Routine Locations

From Final Fantasy Hacktics Wiki
Jump to navigation Jump to search

Here is a list of Routine locations in RAM. To view the actual code of the routine follow the link under it.

If you add routines PLEASE keep them in order. When unfinished routines are deciphered they'll be inserted in the correct location. If you know the return locations of the routine, please link to them under the routine code. See "Defense Up" for an example.

Thanks!

Individual pages:

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
   0x1c2500 -> EFFECT BINs
   0x1DF000 -> JOBSTTS.OUT
   0x1DF000 -> HELPMENU.OUT

PSX BIOS

000000a0: Jump to 0x5c4 (Bios call - First table)
000000b0: (Bios call - Second table)
000000c0: (Bios call - Third table)

SCUS_942.21 RAM

00010a30 - 00010b3c: main
00011bd0 - 00011bf0: Load Data From Disc (0x11bd0)
00011bf4 - 00011dd4: Load Data From Disc (0x11bf4)
00012518 - 0001255c: Play Sound Effect (Inner Routine)
00013b20 - 00013f70: Play Sound Effect (Worker Routine)
00017e7c - 00017eb4: Get Sound Effect Data For ability effects?
0001bec8 - 0001d64c: Initialize some screen data
0001bf38 - 0001bfb8: Frame Timing Related? (0x1bf38)
0001c04c - 0001c050: Return -1
0001cb04 - 0001cba0: ? 0x1cb04
0001cba4 - 0001cc40: ? 0x1cba4
0001d0a8 - 0001d0d4: Store Rotation matrix elements to GTE
0001d0d8 - 0001d104: Store Light Source Matrix Elements to GTE
0001d108 - 0001d134: Store Light Color matrix source RGB's to GTE
0001d138 - 0001d154: Store Translation Vectors to GTE
0001d158 - 0001d160: Get Projection Plane distance from GTE
0001d164 - 0001d184: Store Background RGB to GTE
0001d188 - 0001d1a4: Store far color RGB to GTE
0001d1a8 - 0001d1bc: Store Screen offsets to GTE
0001d1c0 - 0001d1d0: Store Projection plane distance in GTE
0001d1d4 - 0001d1fc: Multiply vector and store results
0001d200 - 0001d224: Depth Cue Color Light
0001d228 - 0001d260: Depth Cue Triple
0001d264 - 0001d284: interpolate
0001d288 - 0001d2ac: square vector
0001d2b0 - 0001d2d4: square matrix/vector (duplicate routine?
0001d2d8 - 0001d2f4: Find Average of 3 Z values
0001d2f8 - 0001d318: Find Average of 4 Z values
0001d31c - 0001d370: calculate outer product of 2 vectors
0001d374 - 0001d3c8: calculate outer product of 2 vectors 2
0001d3cc - 0001d3e0: Get leading 0 or 1 count
0001d578 - 0001d59c: 0x1d578
0001db58 - 0001db84: Get Inverted Button Input
0001dcf0 - 0001dd88: Wait for Vertical Sync
00021ff4 - 00021ffc: PAD_dr  (Gets controller button state)
000220f4 - 000220fc: Change Clear Pad
00022104 - 0002210c: Change Clear RCnt
0002228c - 00022294: Write String to Terminal
000222dc - 000222e4: bcopy  (Copies data from one section of memory to another; like memmove)
000222fc - 00022304: memset
0002230c - 00022314: rand | Random Number Generator
0002231c - 00022324: srand (Sets RNG seed/state)
0002398c - 00023a50: ? Calculation (0x2398c)
00023a54 - 00023a68: Combine 16-bit Value (0x23a54)
00023c68 - 00023c8c: ? 0x23c68
000245bc - 000245c8: ? Accessor (0x245bc)
00024740 - 00024864: ? 0x24740
000248fc - 0002495c: ? 0x248fc
000249c4 - 00024a84: ? 0x249c4
000254cc - 00025520: ? 0x254cc
00040934 - start of meaningful code
00040bd8 - 00041380: Build Image Data for Now Loading message
00042a10 - 00042aac: Starting Inventory
00042ab0 - 00042b18: ? 0x42ab0 (Starting new game related)
00042b1c - 00042b28: Store Three Consecutive Halfwords
00043ff8 - 00044014: Play Sound Effect
000444dc - 000445fc: ? 0x444dc
00044694 - 000446c4: Load Data From Disc (0x44694)
00044a34 - 00044a5c: ? 0x44a34
00044a60 - 00044a78: ? 0x44a60
00045938 - end of meaningful code
00059854 - 00059abc: Initialize Status Check Data
00059ac8 - 00059aec: Clear Party | Initialize Party ID to FF
00059af0 - 00059b14: Get Party Data Pointer
00059b18 - 00059bac: Unit Initialization 
00059bb0 - 00059d58: Save Unit to Party | Add Unit to Party/Store Unit's Party Data
00059d5c - 00059e14: Find Free Party Index | Find Free Party Slot
00059e18 - 00059ed0: Create Monster Egg
00059ed4 - 00059f90: Generate Party Unit In Empty Slot | Find Empty Party Slot and Generate Unit
00059f94 - 00059fdc: Find Unit's Party Data Location
00059fe0 - 00059ff8: Remove Unit from Party
00059ffc - 0005a3dc: Out of Battle Unit Generation
0005a3e0 - 0005a3fc: Generate Unit's Base Raw Stats Prep
0005a400 - 0005a444: Prep for Generating Base Raw Stats
0005a448 - 0005a51c: Generate Unit's Base Raw Stats
0005a520 - 0005a564: Transfer Job's Growths/Mults to Unit
0005a568 - 0005a634: Get Ability ID From Skillset | Load Ability From Skillset
0005a638 - 0005a728: Store Skillset's Abilities
0005a72c - 0005a880: Calculate Ability Pointers and Type
0005a884 - 0005a8a0: Get Item Data Pointer
0005a8a4 - 0005a8d0: Get Job Data Pointer
0005a8d4 - 0005a9b0: Initialize Unit's Job Data
0005a9b4 - 0005aafc: Unit Battle Initialization
0005ab00 - 0005ab44: Equipment/Move/Jump +X/Name Storing/Generation
0005ab48 - 0005ac18: Store Ramza's Name/Birthday/Zodiac
0005ac1c - 0005b034: ENTD Data Calculation
0005b038 - 0005b0cc: Prep for Initializing Unit's Job Data
0005b0d0 - 0005b2b0: Initialize Unit's Battle Data
0005b2b4 - 0005b4fc: Calculate Unit Jobs and Skillsets from ENTD | Calculate ENTD Unit Jobs
0005b500 - 0005b5d8: Get Random Unlocked Job | Sprite Set and Random Secondary Job Calculation
0005b5dc - 0005b79c: Transfer Job's Data to Unit's Data
0005b7a0 - 0005b828: Enable Unit's R/S/M Flags
0005b82c - 0005b87c: R/S/M Flag Setting
0005b880 - 0005ba6c: Calculate Actual Stats (Used for Stat Capping as well)
0005ba70 - 0005bdac: Calculate Unit's Abilities
0005bdb0 - 0005bdec: Monster Equipment Storing
0005bdf0 - 0005c278: Calculate/Store ENTD Unit Equipment
0005c27c - 0005c394: Equippable Item Setting (Support/Female-only)
0005c398 - 0005c5c4: Equipment Stat Setting
0005c5c8 - 0005c8e8: Equipment Attribute Setting
0005c8ec - 0005c980: Move/Jump +X Calculation (can be used to load data at start of battle)
0005c984 - 0005cbcc: Store/Generate Character Names
0005cbd0 - 0005cc60: Calculate Highest Party Level
0005cc64 - 0005cc94: Store X into Y  (r4 = Loading Pointer, r5 = Storing Pointer)
0005cc98 - 0005ce70: Calculate Random Equipment
0005ce74 - 0005d0b8: Calculate Learned Abilities
0005d0bc - 0005d3c0: Calculate Unit's R/S/M
0005d3c4 - 0005d410: Find Skillset's Job ID (Not used?)
0005d414 - 0005d46c: Status Initialization
0005d470 - 0005d4cc: Nullify CT/Initialize Death Counter
0005d4d0 - 0005d5b8: Float/Current Statuses/Status Immunities/Status CT
0005d5bc - 0005d5dc: Status Setting/Checking + Equip/R/S/M Stats Prep
0005d5e0 - 0005d600: Status Setting/Checking + Equip/R/S/M Stats Prep 2  (Level Up)
0005d604 - 0005d624: Status Setting/Checking + Equip/R/S/M Stats Prep 3
0005d628 - 0005d87c: Status Setting/Checking + Equip/R/S/M Stats
0005d880 - 0005d8f8: Check if Unit Leveled UP
0005d8fc - 0005da0c: Level Unit to Specific Level
0005da10 - 0005db6c: Level Up Section
0005db70 - 0005dc10: Status CT Setting
0005dc14 - 0005dd44: Calculate Unlocked Jobs
0005dd48 - 0005ded4: Proposition JP Gain
0005ded8 - 0005def0: Store 3-Byte Data
0005def4 - 0005df34: Calculate Job Level
0005df38 - 0005dfa8: Initialize Unit's Job Levels
0005dfac - 0005dfd0: Initialize Some Unit Data
0005dfd4 - 0005e014: Minimum SP Capping/War Trophy Nulling/Status Initialization
0005e018 - 0005e04c: Get Ability's Range
0005e050 - 0005e084: Get Ability's AoE
0005e088 - 0005e0c8: Calculate Unit's Palette/Portrait (return Portrait)
0005e0cc - 0005e11c: Pass/Fail Roll | Check if Random is greater/equal to Chance
0005e120 - 0005e1ac: Get Unit's Portrait/Palette **changes sprite that's loaded in battle
0005e1b0 - 0005e1fc: Does Unit Have Status In Set | Status Checks (r5 = set to check)
0005e200 - 0005e228: Get Known Abilities
0005e22c - 0005e250: Copy Byte Data (20 Bytes) (Used Action data) | Transfer Target ID? Through Mount Data
0005e254 - 0005e284: Store X Byte into Y
0005e288 - 0005e474: Get Total Equipment Quantity (Equip Change/Formation Screen?)
0005e478 - 0005e4e4: Initialize Unit's X/Y+Facing/Battle Rewards
0005e4e8 - 0005e5d4: Find Action Highest Order Status Effect | Get Lowest Order Status' 0x08 Check Data? (Status Checks 2)
0005e5d8 - 0005e640: Calculate Zodiac Symbol
0005e644 - 0005e66c: Data Nullifying (requires r5 = Limit, and r4 = Starting location)
0005e670 - 0005e6c8: Increase Casualties/Injured Counters
0005e6cc - 0005e740: Inflicted Status Changes
0005e744 - 0005e774: Store Current Statuses
0005e778 - 0005e7a4: Transfer Last Ability Used CT
0005e7a8 - 0005e8e4: Status infliction/removal?
0005e8e8 - 0005e908: ? removed code?

WLDCORE.BIN RAM

0006aed0 - 0006b268: 0x6aed0
000830a8 - 00083438: 0x830a8
00091238 - 0009137c: Process World Conditional Set

WORLD.BIN RAM

000e1ed8 - 000e1ee8: Set Scroll Sound Effect (WORLD.BIN)
000e4668 - 000e4b00: Find Text Coordinates (WORLD.BIN)
000e6edc - 000e6f10: Find Text Entry (WORLD.BIN)
000ebb08 - 000ebdc8: Handle Menu Action (WORLD.BIN)
000ebdcc - 000ebe78: Menu Scroll Related (0xebdcc)
000ebf8c - 000ec104: 0xebf8c
000ecf20 - 000ed100: Handle Formation Screen Triangle Menu
000ef1a8 - 000ef258: Get Script Variable (WORLD.BIN)
000ef25c - 000ef2f8: Set Script Variable (WORLD.BIN)
000fda34 - 000fda50: Get Menu Controller Input (WORLD.BIN)
000fdaa4 - 000fdb18: Image Loading Setup (0xfdaa4)
000fdcf0 - 000fdf34: Image Loading Setup? (0xfdcf0)
000fe774 - 000fe7a0: Display Menu Text Entry (WORLD.BIN)
000fe7d4 - 000fe814: Display Specific Menu Text (WORLD.BIN)
000fe818 - 000fef30: Display Menu Text (WORLD.BIN)
000ffd70 - 000ffdf0: Initialize Thread (WORLD.BIN)
000ffdf4 - 000ffe0c: Mark Thread As Running (WORLD.BIN)
000ffe10 - 000ffe24: Mark Thread As Stopped (WORLD.BIN)
000ffe28 - 000ffe60: Stop Current Thread (WORLD.BIN)
000ffeec - 000fff04: Check Thread Running Status (WORLD.BIN)
000fff08 - 000fff24: Store Thread Function Parameters (WORLD.BIN)
000fff50 - 00100080: Switch To Next Thread (WORLD.BIN)
00100090 - 001000c0: Get First Thread Parameter (WORLD.BIN)
001000c4 - 001000f4: Get Second Thread Parameter (WORLD.BIN)
00100164 - 00100184: Check Thread Running Status (WORLD.BIN) (0x100164)
00100348 - 00100380: Get Inner Text (WORLD.BIN)
00100384 - 00100424: Call Inner Subroutine (WORLD.BIN)
00108920 - 001089f4: Generate Formation Unit Name String
001090c8 - 00109244: Find Formation Palette Index
0011241c - 00112608: Handle Simple Selection Menu (WORLD.BIN)
00113dd4 - 00113efc: ? 0x113dd4
001140bc - 00114754: Formation Screen Frame Processing
0011a378 - 0011a4e0: ? 0x11a378
0011a778 - 0011a87c: ? 0x11a778
0011f5f0 - 0011fc14: Learn Abilities Menu
001200f8 - 001202f8: Order Unit Menu Processing
00120344 - 001207b8: Handle Dismiss Unit Menu
001207bc - 00120818: Obtain Gil
001208f8 - 0012092c: Dismiss-able check
00120930 - 001209c0: Dismiss unit (by formation index) (with checks)
001210e8 - 001212b4: ? 0x1210e8  (Formation screen related)
0012243c - 00122484: Get Base Job (Formation Screen)
001256c8 - 00125840: Get Formation Graphic Entry
001258a4 - 00125950: Get Formation Sprite Entry
0012257c - 00122768: Calculate Job Wheel Jobs
00122c20 - 00122e3c: Get Equipable RSM | "Set Ability" menu display
00125374 - 001253cc: Sort equipment as weapon/shield/hat/body/other based on item number
00129b7c - 00129ce8: Menu Page Up/Down
0012a08c - 0012a0e4: ? 0x12a08c
0012ab78 - 0012ac10: Run Menu Thread (WORLD.BIN)
0012bb88 - 0012bd10: Find New Formation Screen Unit Index  (Checks directional input, L1/R1)
0012f0f8 - 0012f5dc: Handle Memory Card Menu
0012f994 - 0012fb3c: Handle Load Game
00130338 - 00130894: Load Game
00136548 - 001368d8: Fitting Room Related (0x136548)
0013702c - 001370f8: Buy From Fitting Room

BATTLE.BIN RAM

00067000 - 00067794: Return Addresses
000683e4 - 00068414: Transfer Unit's X/Y/Map Level
00068418 - 00068490: X/Y Data Gathering for Attacks?
00068534 - 00068630: Palette modification based on team
0006867c - 000686ac: Increment AT List ID
00068e30 - 00068e54: Update Status/Sprite/Animation Display By Unit Misc ID
00068e80 - 000690f4: Special Status Flag Enabling?
000692bc - 00069338: ? 0x692bc (WalkTo Animation inner routine for Mounted units?)
0006bbfc - 0006bce0: ? 0x6bbfc
0006c024 - 0006c2b8: ? 0x6c024
0006d818 - 0006db0c: Process Single Unit Movement
0006f5bc - 0006f630: Player Camera Zoom (L1 Button)
0006f678 - 0006f7c0: Camera Zoom Related (0x6f678)
000707c4 - 0007081c: Process Unit Movement
00072928 - 00072a0c: Rider/Mount X/Y/Facing Setting?
00072a88 - 00072acc: Check if Facing Needs Changed?
000732c8 - 000734c8: Battle Message Display
000736d4 - 000739c8: Store target coordinates, attack display types  critical hit, reflect, etc.
00073eec - 00073fb4: Set damage display type based on ability - ???? Only during Mimic
*Stores Script 0x2b (Return from mimic?)
00074308 - 0007446c: Select Target Tile
00074f5c - 0007530c:  big Misc unit data routine
000773f8 - 0007775c: ? 0x773f8
00079a98 - 0007a1d0: Main BATTLE.BIN Loop
0007a218 - 0007a258: Get Source Unit Misc Data Pointer
0007a2b8 - 0007a3f4: Find Unit at Coordinates (Misc Data) (0x7a2b8)
0007a5d0 - 0007a6e0: Get Overlapping Unit Misc Data Pointer
0007a6e4 - 0007a720: Get Unit Misc Data Pointer | Find Current Misc Unit Data Pointer (external ID)?
0007a724 - 0007a770: Get Unit Misc Data Pointer By Battle Unit Index | Find Misc Unit Data Pointer (checking for specific unit)?
0007ac60 - 0007aca8: Unit RGB/Sprite Type/? Initialization
0007af44 - 0007b4e8: Display Related? (0x7af44)
0007b4ec - 0007b52c: Store Display Data
0007c80c - 0007cff4: Slope Calculations
0007eb8c - 0007eebc: Determine Status Bubble Parameters
0007eec0 - 0007f1d0: Display Status Bubble
0007f1d4 - 0007f23c: ? 0x7f1d4 (Status Bubble Related?)
0007f45c - 0007f508: Store Item's Display Data
0007f5f8 - 0007ff40: Post Action Display Routine
0007ff44 - 0007ff78: "Speed" display
0007ff7c - 0007ffac: "CT" display
0007ffb0 - 0007ffe4: "Br" display
0007ffe8 - 0008001c: "Fa" display
00080020 - 00080050: "Attack" Sword display
00080054 - 00080088: "Magic" Rod display
0008008c - 000800b8: "Missed" display
000800bc - 000800e8: "Guarded" display
000800ec - 00080114: "Caught?" display
000803e4 - 000808b4: Post-Action Display Setup
000808b8 - 00080bc0: Set Exp/JP Display Data and get Palette
00080bc4 - 00080c3c: *One-Digit Experience*
00080c40 - 00080cf4: *Two-Digit Experience*
00080cf8 - 00080d80: *One-Digit JP*
00080d84 - 00080e38: *Two-Digit JP*
00080e3c - 00080e78: *"No Target" Display*
00080e7c - 00080eb8: *"Silenced" Display*
00080ebc - 00080f00: *"No MP" Display*
00080f44 - 00080fe8: Prep for Displaying Earned Exp/JP
000810a4 - 00081974: More post action display?
00081978 - 00081984: Store unit animation and facing value
00081af0 - 00081b08: Get Spritesheet Graphic Height
00082508 - 0008254c: Determine Status Bubble Activation Byte | Status/? Misc ID checks
00082550 - 00082588: Transparent Check (for opacity?)
00082b80 - 00082c0c: Set attack animation flags and facing 2
00082d50 - 00082df4: Set Animation Based On Unit Mounted State
00082eec - 000831b4: Set Animation Based On Unit Status | Set Animation based on status
00083758 - 00083850: Set thrown item graphic/palette also throw stone
00084818 - 0008522c: Animate party units?
*00084a34 - 00084a70: Blank effect animation (0xFFFF) Ability ID Hardcoding
000865a4 - 0008663c: Process Status Bubble Display
0008b834 - 0008b85c: Set Camera Zoom Parameters
0008ba60 - 0008ba88: Set Camera Rotation Values
0008bde4 - 0008be00: Update Status/Sprite/Animation Display By Unit Misc ID (Wrapper Function)
0008be04 - 0008be28: Set Animation Based On Unit Mounted State From Unit Misc ID
0008be54 - 0008be78: Set Animation Based On Unit Status From Unit Misc ID
0008be7c - 0008beb8: Set Specific Animation Value From Unit Misc ID
0008bf1c - 0008bf80: 0x8bf1c
0008c410 - 0008c438: Get Unit Screen Location Data Pointer
0008c664 - 0008c79c: Walk To
0008ca48 - 0008ca78: 0x8ca48
0008cbb4 - 0008cbd4: Does Misc Unit Exist With ID
0008cdd0 - 0008ce1c: Get Battle Unit Index By Unit Misc ID
0008ce20 - 0008ce74: Get Unit Misc ID By Unit Index
0008ced0 - 0008cef8: Find Unit's Misc Data Pointer (+0x15c)
0008d18c - 0008d1c4: Reset Misc Unit Graphic Trigger
0008d1c8 - 0008d224: Reset Jumping Unit Graphic Triggers
0008dc24 - 0008dc70: Get Unit's Spritesheet Value
0008dc9c - 0008dcc0: Find Unit's Misc Data Pointer and Load Spritesheet Value
0008dd10 - 0008dda4: Start New Effect
0008dee8 - 0008df0c: Set Event Speed Inner
0008df10 - 0008df44: Store Selected Tile Coordinates
0008df48 - 0008df74: Store Map Max Coordinates
0008df78 - 0008dfa8: Get Tile Data Pointer From Unit Misc ID
0008e17c - 0008e1f4: ? 0x8e17c
0008efb4 - 0008f12c: Color Screen Related (0x8efb4)
0008f710 - 00090044: Palette Modification
00090840 - 00090c44: Map Darkness
00092620 - 000926d4: Extract Colors Data | Extract RGB+Alpha from Palette
000926d8 - 000927b8: Extract Palette Data | Get Palette Data
00092f98 - 00093044: ? 0x92f98
00093170 - 000931c0: Color Field
000934d0 - 00093500: Map Darkness Wrapper
00093654 - 000937f4: ? 0x93654
000e840c - 000ec714: Background Tile Color For Targeting/Movement
000ec718 - 000ee100: Background Tile Color For Targeting/Movement (Partial Tiles)
0011acdc - 0011aeec: Throw Determination Routine
0012cc54 - 0012cf40: Set Tile Background Color (Partial Tiles)
0012cf44 - 0012d2b0: Set Tile Background Color
0012d8e4 - 0012da08: Process Inflict Status Event Commands
0012da0c - 0012dafc: Set Specific Unit Animation Value When Battle Init
0012dcac - 0012dcf4: Get Battle Unit Index By ENTD Unit ID
0012df98 - 0012e18c: ? 0x12df98
0012f04c - 0012f108: ? 0x12f04c
00132824 - 00132858: Prep for Loading Text
001330e4 - 0013312c: Copy Unit Screen Location Data
00133158 - 00133490: Get misc ID (For event commands?)
00133c98 - 00133ce8: Has Status Effect (For Status Window)
00133cec - 00133eec: Display Inner Character Window
001340ac - 0013417c: Dismiss Unit Event Instruction
00134438 - 001346f0: Display Height
001346f4 - 0013493c: Height Number Display Setup
00134a74 - 001352b8: Display Projected Action Effect
00136b10 - 00136bcc: Get Item Graphic Data
00137c10 - 00137ed0: Handle Menu Action
00138094 - 00138170: ? 0x138094
00138174 - 001383c4: ? 0x138174
00138ed8 - 001390b8: Display Simple Selection Menu
0013b590 - 0013b640: Get Script Variable    (called from steal item decrement/stat changes/price change?? And weather effects on crossbows/bows)
0013b644 - 0013b6e0: Set Script Variable
0013bb70 - 0013bb38: ? 0x13bb70
0013bc14 - 0013bcb8: Load File (0x13bc14)
0013bfbc - 0013c024: Display Triangle Selection Menu
0013c284 - 0013c2d8: ? 0x13c284
0013c710 - 0013c73c: Show Graphic (Outer Routine)
0013c9c0 - 0013ca6c: Load Event
0013da00 - 0013da24: Set Event Speed
0013db9c - 0013dfac: Camera Fusion Event Instruction
0013dfb0 - 0013e544: Camera Fusion Inner Routine
0013e5c0 - 0013e658: Walk To Event Instruction
0013e904 - 0013edd4: Block Start Event Instruction
0013f668 - 0013f768: Store Selected Tile Data
0013fa6c - 00140224: Skillset Display and a bunch of AI calculation (abilities greyed/blinking red)
00142508 - 001425ac: Get Battle Unit By Unit ID   (For scenario conditionals?)
001425d8 - 00142688: Process Scenario Conditionals  (ATTACK.OUT Scenario Conditionals)
00142694 - 00142b58: Process Scenario Conditional
00142b5c - 00142ba0: 0x142b5c
00142bd0 - 00142c20: ? 0x142bd0
00142c24 - 00142ca4: ? 0x142c24
00142ca8 - 00142d28: ? 0x142ca8
00142d2c - 00142d54: ? 0x142d2c
00142d58 - 001433a8: 0x142d58
00143418 - 001439bc: ? 0x143418
00143bd8 - 001449f8: Event Instruction Main Routine 1
001449fc - 00145750: Event Instruction Main Routine 2
*00145268 - 00145298: Event Instruction 0x76: DarkScreen
*001452d8 - 00145320: Event Instruction 0x78: DisplayConditions
*001455d8 - 00145648: Event Instruction 0x44: Draw
00145754 - 00145f70: Event Instruction Main Routine 3
*00145964 - 001459c4: Event Instruction 0xe5: WaitForInstruction
*001459e8 - 00145a34: Event Instruction 0xf1: Wait
*00145e10 - 00145e68: Event Instruction 0x91: ShowMapTitle
00145f78 - 00014600: Load Next Event
00146078 - 00146090: Load Halfword
00146094 - 001469a0: Store Halfword
00146110 - 001466b0: Camera Event Instruction
001466b4 - 00146728: Map Darkness (Async)
001467dc - 0014693c: Color Screen Event Instruction
00146940 - 00146ee0: Sprite Move
00146ee4 - 00146f1c: Sprite Move (Outer)
00146f20 - 00146f58: Sprite Move Beta
0014703c - 001472d8: Map Light (Async)
001474a4 - 00147580: ? 0x1474a4
00147584 - 0014777c: Focus Event Instruction
00147780 - 00147914: Focus Speed Event Instruction
00147928 - 001479a8: Try Get Unit Misc Data By Unit ID
001479ac - 00147bcc: Process Unit Misc State Value
00147e60 - 00147fa8: Warp Unit
00148580 - 001488a4: Update Unit Status And Staged Status Data
001488a8 - 00148cd4: Apply Staged Status Data To Unit
00148cd8 - 00148e84: Process Unit Staged Status Data
00148e88 - 001490fc: Inflict Status Event Command
00149100 - 001491d4: Inflict Unit Status By ENTD Unit ID
00149398 - 0014948c: Unit Anim
001495e0 - 00149688: Color Unit Event Instruction
00149bec - 00149c44: Get Next Available Thread ID
00149cbc - 00149d44: Get Thread Running Task
00149d48 - 00149d68: Set Thread Task ID
00149d6c - 00149eb8: Event Jump
00149ebc - 00149f0c: Find Event Instruction Byte Offset
0014a018 - 0014a2e8: Run Script Variable Command	Jumped to from subroutines of steal routine - Calculate party inventory?
0014a3f8 - 0014a460: Wait Value Event Instruction
0014a5e8 - 0014a65c: Image Loading Setup (0x14a5e8)
0014a6cc - 0014a6e0: ? 0x14a6cc
0014a834 - 0014aa78: Image loading setup? (0x14a834)
0014b2f0 - 0014b31c: Display Menu Text Entry
0014b320 - 0014b34c: Display Menu Text Entry (Unused?)
0014b350 - 0014b390: Display Specific Menu Text
0014b394 - 0014ba24: Display Menu Text
0014ba28 - 0014bae0: Find Next Text Character
0014bf54 - 0014bf78: Copy Bytes (0x14bf54)
0014c4a8 - 0014c754: ? 0x14c4a8
0014c858 - 0014c89c: Wait (Switch To Next Thread Multiple Times)
0014c8a0 - 0014c920: Initialize Thread
0014c924 - 0014c93c: Mark Thread As Running
0014c940 - 0014c954: Mark Thread As Stopped
0014c958 - 0014c990: Stop Current Thread
0014c9d0 - 0014ca18: Wait For Thread
0014ca38 - 0014ca54: Store Thread Function Parameters
0014ca58 - 0014ca7c: Store Thread Parameters (0x14ca58)
0014ca80 - 0014cbb0: Switch To Next Thread
0014cbb4 - 0014cbbc: Return Global Pointer
0014cbc0 - 0014cbf0: Get First Thread Parameter
0014cbf4 - 0014cc24: Get Second Thread Parameter
0014cc94 - 0014ccb4: Check Thread Running Status
0014ce78 - 0014ceb0: Get Inner Text | Find Text ID's Location
0014ceb4 - 0014cf54: Call Inner Subroutine (Function call wrapper; forces call on main thread)
*00174068 - 0017436c: Return addresses
001743c8 - 0017442c: Chocobo Check
001754d0 - 001754f0: Spread_Move_to_East_Preset
001754f4 - 00175518: Spread_Move_to_North_Preset
0017551c - 0017553c: Spread_Move_to_West_Preset
00175540 - 00175564: Spread_Move_to_South_Preset
001780ec - 00178138: Calculate WalkTo Pathing
0017813c - 00178ca0: Calculate Pathing
00179204 - 00179258: Moldball Virus Depth Check
001792a4 - 001793fc: Check Vert Tolerance and if Tiles can be Chosen
00179400 - 00179420: Null some Tile Data (192dd9)
00179424 - 00179514: Remove Close Range Routine
00179518 - 00179638: Calculate Tiles Hit by Ability
0017963c - 001797b8: Calculate Possible AoE Tiles
0017a16c - 0017a28c: calculate ability range with map parameters?
0017a290 - 0017a514: Set panels affected by ability?
0017a7bc - 0017a8bc: another targeting routine
0017a8c0 - 0017aaf4: Calculate Target Panels Calculate ability range based on action menu byte
0017aaf8 - 0017ac8c: Calculate Targeting for Menu Types
0017ac90 - 0017afbc: Targeting validation (weapon flags)
0017afc0 - 0017b3f0: Auxilary targeting validation
0017b3f4 - 0017b49c: Height/coordinate validation
0017b4a0 - 0017b4cc: Disable Green Panel Flags (initialization?)
0017b4d0 - 0017b7b0: Calculator Routine
0017b7b4 - 0017b870: Disable Green Panel on all but Target's Tile
0017b874 - 0017bc74: Targeting routine
0017bc78 - 0017bdcc: Check Allies/Enemies that can be Targeted
0017bdd0 - 0017be64: Check if Unit can be Targeted
0017be68 - 0017c040: Linear/3-direction AoE Calculation
0017c044 - 0017c154: Linear Attack Tile Calculation
0017c158 - 0017c3b4: Calculate Height Data
0017c3b8 - 0017c3d8: Call Attack Preparation (ability selected)
0017c3dc - 0017c458: Call Attack Preparation (AT list preview)
0017c45c - 0017c908: Attack Preparation
0017c90c - 0017c950: Unit exists/party member checkReturns 0x16e in unit data
0017c954 - 0017c9b4: Player Item Quantity decrement
0017c9b8 - 0017cac8: Prep Current Action Data
0017cacc - 0017cd20: Reaction Target/Hit Calculation
0017cd24 - 0017ce40: Map calculations for attack Attack, charge, ranged weapon flag
0017ce44 - 0017d34c: Main ability loading routine?
0017d350 - 0017d40c: set target coordinates for ability? also set regenerator target
0017d410 - 0017d49c: draw out routine dealing with experience gain
0017d4a0 - 0017d704: Current Action Ability Data Setting / Multi Hit Formulas
0017d708 - 0017d84c: Select_Random_Tile_For_Random_Fire_Abilities
0017d850 - 0017da1c: List_and_Sort_Targeted_Units
0017da20 - 0017dbc4: Ability Usage Checks and MP Reduction
0017dbc8 - 0017dc84: Store Some Acting Unit Data
0017dc88 - 0017dca4: Get ID of Unit if Tile is Targetable
0017dca8 - 0017decc: Find Unit at Specified Coordinates | Check if another unit is on the same Tile
0017ded0 - 0017def8: Clear targeting panel data?
0017defc - 0017e174: Big... Contains Hamedo check
0017e178 - 0017e58c: Main reaction routine?
0017e590 - 0017e64c: Counter magic targeting?
0017e650 - 0017e77c: Store counter ability?
0017e780 - 0017e7e0: Auto Potion
0017e7e4 - 0017ea24: Gained JP Up Section
0017ea28 - 0017ea7c: Load Job Level
0017ea80 - 0017ec14: Store JP; Calculate Unlocked Jobs
0017ec18 - 0017f01c: big map/panel routine 
0017f020 - 0017f0e8: Float/Float/Fly movements 
0017f0ec - 0017f178: Move Cap?
0017f17c - 0017f2d4: Calculate Projected Action Effect | Pre-Pre formula calculations
0017f2d8 - 0017f318: Get Elemental Ability ID
0017f31c - 0017f384: Initialize party members Job data, Sp cap, Status initialization
0017f388 - 0017f5f4: Initialize units battlefield data(ENTD ID/flags, Map location, palette, control, etc.)
0017f5f8 - 0017f61c: Initialize players battlefield units
0017f620 - 0017f63c: Initialize enemy battlefield units
0017f640 - 0017f6c0: Set unit placement and validate
0017f6c4 - 0017f89c: Validate unit placement
0017f8a0 - 0017fbe8: Load ENTD Units | Big ENTD unit loading routine
0017fbec - 0017fcc4: Add Unique Value to List
0017fcc8 - 0017fd04: Disable/Remove unit
0017fd08 - 0017fd7c: Check for unit availability(existance) and ENTD level setting
0017fd80 - 0017fda8: Set unit cannot exist(but can), return r2 = 0
0017fdac - 0017fdd8: Erase unit, set to be removed from party
0017fddc - 0017ffbc: Set Rider/Mount's X/Y Data
0017ffc0 - 00180130: Set target for mounted unit, move find item/trap
00180134 - 00180174: Get movement support flags (move-MP/HP/EXP/JP up)
00180178 - 0018020c: Remove charging status/ability CT
00180210 - 0018022c: Disable acting statuses
00180230 - 001802c4: Rare/common item determination
001802c8 - 001804c0: Set map Item/trap data
001804c4 - 0018052c: Move find item flag calculation
00180530 - 00180900: Generate Crystal or Treasure
00180904 - 00180a04: Learn from Crystal
00180a08 - 00180af8: Generate Treasure
00180afc - 00180b28: Get Unit's Data Pointer
00180b2c - 00180c8c: Check Base Class | Ramza Causes Game Over
00180c90 - 00180dac: Find Unit Data Pointer For ENTD Unit ID | Unit Existence/crystaltreasure check
00180db0 - 00180dfc: Party level XX modification?
00180e00 - 00180f3c: Find War Trophies and Bonus Money
00180fe4 - 0018109c: Prep for Special Status Flag Enabling
001810a0 - 001810d0: Map Location Calculation
001810d4 - 00181110: Get Existent Battle Unit Pointer | Load unit Data (exists check within)
00181114 - 00181148: Find Active Unit Data Pointer?
001811f8 - 00181308: Player Control Routine?
0018130c - 001813bc: Weapon Guard Usability  (Check if Unit can React)
001813c0 - 00181580: Setup Act Menu | Player Skill Set
00181584 - 0018171c: Skillset Loading?
00181720 - 001817bc: Get Number of Turns to Resolve | Ability Loading?
001817c0 - 00181b6c: Get Unit Skillset Ability Data | Load ability data for skillset (MP, CT, req. sword booleans)
00181b70 - 00181b90: Item Inventory Ability Display
00181b94 - 00181cb4: Item Ability Loading
00181cb8 - 00181cd8: Throw
00181cdc - 00181eec: Throw Determination Routine
00181ef0 - 00181f10: Math Skill Ability Display 
00181f14 - 00181f34: Math skill ability loading routine
00181f38 - 00182064:
00182068 - 001821c8: Math Skill ability loading
001821cc - 001822c8: Elemental 
001822cc - 0018242c: Monster skill, frog attack ability loading
00182430 - 00182504: Monster Skill check prep
00182508 - 00182660: Monster Skill check
00182664 - 00182784: Draw Out
001827f0 - 00183074: In between turn control routine
*0018282c - 001828ac: Initialize data?
*001828b0 - 00182920: Validate mime action?
*00182924 - 00182978: Set active turn
*001829b8 - 00182a40: Next clocktick - CT increment
*00182a44 - 00182ba8: Dead processing, next turn processing (100CT)
*00182bac - 00182c04: Ability CT decrement
*00182c08 - 00182c8c: Post-ability CT setting
*00182c90 - 00182ce4: Status CT decrement
*00182ce8 - 00182d4c: Set Mime bytes
*00182d50 - 00182d88: Clear Mime bytes
*00182d8c - 00182dfc: Find highest CT
*00182e00 - 00182e6c: Validate units turn
*00182e70 - 00182ea8: Poison and regen
*00182eac - 00182ee4: Poison marsh
*00182ee8 - 00182f30: Transparent Removal
*00182f34 - 00182fa0: Check if mimicable ability occurred
*00182fa4 - 00183074: Mimic ability setting
00183078 - 001832c8: Death sentence, crystalization, treasurization, etc also: reraise, defend removal, chicken brave increment
001832cc - 00183370: Status checks
00183374 - 001834b8: Check Battle Outcome | Gameover by party incapacitated
00183544 - 001835a4: Calculate AT List and Get Specific Unit ID
001835a8 - 001835f0: Unit doesn't exist/deadcrystaltreasurepetrify/being ridden check
001835f8 - 00183708: AT List Preview?
0018370c - 00183ac8: Calculate AT List
00183acc - 00183e90: AT List Sorting
00183bf0 - 00183c68: Set move/act flags used in defend/equip change routines
00183c6c - 00183d0c: End of Turn
00183d10 - 00183d6c: Able to move/act checks (Menu?)
00183d70 - 00183ddc: Change of Turn check
00183e00 - 00183e38: another intermediate routine
00183e3c - 00183e8c: Unit exists checks
00183e90 - 00183e9c: Activates move/act
00183ea0 - 00183f5c: something involving map coordinates
00183f60 - 00183fb0: Load Move Find-Item data to Current Map
00183fb4 - 00184018: Get Tile Data Pointer
0018401c - 00184148: Return Various Tile Data
0018414c - 001842f4: deals with map coordinates 3
001842f8 - 00184308: Clear r2 2
0018430c - 00184338: Force Attack Miss
0018433c - 0018435c: Cause Action Miss | Force Attack Miss?
00184360 - 001843e4: Dance/Song hit % Returns if attack hit or not
001843ec - 0018460c: Knockback Calculation
00184610 - 001848d4: Knockback 2
001848d8 - 00184960: Attack Evaded Calculations
00184964 - 00184b20: Compatibility
00184b24 - 00184e3c: Modify Status Inflictions | Validate Status Changes
00184e40 - 00184e94: Nullify Action | Elemental Nullification
00184e98 - 00184f98: Elemental Damage Modification
00184f9c - 001851c0: Equipment Evasion Setting (Physical)
001851c4 - 001852e0: Equipment Evasion Setting (Magical)
001852e4 - 00185324: Concentrate Calculation
00185328 - 00185378: Dark/Confuse Caclulation
0018537c - 001853f0: Abandon Calculation
001853f4 - 001854b4: Evasion Changes due to Statuses
001854b8 - 001854f8: Transparent Calculation
001854fc - 00185734: Facing Evade Calculation
00185738 - 00185810: Weather effects on Bows
00185814 - 00185a98: Calculate Final Hit %
00185a9c - 00185c90: Base XA Calculation
00185c94 - 00185cbc: Store MA and Y
00185cc0 - 00185cfc: Base XA and YA for MA + Y / 2 
00185d00 - 00185d3c: Store PA and PA + Y / 2
00185d40 - 00185d7c: Store MA and PA + Y / 2
00185d80 - 00185da8: Store MA and X
00185dac - 00185dd4: Store PA and X
00185dd8 - 00185e00: Store PA and WP
00185e04 - 00185e2c: Store PA and Y
00185e30 - 00185e58: Store Speed and X
00185e5c - 00185e90: Store PA and WP + Y
00185e94 - 00185f7c: Formula 64 or Jump Base XA / YA
00185f80 - 00185fa0: Charge Calculation
00185fa4 - 00185ff8: Weapon Element Strengthen
00185ffc - 00186050: Elemental Strengthen
00186054 - 00186148: Attack UP/Two Hands/Martial Arts
0018614c - 00186200: Formula 32, 33, 34, 35 Attack Up and Martial Arts
00186204 - 00186250: Magic Attack Up routine
00186254 - 001862c8: Attacker Berserk/Frog Check
001862cc - 00186318: Defense UP routine
0018631c - 00186368: Magic Defense Up routine
0018636c - 0018645c: Target XA affecting Statuses (Physical)
00186460 - 001864f4: Target's Status Affecting XA (Magical)
001864f8 - 00186564: Critical Hit Calculation
00186568 - 00186598: XA * YA Calculation
0018659c - 00186620: Set XA + YA for Status Formulas (Stupid section)
00186624 - 00186688: Calculate % of damage
0018668c - 001866e8: MP Damage Routine (Uses Y instead of X.)
001866ec - 00186740: Gravi2 Damage Routine
00186744 - 00186810: Steal Gil
00186814 - 001868ec: Set EXP Stolen
001868f0 - 00186918:  Formula 36
0018691c - 001869e8: Damage and Knockback Routine (Dash, tackle, throw stone)
001869ec - 00186af4: Song abilities
00186af8 - 00186c00: Dance abilities
00186c04 - 00186cfc: Talk Skill
00186d00 - 00186d28:  3A +Brave (Y)
00186d2c - 00186d54:  39 +SP (Y)
00186d58 - 00186db8:  3B +Brave (X) +PA/MA/SP (Y)
00186dbc - 00186e24:  3C Heal (CasMaxHP*2/5) DmgCas (CasMaxHP/5)
00186e28 - 00186e50:  43 Dmg (CasMaxHP-CasCurHP)
00186e54 - 00186e74:  44 Dmg (TarCurMP)
00186e78 - 00186ea0:  45 Dmg (TarMaxHP-TarCurHP)
00186ea4 - 00186ecc: Y brave
00186ed0 - 00186fcc: Weather Elemental effects?
00186fd0 - 00186ff4: Elemental Damage Modification (Prep)
00186ff8 - 001870f8: Ability Elemental? Apply Elemental - Glain
001870fc - 0018714c: Elemental Absorption
00187150 - 00187244: Faith Calculation
00187248 - 0018734c: HP Absorbtion (Seems needlessly complex)
00187350 - 001873d4: Undead Reversal
001873d8 - 00187468: Undead Absorb Attack
0018746c - 001874e8: MP Recovery Routine -MP Absorb*
001874ec - 0018750c: Convert HP Damage into MP Recovery
00187510 - 001875b8: Use Specific Action Hit Percentage | Set XA*YA as hit% (Often appears after elemental absorb routine)
001875bc - 001875f8: Dragon Check
001875fc - 00187634: Sleep Check
00187638 - 0018768c: Maintenance
00187690 - 001876e0: Conditional Status Proc Roll (19%) Inner Routine
001876e4 - 0018772c: Store Reaction/Proc ID and Target
00187730 - 00187838: Magic Gun Ability Decision
0018783c - 0018785c: Quick Effect
00187860 - 0018790c: Determine which stat will be reduced 
00187910 - 001879c4: Katana Break Chance 
001879c8 - 00187c9c: Steal/Break/Might Sword Hard Coding
00187ca0 - 00187eb0: Formula 01 - 06 Aftermath
00187eb4 - 00187f20: Apply status (to action) - (Preserve hit status, evade type, hit %)
00187f24 - 00188284: Apply status (to action) Formula 38
00188288 - 001882c4: MP Healing Item Formula
001882c8 - 001882f4: 100% HP/MP Healing (actual)
001882f8 - 001883a8: Finger Guard
001883ac - 00188484: Catch
00188488 - 001884bc: Calculate Hit %
001884c0 - 0018850c: Conditional Status Proc Roll (19%)
00188510 - 00188564: Physical Evade Calculation
00188568 - 001885b4: Physical Evade Calculation(Charge)
001885b8 - 001885f4: Magical Evade Calculation
001885f8 - 00188634: Physical XA Modifying Statuses/Support 
00188638 - 001886a0: Weapon Damage Calculation
001886a4 - 001886d0: Damage Calculation
001886d4 - 00188718: Routine used in formula 2B
0018871c - 00188740: Elemental Absorb and status roll 19% conditional status
00188744 - 00188778: Magical Support/Status/Compat
0018877c - 001887c0: Elemental XA * YA
001887c4 - 001887fc: Elemental Absorb/Status  
00188800 - 00188854: MA + X
00188858 - 00188884: Magical XA * YA
00188888 - 00188960: 00188888_-_00188960 Calculate Accuracy as User Faith * (MA + X)% (Formula 1_4 Golem)
00188964 - 001889a0: Truth/Formula 5E-5F Magical damage
001889a4 - 001889c8: 2Truth/Formula 5E-5F Calculate damage
001889cc - 00188a20: Calculate Accuracy for Magical Spells 
00188a24 - 00188a80: Calculate Accuracy for Magical
00188a84 - 00188ad8: MA + X without faith
00188adc - 00188b10: Cluster of Physical Routines
00188b14 - 00188b60: Physical Routine for Hit % abilities
00188b64 - 0018ac70: Formulas
00188b64 - 00188ba0:01 Dmg_(Weapon)
00188ba4 - 00188be0:02 Dmg_(Weapon)
00188be4 - 00188c20:03 Dmg_(WP^2)
00188c24 - 00188c98:04 Magic Gun
00188c9c - 00188cf0: 05 Dmg (Weapon)
00188cf4 - 00188d38: 06 AbsHP (Weapon)
00188d3c - 00188d80: 07 Heal (Weapon)
00188d84 - 00188df0: 08 Dmg F(MA*Y)
00188df4 - 00188e74: 09 Dmg (Y/100)% Hit F(MA+X)%
00188e78 - 00188eb4: 0A Hit F(MA+X)%
00188eb8 - 00188ef4: 0B Hit F(MA+X)%
00188ef8 - 00188f34: 0C Heal F(MA*Y)
00188f38 - 00188f8c: 0D Heal (Y)% Hit F(MA+X)%
00188f90 - 00189080: 0E Dmg (Y)% Hit F(MA+X)% 100% Status Hide Status
00189084 - 001890d8: 0F AbsMP (Y)% Hit F(MA+X)%
001890dc - 00189120: 10 AbsHP (Y)% Hit F(MA+X)%
00189124 - 00189160: 11 (does nothing), 12 Set Quick Hit F(MA+X)%
00189164 - 001891a8: 13 (does nothing), 14 Set Golem Hit CasF/100*(MA+X)%
001891ac - 00189200: 15 Set CT00 Hit F(MA+X)%
00189204 - 00189258: 16 DmgMP (TarCurMP) Hit F(MA+X)%
0018925c - 00189298: 17 Dmg (TarCurHP-1) Hit F(MA+X)%
0018929c - 001892a8: 18, 19 (does nothing)
001892ac - 00189338: 1A Hit F(MA+Y)% // -PA/MA/SP (X) 
0018933c - 00189378: 1B DmgMP (MA+Y)% Hit F(X)%
0018937c - 001893d4: 1C Hit (X)% Sing
001893d8 - 00189430: 1D Hit (X)% Dance
00189434 - 00189460: 1E Dmg ((MA+Y)*MA/2)
00189464 - 001895c0: 1F Dmg ((100-CasF)*(100-TarF)*(MA+Y)*MA/2)
001895c4 - 001895f0: 20 Dmg (MA*Y) Draw Out
001895f4 - 00189650: 21 DmgMP (MA*Y) Draw Out
00189654 - 00189678: 22 Draw Out Hit 100%
0018967c - 001896b0: 23 Heal (MA*Y) Draw Out
001896b4 - 001896e8: 24 Dmg ((PA+Y)/2*MA)
001896ec - 00189790: 25 Equipped: Break Hit (PA+WP+X)%
00189794 - 00189824: 26 Equipped: Steal Hit (SP+X)%
00189828 - 0018986c: 27 StealGil (CasLVL*SP) Hit (SP+X)%
00189870 - 0018990c: 28 StealExp (Lowest of TarCurExp & SP+Y) Hit (SP+X)%
00189910 - 001899a0: 29 OppositeSex: Hit (MA+X)%
001899a4 - 00189a8c: 2A Hit (MA+X)% // AffectBraveOrFaith(Y)
00189a90 - 00189ad4: 2B Hit (PA+X)% // -PA/MA/SP (X)
00189ad8 - 00189b1c: 2C DmgMP (X)% Hit (PA+Y)%
00189b20 - 00189b90: 2D Dmg (PA*(WP+Y)) 100% Status
00189b94 - 00189c4c: 2E Equipped:Break Dmg (PA*WP)
00189c50 - 00189c8c: 2F AbsMP (PA*WP)
00189c90 - 00189ccc: 30 AbsHP (PA*WP)
00189cd0 - 00189d70: 31 Dmg ((PA+Y)/2*PA)
00189d74 - 00189e24: 32 Dmg (Rdm(1…X)*(PA*3+Y))
00189e28 - 00189e90: 33 Hit (PA+X)%
00189e94 - 00189f04: 34 Heal (PA*Y) HealMP (PA*Y/2)
00189f08 - 00189f80: 35 Heal (Y)% Hit (PA+X)%
00189f84 - 00189fc8: 37 Dmg (Rdm(1…Y)*PA)
00189fcc - 0018a008: 3D Hit (MA+X)%
0018a00c - 0018a028: 3E Dmg (TarMaxHP-1)
0018a02c - 0018a084: 3F Hit (SP+X)%
0018a088 - 0018a110: 40 Undead: Hit (SP+X)%
0018a114 - 0018a178: 41 Hit (MA+X)%
0018a17c - 0018a214: 42 Dmg (PA*Y) DmgCas (PA*Y/X)
0018a218 - 0018a24c: 46 (doesn't work), 47 AbsHP (Y)% 100% Status
0018a250 - 0018a2a0: 48 Heal (Z*10)
0018a2a4 - 0018a2c0: 49 HealMP (Z*10)
0018a2c4 - 0018a2e8: Formula 4a - Elixir
0018a2ec - 0018a39c: 4B Heal (Rdm(1..9)) 100% Status
0018a3a0 - 0018a3cc: 4C Heal (MA*Y)
0018a3d0 - 0018a41c: 4D AbsHP (Y)% Hit (MA+X)%
0018a420 - 0018a454: 4E Dmg (MA*Y)
0018a458 - 0018a49c: 4F Dmg (CasMaxHP-CasCurHP) Hit (PA+X)%
0018a4a0 - 0018a4e4: 50 Hit (MA+X)%
0018a4e8 - 0018a550: 51 Hit (MA+X)%
0018a554 - 0018a5e0: 52 Dmg (CasMaxHP-CasCurHP) 100% Add Status Caster in AoE: DmgSelf (CasCurHP)
0018a5e4 - 0018a664: 53 Dmg (X)% Hit (MA+X)%
0018a668 - 0018a694: 54 HealMP (MA*Y)
0018a698 - 0018a6f4: 55 –PA (Y) Hit (MA+X)%
0018a6f8 - 0018a754: 56 –MA (Y) Hit (MA+X)%
0018a758 - 0018a820: 57 +Lvl(1) NS 100% Add Status on Caster
0018a824 - 0018a904: 58 Generic: Set Morbol: Hit(MA+X)%
0018a908 - 0018a97c: 59 –Lvl(1) Hit (MA+X)%
0018a980 - 0018a9c0: 5A Dragon: Hit(100)%
0018a9c4 - 0018aa0c: 5B Dragon: Heal (Y)% 100% Add Status
0018aa10 - 0018aa50: 5C Dragon: +Brave (X) +PA/MA/SP(Y)
0018aa54 - 0018aa94: 5D Dragon: Set Quick
0018aa98 - 0018aac4: 5E Dmg ((MA+Y)/2*MA)
0018aac8 - 0018aaf4: 5F Dmg ((MA+Y)/2*MA)
0018aaf8 - 0018ab14: 60 Dmg ((MA+Y)/2*MA) 6.25 Status
0018ab18 - 0018ab54: 61 –Brave (Y) Hit F(MA+X)%
0018ab58 - 0018ab94: 62 –Brave (Y) Hit (MA+X)%
0018ab98 - 0018ac40: 63 Dmg (SP*WP)
0018ac44 - 0018ac70: 64 Dmg (PA * WP); if using Spear (PA * 3/2 * WP); if weaponless (PA * Brave /100 * WP)
0018ac74 - 0018acd8: remove transparent status if Jump is used?
0018acdc - 0018ad54: Apply Status and Check Undead | Pheonix down on undead
0018ad58 - 0018adf0: Double WP if two hands is equipped?
0018adf4 - 0018ae38: action data nulling
0018ae3c - 0018af28: Knockback?
0018af2c - 0018b270: Perform reaction abilities
0018b274 - 0018b348: Store used weapon based on action menu byte
0018b34c - 0018b9f4: Pre Formula Setup (FDC)
0018b9f8 - 0018ba40: Remove Status
0018ba44 - 0018bcec: set some data for current attack
0018bcf0 - 0018bd30: Called by Nullify Action - Glain
0018bd34 - 0018bd70: Remove Knockback Flag | ?Nullify steal item?
0018bd74 - 0018bdd0: Current Action Data Nulling
0018bdd4 - 0018be04: Null Some Status Data
0018be08 - 0018c67c: Main Reaction Routine - performs ability effects
0018c680 - 0018c754: Poach Inventory Routine
0018c758 - 0018c858: some kind of ENTD/Unit manipulation
0018c85c - 0018c91c: Level up/down ability
0018c920 - 0018c964: Check if unit can react 1
0018c968 - 0018c99c: Check if unit can react?
0018c9a0 - 0018c9e0: Reaction check?
0018c9e4 - 0018cafc: 'Reflect', Blade Grasp, and Arrow Guard
0018cb00 - 0018cc30: Sunken State, Caution, Dragon Spirit, etc. usability 
0018cc34 - 0018ccd4: MP Switch, Distribute, and Damage Split usability
0018ccd8 - 0018ce00: PA Save, MA Save, Speed Save Regenerator, HP Restore, MP Restore, Critical Quick, Meatbone Slash, Auto Potion, Gilgame Heart check
0018ce04 - 0018ce84:  Counter, Counter Tackle, Counter Flood, Brave Up, Dragon Spirit, Sunken State, and Caution Usability usability
0018ce88 - 0018cef0: PA Save, MA Save, Speed Save, Regenerator, Auto Potion, Gilgame Heart usability
0018cef4 - 0018cf70: Critical Quick, HP Restore, MP Restore, Meatbone Slash usability
0018cf74 - 0018cfe4: Face Up and Absorb Used MP usability
0018cfe8 - 0018d04c: Reflect Reaction?
0018d050 - 0018d0e4: Blade Grasp Usability
0018d0e8 - 0018d1b4: Arrow Guard Usability
0018d1b8 - 0018d2a4: MP Switch Usability
0018d2a8 - 0018d314: Distribute Usability
0018d318 - 0018d380: Damage Split Usability
0018d384 - 0018d3bc: Chance to React
0018d3c0 - 0018d56c: Steal Routine
0018d570 - 0018d61c: Stat Increment/Decrement
0018d620 - 0018d708: Attacker's Earned Experience
0018d70c - 0018d7c4: Store target stats pointer data calls main action loading routine
0018d7c8 - 0018d864: Poison and Regen
0018d868 - 0018d90c: Transparent removal routine
0018d910 - 0018da00: Process Expiring Statuses | status CT decrement and innate statuses?
0018da04 - 0018da40: Set Action Target Variables | target pointers
0018da44 - 0018da84: Crystal, Dead, Jump, Petrify, Treasure check 
0018da88 - 0018dbac: Poison Marsh Routine
0018dbb0 - 0018dd40: Traps Routine
0018dd44 - 0018df08: Move-HP Up, Move-MP Up, Gained Exp Up
0018dff8 - 0018e078: Main Reaction subroutine - ENTD/ID stuff - Calculate Unlocked Jobs/set ability element = dark?
0018e248 - 0018e30c: Inflicted_status_CT_setting,_xfer_last_used_CT
0018e310 - 0018e5e0: Store_status,modified_ENTD_for_current_attack
0018e6b8 - 0018e8a8: Process Learn on Hit
0018e8ac - 0018e9b8: Learn Used Ability
0018e9bc - 0018e9e4: Enable Special Status Flags | Determine if Status Flags can be Enabled
0018e9e8 - 0018ea94: Item quantity increment for steal/break?
0018ea98 - 0018eb4c: Add price of item / 4 to total gil
0018eb50 - 0018ec0c: Handle Steal Exp | Apply Exp gain / Level up
0018ec44 - 0018ed78: Apply Unit Action Status Removal
0018edf8 - 0018ee20: Store ability data 80193868 + 0x10 bytes
0018ee24 - 0018ee64: Count number of targets hit by ability
0018eea0 - 0018eed4: Random Process, gives a number between 0-7fff
0018eed8 - 0018ef28: Random Process, (gives a random based on r4 (MOD) and checks against r5 (chance to work))
0018ef34 - 0018f034: Current Action Attacker Data Setting
0018f624 - 0018f7a0:  Formula Table
001941f8 - 00194310: Acting Unit's Data Setup (AI?)
00195878 - 00195940: AI Ability Data Setting
*This is called when ability is chosen by AI, r4 = address of move in units move list
00195944 - 001959d0: Attack
001959d4 - 00195a20: AI Item Inventory
00195a24 - 00195a2c: Katana Inventory
00195a30 - 00195a8c: Weapon Inventory
00195a90 - 00195b9c: Jump
00195ba0 - 00195bb8: Charge
00195bbc - 00195bfc: Arithmeticks
00195c00 - 00195d90: Default
00196ce8 - 00196dac: Check if Unit can be Targeted (Cryst/Trea/Mount/Trans)
001978e4 - 00197958: Find Direction of Target
00199124 - 00199368: Calculate Physical? Target
0019936c - 0019939c: Calculate Distance Between Units
001998c8 - 001999c4: Check if Regen/Charm/DM/Reraise/DA Can be Inflicted
00199b98 - 00199c84: Calculate Clockticks Until Unit Acts
00199ec8 - 0019a2c8: Usable Ability Setting/ENTD AI Calculations
0019a2cc - 0019a2ec: Dividend * 4 / Divisor
0019a2f0 - 0019a528: Set AI Flags/Usable Abilities
0019a52c - 0019a5f4: Store Weapon? Attack Data
0019a5f8 - 0019a638: Usable Ability Setting
0019a63c - 0019a66c:  Part of the Weapon Inventory
0019a670 - 0019aa4c: Ability Loading
* 0019a6a4 - 0019a7a0: Weapon Inventory 2
* 0019a7a4 - 0019a7e0: Arithmeticks 2
* 0019a7e4 - 0019a814: Charge 2
* 0019a818 - 0019a994: Others
* 0019a998 - 0019a9c4: Jump 2
* 0019a9f8 - 0019aa4c: Jump 3
0019aa50 - 0019ab04: Load Known Ability Flag
0019ab08 - 0019ab44: Transfer Halfword Values
0019ab48 - 0019ab74: Transfer Byte Values
0019ab78 - 0019abb0: Word Nulling
0019ad74 - 0019ae2c: [[Determine if Height Difference < 3]]
0019b6b0 - 0019b750: Calculate Height Difference Between Units
0019bb20 - 0019bbb8: Check Unit for Crystal or Treasure Status
0019d294 - 0019d304: Find Unit at Coordinates (0x19d294)
0019e160 - 0019e374: Transfer Unit Data to AI Data
0019e378 - 0019e53c: Transfer AI Data to Unit Data
0019ef24 - 0019efac: Check if Status Should/Can be Added
0019f258 - 0019f2a0: Save Coordinates to Temp Unit
0019f2a4 - 0019f2f0: Transfer Unit Coordinates to AI
001a0e80 - 001a0f6c: Effect Palette Setup
001a0fa0 - 001a0fd0: Set Effect Frame Data Pointer | Get Start of Frame Pointers Address 
001a0fd4 - 001a100c: Get Start of Parameter Sets Address
001a1010 - 001a1040: Get Header before Motion Data Address
001a1044 - 001a1074: Get Coordinate Data Address
001a1078 - 001a10a8: Get Motion Data Address
001a10ac - 001a10e8: Get Misc. Data and Palette Data Addresses
001a1198 - 001a11c8: Get ??? Data Address
001a13bc - 001a15b0: Effect Related (0x1a13bc)
001a15b4 - 001a1810: Ability animation uses animation flags (Ball Hardcoding) | Effect Related (0x1a15b4)
001a1814 - 001a1850: Load ability effect Stores pre-cast effects, has some hardcodings. Also transfers lots of important effect data to 0x1bad0c
001a1880 - 001a18a0: Play Effect
001a18d8 - 001a1c3c: Effect Stage Processing | Effect Control Routine
001a1c40 - 001a1c8c: Effect Cycle Processing
001a1c90 - 001a1d24: Effect Related (0x1a1c90)
001a1d28 - 001a1d98: Effect Related (0x1a1d28)
001a1d9c - 001a2080: Effect Related (0x1a1d9c)
001a20b4 - 001a20e4: Clear some data in temp effect data 2
001a20e8 - 001a2210: Effect Related (0x1a20e8)
001a2374 - 001a23a4: Effect Code Script 0x05
001a2998 - 001a29dc: Effect Code Script 0x16
001a2c28 - 001a2c78: Effect Code Script 0x1d
001a4000 - 001a419c: Effect Related (0x1a4000)
001a4cf0 - 001a4d98: Run Effect Block
001a4de8 - 001a4e98: 0x1a4de8
001a5c3c - 001a5d70: 0x1a5c3c
001a60ac - 001a7f58: Effect Graphics
001a90d0 - 001a9314: Get Effect Screen Location Data From Unit Data
001aab90 - 001aac24: 0x1aab90
001aad98 - 001ab1d0: Effect Camera Rotation
001ab1d4 - 001ab58c: Effect Camera Movement
001ab724 - 001aca54: Effect Related (0x1ab724)
001acf90 - 001ad194: 0x1acf90
001ad198 - 001ad628: 0x1ad198
001ad828 - 001ad940: Effect Related (0x1ad828)
001add54 - 001ade78: Effect Related (0x1add54)
001adfac - 001adfe8: Get Ninja Ball effect based on weapons element. Only valid entries for fire,water,lightning
001af3a4 - 001af3d8: 001af3a4_-_001af3d8 Little math for arcing trajectory
001af3dc - 001af584  Maths_For_Arcing_Trajectory
001af59c - 001af6d4: 001af59c_-_001af6d4 Trajectory/Vectors maths routines (for arcing weapons)
001af734 - 001af76c: Give Gravity Impact Arc related
001af770 - 001af8b0: List_targeting_data_of_all_valid_units
001af8b4 - 001afb34: Seek_Obstacle_On_Trajectory
001afb38 - 001afd8c  Set Arcing Trajectory
001afd90 - 001aff14: 001afd90_-_001aff14
001b06d0 - 001b0814: 001b06d0_-_001b0814
001b0818 - 001b0a8c: 001b0818_-_001b0a8c
001b0a90 - 001b0c84: 001b0a90_-_001b0c84 No calling routine ?
001b47e0 - 001b48cc: Effect Related (0x1b47e0)

OPEN.BIN RAM

000670f0 - 00067208: OPEN.BIN Main Routine
00067d84 - 00067e64: Button Input Related? (0x67d84)
00068268 - 00068380: Button Input Related? (0x68268)
0006854c - 000685e8: ? 0x6854c
00068cd0 - 00068d7c: ? 0x68cd0
0006920c - 000696c4: Birthday Menu Related? (0x6920c)
000697b0 - 000698bc: Birthday Menu Graphics Related? (0x697b0)
00069eb4 - 00069f20: ? 0x69eb4
0006b990 - 0006bb70: Display Birthday Menu Text
0006bde0 - 0006c0cc: Handle Birthday Menu Input
0006c464 - 0006c74c: Handle Confirm Menu Input (OPEN.BIN)
0006c96c - 0006c9c0: Display Birthday Menu Text Entry

ATTACK.OUT RAM

001c3078 - 001c33a4: ? 0x1c3078 (Determines fieldable units)
001c33a8 - 001c33c0: Load Halfword (ATTACK.OUT)
001c34b4 - 001c3afc: Load Scenario Conditionals
001c5be0 - 001c60dc: 0x1c5be0
001c9d68 - 001c9ebc: Show Map Title

REQUIRE.OUT RAM

001c4740 - 001c4ab0: Post-battle (0x1c4740)
001c6000 - 001c609c: Get Free Party Slot Status
001c60a0 - 001c6984: Post-battle party full unit join selection
001c6988 - 001c716c: Post-battle Unit Changes
001c7170 - 001c7358: Handle War Trophies and Bonus Money

ETC.OUT RAM

001bf01c - 001bf3d4: Show Graphic
001c017c - 001c03a8: Show Chapter Title
001c03ac - 001c05d0: Show Gameover Image
001c05d4 - 001c0644: Show Graphic (Async)

BUNIT.OUT RAM

001c6854 - 001c6e04