Difference between revisions of "Data/Table Locations"

From Final Fantasy Hacktics Wiki
Jump to navigation Jump to search
 
(157 intermediate revisions by 12 users not shown)
Line 1: Line 1:
For additional ASM notes and an easier to use version of this data in .txt format, visit this thread:  http://ffhacktics.com/smf/index.php? topic=6538.140#msg181059
+
:For additional ASM notes and an easier to use version of this data in .txt format, visit this thread:  http://ffhacktics.com/smf/index.php?topic=6538.140#msg181059 and download New Asm Files.7z
 
 
and download New Asm Files.7z
 
  
 
  Main Data Locations:
 
  Main Data Locations:
 
   
 
   
 
  RAM -> File
 
  RAM -> File
-0x67000 -> WLDCORE.bin
+
    0x00F800 -> [[SCUS 942.21 Data Tables|SCUS_942.21]]
-0x67000 -> Battle.bin
+
    0x067000 -> [[WLDCORE.BIN Data Tables|WLDCORE.BIN]]
-0xE0000 -> World.bin
+
    0x067000 -> [[BATTLE.BIN Data Tables|BATTLE.BIN]]
-0xF800 -> SCUS
+
    0x067000 -> [[OPEN.BIN Data Tables|OPEN.BIN]]
 +
    0x0E0000 -> [[WORLD.BIN Data Tables|WORLD.BIN]]
 +
    0x1BF000 -> [[ATTACK.OUT Data Tables|ATTACK.OUT]]
 +
    0x1BF000 -> [[REQUIRE.OUT Data Tables|REQUIRE.OUT]]
 +
    0x1BF000 -> [[OPTION.OUT Data Tables|OPTION.OUT]]
 +
    0x1BF000 -> [[ETC.OUT Data Tables|ETC.OUT]]
 +
    0x1BF000 -> [[EQUIP.OUT Data Tables|EQUIP.OUT]]
 +
    0x1BF000 -> [[CARD.OUT Data Tables|CARD.OUT]]
 +
    0x1BF000 -> [[BUNIT.OUT Data Tables|BUNIT.OUT]]
 +
    0x1DF000 -> [[JOBSTTS.OUT Data Tables|JOBSTTS.OUT]]
 +
    0x1DF000 -> [[HELPMENU.OUT Data Tables|HELPMENU.OUT]]
 +
    0x1DF000 -> SP2 + effects + other.
  
 
+
Main Routine Locations:
== SCUS Data Locations ==
 
 
 
 
 
800306ec - GPU Control Pointer
 
800306f0 - Horizontal Retrace Counter Pointer
 
800306f4 - Horizontal Retrace Counter Start? (gets subtracted from the counter)
 
 
   
 
   
  80037880 - 80037B90 - [[Music Files]]
+
  RAM -> File
+
    0x00F800 -> [[SCUS 942.21 Routines|SCUS_942.21]]
80045980 - (set to 1 after prepping Exp/JP) (word)
+
    0x067000 -> [[WLDCORE.BIN Routines|WLDCORE.BIN]]
+
    0x067000 -> [[BATTLE.BIN Routines|BATTLE.BIN]]
800459b8 - Milliseconds (also frame counter? max of 60 before Seconds ++)
+
    0x067000 -> [[OPEN.BIN Routines|OPEN.BIN]]
800459bc - Seconds
+
    0x0E0000 -> [[WORLD.BIN Routines|WORLD.BIN]]
800459c0 - Minutes
+
    0x1BF000 -> [[ATTACK.OUT Routines|ATTACK.OUT]]
800459c4 - Hours
+
    0x1BF000 -> [[REQUIRE.OUT Routines|REQUIRE.OUT]]
+
    0x1BF000 -> [[OPTION.OUT Routines|OPTION.OUT]]
800473ac - [[Customized Options]]
+
    0x1BF000 -> [[ETC.OUT Routines|ETC.OUT]]
800473b0 - [[Default Options]]
+
    0x1BF000 -> [[EQUIP.OUT Routines|EQUIP.OUT]]
+
    0x1BF000 -> [[CARD.OUT Routines|CARD.OUT]]
80057718 - Time played this session (increments every frame/millisecond)
+
    0x1BF000 -> [[BUNIT.OUT Routines|BUNIT.OUT]]
8005771c - (word, start of a bunch of data below)
+
    0x1DF000 -> [[JOBSTTS.OUT Routines|JOBSTTS.OUT]]
+
    0x1DF000 -> [[HELPMENU.OUT Routines|HELPMENU.OUT]]
800577b8 - [[Event ID]] (used by Brave Story to load certain events)
+
    0x1DF000 -> SP2 + effects + other.
 
800577cc – Gil
 
800577d4 - Month
 
800577d8 – Day
 
800577e0 - [[Current Location]]
 
 
80057F74 - [[Party Data]]
 
...
 
80059374
 
 
800577e4 - ENTD Data ID (ENTD to load)
 
800577e8 - Map ID
 
800577ec - Number of Teams
 
800577f0 - Battle Formation ID (for placement)
 
80057878 - Event Byte Counter? (maybe just text?)
 
80057884 - ID for "Person" pages in Brave Story?
 
800578a0 - Injured (Brave Story)
 
800578a4 - b - Casualties (Brave Story)
 
800578ac - Next Scenario? New Game?
 
800578B0 - Deep Dungeon list length (+1)
 
 
800578c0 - Town Background
 
 
800578d4 - Storyline Progression
 
800578d8 - Shop Item Availability
 
 
8005791E - [[Activation bytes]]
 
80057940 - [[Facts]]  
 
80057943 - [[Brave Story Records]]  
 
 
8005794c - [[Map location and Path exist flags]]
 
80057958 - [[World Locations colors]]
 
 
80057966 - [[Active Rumors]]
 
80057970 - [[Obtained Treasures]]
 
80057976 - [[Unexplored Territory ]]
 
80057978 - [[Work History]]
 
800579a8 - "Person" data flags
 
 
80057b5c - Weapon Page Order (FF = early end; uses Item ID's, 0x8c long)
 
80057be8 - Helmet Page Order (0x20 long)
 
80057c08 - Armor Page Order (0x28 long)
 
80057c30 - Accessory Page Order (0x24 long)
 
80057c54 - Item Page Order (0x14? long)
 
 
80057d84 - [[Save screeen data]] (0x18 long, 15 total?)
 
 
80057f74 - [[Party Data]] (256 bytes each, 20 sections)
 
 
80059494 - [[Poached Item Quantities]]
 
800596e0 - Available Item Quantities (same order as item ID's)[Amount owned - amount equipped]
 
[[Item Inventory]]
 
 
800597e0 - [[Save Times]]
 
 
80059818 - [[Level UP Stat Storing Code Pointers]]
 
80059830 - [[Action Status Code Pointers]]
 
 
8005e90c - [[Raw Unit Data]]
 
8005e93c - [[Base Raw Variances]]
 
 
8005e950 - (0x80 long?)
 
8005e9d0 - Terrain Geomancy (maps abilities to 0x40 terrain types] [[Terrain Surface Types]]
 
8005ea10 - Terrain Statuses (maps status to 0x40 terrain types] [[Terrain Surface Types]]
 
8005ea50 - Movement Cost (six tables of 0x40 = 0x180, http://ffhacktics.com/smf/index.php?topic=6893.0)
 
8005ebd0 - ? [[Reaction Flags]] (1 byte each)
 
 
8005ebf0 - [[Ability Data 1]]
 
8005fbf0 - [[Ability Data 2]]
 
 
80061010 - Item Abilities
 
80061020 - Throw Abilities
 
8006102c - Jump Abilities
 
80061044 - Charge Abilities
 
80061054 - Calculator Abilities
 
8006105c - R/S/M Abilities
 
 
800610b8 - [[Job Data]]
 
 
80062eb8 - [[Item Data]] Start
 
80063ab8 - [[Weapon Secondary Data]]
 
80063eb8 - [[Shield Secondary Data]]
 
80063ed8 - [[Helm/Armor Secondary Data]]
 
80063f58 - [[Accessory Secondary Data]]
 
80063f98 - [[Item Secondary Data]]
 
80063fc4 - [[Inflict Statuses]]
 
800642c4 - [[Item Attributes]]
 
 
80064a94 - [[Skillsets]]
 
80065bc4 - [[Monster Skillsets]]
 
80065cb4 - [[Action Menus]] (1 byte for all skillsets)
 
 
80065de4 - [[Status Effects]]
 
 
80066064 - [[Poached Item List]] (2 bytes per Job for common and rare items)
 
 
800660c4 - [[Job Unlock Requirements]] (High nybble/low nybble)
 
80066182 - [[Job Level JP Requirements]] (some checks start at 66184)
 
80066194 - Job Data Pointer
 
 
80066198 - Prime Number List
 
800661ce - [[Month Day Values]]
 
800661e8 - [[Zodiac Day Limits]]
 
 
80066200 - Start of Battle Flag? (1 = Initialize data?)
 
80066204 - Temp Ability List (used for setting usable abilities)
 
 
80066238 - Current ENTD Pointer
 
 
800662d0 - [[Status checks]] (determined from 0x4/5 of  80065de4 data?)
 
 
80066308 - Highest Party Level
 
  
== Battle.bin Locations ==
+
  Controller Inputs
 
 
 
80067000 - List of return addresses
 
 
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
 
 
800682cc - Color Modification Code Pointers
 
 
 
8006fbf0 - [[Ability Data Pointer 2]] (loading to skillset?)
 
   
 
 
   
 
   
  80093d08 - [[Display Type]]
+
  Title Screen: 0x800851BC
  80093d18 - [[Status ID's for Display Type]]
+
  Event/Battle: 0x80045944
 +
World Map/Formation: 0x8019A204
 
   
 
   
  80093de8 - Ability Animation number
+
  0x8000 Left
   
+
  0x4000 Down
  80093e10 - [[Ability Animation Flags]] (0x200 abilities, 3 bytes each)
+
  0x2000 Right
+
  0x1000 Up
800943e4 - [[Item Graphic Data]] (0x7f total?)
+
  0x0800 Start
+
  0x0400 R3
80094748 - [[Spritesheet Data]] (4 bytes each, 0x9f total)
+
  0x0200 L3
   
+
  0x0100 Select
  80094a40 - (start of below? Counter is set to +1 before so it starts at 94a44)
+
  0x0080 Square
80094a44 - Status Flags (for Display? 28 total, 4 bytes each)
+
  0x0040 Cross (X)
80094ae4 - Start of some list of palettes
+
  0x0020 Circle
80094ba4 - ? Palettes
+
  0x0010 Triangle
+
  0x0008 R1
80096024 - ? (set to 0 after prepping to display earned Exp/JP) (word)
+
  0x0004 L1
+
  0x0002 R2
800960e4 - (set to 0x28 after prepping earned Exp/JP) (Word)
+
  0x0001 L2
 
80096100 - AT List ID (used to determine which data to load from the AT list)
 
 
80096118 - Misc ID? (word)
 
8009611c - Misc ID? (word)
 
 
800961b4 - Unit's X Coordinate?
 
800961b8 - Unit's Map Level? (0 = base floor, 1 = higher floor)
 
800961bc - Unit's Y Coordinate?
 
 
 
(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
 
 
 
 
80098a54 - Pointer to last unit's Misc Data?
 
 
80098dcc - numerical display data
 
 
80098dd4 - numerical display data?
 
 
800995ec - (word)
 
 
800995f4 - (14 groups at 0x982 bytes each)
 
800995f5 - 1 = skip setting below data?
 
800995f6 - [[(16 sections, 8 bytes each)]]
 
80099676 - [[Palette Color Mod Data]] (16 sect. w/ 16 colors; 7 bytes each color (0x700 total))
 
80099d76 - [[Raw Palettes]] (16 sections, 16 colors, 2 bytes each (0x200 total))
 
 
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
 
  800a77a8 - word loaded to coprocessor 2 register: gtedr00_vxy0
 
800a77ac - word loaded to coprocessor 2 register: gtedr00_vz0
 
 
 
800b7308 - [[Miscellaneous Unit Data]] - Giant display section (0x440 bytes each)
 
 
800B8594 - start of inventory data?
 
 
800bd8cc - data sent back from GPU?
 
 
800bd8e4 - data sent back from GPU - gtedr14_sxy2
 
 
 
800d4578 - amount of days on proposition
 
800d4574 - amount of days on proposition
 
 
800e4e9c - Map Max X coordinate
 
800e4ea0 - Map Max Y coordinate
 
800e4ea4 - Modified Palettes (14 chunks at 512 bytes each)
 
0x000 -> Modified Palettes
 
0x982 ->
 
   
 
  800e6bb0 - list of return addresses
 
  800e6c98 - list of return addresses
 
   
 
  800f5ba8 - current loaded map (set at f385c)
 
  800f5c58 - map data
 
 
800f5e74 - [[Move-Find Item Data]] (and Traps)
 
80124604 - [[Map GNS Data]]?
 
 
8014cf68 - [[Status Image Data]] (4 bytes each, 0xc4 total)
 
 
8014d09a - [[hit % data]] (for display?)
 
 
8014d0d2 - some unit Reaction ID (other stuff above/below here)
 
8014d0d4 - some unit Support ID
 
8014d0d6 - some unit Movement ID
 
 
8015d304 - Current Unit's ID (* 0x1c0 for Data Pointer)
 
 
80165eb4 - [[Palette Pointer Mod 1]]? (halfword)
 
80165eb6 - Palette Pointer Mod 2? (halfword)
 
 
80165ef4 - some item datA?
 
 
80165f9c - item data pointer?
 
 
8016866c - start of a set of data 0x0c long, (0x1b0 total) (0x24 sets)
 
 
80172258 - target current action pointer
 
 
80173e68 - ? [[changes with different message displayed]] (execute action, select target, etc.)
 
 
80173f8c - [[Pointers to Text Data]] (Mod below / 0x200 + 173f8c)
 
 
80174060 - Displayed Skillsets (act Menu) - ff in first slot that doesn't have skillset, rest 00
 
 
80174068 - Action return address table (based on "action menu byte" of skillset)
 
 
801740a8 - [[Menu Code Pointers]]
 
 
801740e8 - [[Menu Code Pointers 2]]
 
 
8018f520 - active units ID?
 
 
8018f5f0 - [[AI calculation types]]? (word)
 
 
Current Golem Amounts (by team)
 
8018f5f4 - Blue Team
 
8018f5f6 - Red Team
 
8018f5f8 - Light Blue Team
 
8018f5fa - Green Team
 
 
8018f5fc - Dealing with displayed damage?
 
 
[[Zodiac Compatability Modifiers]]
 
8018f600 - Aries
 
8018f601 - Taurus
 
8018f602 - Gemini
 
8018f603 - Cancer
 
8018f604 - Leo
 
8018f605 - Virgo
 
8018f606 - Libra
 
8018f607 - Scorpio
 
8018f608 - Sagittarius
 
8018f609 - Capricorn
 
8018f60a - Aquarius
 
8018f60b - Pisces
 
 
8018f7ec - Used Ability Flags 1
 
 
8018f86d - [[current units movement supports]]
 
 
8018f8c8 - Acting Unit ID (word)
 
 
8018f8cc - [[Tile Data]] (8 bytes each, +100h for Higher Elevation tiles)
 
 
801908cc - Unit [[Battle Stats]] (Unit ID * 0x1c0 for specific location)
 
 
80192d8c - Attacker Current Action Data Pointer
 
80192d90 - Target Current Action Data Pointer
 
80192d94 - Attacker's Data Pointer
 
80192d98 - Target Data Pointer
 
 
80192d9c - Reaction ID
 
 
80192da0 - [[Copy of Acting Unit's Current Action Data]]? 0x2c long
 
 
80192dcc - X coordinate of target
 
80192dd0 - Y coordinate of target
 
80192dd4 - map level of target
 
 
80192dd8 - [[Moveable/Targetable Panel Grid]] (By rows of X panels, 0x10 in each row)
 
  
  80193848 - [[Current Ability Data section]] -
+
  801612dc - Start of SAMPLE.LZW (should this be above?)
80193913
 
  
  80193914 - move find item data 2 (loaded from static)
+
  ENTD data - Loaded into RAM 0x1dc000 during battle setup
80193918 - move find item data 3
+
 
8019391c - move find item data 4
+
  0x00 - Base Class / Character ID (Also affects sprites)
+
  0x01 - "Gender" Byte (ENTD Flags)
80193924 - [[Unit AI Extended Status Data]] (16 total, 0x40 bytes each)
+
    0x80 - Male
+
    0x40 - Female
80193d24 - [[Attacker's AI Data]]
+
    0x20 - Monster
+
    0x10 - Join After Event
80193d44 - Acting Unit's Used Ability ID
+
    0x08 - Load as Guest
+
    0x04 - Has ??? Stats
80193d98 - AI Targeting? Code Pointers
+
    0x02 - ?
+
    0x01 - Join as Guest
80193aec - [[Player unit information]] (0x40 long for 5 units?)
+
  0x02 - Name
+
  0x03 - Level (over 99 = Party Level + Value - 100)
[[Table of Offsets from]] 0x193D48-E4F
+
  0x04 - Birth Month
+
  0x05 - Birth Day
8019f358 - [[X/Y Mods]] (2 bytes each, 4 total)(for targeting? gets added to base values)
+
  0x06 - Brave
+
  0x07 - Faith
8019f3c0 - Unit AI Extended Status Data Pointer
+
  0x08 - Job Unlocked
8019f3c4 - [[Start of AI data]]
+
0x13 - Mime
+
0x12 - Dancer
+
0x11 - Bard
801b48d0 - table of effect file start locations
+
0x10 - Calculator
 
+
0x0f - Ninja
801b63e8 - ability loaded flag?
+
0x0e - Samurai
+
  0x0d - Lancer
801b63f0 - Ability Effect (2 bytes each, 0x1c6 total)
+
0x0c - Geomancer
+
0x0b - Oracle
801b677c - Event Effects (2 bytes each, 0x25 total)
+
0x0a - Mediator
+
0x09 - Thief
801b84ac - list of bytes based on ability animation flags
+
0x08 - Summoner
+
0x07 - Time Mage
801b8b60 - Attacker's ID? (Word)
+
0x06 - Wizard
+
0x05 - Priest
801c24d0 - loaded ability effect (half)
+
0x04 - Monk
+
0x03 - Archer
[[Loaded into RAM]] 0x1dc000 during battle setup
+
0x02 - Knight
+
0x01 - Chemist
801b63f0 - Ability Effect (2 bytes each, 0x1c6 total)
+
  0x09 - Job Level
801b677c - Event Effects (2 bytes each)
+
  0x0a - Job ID
 
+
  0x0b - Secondary ID
== WLDCORE.BIN Locations ==
+
  0x0c - Reaction
80096A54 - Pointer to World Map Script Data
+
  0x0e - Support
+
  0x10 - Movement
800970AC - Rumor's Appearence in Town
+
  0x12 - Helmet
0x0000
+
  0x13 - Armor
0x01 - Zarghidas Trade City
+
  0x14 - Accessory
0x02 - Bervenia Free City
+
  0x15 - RH Equip
0x04 - Warjilis Trade City
+
  0x16 - LH Equip
0x08 - Goug Machine City
+
  0x17 - Palette
0x10 - Zaland Fort City
+
  0x18 - ENTD Flags
0x20 - Dorter Trade City
+
0x80 - Always Present
0x40 - Coal City
+
0x40 - Randomly Present
0x80 - Yardow Fort City
+
0x20 - Team Bit 1. 0x20 and 0x10 is Light Blue. 0x20 is Green.
  0x0001
+
0x10 - Team Bit 2. 0x10 is Red. If neither bit, team is Blue.
0x01 - Magic City Gariland
+
0x08 - Control
0x02 - Zeltenia Castle
+
0x04 - Immortal
0x04 - Limberry Castle
+
  0x02 - (if both 01 and 02, then immune to knockback)
0x08 - Lionel Castle
+
0x01 - (both set by Ramza when initialized)
0x10 - Igros Castle
+
  0x19 - X Coordinate
0x20 - Riovanes Castle
+
  0x1a - Y Coordinate + Facing/Upper Level Flag
0x40 - Leselia Castle
+
  0x1c - Starting Experience
  0x0002 - Padding (always 0x0000)
+
  0x1d - Primary Skillset
800971b0 - Brave Story Event Table
+
  0x1e - War Trophy
80097234 - Start of World Map Script Data
+
  0x1f - Gil (* 100)
   
+
  0x20 - Unit ID
8009ee50 - Pointer Table to the World Map Script Routines
+
  0x21 - X Position (for AI)
+
  0x22 - Y Position
8009f244 - 0x01 if loading Bar/Shop/Soldier Office menu, otherwise 0x00?
+
  0x23 -
+
0x40 - Focus on Target in 0x24?
8009f254 - Current Map Location
+
  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)
8009f264 - 0x09 if loading Bar menu, otherwise 0x01?
+
0x08 - Coward-like? (stay behind X/Y location?)
+
 
800d0980 - Gil for Proposition (half-word)
+
Notes: 0x10 seems to override 0x20
+
 
800d09a0 - Party ID of first unit on Proposition
+
0x20 seems to keep it's distance until it can get close enough to you?
+
 
800d09a4 - Party ID of second unit on Proposition
+
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
800d09a8 - Party ID of third unit on Proposition
+
their 10 tile radius (testing with 3 move archer with bow)
+
they will not move unless they need to.
800d457c - Amount of units going on Proposition
+
 
+
seem to keep 10 away unless unable to move farther back, then they move
800d4644 - World Map Control
+
back towards the center of their radius. you can force them out of their
0x0001 - ????
+
area by moving towards them (but out of their firing range), and continue
0x0002 - Failed World Map check
+
to push them out, but the turn after they leave the area they will move
800d464c - Pointer to the World Map Script offset
+
back towards it, even if you are within the 10 tile radius.
800d4650 - byte total of how far the world map control has read into
+
 
 +
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 -
  
== World.bin Locations ==
+
(unsure who added these or what file they're for)
  801c83f8 - Job Wheel job list
+
80190814 -
 +
80192db0 -
 +
80192dc5 -
 +
801934c2 -
 +
801937d3 -
 +
80193d47 -
 +
801b8da4 -
 +
801b8d4c -
 +
  801b9134 - ?

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 - ?