/move) stored here (counter #)
 
0x00 - Main Menu
 
0x02 - Skillsets Menu - Also Execute Action menu
 
0x04 - Ability Menu/First Math bytes
 
0x06 - Second Math Bytes
 
0x08 - Math Ability
 
 
80165ee6 - Menu Selection (Execute Action. Ok?) counter
 
0x00  - execute
 
0x01 - Quit
 
 
80165ef4 - calculator type ability ID / Item ID?
 
- also skillset to display + 0xb000
 
80165ef8 - Calculator multiplier ability ID
 
- also second skillset to display + 0xb000
 
80165efc - used ability ID
 
- also ....
 
 
80165f74
 
 
80165f84 - Menu/ message display byte
 
 
0x0e - Units turn menu can't move, not on chocobo
 
0x13 - Units turn menu can move, can't act, not on chocobo
 
0x14 - Units turn menu can't move or act, not on chocobo
 
0x2e - Units turn menu with move/act usable, On Mount
 
0x2f - Units turn menu with move usable, on mount
 
0x30 - Units turn menu with move usable, act not usable, on mount
 
0x31 - Units turn menu with move/act not usable, on mount
 
 
141654 inputs
 
0x01 - wait message
 
0x06 - attack selected (select target to attack)
 
0x07 - movement message?
 
0x08 - continue?
 
0x0a - normal ability name display
 
0x14 - select target to attack (auto battle fight for life)
 
0x1a - target confirmation (Unit to attack for auto battle)
 
0x1b - target confirmation (unit to protect for auto battle)
 
0x1d - job level up/level up?
 
0x1e - learn on hit
 
0x1f - crystal/treasure menus
 
0x21 - after move, confirmation to move there
 
0x22 - 0x25 - traps?
 
0x26 - move find item
 
0x32 - calculator stuff?
 
 
 
80165f94
 
80165f98 -  pointer to 0x8016986c - Thread array base pointer
 
80165f9c -  pointer to 0x5771c - Start of main data
 
 
 
80165fa0 - changes depending on displayed menu/message during battle
 
80165fa2 - same as above, changed when scroll you scroll past the initial abilities displayed
 
 
80165fb4 - move selected, panel selected - set to 1 (Move to panel?)
 
 
80165fbc
 
 
80165ff6
 
 
80166018 - incremented
 
 
80166048 - freezes control to go to next event
 
 
8016604a -
 
 
801660a3 - control variable used in 0x13b590
 
 
801660ec - half
 
801660ee - half
 
801660f0 - half
 
801660f2 - half
 
 
801696a8 -
 
801696aa -
 
 
80169994 - limit the cursor can scroll before menu shifts
 
80169996 - number of slots the menu can shift downward
 
80169998 - ability name X display location
 
8016999a - MP/Stock X display location
 
8016699c - Turns/CT X Display Location
 
8016699e - Ability name display
 
 
801669a0 - Controls menu display of abilities (stock, mp, turns, etc.)
 
0x00
 
0x01
 
0x02 - "Now"
 
0x03 - initialized to this
 
0x04
 
 
801669a2 - Controls menu display of abilities (stock, mp, turns, etc.)
 
0x00 -
 
0x01 -
 
0x02 - removes stock numbers
 
0x03 - initialized to this
 
 
801669a4 - pointer to start of AI data / skillset abilities
 
801669a8 - pointer to AI data + 0xa4
 
801669ac - pointer to AI data + 0x148
 
 
801669b0 - ability display flags
 
 
801669bc - Amount of slots the menu scrolled down (to display more abilities)
 
 
80166a40 - some skillset data, half each
 
0x1000 - abilities not known in skillset (removes sound effect when skillset is selected)
 
0x0016 - set to this if nothing to display for that skillset slot
 
0x0003 - always set?
 
 
80166ae4
 
 
 
Menu List
 
80166b10 - Main Menu
 
80166bc4 - ability menu (math skill menus included)
 
0x2c - type of menu
 
80166c00 - Act menu (skillsets + attack)
 
 
80166b10 - Menu Data  (0x3c each)
 
0x38 - Move/Act/Wait/Status/etc. menu counter
 
0xe0 - Header set for menu
 
0x00 - none
 
0x01 - "Menu"
 
0x02 - "Check"
 
0x03 - "Effect"
 
0x04 - "Turn"
 
0x05 - "Ability"    "Ref" "Turn"
 
0x06 - "Ability"    "Ref" "Mp" "Turn"
 
0x07 - ""            "Ref" "Stock" "Turn"
 
0x08 - ""            "Ref" "Turn" ""
 
0x09 - "Ability"
 
0x0a - "Menu" all blotchy
 
0x0b - "Ability"    "Ref" "Mp" "Turn"
 
0x0c - none
 
everything else seems to be none
 
0xec - Counter
 
0xee - Type of menu? (ability list)
 
 
0xbe -
 
 
0x167614 - 2f Menu
 
 
167124 - counter for movement confirmation
 
167430 - counter for Execute Action check menu (only Attack picked
 
1675d4 - counter for Execute Action check menu (skillset picked)
 
 
801675d8 - Menu data for riding chocobo
 
0x00 - X load location on sheet?
 
0x02 - Y load location on Sheet?
 
0x04 - Menu background width (behind)
 
0x06 - Menu background height (Behind)
 
0x08 - X position
 
0x0a - Y position
 
0x14 - Menu background width in front
 
0x16 - Menu background height in front
 
0x18 - X position (in front)
 
0x1a - Y position (in front)
 
 
0x1c - Menu to load (half)
 
0x83 - Chocobo, no movement
 
0x1e - Menu counter limit
 
0x20 - ?? (word)
 
0x24 - ?? Address
 
 
0x38 - Move/Act/Wait/Status/etc. menu counter
 
 
 
Menu struct data (general; same structure for BATTLE/WORLD) (0x3c = 60 bytes):
 
    0x00: ? (=0x0180, 0x01c0, 0x01e0) (Weird graphical issues if value is wrong) (2 bytes)
 
    0x02: ? (=0x0000, 0x00a0) (Displays weird things if value is wrong) (2 bytes)
 
    0x04: Inner width of window? (Should be the same as value at offset 0x14) (ex. 0x3c) (2 bytes)
 
    0x06: Inner height of window? (Should be the same as value at offset 0x16) (ex. 0x3c) (2 bytes)
 
    0x08: X Screen Location of window (ex. 0x00e2) (2 bytes)
 
    0x0a: Y Screen Location of window (ex. 0x00a0) (2 bytes)
 
    0x0c: ? (ex. 0x3c) Seems to have no effect (2 bytes?)
 
    0x0e: ? (ex. 0x40) Seems to have no effect (2 bytes?)
 
    0x10: ? (=0x00000000?) Seems to have no effect (4 bytes?)
 
    0x14: Overall width of window (Should be the same as value at offset 0x04) (ex. 0x40) (2 bytes)
 
    0x16: Overall height of window (Should be the same as value at offset 0x06) (ex. 0x40) (2 bytes)
 
    0x18: ? (=0x00000000?) Seems to have no effect (4 bytes?)
 
    0x1c: Menu text entry to display for entire menu text (Newline character (0xF8) as row separator, end with 0xFFFF, or 0xFE) (ex. 0x502e, 0x0000 (blank)) (2 bytes)
 
    0x1e: Maximum row index, starting at 0. Equal to number of rows - 1. (ex. 0x02) (2 bytes)
 
    0x20: ? (=0x00000001?) Seems to have no effect (4 bytes?)
 
    0x24: Pointer to action/menu ID array for this menu (ex. 0x80166a74) (4 bytes)
 
    0x28: Pointer to code function that brings up this menu / performs this action? (ex. 0x8013bfbc) (4 bytes)
 
    0x2c: Menu header (=0x01) (2 bytes)
 
        Default for unspecified value is (No header)
 
        0x01 = "Menu"
 
        0x02 = "Check"
 
        0x03 = "Effect"
 
        0x04 = "Turn"
 
        0x05 = "Ability"
 
        0x06 = "Ability"
 
        0x09 = "Ability"
 
        0x0b = "Turn"
 
    0x2e: ? (=0x0000?) Seems to have no effect (2 bytes?)
 
    0x30: Pointer to store whether or not menu needs initialization? (Sometimes) (ex. 0x80166994) (4 bytes)
 
    0x34: Pointer to store selected menu option (when Circle button pressed) (ex. 0x8016e42c) (4 bytes)
 
    0x38: Index of currently selected menu option (2 bytes)
 
    0x3a: Index for select text (Affects which select text is displayed) (ex. 0x0a) (2 bytes)
 
 
80167920 - Maps status index to text image data index (Index for array at 0x8014cf68)
 
        ff ff 00 01 ff ff ff ff
 
        02 03 04 05 06 07 ff ff
 
        08 09 0a 0b 0c ff 30 ff
 
        0d 0e 0f 10 11 12 13 ff
 
        14 15 16 17 18 19 1a 1b
 
 
80167994 - Height (with halves; displayed height * 2) image display data array (for top right of screen) (Size of element = 12 bytes)
 
    Even heights use 2 entries:  one for "h", one for height number / 2
 
    Odd heights use 3 entries: one for "h", one for height number / 2, one for .5
 
        0x00: X Load Location (2 bytes, but high byte is ignored)
 
        0x02: Y Load Location (2 bytes, but high byte is ignored)
 
        0x04: Width (2 bytes)
 
        0x06: Height (2 bytes)
 
        0x08: X Screen Location Offset (2 bytes) - Negative value to shift image left, Positive to shift image right
 
        0x0a: Y Screen Location Offset (2 bytes) - Negative value to shift image up, Positive to shift image down
 
     
 
80168324 - Maps height number (displayed height * 2) to start of height image display data index (Index for array at 0x80167994)
 
        00 02 05 07 0a 0c 0f 11
 
        14 16 19 1b 1e 20 23 25
 
        28 2a 2d 2f 32 35 39 3c
 
        40 43 47 4a 4e 51 55 58
 
        5c 5f 63 66 6a 6d 71 74
 
        78 7b 7f 82 86 89 8d 90
 
        94 97 9b 9e a2 a5 a9 ac
 
        b0 b3 b7 ba b3 c1 c5 c8
 
        cc
 
 
8016836c - Color shading values for height number (top right) display
 
    0x00: Red shading value for top-left corner
 
    0x01: Green shading value for top-left corner
 
    0x02: Blue shading value for top-left corner
 
    0x04: Red shading value for top-right corner
 
    0x05: Green shading value for top-right corner
 
    0x06: Blue shading value for top-right corner
 
    0x08: Red shading value for bottom-left corner
 
    0x09: Green shading value for bottom-left corner
 
    0x0a: Blue shading value for bottom-left corner
 
    0x0c: Red shading value for bottom-right corner
 
    0x0d: Green shading value for bottom-right corner
 
    0x0e: Blue shading value for bottom-right corner
 
 
 
8016866c - start of a set of data 0x0c long, (0x1b0 total) (0x24 sets)
 
0x00 - address to ?? (word)
 
0x04 -
 
 
8016881d -
 
 
80169230
 
8016923c - list of menu data (0x05 bytes each)
 
0x00 - Menu type number (corresponds to 0x165f84 data)
 
 
 
80169266 - start of some data
 
 
801692a4 - data based on action bytes/skillsets?
 
 
80169808
 
 
801697d0
 
 
80169828 - ability selected byte? (word)
 
Control byte
 
0x03 - learn on hit (ability known)
 
0x02 - learn on hit
 
 
8016982d - Skillset (ability loading routines)
 
8016982e - Used Ability (half)
 
 
 
80169840 - returned value from routine 0x181530 (skillset/act menu loading)
 
 
80169870
 
 
801692b8 -
 
 
169828 data
 
0x05 - used skillset
 
0x06 - used item if not throw/draw out/item skillset
 
0x0c - used item in throw ability setting
 
0x0e - Tells the game to commence execution of attack
 
 
8016986c - Thread array (Each thread data block is 0x400 = 1024 bytes, and includes its own stack); 16 entries total
 
    0x00 - Thread function parameter 1
 
    0x04 - Thread function parameter 2
 
    0x08 - Thread function parameter 3
 
    0x0c - ? (Set to 0 when thread is initialized)
 
    0x10 - 0x2c: Saved register values for this thread ($s0 - $s7)
 
    0x30 - 0x34: Kernal register values for this thread ($k0 - $k1)
 
    0x38 - Global pointer for this thread ($gp)
 
    0x3c - Stack pointer for this thread ($sp)
 
    0x40 - Frame pointer for this thread ($fp)
 
    0x44 - Address of first command for this thread to run upon being started or resumed ($ra)
 
    0x48 - IsRunning value (boolean; True (1) if thread is currently active/running, false (0) if not)
 
    0x4c - Task ID (Matches those listed in WaitForInstruction event command)
 
    0x50 - 0x68: ? (Set to 0 when thread is initialized)
 
    0x6c and beyond: Stack for this thread; ~900 bytes available
 
 
80169c6c
 
0x10 - unit ID?
 
0x14 - unit Data
 
8016a06c
 
8016a46c
 
8016a86c
 
8016ac6c - corresponds to
 
8016b06c - Corresponds to skillset menu
 
0x00 - Menu Address?
 
8016b46c - Corresponds to main menu
 
 
 
8016e42c
 
 
8016d9ca
 
 
80172258 - target current action pointer
 
 
80172660
 
 
 
801739c8 -
 
 
80173b00 -
 
80173c30'
 
 
80173c6c - action menu byte
 
 
80173c74 - next event?
 
 
80173ca8 - return address in 14ceb4 routine
 
 
80173cb0
 
 
80173cb8 - pointer to 166b10
 
 
80173cbc - List of entries for height display
 
    Struct data for height display entry: 0x34 (52) bytes long
 
        0x00 - 0x02: Byte sequence 0x17, 0x3c, 0xf0; Can sometimes be other values; Causes bizarre display errors if value is wrong
 
        0x03: Flags? 0x0c? (1 byte)
 
        0x04: Red shading value for top-left corner (1 byte)
 
        0x05: Green shading value for top-left corner (1 byte)
 
        0x06: Blue shading value for top-left corner (1 byte)
 
        0x07: Flags? 0x3e, or 0x3c? (1 byte)
 
        0x08: X Screen Location (2 bytes)
 
        0x0a: Y Screen Location (2 bytes)
 
        0x0c: X Load Location (1 byte)
 
        0x0d: Y Load Location (1 byte)
 
        0x0e: 0x7cfc? (2 bytes)
 
        0x10: Red shading value for top-right corner (1 byte)
 
        0x11: Green shading value for top-right corner (1 byte)
 
        0x12: Blue shading value for top-right corner (1 byte)
 
        0x13: Zero (0) (Unused)? (1 byte)
 
        0x14: X Screen Location + Width (2 bytes)
 
        0x16: Y Screen Location (2 bytes)
 
        0x18: X Load Location + Width (1 byte)
 
        0x19: Y Load Location (1 byte)
 
        0x1a: Spritesheet ID (0x001e = ITEM.BIN, 0x001f = FRAME.BIN) (2 bytes)
 
        0x1c: Red shading value for bottom-left corner (1 byte)
 
        0x1d: Green shading value for bottom-left corner (1 byte)
 
        0x1e: Blue shading value for bottom-left corner (1 byte)
 
        0x1f: Zero (0) (Unused)? (1 byte)
 
        0x20: X Screen Location (2 bytes)
 
        0x22: Y Screen Location + Height (2 bytes)
 
        0x24: X Load Location (1 byte)
 
        0x25: Y Load Location + Height (1 byte)
 
        0x26: Zero (0) (Unused)? (2 bytes)
 
        0x28: Red shading value for bottom-right corner (1 byte)
 
        0x29: Green shading value for bottom-right corner (1 byte)
 
        0x2a: Blue shading value for bottom-right corner (1 byte)
 
        0x2b: Zero (0) (Unused)? (1 byte)
 
        0x2c: X Screen Location + Width (2 bytes)
 
        0x2e: Y Screen Location + Height (2 bytes)
 
        0x30: X Load Location + Width (1 byte)
 
        0x31: Y Load Location + Height (1 byte)
 
        0x32: Zero (0) (Unused?) (2 bytes)
 
       
 
80173e00 - Same structure as 80173cbc
 
 
80173e68 - ? changes with different message displayed (execute action, select target, etc.)
 
0x04 in memory changes
 
50 29 03 0c - nothing displayed - free cursor (targeting)
 
1c(or 98) bb 16 0c - normal menu/act menu
 
3c bb 16 0c - specify the target with cursor, press 0 to select, or specify move, panel/unit follow option
 
b8 bb 16 0c - execute action?
 
 
80173f44 - Pointer to height display entry (see 80173cbc); placing a pointer here makes the display happen?
 
 
80173f8c - Pointers to Text Data (Mod below / 0x200 + 173f8c)
 
0x5000 - Menus items
 
0x4000 - Unit Name
 
0x3000 - Job Name
 
0x2000 -
 
0x1000 - Skillset Name
 
: 8016135c
 
: 8016135d
 
: 8016135e - Skillsets
 
: 80161929
 
: 80161d3f
 
: 80161d40
 
: 80161d41 - Job Name
 
: 801622c3
 
: 80162e4c - Unit Name
 
: 80163006
 
: 801630da - menu items
 
: 801639cc
 
: 80163b86
 
: 80163b87
 
: 80163b88
 
: 80164ebb
 
: 80164ebc
 
: 80165281
 
: 801653b2
 
: 80165937
 
: 80165938
 
: 80165939
 
: 8016593a
 
: 80165d89
 
: 8016135c
 
: 8016135c
 
: 8016135c
 
: 8016135c
 
: 8016135c
 
: 8016135c
 
: 8016135c
 
 
 
 
80174038 - Currently running thread ID (i.e. which thread has the CPU right now)
 
 
8017403c - Skillset determinations (set to 1 if no abilities known?), 0 if not
 
 
80174042 - end of previous list
 
 
80174048 - pointer to start of AI data / skillset
 
8017404c - Action menu byte list for skillsets
 
 
80174060 - Displayed Skillsets (act Menu) - ff in first slot that doesn't have skillset, rest 00
 
0x00
 
0x01
 
0x02
 
0x03
 
0x04
 
0x05
 
0x06
 
0x07
 
0x08
 
 
80174068 - Return address for ability range (based on action menu byte)17a8c0 routine
 
 
801740a8 - Code Pointers for ability targeting (Action menu byte) 17aaf8 routine
 
0x00 - 8017abac - Default
 
0x04 - 8017abb8 - Item Inventory
 
0x08 - 8017abb8 - Weapon Inventory
 
0x0c - 8017abc0 - Arithmeticks
 
0x10 - 8017abd4 - Elements
 
0x14 - 8017ab2c - Blank
 
0x18 - 8017abac - Monster
 
0x1c - 8017abe4 - Katana Inventory
 
0x20 - 8017abb8 - Attack
 
0x24 - 8017abb8 - Jump
 
0x28 - 8017abb8 - Charge
 
0x2c - 8017ac08 - Defend
 
0x30 - 8017ac08 - Change Equipment
 
0x34 - 8017ac08 - Unknown
 
0x38 - 8017ac08 - Blank
 
0x3c - 8017ac2c - Unknown
 
 
801740e8 - Code Pointers for attack preparation routine(Action menu byte) 17c45c routine
 
0x00 - 8017c7fc - Default
 
0x04 - 8017c548 - Item Inventory
 
0x08 - 8017c5b4 - Weapon Inventory
 
0x0c - 8017c658 - Arithmeticks
 
0x10 - 8017c6b8 - Elements
 
0x14 - 8017c818 - Blank
 
0x18 - 8017c7fc - Monster
 
0x1c - 8017c6c8 - Katana Inventory
 
0x20 - 8017c704 - Attack
 
0x24 - 8017c730 - Jump
 
0x28 - 8017c79c - Charge
 
0x2c - 8017c7ec - Defend
 
0x30 - 8017c7f4 - Change Equipment
 
 
 
 
80174102 -
 
80174144 -
 
80174174 - 001829a8
 
 
80178f74 -
 
 
801792b8 -
 
 
80179828 - some pointer (word)
 
 
8018ba20 - Selected formation unit index (WORLD.BIN)
 
 
8018f4e0 - Some kind of pointer
 
8018f4e4 - some kind of pointer
 
8018f4f4 - Counter for some panel targeting
 
8018f4f8 - set to 1 during linear attack routine (word)
 
8018f4fc -
 
 
 
 
8018f510 -
 
 
-0x0ae8
 
8018f518 - In between turn control variable
 
0x00 - next clocktick
 
0x01 - dead processing, next turn processing
 
0x02 - ability CT decrement
 
0x03 - Post ability ability CT setting
 
0x04 - status CT decrement
 
0x05 - set AI CT data?
 
0x06 - ??
 
0x07 - blank
 
0x08 - blank
 
0x09 - find highest CT
 
0x0a - after setting characters turn active (validate units turn)
 
0x0b - blank
 
0x0c - blank
 
0x0d - set some AI weapon data?
 
0x0e - mimic ability setting
 
0x0f - transparent removal
 
0x10 - blank
 
0x11 - poison marsh status
 
0x12 - blank
 
0x13 - poison/regen HP changes
 
0x14 - get tile type
 
 
-0x0ae4
 
8018f51c - Control Variable (word) - used in skillset loading
 
0x09 - after setting characters turn active
 
0x03 - find highest CT - then stored into 8018f518 - go to post-ability CT setting
 
0x01 - main selection screen (move, act, etc.)
 
-0x0ae0
 
8018f520 - active units ID?
 
 
-0x0a10
 
8018f5f0 - Type of action (word)
 
0x01 - Reacting
 
0x00 - pre-attack, initial attack
 
 
 
8018f5f4 - Team golem amounts
 
 
-a04
 
8018f5fc - targeting/executing check? (word)
 
0x02 - targeting unit? (skips conditional proc roll and displays average damage for random), also mimic ability
 
also AI performing attack?
 
0x01 - AI/enemy considering attacks?
 
 
8018f5fc - Dealing with displayed damage?
 
        = 2 skips MP Cost subtraction
 
        = 0 allows items to be used up
 
 
 
8018f600: Zodiac Compatability Modifiers
 
00 - Neutral
 
01 - Bad
 
02 - Good
 
03 - Special (becomes 04 (Worst), 05 (Best), or 01 (Bad, Monsters only))
 
8018f600 - Aries
 
8018f601 - Taurus
 
8018f602 - Gemini
 
8018f603 - Cancer
 
8018f604 - Leo
 
8018f605 - Virgo
 
8018f606 - Libra
 
8018f607 - Scorpio
 
8018f608 - Sagittarius
 
8018f609 - Capricorn
 
8018f60a - Aquarius
 
8018f60b - Pisces
 
 
8018f60c - Rider Allowed Status Inflictions (5 entries, 1 byte each)
 
        (for 0x184b24 routine)
 
        0x00 - Crystal/Dead/Undead/Charging/Jump/Defending/Performing
 
        0x01 - NONE
 
        0x02 - Reraise/Transparent/Critical
 
        0x03 - Regen/Protect/Shell/Haste/Wall
 
        0x04 - Faith/Innocent/Charm/Reflect
 
8018f610 - Formula Code Pointers (overlaps with above, but 0x00 is no formula)
 
        0x0000/0x00 - N/A (shared with Rider statuses; fake pointer)
 
        0x0004/0x01 - 80188b64
 
        0x0008/0x02 - 80188ba4
 
        0x000c/0x03 - 80188be4
 
        0x0010/0x04 - 80188c24
 
        0x0014/0x05 - 80188c9c
 
        0x0018/0x06 - 80188cf4
 
        0x001c/0x07 - 80188d3c
 
        0x0020/0x08 - 80188d84
 
        0x0024/0x09 - 80188df4
 
        0x0028/0x0a - 80188e78
 
        0x002c/0x0b - 80188eb8
 
        0x0030/0x0c - 80188ef8
 
        0x0034/0x0d - 80188f38
 
        0x0038/0x0e - 80188f90
 
        0x003c/0x0f - 80189084
 
        0x0040/0x10 - 801890dc
 
        0x0044/0x11 - 80189124
 
        0x0048/0x12 - 8018912c
 
        0x004c/0x13 - 80189164
 
        0x0050/0x14 - 8018916c
 
        0x0054/0x15 - 801891ac
 
        0x0058/0x16 - 80189204
 
        0x005c/0x17 - 8018925c
 
        0x0060/0x18 - 8018929c
 
        0x0064/0x19 - 801892a4
 
        0x0068/0x1a - 801892ac
 
        0x006c/0x1b - 8018933c
 
        0x0070/0x1c - 8018937c
 
        0x0074/0x1d - 801893d8
 
        0x0078/0x1e - 80189434
 
        0x007c/0x1f - 80189464
 
        0x0080/0x20 - 801895c4
 
        0x0084/0x21 - 801895f4
 
        0x0088/0x22 - 80189654
 
        0x008c/0x23 - 8018967c
 
        0x0090/0x24 - 801896b4
 
        0x0094/0x25 - 801896ec
 
        0x0098/0x26 - 80189794
 
        0x009c/0x27 - 80189828
 
        0x00a0/0x28 - 80189870
 
        0x00a4/0x29 - 80189910
 
        0x00a8/0x2a - 801899a4
 
        0x00ac/0x2b - 80189a90
 
        0x00b0/0x2c - 80189ad8
 
        0x00b4/0x2d - 80189b20
 
        0x00b8/0x2e - 80189b94
 
        0x00bc/0x2f - 80189c50
 
        0x00c0/0x30 - 80189c90
 
        0x00c4/0x31 - 80189cd0
 
        0x00c8/0x32 - 80189d74
 
        0x00cc/0x33 - 80189e28
 
        0x00d0/0x34 - 80189e94
 
        0x00d4/0x35 - 80189f08
 
        0x00d8/0x36 - 801868f0
 
        0x00dc/0x37 - 80189f84
 
        0x00e0/0x38 - 80187f24
 
        0x00e4/0x39 - 80186d2c
 
        0x00e8/0x3a - 80186d00
 
        0x00ec/0x3b - 80186d58
 
        0x00f0/0x3c - 80186dbc
 
        0x00f4/0x3d - 80189fcc
 
        0x00f8/0x3e - 8018a00c
 
        0x00fc/0x3f - 8018a02c
 
        0x0100/0x40 - 8018a088
 
        0x0104/0x41 - 8018a114
 
        0x0108/0x42 - 8018a17c
 
        0x010c/0x43 - 80186e28
 
        0x0110/0x44 - 80186e54
 
        0x0114/0x45 - 80186e78
 
        0x0118/0x46 - 8018a218
 
        0x011c/0x47 - 8018a220
 
        0x0120/0x48 - 8018a250
 
        0x0124/0x49 - 80188288
 
        0x0128/0x4a - 8018a2c4
 
        0x012c/0x4b - 8018a2ec
 
        0x0130/0x4c - 8018a3a0
 
        0x0134/0x4d - 8018a3d0
 
        0x0138/0x4e - 8018a420
 
        0x013c/0x4f - 8018a458
 
        0x0140/0x50 - 8018a4a0
 
        0x0144/0x51 - 8018a4e8
 
        0x0148/0x52 - 8018a554
 
        0x014c/0x53 - 8018a5e4
 
        0x0150/0x54 - 8018a668
 
        0x0154/0x55 - 8018a698
 
        0x0158/0x56 - 8018a6f8
 
        0x015c/0x57 - 8018a758
 
        0x0160/0x58 - 8018a824
 
        0x0164/0x59 - 8018a908
 
        0x0168/0x5a - 8018a980
 
        0x016c/0x5b - 8018a9c4
 
        0x0170/0x5c - 8018aa10
 
        0x0174/0x5d - 8018aa54
 
        0x0178/0x5e - 8018aa98
 
        0x017c/0x5f - 8018aac8
 
        0x0180/0x60 - 8018aaf8
 
        0x0184/0x61 - 8018ab18
 
        0x0188/0x62 - 8018ab58
 
        0x018c/0x63 - 8018ab98
 
        0x0190/0x64 - 8018ac44
 
 
8018f7ec - Used Ability Flags 1
 
 
8018f7f0 -
 
 
8018f86d - current units movement supports
 
0x80 - fly
 
0x40 - float
 
0x20 - walk on water
 
0x10 - move in water
 
0x08 - teleport (1 and 2)
 
0x04 -
 
0x02 - silent walk
 
0x01 -
 
0x00 - default
 
 
8018f89c -
 
 
8018f8a4 - ID of found item for move-find item (word)
 
0x00 Item ID
 
8018f8a8 - Move-Find Item/trap flags
 
0x00 - activation type
 
0x02 - found trap
 
0x01 - found item
 
0x00 - none?
 
0x01 - Trap Setting or number of trap activated
 
0x00 - Degenerator
 
0x01 - Deathtrap
 
0x02 - Sleeping Gas
 
0x03 - Steel Needle
 
0x02 - Rare Item
 
0x03 - Common Item
 
 
 
 
Mimic Check(0x15 in battle ID order) - If ability occured, and if job = mimic, stores 01
 
for that unit ID's byte.
 
8018f8b0 - if 01 allows mimic setting
 
 
8018f8c5 - end
 
-0x0738
 
8018f8c8 - Acting Unit ID (word)
 
8018f8cc - Tile Data Start (8 bytes each, +100h for Higher Elevation tiles)
 
0x00:
 
0x80 -
 
0x40 -
 
0x3F - Cross section
 
0x3e -
 
0x3d -
 
0x3c -
 
0x3b -
 
0x3a -
 
0x39 -
 
0x38 -
 
0x37 -
 
0x36 -
 
0x35 -
 
0x34 -
 
0x33 -
 
0x32 -
 
0x31 -
 
0x30 -
 
0x2F -
 
0x2E - Coffin
 
0x2D - Waterfall
 
0x2C - Tombstone
 
0x2B - Moss
 
0x2A - Iron plate
 
0x29 - Machine
 
0x28 - Deck
 
0x27 - Ivy
 
0x26 - Furniture
 
0x25 - Stairs
 
0x24 - Water plant
 
0x23 - Bridge
 
0x22 - Mud wall
 
0x21 - Chimney
 
0x20 - Brick
 
0x1F - Box
 
0x1E - Tree
 
0x1D - Rug
 
0x1C - Obstacle
 
0x1B - Book
 
0x1A - Salt
 
0x19 - Darkness
 
0x18 - Sky
 
0x17 - Stone wall
 
0x16 - Roof
 
0x15 - Stone floor
 
0x14 - Wooden floor
 
0x13 - Road
 
0x12 - Lava
 
0x11 - Sea
 
0x10 - Lake
 
0x0E - Waterway
 
0x0D - Ice
 
0x0C - Lava rocks
 
0x0B - Poisoned marsh
 
0x0A - Marsh
 
0x09 - Swamp
 
0x08 - Wasteland
 
0x07 - Gravel
 
0x06 - Rocky cliff
 
0x05 - Snow
 
0x04 - Thicket
 
0x03 - Grassland
 
0x02 - Stalactite
 
0x01 - Sand area
 
0x00 - Natural Surface
 
0x01:
 
0x02 - Height (whole numbers)
 
0x03 - Height (halves) + Depth
 
0x80 - Depth 4
 
0x60 - Depth 3
 
0x40 - Depth 2
 
0x20 - Depth 1
 
0x1F - height(halves)
 
0x04: Slope height (i.e. where the unit stands on the tile)?
 
0x05:
 
0x80 - Green Panel - Enemy in Range (fdc)
 
0x40 - Used in targeting
 
0x06:
 
0x80 -
 
0x40 -
 
0x20 -
 
0x10 -
 
0x08 - Heavy shadow (sprite effect)
 
0x04 - Slight shadow (sprite effect)
 
0x02 - Cannot Target (Red cursor)
 
                0x01 - Unselectable via cursor
 
0x07:
 
 
80190814
 
 
801908cc - Unit Data start (Unit ID * 0x1c0 for specific location)
 
0x0000: Base Class / Character ID (Also affects sprites)
 
0x?? - Special Character
 
0x80 - Generic Male
 
0x81 - Generic Female
 
0x82 - Monster
 
0x0001: Unit ID (FF doesn't exist)
 
0x0002: Party ID (Party unit index; 0xFF means not in party) (FE prevents HP/MP growth?)
 
0x0003: Job ID
 
0x0004: Palette
 
0x00 Default
 
0x01 Hokuten
 
0x02 Nanten
 
0x03 Death Corps
 
0x04 Glabados Church
 
0x05 No Palette?
 
0x0005: ENTD Flags
 
0x80 - Always Present
 
0x40 - Randomly Present
 
0x3X - Green Team
 
0x2X - Light Blue Team
 
0x1X - Red Team
 
0x0X - Blue Team
 
0x08 - Control
 
0x04 - Immortal
 
0x02 - (both set by Ramza when initialized)
 
0x01 -
 
0x0006: Gender Byte
 
0x80 - Male
 
0x40 - Female
 
0x20 - Monster
 
0x10 - Join after event
 
0x08 - Load Formation
 
0x04 - ??? Stats
 
0x02 -
 
0x01 - Save Formation
 
0x0007: Death Counter (3 for living units)
 
0x0008: Bithday (days, plus bit 0 from next byte)
 
0x000-0x01e - January
 
0x01f-0x03a - February
 
0x03b-0x059 - March
 
0x05a-0x077 - April
 
0x078-0x096 - May
 
0x097-0x0b4 - June
 
0x0b5-0x0d3 - July
 
0x0d4-0x0f2 - August
 
0x0f3-0x110 - September
 
0x111-0x12f - October
 
0x130-0x14d - November
 
0x14e-0x16c - December
 
0x0009: Zodiac Sign
 
0xf0 -
 
0xe0 -
 
0xd0 -
 
0xc0 - Serpentarius
 
0xb0 - Pisces
 
0xa0 - Aquarius
 
0x90 - Capricorn
 
0x80 - Sagittarius
 
0x70 - Scorpio
 
0x60 - Libra
 
0x50 - Virgo
 
0x40 - Leo
 
0x30 - Cancer
 
0x20 - Gemini
 
0x10 - Taurus
 
0x00 - Aries
 
0x000a - Innate Ability 1
 
0x000c - Innate Ability 2
 
0x000e - Innate Ability 3
 
0x0010 - Innate Ability 4
 
0x0012 - Primary Skillset
 
0x0013 - Secondary Skillset
 
0x0014 - Reaction Ability
 
0x0016 - Support Ability
 
0x0018 - Movement Ability
 
0x001a - Head
 
0x001b - Body
 
0x001c - Accessory
 
0x001d - Right Hand Weapon
 
0x001e - Right Hand Shield
 
0x001f - Left Hand Weapon
 
0x0020 - Left Hand Shield
 
0x0021 - Experience
 
0x0022 - Level
 
0x0023 - Original Brave
 
0x0024 - Brave
 
0x0025 - Original Faith
 
0x0026 - Faith
 
0x0027 - 1 = Unit's Turn?
 
0x0028 - HP
 
0x002a - Max HP
 
0x002c - MP
 
0x002e - Max MP
 
0x0030 - Original PA
 
0x0031 - Original MA
 
0x0032 - Original SP
 
0x0033 - Bonus PA (doubles as minimum (bonus + 1) stats?)
 
0x0034 - Bonus MA
 
0x0035 - Bonus SP
 
0x0036 - PA
 
0x0037 - MA
 
0x0038 - SP
 
0x0039 - CT
 
0x003a - Move
 
0x003b - Jump
 
0x003c - WP 1
 
0x003d - WP 2
 
0x003e - WEVA 1
 
0x003f - WEVA 2
 
0x0040 - Acc. PEV
 
0x0041 - RH Shield PEV
 
0x0042 - LH Shield PEV
 
0x0043 - C-Ev
 
0x0044 - Acc. MEV
 
0x0045 - RH Shield MEV
 
0x0046 - LH Shield MEV
 
0x0047 - X Coordinate
 
0x0048 - Y Coordinate
 
0x0049:
 
0x80 - Higher Elevation
 
0x40 - Stepping Stone
 
0x20 -
 
0x10 -
 
0x08 -
 
0x04 -
 
0x03 - Facing East
 
0x02 - Facing North
 
0x01 - Facing West
 
0x00 - Facing South
 
0x004a: Equippable Items 1
 
0x80 - Barehanded
 
0x40 - Knife
 
0x20 - Ninja Blade
 
0x10 - Sword
 
0x08 - Knight's Sword
 
0x04 - Katana
 
0x02 - Axe
 
0x01 - Rod
 
0x004b: Equippable Items 2
 
0x80 - Staff
 
0x40 - Flail
 
0x20 - Gun
 
0x10 - Crossbow
 
0x08 - Bow
 
0x04 - Instrument
 
0x02 - Book
 
0x01 - Polearm
 
0x004c: Equippable Items 3
 
0x80 - Pole
 
0x40 - Bag
 
0x20 - Cloth
 
0x10 - Shield
 
0x08 - Helmet
 
0x04 - Hat
 
0x02 - Hair Adornment
 
0x01 - Armor
 
0x004d: Equippable Items 4
 
0x80 - Clothing
 
0x40 - Robe
 
0x20 - Shoes
 
0x10 - Armguard
 
0x08 - Ring
 
0x04 - Armlet
 
0x02 - Cloak
 
0x01 - Perfume
 
0x004e: Innate Statuses 1
 
0x80 -
 
0x40 - Crystal
 
0x20 - Dead
 
0x10 - Undead
 
0x08 - Charging
 
0x04 - Jump
 
0x02 - Defending
 
0x01 - Performing
 
0x004f: Innate Statuses 2
 
0x80 - Petrify
 
0x40 - Invite
 
0x20 - Darkness
 
0x10 - Confusion
 
0x08 - Silence
 
0x04 - Blood Suck
 
0x02 - Cursed
 
0x01 - Treasure
 
0x0050: Innate Statuses 3
 
0x80 - Oil
 
0x40 - Float
 
0x20 - Reraise
 
0x10 - Transparent
 
0x08 - Berserk
 
0x04 - Chicken
 
0x02 - Frog
 
0x01 - Critical
 
0x0051: Innate Statuses 4
 
0x80 - Poison
 
0x40 - Regen
 
0x20 - Protect
 
0x10 - Shell
 
0x08 - Haste
 
0x04 - Slow
 
0x02 - Stop
 
0x01 - Wall
 
0x0052: Innate Statuses 5
 
0x80 - Faith
 
0x40 - Innocent
 
0x20 - Charm
 
0x10 - Sleep
 
0x08 - Don't Move
 
0x04 - Don't Act
 
0x02 - Reflect
 
0x01 - Death Sentence
 
0x0053: Status Immunities 1
 
0x80 -
 
0x40 - Crystal
 
0x20 - Dead
 
0x10 - Undead
 
0x08 - Charging
 
0x04 - Jump
 
0x02 - Defending
 
0x01 - Performing
 
0x0054: Status Immunities 2
 
0x80 - Petrify
 
0x40 - Invite
 
0x20 - Darkness
 
0x10 - Confusion
 
0x08 - Silence
 
0x04 - Blood Suck
 
0x02 - Cursed
 
0x01 - Treasure
 
0x0055: Status Immunities 3
 
0x80 - Oil
 
0x40 - Float
 
0x20 - Reraise
 
0x10 - Transparent
 
0x08 - Berserk
 
0x04 - Chicken
 
0x02 - Frog
 
0x01 - Critical
 
0x0056: Status Immunities 4
 
0x80 - Poison
 
0x40 - Regen
 
0x20 - Protect
 
0x10 - Shell
 
0x08 - Haste
 
0x04 - Slow
 
0x02 - Stop
 
0x01 - Wall
 
0x0057: Status Immunities 5
 
0x80 - Faith
 
0x40 - Innocent
 
0x20 - Charm
 
0x10 - Sleep
 
0x08 - Don't Move
 
0x04 - Don't Act
 
0x02 - Reflect
 
0x01 - Death Sentence
 
0x0058: Current Statuses 1
 
0x80 -
 
0x40 - Crystal
 
0x20 - Dead
 
0x10 - Undead
 
0x08 - Charging
 
0x04 - Jump
 
0x02 - Defending
 
0x01 - Performing
 
0x0059: Current Statuses 2
 
0x80 - Petrify
 
0x40 - Invite
 
0x20 - Darkness
 
0x10 - Confusion
 
0x08 - Silence
 
0x04 - Blood Suck
 
0x02 - Cursed
 
0x01 - Treasure
 
0x005a: Current Statuses 3
 
0x80 - Oil
 
0x40 - Float
 
0x20 - Reraise
 
0x10 - Transparent
 
0x08 - Berserk
 
0x04 - Chicken
 
0x02 - Frog
 
0x01 - Critical
 
0x005b: Current Statuses 4
 
0x80 - Poison
 
0x40 - Regen
 
0x20 - Protect
 
0x10 - Shell
 
0x08 - Haste
 
0x04 - Slow
 
0x02 - Stop
 
0x01 - Wall
 
0x005c: Current Statuses 5
 
0x80 - Faith
 
0x40 - Innocent
 
0x20 - Charm
 
0x10 - Sleep
 
0x08 - Don't Move
 
0x04 - Don't Act
 
0x02 - Reflect
 
0x01 - Death Sentence
 
Status CT decrement routines ~1837A0
 
0x005d - Poison CT
 
0x005e - Regen CT
 
0x005f - Protect CT
 
0x0060 - Shell CT
 
0x0061 - Haste CT
 
0x0062 - Slow CT
 
0x0063 - Stop CT
 
0x0064 - Wall CT
 
0x0065 - Faith CT
 
0x0066 - Innocent CT
 
0x0067 - Charm CT
 
0x0068 - Sleep CT
 
0x0069 - Don't Move CT
 
0x006a - Don't Act CT
 
0x006b - Reflect CT
 
0x006c - Death Sentence CT
 
0x006d: Elemental Absorption
 
0x80 - Fire
 
0x40 - Lightning
 
0x20 - Ice
 
0x10 - Wind
 
0x08 - Earth
 
0x04 - Water
 
0x02 - Holy
 
0x01 - Dark
 
0x006e: Elemental Nullification
 
0x80 - Fire
 
0x40 - Lightning
 
0x20 - Ice
 
0x10 - Wind
 
0x08 - Earth
 
0x04 - Water
 
0x02 - Holy
 
0x01 - Dark
 
0x006f: Elemental Halving
 
0x80 - Fire
 
0x40 - Lightning
 
0x20 - Ice
 
0x10 - Wind
 
0x08 - Earth
 
0x04 - Water
 
0x02 - Holy
 
0x01 - Dark
 
0x0070: Elemental Weakness
 
0x80 - Fire
 
0x40 - Lightning
 
0x20 - Ice
 
0x10 - Wind
 
0x08 - Earth
 
0x04 - Water
 
0x02 - Holy
 
0x01 - Dark
 
0x0071: Elements Strengthened
 
0x80 - Fire
 
0x40 - Lightning
 
0x20 - Ice
 
0x10 - Wind
 
0x08 - Earth
 
0x04 - Water
 
0x02 - Holy
 
0x01 - Dark
 
0x0072 - Raw HP
 
0x0075 - Raw MP
 
0x0078 - Raw SP
 
0x007b - Raw PA
 
0x007e - Raw MA
 
0x0081 - HP Growth
 
0x0082 - HP Multiplier
 
0x0083 - MP Growth
 
0x0084 - MP Multiplier
 
0x0085 - SP Growth
 
0x0086 - SP Multiplier
 
0x0087 - PA Growth
 
0x0088 - PA Multiplier
 
0x0089 - MA Growth
 
0x008a - MA Multiplier
 
0x008b: Reactions 1
 
0x80 - PA Save
 
0x40 - MA Save
 
0x20 - Speed Save
 
0x10 - Sunken State
 
0x08 - Caution
 
0x04 - Dragon Spirit
 
0x02 - Regenerator
 
0x01 - Brave UP
 
0x008c: Reactions 2
 
0x80 - Face (Faith) UP
 
0x40 - HP Restore
 
0x20 - MP Restore
 
0x10 - Critical Quick
 
0x08 - Meatbone Slash
 
0x04 - Counter Magic
 
0x02 - Counter Tackle
 
0x01 - Counter Flood
 
0x008d: Reactions 3
 
0x80 - Absorb Used MP
 
0x40 - Gilgame Heart
 
0x20 - Reflect
 
0x10 - Auto Potion
 
0x08 - Counter
 
0x04 -
 
0x02 - Distribute
 
0x01 - MP Switch
 
0x008e: Reactions 4
 
0x80 - Damage Split
 
0x40 - Weapon Guard
 
0x20 - Finger Guard
 
0x10 - Abandon
 
0x08 - Catch
 
0x04 - Blade Grasp
 
0x02 - Arrow Guard
 
0x01 - Hamedo
 
0x008f: Support 1
 
0x80 - Equip Armor
 
0x40 - Equip Shield
 
0x20 - Equip Sword
 
0x10 - Equip Katana
 
0x08 - Equip Crossbow
 
0x04 - Equip Spear
 
0x02 - Equip Axe
 
0x01 - Equip Gun
 
0x0090: Support 2
 
0x80 - Half of MP
 
0x40 - Gained JP-UP
 
0x20 - Gained EXP-UP
 
0x10 - Attack UP
 
0x08 - Defense UP
 
0x04 - Magic Attack UP
 
0x02 - Magic Defense UP
 
0x01 - Concentrate
 
0x0091: Support 3
 
0x80 - Train
 
0x40 - Secret Hunt
 
0x20 - Martial Arts
 
0x10 - Monster Talk
 
0x08 - Throw Item
 
0x04 - Maintenance
 
0x02 - Two Hands
 
0x01 - Two Swords
 
0x0092: Support 4
 
0x80 - Monster Skill
 
0x40 - Defend
 
0x20 - Equip Change
 
0x10 -
 
0x08 - Short Charge
 
0x04 - Non-Charge
 
0x02 -
 
0x01 -
 
0x0093: Movement 1
 
0x80 - Move +1
 
0x40 - Move +2
 
0x20 - Move +3
 
0x10 - Jump +1
 
0x08 - Jump +2
 
0x04 - Jump +3
 
0x02 - Ignore Height
 
0x01 - Move-HP UP
 
0x0094: Movement 2
 
0x80 - Move-MP UP
 
0x40 - Move-Get EXP
 
0x20 - Move-Get JP
 
0x10 - Cannot Enter Water
 
0x08 - Teleport
 
0x04 - Teleport 2
 
0x02 - Any Weather
 
0x01 - Any Ground
 
0x0095: Movement 3
 
0x80 - Walk on Water
 
0x40 - Move in Water
 
0x20 - Move on Lava
 
0x10 - Move Underwater
 
0x08 - Float
 
0x04 - Fly
 
0x02 - Silent Walk
 
0x01 - Move-Find Item
 
0x0096 - Unlocked Jobs 1-8 (all of these start at 0x80 and count down)
 
0x0097 - Unlocked Jobs 9-16
 
0x0098 - Unlocked Jobs 17-20
 
0x0099 - Base Action Abilities 1-8
 
0x009a - Base Action Abilities 9-16
 
0x009b - Base R/S/M 1-6
 
0x009c - Chemist Action Abilities 1-8
 
0x009d - Chemist Action Abilities 9-16
 
0x009e - Chemist R/S/M 1-6
 
0x009F - Knight Action Abilities 1-8
 
0x00A0 - Knight Action Abilities 9-16
 
0x00A1 - Knight R/S/M 1-6
 
0x00A2 - Archer Action Abilities 1-8
 
0x00A3 - Archer Action Abilities 9-16
 
0x00A4 - Archer R/S/M 1-6
 
0x00A5 - Monk Action Abilities 1-8
 
0x00A6 - Monk Action Abilities 9-16
 
0x00A7 - Monk R/S/M 1-6
 
0x00A8 - Priest Action Abilities 1-8
 
0x00A9 - Priest Action Abilities 9-16
 
0x00AA - Priest R/S/M 1-6
 
0x00AB - Wizard Action Abilities 1-8
 
0x00AC - Wizard Action Abilities 9-16
 
0x00AD - Wizard R/S/M 1-6
 
0x00AE - Time Mage Action Abilities 1-8
 
0x00AF - Time Mage Action Abilities 9-16
 
0x00B0 - Time Mage R/S/M 1-6
 
0x00B1 - Summoner Action Abilities 1-8
 
0x00B2 - Summoner Action Abilities 9-16
 
0x00B3 - Summoner R/S/M 1-6
 
0x00B4 - Thief Action Abilities 1-8
 
0x00B5 - Thief Action Abilities 9-16
 
0x00B6 - Thief R/S/M 1-6
 
0x00B7 - Mediator Action Abilities 1-8
 
0x00B8 - Mediator Action Abilities 9-16
 
0x00B9 - Mediator R/S/M 1-6
 
0x00BA - Oracle Action Abilities 1-8
 
0x00BB - Oracle Action Abilities 9-16
 
0x00BC - Oracle R/S/M 1-6
 
0x00BD - Geomancer Action Abilities 1-8
 
0x00BE - Geomancer Action Abilities 9-16
 
0x00BF - Geomancer R/S/M 1-6
 
0x00C0 - Lancer Action Abilities 1-8
 
0x00C1 - Lancer Action Abilities 9-16
 
0x00C2 - Lancer R/S/M 1-6
 
0x00C3 - Samurai Action Abilities 1-8
 
0x00C4 - Samurai Action Abilities 9-16
 
0x00C5 - Samurai R/S/M 1-6
 
0x00C6 - Ninja Action Abilities 1-8
 
0x00C7 - Ninja Action Abilities 9-16
 
0x00C8 - Ninja R/S/M 1-6
 
0x00C9 - Calculator Action Abilities 1-8
 
0x00CA - Calculator Action Abilities 9-16
 
0x00CB - Calculator R/S/M 1-6
 
0x00CC - Bard Action Abilities 1-8
 
0x00CD - Bard Action Abilities 9-16
 
0x00CE - Bard R/S/M 1-6
 
0x00CF - Dancer Action Abilities 1-8
 
0x00D0 - Dancer Action Abilities 9-16
 
0x00D1 - Dancer R/S/M 1-6
 
0x00D2 - Base/Chemist Job Level
 
0x00D3 - Knight/Archer Job Level
 
0x00D4 - Monk/Priest Job Level
 
0x00D5 - Wizard/Time Mage Job Level
 
0x00D6 - Summoner/Thief Job Level
 
0x00D7 - Mediator/Oracle Job Level
 
0x00D8 - Geomancer/Lancer Job Level
 
0x00D9 - Samurai/Ninja Job Level
 
0x00DA - Calculator/Bard Job Level
 
0x00DB - Dancer/Mime Job Level
 
0x00DC - Base Job JP
 
0x00DE - Chemist Job JP
 
0x00E0 - Knight Job JP
 
0x00E2 - Archer Job JP
 
0x00E4 - Monk Job JP
 
0x00E6 - Priest Job JP
 
0x00E8 - Wizard Job JP
 
0x00EA - Time Mage Job JP
 
0x00EC - Summoner Job JP
 
0x00EE - Thief Job JP
 
0x00F0 - Mediator Job JP
 
0x00F2 - Oracle Job JP
 
0x00F4 - Geomancer Job JP
 
0x00F6 - Lancer Job JP
 
0x00F8 - Samurai Job JP
 
0x00FA - Ninja Job JP
 
0x00FC - Calculator Job JP
 
0x00FE - Bard Job JP
 
0x0100 - Dancer Job JP
 
0x0102 - Mime Job JP
 
0x0104 - Total Base Job JP
 
0x0106 - Total Chemist Job JP
 
0x0108 - Total Knight Job JP
 
0x010A - Total Archer Job JP
 
0x010C - Total Monk Job JP
 
0x010E - Total Priest Job JP
 
0x0110 - Total Wizard Job JP
 
0x0112 - Total Time Mage Job JP
 
0x0114 - Total Summoner Job JP
 
0x0116 - Total Thief Job JP
 
0x0118 - Total Mediator Job JP
 
0x011A - Total Oracle Job JP
 
0x011C - Total Geomancer Job JP
 
0x011E - Total Lancer Job JP
 
0x0120 - Total Samurai Job JP
 
0x0122 - Total Ninja Job JP
 
0x0124 - Total Calculator Job JP
 
0x0126 - Total Bard Job JP
 
0x0128 - Total Dancer Job JP
 
0x012A - Total Mime Job JP
 
0x012C - 0x013B Unit Name
 
0x013C - 0x014B Job Name
 
0x014C - 0x0153 Primary Skillset Name (first 8 bytes)
 
0x0154 - 0x015B Secondary Skillset Name (First 8 bytes)
 
  0x015c - Number of times unit has been KOed this battle
 
0x015d - Current Ability CT
 
0x015e - Graphic
 
0x015f - Portrait  // Special Unit ID, if applicable, for allies (e.g. 0x1E for Agrias); otherwise, it was something else... sometimes 0x6X?
 
0x0160 - Palette
 
0x0161 - ENTD ID    // (Non-Ramza allies: 0x70-0x7F; Ramza: (his base job, 01/02/03); Others: ENTD Unit ID)
 
0x0162 - Special Skillset? (Specials set their skillset here)
 
0x0163 - War Trophy
 
0x0164 - Bonus Money Mod (* 100 = Gil)
 
0x0165 - X Location? (For where AI tends to stay near)
 
0x0166 - Y Location?
 
0x0167 -
 
0x80 - Higher Elevation Flag (for location)?
 
0x40 - Focus on target?
 
0x20 - Stay near X/Y? (+0x08 = never move once there)
 
0x10 - more aggressive?
 
0x08 - Coward-like?
 
0x04 -
 
0x02 -
 
0x01 -
 
0x0168 - Prioritized Target
 
0x0169 - (ENTD)
 
0x016a - (ENTD)
 
0x04 - Save CT? (don't move unless needed?)
 
0x016b - (ENTD)
 
0x016c - Unit Name ID
 
0x00XX - Special
 
0x01XX - Generic Male
 
0x02XX - Generic Female
 
0x03XX - Generic Monster
 
 
Target Data for action
 
0x016e/0x00 - Attacker/Self ID? (this data for charging attacks?)
 
0x016f/0x01 - Skillset of Last Attack Used
 
0x0170/0x02 - Last Attack Used ID (Currently Charging/performing action?)(half)
 
0x0172/ox04 - Calculator Type Ability ID
 
0x0174/0x06 - Calculator Multiplier Ability ID
 
0x0176/0x08 - Used Item/Equip ID?
 
0x0178/0x0a - reaction ID?
 
0x05 - Tile-Specific Ability?
 
0x06 - Target-Specific Ability?
 
0x0179/0x0b - Target ID?
 
0x017a/0x0c - X target panel coordinate (half)
 
0x017c/0x0e - half - Target map level  (half)
 
0x017e/0x10 - Y target panel coordinate (half
 
 
0x0180/0x12 - death on chocobo?
 
0x0181/0x13 -
 
0x80 -
 
0x40 -
 
0x20 -
 
0x10 - Stepping Stone
 
0x08 -
 
0x04 -
 
0x02 -
 
0x01 - Walkable
 
0x0182/0x14: Mount Info
 
0x80 - Riding A Unit
 
0x40 - Being Ridden
 
0x20 -
 
0x1f - ID of unit Riding/Being ridden by this unit
 
0x0183 - Dealing with unit's ability to appear in battle?
 
(FF if unit can't exist?)
 
(01 if unit exists, 00 if not (but later can?)?)
 
0x80 - Was active, but is now disabled?
 
0x02 - Unit will be removed from party? (no longer exists, treas/cryst?)
 
0x0184: Equipped Flags?
 
0x80 -
 
0x40 -
 
0x20 -
 
0x10 -
 
0x08 - Sword Equipped
 
0x04 - Materia Blade Equipped
 
0x02 -
 
0x01 -
 
 
0x0185 -
 
0x0186 - Character's turn if 01, otherwise 00 - able to use move/act/wait menu
 
0x0187 - Movement Taken
 
0x01 - Movement taken
 
0x00 - has not moved yet
 
0x0188 - Action Taken
 
0x01 - action taken
 
0x00 - has not acted yet
 
0x0189 -
 
0x80 -
 
0x40 -
 
0x20 -
 
0x10 -
 
0x08 -
 
0x04 - target learning ability?
 
0x02 - Target hit by ability?
 
0x01 - Turn ended (set to 01 when reacting)
 
0x018a - Unit ID (without "Unit Exists" check)
 
0x018b - Ability CT
 
 
 
 
 
 
 
CURRENT ACTION DATA
 
 
0x018c/0x00 - Hit Flag
 
0x00 - Miss
 
0x01 - Hit
 
0x018d/0x01 - Critical Hit Flag
 
0x018e/0x02 - Evade Type
 
0x00 - Hit
 
0x01 - Guarded (Accessory)
 
0x04 - Arrow Guard?
 
0x05 - Nullified
 
0x06 - Miss
 
0x07 - Catch?
 
0x08 -
 
0x09 - Reflected?
 
0x0a - Golem
 
0x0b - Blade Grasp?
 
0x018f/0x03 - Item to break/use
 
0x0190/0x04 - HP Damage
 
0x0192/0x06 - HP Recovery
 
0x0194/0x08 - MP Damage
 
0x0196/0x0a - MP Recovery
 
0x0198/0x0c - Gil Stolen/Lost
 
0x019a/0x0e - Reaction ID
 
0x019c/0x10 - Special Flags 1
 
0x80 - +1 Level
 
0x40 - Switch Team
 
0x20 - Poached
 
0x10 - Steal Item
 
0x08 - Stole targets item?
 
0x04 - Break Item
 
0x02 - Malboro (moldball virus)
 
0x01 - Golem
 
0x019d/0x11 - Special Flags 2
 
0x80 - Reducing Golem Amount?
 
0x40 - Knockback
 
0x20 -
 
0x10 -
 
0x08 - Weakness?
 
0x04 - Absorption?
 
0x02 - Nullification? (Disabled by nullification)
 
0x01 - -1 Level
 
0x019e/0x12 - SP Change
 
0x80 - Bonus Flag
 
0x019f/0x13 - CT Change
 
0xFF = "Quick"
 
0x7F = "CT0"
 
0x80 - Bonus Flag
 
    0x01a0/0x14 - PA Change
 
0x80 - Bonus Flag
 
0x01a1/0x15 - MA Change
 
0x80 - Bonus Flag
 
    0x01a2/0x16 - Brave Change
 
0x80 - Bonus Flag
 
    0x01a3/0x17 - Faith Change
 
0x80 - Bonus Flag
 
0x01a4/0x18 - Status Change?
 
0x80 - animate on miss
 
0x02 - ("Guarded"?)
 
0x01 - Failed status infliction? ("Missed!")
 
0x01a5/0x19 - Remove Equipment
 
0x80 - Remove Helmet
 
0x40 - Remove Armor
 
0x20 - Remove Accessory
 
0x10 - Remove Right Hand Weapon
 
0x08 - Remove Right Hand Shield
 
0x04 - Remove Left Hand Weapon
 
0x02 - Remove Left Hand Shield
 
0x01 -
 
0x01a6/0x1a - Stolen Item ID
 
0x01a7/0x1b - Attack's Status Infliction 1
 
0x80 -
 
0x40 - Crystal
 
0x20 - Dead
 
0x10 - Undead
 
0x08 - Charging
 
0x04 - Jump
 
0x02 - Defending
 
0x01 - Performing
 
0x01a8/0x1c - Attack's Status Infliction 2
 
0x80 - Petrify
 
0x40 - Invite
 
0x20 - Darkness
 
0x10 - Confusion
 
0x08 - Silence
 
0x04 - Blood Suck
 
0x02 - Cursed
 
0x01 - Treasure
 
0x01a9/0x1d - Attack's Status Infliction 3
 
0x80 - Oil
 
0x40 - Float
 
0x20 - Reraise
 
0x10 - Transparent
 
0x08 - Berserk
 
0x04 - Chicken
 
0x02 - Frog
 
0x01 - Critical
 
0x01aa/0x1e - Attack's Status Infliction 4
 
0x80 - Poison
 
0x40 - Regen
 
0x20 - Protect
 
0x10 - Shell
 
0x08 - Haste
 
0x04 - Slow
 
0x02 - Stop
 
0x01 - Wall
 
0x01ab/0x1f - Attack's Status Infliction 5
 
0x80 - Faith
 
0x40 - Innocent
 
0x20 - Charm
 
0x10 - Sleep
 
0x08 - Don't Move
 
0x04 - Don't Act
 
0x02 - Reflect
 
0x01 - Death Sentence
 
0x01ac/0x20 - Attack's Status Removal 1
 
0x80 -
 
0x40 - Crystal
 
0x20 - Dead
 
0x10 - Undead
 
0x08 - Charging
 
0x04 - Jump
 
0x02 - Defending
 
0x01 - Performing
 
0x01ad/0x21 - Attack's Status Removal 2
 
0x80 - Petrify
 
0x40 - Invite
 
0x20 - Darkness
 
0x10 - Confusion
 
0x08 - Silence
 
0x04 - Blood Suck
 
0x02 - Cursed
 
0x01 - Treasure
 
0x01ae/0x22 - Attack's Status Removal 3
 
0x80 - Oil
 
0x40 - Float
 
0x20 - Reraise
 
0x10 - Transparent
 
0x08 - Berserk
 
0x04 - Chicken
 
0x02 - Frog
 
0x01 - Critical
 
0x01af/0x23 - Attack's Status Removal 4
 
0x80 - Poison
 
0x40 - Regen
 
0x20 - Protect
 
0x10 - Shell
 
0x08 - Haste
 
0x04 - Slow
 
0x02 - Stop
 
0x01 - Wall
 
0x01b0/0x24 - Attack's Status Removal 5
 
0x80 - Faith
 
0x40 - Innocent
 
0x20 - Charm
 
0x10 - Sleep
 
0x08 - Don't Move
 
0x04 - Don't Act
 
0x02 - Reflect
 
0x01 - Death Sentence
 
0x01b1/0x25: Attack Type
 
0x80 - HP Damage
 
0x40 - HP Recovery
 
0x20 - MP Damage
 
0x10 - MP Recovery
 
0x08 - Status Change?
 
0x04 - ?
 
0x02 - ?
 
0x01 - Pseudo-Status change?
 
0x01b2/0x26 - Last Attack Recieved
 
0x01b4/0x28 - Stolen Exp?
 
0x01b5/0x29 - Stolen JP?
 
0x01b6/0x2a - Hit % (Display data?)
 
0x01b7/0x2b -
 
0x01b8/0x2c - Auto Battle Flag
 
0x01b9/0x2d - Main Target ID?
 
0x01ba/0x2e - Modified ENTD Flags
 
0x80 - Always Present
 
0x40 - Randomly Present
 
0x3X - Green Team
 
0x2X - Light Blue Team
 
0x1X - Red Team
 
0x0X - Blue Team
 
0x08 - Control
 
0x04 - Immortal
 
0x02 -
 
0x01 -
 
0x01bb/0x2f - Inflicted Status List 1
 
0x01bc/0x30 - Inflicted Status List 2
 
0x01bd/0x31 - Inflicted Status List 3
 
0x01be/0x32 - Inflicted Status List 4
 
0x01bf/0x33 - Inflicted Status List 5
 
 
80192d8c - Attacker Current Action Data Pointer
 
80192d90 - Target Current Action Data Pointer
 
80192d94 - Attacker's Data Pointer
 
80192d98 - Target Data Pointer
 
 
80192d9c - Reaction ID
 
 
 
80192da0 - Copy of Acting Unit's Current Action Data? 0x2c long
 
 
 
 
80192db0 -
 
 
80192dc5
 
 
80192dcc - X coordinate of target
 
80192dd0 - Y coordinate of target
 
80192dd4 - map level of target
 
 
80192dda -
 
 
80192dd8 - Moveable/Targetable Panel Grid (By rows of X panels, 0x10 in each row)
 
0x00 - AoE of panels to highlight (1 only highlights panel, 2 highlights AoE 1 panels, etc.)
 
0x01 - set to 01 when panel is green (targeted with ability)
 
0x02 - Unit Number (battle) of unit standing on panel?
 
0x03 -
 
0x04 - Obstructed (set to 0xff if panel is obstructed)/ Not reachable?
 
 
 
801934c2
 
 
801937d3
 
 
80193848 - (Data from 0x16e-0x182 of Unit Data)
 
 
8019385c - end of above data
 
 
80193860 - ? (set to 0 if an item is used on undead)
 
 
 
80193868 - Targets hit by ability (0x10 bytes; amount of non-FF data is counted,
 
and the data c/p to misc. unit data, 0x18e)
 
0x0f long
 
 
 
80193877 - End of target list
 
80193878 - Targets Hit Counter
 
8019387c
 
 
80193881 - start of some panel data (0x03 bytes each)
 
 
80193898
 
 
Current Ability Data
 
8019389c - Attacker's Facing (byte)
 
8019389d - (set to 1 when setting the weapon IDs) action performed byte?
 
8019389e - Attacker's RH Weapon
 
8019389f - Attacker's LH Weapon
 
801938a0 - Attacker's Team
 
 
801938a2 - X Distance between Attacker/Target (halfword)
 
801938a4 - Y Distance between Attacker/Target (halfword)
 
801938a6 - Attacker/Self ID
 
801938a7 - Used Skillset ID
 
801938a8 - Used Ability ID
 
801938aa - Calculator Type ID
 
801938ac - Calculator Multiplier ID
 
801938ae - Used Item/Equip ID
 
801938af - (0x177)
 
801938b0 - Reaction ID?/flags
 
801938b1 - Target ID?
 
801938b2 - Target X
 
801938b4 - Target Map Level
 
801938b6 - Target Y
 
801938b8 - (0x180)
 
801938b9 - (0x181) stepping stone flags?
 
801938ba - Mount Info
 
801938bb -
 
801938bc - (word) Learn on hit?  Hamedo Byte (set to 1 if hamedoing) - tells you to skip original attack
 
 
 
801938c0 - Attacker Unit ID
 
801938c1 - Target Unit ID
 
801938c2 - #Hits
 
801938c3 - Strike Counter
 
801938c4 - Primary Weapon ID (Also used for used item/weapon ID for Weapon Inventory)
 
801938c5 - Secondary Weapon ID
 
801938c6 - Reaction ID (half)
 
also set to 0x01 if reaction is occurring, then later set with ability ID
 
801938c8 - ? (Deals with elemental nullification)/poach (post action thing? used in reaction routine too) (half)
 
0x01 - perform reaction?
 
 
801938ca - Target new X Coordinate
 
801938cb - Target new Y coordinate
 
801938cc - target new elevation
 
801938cd - Caster Tile Type
 
801938ce - XA
 
801938d0 - YA
 
801938d2 - Defender's Effective Faith
 
801938d3 - Attacker's Effective Faith (set to 100 after checking faith)
 
801938d4 - Used Ability's Skillset
 
 
801938d6 - Used Ability ID?
 
801938d8 - Used Weapon ID
 
801938d9 - ? (01 = two-hands is in use?)
 
801938da - Proc ID
 
801938db - Used Item ID
 
801938dc - Base Hit
 
 
801938de - Accessory Evade
 
801938df - RH Evade
 
801938e0 - LH Evade
 
801938e1 - Class Evade
 
801938e2 - Facing Modifier (00 Front, 01 Side, 02 Back)
 
 
801938e4 - Charge's Power?
 
801938e5 - Ability Formula?
 
 
801938e7 - Earned Experience
 
801938e8 - Can earn EXP?
 
801938e9 - defaults to weapon attack? (default to attack flag?)
 
0x01 - default to weapon attack?
 
0x00 - don't default
 
801938ea -
 
801938eb - MP Used
 
801938ec - able to knock back? (checked in knockback calculation) / Target Counter
 
801938ed - can poach?/fall damage flags?
 
0x80 - Fall damage not calculated
 
        0xX2 - Ignore Fall Damage (Flying Unit)
 
        0xX1 - Take Fall Damage (non-flying units, flying
 
801938ee - Fall Distance (divide by 2 for tiles fallen)
 
801938ef - post-action target ID? (used in knockback 2)
 
801938f0 - Ability Range
 
801938f1 - Ability Effect Area
 
801938f2 - Ability Vertical
 
801938f3 - Ability Flags 1
 
0x80 -
 
0x40 -
 
0x20 - Ranged Weapon
 
0x10 - Vertical Fixed
 
0x08 - Vertical Tolerence
 
0x04 - Weapon Strike
 
0x02 - Auto
 
0x01 - Can't Target Self
 
801938f4 - Ability Flags 2
 
0x80 - Can't Hit Enemies
 
0x40 - Can't Hit Allies
 
0x20 -
 
0x10 - Can't Follow Target
 
0x08 - Random Fire
 
0x04 - Linear Attack
 
0x02 - 3 Directions
 
0x01 - Can't Hit Caster
 
801938f5 - Ability Flags 3
 
0x80 - Reflectable
 
0x40 - Math Skill
 
0x20 - Affected By Silence
 
0x10 - Can't Mimic
 
0x08 - Normal Attack?
 
0x04 - Persevere
 
0x02 - Quote
 
0x01 - Animate on Miss
 
801938f6 - Ability Flags 4
 
0x80 - Counter Flood
 
0x40 - Counter Magic
 
0x20 - Direct
 
0x10 - Blade Grasp
 
0x08 - Requires Sword
 
0x04 - Requires Materia Blade
 
0x02 - Evadeable
 
0x01 - Np Targetting
 
801938f7 - Ability Element
 
801938f8 - Ability Formula
 
801938f9 - Ability X
 
801938fa - Ability Y
 
801938fb - Ability Inflict Status ID
 
801938fc - Ability CT
 
801938fd - Ability MP Cost
 
801938fe - Weapon Range
 
 
801938ff: Weapon Characteristics
 
0x80 - Striking
 
0x40 - Lunging
 
0x20 - Direct
 
0x10 - Arc Attack
 
0x08 - 2 Swordable
 
0x04 - 2h enabled
 
0x02 - Cast Spell (disabled, with formula 02), or inflict status (enabled)?
 
0x01 - Forced 2h
 
 
80193900 - Weapon Formula
 
80193901 -
 
80193902 - WP
 
80193903 - W-Evade
 
80193904 - Weapon's Element
 
80193905 - Inflict Status/Cast Spell Index
 
 
80193906 - Status Infliction Type
 
0x80 - All or Nothing
 
0x40 - Random
 
0x20 - Separate
 
0x10 - Cancel
 
0x08 -
 
0x04 -
 
0x02 -
 
0x01 -
 
80193907 - Status Set 1
 
0x80 -
 
0x40 - Crystal
 
0x20 - Dead
 
0x10 - Undead
 
0x08 - Charging
 
0x04 - Jump
 
0x02 - Defending
 
0x01 - Performing
 
80193908 - Status Set 2
 
0x80 - Petrify
 
0x40 - Invite
 
0x20 - Darkness
 
0x10 - Confusion
 
0x08 - Silence
 
0x04 - Blood Suck
 
0x02 - Cursed
 
0x01 - Treasure
 
80193909 - Status Set 3
 
0x80 - Oil
 
0x40 - Float
 
0x20 - Reraise
 
0x10 - Transparent
 
0x08 - Berserk
 
0x04 - Chicken
 
0x02 - Frog
 
0x01 - Critical
 
8019390a - Status Set 4
 
0x80 - Poison
 
0x40 - Regen
 
0x20 - Protect
 
0x10 - Shell
 
0x08 - Haste
 
0x04 - Slow
 
0x02 - Stop
 
8019390b - Status Set 5
 
0x80 - Faith
 
0x40 - Innocent
 
0x20 - Charm
 
0x10 - Sleep
 
0x08 - Don't Move
 
0x04 - Don't Act
 
0x02 - Reflect
 
0x01 - Death Sentence
 
wrong i think
 
8019390c - Ability Type
 
8019390d - Ability Element
 
8019390e - Ability Formula - used in poach/train?
 
8019390f - Ability Power 1
 
80193910 - Ability Power 2
 
80193911 - Ability Inflict Status ID?
 
80193912 - Ability CT (?)
 
80193913 - Ability MP Cost
 
 
 
During movement?
 
80193910 - Move find item data 1
 
0x00 - coordinates (XY)
 
0x01 - Trap Flags/activation
 
0x20 - always trap
 
0x10 - disable trap
 
0x03 - steel needle
 
0x02 - sleeping gas
 
0x01 - deathtrap
 
0x00 - degenerator
 
0x02 - Rare Item
 
0x03 - Common Item
 
  Move find item data 2
 
  Move find item data 3
 
  Move find item data 4
 
 
   
 
80193924 - Unit AI Extended Status Data (16 total, 0x40 bytes each)
 
0x00 - Unit ID
 
0x01 - Death Counter
 
0x02 - Death Sentence CT?
 
0x03 - Current Statuses 1
 
0x04 - Current Statuses 2
 
0x05 - Current Statuses 3
 
0x06 - Current Statuses 4
 
0x07 - Current Statuses 5
 
0x08 - Poison CT
 
0x09 - Regen CT
 
0x0a - Protect CT
 
0x0b - Shell CT
 
0x0c - Haste CT
 
0x0d - Slow CT
 
0x0e - Stop CT
 
0x0f - Wall CT
 
0x10 - Faith CT
 
0x11 - Innocent CT
 
0x12 - Charm CT
 
0x13 - Sleep CT
 
0x14 - Don't Move CT
 
0x15 - Don't Act CT
 
0x16 - Reflect CT
 
0x17 - Death Sentence CT
 
0x18 - ENTD Flags
 
0x19 - Faith
 
0x1a - Turn Flag?
 
0x1b - HP
 
 
0x1e - MP
 
0x20 - Current Ability CT
 
0x21 - Base PA
 
0x22 - Base MA
 
0x23 - Base SP
 
0x24 - PA
 
0x25 - MA
 
0x26 - SP
 
0x27 - CT
 
0x28 - X Coordinate
 
0x29 - Y Coordinate
 
0x2a - Map Flags (Map Level, Facing, etc.)
 
0x2b - Turn Flag?
 
0x2c - Unit Moved Flag?
 
0x2d - Unit Acted Flag?
 
0x2e - (0x1b8 in unit data)
 
0x2f - Main Target ID?
 
0x30 - Modified ENTD Flags
 
0x31 - Inflicted Statuses 1
 
0x32 - Inflicted Statuses 2
 
0x33 - Inflicted Statuses 3
 
0x34 - Inflicted Statuses 4
 
0x35 - Inflicted Statuses 5
 
0x36 - Helmet
 
0x37 - Armor
 
0x38 - Accessory
 
0x39 - Right Hand Weapon
 
0x3a - Right Hand Shield
 
0x3b - Left Hand Weapon
 
0x3c - Left Hand Shield
 
0x3d - Brave
 
0x3e - Mount Info
 
 
80193d24 - Attacker's AI Data
 
0x00 - Facing
 
0x01 - (set to 1 when setting the weapon IDs)
 
0x02 - RH Weapon
 
0x03 - LH Weapon
 
0x04 - Team
 
0x05 -
 
0x06 - X Distance between Attacker/Target
 
0x08 - Y Distance between Attacker/Target
 
0x0a - Attacker/Self ID
 
0x0b - Used Skillset ID
 
0x0c - Used Ability ID
 
0x0e - Calculator Type ID
 
0x10 - Calculator Multiplier ID
 
0x12 - Used Item/Equip ID
 
0x13 - (0x177)
 
0x14 - Reaction ID?/flags
 
0x15 - Target ID?
 
0x16 - Target X
 
0x17 -
 
0x18 - Target Map Level
 
0x19 -
 
0x1a - Target Y
 
0x1b -
 
0x1c - (0x181) stepping stone flags?
 
0x1d - Mount Info
 
 
 
80193d44 - Acting Unit's Used Ability ID
 
 
80193d98 - AI Targeting? Code Pointers
 
 
80193aec - Player unit information (0x40 long for 5 units?)
 
0x0000 - Poison CT
 
0x0001 - Regen CT
 
0x0002 - Protect CT
 
0x0003 - Shell CT
 
0x0004 - Haste CT
 
0x0005 - Slow CT
 
0x0006 - Stop CT
 
0x0007 - Wall CT
 
0x0008 - Faith CT
 
0x0009 - Innocent CT
 
0x000a - Charm CT
 
0x000b - Sleep CT
 
0x000c - Don't Move CT
 
0x000d - Don't Act CT
 
0x000e - Reflect CT
 
0x000f - Death Sentence CT
 
0x0010 - Units Current Faith (not original)
 
0x0011 - Unit CT
 
0x0012 - Units HP
 
0x0013 - Units HP (2nd Byte)
 
 
0x0019 - Original PA
 
0x001a - Original MA
 
0x001b - Original Speed
 
0x001c - Current MA?
 
0x001d - Current Spd
 
0x001e - byte 0x39 in unit data... other CT byte?
 
0x001f - X Coordinate
 
0x0020 - Y Coordinate
 
0x0021 - Higher Elevation, facing direction?
 
0x0022 - Movement taken flag
 
0x0023 - action taken flag    (perhaps double as "Able to Move/Act")
 
0x0024 - Main Target ID
 
0x0025 - Copy of 0x0006 in unit data, team/ENTD/Immortal flags (Current Action Data)
 
0x0026 - Inflicted statii (factors in random/seperate/etc. and accuracy) (Current Action Data)
 
0x0027 - Byte 2 ^^
 
0x0028 - Byte 3 ^^
 
0x0029 - Byte 4 ^^
 
0x002a - 2d - Last bytes of unit data?? (list may have gotten out of order)
 
 
( Routine (0x0019ab44) starts loading THIS data into UNIT data.... wtF?)
 
0x002e - Equipped body
 
0x002f - equipped accessory
 
0x0030 - equipped right hand weapon
 
0x0031 - equipped right hand shield
 
0x0032 - equipped left hand weapon
 
0x0033 - equipped left hand shield
 
 
 
80193b2c - Unit 2
 
80193b6c - unit 3
 
80193bac - unit 4
 
80193bec - unit 5
 
80193c2c - ??
 
 
 
 
80193d47
 
 
80193d48 - code
 
 
   
 
   
  80195cd0 - Thread array (WORLD.BIN) (Each thread data block is 0x400 = 1024 bytes, and includes its own stack); 17 entries total
+
  0x8000 Left
    0x00 - Thread function parameter 1
+
  0x4000 Down
    0x04 - Thread function parameter 2
+
  0x2000 Right
    0x08 - Thread function parameter 3
+
  0x1000 Up
    0x0c - ? (Set to 0 when thread is initialized)
+
  0x0800 Start
    0x10 - 0x2c: Saved register values for this thread ($s0 - $s7)
+
  0x0400 R3
    0x30 - 0x34: Kernal register values for this thread ($k0 - $k1)
+
  0x0200 L3
    0x38 - Global pointer for this thread ($gp)
+
  0x0100 Select
    0x3c - Stack pointer for this thread ($sp)
+
  0x0080 Square
    0x40 - Frame pointer for this thread ($fp)
+
  0x0040 Cross (X)
    0x44 - Address of first command for this thread to run upon being started or resumed ($ra)
+
  0x0020 Circle
    0x48 - IsRunning value (boolean; True (1) if thread is currently active/running, false (0) if not)
+
  0x0010 Triangle
    0x4c - Task ID (Matches those listed in WaitForInstruction event command)
+
  0x0008 R1
    0x50 - 0x68: ? (Set to 0 when thread is initialized)
+
  0x0004 L1
    0x6c and beyond: Stack for this thread; ~900 bytes available
+
  0x0002 R2
 
+
  0x0001 L2
  Table of Offsets from 0x193D48-E4F
 
  801959D4 (Throw Item)
 
  80195A30 (Something to do with moving?)
 
  80195BBC (?)
 
  80195C00 (?)
 
  80195A24 (?)
 
  80195944 (?)
 
  80195A90 (CTR calculation for spells)
 
  80195BA0 (?)
 
80198578 (?)
 
801985F8 (?)
 
8019870C (Checks r2 for 1 or -1 at beginning, ELSE, proceed to bottom routines...stuff for positive or negative status, maybe?)
 
80198748 (?)
 
80198788 (?...very similar to above...one's for damage, the other healing?)
 
801987C0 (?...very similar to above...this one's for pseudo-status?)
 
801986A0 (Goes into routine 0x19870C but inputs different variables)
 
801992E8 (Blood Suck)
 
80199240 (All routines that go to the same place as Blood Suck...telling the AI know unit is KO'd?)
 
80199288 (Check something?  Increment r18 by 1 to check 21 times.)
 
801992FC (AI Routine for crystal/treasure?)
 
801992A0 (More routines that go to the same place as Blood Suck)
 
80199214 (Check something different?  Increment r18 by 1 to check 21 times.)
 
8019B0B8 (?)
 
8019B100 (?...very similar to above...again, there's a check for -1 that voids the routine)
 
8019B160 (?...very similar to above...again, there's a check for -1 that voids the routine)
 
8019B1CC (?)
 
8019B240 (?)
 
8019B2C0 (?)
 
8019B068 (?...leads into 0x190B8 but with 2 extra checks, with a check for -1 that voids the 80routine)
 
8019AF74 (?...leads into previous routine but loads a random number...something to do with decision making?)
 
8019B094 (The second check of 0x19B068)
 
8019D8EC (Multiplies X? with r4 for CT?)
 
  8019D91C (AI on CT effects like slow/stop and sleep/don't move/don't act)
 
  8019D8F8 (Multiplies Y? with r4 for CT?)
 
  8019D978 (CT effects' AI)
 
  8019D950 (AI for control effects like Blood Suck/Confuse/Charm...my AI hack for Invite probably also needs to edit this or the AI won't use invite the way he uses charm...0x19D974 touches something important?)
 
 
 
Status Priority Values (19f308)
 
  Values are interpreted as curHP%, thus, each status is +/- effective curHP.
 
    0x01: Statuses 1
 
        0x80 -                          0% (0000)
 
        0x40 - Crystal                  -150% -c0(ff40)
 
        0x20 - Dead                    -150% -c0(ff40)
 
        0x10 - Undead                  -30.5% -27(ffd9)
 
        0x08 - Charging                0% (0000)
 
        0x04 - Jump                    0% (0000)
 
        0x02 - Defending                0% (0000)
 
        0x01 - Performing              0% (0000)
 
    0x02: Statuses 2
 
        0x80 - Petrify                  -90.6% -74(ff8c)
 
        0x40 - Invite                  -180.4% -e7(ff19)
 
        0x20 - Darkness                -50% [-40(ffc0) * Evadable abilities] + 3 / 4
 
        0x10 - Confusion                -50% -40(ffc0) (+1 / 4 if slow/stop/sleep/don't move/act/)
 
        0x08 - Silence                  -70.3% [-5a(ffa6) * Silence abilities] + 3 / 4
 
        0x04 - Blood Suck              -90.6% -74(ff8c) (+1 / 4 if slow/stop/sleep/don't move/act/)
 
        0x02 - Cursed                  0%(0000)
 
        0x01 - Treasure                -150% -c0(ff40)
 
    0x03: Statuses 3
 
        0x80 - Oil                      -5.5% -7(fff9)
 
        0x40 - Float                    9.4% c(000c)
 
        0x20 - Reraise                  39.8% 33(0033)
 
        0x10 - Transparent              29.7% 26(0026)
 
        0x08 - Berserk                  -30.5% -27(ffd9)
 
        0x04 - Chicken                  -20.3% -1a(ffe6)
 
        0x02 - Frog                    -40.6% -34(ffcc)
 
        0x01 - Critical                -25% -20(ffe0)
 
    0x04: Statuses 4
 
        0x80 - Poison                  -20.3% -1a(ffe6)
 
        0x40 - Regen                    19.5% 19(0019)
 
        0x20 - Protect                  19.5% 19(0019)
 
        0x10 - Shell                    19.5% 19(0019)
 
        0x08 - Haste                    14.8% 13(0013)
 
        0x04 - Slow                    -30.5% -27(ffd9) 0 if Confusion/Charm/Blood Suck
 
        0x02 - Stop                    -70.3% -5a(ffa6) 0 if Confusion/Charm/Blood Suck
 
        0x01 - Wall                    50% 40(0040)
 
    0x05: Statuses 5
 
        0x80 - Faith                    4.7% 6(0006)
 
        0x40 - Innocent                -5.5% -7(fff9)
 
        0x20 - Charm                    -50% -40(ffc0) (+1 / 4 if slow/stop/sleep/don't move/act/)
 
        0x10 - Sleep                    -30.5% -27(ffd9) 0 if Confusion/Charm/Blood Suck
 
        0x08 - Don't Move              -30.5% -27(ffd9) 0 if Confusion/Charm/Blood Suck
 
        0x04 - Don't Act                -50% -40(ffc0) 0 if Confusion/Charm/Blood Suck         
 
        0x02 - Reflect                  19.5% 19(0019)
 
        0x01 - Death Sentence
 
 
 
  8019f358 - X/Y Mods (2 bytes each, 4 total)(for targeting? gets added to base values)
 
0x00 - X Mod
 
0x01 - Y Mod
 
 
 
0x00 - -1 Y
 
0x02 - -1 X
 
0x04 - +1 Y
 
0x06 - +1 X
 
 
 
8019f3ac - pointer to start of skillset/AI data (8019f3c4)
 
 
8019f3c0 - Unit AI Extended Status Data Pointer
 
8019f3c4 - Start of AI data
 
*AI Ability Use Data (0x14 total?)*
 
0x0000 - Skillset
 
0x0001 - CT
 
0x0002 - Ability ID
 
0x0004 - Range
 
0x0005 - AoE
 
0x0006 - Item Considered (Destroyed/Stolen/Used)
 
0x0007 - Status Infliction 1
 
0x0008 - Status Infliction 2
 
0x0009 - Status Infliction 3
 
0x000a - Status Infliction 4
 
0x000b - Status Infliction 5
 
0x000c - AI Behavior Flags 1
 
0x80 - HP
 
0x40 - MP
 
0x20 - Cancel Status
 
0x10 - Add Status
 
0x08 - Stats
 
0x04 - Unequip
 
0x02 - Target Enemies
 
0x01 - Target Allies
 
0x000d - AI Behavior Flags 2
 
0x80 - Ignore Range?
 
0x40 - Reflectable
 
0x20 - Undead Reverse
 
0x10 - Follow Target?
 
0x08 - Random Hits
 
0x04 - Faith
 
0x02 - Evadeable
 
0x01 - Silence (on = affected by silence)
 
0x000e - AI Behavior Flags 3
 
0x80 - Arc Attack?
 
0x40 - Direct Attack
 
0x20 - Linear Attack
 
0x10 - Vertical Increase (default off)
 
0x08 - Triple Attack
 
0x04 - Triple Bracelet
 
0x02 - Magic Defense UP
 
0x01 - Defense UP
 
0x000f - AI Behavior Flags 4?
 
0x80 - Usable by AI?
 
0x40 - Cannot Target Enemy?
 
0x20 - Cannot Target Ally?
 
0x10 -
 
0x08 - Requires Monster Skill?
 
0x04 - Weapon-Range? (physical/weapon attacks)
 
0x02 - (raise/wall/Wave fist/dash/accumulate)
 
0x01 - Evade with Motion
 
0x0010 - Ability Elements
 
0x0011 - MP Cost
 
 
 
0x0014 - (set to 1 after setting AI Targeting Flags)
 
 
0x0018 - Acting Unit's X Coordinate
 
0x0019 - Acting Unit's Map Level
 
0x001a - Acting Unit's Y Coordinate
 
0x001b - ? (set to 0 when getting X/Y)
 
 
0xf3df/0x001b - (set to 0 when initializing current unit's data)
 
 
0xf3e0/0x001c/0x00 - Acting Unit's ID
 
0xf3e1/0x001d/0x01 - Skillset of Last Attack
 
0xf3e2/0x001e/0x02 - Last Attack Used ID
 
0xf3e4/0x0020/0x04 - Calculator Type Ability ID
 
0xf3e6/0x0022/0x06 - Calculator Multiplier Ability ID
 
0xf3e8/0x0024/0x08 - Item Destroyed/Stolen ID
 
 
 
0xf3ea/0x0026 -
 
0x05 - ability that uses weapon/physical animation
 
0x06 - ability that uses a target-specific animation
 
0xf3eb/0x0027 - Target ID?
 
0xf3ec/0x0028 - Target X
 
 
 
0xf3ee/0x002a - Target Map Level
 
 
 
0xf3f0/0x002c - Target Y
 
 
 
0xf3f4/0x0030 - Mount Info
 
0xf3f5/0x0031 - Base Hit%
 
0xf3f6/0x0032 - (halfword) - set to 0 after setting AI extended status
 
0xf3f8/0x0034 - ??
 
0xf3f9/0x0035 - ??
 
 
0x0050 -
 
0x0054
 
 
0x0000/0x0082 - set to 1 if ability is affect MP but not target enemy
 
 
0xf468/0x00a4 - Start of some data
 
 
0x????/0x0100 - ?? some flag?
 
 
0x????/0x0148 - Start of some data
 
 
0x????/0x01ec - ability MP cost list? (0x51 bytes, 0xff marks end of list)
 
 
0x????/0x0200 - Golem Amounts
 
0x00 - Blue Team
 
0x01 - Red Team
 
0x02 - Light Blue Team
 
0x03 - Green Team
 
 
 
0xf5f4/0x0230 - ? list (list from 0xe3c, 8 bytes)
 
0xf5f0/0x022c - AI Calculation Types?
 
                        0 skips Reaction calculations (Attack Phase?)
 
0xf5f4/0x0230 - ? list (list from 0xe3c, 8 bytes)
 
0xf5fc/0x0238 - set to 1 when moving Acting Unit data to AI (word)
 
                        0 = Attack Phase?
 
                        2 skips storing MP after subtracting MP used in 0x0017da20
 
                        != 0 skips formulas 1e and 1f random hits calculation
 
 
 
0x????/0x23e - action menu byte?
 
 
  /0x290 -
 
 
 
0xf750/0x038c - Graphical Data?
 
 
  0x4e4 - trap settings?
 
  
      /0x04ec - unit has weapon bytes? (check routine at 80182f34)
+
801612dc - Start of SAMPLE.LZW (should this be above?)
 
 
  0x0a74 - data based on unit ID (0x48 bytes each)
 
 
0x0031/0x0c6d - set to 0 if 0xffff returned from 0x1971b8
 
0x0032/0x0c6e - set to 1 if able to move to target? (cleared when main target ID is set?
 
0x0036/0x0c72 - set to 0 if 801a0d7b != 0, else set to 1
 
0x0038/0x0c74 - X Coordinate
 
0x0039/0x0c75 - Map Level
 
0x003a/0x0c76 - Y Coordinate
 
0x003b/0x0c77 - ? (set to 0 when getting X/Y)
 
0x003c/0x0c78 - Active Unit List? (0x15 long)
 
0x0051/0x0c8d - Targetable Unit List (0x15 long, initialized targetable)
 
 
0x0065/0x0ca1 -
 
  
0x0078/0x0cb4 - (word)
+
ENTD data - Loaded into RAM 0x1dc000 during battle setup
0x40000000 - enabled after setting some targetability flags
 
0x20000000 - set if ability ID = holy water???
 
0x01000000 - (enabled after setting AI Targeting Data)
 
 
0x007c/0x0cb8 - (halfword)
 
0x007e/0x0cba - (checked against FF)(byte) (set to 0xFF based on skillset = 0, 2?
 
0x0082/0x0cbe - (set to 0 after checking AI move list stuff)
 
                        (set to 1 if MP/Target Enemies isn't enabled)
 
 
    
 
    
0x0000/0x0cc4 - list of words determined by 0x01f1 in AI data
+
   0x00 - Base Class / Character ID (Also affects sprites)
+
  0x01 - "Gender" Byte (ENTD Flags)
0x0082/0x???? - set to 1 if ability has MP or target enemies flagged
 
 
 
0x0098/0x0cd4 - List of Unit AI/Action? Data
 
0x00 - Attacker/Self? ID
 
0x01 - Last Attack Skillset
 
0x02 - Last Attack ID
 
0x04 - Calculator Type ID
 
0x06 - Calculator Multiplier ID
 
0x08 - Used Item/Equip? ID
 
0x09 - (0x177 in unit data)
 
0x0a - (0x178)
 
0x0b - Target ID?
 
0x0c - Target X
 
0x0d - (0x17b)
 
0x0e - Map Level Flag
 
0x0f - (0x17d)
 
0x10 - Target Y
 
0x11 - (0x17f)
 
0x12 - (0x180)
 
0x13 - (0x181)
 
 
 
0x01d8/0x0e14 - Chosen Throw Ability ID?
 
0x01da/0x0e16 - Chosen Throw Weapon ID?
 
0x01dc/0x0e18 - ? list (0x14 bytes)
 
Set to 0 after Extended Status CT is set
 
 
 
0x01f1/0x0e2d - cleared after setting main target ID
 
0x01f2/0x0e2e - Acting Unit's ID
 
  /0x0e2f - Acting units ID?
 
0x01f3/0x0e3e - Acting Unit's Battle ID
 
0x01f4/0x0e30 - Acting Unit's X Coordinate
 
0x01f5/0x0e31 - Acting Unit's Map Level
 
0x01f6/0x0e32 - Acting Unit's Y Coordinate
 
0x01f7/0x0e33 - ? (set to 0 when getting X/Y)
 
0x01f8/0x0e34 - Acting Unit's AI Decision Pointer
 
0x01fc/0x0e38 - Acting Unit's Move
 
0x01fd/0x0e39 - Acting Unit's Team
 
0x01fe/0x0e3a - Map Max X
 
0x01ff/0x0e3b - Map Max Y
 
0x0200/0x0e3c - ? list (8 bytes)
 
 
0x0000/0x0e44 - Status inflictions 1
 
0x0000/0x0e45 - Status inflictions 2
 
0x0000/0x0ef6 - Status inflictions 3
 
0x0000/0x0ef7 - Status inflictions 4
 
0x0000/0x0ef8 - Status inflictions 5
 
 
 
0x0213/0x0e4f - Remaining Clockticks
 
0x0214/0x0e50 - Unit AI Status Data Pointer (16 total, 8 bytes each)
 
0x00 - Unit ID
 
0x01 - Death Counter
 
0x02 - Death Sentence CT
 
0x03 - Current Statuses 1
 
0x04 - Current Statuses 2
 
0x05 - Current Statuses 3
 
0x06 - Current Statuses 4
 
0x07 - Current Statuses 5
 
 
0x0294/0x0ed0 - current abiliity CT
 
0x0295/0x0ed1 - current status
 
0x0296/0x0ed2 - inflicted status list 1
 
 
 
0x0298/0x0ed4 -0x0298/0x0ed4 - Main AI Progress? (0-2, for 0x00193e50)(byte) set to 0x02 if ability fails?
 
0x029a/0x0ed6 -
 
 
0x0???/0x0ee0 - In between turn control variable
 
0x0???/0x0ee4 - Menu loading control variable?
 
0x0???/0x0ee8 - active unit ID?
 
0x02b2/0x0eee - AI Progress? (0-2, for 0x0019d37c)(byte)
 
 
 
0x02b4/0x0ef0 - Unit's Move List (0x4 bytes each, 0x22 abilities per unit, 16 units, 0x88 bytes per unit, 0x880 total)
 
0x00 - Ability/R/S/M/Item ID
 
0x01 -
 
0x80 -
 
0x7c - Unit ID << 2
 
0x02 -
 
0x01 - bit 8 of A/R/S/M ID
 
0x02 - Ability's Skillset
 
0x03 - Usage Type?
 
0x80 - Set if usable ability?
 
0x40 - Allies/Self Only
 
0x20 - Enemies Only
 
0x10 -
 
0x08 - Requires Monster Skill?
 
0x04 - Weapon-Range? (physical/weapon attacks)
 
0x02 - (raise/wall/Wave fist/dash/accumulate)
 
0x01 - Evade with Motion? (may mean fail)
 
 
 
 
 
0x0b34/0x1770 - Hardcoded AI-Status abilities
 
0x00 - C8 - Blood Suck
 
0x01 - 00 (Target ID stored here shifted by 0x0a)
 
 
Frog
 
0x02 - A7
 
0x03 - Usage Type = 0x84
 
0x04 - 6F (frog attack?)
 
0x05 - 01
 
Berserk
 
0x06 - A9
 
0x07 - Usage Type = 0x84
 
 
 
 
0x0b3c/0x1778 - Unit Weapon? Attack Data (16 entries, 8 bytes each)
 
0x00 - Range
 
0x01 - AI Behavior Flags 1
 
0x80 - HP
 
0x40 - MP
 
0x20 - Cancel Status
 
0x10 - Add Status
 
0x08 - Stats
 
0x04 - Unequip
 
0x02 - Target Enemies
 
0x01 - Target Allies
 
0x02 - AI Behavior Flags 2
 
0x80 - Ignore Range?
 
0x40 - Reflectable
 
0x20 - Undead Reverse
 
0x10 - Follow Target?
 
0x08 - Random Hits
 
0x04 - Faith
 
0x02 - Evadeable
 
0x01 - Silence (on = affected by silence)
 
0x03 - AI Behavior Flags 3
 
0x80 - Arc Attack?
 
0x40 - Direct Attack
 
0x20 - Linear Attack
 
0x10 - Vertical Increase (default off)
 
0x08 - Triple Attack
 
0x04 - Triple Bracelet
 
0x02 - Magic Defense UP
 
0x01 - Defense UP
 
0x04 - Weapon ID
 
0x05 - Elements
 
0x06 -
 
0x07 -
 
 
0x0bbc/0x17f8 - Acting Unit's Data Pointer
 
 
 
0x0bc3/0x17ff - (byte)
 
 
0x0000/0x1800 - word from AI + cc4 stored here
 
 
 
0x0bdc/0x1818 - (byte)
 
 
 
 
 
 
0x0bf0/0x182c - AI Decision Data? (16 bytes each, 21 total?)
 
0x00 - X Location? (these 3 are for where the AI will stay around)
 
0x01 - Higher Elevation Flag?
 
0x02 - Y Location?
 
0x03 - (set to 0 after finding usable abilities)
 
0x04 - (0x167 in Unit's Data)
 
0x80 - Charging/Performing + not dead/petrified/death sentenced / Ally unit
 
0x40 - Focus on Target? (Auto flags this as well)
 
0x20 - Stay Near X/Y Location?
 
0x10 - More Aggressive?
 
0x08 - Coward-like? (0x19a1 value set to 0x11)
 
0x04 - unit is jumping
 
0x02 - needs to be un-petrified
 
0x01 - needs to be revived
 
0x05 - Main Target ID (Based on Unit ID)
 
0x06 - (0x169 ")AI Targeting Flags 1
 
0x80 -
 
0x40 -
 
0x20 -
 
0x10 -
 
0x08 - Charging?(disabled if Ability CT = FF)
 
0x04 - Unit has largest # of usable abilities?
 
0x02 - Has HP recovery on ally ability?
 
0x01 - has ability that's not direct or arcing attack?
 
0x07 - AI Targeting Flags
 
0x80 - Critical HP Unit (HP < 12.5% Max HP)
 
0x40 - Dead Unit with Reraise
 
0x20 - Dead Unit without Reraise
 
0x10 - Can't be targeted? (enabled if result from 0x196ce8 = 1)
 
0x08 - Allied target?
 
0x04 - Save CT/Protect self?
 
0x02 - Low MP Unit (MP < 50% Max MP)
 
0x01 - Low HP Unit (HP < 50% Max HP)
 
0x08 - Enemy Flag (set to 1 if Acting Unit's team is different)(0x16b ")
 
0x09 - Highest MP Cost
 
0x0a - Lowest MP Cost
 
(These have a value of 0-4, possibly for priorities)
 
0x0b - MP Using Ability Mod (# MP Using abilities * 4 / # abilities)
 
0x0c - Silence Blocking Mod (# silence ignoring abilities ")
 
0x0d - Evade Ignoring Mod (# evadeable (physical?) abilities ")
 
0x0e - Range of Lowest range ability
 
0x0f - Range of Highest range ability
 
 
 
 
 
0x0d50/0x198c - Unit's Battle ID (21 unit ID's; based on number of units; FF = not used)
 
 
0x0d65/0x19a1 - ? (21 unit values?)
 
0x11 - (AI set to Coward? + Save CT/Protect self
 
0x0e - (AI set to Target Unit + Aggressive?, and teams are different)
 
0x0c - (AI set to Target Unit + Aggressive?, and teams are the same)
 
 
0x0d7a/0x19b6 -  AI/Autobattle setting (0x1b8 in unit data)
 
0x0d7b/0x19b7 - (byte) - involved in skillset/ability usage calculations (able to act if = 0?)
 
0x0d7c/0x19b8 - # of random hits abilities*128 / number of usable abilities...
 
0x0d7d/0x19b9 - water movement flag
 
0x01 - normal movement capability
 
0x00 - move in water/walk on water/float
 
 
 
 
0x0d7e/0x19ba -  0 if base hit = FF (byte)
 
0x0d7f/0x19bb - Unit targetable flag?
 
0x0d80/0x19bc - (byte)set to 0 in section after initialization
 
0x0d81/0x19bd - AI Action Taken Flag?
 
0x0d82/0x19be -  AI Movement Taken Flag?
 
 
 
0x0d8b/0x19c7 - (byte)
 
 
0x????/0x245c - List of tile data? (half each, 0x24 bytes for each map level, 0x48 total)
 
0x8000 - Moveable panel?
 
0x801a0d8b
 
 
0x8019f3c4 - Player's loaded abilities for skillset (if unit is under player control) 0xA4 long, half each
 
0x0XXX - Ability ID
 
0x7000 - normal ability
 
0x38XX - Item List
 
0x00XX - second byte displays some message
 
0x01XX - Item list
 
0x02XX - name list
 
0x06XX - skillset list
 
 
 
8019f468/0x00a4 - "Stock" "MP"
 
 
 
8019f50c/0x0148 - "Turns"
 
 
 
8019f5ac - word
 
 
 
8019f5b0/0x01ec - Items used list/ MP list?
 
 
 
0x23c
 
8019f602/0x23e - ability CT?
 
 
 
8019f654/0x0290 - Silence/persevere/reflect flags
 
0x02 - affected by silence
 
0x01 - reflect
 
0x00 - none
 
 
 
 
8019f6a6/0x2e2 - "Turns"?
 
 
 
8019f6f8/0x334 - CT?
 
0x00 - now
 
0xff - now
 
0x0X - 01 turn
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
801b48d0 - table of effect file start locations
 
 
801b53e8 - start of data (8 bytes each, by effect ID)
 
 
 
801b637c - Event Effects (2 bytes each, 0x25 total)
 
 
 
801b63e8 - Effect running state
 
    0 = Not running
 
    1 = Started
 
    (2 and 3 are intermediate steps between Started and Playing)   // set to 0x03 after getting palette data
 
    4 = Playing
 
   
 
801b63f0 - Ability Effect (2 bytes each, 0x1c6 total)
 
 
 
 
 
801b84ac - list of bytes based on ability animation flags
 
 
 
801b8544 -
 
 
 
801b8ba4 - Start of some data (0x54 bytes each, by effect ID)
 
0x00 - set to 0x03 when used?
 
 
 
801b8b60 - Acting Unit's ID (Word)
 
801b8b64 - Target's ID (Word)
 
801b8b68 - Attack's Current X (for checking targets)
 
801b8b6a - Attack's Current Map Level
 
801b8b6c - Attack's Current Y
 
801b8b70 - ArcTan Angle Mod (may be for other angle mods too)
 
801b8874 - a gravity value? (0x53a)
 
801b8878 - "Gravity" Mod (0xa8000, constant? loaded with map?) (word)
 
            28 (X/Y Mod mult) * 12 (tile height mult) * 2048 = 0xa8000
 
            not really sure what it is exactly yet
 
801b8b7c - Attack's X Mod Difference (Current X Mod - Previous X Mod)
 
801b8b80 - Attack's Z Mod Difference ()
 
801b8b84 - Attack's Y Mod Difference
 
801b8b8c - Attack's Current X Mod
 
801b8b8e - Attack's Current Z Mod
 
801b8b90 - Attack's Current Y Mod
 
801b8b94 - Target Tile's 0x6 byte's 0x10-0x40 flags (on hitting a tile)
 
 
 
801b8b9c - (byte, start/part of chunk with 84 byte long sections?)
 
                (replaces 0x1b9134)
 
                (replaced by 0x1b9130)
 
 
 
801b8bc0 - used weapon ID? (Word)
 
 
 
 
 
801b8ba4 - set to 1 after storing data
 
 
 
801b8da4 -
 
 
 
801b8d4c
 
 
 
801b9134 - ?
 
 
 
801b925c - Acting Unit's X/Y/Z Mods Pointer
 
        0x00/0x5c - X Mod
 
        0x02/0x5e - Z Mod (-Height)
 
        0x04/0x60 - Y Mod
 
 
 
801b9264 - Target's X/Y/Z Mods Pointer
 
        0x00/0x64 - X Mod
 
        0x02/0x66 - Z Mod (-Height)
 
        0x04/0x68 - Y Mod
 
 
 
801bbf3c - 3D Step Counter / 4 (number of passes needed for 3D attack?)
 
            (can also store 3D Distance / 512)
 
 
 
 
801bbf64 - check for different abilities
 
 
 
801c24c8 -
 
801c24d0 - loaded ability effect (half)
 
 
 
Loaded into RAM 0x1dc000 during battle setup
 
 
 
0x00 - Base Class / Character ID (Also affects sprites)
 
0x01 - "Gender" Byte (ENTD Flags)
 
 
     0x80 - Male
 
     0x80 - Male
 
     0x40 - Female
 
     0x40 - Female
Line 5,611: Line 76:
 
     0x02 - ?
 
     0x02 - ?
 
     0x01 - Join as Guest
 
     0x01 - Join as Guest
0x02 - Name
+
  0x02 - Name
0x03 - Level (over 99 = Party Level + Value - 100)
+
  0x03 - Level (over 99 = Party Level + Value - 100)
0x04 - Birth Month
+
  0x04 - Birth Month
0x05 - Birth Day
+
  0x05 - Birth Day
0x06 - Brave
+
  0x06 - Brave
0x07 - Faith
+
  0x07 - Faith
0x08 - Job Unlocked
+
  0x08 - Job Unlocked
 
  0x13 - Mime
 
  0x13 - Mime
 
  0x12 - Dancer
 
  0x12 - Dancer
Line 5,637: Line 102:
 
  0x02 - Knight
 
  0x02 - Knight
 
  0x01 - Chemist
 
  0x01 - Chemist
0x09 - Job Level
+
  0x09 - Job Level
0x0a - Job ID
+
  0x0a - Job ID
0x0b - Secondary ID
+
  0x0b - Secondary ID
0x0c - Reaction
+
  0x0c - Reaction
0x0e - Support
+
  0x0e - Support
0x10 - Movement
+
  0x10 - Movement
0x12 - Helmet
+
  0x12 - Helmet
0x13 - Armor
+
  0x13 - Armor
0x14 - Accessory
+
  0x14 - Accessory
0x15 - RH Equip
+
  0x15 - RH Equip
0x16 - LH Equip
+
  0x16 - LH Equip
0x17 - Palette
+
  0x17 - Palette
0x18 - ENTD Flags
+
  0x18 - ENTD Flags
 
  0x80 - Always Present
 
  0x80 - Always Present
 
  0x40 - Randomly Present
 
  0x40 - Randomly Present
  0x3X - Green Team
+
  0x20 - Team Bit 1. 0x20 and 0x10 is Light Blue. 0x20 is Green.
0x2X - Light Blue Team
+
  0x10 - Team Bit 2. 0x10 is Red. If neither bit, team is Blue.
  0x1X - Red Team
 
0x0X - Blue Team
 
 
  0x08 - Control
 
  0x08 - Control
 
  0x04 - Immortal
 
  0x04 - Immortal
  0x02 -  
+
  0x02 - (if both 01 and 02, then immune to knockback)
  0x01 -  
+
  0x01 - (both set by Ramza when initialized)
0x19 - X Coordinate
+
  0x19 - X Coordinate
0x1a - Y Coordinate + Facing/Upper Level Flag
+
  0x1a - Y Coordinate + Facing/Upper Level Flag
0x1c - Starting Experience
+
  0x1c - Starting Experience
0x1d - Primary Skillset
+
  0x1d - Primary Skillset
0x1e - War Trophy
+
  0x1e - War Trophy
0x1f - Gil (* 100)
+
  0x1f - Gil (* 100)
0x20 - Unit ID
+
  0x20 - Unit ID
0x21 - X Position (for AI)
+
  0x21 - X Position (for AI)
0x22 - Y Position
+
  0x22 - Y Position
0x23 -  
+
  0x23 -  
 
  0x40 - Focus on Target in 0x24?
 
  0x40 - Focus on Target in 0x24?
 
  0x20 - Stay near X/Y in 0x21/22? (0x28 = move and stay at position)
 
  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)
 
  0x10 - More aggressive? (when with 40, ONLY target that unit unless healing self)
 
  0x08 - Coward-like? (stay behind X/Y location?)
 
  0x08 - Coward-like? (stay behind X/Y location?)
 
+
 
 
  Notes:  0x10 seems to override 0x20
 
  Notes:  0x10 seems to override 0x20
 
+
 
 
  0x20 seems to keep it's distance until it can get close enough to you?
 
  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?)
 
  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
 
  seems to keep a 10 tile distance, unless an enemy moves within
 
  their 10 tile radius (testing with 3 move archer with bow)
 
  their 10 tile radius (testing with 3 move archer with bow)
 
  they will not move unless they need to.
 
  they will not move unless they need to.
 
+
 
 
  seem to keep 10 away unless unable to move farther back, then they move
 
  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
 
  back towards the center of their radius. you can force them out of their
Line 5,689: Line 152:
 
  to push them out, but the turn after they leave the area they will move
 
  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.
 
  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
 
  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
 
  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)
 
  get to it and can still attack you (close-range would move to you)
0x24 - Target Unit ID
+
  0x24 - Target Unit ID
0x25 -  
+
  0x25 -  
0x26 -  
+
  0x26 -  
 
  0x04 - Save CT (don't move if not needed; also buff before attacking?)?
 
  0x04 - Save CT (don't move if not needed; also buff before attacking?)?
0x27 -
+
  0x27 -
  
  ***Effect Data Section
+
  (unsure who added these or what file they're for)
 
+
  80190814 -  
 
+
  80192db0 -  
801b48d0 - Table of where in ram the start of normal effect file is loaded
+
  80192dc5 -
 
+
  801934c2 -
801b53e8 - List of data by Effect ID (0x08 bytes each, goes to 801b63e8)
+
  801937d3 -
0x04 - LBA value (word) [Blank effects get routed to E0511, 71150
+
  80193d47 -  
0x08 - Byte length?
+
  801b8da4 -  
 
+
  801b8d4c -
 
+
  801b9134 - ?
801b63e8 - Effect running state
 
    0 = Not running
 
    1 = Started
 
    (2 and 3 are intermediate steps between Started and Playing)    // set to 0x03 after getting palette data
 
    4 = Playing
 
 
 
801b67c8 - list of return address (chosen based on first half in header in effect data AND 0x1ff?)
 
001b67c8: 801a2238    0x00
 
001b67cc: 801a225c    0x01
 
001b67d0: 801a2280    0x02
 
001b67d4: 801a22f8    0x03
 
001b67d8: 801a236c    0x04
 
001b67dc: 801a2374    0x05
 
001b67e0: 801a23a8    0x06
 
001b67e4: 801a2414    0x07
 
001b67e8: 801a2488    0x08
 
001b67ec: 801a2524    0x09
 
001b67f0: 801a2560    0x0a
 
001b67f4: 801a259c    0x0b
 
001b67f8: 801a262c    0x0c
 
001b67fc: 801a2668    0x0d
 
001b6800: 801a26a4    0x0e
 
001b6804: 801a2734    0x0f
 
001b6808: 801a2770    0x10
 
001b680c: 801a27b0    0x11
 
001b6810: 801a2810    0x12
 
001b6814: 801a2870    0x13
 
001b6818: 801a28d4    0x14
 
001b681c: 801a2938    0x15
 
001b6820: 801a2998    0x16
 
001b6824: 801a29e0    0x17
 
001b6828: 801a2a2c    0x18
 
001b682c: 801a2a7c    0x19
 
001b6830: 801a2b18    0x1a
 
001b6834: 801a2b70    0x1b
 
001b6838: 801a2bc8    0x1c
 
001b683c: 801a2c28    0x1d
 
001b6840: 801a2c7c    0x1e
 
001b6844: 801a2cfc    0x1f
 
001b6848: 801a2d48    0x20
 
001b684c: 801a2d94    0x21
 
001b6850: 801a2de0    0x22
 
001b6854: 801a2e2c    0x23
 
001b6858: 801a2e78    0x24
 
001b685c: 801a2eb4    0x25
 
001b6860: 801a30ec    0x26
 
001b6864: 801a3148    0x27
 
001b6868: 801a3408    0x28
 
001b686c: 801a4838    0x29
 
001b6870: 801a4c44    0x2a
 
001b6874: 801a4c84    0x2b
 
001b6878: 801a4cc0    0x2c
 
001b687c: 801a4cd8    0x2d
 
001b6880 - 001b69a4: 801a2214    0x2e - 0x??
 
 
 
 
 
 
 
801b69a8 - effect palette address
 
 
 
801b69cc - check this half! used in enormous determination routine
 
 
 
801b84ac - list of pre-cast effects based on 1st animation flag (only for the first 0x14 flags?)
 
0x00 - none
 
0x01 - freeze
 
0x02 - magic charge
 
0x03 - freeze
 
0x04 - magic charge
 
0x05 - summon balls
 
most just freeze.. all the testing i did
 
 
 
801b8900 - list of return addresses
 
 
801b895c
 
 
 
801b8a40 - first 0x10 bytes of first section of main motion data stored here
 
0x00
 
0x04
 
0x08
 
0x0c
 
 
801b8b9c
 
 
 
801b8bf0
 
 
 
801b9130 - Resets to zero when effect is finished
 
801b9134 - Seems to control something relating to unit animation and effects? Increases for each target of an effect? Doesn't reset? Can soft lock game if value is wrong
 
801b9138 - Resets to zero when effect is finished
 
 
 
801bacc8 - start of on hit effect header
 
 
 
801baccc - GTE data
 
0x14 - X vector
 
0x18 - Y vector
 
0x1c - Z vector
 
 
 
801bad0c - effect coordinate data stored here
 
0x00 - Hit Counter
 
0x02 - Counter of found targets
 
0x04 - animate on miss flag (01 if animate on miss
 
0x06 - Target ID / X coordinate for animate on miss
 
0x07 - Type of attack
 
0x00 - normal hit
 
0x01 - critical hit
 
0x02 - reflected
 
0x03 - evaded
 
0x08 - map level of animate on miss
 
0x0a - Y coordinate
 
0x0c - some address (word) 0x800bdd24
 
0x0e - 00?
 
0x10 - next units Data
 
0x12 - next target ID
 
 
0x34 - acting unit data address
 
0x38 - acting unit ID? byte
 
 
 
0x40 - some address (8017ac40)
 
0x48 - some address (80026cec) something for GPU?
 
 
0x54 - pointer to start of misc data
 
 
0x74 - unit ID
 
0x78 - 801938ef - post action byte address
 
0x7c - units misc data pointer
 
 
  801badca - X/Y Coordinate for effect?
 
  801badcc - map level
 
  801badce - X/Y?
 
 
801bade0
 
 
 
 
  -4088
 
  801bbf78 - start of frame data address
 
  -4084
 
  801bbf7c - 0x10 in effect data (coordinates?)
 
  801bbf80 - effect palette address
 
  801bbf84 - start of misc timed display? (0x1c address + 0x08)
 
 
 
801bbf8c - parameter sets address (+ 0x04?)
 
 
 
801bbf90 - Is effect playing? 0 = false, 1 = true
 
            // used in effect control routine
 
 
 
801bc0c8 - misc effect data address
 
 
 
 
 
 
 
0x1bc0d4 - set to 0 after storing data to 0x801bad0c
 
0x1bc0dc - 0x0a in sound effect data (word)
 
 
 
801bf000 - 2nd byte in header / 16 (shifted 0x04 right) 1 space to the right
 
 
 
801bf02c - some table
 
 
 
801bf124 -
 
0x06 - header counter
 
0x08 - header address
 
0x1c -
 
0x28 - Time counter for effect
 
 
 
801bf21c - start of some data (temp effect data?
 
0x00 -
 
 
 
801bf242 - skip effect routine if = 2?
 
0x1e - some counter (decremented)
 
 
 
801c00c8 - start of parameter data?
 
0x06
 
0x01 - changing to new frame
 
0x08 - special function half (for 0x83 function, 2nd byte is added)
 
0xffff - X offset for all frames
 
 
 
0x0a - 0x03 and 0x04 of starting 5 bytes (half)(for 0x83 function, 3rd byte is added)
 
0xffff - Y offset for all frames
 
0x14 - current 3rd byte?
 
0x16 - current duration byte
 
0x18 - current parameter set address
 
0x1c - distance from 0x82 byte (counter)
 
0x1e - next frame byte?
 
0x1f - current frame byte?
 
 
801c24d0 - Effect ID (During effect animation, or last played effect); sometimes set to 0x0c when no effect is playing    //Current ability Effect
 
801c24da - ? Changes during effect
 
 
801c8638 (WORLD.BIN)
 
    Formation screen unit definition : 0x128 (296) bytes
 
    Data copies here from party data at routine 0x80120bb0 (WORLD.BIN)
 
    Offset (bytes): Description
 
        0x000 (2): Level
 
        0x002 (2): 2 if unit is Guest, otherwise 0
 
       
 
        0x008 (2): Experience
 
        0x00a (2): Party unit index (controls portrait)
 
        0x00c (2): Max HP (HP?)
 
        0x010 (2): Max HP
 
        0x012 (2): Max MP (MP?)
 
       
 
        0x016 (2): Max MP
 
        0x018 (2): CT
 
       
 
        0x01c (2): 100 (Max CT)?
 
       
 
        0x022 (2): Party unit index (controls display name)
 
        0x024 (2): Job ID
 
        0x026 (2): Brave
 
        0x028 (2): Faith
 
        0x02a (2): Birthday (first 4 bits)
 
        0x02c (2): Party unit index
 
       
 
        0x030 (2): Move
 
        0x032 (2): Speed
 
        0x034 (2): Jump
 
        0x036 (2): Right Hand WP
 
        0x038 (2): Left Hand WP
 
        0x03a (2): Right Hand W-EV
 
        0x03c (2): Left Hand W-EV
 
        0x03e (2): 1 if primary skillset is Lucavi skillset (between 0x50 and 0x80), 0 otherwise
 
        0x040 (2): Two Hands active (1 if active, 0 if inactive)
 
        0x042 (2): PA
 
        0x044 (2): C-Ev
 
        0x046 (2): Physical S-Ev
 
        0x048 (2): Physical A-Ev
 
       
 
        0x04c (2): MA
 
        0x04e (2): 0 (Magical C-Ev?)
 
        0x050 (2): Magical S-Ev
 
        0x052 (2): Magical A-Ev
 
        0x054 (2): Right Hand Equip
 
        0x056 (2): Left Hand Equip
 
        0x058 (2): Head Equip
 
        0x05a (2): Body Equip
 
        0x05c (2): Accessory
 
        0x05e (2): Primary skillset
 
        0x060 (2): Secondary skillset
 
        0x062 (2): Reaction ability
 
        0x064 (2): Support ability
 
        0x066 (2): Movement ability
 
       
 
        0x070 (1): Flags ("Gender" Byte)
 
            0x80 - Male
 
            0x40 - Female
 
            0x20 - Monster
 
            0x10 - Join after event
 
            0x08 - Load Formation
 
            0x04 - ??? Stats
 
            0x02 -
 
            0x01 - Join as Guest
 
       
 
        0x072 (1): Base class
 
        0x073 (1): Equippable Items 1
 
            0x80 - Barehanded
 
            0x40 - Knife
 
            0x20 - Ninja Blade
 
            0x10 - Sword
 
            0x08 - Knight's Sword
 
            0x04 - Katana
 
            0x02 - Axe
 
            0x01 - Rod
 
        0x074 (1): Equippable Items 2
 
            0x80 - Staff
 
            0x40 - Flail
 
            0x20 - Gun
 
            0x10 - Crossbow
 
            0x08 - Bow
 
            0x04 - Instrument
 
            0x02 - Book
 
            0x01 - Polearm
 
        0x075 (1): Equippable Items 3
 
            0x80 - Pole
 
            0x40 - Bag
 
            0x20 - Cloth
 
            0x10 - Shield
 
            0x08 - Helmet
 
            0x04 - Hat
 
            0x02 - Hair Adornment
 
            0x01 - Armor
 
        0x076 (1): Equippable Items 4
 
            0x80 - Clothing
 
            0x40 - Robe
 
            0x20 - Shoes
 
            0x10 - Armguard
 
            0x08 - Ring
 
            0x04 - Armlet
 
            0x02 - Cloak
 
            0x01 - Perfume
 
        0x077 (1): Unlocked Jobs 1
 
        0x078 (1): Unlocked Jobs 2
 
        0x079 (1): Unlocked Jobs 3
 
        0x07a (1): Base Action Abilities 1-8
 
        0x07b (1): Base Action Abilities 9-16
 
        0x07c (1): Base R/S/M 1-6
 
        0x07d (1): Chemist Action Abilities 1-8
 
        0x07e (1): Chemist Action Abilities 9-16
 
        0x07f (1): Chemist R/S/M 1-6
 
        0x080 (1): Knight Action Abilities 1-8
 
        0x081 (1): Knight Action Abilities 9-16
 
        0x082 (1): Knight R/S/M 1-6
 
        0x083 (1): Archer Action Abilities 1-8
 
        0x084 (1): Archer Action Abilities 9-16
 
        0x085 (1): Archer R/S/M 1-6
 
        0x086 (1): Monk Action Abilities 1-8
 
        0x087 (1): Monk Action Abilities 9-16
 
        0x088 (1): Monk R/S/M 1-6
 
        0x089 (1): Priest Action Abilities 1-8
 
        0x08a (1): Priest Action Abilities 9-16
 
        0x08b (1): Priest R/S/M 1-6
 
        0x08c (1): Wizard Action Abilities 1-8
 
        0x08d (1): Wizard Action Abilities 9-16
 
        0x08e (1): Wizard R/S/M 1-6
 
        0x08f (1): Time Mage Action Abilities 1-8
 
        0x090 (1): Time Mage Action Abilities 9-16
 
        0x091 (1): Time Mage R/S/M 1-6
 
        0x092 (1): Summoner Action Abilities 1-8
 
        0x093 (1): Summoner Action Abilities 9-16
 
        0x094 (1): Summoner R/S/M 1-6
 
        0x095 (1): Thief Action Abilities 1-8
 
        0x096 (1): Thief Action Abilities 9-16
 
        0x097 (1): Thief R/S/M 1-6
 
        0x098 (1): Mediator Action Abilities 1-8
 
        0x099 (1): Mediator Action Abilities 9-16
 
        0x09a (1): Mediator R/S/M 1-6
 
        0x09b (1): Oracle Action Abilities 1-8
 
        0x09c (1): Oracle Action Abilities 9-16
 
        0x09d (1): Oracle R/S/M 1-6
 
        0x09e (1): Geomancer Action Abilities 1-8
 
        0x09f (1): Geomancer Action Abilities 9-16
 
        0x0a0 (1): Geomancer R/S/M 1-6
 
        0x0a1 (1): Lancer Action Abilities 1-8
 
        0x0a2 (1): Lancer Action Abilities 9-16
 
        0x0a3 (1): Lancer R/S/M 1-6
 
        0x0a4 (1): Samurai Action Abilities 1-8
 
        0x0a5 (1): Samurai Action Abilities 9-16
 
        0x0a6 (1): Samurai R/S/M 1-6
 
        0x0a7 (1): Ninja Action Abilities 1-8
 
        0x0a8 (1): Ninja Action Abilities 9-16
 
        0x0a9 (1): Ninja R/S/M 1-6
 
        0x0aa (1): Calculator Action Abilities 1-8
 
        0x0ab (1): Calculator Action Abilities 9-16
 
        0x0ac (1): Calculator R/S/M 1-6
 
        0x0ad (1): Bard Action Abilities 1-8
 
        0x0ae (1): Bard Action Abilities 9-16
 
        0x0af (1): Bard R/S/M 1-6
 
        0x0b0 (1): Dancer Action Abilities 1-8
 
        0x0b1 (1): Dancer Action Abilities 9-16
 
        0x0b2 (1): Dancer R/S/M 1-6
 
        0x0b3 (1): Base/Chemist Job Level
 
        0x0b4 (1): Knight/Archer Job Level
 
        0x0b5 (1): Monk/Priest Job Level
 
        0x0b6 (1): Wizard/Time Mage Job Level
 
        0x0b7 (1): Summoner/Thief Job Level
 
        0x0b8 (1): Mediator/Oracle Job Level
 
        0x0b9 (1): Geomancer/Lancer Job Level
 
        0x0ba (1): Samurai/Ninja Job Level
 
        0x0bd (1): Calculator/Bard Job Level
 
        0x0bc (1): Dancer/Mime Job Level
 
        (Gap for alignment?)
 
        0x0be (2): Base Job JP
 
        0x0c0 (2): Chemist Job JP
 
        0x0c2 (2): Knight Job JP
 
        0x0c4 (2): Archer Job JP
 
        0x0c6 (2): Monk Job JP
 
        0x0c8 (2): Priest Job JP
 
        0x0ca (2): Wizard Job JP
 
        0x0cc (2): Time Mage Job JP
 
        0x0ce (2): Summoner Job JP
 
        0x0d0 (2): Thief Job JP
 
        0x0d2 (2): Mediator Job JP
 
        0x0d4 (2): Oracle Job JP
 
        0x0d6 (2): Geomancer Job JP
 
        0x0d8 (2): Lancer Job JP
 
        0x0da (2): Samurai Job JP
 
        0x0dc (2): Ninja Job JP
 
        0x0de (2): Calculator Job JP
 
        0x0e0 (2): Bard Job JP
 
        0x0e2 (2): Dancer Job JP
 
        0x0e4 (2): Mime Job JP
 
        0x0e6 (2): Total Base Job JP
 
        0x0e8 (2): Total Chemist Job JP
 
        0x0ea (2): Total Knight Job JP
 
        0x0ec (2): Total Archer Job JP
 
        0x0ee (2): Total Monk Job JP
 
        0x0f0 (2): Total Priest Job JP
 
        0x0f2 (2): Total Wizard Job JP
 
        0x0f4 (2): Total Time Mage Job JP
 
        0x0f6 (2): Total Summoner Job JP
 
        0x0f8 (2): Total Thief Job JP
 
        0x0fa (2): Total Mediator Job JP
 
        0x0fc (2): Total Oracle Job JP
 
        0x0fe (2): Total Geomancer Job JP
 
        0x100 (2): Total Lancer Job JP
 
        0x102 (2): Total Samurai Job JP
 
        0x104 (2): Total Ninja Job JP
 
        0x106 (2): Total Calculator Job JP
 
        0x108 (2): Total Bard Job JP
 
        0x10a (2): Total Dancer Job JP
 
        0x10c (2): Total Mime Job JP
 
        0x10e-0x11d: Unit Name
 
        0x11e (1): Graphic
 
        0x11f (1): Proposition byte
 
        0x120 (2): Birthday
 
        0x122 (2): ? (0xd2 party data)
 
        0x124 (1): Support 1
 
            0x80 - Equip Armor
 
            0x40 - Equip Shield
 
            0x20 - Equip Sword
 
            0x10 - Equip Katana
 
            0x08 - Equip Crossbow
 
            0x04 - Equip Spear
 
            0x02 - Equip Axe
 
            0x01 - Equip Gun
 
        0x125 (1): Support 2
 
            0x80 - Half of MP
 
            0x40 - Gained JP-UP
 
            0x20 - Gained EXP-UP
 
            0x10 - Attack UP
 
            0x08 - Defense UP
 
            0x04 - Magic Attack UP
 
            0x02 - Magic Defense UP
 
            0x01 - Concentrate
 
        0x126 (1): Support 3
 
            0x80 - Train
 
            0x40 - Secret Hunt
 
            0x20 - Martial Arts
 
            0x10 - Monster Talk
 
            0x08 - Throw Item
 
            0x04 - Maintenance
 
            0x02 - Two Hands
 
            0x01 - Two Swords
 
        0x127 (1): Support 4
 
            0x80 - Monster Skill
 
            0x40 - Defend
 
            0x20 - Equip Change
 
            0x10 -
 
            0x08 - Short Charge
 
            0x04 - Non-Charge
 
            0x02 -
 
            0x01 -
 
 
801cd170 - Current thread ID (WORLD.BIN); index into array at 0x80195cd0
 
 
801cd330 - Unit Names
 
 
801cd43c - Reserve Items array for Fitting Room - Added to inventory after finished (Old equipment replaced with fitted equipment)
 
    10 bytes per unit (5 item IDs as halfwords)
 
 
801cd5ec - Formation unit reference array (WORLD.BIN); each entry is a pointer to formation unit data
 
 
801cd788 - Number of formation screen units (WORLD.BIN)
 

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 - ?