Difference between revisions of "BATTLE.BIN Data Tables"

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  80067000 - List of return addresses (0x794 lines or 0x1e4 addresses)
+
==BATTLE.BIN Routines==
 +
 
 +
  [[BATTLE.BIN Routines]]
  
80067830 - (unlabelled?)
+
==GPU, VRAM, and CPU Related Addresses==
  
 
  80067838 - Pointers for Numerical Display Color Code (0xd1 pointers)
 
  80067838 - Pointers for Numerical Display Color Code (0xd1 pointers)
 
  80067b80 - Pointers for Display Type Code (SP/CT/Br/Fa/PA/MA)
 
  80067b80 - Pointers for Display Type Code (SP/CT/Br/Fa/PA/MA)
  80067bac - ? (0x2a long)
+
  80067bac - Field positional data for damage/status text as it bounces onto the field
  80067bd8 - ?2
+
  80067bd8 - "
  80067c04 - ?3
+
  80067c04 - "
  80067c30 - ?4
+
  80067c30 - "
  80067c5c - ?5
+
  80067c5c - "
  80067c88 - ?6
+
  80067c88 - "
 +
(the above is somewhat elaborate and above my motivation grade right now. but it seems encoded in such a way that certain digits will appear later (data has intervals of like 0x15 but with big blank spaces of 0) which describes how the numbers bounce in one after the other when a unit takes damage.)
  
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
 
 
800680dc - Map and direction related flags? stores horizontal/vertical flip flags, facing mod and generic walking anim for current map rotation per facing angle
 
0x00 - South facing horizontal/vertical flip flags
 
0x02 - West facing horizontal/vertical flip flags
 
0x04 - North facing horizontal/vertical flip flags
 
0x06 - East facing horizontal/vertical flip flags
 
0x08 - South facing mod
 
0x0a - West facing mod
 
0x0c - North facing mod
 
0x0e - East facing mod
 
 
0x30 - south facing walking animation
 
 
0x38 - West facing walking animation
 
 
0x40 - North facing walking animation
 
 
0x48 - East facing walking animation
 
 
 
  800682cc - Color Modification Code Pointers
 
  800682cc - Color Modification Code Pointers
  
  800942ab -  
+
  800960cc - set to 04 in map zoom routine
 +
800960d0 - Map Zoom
 +
0x04 - Zoomed out
 +
0x01 - Zoomed In
  
  80093d08 - Display Type (page?)
+
80098a24 - Rotation matrix elements (0x13 long, word each)
  0x00 - HP Damage
+
80098a38 - Translation vectors (3 words)
  0x01 - HP Healing
+
0x00 trx
  0x02 - MP Damage
+
0x04 try
  0x03 - MP Healing
+
0x08 trz
  0x04 - SP Damage
+
 
  0x05 - SP Bonus
+
800a7790 - word loaded to coprocessor 2 register: gtedr00_vxy0
  0x06 - CT Damage
+
800a7794 - word loaded to coprocessor 2 register: gtedr00_vz0
  0x07 - CT Bonus
+
800a7798 - word loaded to coprocessor 2 register: gtedr01_vxy1
  0x08 - Brave Damage
+
800a779c - word loaded to coprocessor 2 register: gtedr01_vz1
  0x09 - Brave Bonus
+
800a77a0 - word loaded to coprocessor 2 register: gtedr02_vxy2
  0x0a - Faith Damage
+
800a77a4 - word loaded to coprocessor 2 register: gtedr02_vz2
  0x0b - Faith Bonus
+
before rtpt
  0x0c - PA Damage
+
 
  0x0d - PA Bonus
+
800a77a8 - word loaded to coprocessor 2 register: gtedr00_vxy0
  0x0e - MA Damage
+
800a77ac - word loaded to coprocessor 2 register: gtedr00_vz0
  0x0f - MA Bonus
+
before rtps
  80093d18 - Status ID's for Display Type
+
 
  Bytes:
+
800b9eb4 - gtecr31_flag
  0x00 -  
+
  0x01 - Crystal
+
  0x02 - Dead
+
800b9f14 -
  0x03 - Undead
+
 
  0x04 - Charging
+
800bb704 - start of some data
  0x05 - Jump
+
 
  0x06 - Defending
+
800bcbf4 - start of some data
  0x07 - Performing
+
 
  0x08 - Petrify
+
800bd8cc - data sent back from GPU?
  0x09 - Invite
+
 
  0x0a - Darkness
+
800bd8e4 - data sent back from GPU - gtedr14_sxy2
  0x0b - Confusion
+
 
  0x0c - Silence
+
800b6294
  0x0d - Blood Suck
+
 
  0x0e - Cursed
+
8010aad4 - even-frame sky-polygon
  0x0f - Treasure
+
801198fc - odd-frame sky-polygon
  0x10 - Oil
+
 
  0x11 - Float
+
8016986c - Thread array (Each thread data block is 0x400 = 1024 bytes, and includes its own stack); 16 entries total
  0x12 - Reraise
+
    0x00 - Thread function parameter 1
  0x13 - Transparent
+
    0x04 - Thread function parameter 2
  0x14 - Berserk
+
    0x08 - Thread function parameter 3
  0x15 - Chicken
+
    0x0c - ? (Set to 0 when thread is initialized)
  0x16 - Frog
+
    0x10 - 0x2c: Saved register values for this thread ($s0 - $s7)
  0x17 - Critical
+
    0x30 - 0x34: Kernal register values for this thread ($k0 - $k1)
  0x18 - Poison
+
    0x38 - Global pointer for this thread ($gp)
  0x19 - Regen
+
    0x3c - Stack pointer for this thread ($sp)
  0x1a - Protect
+
    0x40 - Frame pointer for this thread ($fp)
  0x1b - Shell
+
    0x44 - Address of first command for this thread to run upon being started or resumed ($ra)
  0x1c - Haste
+
    0x48 - IsRunning value (boolean; True (1) if thread is currently active/running, false (0) if not)
  0x1d - Slow
+
    0x4c - Task ID (Matches those listed in WaitForInstruction event command)
  0x1e - Stop
+
    0x50 - 0x68: ? (Set to 0 when thread is initialized)
  0x1f - Wall
+
    0x6c and beyond: Stack for this thread; ~900 bytes available
  0x20 - Faith
+
 
  0x21 - Innocent
+
80174038 - Currently running thread ID (i.e. which thread has the CPU right now)
  0x22 - Charm
+
 
  0x23 - Sleep
+
==Game Loop Addresses==
  0x24 - Don't Move
+
 
  0x25 - Don't Act
+
80067cb8 - return address list based on post-action display type (exp,jp, etc.) (for 0x51 display types)
  0x26 - Reflect
+
 
  0x27 - Death Sentence
+
  80093d08 - Display Type (page?)
+
  0x00 - HP Damage
IDs:
+
  0x01 - HP Healing
0x00 - Dead?
+
  0x02 - MP Damage
0x01 - Undead
+
  0x03 - MP Healing
0x02 - Petrify
+
  0x04 - SP Damage
0x03 - Invite
+
  0x05 - SP Bonus
0x04 - Darkness
+
  0x06 - CT Damage
0x05 - Confusion
+
  0x07 - CT Bonus
0x06 - Silence
+
  0x08 - Brave Damage
0x07 - Blood Suck
+
  0x09 - Brave Bonus
0x08 - Oil
+
  0x0a - Faith Damage
0x09 - Float
+
  0x0b - Faith Bonus
0x0a - Reraise
+
  0x0c - PA Damage
0x0b - Transparent
+
  0x0d - PA Bonus
0x0c - Berserk
+
  0x0e - MA Damage
0x0d - Poison
+
  0x0f - MA Bonus
0x0e - Regen
+
  80093d18 - Status ID's for Display Type
0x0f - Protect
+
  Bytes:
0x10 - Shell
+
  0x00 -  
0x11 - Haste
+
  0x01 - Crystal
0x12 - Slow
+
  0x02 - Dead
0x13 - Stop
+
  0x03 - Undead
0x14 - Faith
+
  0x04 - Charging
0x15 - Innocent
+
  0x05 - Jump
0x16 - Charm
+
  0x06 - Defending
0x17 - Sleep
+
  0x07 - Performing
0x18 - Don't Move
+
  0x08 - Petrify
0x19 - Don't Act
+
  0x09 - Invite
0x1a - Reflect
+
  0x0a - Darkness
0x1b - Death Sentence
+
  0x0b - Confusion
 
+
  0x0c - Silence
 
+
  0x0d - Blood Suck
 
+
  0x0e - Cursed
(probably to go in [[SEQ & Animation info page]] and [[SHP & Graphic info page]]?)
+
  0x0f - Treasure
Weapon Sounds (0x00 = item type 0x01 - knife)
+
  0x10 - Oil
80093d40 - Weapon Whoosh
+
  0x11 - Float
80093d60 - Weapon Hit
+
  0x12 - Reraise
80093d80 - Shield Deflection
+
  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:
80093de8 - Ability Animation number
+
  0x00 - Dead?
+
  0x01 - Undead
80093e10 - Ability Animation Flags (0x1C6 abilities, 3 bytes each) (Doesn't include all 0x200 because Support and Movement abilities are not included)
+
  0x02 - Petrify
  0x00 - Flags 1
+
0x03 - Invite
  0x01 - Flags 2 (Monster Animations)
+
  0x04 - Darkness
  0x02 - Flags 3
+
  0x05 - Confusion
0x00094364 - Weapon Change of Animation (multiplied by 2 (+1 if camera is behind the unit) to get true animation - applied to unit when attacking
+
  0x06 - Silence
  Fists: 3d 3e 3f
+
  0x07 - Blood Suck
  Daggers: 40 41 42
+
  0x08 - Oil
  Ninja Blades: 40 41 42
+
  0x09 - Float
  Swords: 40 41 42
+
  0x0a - Reraise
  Knight Swords: 40 41 42
+
  0x0b - Transparent
  Katana: 40 41 42
+
  0x0c - Berserk
  Axes: 40 41 42
+
  0x0d - Poison
  Rods: 40 41 42
+
  0x0e - Regen
  Staffs: 40 41 42
+
  0x0f - Protect
  Fails: 40 41 42
+
  0x10 - Shell
  Guns: 50 51 52
+
  0x11 - Haste
  Crossbows: 53 54 55
+
  0x12 - Slow
  Bows: 53 54 55
+
  0x13 - Stop
  Instruments: 57 57 57
+
  0x14 - Faith
  Dictionaries: 56 56 56
+
  0x15 - Innocent
  Polearms: 4d 4e 4f
+
  0x16 - Charm
  Poles: 4d 4e 4f
+
  0x17 - Sleep
  Bags: 77 78 79
+
0x18 - Don't Move
  Cloths: 77 78 79
+
0x19 - Don't Act
All other item types exist, but the animations are set to 0.
+
  0x1a - Reflect
800943e4 - Item Graphic Data (0x7f total?)
+
0x1b - Death Sentence
  0x00 - Palettes
+
 
0xF0 - WEP1 Palette
+
  80096024 - ? (set to 0 after prepping to display earned Exp/JP) (word)
0x0F - WEP2 Palette
+
 
  0x01 - Graphic ID (multiple of 2)
+
  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)
80094508 - halves, based on number of sprite sections
+
80094ae4 - Start of some list of palettes
+
 
  8009453c - Unit raw size measurements? all words. contains many possible raw size combinations (for the record, these are all *8 to get the true graphic size.)
+
800960d4 - controller input for map tilt?
+
 
  800946c8 - weapon/effect raw size measurements? all words, with only a byte of data each. this is just inefficient.
+
800960dc - cleared before setting next control script
 
   
 
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 - Graphic height
 
  
  800949c4 - emergency fall back frame (facing camera)
+
  800960e4 - (set to 0x28 after prepping earned Exp/JP) (Word)
        0x00 - Type 1 = 0x0b
+
set to 0x2b after prepping ability effect?
        0x01 - Type 2 = 0x0b
+
Type of display - Has something to do with what display function is happening
        0x02 - Cyoko = 0x02
+
0x2b - ability Effect
        0x03 - Mon = 0x02
+
0x29 - Action being taken?
        0x04 - ??? = 0x01
+
0x28 - Exp/JP
        0x05 - Ruka = 0x02
+
0x1b - Action confirmation
        0x06 - Arute = 0x01
+
0x19 - Targeting, Target selected
        0x07 - Kanzen = 0x01
+
0x18 - Select within firing range
        0x08-0x0c - 0x00
+
0x17 - Targeting, no target selected
800949d0 - emergency fall back frame (facing away from camera)
+
0x16 - Specify target with cursor message (pre-targeting) / Can't execute action, no targets from panel
        0x00 - Type 1 = 0x10
+
0x14 - Specify Direction for wait message
        0x01 - Type 2 = 0x10
+
0x13 - Selecting direction for wait
        0x02 - Cyoko = 0x04
+
0x08 - AT / Unit list / Options
        0x03 - Mon = 0x04
+
0x04 - All menus + status screen
        0x04 - ??? = 0x06
+
0x00 - Moving around battleground with cursor (Free cursor)
        0x05 - Ruka = 0x04
 
        0x06 - Arute = 0x0a
 
        0x07 - Kanzen = 0x0a
 
        0x08-0x0c - 0x00
 
8009612c - Weapon being sheathed? 2 if not, 0 if so (word). 1 appears to be dummied?
 
800962f4 - Data for spritesheets? (0x688 each, 5 sections - up to Ruka sheets) SHP (I forget what this is about...)
 
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
 
800a1c84 - [[Unit Animations]] start. loaded in ENTD order
 
  
  800a69d0 - [[Weapon Animations]] start.
+
  800960e8 - value of 800960e4 stored here
800a839c - some pointer for Ruka and above spritesheets?
 
800bdf0c - SHP data (I investigated this, can't recall what it was for.)
 
        0x00-0x3c -
 
  0x40-0 - SHP pointers (words)
 
        0x840- SEQ Animation command pointers (words)
 
  
  800bfa38 - SEQ Unit animation command pointers (words)
+
  80096118 - Casting units ID? (mimic?), ability CT resolution
 +
8009611c - Casting units Misc ID?
 +
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
  
  800c1260 - Type 1 SHP
+
  80096204 - post action display phase
800c5e8e - WEP 1 SHP
 
        0x00 - Number of graphics to load (0x07) & pointer to weapon rotation (0xf8)
 
        0x01 - Weapon's Eff rotation bytes
 
              0x01 - transparent (even if not flipped on, this is set true anyway when saving.)
 
              0x02 - flip horizontally
 
              0x04 - flip vertically
 
              0x08 - ?
 
              0x20 - ?
 
              0x40 - ?
 
        0x02 - X shift (I'd assume relative to the unit. useful for pole thrusting)
 
        0x03 - Y shift
 
        0x04 - Graphic size pointer (0x3c00), Raw X pixel offset (0x001f), Raw Y pixel offset (0x03e0). (halfword)
 
800c0e58 - ARUTE/KANZEN SEQ data
 
800cfa30 - SEQ data (0x408 each, 5 sections
 
0x00
 
0x408
 
0x810
 
0xc18
 
0x1020
 
  
 +
80096214 - Action Phase
 +
  0x00 - pre-action
 +
  0x01  - acting unit's action
 +
  0x02 - reacting unit's action
 +
  0x03 - post-action
  
  800949dc - X coordinates to load status bubble icons (KO stars, AT icon also), starts with KO stars: 22 bytes long
+
  8009621C - Unit misc ID when selected by cursor
800949f4 - Y coordinates to load status bubble icons (KO stars, AT icon also), starts with KO stars: 22 bytes long
 
  
 +
80096220 - Target/Attacker Tile pointer
 +
80096224 - Target/Attacker Tile Pointer
  
  80094a0c - X coordinates to load death counter numbers
+
  80096244 - Post Effect Message Counter (unit number?) increasing while setting messages
  80094a24 - Y coordinate to load death counter numbers
+
  80096248 - Post Effect message data 0x08 long, 0x10 sections
+
    0x00 - Message Type
80094a40 - (start of below? Counter is set to +1 before so it starts at 94a44)
+
        -0x1c - Item Stolen
80094a44 - Status Flags (for Display? 28 total, 4 bytes each)
+
        -0x1d - Item broken
  80094ae4 - Start of some list of palettes
+
        -0x27 - CT change
 +
        -0x28 - Speed change
 +
        -0x29 - Brave CHange
 +
        -0x2a - Faith CHange
 +
        -0x2b - PA Change
 +
        -0x2c - MA Change
 +
        -0x2d - Golem message
 +
        -0x2e - Gils Change
 +
        -0x2f - Xp Change
 +
    0x01 - Unit ID (Displayed Name)
 +
    0x02 -  
 +
    0x03 -
 +
    0x04 - Additionnal info (Word)
 +
        - 0x000000XX - XX is Item ID (broken or stolen)
 +
        - 0x000080XX - XX is katana ID if broken katana
 +
  8009624c - item to break
  
  80094ba4 - ? Palettes
+
  80098d84 - Type of action (mimic / ability CT resolution)
 +
0x0100 - active turn?
 +
0x0200 - ability CT resolution
 +
0x0300 - crystal/treasure?
  
  80096024 - ? (set to 0 after prepping to display earned Exp/JP) (word)
+
  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?
  
800960c0 -
+
==Battle Related Data==
  
  800960c4 -  
+
  800b7308 - [[Miscellaneous Unit Data|Miscellaneous/ENTD Unit Data]]
 
+
0x000 - Pointer to previous unit's misc data (00000000 means this is the first)
800960cc - set to 04 in map zoom routine
+
0x004 - Unit Misc ID?
800960d0 - Map Zoom
+
0x005 - Spritesheet VRAM slot
  0x04 - Zoomed out
+
0x006 - Spritesheet ID
  0x01 - Zoomed In
+
0x007 - Stored Palette? (Xif)
 
+
0x008 - ? (less than 31 skips Unit ID check?) (halfword)
 
+
incremented on ability display
 
+
800960d4 - controller input for map tilt?
+
0x00a - set to 1 when using ability
 
+
800960d8 - Map Tilt
+
0x00c (half) -Change of animation (set when changing animation)
0x02 - Steep
+
animation = unit animation(see video in important links) + 01
0x01 - Flat
+
 +
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 - sprite display bytes
 +
0x80 - no notable effect
 +
0x40 - if transparent, the unit is darkened considerably.
 +
0x20 - if transparent, the unit is lit up considerably.
 +
0x10 - no notable effect
 +
0x08 - no notable effect
 +
0x04 - flip sprite vertically (lol when would you need this)
 +
0x02 - flip sprite horizontally
 +
0x01 - transparent sprite
 
 
 
 
800960dc - cleared before setting next control script
 
  
 +
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
  
800960e4 - (set to 0x28 after prepping earned Exp/JP) (Word)
+
0x050 - X ?(halfword)
set to 0x2b after prepping ability effect?
+
0x052 - Height? ?(halfword)
Type of display - Has something to do with what display function is happening
+
0x054 - Y ?(halfword)
0x2b - ability Effect
+
0x29 - Action being taken?
+
0x060 - X ?(halfword)
0x28 - Exp/JP
+
0x062 - Height? ?(halfword)
0x1b - Action confirmation
+
0x064 - Y ?(halfword)
0x19 - Targeting, Target selected
+
-----
0x18 - Select within firing range
+
0x17 - Targeting, no target selected
+
0x070 - Current Facing? (/ 0x400 = facing)
0x16 - Specify target with cursor message (pre-targeting) / Can't execute action, no targets from panel
+
0xc00 - Facing East
0x14 - Specify Direction for wait message
+
0x800 - Facing North
0x13 - Selecting direction for wait
+
0x400 - Facing West
0x08 - AT / Unit list / Options
+
0x000 - Facing South
0x04 - All menus + status screen
+
0x072 - Attack Facing? (FFFF = no facing change; this is the facing after attack)
0x00 - Moving around battleground with cursor (Free cursor)
+
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)(if riding)
 +
 +
0x7a - chicken/frog/crystal/treasure graphic Y offset
 +
0x30 - frog
 +
0x60 - crystal
 +
Otherwise, 0x00.
  
800960e8 - value of 800960e4 stored here
+
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)?
  
  (page for scattered battle data? stuff like, stored ID, AT list, just to keep it all in one place?)
+
  first to be changed
800960f0 - Set to 1 when status is selected in main battle menu
+
0x080 - Unit's X Coordinate (While moving)
+
0x081 - Unit's Y Coordinate (While moving)
800960f8
+
0x082 - Unit's Map Level + flags (While moving) (with 0x83 byte)
800960fc
+
0x083 - Motion Flags
 +
0x10 - Float
 +
0x20 - Currently dragoon jumping upward (not set on way down (removed after set))
 +
 +
0x084 - Unit's X Coordinate (Previous Location?) (saved location until move confirmed)
 +
0x085 - Unit's Y Coordinate
 +
0x86 - Units map level
  
  80096100 - AT List ID (used to determine which data to load from the AT list)
+
0x98 - Number of tiles moved so far in current movement    //cleared when knocked back
80096104 - Map ID
+
        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 - Position relative to the camera, unsure which one is which direction though. 2 halfwords at 0x120, another at 0x128.
  
80096110 - cleared in ability effect routines
+
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
  
80096118 - Casting units ID? (mimic?), ability CT resolution
+
0x138 - Used Ability ID
8009611c - Casting units Misc ID?
+
0x13a - used Item/Weapon ID
800961b4 - Cursor X Coordinate (Cursor)
+
0x13b - Equipped weapon type (determines unit animation)
800961b8 - Cursor Map Level (0 = base floor, 1 = higher floor)
+
800961bc - Cursor Y Coordinate (Cursor)
+
0x13c - set to 0 when ability CT resolves / mimic ability used
800961c0 - Timer Counter for cursor repeat speed
+
0x13d - ENTD flags from Unit data
 
 
80096200 - learned ability (learn on hit)?
 
80096204 - post action display phase
 
 
 
 
 
80096208 - Move find item/trap/move-stat up results for display
+
  0x13e - (skips 0x822bc code if != 0)(byte) - modified palette byte
0x01 - treasure chest item?
+
  0x13f - (byte)
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
+
  0x140 - Status Flags 1
 
+
0x80 - Confusion
8009620c - trap to display?
+
0x40 - Sleep
80096210 - Item to display
+
0x20 - Petrify
80096214 - Action Phase
+
0x10 - Stop
  0x00 - pre-action
+
0x08 - Critical
  0x01 - acting unit's action
+
0x04 - Dead
  0x02 - reacting unit's action
+
0x02 - (disabled if 0x130 = 1)
  0x03 - post-action
+
0x01 -  
 
+
0x141 - Status Flags 2
8009621C - Unit misc ID when selected by cursor
+
0x80 - Faith
 
+
0x40 - Berserk
80096220 - Target/Attacker Tile pointer
+
0x20 - Cursed
80096224 - Target/Attacker Tile Pointer
+
0x10 - Haste
 
+
0x08 - Slow
80096244 - unit number?
+
0x04 - Defending
80096248 - units action data 0x08 long?, 0x0b sections?
+
0x02 - Charging
0x00
+
0x01 - Performing
  -0x28 - speed change
+
0x142 - Status Flags 3
  0x01 - unit ID
+
0x80 - Oil
 
+
0x40 - Poison
8009624c - item to break
+
0x20 - Protect
 
+
0x10 - Shell
800962f4
+
0x08 - Don't Act
 
+
0x04 - Don't Move
 
+
0x02 - Blood Suck
(stuff for display)
+
0x01 - Innocent
800962d4 - HP Damage
+
0x143 - Status Flags 4
800962d6 - HP Healing
+
0x80 - (Originally Reflect?)
800962d8 - MP Damage
+
0x40 - Undead
800962da - MP Healing
+
0x20 - Regen
800962dc - SP Damage
+
0x10 - Reraise
800962de - SP Bonus
+
0x08 - Darkness
800962e0 - CT Damage
+
0x04 - Death Sentence
800962e2 - CT Bonus
+
  0x02 - Silence
800962e4 - Brave Damage
+
0x01 - Charm
800962e6 - Brave Bonus
+
  0x144 - Status Flags 5 (word)
800962e8 - Faith Damage
+
0x80 - Poached
800962ea - Faith Bonus
+
0x40 - Jump
800962ec - PA Damage
+
0x20 - Float
800962ee - PA Bonus
+
0x10 - Transparent
800962f0 - MA Damage
+
0x08 - Treasure (Enabling only)
800962f2 - MA Bonus
+
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
  
80098a24 - Rotation matrix elements (0x13 long, word each)
+
0x158 - 2 = AI Error? (word)
80098a38 - Translation vectors (3 words)
 
0x00 trx
 
0x04 try
 
0x08 trz
 
 
 
 
 
  80098a54 - Some units Misc Data Pointer
+
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
  
80098a54 - Pointer to last unit's Misc Data?
+
0x16e - 0x180 in unit data
 +
0x16f - 0x181 in unit data
  
80098d84 - Type of action (mimic / ability CT resolution)
+
0x174 - ability range? (return value from 0x17a8c0
0x0100 - active turn?
+
  0x17c - some word checked before action phase routines
  0x0200 - ability CT resolution
 
0x0300 - crystal/treasure?
 
  
80098db8 - ?? cleared after post action
+
0x180 - (word) 0xff if target ID = 0xff
 +
skips movement stuff if 0
  
80098dbc - some effect address
+
0x184 - X Coordinate to move to?
  
80098d70 - points to available scratchpad address [[Calculate_Available_RAM_Address]]; for effect data?
+
0x186 - (byte)
  
80098dcc - numerical display data
+
0x188 - Y Coordinate to move to?
  
80098dd4 - numerical display data?
+
Current action data?
 
+
0x18c - Reaction ID / Attacking unit ID? - Used Ability ID
800995ec - (word)
+
0x18d - Limit for 0x18e data (Targets Hit Counter)
 
+
  0x18e - Target list - Ends when 0xff is reached
800995f4 - (14 groups at 0x982 bytes each)
+
0x00 - Target unit ID?
  set 4 = Unit (team?) Palettes?
+
800995f5 - 1 = skip setting below data?
+
800995f6 - (16 sections, 8 bytes each)
+
0x19e/0x12 - set to 1 when animate on miss is not true, cleared when units are hit
  0x00 - (1 = active?)
+
  0x19f/0x13 - control value
0x01 -  
+
0x01 - math skill
  0x02 -  
+
  0x1a0/0x14 - last attack used ID (half)
  0x03 - (set to PV2 in 0x8f710)
+
  0x1a2/0x16 - ability formula? can poach?
  0x04 - (set to 0 if PV = 10 in 0x8f710)
+
  0x1a3/0x17 - ?? control value? set to 1 if reaction occurred
  0x05 - Red Mod (for what changed the below section)
+
  0x1a4/0x18 - Continue attack byte?
0x06 - Green Mod
+
0x01 - continue
0x07 - Blue Mod
+
0x00 - end
80099676 - Palette Color Mod Data (16 sect. w/ 16 colors; 7 bytes each color (0x700 total))
+
0x1a5/0x19 - Current Hit number
0x00 - Red Value
+
  0x1a6/0x1a - reaction ID?
  0x01 - Green Value
+
  0x1a7/0x1b -
  0x02 - Blue Value
+
  0x1a8/0x1c - target new X coordinate
  0x03 - Alpha Flag
+
  0x1a9/0x1d - Target new Y coordinate(for post action knockback?)
  0x04 - Modified Red? (0x1f if total of RGB = 0)
+
  0x1aa/0x1e - target map level
  0x05 - Modified Green?
+
  0x1ab/0x1f - used weapon ID
  0x06 - Modified Blue?
+
0x1ac/0x20 -
80099d76 - Raw Palettes (16 sections, 16 colors, 2 bytes each (0x200 total))
+
0x1ad/0x21 -
 
+
0x1ae/0x22 - can poach flag?
8009b27c - list of some misc data
+
  0x1af - can earn experience
 
+
  0x1b0 - Earned Experience (For Display?)
800a7784 - Map Tilt
+
  0x1b1 - Earned JP
  0x2e - flatter
+
  0x1b2 - Level (For Level UP! event?)
  0xc0 - steeper
+
0x1b3 - Job Level (stored if level changed)
800a7786 - Map Rotation (half)
+
0x1b4 - ? (byte)
  0x0002
+
0x1b5 -  
  0x0006
 
0x000a
 
0x000e
 
 
 
(page for this nonsense?)
 
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
 
 
 
800b9eb4 - gtecr31_flag
 
 
 
 
 
 
+
  0x1b7 - Inflicted/Removed Status Counter (max of 0x1b)
800b9f14 -  
+
0x1b8 - Display Flags 1
 
+
0x80 - CT Bonus
800bb704 - start of some data
+
0x40 - CT Damage
 
+
0x20 - SP Bonus
800bcbf4 - start of some data
+
0x10 - SP Damage
 
+
0x08 - MP Healing
800bd8cc - data sent back from GPU?
+
0x04 - MP Damage
 
+
0x02 - HP Healing
800bd8e4 - data sent back from GPU - gtedr14_sxy2
+
0x01 - HP Damage
 
+
0x1b9 - Display Flags 2
800b6294
+
0x80 - MA Bonus
 
+
0x40 - MA Damage
8015327c - Pointer to thread array (WORLD.BIN) (0x80195cd0)
+
0x20 - PA Bonus
 
+
0x10 - PA Damage
800b6698 - word, deals with palette modification (useful in a map related page?)
+
0x08 - Faith Bonus
0x00
+
0x04 - Faith Damage
0x01
+
0x02 - Brave Bonus
  0x02
+
0x01 - Brave Damage
0x03 -  
+
  0x1ba - Display Flags 3
  0x02 - skips stormy weather palette mod? (ignore weather mod)
+
  0x80 - "Guarded"
  0x01 - skips time of day palette mod? (Snow weather mod)
+
  0x40 - "Missed!"
8016986c - Thread array (Each thread data block is 0x400 = 1024 bytes, and includes its own stack); 16 entries total
+
0x20 - "CT0"
    0x00 - Thread function parameter 1
+
0x10 - "Quick"
    0x04 - Thread function parameter 2
+
0x08 - "Broken"
    0x08 - Thread function parameter 3
+
0x04 - "Stolen"
    0x0c - ? (Set to 0 when thread is initialized)
+
0x02 - +"1Lv."
    0x10 - 0x2c: Saved register values for this thread ($s0 - $s7)
+
0x01 - -"1Lv."
    0x30 - 0x34: Kernal register values for this thread ($k0 - $k1)
+
0x1bb - Display Flags 4
    0x38 - Global pointer for this thread ($gp)
+
0x20 - "No MP"
    0x3c - Stack pointer for this thread ($sp)
+
0x10 - "Silenced"
    0x40 - Frame pointer for this thread ($fp)
+
0x08 - "No Target"
    0x44 - Address of first command for this thread to run upon being started or resumed ($ra)
+
0x04 - Gained JP
    0x48 - IsRunning value (boolean; True (1) if thread is currently active/running, false (0) if not)
+
0x02 - Gained Exp
    0x4c - Task ID (Matches those listed in WaitForInstruction event command)
+
0x01 - "Caught"
    0x50 - 0x68: ? (Set to 0 when thread is initialized)
+
    0x6c and beyond: Stack for this thread; ~900 bytes available
+
 
 
+
80173e68 - ? changes with different message displayed (execute action, select target, etc.)
+
  0x1bc - End of Inflicted/Removed Status ID List (0x1b long, counts backwards)
  0x04 in memory changes
+
0x80 - Removal Flag
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?
 
  
80174038 - Currently running thread ID (i.e. which thread has the CPU right now)
+
0x01d8 - Unit Sprite Data
 
+
0x1d8 - Graphic trigger
800b7308 - Miscellaneous Unit Data (0x440 bytes each) (PAGE FOR THIS!!!)
+
0x1da -
0x000 - Pointer to previous unit's misc data (00000000 means this is the first)
+
0x1dc - Current animation (halfword)
0x004 - Unit Misc ID?
+
0x1de - frame command byte counter (unit)
0x005 - Spritesheet VRAM slot
+
0x1e0 - Frame
0x006 - Spritesheet ID
+
0x1e2 - Wait time (in frames)
0x007 - Stored Palette? (Xif)
+
0x1e4 - Loop counter
0x008 - ? (less than 31 skips Unit ID check?) (halfword)
+
0x1e6 - Unit animation
  incremented on ability display
+
0x1ea - Slow down amount
+
0x1ec - Frame offset (jarring)
0x00a - set to 1 when using ability
+
0x1ee - Wait command: frames left to wait
+
0x1f0 - rotation bytes
0x00c (half) -Change of animation (set when changing animation)
+
0x01 - transparent
  animation = unit animation(see video in important links) + 01
+
0x02 - Flip horizontally
 +
0x04 - flip vertically
 +
 
 +
0x1f4 - SHP Data Pointer
 +
0x1f8 - SEQ Data Pointer
 +
0x1fc - SHP Data Pointer
 +
0x200 - SEQ Data Pointer
 +
  0x204 - Sprite Display Section Pointer in Misc Data
 
 
 
 
  0x0e - (half) - VRAM Spritesheet ID?
+
  0x208 - WEP Sprite Data? (0x362) (seems to be 'current' weapon animation data.)
0x14 - First Unit Spritesheet
+
0x208 - Graphic trigger (1 is on screen, 0 is not on screen)
0x1c - Last Unit Spritesheet
+
0x20a - Graphic type (1 = Weapon, 2 = Effect) (Halfword)
0x1e - Wep sheet? item.bin?
+
0x20c - Weapon Animation (Halfword)
0x1f - Frame.bin
+
0x20e - frame command byte counter (weapon) (Halfword)
0x3f - Item.bin
+
0x210 - Frame (Halfword)
0x10 - (half) - VRAM palette ID
+
0x212 - amount of frames to stay unmoving
+
0x214 - loop counter
0x012 - sprite display bytes
+
0x216 - Weapon animation (saved)
  0x80 - no notable effect
+
  0x21a - Frame Delay (halfword)
  0x40 - if transparent, the unit is darkened considerably.
+
  0x21c - Another Frame offset? math works out in favour of making 1 here look like a low strike.
  0x20 - if transparent, the unit is lit up considerably.
+
  0x21e - Frame offset
  0x10 - no notable effect
+
 
  0x08 - no notable effect
+
  0x220 - Rotation bytes
0x04 - flip sprite vertically (lol when would you need this)
+
0x01 - transparent
0x02 - flip sprite horizontally
+
0x02 - Flip horizontally
0x01 - transparent sprite
+
0x04 - flip vertically
 
  
0x018 - X Mod * 4096
+
0x224 - SHP Data pointer (Word)
0x01c - Height Mod * 4096
+
0x228 - SEQ Data pointer (Word)
0x020 - Y Mod * 4096
+
0x22c - ? Display data pointer (with the 3 bytes of info and 1 byte of padding. Word)
 
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)
+
  0x238 - EFF Sprite Data? (0x3e6)
0x052 - Height? ?(halfword)
+
0x238 - graphic trigger?
  0x054 - Y ?(halfword)
+
0x23a - graphic type? (1 = weapon, 2 = effect) (halfword)
 +
0x23d - effect animation (halfword)
 +
0x23e - frame command byte counter (effect) (Halfword)
 +
0x240 - Frame? (Halfword)=
 +
0x242 - Frame + Frame delay + frame command byte (halfword)
 +
0x244 -
 +
0x246 - Effect animation?
 +
0x24a - Frame delay (basically always 0) (halfword)
 +
0x24c - Effect rotation? (halfword)
 +
0x24e - Wait command: Frames left to wait
 +
 +
0x220 - Rotation bytes
 +
  0x01 - transparent
 +
0x02 - Flip horizontally
 +
0x04 - flip vertically
 +
 +
0x254 - SHP Data pointer?
 +
0x258 - SEQ Data pointer?
 +
0x25c - ? Display data pointer(?)
 +
  0x268 - Numerical Display Data? (0x3aa)
 +
0x298 - Shadow (0x3ce)
 
 
 
 
  0x060 - X ?(halfword)
+
  0x2bc - Activation flag for Numerical Display/Status text
0x062 - Height? ?(halfword)
+
~ 0x2be - Display Type
0x064 - Y ?(halfword)
+
0x0200 - (uses 0x18e list?)
-----
+
0x0100 - "No MP"
+
0x00f0 - "Silenced"
0x070 - Current Facing? (/ 0x400 = facing)
+
0x00e0 - "No Target"
  0xc00 - Facing East
+
0x00d0 - "CT0"
  0x800 - Facing North
+
0x00c0 - "Quick"
  0x400 - Facing West
+
0x00b0 - "Broken"
  0x000 - Facing South
+
0x00a0 - "Stolen"
0x072 - Attack Facing? (FFFF = no facing change; this is the facing after attack)
+
0x0090 - +"1Lv."
  NOTE: Counter sets 0x72 to 0x70, 0x70 gets changed to facing towards
+
0x0080 - -"1Lv."
  attacker, then 0x70 is set back to 0x72 and 0x72 set to FFFF (end)
+
0x0070 - Status Removal
0x074 - (gets added to depth * 12 before subtracting from height)(halfword)
+
0x0060 - Status Infliction
0x076 - (added to final height value)(halfword)(if riding)
+
0x0050 - Gained JP
+
0x0040 - Gained Exp
0x7a -  
+
0x0030 - "Caught"
 
+
0x0020 - "Guarded"
  0x07c - Unit's X Coordinate initialized to ENTD (current location?)
+
0x0010 - "Missed!"
0x07d - Unit's Y Coordinate
+
0x000f - MA Bonus
0x07e - Unit's Map Level (0 = Floor 1, 1 = Floor 2)
+
0x000e - MA Damage
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)?
+
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.
  
first to be changed
+
  0x2c2 - Display Type (set to 0 if 0x2bc = 0, capped at 0x15; gets 0x45980 added to it)
  0x080 - Unit's X Coordinate (While moving)
+
(some frame/animation thing? used for loading 0x67bac data)
0x081 - Unit's Y Coordinate (While moving)
+
  0x2c4 - Numerical Display Pointer 1
  0x082 - Unit's Map Level + flags (While moving) (with 0x83 byte)
+
  0x2c8 - Numerical Display Pointer 2
  0x083 - Motion Flags
+
0x2cc - Numerical Display Pointer 3
0x10 - Float
+
0x20 - Currently dragoon jumping upward (not set on way down (removed after set))
+
  0x2d0 - something with display for item abilities?
+
  0x2d8 - Item/Equip Display Pointer
  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
+
  0x2dc - Activation byte for Status Bubble
        0x9c - Number of tiles in movement?                        //List of tiles to move to?
+
0x2dd - Which status bubble to show
        0x9d - 0x9d + (Number at 0x9c) - 1:
+
0x2de - X location of status bubble
            0x00 = Move east
+
0x2df - Y location of status bubble
            0x40 = Move west
+
  0x2e0 - Timer (word)
            0x80 = Move south
+
  0x2e4 - ? Pointer to 0x410 data - Status Bubble
            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)
+
  0x2e8 - Unused Section
                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?)
+
  *Display*
 
 
    0x11e - 0x18a Unit ID + 1 (not sure what unit though)
 
    0x11f - Previous 0x11e
 
  0x120 - Position relative to the camera, unsure which one is which direction though. 2 halfwords at 0x120, another at 0x128.
 
  
  0x12c
+
  0x31c - Sprite Display Section (8 graphical sections) (0x46 each) - Main Sprite
+
0x00 - Red Shading
+
0x01 - Green Shading
0x130 - Mount/Rider Value
+
0x02 - Blue Shading
                0x00 = N/A
+
0x03 - number of graphics to be loaded (max = 7 (7 + 1 graphics))
                0x01 = Riding 0x131
+
0x04 - VRAM Spritesheet ID
                0x02 = Mount for 0x131
+
0x00 - screen
0x131 - Mount/Rider ID
+
0x01 - screen
0x132 - Previous Mount/Rider Value?
+
0x02 - screen
0x133 - Previous Mount/Rider ID?
+
0x03 - screen
0x134 - Pointer to Unit's Data
+
0x04 - active unit SP2 & EVTCHR1
 
+
0x05 - Formation screen (leftover from attack.out), target unit SP2 & EVTCHR2
0x138 - Used Ability ID
+
0x06 - Last loaded Menus
0x13a - used Item/Weapon ID
+
0x07 - unit billboard
0x13b - Equipped weapon type (determines unit animation)
+
0x08 - EFF & TRAP
+
0x09 - WEP
0x13c - set to 0 when ability CT resolves / mimic ability used
+
0x0a - ZODIAC.BIN
0x13d - ENTD flags from Unit data
+
0x0b - frog/chicken/crystals + some parts of zodiac.bin
+
0x0c - none (not none?)
0x13e - (skips 0x822bc code if != 0)(byte) - modified palette byte
+
0x0d - map textures
0x13f - (byte)
+
0x0e - map textures
 +
0x0f - map textures
 +
0x10 - 0x13 - bottom screen + vram palettes.
 +
0x14 - First Unit Spritesheet
 +
0x1c - Global Portrait list?
 +
0x1d - in battle portraits + random spritesheet stuff
 +
0x1e - item.bin
 +
0x1f - Frame.bin
 +
0x80 - erroneous flags, ignored when parsing to GPU. may mark some debug information, but not necessarily.
 +
0x40 -
 +
0x20 -  
 +
 +
0x06 - VRAM Palette ID
 +
0x08 - X Size (stretches sprite to this size)
 +
0x0a - Y Size (stretches sprite to this size)
 +
0x0c - upper bit, Spin on Y axis (direction sprite is facing)
 +
0x0d - lower bit, Spin on Y axis (direction sprite is facing)
 +
 +
Sprite data (duplicate occurances per graphic loaded for this sprite)
 +
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
 +
0x14 - x/y reverse and VRAM flags
 +
0x80 - only hard-set flag? if error computing size of graphic
 +
0x40 - related to which SPR is loaded? set based on frame ID being loaded
 +
0x20 - related to which SPR is loaded? set based on frame ID being loaded
 +
0x10 -  
 +
0x08 -  
 +
0x04 - vertical flip
 +
0x02 - horizontal flip
 +
0x01 - transparent
  
  0x140 - Status Flags 1
+
  0x362 - WEP1 Display Data
  0x80 - Confusion
+
  0x362 + 0x00 - Red shading
0x40 - Sleep
+
0x01 - Green shading
0x20 - Petrify
+
0x02 - Blue shading
0x10 - Stop
+
0x03 - how many graphics to load
0x08 - Critical
+
0x04 - VRAM Spritesheet ID and some other nonsense (halfword)
0x04 - Dead
+
0x06 - VRAM Palette ID and some other nonsense (Halfword)
0x02 - (disabled if 0x130 = 1)
+
0x08 - image stretch (horizontal, halfword but only the lower byte is considered)
0x01 -  
+
0x0a - image stretch (vertical, and ditto)
0x141 - Status Flags 2
+
0x0c - spin on Y axis? (halfword)
0x80 - Faith
+
0x0e - X shift
0x40 - Berserk
+
0x0f - Y shift
0x20 - Cursed
+
0x10 - Haste
+
Graphic data (duplicated per weapon graphic loaded)
0x08 - Slow
+
0x10 - Image Width
0x04 - Defending
+
0x11 - Image Height
0x02 - Charging
+
0x12 - X Load location (In pixels)
0x01 - Performing
+
0x13 - Y Load location (In Pixels)
0x142 - Status Flags 3
+
0x14 - VRAM flags?
0x80 - Oil
+
0x1 -  
0x40 - Poison
+
0x2 -  
0x20 - Protect
+
0x4 -  
0x10 - Shell
+
0x8 -  
0x08 - Don't Act
+
0x04 - Don't Move
+
  0x386 - EFF Display data
0x02 - Blood Suck
+
  0x362 + 0x00 - Red shading
0x01 - Innocent
+
0x01 - Green shading
  0x143 - Status Flags 4
+
0x02 - Blue shading
  0x80 - (Originally Reflect?)
+
0x03 - how many graphics to load
0x40 - Undead
+
0x04 - VRAM Spritesheet ID and some other nonsense (halfword)
0x20 - Regen
+
0x06 - VRAM Palette ID and some other nonsense (Halfword)
0x10 - Reraise
+
0x08 - image stretch (horizontal, halfword but only the lower byte is considered)
0x08 - Darkness
+
0x0a - image stretch (vertical, and ditto)
0x04 - Death Sentence
+
0x0c - spin on Y axis? (halfword)
0x02 - Silence
+
0x0e - X shift
0x01 - Charm
+
0x0f - Y shift
0x144 - Status Flags 5 (word)
+
 
0x80 - Poached
+
Graphic data (duplicated per effect graphic loaded)
0x40 - Jump
+
0x10 - Image Width
0x20 - Float
+
0x11 - Image Height
0x10 - Transparent
+
0x12 - X Load location (In pixels)
0x08 - Treasure (Enabling only)
+
0x13 - Y Load location (In Pixels)
0x04 - Frog
+
0x14 - VRAM flags
0x02 - Chicken/Crystal (removal only)
+
0x1 -  
0x01 - Crystal
+
0x2 -  
0x145 - Status Flags 6
+
0x4 -  
0x80 -
+
0x8 -  
0x40 -
+
 
0x20 -
+
  0x3aa - ? Display (3 Sprite Data Sections, plus 1 byte padding?)
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:
+
0x3ce - Numerical Display Section 1 (these have 1 Sprite Data section) (0x16 bytes each)
0x15c - Target ID
+
0x00 - Red
0x15d - Skillset used ID
+
0x01 - Green
0x15e - Ability used ID
+
0x02 - Blue
+
0x03 - Image type
0x160 - Calculator type abiltiy ID
+
0x04 - VRam Spritesheet ID
0x162 - Calculator Multiplier abiltiy ID
+
  0x05 -  
0x164 - used Item ID
+
  0x06 - half - initialized to 0x10 in misc data + 0x0100
0x165 -
+
0x08 - X stretch (half)
0x166 - reaction ID?
+
0x0a - Y stretch (half)
  0x05 - Tile-Specific Ability?
+
 
  0x06 - Target-Specific Ability?
+
0x14 - initialized to 0 (VRAM flags?)
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?
 
 
 
 
 
+
  0x3e4 - Numerical Display Section 2
  0x19e/0x12 - set to 1 when animate on miss is not true, cleared when units are hit
+
0x00 - X Shift
0x19f/0x13 - control value
+
  0x01 - Y Shift
  0x01 - math skill
+
0x02 - Image Width
0x1a0/0x14 - last attack used ID (half)
+
0x03 - Image Height
0x1a2/0x16 - ability formula? can poach?
+
0x04 - X Load Location
0x1a3/0x17 - ?? control value? set to 1 if reaction occurred
+
0x05 - Y Load Loaction (2 bytes?)
0x1a4/0x18 - Continue attack byte?
+
0x3fa - Numerical Display Section 3
0x01 - continue
+
  0x00 - X Shift
  0x00 - end
+
0x01 - Y Shift
0x1a5/0x19 - Current Hit number
+
0x02 - Image Width
0x1a6/0x1a - reaction ID?
+
0x03 - Image Height
0x1a7/0x1b -
+
0x04 - X Load Location
0x1a8/0x1c - target new X coordinate
+
0x05 - Y Load Loaction (2 bytes?)
0x1a9/0x1d - Target new Y coordinate(for post action knockback?)
+
  0x1aa/0x1e - target map level
+
  0x410 - Status Text/Bubbles Display Section (1 Sprite Data Section)
0x1ab/0x1f - used weapon ID
+
0x00 - Red Shading
0x1ac/0x20 -
+
0x01 - Green Shading
0x1ad/0x21 -
+
0x02 - Blue Shading
0x1ae/0x22 - can poach flag?
+
~ 0x03 - Sprite Type?
0x1af - can earn experience
+
0x00 - None
0x1b0 - Earned Experience (For Display?)
+
0x01 - Text?
0x1b1 - Earned JP
+
0x02 - Monster? (Panther)
0x1b2 - Level (For Level UP! event?)
+
0x03 - Type 1? (Units and Goblin)
0x1b3 - Job Level (stored if level changed)
+
` 0x04 - ? (one frame in chanting/riding chocobo)
0x1b4 - ? (byte)
+
 
0x1b5 -  
+
0x06 - Chocobo?
+
~ 0x04 - VRAM Spritesheet ID
0x1b7 - Inflicted/Removed Status Counter (max of 0x1b)
+
0x00 - Map
0x1b8 - Display Flags 1
+
0x01 - Map?
0x80 - CT Bonus
+
0x02 - Map?
0x40 - CT Damage
+
0x03 - Map? (had height) (upper right screen
0x20 - SP Bonus
+
0x04 - active unit SPR2? EVTCHR1?
0x10 - SP Damage
+
0x05 - Formation screen (active unit SPR3 +? EVTCHR2?)
0x08 - MP Healing
+
0x06 - Last loaded Menus
0x04 - MP Damage
+
0x07 - unit billboard
0x02 - HP Healing
+
0x08 - Wep2, Wep3
0x01 - HP Damage
+
0x09 - Wep1
0x1b9 - Display Flags 2
+
0x0a - some background
0x80 - MA Bonus
+
0x0b - frog/chicken/crystals
0x40 - MA Damage
+
0x0c - none
0x20 - PA Bonus
+
0x0d - some checkerboard with fonts?
0x10 - PA Damage
+
0x0e - checkerboard with fronts + random stuff
0x08 - Faith Bonus
+
0x0f - more checkerboard + random
0x04 - Faith Damage
+
0x10 - 0x13 - maps again
0x02 - Brave Bonus
+
0x14 - First Unit Spritesheet
0x01 - Brave Damage
+
0x1c - Global Portrait list?
0x1ba - Display Flags 3
+
0x1d - in battle portraits + random spritesheet stuff
0x80 - "Guarded"
+
0x1e - Wep sheet? item.bin?
0x40 - "Missed!"
+
0x1f - Frame.bin
0x20 - "CT0"
+
0x3f - Item.bin
  0x10 - "Quick"
+
0x80 - some flag
  0x08 - "Broken"
+
0x40 - ??
  0x04 - "Stolen"
+
` 0x20 - some flag, does nothing?
  0x02 - +"1Lv."
+
  0x01 - -"1Lv."
+
  0x06 - VRAM Palette ID
0x1bb - Display Flags 4
+
  0x08 - X Size (stretches sprite to this size)
  0x20 - "No MP"
+
  0x0a - Y Size (stretches sprite to this size)
  0x10 - "Silenced"
+
  0x0c - Spin on Y axis (direction sprite is facing)
  0x08 - "No Target"
+
  0x0d -  
  0x04 - Gained JP
+
  0x02 - Gained Exp
+
  *Sprite Data (7 bytes each)*
  0x01 - "Caught"
+
  0x0e - X Shift on screen
 
+
  0x0f - Y Shift on screen
+
  0x10 - Image Width
 
+
  0x11 - Image Height
  0x1bc - End of Inflicted/Removed Status ID List (0x1b long, counts backwards)
+
  0x12 - X Load Location from spritesheet
0x80 - Removal Flag
+
  0x13 - Y Load Loaction (2 bytes?)
 +
  0x14 - VRAM flags?
 +
  0x426 - Item/Equip Display Section (1 Sprite Data Section)
 +
 +
0x43c - initialization byte
  
  0x01d8 - Unit Sprite Data
+
801908cc - Unit Data start (Unit ID * 0x1c0 for specific location)
  0x1d8 - Graphic trigger
+
  0x0000: Base Class / Character ID (Also affects sprites)
  0x1da -  
+
0x?? - Special Character
  0x1dc - Current animation (halfword)
+
0x80 - Generic Male
  0x1de - frame command byte counter (unit)
+
0x81 - Generic Female
  0x1e0 - Frame
+
0x82 - Monster
  0x1e2 - Wait time (in frames)
+
0x0001: Unit ID (FF doesn't exist)
  0x1e4 - Loop counter
+
0x0002: Party ID (Party unit index; 0xFF means not in party) (FE prevents HP/MP growth?)
  0x1e6 - Unit animation
+
0x0003: Job ID
  0x1ea - Slow down amount
+
0x0004: Palette
  0x1ec - Frame offset (jarring)
+
0x00 Default
  0x1ee - Wait command: frames left to wait
+
0x01 Hokuten
  0x1f0 - rotation bytes
+
0x02 Nanten
0x01 - transparent
+
0x03 Death Corps
0x02 - Flip horizontally
+
0x04 Glabados Church
0x04 - flip vertically
+
0x05 No Palette?
+
0x0005: ENTD Flags
  0x1f4 - SHP Data Pointer
+
0x80 - Always Present
  0x1f8 - SEQ Data Pointer
+
0x40 - Randomly Present
  0x1fc - SHP Data Pointer
+
0x20 - Team Bit 1. 0x20 and 0x10 is Light Blue. 0x20 is Green.
  0x200 - SEQ Data Pointer
+
0x10 - Team Bit 2. 0x10 is Red. If neither bit, team is Blue.
  0x204 - Sprite Display Section Pointer in Misc Data
+
  0x08 - Control
 
+
  0x04 - Immortal
  0x208 - WEP Sprite Data? (0x362) (seems to be 'current' weapon animation data.)
+
  0x02 - (if both 01 and 02, then immune to knockback)
  0x208 - Graphic trigger (1 is on screen, 0 is not on screen)
+
  0x01 - (both set by Ramza when initialized)
  0x20a - Graphic type (1 = Weapon, 2 = Effect) (Halfword)
+
0x0006: Gender Byte
  0x20c - Weapon Animation (Halfword)
+
  0x80 - Male
  0x20e - frame command byte counter (weapon) (Halfword)
+
  0x40 - Female
  0x210 - Frame (Halfword)
+
0x20 - Monster
  0x212 - amount of frames to stay unmoving
+
0x10 - Join after event
  0x214 - loop counter
+
0x08 - Load Formation
  0x216 - Weapon animation (saved)
+
0x04 - ??? Stats
  0x21a - Frame Delay (halfword)
+
0x02 -
  0x21c - Another Frame offset? math works out in favour of making 1 here look like a low strike.
+
0x01 - Save Formation
  0x21e - Frame offset
+
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 <span id="Current Statuses"></span>
 +
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 <span id="Reactions"></span>
 +
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 <span id="Mount Info"></span>
 +
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 -  
 
 
 
 
  0x220 - Rotation bytes
+
0x0185 -
0x01 - transparent
+
0x0186 - Character's turn if 01, otherwise 00 - able to use move/act/wait menu
0x02 - Flip horizontally
+
0x0187 - Movement Taken
0x04 - flip vertically
+
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  [[CURRENT_ACTION_DATA|dedicated page here]] <span id="Current Action Data"></span>
  
0x224 - SHP Data pointer (Word)
+
0x018c/0x00 - Hit Flag
0x228 - SEQ Data pointer (Word)
+
0x00 - Miss
0x22c - ? Display data pointer (with the 3 bytes of info and 1 byte of padding. Word)
+
0x01 - Hit
 +
0x018d/0x01 - Critical Hit Flag
 +
0x018e/0x02 - Evade Type
 +
0x00 - Hit
 +
0x01 - Guarded (Accessory) / Evaded (Accessory)
 +
0x02 - Evaded (Right Hand Item)
 +
0x03 - Evaded (Left Hand Item)
 +
0x04 - Arrow Guard? / Evaded (Class Evade)
 +
0x05 - Nullified
 +
0x06 - Miss
 +
0x07 - Catch? / [[Force_Attack_Miss|Attack forced to miss]] (Status infliction denied) / Float+Earth element / Finger Guard / Maintenance
 +
0x08 - Canceled by status (death, petrify, wall)  [[Set_some_data_for_current_attack]]  (override previous values)
 +
0x09 - Reflected?
 +
0x0a - Golem
 +
0x0b - Blade Grasp?
 +
0x018f/0x03 - ID of the Item to remove (break/use/steal)
 +
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? - Katana not broken overrides others flag : [[Draw_out_routine_dealing_with_experience_gain|here]])
 +
0x04 - Break Item
 +
0x02 - Malboro (moldball virus)
 +
0x01 - Golem
 +
0x019d/0x11 - Special Flags 2
 +
0x80 - Reducing Golem Amount?
 +
0x40 - Knockback
 +
0x20 -
 +
0x10 - Katana broken
 +
0x08 - Weakness?
 +
0x04 - Absorption?
 +
0x02 - Proc is Triggered - Enabled here [[Conditional_Status_Proc_Roll_(19%25)_Inner_Routine]]
 +
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?
 +
0x80 = Malus (Steal Xp)
 +
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
 +
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)
 +
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
 +
 
 +
80192da0 - Copy of Acting Unit's Current Action Data? 0x2c long
 +
 
 +
80193848 - (Data from 0x16e-0x182 of Unit Data)
 +
 
 +
* Not unit data start:
 +
 
 +
8014d304 - Unit ID
 +
8014d308 - used ability for spell quotes (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
  
0x238 - EFF Sprite Data? (0x3e6)
+
8014d320 - Ability CT?
0x238 - graphic trigger?
+
8014d324 - set to 1 when ability is selected
0x23a - graphic type? (1 = weapon, 2 = effect) (halfword)
+
8014d32c - some data, 0x8 bytes each, 0x9 sections
0x23d - effect animation (halfword)
+
 
0x23e - frame command byte counter (effect) (Halfword)
+
 
0x240 - Frame? (Halfword)=
+
8018f600: Zodiac Compatability Modifiers
0x242 - Frame + Frame delay + frame command byte (halfword)
+
00 - Neutral
0x244 -  
+
01 - Bad
0x246 - Effect animation?
+
02 - Good
0x24a - Frame delay (basically always 0) (halfword)
+
03 - Special (becomes 04 (Worst), 05 (Best), or 01 (Bad, Monsters only))
0x24c - Effect rotation? (halfword)
+
8018f600 - Aries
0x24e - Wait command: Frames left to wait
+
8018f601 - Taurus
   
+
8018f602 - Gemini
0x220 - Rotation bytes
+
8018f603 - Cancer
  0x01 - transparent
+
8018f604 - Leo
0x02 - Flip horizontally
+
8018f605 - Virgo
0x04 - flip vertically
+
  8018f606 - Libra
+
8018f607 - Scorpio
0x254 - SHP Data pointer?
+
8018f608 - Sagittarius
0x258 - SEQ Data pointer?
+
8018f609 - Capricorn
0x25c - ? Display data pointer(?)
+
8018f60a - Aquarius
0x268 - Numerical Display Data? (0x3aa)
+
8018f60b - Pisces
0x298 - Shadow (0x3ce)
+
 
+
8018f60c - Rider Allowed Status Inflictions (5 entries, 1 byte each)
0x2bc - Activation flag for Numerical Display/Status text
+
        (for 0x184b24 routine)
  ~ 0x2be - Display Type
+
        0x00 - Crystal/Dead/Undead/Charging/Jump/Defending/Performing
0x0200 - (uses 0x18e list?)
+
        0x01 - NONE
0x0100 - "No MP"
+
        0x02 - Reraise/Transparent/Critical
0x00f0 - "Silenced"
+
        0x03 - Regen/Protect/Shell/Haste/Wall
0x00e0 - "No Target"
+
        0x04 - Faith/Innocent/Charm/Reflect
0x00d0 - "CT0"
+
  8018f610 - Formula Code Pointers (overlaps with above, but 0x00 is no formula)
0x00c0 - "Quick"
+
        0x0000/0x00 - N/A (shared with Rider statuses; fake pointer)
0x00b0 - "Broken"
+
        0x0004/0x01 - 80188b64
0x00a0 - "Stolen"
+
        0x0008/0x02 - 80188ba4
0x0090 - +"1Lv."
+
        0x000c/0x03 - 80188be4
0x0080 - -"1Lv."
+
        0x0010/0x04 - 80188c24
0x0070 - Status Removal
+
        0x0014/0x05 - 80188c9c
0x0060 - Status Infliction
+
        0x0018/0x06 - 80188cf4
0x0050 - Gained JP
+
        0x001c/0x07 - 80188d3c
0x0040 - Gained Exp
+
        0x0020/0x08 - 80188d84
0x0030 - "Caught"
+
        0x0024/0x09 - 80188df4
0x0020 - "Guarded"
+
        0x0028/0x0a - 80188e78
0x0010 - "Missed!"
+
        0x002c/0x0b - 80188eb8
0x000f - MA Bonus
+
        0x0030/0x0c - 80188ef8
0x000e - MA Damage
+
        0x0034/0x0d - 80188f38
0x000d - PA Bonus
+
        0x0038/0x0e - 80188f90
0x000c - PA Damage
+
        0x003c/0x0f - 80189084
0x000b - Faith Bonus
+
        0x0040/0x10 - 801890dc
0x000a - Faith Damage
+
        0x0044/0x11 - 80189124
0x0009 - Brave Bonus
+
        0x0048/0x12 - 8018912c
0x0008 - Brave Damage
+
        0x004c/0x13 - 80189164
0x0007 - CT Bonus
+
        0x0050/0x14 - 8018916c
0x0006 - CT Damage
+
        0x0054/0x15 - 801891ac
0x0005 - SP Bonus
+
        0x0058/0x16 - 80189204
0x0004 - SP Damage
+
        0x005c/0x17 - 8018925c
0x0003 - MP Healing
+
        0x0060/0x18 - 8018929c
0x0002 - MP Damage
+
        0x0064/0x19 - 801892a4
0x0001 - HP Healing
+
        0x0068/0x1a - 801892ac
0x0000 - HP Damage
+
        0x006c/0x1b - 8018933c
`
+
        0x0070/0x1c - 8018937c
0x2c0 - Number to Display (JP/EXP/HP/MP/CT/SP/PA/MA/Br/Fa)
+
        0x0074/0x1d - 801893d8
NOTE: the way they go about doing it is messy; you could get the same
+
        0x0078/0x1e - 80189434
result by dividing by 10 each pass through a loop (with the limit = # of
+
        0x007c/0x1f - 80189464
digits to display), storing the remainder as the digit, and sending the
+
        0x0080/0x20 - 801895c4
remaining value through the next pass.
+
        0x0084/0x21 - 801895f4
 
+
        0x0088/0x22 - 80189654
0x2c2 - Display Type (set to 0 if 0x2bc = 0, capped at 0x15; gets 0x45980 added to it)
+
        0x008c/0x23 - 8018967c
(some frame/animation thing? used for loading 0x67bac data)
+
        0x0090/0x24 - 801896b4
0x2c4 - Numerical Display Pointer 1
+
        0x0094/0x25 - 801896ec
0x2c8 - Numerical Display Pointer 2
+
        0x0098/0x26 - 80189794
0x2cc - Numerical Display Pointer 3
+
        0x009c/0x27 - 80189828
+
        0x00a0/0x28 - 80189870
0x2d0 - something with display for item abilities?
+
        0x00a4/0x29 - 80189910
0x2d8 - Item/Equip Display Pointer
+
        0x00a8/0x2a - 801899a4
 
+
        0x00ac/0x2b - 80189a90
0x2dc - Activation byte for Status Bubble
+
        0x00b0/0x2c - 80189ad8
0x2dd - Which status bubble to show
+
        0x00b4/0x2d - 80189b20
0x2de - X location of status bubble
+
        0x00b8/0x2e - 80189b94
0x2df - Y location of status bubble
+
        0x00bc/0x2f - 80189c50
0x2e0 - Timer (word)
+
        0x00c0/0x30 - 80189c90
0x2e4 - ? Pointer to 0x410 data - Status Bubble
+
        0x00c4/0x31 - 80189cd0
+
        0x00c8/0x32 - 80189d74
0x2e8 - Unused Section
+
        0x00cc/0x33 - 80189e28
 
+
        0x00d0/0x34 - 80189e94
*Display*
+
        0x00d4/0x35 - 80189f08
 
+
        0x00d8/0x36 - 801868f0
0x31c - Sprite Display Section (8 graphical sections) (0x46 each) - Main Sprite
+
        0x00dc/0x37 - 80189f84
0x00 - Red Shading
+
        0x00e0/0x38 - 80187f24
0x01 - Green Shading
+
        0x00e4/0x39 - 80186d2c
0x02 - Blue Shading
+
        0x00e8/0x3a - 80186d00
0x03 - number of graphics to be loaded
+
        0x00ec/0x3b - 80186d58
0x04 - VRAM Spritesheet ID
+
        0x00f0/0x3c - 80186dbc
0x00 - Map
+
        0x00f4/0x3d - 80189fcc
0x01 - Map?
+
        0x00f8/0x3e - 8018a00c
0x02 - Map?
+
        0x00fc/0x3f - 8018a02c
0x03 - Map? (had height) (upper right screen)
+
        0x0100/0x40 - 8018a088
0x04 - active unit SPR2? EVTCHR1?
+
        0x0104/0x41 - 8018a114
0x05 - Formation screen (active unit SPR3 +? EVTCHR2?)
+
        0x0108/0x42 - 8018a17c
0x06 - Last loaded Menus
+
        0x010c/0x43 - 80186e28
0x07 - unit billboard
+
        0x0110/0x44 - 80186e54
0x08 - Wep2, Wep3
+
        0x0114/0x45 - 80186e78
0x09 - Wep1
+
        0x0118/0x46 - 8018a218
0x0a - some background
+
        0x011c/0x47 - 8018a220
0x0b - frog/chicken/crystals
+
        0x0120/0x48 - 8018a250
0x0c - none
+
        0x0124/0x49 - 80188288
0x0d - some checkerboard with fonts?
+
        0x0128/0x4a - 8018a2c4
0x0e - checkerboard with fronts + random stuff
+
        0x012c/0x4b - 8018a2ec
0x0f - more checkerboard + random
+
        0x0130/0x4c - 8018a3a0
0x10 - 0x13 - maps again
+
        0x0134/0x4d - 8018a3d0
0x14 - First Unit Spritesheet
+
        0x0138/0x4e - 8018a420
0x1c - Global Portrait list?
+
        0x013c/0x4f - 8018a458
0x1d - in battle portraits + random spritesheet stuff
+
        0x0140/0x50 - 8018a4a0
0x1e - Wep sheet? item.bin?
+
        0x0144/0x51 - 8018a4e8
0x1f - Frame.bin
+
        0x0148/0x52 - 8018a554
0x3f - Item.bin
+
        0x014c/0x53 - 8018a5e4
0x80 - some flag
+
        0x0150/0x54 - 8018a668
0x40 - ??
+
        0x0154/0x55 - 8018a698
0x20 - some flag, does nothing?
+
        0x0158/0x56 - 8018a6f8
+
        0x015c/0x57 - 8018a758
0x06 - VRAM Palette ID
+
        0x0160/0x58 - 8018a824
0x08 - X Size (stretches sprite to this size)
+
        0x0164/0x59 - 8018a908
0x0a - Y Size (stretches sprite to this size)
+
        0x0168/0x5a - 8018a980
0x0c - upper bit, Spin on Y axis (direction sprite is facing)
+
        0x016c/0x5b - 8018a9c4
0x0d - lower bit, Spin on Y axis (direction sprite is facing)
+
        0x0170/0x5c - 8018aa10
+
        0x0174/0x5d - 8018aa54
Sprite data (duplicate occurances per graphic loaded for this sprite)
+
        0x0178/0x5e - 8018aa98
0x0e - X Shift on screen
+
        0x017c/0x5f - 8018aac8
0x0f - Y Shift on screen
+
        0x0180/0x60 - 8018aaf8
0x10 - Image Width
+
        0x0184/0x61 - 8018ab18
0x11 - Image Height
+
        0x0188/0x62 - 8018ab58
0x12 - X Load Location from spritesheet
+
        0x018c/0x63 - 8018ab98
0x13 - Y Load Location
+
        0x0190/0x64 - 8018ac44
0x14 - x/y reverse and VRAM flags
+
 
0x80 - only hard-set flag? if error computing size of graphic
+
8018f7ec - Used Ability Flags 1
0x40 - related to which SPR is loaded? set based on frame ID being loaded
 
0x20 - related to which SPR is loaded? set based on frame ID being loaded
 
0x10 -  
 
0x08 -  
 
0x04 - vertical flip
 
0x02 - horizontal flip
 
0x01 - transparent
 
  
0x362 - WEP1 Display Data
+
80192d8c - Attacker Current Action Data Pointer
0x362 + 0x00 - Red shading
+
80192d90 - Target Current Action Data Pointer
0x01 - Green shading
+
80192d94 - Attacker's Data Pointer
0x02 - Blue shading
+
80192d98 - Target Data Pointer
0x03 - how many graphics to load
+
 
0x04 - VRAM Spritesheet ID and some other nonsense (halfword)
+
80192d9c - Reaction ID
0x06 - VRAM Palette ID and some other nonsense (Halfword)
+
 
0x08 - image stretch (horizontal, halfword but only the lower byte is considered)
+
80192dcc - X coordinate of target
0x0a - image stretch (vertical, and ditto)
+
80192dd0 - Y coordinate of target
0x0c - spin on Y axis? (halfword)
+
80192dd4 - map level of target
0x0e - X shift
+
 
0x0f - Y shift
+
8018f5f4 - Team golem amounts
+
 
Graphic data (duplicated per weapon graphic loaded)
+
8017423c - 80174254 [[Song_Abilities_Table_8017423c|Song Abilities Address Table]]
0x10 - Image Width
+
80174258 - Nop
0x11 - Image Height
+
8017425c - 80174274 [[Dance_Abilities_Table_8017425c|Dance Abilities Address Table]]
0x12 - X Load location (In pixels)
+
80174278 - Nop
0x13 - Y Load location (In Pixels)
+
8017427c - 80174294 [[Talk_Skill_Ability_Table]]
0x14 - VRAM flags?
+
80174298 - Nop
0x1 -  
+
8017429c - 801742fc [[Reaction abilities return adress table]]
0x2 -  
+
80174300 - Nop
0x4 -  
+
(more unknown address tables after this)
0x8 -  
+
 
 +
8018afd8 - [[Reaction_abilities_return_adress_table]]
 +
 
 +
==Map, Model, Camera Related Data==
 +
800960d8 - Map Tilt
 +
0x02 - Steep
 +
0x01 - Flat
 +
 
 +
800680dc - Map and direction related flags? stores horizontal/vertical flip flags, facing mod and generic walking anim for current map rotation per facing angle
 +
0x00 - South facing horizontal/vertical flip flags
 +
0x02 - West facing horizontal/vertical flip flags
 +
0x04 - North facing horizontal/vertical flip flags
 +
0x06 - East facing horizontal/vertical flip flags
 +
0x08 - South facing mod
 +
0x0a - West facing mod
 +
0x0c - North facing mod
 +
0x0e - East facing mod
 +
 +
0x30 - south facing walking animation
 +
 +
0x38 - West facing walking animation
 +
 +
0x40 - North facing walking animation
 
 
 
 
  0x386 - EFF Display data
+
  0x48 - East facing walking animation
0x362 + 0x00 - Red shading
+
 
0x01 - Green shading
+
800b6698 - word, deals with palette modification (useful in a map related page?)
0x02 - Blue shading
+
0x00
0x03 - how many graphics to load
+
0x01
0x04 - VRAM Spritesheet ID and some other nonsense (halfword)
+
0x02
0x06 - VRAM Palette ID and some other nonsense (Halfword)
+
0x03 -  
0x08 - image stretch (horizontal, halfword but only the lower byte is considered)
+
0x02 - skips stormy weather palette mod? (ignore weather mod)
0x0a - image stretch (vertical, and ditto)
+
0x01 - skips time of day palette mod? (Snow weather mod)
0x0c - spin on Y axis? (halfword)
+
 
0x0e - X shift
+
800a7784 - Map Tilt
0x0f - Y shift
+
0x2e - flatter
 
+
0xc0 - steeper
Graphic data (duplicated per effect graphic loaded)
+
800a7786 - Map Rotation (half)
0x10 - Image Width
+
0x0002
0x11 - Image Height
+
0x0006
0x12 - X Load location (In pixels)
+
0x000a
0x13 - Y Load location (In Pixels)
+
0x000e
0x14 - VRAM flags
+
 
0x1 -
+
800c7ca8 - Camera zoom level (word); Higher number means more zoom
0x2 -  
+
    Normal battle zoomed-out value: 0x0c00
0x4 -  
+
    Normal battle zoomed-in value: 0x1000
0x8 -  
+
 
+
800e4e90 - Cursor X Coordinate
0x3aa - ? Display (3 Sprite Data Sections, plus 1 byte padding?)
+
800e4e94 - Cursor Map Level
+
800e4e98 - Cursor Y Coordinate
+
 
0x3ce - Numerical Display Section 1 (these have 1 Sprite Data section) (0x16 bytes each)  
+
800e4e9c - Map Max X coordinate
0x00 - Red
+
800e4ea0 - Map Max Y coordinate
0x01 - Green
+
800e4ea4 - Modified Palettes (14 chunks at 512 bytes each)
0x02 - Blue
+
0x000 -> Modified Palettes
0x03 - Image type
+
0x982 ->
0x04 - VRam Spritesheet ID
+
 
0x05 -
+
800e6b94 - current map data
0x06 - half - initialized to 0x10 in misc data + 0x0100
+
 
0x08 - X stretch (half)
+
800f4200 - Map GNS section 3 duplicate (initialised [[000f4dd4 - 000f5574]]) (below needs to be in map related page?)
0x0a - Y stretch (half)
 
 
 
 
 
  0x14 - initialized to 0 (VRAM flags?)
+
  0x88 - Counter for moving GNS data
 
+
  0x8a -
0x3e4 - Numerical Display Section 2
+
0x8c -  
  0x00 - X Shift
+
  0x8e -  
  0x01 - Y Shift
+
  0x90 - GNS line header (normally 0x22, caps the value at 0x88?)
  0x02 - Image Width
+
  0x92 - load room arrangement this GNS line applies to?
  0x03 - Image Height
+
  0x94 - Full map command halfword? (or command + something else?)
  0x04 - X Load Location
+
  0x96 - buffer? (all 0)
  0x05 - Y Load Loaction (2 bytes?)
+
  0x98 - ? (normally 0x14?)
0x3fa - Numerical Display Section 3
+
0x9a - ? (normally 0x00?)
0x00 - X Shift
+
  0x9c - buffer?
  0x01 - Y Shift
+
  0x9e - buffer?
  0x02 - Image Width
+
  0xa0 - buffer?
  0x03 - Image Height
+
0x04 - X Load Location
+
800f5ba8 - current loaded map (set at f385c)
0x05 - Y Load Loaction (2 bytes?)
+
 
+
800f5c58 - map data (specifically some kind of pseudo command? certain values are set and expected in map loading and reloading routines)
0x410 - Status Text/Bubbles Display Section (1 Sprite Data Section)
+
  0x00 - Load map?
  0x00 - Red Shading
+
  0x01 - Don't load map?
  0x01 - Green Shading
+
  0x0f - clears a sleuth of map data (starting at 0x800f7a65, clears every 0x14 values backwards)
  0x02 - Blue Shading
+
  800f5c5c - similar case as above. has some kind of format with above?
  ~ 0x03 - Sprite Type?
+
0x00 - reload current map? (does not check for existing map - nor initialise some values)
0x00 - None
+
0x02 - load new map? (from overworld? from another map?)
0x01 - Text?
+
0x93 - clear snowy weather? (is this all it does?)
0x02 - Monster? (Panther)
+
 
0x03 - Type 1? (Units and Goblin)
+
  800f5c74 - Map's Move-find data (see [[000f3638 - 000f36c0]]). 0x10 entries per map (no overlap (even though they can't all be loaded at once anyway...))
  ` 0x04 - ? (one frame in chanting/riding chocobo)
 
  
0x06 - Chocobo?
+
  800f5e74 - Move-Find Item Data (and Traps)
  ~ 0x04 - VRAM Spritesheet ID
+
0x00 - X/Y Coordinate (Y + X * 16, up to 15 each)
0x00 - Map
+
                Upper Nibble - 0x?X - X Coordinate
0x01 - Map?
+
                Lower Nibble - 0xX? - Y Coordinate
0x02 - Map?
+
0x01 - Trap
0x03 - Map? (had height) (upper right screen
+
0x80 - No Activation
0x04 - active unit SPR2? EVTCHR1?
+
0x40 - Unknown
0x05 - Formation screen (active unit SPR3 +? EVTCHR2?)
+
0x20 - Always Trap
0x06 - Last loaded Menus
+
0x10 - Disable Trap
0x07 - unit billboard
+
0x08 - Steel Needle
0x08 - Wep2, Wep3
+
0x04 - Sleeping Gas
0x09 - Wep1
+
0x02 - Deathtrap
0x0a - some background
+
0x01 - Degenerator
0x0b - frog/chicken/crystals
+
0x02 - Rare Item ID
0x0c - none
+
0x03 - Common Item ID
0x0d - some checkerboard with fonts?
+
 
0x0e - checkerboard with fronts + random stuff
+
0x04-0x0f - same as above, but for locations 2-4
0x0f - more checkerboard + random
+
 
0x10 - 0x13 - maps again
+
800f6860 - Map Max X
0x14 - First Unit Spritesheet
+
800f6864 - Map Max Y
0x1c - Global Portrait list?
+
 
0x1d - in battle portraits + random spritesheet stuff
+
800f70b4 - map data?
0x1e - Wep sheet? item.bin?
+
 
0x1f - Frame.bin
+
800fc558 - ?? map data?
0x3f - Item.bin
+
0x80 - some flag
+
800fa6c6 - important duplicate GNS data
0x40 - ??
+
0x1cc - texture file GNS line
` 0x20 - some flag, does nothing?
+
0x398 - primary mesh GNS line
+
0x3ac - Override mesh GNS line
0x06 - VRAM Palette ID
+
80121ffc - Map LBA data pointer (loaded from scus by [[00044414 - 000444d8]], saved 0x000f3788 and 0x000f37d4)
0x08 - X Size (stretches sprite to this size)
+
0x0a - Y Size (stretches sprite to this size)
+
80124604 - Map GNS Data duplicate
0x0c - Spin on Y axis (direction sprite is facing)
+
  0x00 - stored 0x00 at 0x07c01af0
0x0d -  
 
 
*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 - VRAM flags?
 
0x426 - Item/Equip Display Section (1 Sprite Data Section)
 
 
 
0x43c - initialization byte
 
(end page for above)
 
  
800bda04 -
+
  0x04 - File Type? (0117 = Texture)
  0x04 - X/Y Shift for number display
 
0x06 - Image Width/Height
 
 
  
  800bdd24 - some effect coordinate address?
+
0x08 - LBA Sector
 +
0x0c - File Size (multiples of 0x800)
 +
  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
  
  800bde64
+
  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
800c7ca8 - Camera zoom level (word); Higher number means more zoom
+
     Odd heights use 3 entries: one for "h", one for height number / 2, one for .5
     Normal battle zoomed-out value: 0x0c00
+
        0x00: X Load Location (2 bytes, but high byte is ignored)
    Normal battle zoomed-in value: 0x1000
+
        0x02: Y Load Location (2 bytes, but high byte is ignored)
 
+
        0x04: Width (2 bytes)
  800c7ce8 - start of VRAM spritesheet data (store decompressed attacking graphics from unit spriteesheet)
+
        0x06: Height (2 bytes)
0x00 - misc unit ID?
+
        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
800d4640 - Palettes
+
     
800e466e - end of VRAM spritesheet data ?
+
  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
  
  800e4e90 - Cursor X Coordinate
+
  8014d02c - Tile type ID of currently selected tile (e.g. Grassland, Stone Floor, Tree, etc.)
800e4e94 - Cursor Map Level
 
800e4e98 - Cursor Y Coordinate
 
  
  800e4e9c - Map Max X coordinate
+
  8018f8cc - Tile Data Start (8 bytes each, +100h for Higher Elevation tiles)
800e4ea0 - Map Max Y coordinate
+
  0x00: Tile Type
800e4ea4 - Modified Palettes (14 chunks at 512 bytes each)
+
0x80 -  
  0x000 -> Modified Palettes
+
0x40 -
0x982 ->
+
0x3F - Cross section
 
+
0x3e -
800e6b94 - current map data
+
0x3d -  
 
+
0x3c -
800e6bb0 - list of return addresses
+
0x3b -  
800e6c98 - list of return addresses
+
0x3a -  
 
+
0x39 -
800e6edc -  
+
0x38 -  
 
+
0x37 -
800f4200 - Map GNS section 3 duplicate (initialised [[000f4dd4 - 000f5574]]) (below needs to be in map related page?)
+
0x36 -
 
+
0x35 -  
  0x88 - Counter for moving GNS data
+
0x34 -  
  0x8a -
+
  0x33 -
  0x8c -  
+
  0x32 -  
  0x8e -  
+
  0x31 -  
  0x90 - GNS line header (normally 0x22, caps the value at 0x88?)
+
  0x30 -  
  0x92 - load room arrangement this GNS line applies to?
+
  0x2F -  
  0x94 - Full map command halfword? (or command + something else?)
+
  0x2E - Coffin
  0x96 - buffer? (all 0)
+
  0x2D - Waterfall
  0x98 - ? (normally 0x14?)
+
  0x2C - Tombstone
  0x9a - ? (normally 0x00?)
+
  0x2B - Moss
  0x9c - buffer?
+
  0x2A - Iron plate
  0x9e - buffer?
+
  0x29 - Machine
  0xa0 - buffer?
+
  0x28 - Deck
+
  0x27 - Ivy
+
  0x26 - Furniture
800f5ba8 - current loaded map (set at f385c)
+
0x25 - Stairs
+
0x24 - Water plant
800f
+
0x23 - Bridge
+
0x22 - Mud wall
800f5c58 - map data (specifically some kind of pseudo command? certain values are set and expected in map loading and reloading routines)
+
0x21 - Chimney
  0x00 - Load map?
+
0x20 - Brick
  0x01 - Don't load map?
+
0x1F - Box
  0x0f - clears a sleuth of map data (starting at 0x800f7a65, clears every 0x14 values backwards)
+
  0x1E - Tree
800f5c5c - similar case as above. has some kind of format with above?
+
  0x1D - Rug
  0x00 - reload current map? (does not check for existing map - nor initialise some values)
+
  0x1C - Obstacle
  0x02 - load new map? (from overworld? from another map?)
+
0x1B - Book
  0x93 - clear snowy weather? (is this all it does?)
+
  0x1A - Salt
 
+
0x19 - Darkness
800f5c74 - Map's Move-find data (see [[000f3638 - 000f36c0]]). 0x10 entries per map (no overlap (even though they can't all be loaded at once anyway...))
+
  0x18 - Sky
 
+
  0x17 - Stone wall
800f5e74 - Move-Find Item Data (and Traps)
+
0x16 - Roof
0x00 - X/Y Coordinate (Y + X * 16, up to 15 each)
+
0x15 - Stone floor
                Upper Nibble - 0x?X - X Coordinate
+
0x14 - Wooden floor
                Lower Nibble - 0xX? - Y Coordinate
+
0x13 - Road
0x01 - Trap
+
0x12 - Lava
  0x80 - No Activation
+
0x11 - Sea
  0x40 - Unknown
+
0x10 - Lake
  0x20 - Always Trap
+
0x0F - River
  0x10 - Disable Trap
+
0x0E - Waterway
  0x08 - Steel Needle
+
0x0D - Ice
  0x04 - Sleeping Gas
+
0x0C - Lava rocks
  0x02 - Deathtrap
+
0x0B - Poisoned marsh
  0x01 - Degenerator
+
0x0A - Marsh
  0x02 - Rare Item ID
+
  0x09 - Swamp
  0x03 - Common Item ID
+
  0x08 - Wasteland
 
+
  0x07 - Gravel
0x04-0x0f - same as above, but for locations 2-4
+
  0x06 - Rocky cliff
 
+
  0x05 - Snow
800f64dc
+
  0x04 - Thicket
 
+
0x03 - Grassland
800f6860 - Map Max X
+
  0x02 - Stalactite
800f6864 - Map Max Y
+
  0x01 - Sand area
 
+
0x00 - Natural Surface
 
+
0x01:
800f70b4 - map data?
+
  0x02 - Height (whole numbers)
 
+
  0x03 - Height (halves) + Depth
800fc558 - ?? map data?
+
0x80 - Depth 4
+
0x60 - Depth 3
800fa6c6 - important duplicate GNS data
+
0x40 - Depth 2
0x1cc - texture file GNS line
+
0x20 - Depth 1
0x398 - primary mesh GNS line
+
0x1F - height(halves)
  0x3ac - Override mesh GNS line
+
0x04: Slope height (i.e. where the unit stands on the tile)?
  80121ffc - Map LBA data pointer (loaded from scus by [[00044414 - 000444d8]], saved 0x000f3788 and 0x000f37d4)
+
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:
 +
 
 +
==Animation & Display Related Data==
 +
  80067e60 - Whoosh sounds?
 
   
 
   
  80124604 - Map GNS Data duplicate
+
  80067e98 - return address list based on weapon type/direction (0x1dc in misc data)
0x00 - stored 0x00 at 0x07c01af0
+
sets attackers animation
 +
(probably to go in [[SEQ & Animation info page]] and [[SHP & Graphic info page]]?)
 +
Weapon Sounds (0x00 = item type 0x01 - knife)
 +
80093d40 - Weapon Whoosh
 +
80093d60 - Weapon Hit
 +
80093d80 - Shield Deflection
  
0x04 - File Type? (0117 = Texture)
+
80093de8 - Ability Animation number
 
+
0x08 - LBA Sector
+
80093e10 - [[Animations_(Tab)|Ability Animation Flags]] (0x1C6 abilities, 3 bytes each) (Doesn't include all 0x200 because Support and Movement abilities are not included)
0x0c - File Size (multiples of 0x800)
+
0x00 - Flags 1
80167920 - Maps status index to text image data index (Index for array at 0x8014cf68)
+
0x01 - [[Animations|Flags 2]] (Monster Animations ?) - Video : http://www.youtube.com/watch?v=nuy1yEL_Nhk (Thanks, Elric!)
        ff ff 00 01 ff ff ff ff
+
0x02 - Flags 3 (Text displayed)
        02 03 04 05 06 07 ff ff
+
0x00094364 - Weapon Change of Animation (multiplied by 2 (+1 if camera is behind the unit) to get true animation - applied to unit when attacking
        08 09 0a 0b 0c ff 30 ff
+
Fists: 3d 3e 3f
        0d 0e 0f 10 11 12 13 ff
+
Daggers: 40 41 42
        14 15 16 17 18 19 1a 1b
+
Ninja Blades: 40 41 42
 
+
Swords: 40 41 42
80167994 - Height (with halves; displayed height * 2) image display data array (for top right of screen) (Size of element = 12 bytes)
+
Knight Swords: 40 41 42
    Even heights use 2 entries: one for "h", one for height number / 2
+
Katana: 40 41 42
    Odd heights use 3 entries: one for "h", one for height number / 2, one for .5
+
Axes: 40 41 42
        0x00: X Load Location (2 bytes, but high byte is ignored)  
+
Rods: 40 41 42
        0x02: Y Load Location (2 bytes, but high byte is ignored)
+
Staffs: 40 41 42
        0x04: Width (2 bytes)
+
Fails: 40 41 42
        0x06: Height (2 bytes)
+
Guns: 50 51 52
        0x08: X Screen Location Offset (2 bytes) - Negative value to shift image left, Positive to shift image right
+
Crossbows: 53 54 55
        0x0a: Y Screen Location Offset (2 bytes) - Negative value to shift image up, Positive to shift image down
+
Bows: 53 54 55
     
+
Instruments: 57 57 57
80168324 - Maps height number (displayed height * 2) to start of height image display data index (Index for array at 0x80167994)
+
Dictionaries: 56 56 56
        00 02 05 07 0a 0c 0f 11
+
Polearms: 4d 4e 4f
        14 16 19 1b 1e 20 23 25
+
Poles: 4d 4e 4f
        28 2a 2d 2f 32 35 39 3c
+
Bags: 77 78 79
        40 43 47 4a 4e 51 55 58
+
Cloths: 77 78 79
        5c 5f 63 66 6a 6d 71 74
+
All other item types exist, but the animations are set to 0.
        78 7b 7f 82 86 89 8d 90
+
  800943e4 - Item Graphic Data (0x7f total?)
        94 97 9b 9e a2 a5 a9 ac
+
0x00 - Palettes
        b0 b3 b7 ba b3 c1 c5 c8
+
0xF0 - WEP1 Palette
        cc
+
0x0F - WEP2 Palette
 
+
0x01 - Graphic ID (multiple of 2)
8016836c - Color shading values for height number (top right) display
+
    0x00: Red shading value for top-left corner
+
80094508 - halves, based on number of sprite sections
    0x01: Green shading value for top-left corner
+
    0x02: Blue shading value for top-left corner
+
8009453c - Unit raw size measurements? all words. contains many possible raw size combinations (for the record, these are all *8 to get the true graphic size.)
    0x04: Red shading value for top-right corner
+
    0x05: Green shading value for top-right corner
+
800946c8 - weapon/effect raw size measurements? all words, with only a byte of data each. this is just inefficient.
    0x06: Blue shading value for top-right corner
+
    0x08: Red shading value for bottom-left corner
+
80094748 - Spritesheet Data (4 bytes each, 0x9f total)
    0x09: Green shading value for bottom-left corner
+
0x00 - SHP ID
    0x0a: Blue shading value for bottom-left corner
+
0x00 - Type 1
    0x0c: Red shading value for bottom-right corner
+
0x01 - Type 2
    0x0d: Green shading value for bottom-right corner
+
0x02 - Cyoko
    0x0e: Blue shading value for bottom-right corner
+
0x03 - Mon
 
+
0x04 - Other
  80173cbc - List of entries for height display
+
0x05 - Ruka
    Struct data for height display entry: 0x34 (52) bytes long
+
0x06 - Arute
        0x00 - 0x02: Byte sequence 0x17, 0x3c, 0xf0; Can sometimes be other values; Causes bizarre display errors if value is wrong
+
0x07 - Kanzen
        0x03: Flags? 0x0c? (1 byte)
+
0x01 - SEQ ID
        0x04: Red shading value for top-left corner (1 byte)
+
0x00 - Type 1
        0x05: Green shading value for top-left corner (1 byte)
+
0x01 - Type 2
        0x06: Blue shading value for top-left corner (1 byte)
+
0x02 - Cyoko
        0x07: Flags? 0x3e, or 0x3c? (1 byte)
+
0x03 - Mon
        0x08: X Screen Location (2 bytes)
+
0x04 - Other
        0x0a: Y Screen Location (2 bytes)
+
0x05 - Ruka
        0x0c: X Load Location (1 byte)
+
0x06 - Arute
        0x0d: Y Load Location (1 byte)
+
0x07 - Kanzen
        0x0e: 0x7cfc? (2 bytes)
+
0x02 - Flying Flag
        0x10: Red shading value for top-right corner (1 byte)
+
0x03 - Graphic height
        0x11: Green shading value for top-right corner (1 byte)
+
 
        0x12: Blue shading value for top-right corner (1 byte)
+
800949c4 - Being Targetted Frame (front) - called if target hasn't replaced target animation (e.g. shield)
        0x13: Zero (0) (Unused)? (1 byte)
+
        0x00 - Type 1 = 0x0b
        0x14: X Screen Location + Width (2 bytes)
+
        0x01 - Type 2 = 0x0b
        0x16: Y Screen Location (2 bytes)
+
        0x02 - Cyoko = 0x02
        0x18: X Load Location + Width (1 byte)
+
        0x03 - Mon = 0x02
        0x19: Y Load Location (1 byte)
+
        0x04 - Other = 0x01
        0x1a: Spritesheet ID (0x001e = ITEM.BIN, 0x001f = FRAME.BIN) (2 bytes)
+
        0x05 - Ruka = 0x02
        0x1c: Red shading value for bottom-left corner (1 byte)
+
        0x06 - Arute = 0x01
        0x1d: Green shading value for bottom-left corner (1 byte)
+
        0x07 - Kanzen = 0x01
        0x1e: Blue shading value for bottom-left corner (1 byte)
+
        0x08-0x0c - 0x00
        0x1f: Zero (0) (Unused)? (1 byte)
+
800949d0 - Being Targetted Frame (back)
        0x20: X Screen Location (2 bytes)
+
        0x00 - Type 1 = 0x10
        0x22: Y Screen Location + Height (2 bytes)
+
        0x01 - Type 2 = 0x10
        0x24: X Load Location (1 byte)
+
        0x02 - Cyoko = 0x04
        0x25: Y Load Location + Height (1 byte)
+
        0x03 - Mon = 0x04
        0x26: Zero (0) (Unused)? (2 bytes)
+
        0x04 - Other = 0x06
        0x28: Red shading value for bottom-right corner (1 byte)
+
        0x05 - Ruka = 0x04
        0x29: Green shading value for bottom-right corner (1 byte)
+
        0x06 - Arute = 0x0a
        0x2a: Blue shading value for bottom-right corner (1 byte)
+
        0x07 - Kanzen = 0x0a
        0x2b: Zero (0) (Unused)? (1 byte)
+
        0x08-0x0c - 0x00
        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
 
  
  80173f44 - Pointer to height display entry (see 80173cbc); placing a pointer here makes the display happen?
+
  [[File LBA & filesize locations]]
 +
80094c04 - sprite type SEQ LBA & filesize
 +
        0x00 - spritesheet LBA
 +
        0x04 - spritesheet file size
 +
80094c4c - sprite type SHP LBA & filesize
 +
80094c94 - WEP 1 & 2 SEQ LBA & filesize
 +
80094ca4 - WEP 1 & 2 SHP LBA & filesize
 +
80094cb4 - EFF 1 SEQ LBA & filesize
 +
80094cc4 - EFF 1 SHP LBA & filesize (there is room for EFF 2, but it would seem to be blanked out.)
 +
80094cd4 - spritesheet LBA & filesize
 +
8009560c - SP2 LBA & filesize (sorted by portrait. most values are null, this is just where bomb sp2 starts)
 +
800956c4 - Iron giant SP2 LBA & filesize (sorted by animation ID. starts at 0x74)
  
8016866c - start of a set of data 0x0c long, (0x1b0 total) (0x24 sets)
 
0x00 - address to ?? (word)
 
0x04 -
 
  
  8016881d -  
+
  8009612c - Animation continue check? 2 if not, 0 if so (word). 1 is also used, but I can't tell what for.
 +
800962f4 - Graphic SHP data (how to build frames)
 +
0x00 - start of Type 1
 +
0x688 - start of type 2
 +
0xD10 - start of Cyoko
 +
0x1398 - start of Mon
 +
0x1a20 - start of other
 +
 +
8009839c - Hardcoded address for RUKA/ARUTE/KANZEN SHP data
 +
800a1c84 - [[Unit Animations]] start. loaded in ENTD order
  
  80169230
+
  800a69d0 - [[Weapon Animations]] start.
  8016923c - list of menu data (0x05 bytes each)
+
  800a839c - some pointer for Ruka and above spritesheets?
0x00 - Menu type number (corresponds to 0x165f84 data)
+
800bdf0c - SHP data
+
        0x00-0x3c -
80121d58 - ?
+
  0x40-0 - SHP pointers (words)
 +
        0x840- SEQ Animation command pointers (words)
  
  80121d8f - list of data, 0x12 bytes long each, 9 entries
+
  800bfa38 - SEQ Unit animation command pointers (words)
 
  
  80132824 - ?
+
  800c1260 - Type 1 SHP
 
+
800c5e8e - WEP 1 SHP
  8014cf68 - Status Image Data (4 bytes each, 0xc4 total)
+
        0x00 - Number of graphics to load (0x07) & pointer to weapon rotation (0xf8)
0x00 - X Load Location
+
        0x01 - Weapon's Eff rotation bytes
0x01 - Y Load Location
+
              0x01 - transparent (even if not flipped on, this is set true anyway when saving.)
0x02 - Image Width
+
              0x02 - flip horizontally
0x03 - Image Height
+
              0x04 - flip vertically
 +
              0x08 - ?
 +
              0x20 - ?
 +
              0x40 - ?
 +
        0x02 - X shift (I'd assume relative to the unit. useful for pole thrusting)
 +
        0x03 - Y shift
 +
        0x04 - Graphic size pointer (0x3c00), Raw X pixel offset (0x001f), Raw Y pixel offset (0x03e0). (halfword)
 +
  800c0e58 - RUKA/ARUTE/KANZEN SEQ data (these overlap?)
 +
 
 +
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
  
0x00 - "Dead"
+
80096208 - Move find item/trap/move-stat up results for display
0x04 - "Undead"
+
0x01 - treasure chest item?
0x08 - "Petrify"
+
0x02 - move XX up activation?
0x0c - "Invite"
+
0x04 - item found
0x10 - "Darkness"
+
0x08 - trap
0x14 - "Confusion"
+
0x10 - remove charging?
0x18 - "Silence"
+
0x20 - move hp up
0x1c - "Blood Suck"
+
0x40 - move MP up
0x20 - "Oil"
+
0x80 - move exp up
0x24 - "Float"
+
0x0100 - move jp up
0x28 - "Reraise"
+
0x0400 - status changes
0x2c - "Transparent"
+
 
0x30 - "Berserk"
+
800962d4 - HP Damage
0x34 - "Poison"
+
800962d6 - HP Healing
0x38 - "Regen"
+
800962d8 - MP Damage
0x3c - "Protect"
+
800962da - MP Healing
0x40 - "Shell"
+
800962dc - SP Damage
0x44 - "Haste"
+
800962de - SP Bonus
0x48 - "Slow"
+
800962e0 - CT Damage
0x4c - "Stop"
+
800962e2 - CT Bonus
0x50 - "Faith"
+
800962e4 - Brave Damage
0x54 - "Innocent"
+
800962e6 - Brave Bonus
0x58 - "Charm"
+
800962e8 - Faith Damage
0x5c - "Sleep"
+
800962ea - Faith Bonus
0x60 - "Don't Move"
+
800962ec - PA Damage
0x64 - "Don't Act"
+
800962ee - PA Bonus
0x68 - "Reflect"
+
800962f0 - MA Damage
0x6c - "Death Sentence"
+
800962f2 - MA Bonus
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.)
+
  80098dcc - numerical display data
 +
80098dd4 - numerical display data?
  
  8018f8cc - Tile Data Start (8 bytes each, +100h for Higher Elevation tiles)
+
  800bda04 -  
  0x00: Tile Type
+
  0x04 - X/Y Shift for number display
0x80 -  
+
0x06 - Image Width/Height
0x40 -  
+
 
0x3F - Cross section
+
800c7ce8 - start of VRAM spritesheet data (store decompressed attacking graphics from unit spriteesheet)
0x3e -  
+
0x00 - misc unit ID
0x3d -  
+
  0x1f: unit's Misc ID
  0x3c -
+
  0xE0: unit's VRAM transparency type
  0x3b -
+
0x01 - spritesheet ID
0x3a -  
+
800d4640 - Palettes
0x39 -  
+
800e466e - end of VRAM spritesheet data ?
0x38 -  
+
 
0x37 -
+
8016836c - Color shading values for height number (top right) display
0x36 -  
+
    0x00: Red shading value for top-left corner
0x35 -  
+
    0x01: Green shading value for top-left corner
0x34 -  
+
    0x02: Blue shading value for top-left corner
0x33 -  
+
    0x04: Red shading value for top-right corner
0x32 -  
+
    0x05: Green shading value for top-right corner
0x31 -  
+
    0x06: Blue shading value for top-right corner
0x30 -  
+
    0x08: Red shading value for bottom-left corner
0x2F -  
+
    0x09: Green shading value for bottom-left corner
0x2E - Coffin
+
    0x0a: Blue shading value for bottom-left corner
0x2D - Waterfall
+
    0x0c: Red shading value for bottom-right corner
0x2C - Tombstone
+
    0x0d: Green shading value for bottom-right corner
0x2B - Moss
+
    0x0e: Blue shading value for bottom-right corner
0x2A - Iron plate
+
 
0x29 - Machine
+
80173cbc - List of entries for height display
0x28 - Deck
+
    Struct data for height display entry: 0x34 (52) bytes long
0x27 - Ivy
+
        0x00 - 0x02: Byte sequence 0x17, 0x3c, 0xf0; Can sometimes be other values; Causes bizarre display errors if value is wrong
0x26 - Furniture
+
        0x03: Flags? 0x0c? (1 byte)
0x25 - Stairs
+
        0x04: Red shading value for top-left corner (1 byte)
0x24 - Water plant
+
        0x05: Green shading value for top-left corner (1 byte)
0x23 - Bridge
+
        0x06: Blue shading value for top-left corner (1 byte)
0x22 - Mud wall
+
        0x07: Flags? 0x3e, or 0x3c? (1 byte)
0x21 - Chimney
+
        0x08: X Screen Location (2 bytes)
0x20 - Brick
+
        0x0a: Y Screen Location (2 bytes)
0x1F - Box
+
        0x0c: X Load Location (1 byte)
0x1E - Tree
+
        0x0d: Y Load Location (1 byte)
0x1D - Rug
+
        0x0e: 0x7cfc? (2 bytes)
0x1C - Obstacle
+
        0x10: Red shading value for top-right corner (1 byte)
0x1B - Book
+
        0x11: Green shading value for top-right corner (1 byte)
0x1A - Salt
+
        0x12: Blue shading value for top-right corner (1 byte)
0x19 - Darkness
+
        0x13: Zero (0) (Unused)? (1 byte)
0x18 - Sky
+
        0x14: X Screen Location + Width (2 bytes)
0x17 - Stone wall
+
        0x16: Y Screen Location (2 bytes)
0x16 - Roof
+
        0x18: X Load Location + Width (1 byte)
0x15 - Stone floor
+
        0x19: Y Load Location (1 byte)
0x14 - Wooden floor
+
        0x1a: Spritesheet ID (0x001e = ITEM.BIN, 0x001f = FRAME.BIN) (2 bytes)
0x13 - Road
+
        0x1c: Red shading value for bottom-left corner (1 byte)
0x12 - Lava
+
        0x1d: Green shading value for bottom-left corner (1 byte)
0x11 - Sea
+
        0x1e: Blue shading value for bottom-left corner (1 byte)
0x10 - Lake
+
        0x1f: Zero (0) (Unused)? (1 byte)
0x0F - River
+
        0x20: X Screen Location (2 bytes)
0x0E - Waterway
+
        0x22: Y Screen Location + Height (2 bytes)
0x0D - Ice
+
        0x24: X Load Location (1 byte)
0x0C - Lava rocks
+
        0x25: Y Load Location + Height (1 byte)
0x0B - Poisoned marsh
+
        0x26: Zero (0) (Unused)? (2 bytes)
0x0A - Marsh
+
        0x28: Red shading value for bottom-right corner (1 byte)
0x09 - Swamp
+
        0x29: Green shading value for bottom-right corner (1 byte)
0x08 - Wasteland
+
        0x2a: Blue shading value for bottom-right corner (1 byte)
0x07 - Gravel
+
        0x2b: Zero (0) (Unused)? (1 byte)
0x06 - Rocky cliff
+
        0x2c: X Screen Location + Width (2 bytes)
0x05 - Snow
+
        0x2e: Y Screen Location + Height (2 bytes)
0x04 - Thicket
+
        0x30: X Load Location + Width (1 byte)
0x03 - Grassland
+
        0x31: Y Load Location + Height (1 byte)
0x02 - Stalactite
+
        0x32: Zero (0) (Unused?) (2 bytes)
0x01 - Sand area
+
       
0x00 - Natural Surface
+
80173e00 - Same structure as 80173cbc
0x01:
+
 
0x02 - Height (whole numbers)
+
80173f44 - Pointer to height display entry (see 80173cbc); placing a pointer here makes the display happen?
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:
 
  
  8014d038 - pre-attack display (display page?)
+
  8014cf68 - Status Image Data (4 bytes each, 0xc4 total)
 +
0x00 - X Load Location
 +
0x01 - Y Load Location
 +
0x02 - Image Width
 +
0x03 - Image Height
  
8014d05c - Start of display data (when menu is loaded in battle)
+
0x00 - "Dead"
0x00 - level
+
0x04 - "Undead"
0x02 - enemy/ally/Autobattle flag
+
0x08 - "Petrify"
+
0x0c - "Invite"
0x08 - Experience
+
0x10 - "Darkness"
+
0x14 - "Confusion"
0x0c - Current HP
+
0x18 - "Silence"
0x10 - Max HP
+
0x1c - "Blood Suck"
0x12 - Current MP
+
0x20 - "Oil"
+
0x24 - "Float"
0x16 - Max MP
+
0x28 - "Reraise"
0x18 - CT
+
0x2c - "Transparent"
+
0x30 - "Berserk"
0x26 - Job ID
+
0x34 - "Poison"
0x28 - Brave
+
0x38 - "Regen"
0x2a - Faith
+
0x3c - "Protect"
0x2c - modified Birthday
+
0x40 - "Shell"
+
0x44 - "Haste"
8014d08a - Selected unit index (halfword)
+
0x48 - "Slow"
 
+
0x4c - "Stop"
8014d09a - hit % data (for display?)
+
0x50 - "Faith"
 
+
0x54 - "Innocent"
 
+
0x58 - "Charm"
 
+
0x5c - "Sleep"
8014d13c - Skillset Display?
+
0x60 - "Don't Move"
8014d13d -  
+
0x64 - "Don't Act"
 
+
0x68 - "Reflect"
8014d148 - Unit Name
+
0x6c - "Death Sentence"
 
+
0x70 - "Stolen"
8014d264 - Player abilities display (greying out ability, blinking red, etc.)
+
  0x74 - "Broken"
0x00 - normal
+
0x78 - (these 6 are unused)
0x01 - normal greyed out
+
0x7c -
0x04 - normal greyed out
+
0x80 -
0x05 - normal greyed out
+
0x84 -
0x08 - blinking red
+
0x88 -  
0x09 - greyed out and blinking
+
0x8c -  
0x0c - greyed, blinking blue
+
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"
  
  8014d304 - Unit ID
+
  8014d038 - pre-attack display (display page?)
8014d308 - used ability for spell quotes (word)
 
8014d30c - used skillset (word)
 
8014d310 - used item (regardless of thrown/attack) (word)
 
8014d314 - Autobattle Setting?
 
  
  8014d318 - function setting for 141b0c routine (r4)
+
  8014d05c - Start of display data (when menu is loaded in battle)
  8014d31c - r5 setting for 141b0c routine
+
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?)
  
8014d320 - Ability CT?
 
8014d324 - 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
+
==Player Menu Memory Addresses==
  0x0e - Units turn menu can't move, not on chocobo
+
8016923c - list of menu data (0x05 bytes each)
  0x13 - Units turn menu can move, can't act, not on chocobo
+
0x00 - Menu type number (corresponds to 0x165f84 data)
  0x14 - Units turn menu can't move or act, not on chocobo
+
 
  0x2e - Units turn menu with move/act usable, On Mount
+
8014d13c - Skillset Display?
  0x2f - Units turn menu with move usable, on mount
+
8014d13d -
  0x30 - Units turn menu with move usable, act not usable, on mount
+
 
  0x31 - Units turn menu with move/act not usable, on mount
+
8014d148 - Unit Name
  0x04 - address
+
 
 +
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
 +
 
 +
  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 - Unit Menu Data (remembers menu scroll when changing to a menu that removes/hides the old menu)
 
  8014d46c - Unit Menu Data (remembers menu scroll when changing to a menu that removes/hides the old menu)
Line 1,606: Line 2,581:
 
  - also ....
 
  - also ....
  
  80165f74
+
  80169994 - limit the cursor can scroll before menu shifts
+
80169996 - number of slots the menu can shift downward
  80165f84 - Menu/ message display byte
+
80169998 - "Ability" menu header X display location
 +
8016999a - "MP" or "Stock" menu header X display location
 +
8016699c - "Turns" menu header X Display Location
 +
  8016699e - Ability name display
  
0x0e - Units turn menu can't move, not on chocobo
+
801669a0 - Controls menu display of abilities (stock, mp, turns, etc.)
0x13 - Units turn menu can move, can't act, not on chocobo
+
  0x00
  0x14 - Units turn menu can't move or act, not on chocobo
+
  0x01
  0x2e - Units turn menu with move/act usable, On Mount
+
  0x02 - Can't display Turns ("Now!")
  0x2f - Units turn menu with move usable, on mount
+
  0x03 - Can display Turns
  0x30 - Units turn menu with move usable, act not usable, on mount
+
  0x04
  0x31 - Units turn menu with move/act not usable, on mount
 
 
 
 
 
  141654 inputs
+
  801669a2 - Controls menu display of abilities (stock, mp, turns, etc.)
0x01 - wait message
+
  0x00 -  
  0x06 - attack selected (select target to attack)
+
  0x01 -  
  0x07 - movement message?
+
  0x02 - Can't display MP/stock
  0x08 - continue?
+
  0x03 - Can display MP/stock
  0x0a - normal ability name display
+
 
0x14 - select target to attack (auto battle fight for life)
+
801669a4 - pointer skillset abilities for menu display
0x1a - target confirmation (Unit to attack for auto battle)
+
801669a8 - pointer skillset MP costs for menu display (ability list + 0xa4)
0x1b - target confirmation (unit to protect for auto battle)
+
801669ac - pointer skillset Turns for menu display (ability list + 0x148)
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?
 
  
  Text Data (Some sections behave differently.
+
  801669b0 - ability display flags
  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
+
801669bc - Amount of slots the menu scrolled down (to display more abilities)
0x83 - 1637de - move disabled
 
  
80169994 - limit the cursor can scroll before menu shifts
+
  80166a40 - some skillset data, half each
80169996 - number of slots the menu can shift downward
+
  0x1000 - abilities not known in skillset (removes sound effect when skillset is selected)
80169998 - "Ability" menu header X display location
+
  0x0016 - set to this if nothing to display for that skillset slot
8016999a - "MP" or "Stock" menu header X display location
 
8016699c - "Turns" menu header X Display Location
 
8016699e - Ability name display
 
 
 
801669a0 - Controls menu display of abilities (stock, mp, turns, etc.)
 
0x00
 
0x01
 
0x02 - Can't display Turns ("Now!")
 
0x03 - Can display Turns
 
0x04
 
 
801669a2 - Controls menu display of abilities (stock, mp, turns, etc.)
 
0x00 -
 
0x01 -
 
0x02 - Can't display MP/stock
 
0x03 - Can display MP/stock
 
 
 
801669a4 - pointer skillset abilities for menu display
 
801669a8 - pointer skillset MP costs for menu display (ability list + 0xa4)
 
801669ac - pointer skillset Turns for menu display (ability list + 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?
 
  0x0003 - always set?
  
Line 1,813: Line 2,743:
 
  0x07
 
  0x07
 
  0x08
 
  0x08
 
80174068 - Return address for ability range (based on action menu byte)17a8c0 routine
 
  
 
  801740a8 - Code Pointers for ability targeting (Action menu byte) used in [[Calculate_Targeting_for_Menu_Types]] <span id="0x801740a8"></span>
 
  801740a8 - Code Pointers for ability targeting (Action menu byte) used in [[Calculate_Targeting_for_Menu_Types]] <span id="0x801740a8"></span>
Line 1,834: Line 2,762:
 
  0x3c - 8017ac2c - Unknown
 
  0x3c - 8017ac2c - Unknown
  
  801740e8 - Code Pointers for attack preparation routine(Action menu byte) 17c45c routine
+
  80165f84 - Menu/ message display byte
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
 
  
8015d304 - Current Unit's ID (* 0x1c0 for Data Pointer)
+
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
  
  801612dc - start of some data - used in Set Unit Names routine ~133434
+
  141654 inputs
  list of words, values loaded and added to 8016135c
+
  0x01 - wait message
  that address is then stored in 173f8c + offset
+
  0x06 - attack selected (select target to attack)
 
+
0x07 - movement message?
(text page?)
+
0x08 - continue?
8016135c - 80161928 - Battle Error Messages Text
+
0x0a - normal ability name display
80161929 - 80161d41 - Battle Messages Text
+
0x14 - select target to attack (auto battle fight for life)
80161d41 - 801622c2 - Job Names Text
+
0x1a - target confirmation (Unit to attack for auto battle)
801622c3 - 80162e48 - Item Names Text
+
0x1b - target confirmation (unit to protect for auto battle)
80162e50 - 801630d9 - Japanese writing (FREE SPACE)
+
0x1d - job level up/level up?
801630da - 80163b87 - Act menus display data (0x05 bytes each, 0x06 for each unit?)
+
0x1e - learn on hit
80163b88 - Ability Names Text
+
0x1f - crystal/treasure menus
80164eb6
+
0x21 - after move, confirmation to move there
Battle Messages
+
0x22 - 0x25 - traps?
Status Names
+
0x26 - move find item
Error/Confirmation
+
0x32 - calculator stuff?
8016593a - 165d73 - Skillset Names
 
"Anything" in between
 
80165d88 - Summon Names
 
80165df6 - Draw Out Names
 
  
  80165e64 - Start of some other data  
+
  Text Data (Some sections behave differently.
 
+
  Menus 2e and 00 cannot be greyed out by making the 0x01 byte
80165ecc
+
  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
  
80165ea4 -  
+
0x82 - 1637b2
 +
0x83 - 1637de - move disabled
  
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
 
  
  80173f8c - Pointers to Text Data (Mod below / 0x200 + 173f8c)
+
  801740e8 - Code Pointers for attack preparation routine(Action menu byte) 17c45c routine
  0x5000 - Menus items
+
  0x00 - 8017c7fc - Default
  0x4000 - Unit Name
+
  0x04 - 8017c548 - Item Inventory
  0x3000 - Job Name
+
  0x08 - 8017c5b4 - Weapon Inventory
  0x2000 -  
+
  0x0c - 8017c658 - Arithmeticks
  0x1000 - Skillset Name
+
  0x10 - 8017c6b8 - Elements
: 8016135c
+
0x14 - 8017c818 - Blank
: 8016135d
+
0x18 - 8017c7fc - Monster
: 8016135e - Skillsets
+
0x1c - 8017c6c8 - Katana Inventory
: 80161929
+
0x20 - 8017c704 - Attack
: 80161d3f
+
0x24 - 8017c730 - Jump
: 80161d40
+
0x28 - 8017c79c - Charge
: 80161d41 - Job Name
+
0x2c - 8017c7ec - Defend
: 801622c3
+
0x30 - 8017c7f4 - Change Equipment
: 80162e4c - Unit Name
+
 
: 80163006
+
  80169264 - start of skillset data?
  : 801630da - menu items
+
AAAA BBBB
: 801639cc
+
  Default - 0003 0000
  : 80163b86
+
  Item Inventory - 0003 0001
  : 80163b87
+
  Throw - 0003 0001
  : 80163b88
+
  Math Skill - 0003 0000
  : 80164ebb
+
  Elemental - fffd 0000
  : 80164ebc
+
  Blank - fffd 0000
  : 80165281
+
  Monster - 0003 0000
  : 801653b2
+
  Katana - 0003 0001
  : 80165937
+
  Attack - fffd 0000
  : 80165938
+
  Jump - fffd 0000
  : 80165939
+
  Charge - 0003 0000
  : 8016593a
+
  Defend - fffd 0000
  : 80165d89
+
  Equip Change - 0003 0000
  : 8016135c
+
  Unknown - fffd 0000
  : 8016135c
+
  Blank - fffd 0000
  : 8016135c
+
  Unknown - fffd 0000
  : 8016135c
+
  BBBB - halfword, whether the skillset calls from party inventory.
  : 8016135c
+
  AAAA - halfword, 3 or -3, -3 means don't load ability data to menu, execute targeting immediately.
: 8016135c
 
: 8016135c
 
 
 
  80165f94
 
80165f98 - pointer to 0x8016986c - Thread array base pointer
 
80165f9c - pointer to 0x5771c - Start of main data
 
  
 +
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)
  
80165fa0 - changes depending on displayed menu/message during battle
 
80165fa2 - same as above, changed when scroll you scroll past the initial abilities displayed
 
  
  80165fb4 - Sound effect to play (See https://ffhacktics.com/wiki/SoundEffect)
+
  80169840 - returned value from routine 0x181530 (skillset/act menu loading)
      (move selected, panel selected - set to 1 (Move to panel?) (5 if can't move due to Don't move? during... ability setup?))
 
  
  80165fbc
+
  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
  
  80165ff6
+
  80173c6c - action menu byte
  
80166018 - incremented
 
  
80166048 - freezes control to go to next event
 
  
  8016604a -  
+
  (text page? or just section per file?)
 
+
8016135c - 80161928 - Battle Error Messages Text
  801660a3 - control variable used in 0x13b590
+
80161929 - 80161d41 - Battle Messages Text
 
+
80161d41 - 801622c2 - Job Names Text
  801660ec - half
+
  801622c3 - 80162e48 - Item Names Text
  801660ee - half
+
80162e50 - 801630d9 - Japanese writing (FREE SPACE)
  801660f0 - half
+
  801630da - 80163b87 - Act menus display data (0x05 bytes each, 0x06 for each unit?)
  801660f2 - half
+
  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
  
  801696a8 -  
+
  80173f8c - Pointers to Text Data (Mod below / 0x200 + 173f8c)
  801696aa -  
+
0x5000 - Menus items
 
+
0x4000 - Unit Name
  80166ae4
+
0x3000 - Job Name
 
+
0x2000 -
  80169264 - start of skillset data?
+
0x1000 - Skillset Name
AAAA BBBB
+
  : 8016135c
  Default - 0003 0000
+
: 8016135d
  Item Inventory - 0003 0001
+
: 8016135e - Skillsets
  Throw - 0003 0001
+
: 80161929
  Math Skill - 0003 0000
+
  : 80161d3f
  Elemental - fffd 0000
+
: 80161d40
  Blank - fffd 0000
+
  : 80161d41 - Job Name
  Monster - 0003 0000
+
: 801622c3
  Katana - 0003 0001
+
  : 80162e4c - Unit Name
  Attack - fffd 0000
+
: 80163006
  Jump - fffd 0000
+
  : 801630da - menu items
  Charge - 0003 0000
+
: 801639cc
  Defend - fffd 0000
+
  : 80163b86
  Equip Change - 0003 0000
+
: 80163b87
  Unknown - fffd 0000
+
: 80163b88
  Blank - fffd 0000
+
: 80164ebb
  Unknown - fffd 0000
+
  : 80164ebc
  BBBB - halfword, whether the skillset calls from party inventory.
+
  : 80165281
  AAAA - halfword, 3 or -3, -3 means don't load ability data to menu, execute targeting immediately.
+
  : 801653b2
 +
  : 80165937
 +
  : 80165938
 +
  : 80165939
 +
  : 8016593a
 +
  : 80165d89
 +
  : 8016135c
 +
  : 8016135c
 +
  : 8016135c
 +
  : 8016135c
 +
  : 8016135c
 +
  : 8016135c
 +
  : 8016135c
  
80169808
+
==Assorted Memory Addresses==
  
  801697d0
+
  80067000 - List of return addresses (0x794 lines or 0x1e4 addresses)
 
+
80067830 -
  80169828 - ability selected byte? (word)
+
800942ab -
Control byte
+
800960c0 -
0x03 - learn on hit (ability known)
+
800960c4 -
0x02 - learn on hit
+
80094ba4 - ? Palettes
+
  800960f0 - Set to 1 when status is selected in main battle menu
  8016982d - Skillset (ability loading routines)
+
800960f8 - Whether or not the status menu has already been requested (Triangle on Ai player turn)
  8016982e - Used Ability (half)
+
800960fc -
 
+
80096100 - AT List ID (used to determine which data to load from the AT list)
 
+
80096104 - Map ID
  80169840 - returned value from routine 0x181530 (skillset/act menu loading)
+
80096200 - learned ability (learn on hit)?
 
+
8009620c - trap to display?
80169870
+
80096210 - Item to display
 
+
800962f4 -
801692b8 -  
+
80098a54 - Some units Misc Data Pointer
 
+
80098a54 - Pointer to last unit's Misc Data?
169828 data
+
80098db8 - ?? cleared after post action
  0x05 - used skillset
+
  800995ec - (word)
  0x06 - used item if not throw/draw out/item skillset
+
  800995f4 - (14 groups at 0x982 bytes each)
  0x0c - used item in throw ability setting
+
set 4 = Unit (team?) Palettes?
  0x0e - Tells the game to commence execution of attack
+
800995f5 - 1 = skip setting below data?
 
+
  800995f6 - (16 sections, 8 bytes each)
80169c6c
+
0x00 - (1 = active?)
  0x10 - unit ID?
+
0x01 -
  0x14 - unit Data
+
0x02 -
  8016a06c
+
0x03 - (set to PV2 in 0x8f710)
  8016a46c
+
0x04 - (set to 0 if PV = 10 in 0x8f710)
  8016a86c
+
  0x05 - Red Mod (for what changed the below section)
  8016ac6c - corresponds to
+
  0x06 - Green Mod
  8016b06c - Corresponds to skillset menu
+
0x07 - Blue Mod
  0x00 - Menu Address?
+
80099676 - Palette Color Mod Data (16 sect. w/ 16 colors; 7 bytes each color (0x700 total))
  8016b46c - Corresponds to main menu
+
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
 +
800bde64 -
 +
  800e6bb0 - list of return addresses
 +
  800e6c98 - list of return addresses
 +
  800e6edc -
 +
  800f64dc -  
 +
  8016866c - start of a set of data 0x0c long, (0x1b0 total) (0x24 sets)
 +
  0x00 - address to ?? (word)
 +
0x04 -
 +
8016881d -
 +
80169230 -
 +
80121d58 -
 +
  80121d8f - list of data, 0x12 bytes long each, 9 entries
 +
80132824 - ?
  
8016e42c
 
  
8016d9ca
 
  
80172258 - target current action pointer
 
  
80172660
+
==Yet Unsorted Addresses==
  
  
801739c8 -
 
  
80173b00 -
 
80173c30'
 
  
80173c6c - action menu byte
 
  
  80173c74 - next event?
+
  80165f74
 +
  
  80173ca8 - return address in 14ceb4 routine
+
   
 +
80174068 - Return address for ability range (based on action menu byte)17a8c0 routine
  
80173cb0
 
  
  80173cb8 - pointer to 166b10
+
  8015d304 - Current Unit's ID (* 0x1c0 for Data Pointer)
  
  8017403c - Skillset determinations (set to 1 if no abilities known?), 0 if not (ai page?)
+
  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
  
80174042 - end of previous list
 
 
80174048 - pointer to start of AI data / skillset
 
8017404c - Action menu byte list for skillsets
 
  
80174102 -
 
80174144 -
 
80174174 - 001829a8
 
 
8017423c - 80174254 [[Song_Abilities_Table_8017423c|Song Abilities Address Table]]
 
80174258 - Nothing (free to be used)
 
8017425c - 80174274 [[Dance_Abilities_Table_8017425c|Dance Abilities Address Table]]
 
80174278 - Nothing (free to be used)
 
8017427c - 80174294 [[Talk_Skill_Ability_Table]]
 
80174298 - Nothing (free to be used)
 
80178f9c -
 
  
  801792b8 -  
+
  80165e64 - Start of some other data
  
  80179828 - some pointer (word)
+
  80165ecc
  
  8018afd8 - [[Reaction_abilities_return_adress_table]]
+
  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
  
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
+
  80165f94
  8018f5f0 - Type of action (word)
+
  80165f98 - pointer to 0x8016986c - Thread array base pointer
0x01 - Reacting
+
80165f9c - pointer to 0x5771c - Start of main data
0x00 - pre-attack, initial attack
 
 
  
8018f5f4 - Team golem amounts
 
  
  -(0x0a04)
+
  80165fa0 - changes depending on displayed menu/message during battle
  8018f5fc - Action state (word)
+
  80165fa2 - same as above, changed when scroll you scroll past the initial abilities displayed
        0 - Action executing
 
        1 - AI considering action
 
        2 - Projected action result (skips conditional proc roll and displays average damage for random)
 
  
  8018f600: Zodiac Compatability Modifiers
+
  80165fb4 - Sound effect to play (See https://ffhacktics.com/wiki/SoundEffect)
00 - Neutral
+
      (move selected, panel selected - set to 1 (Move to panel?) (5 if can't move due to Don't move? during... ability setup?))
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)
+
  80165fbc
        (for 0x184b24 routine)
+
 
        0x00 - Crystal/Dead/Undead/Charging/Jump/Defending/Performing
+
80165ff6
        0x01 - NONE
+
 
        0x02 - Reraise/Transparent/Critical
+
80166018 - incremented
        0x03 - Regen/Protect/Shell/Haste/Wall
+
 
        0x04 - Faith/Innocent/Charm/Reflect
+
80166048 - freezes control to go to next event
  8018f610 - Formula Code Pointers (overlaps with above, but 0x00 is no formula)
+
 
        0x0000/0x00 - N/A (shared with Rider statuses; fake pointer)
+
8016604a -  
        0x0004/0x01 - 80188b64
+
 
        0x0008/0x02 - 80188ba4
+
801660a3 - control variable used in 0x13b590
        0x000c/0x03 - 80188be4
+
 
        0x0010/0x04 - 80188c24
+
801660ec - half
        0x0014/0x05 - 80188c9c
+
801660ee - half
        0x0018/0x06 - 80188cf4
+
  801660f0 - half
        0x001c/0x07 - 80188d3c
+
801660f2 - half
        0x0020/0x08 - 80188d84
+
 
        0x0024/0x09 - 80188df4
+
801696a8 -  
        0x0028/0x0a - 80188e78
+
801696aa -  
        0x002c/0x0b - 80188eb8
+
 
        0x0030/0x0c - 80188ef8
+
80166ae4
        0x0034/0x0d - 80188f38
+
 
        0x0038/0x0e - 80188f90
+
 
        0x003c/0x0f - 80189084
+
 
        0x0040/0x10 - 801890dc
+
80169808
        0x0044/0x11 - 80189124
+
 
        0x0048/0x12 - 8018912c
+
801697d0
        0x004c/0x13 - 80189164
+
 
        0x0050/0x14 - 8018916c
+
 
        0x0054/0x15 - 801891ac
+
 
        0x0058/0x16 - 80189204
+
80169870
        0x005c/0x17 - 8018925c
+
 
        0x0060/0x18 - 8018929c
+
801692b8 -  
        0x0064/0x19 - 801892a4
+
 
        0x0068/0x1a - 801892ac
+
 
        0x006c/0x1b - 8018933c
+
 
        0x0070/0x1c - 8018937c
+
 
        0x0074/0x1d - 801893d8
+
8016e42c
        0x0078/0x1e - 80189434
+
 
        0x007c/0x1f - 80189464
+
8016d9ca
        0x0080/0x20 - 801895c4
+
 
        0x0084/0x21 - 801895f4
+
80172258 - target current action pointer
        0x0088/0x22 - 80189654
+
 
        0x008c/0x23 - 8018967c
+
80172660
        0x0090/0x24 - 801896b4
+
 
        0x0094/0x25 - 801896ec
+
 
        0x0098/0x26 - 80189794
+
801739c8 -  
        0x009c/0x27 - 80189828
+
 
        0x00a0/0x28 - 80189870
+
80173b00 -  
        0x00a4/0x29 - 80189910
+
80173c30'
        0x00a8/0x2a - 801899a4
+
 
        0x00ac/0x2b - 80189a90
+
 
        0x00b0/0x2c - 80189ad8
+
 
        0x00b4/0x2d - 80189b20
+
80173c74 - next event?
        0x00b8/0x2e - 80189b94
+
 
        0x00bc/0x2f - 80189c50
+
80173ca8 - return address in 14ceb4 routine
        0x00c0/0x30 - 80189c90
+
 
        0x00c4/0x31 - 80189cd0
+
80173cb0
        0x00c8/0x32 - 80189d74
+
 
        0x00cc/0x33 - 80189e28
+
80173cb8 - pointer to 166b10
        0x00d0/0x34 - 80189e94
+
 
        0x00d4/0x35 - 80189f08
+
8017403c - Skillset determinations (set to 1 if no abilities known?), 0 if not (ai page?)
        0x00d8/0x36 - 801868f0
+
 
        0x00dc/0x37 - 80189f84
+
80174042 - end of previous list
        0x00e0/0x38 - 80187f24
+
        0x00e4/0x39 - 80186d2c
+
80174048 - pointer to start of AI data / skillset
        0x00e8/0x3a - 80186d00
+
8017404c - Action menu byte list for skillsets
        0x00ec/0x3b - 80186d58
+
 
        0x00f0/0x3c - 80186dbc
+
80174102 -  
        0x00f4/0x3d - 80189fcc
+
80174144 -
        0x00f8/0x3e - 8018a00c
+
80174174 - 001829a8
        0x00fc/0x3f - 8018a02c
+
        0x0100/0x40 - 8018a088
+
 
        0x0104/0x41 - 8018a114
+
80178f9c -  
        0x0108/0x42 - 8018a17c
+
 
        0x010c/0x43 - 80186e28
+
801792b8 -  
        0x0110/0x44 - 80186e54
+
 
        0x0114/0x45 - 80186e78
+
80179828 - some pointer (word)
        0x0118/0x46 - 8018a218
+
 
        0x011c/0x47 - 8018a220
+
 
        0x0120/0x48 - 8018a250
+
        0x0124/0x49 - 80188288
+
8018f500 - Pointers to some routine used while spreading AoE of Move.
        0x0128/0x4a - 8018a2c4
+
            0x00 - 801754d0 [[Spread_Move_to_East_Preset]]
        0x012c/0x4b - 8018a2ec
+
            0x04 - 801754f4 [[Spread_Move_to_North_Preset]]
        0x0130/0x4c - 8018a3a0
+
            0x08 - 8017551c [[Spread_Move_to_West_Preset]]
        0x0134/0x4d - 8018a3d0
+
            0x0c - 80175540 [[Spread_Move_to_South_Preset]]
        0x0138/0x4e - 8018a420
+
        0x013c/0x4f - 8018a458
+
8018f518 - In between turn control variable
        0x0140/0x50 - 8018a4a0
+
0x00 - next clocktick
        0x0144/0x51 - 8018a4e8
+
0x01 - dead processing, next turn processing
        0x0148/0x52 - 8018a554
+
0x02 - ability CT decrement
        0x014c/0x53 - 8018a5e4
+
0x03 - Post ability ability CT setting
        0x0150/0x54 - 8018a668
+
0x04 - status CT decrement
        0x0154/0x55 - 8018a698
+
0x05 - set AI CT data?
        0x0158/0x56 - 8018a6f8
+
0x06 - ??
        0x015c/0x57 - 8018a758
+
0x07 - blank
        0x0160/0x58 - 8018a824
+
0x08 - blank
        0x0164/0x59 - 8018a908
+
0x09 - find highest CT
        0x0168/0x5a - 8018a980
+
0x0a - after setting characters turn active (validate units turn)
        0x016c/0x5b - 8018a9c4
+
0x0b - blank
        0x0170/0x5c - 8018aa10
+
0x0c - blank
        0x0174/0x5d - 8018aa54
+
0x0d - set some AI weapon data?
        0x0178/0x5e - 8018aa98
+
0x0e - mimic ability setting
        0x017c/0x5f - 8018aac8
+
0x0f - transparent removal
        0x0180/0x60 - 8018aaf8
+
0x10 - blank
        0x0184/0x61 - 8018ab18
+
0x11 - poison marsh status
        0x0188/0x62 - 8018ab58
+
0x12 - blank
        0x018c/0x63 - 8018ab98
+
0x13 - poison/regen HP changes
        0x0190/0x64 - 8018ac44
+
0x14 - get tile type
 +
 
 +
 
 +
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.)
 +
 
 +
8018f520 - active units ID?
  
  8018f7ec - Used Ability Flags 1
+
  8018f5f0 - Type of action (word)
 +
0x01 - Reacting
 +
0x00 - pre-attack, initial attack
 +
 +
8018f5fc - Action state (word)
 +
        0 - Action executing
 +
        1 - AI considering action
 +
        2 - Projected action result (skips conditional proc roll and displays average damage for random)
 +
 
 +
8018f4e0 - Pointer to Scratch Pad [[1f800000|<span style=color:blue>0x1f800000</span>]]
 +
8018f4e4 - Pointer to Scratch Pad [[1f800180|<span style=color:blue>0x1f800180</span>]]
 +
8018f4e8 - Pointer to Scratch Pad [[1f800080|<span style=color:blue>0x1f800080</span>]]
 +
8018f4ec - Pointer to Scratch Pad [[1f800100|<span style=color:blue>0x1f800100</span>]]
 +
8018f4f0 - Pointer to Scratch Pad [[1f800200|<span style=color:blue>0x1f800200</span>]]
 +
8018f4f4 - Counter for some panel targeting
 +
8018f4f8 - set to 1 during linear attack routine (word)
 +
8018f4fc -
 +
 
 +
8018f510 - Set to 1 when reachable tile are set in [[00174b8c_-_00174df4]]
 +
8018f514 - Active unit ID (when 8018f510 is set to 1) - stored as a word (?)
 +
 
 +
8018f7f0 - No. Tiles moved  (movement page?)
 +
- Per tile, includes facing/walking direction to destination
 +
 
 +
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
 +
 
 +
 
 +
8018f8b0 - "Can mimic Table" / 1 byte per Unit 0x15 entries (in battle data order while looping)
 +
            Set to 0x01 if Unit is a mime and 0x8019389d = 0x01  [[In_between_turn_control_routine]] check variable 0x0d and 0x0e sections
 +
            if 01 allows mimic setting
 +
 
 +
8018f8c5 - end
 +
-0x0738
 +
8018f8c8 - Acting Unit ID (word)
 +
 
 +
80193d48 - Pointers for Action menu in routine : [[AI Ability Data Setting]]  <span id="AI_Ability_Data_Setting_JumpAdr"></span>
 +
        0x00 - 801959d4 - Item Inventory
 +
        0x04 - 80195a30 - Weapon Iventory
 +
        0x08 - 80195bcc - Arithmeticks
 +
        0x0c - 80195c00 - Elements
 +
        0x10 - 80195c00 - Blank
 +
        0x14 - 80195c00 - Monster
 +
        0x18 - 80195a24 - Katana inventory
 +
        0x1c - 80195944 - Attack
 +
        0x20 - 80195a90 - Jump
 +
        0x24 - 80195ba0 - Charge
 +
 +
80193d98: Jump Adress for AI routine [[Calculate_Physical%3F_Target]] 6 words long
 +
 
 +
 
 +
 
 +
 
 +
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) - used as a stack in [[Select_Random_Tile_For_Random_Fire_Abilities]]
 +
0x02 - Unit Number (battle) of unit standing on panel?
 +
0x03 -
 +
0x04 - Obstructed (set to 0xff if panel is obstructed)/ Not reachable?
 +
801937d8 - Movable Unit Grid (0x10 Entries) - 0x05 Bytes (pretty much the same as Panel grid)
 +
ENTD math?
 +
80193844 - Sum of enemy levels (when loaded; doesn't factor in level ups)
 +
80193920 - Highest enemy level (when loaded; doesn't factor in level ups)
 +
 
 +
 
 +
Current executing ability data
 +
80193860 - ? (set to 0 if an item is used on undead) - Host 1st set of canceled statuses (routine 0018b9f8called from pre formula set up)
 +
80193861 - 2nd set of canceled statuses
 +
80193862 - 3rd set of canceled statuses
 +
80193863 - 4th set of canceled statuses
 +
80193864 - 5th set of canceled statuses
 +
 
 +
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 - Action performed byte? / set to 0x01 in [[Current_Action_Attacker_Data_Setting]] - If not null can trigger mimic in [[In_between_turn_control_routine]]
 +
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?
 +
801938e6 - Undead Reverse flag (So far, met only in [[0E_Dmg_(Y)%25_Hit_F(MA%2BX)%25_100%25_Status_Hide_Status|Formula 0E]] free to be used anywhere else ?)
 +
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 - Random Damage modifier (Formula 0x32 : just stored and loaded - no other occurences found) - did some test with other formulas does nothing (free to use ?)
 +
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
 +
0x80 - Fire
 +
0x40 - Lightning
 +
0x20 - Ice
 +
0x10 - Wind
 +
0x08 - Earth
 +
0x04 - Water
 +
0x02 - Holy
 +
0x01 - Dark
 +
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 (Set to 0x01 if Unit gain a Job Lv at [[Main_Reaction_subroutine_-_ENTD/ID_stuff]])
 +
8019390e - Post Formula flag set to 0x06 if target is poached / 0x09 if target is trained (switch team)
 +
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 - ??
 +
 
 +
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          -80.5% -67(ff99)
 +
 
 +
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)
 +
 
 +
  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)
 +
0x40000000 - enabled after setting some targetability flags / Disabled if Acting unit has [Allied Target] or [Death Sentence]
 +
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
 +
 +
0x0082/0x???? - set to 1 if ability has MP or target enemies flagged
 +
 
 +
0x0098/0x0cd4 - List of Unit AI/Action? Data (0x14 bytes - 16 Units)
 +
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 - Team Golem values(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)
 +
 
 +
        (801a02b4)
 +
        (Unit entries ordered by AI unit index, which is a lookup table at 0x801a0d50 (AIData+0x198c) - lookup by battle unit index ("Unit ID" here))
 +
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 (lower 8 bits)
 +
0x01 -
 +
Upper 6 bits - Unit ID
 +
Lower 2 bits - bits 9 and 10 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) - Target X if focusing a unit
 +
0x01 - Higher Elevation Flag?
 +
0x02 - Y Location? - Target Y if focusing a unit
 +
0x03 - (set to 0 after finding usable abilities) (Set to 0 in [[Store_main_target_ID_and_focus_on_target_flag]] - Target found)
 +
0x04 - (0x167 in Unit's Data)
 +
0x80 - Not dead/petrified/death sentenced Enemy unit (Unit without this flag are ignored)
 +
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] - AI Panic mod : Enabled if Acting unit allies are all frog or critical or Acting unit has one ally left (AI Team only)
 +
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 (+ Unit Move)
 +
0x0f - Range of Highest range ability (+ Unit Move)
 +
 
 +
        (AI unit index - lookup by battle unit index; uses range 0-15)
 +
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? - Set to 0x01 when there is only one enemy left ([[Some_targetability_setting]])
 +
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
 +
 
 +
 
 +
end of AI related?
 +
 
 +
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
 +
 
 +
0x8019f3c4 - Player's ability list menu data (if not AI.)
 +
0x0000 - Ability ID (0x100 bytes long at max, if throw with maxed out weapon inv)
 +
0x0001 - Ability Type flag (0x70 is ability, 0x38 is item, determines menu text.)
 +
0x00a4 - MP cost/item stock (halfwords)
 +
0x0148 - No. Turns to complete (halfwords)
 +
0x01ec - MP cost/item stock (bytes)
 +
0x023e - No. Turns to complete (bytes)
 +
0x0290 - Silence/reflect flags
 +
0x02e2 - No. Turns to complete (bytes)
 +
0x0334 - No. Turns to complete (bytes)
 +
0x06XX - skillset list
 +
  
  8018f510 - ?
+
  8019f5ac - word
  
  8018f7f0 - No. Tiles moved  (movement page?)
+
  8019f5b0/0x01ec - Items used list/ MP list?
- Per tile, includes facing/walking direction to destination
 
  
  8018f86d - current units movement supports
+
  0x23c
0x80 - fly
+
  8019f602/0x23e - ability CT?
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)
+
  8019f654/0x0290 - Silence/reflect flags (related: if performance is checked here as well, the game won't set "No. turns to complete")
  0x00 Item ID
+
  0x02 - affected by silence
8018f8a8 - Move-Find Item/trap flags
+
  0x01 - reflect
  0x00 - activation type
+
0x00 - none
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
+
8019f9b4 - [[Extra_Battle_Stats|Extra Battle Stats]]. (Used for saving/loading certain Battle Stats at certain times.)
for that unit ID's byte.
 
8018f8b0 - if 01 allows mimic setting
 
  
  8018f8c5 - end
+
  801b48d0 - [[Effect Data]] Miscellaneous, partly scattered data and tables. starts at 801b48d0.
-0x0738
 
8018f8c8 - Acting Unit ID (word)
 

Latest revision as of 07:18, 13 July 2024

BATTLE.BIN Routines

BATTLE.BIN Routines

GPU, VRAM, and CPU Related Addresses

80067838 - Pointers for Numerical Display Color Code (0xd1 pointers)
80067b80 - Pointers for Display Type Code (SP/CT/Br/Fa/PA/MA)
80067bac - Field positional data for damage/status text as it bounces onto the field
80067bd8 - "
80067c04 - "
80067c30 - "
80067c5c - "
80067c88 - "
(the above is somewhat elaborate and above my motivation grade right now. but it seems encoded in such a way that certain digits will appear later (data has intervals of like 0x15 but with big blank spaces of 0) which describes how the numbers bounce in one after the other when a unit takes damage.)
800682cc - Color Modification Code Pointers
800960cc - set to 04 in map zoom routine
800960d0 - Map Zoom
	0x04 - Zoomed out
	0x01 - Zoomed In
80098a24 - Rotation matrix elements (0x13 long, word each)
80098a38 - Translation vectors (3 words)
	0x00 trx
	0x04 try
	0x08 trz
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
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
800b6294
8010aad4 - even-frame sky-polygon
801198fc - odd-frame sky-polygon
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
80174038 - Currently running thread ID (i.e. which thread has the CPU right now)

Game Loop Addresses

80067cb8 - return address list based on post-action display type (exp,jp, etc.) (for 0x51 display types)
80093d08 - Display Type (page?)
	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
80096024 - ? (set to 0 after prepping to display earned Exp/JP) (word)
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
800960d4 - controller input for map tilt?	
	
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
80096118 - Casting units ID? (mimic?), ability CT resolution
8009611c - Casting units Misc ID?
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
80096204 - post action display phase
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 - Post Effect Message Counter (unit number?) increasing while setting messages
80096248 - Post Effect message data 0x08 long, 0x10 sections
    0x00 - Message Type
       -0x1c - Item Stolen
       -0x1d - Item broken
       -0x27 - CT change
       -0x28 - Speed change
       -0x29 - Brave CHange
       -0x2a - Faith CHange
       -0x2b - PA Change 
       -0x2c - MA Change
       -0x2d - Golem message
       -0x2e - Gils Change 
       -0x2f - Xp Change 
    0x01 - Unit ID (Displayed Name)
    0x02 - 
    0x03 - 
    0x04 - Additionnal info (Word)
       - 0x000000XX - XX is Item ID (broken or stolen)
       - 0x000080XX - XX is katana ID if broken katana
8009624c - item to break
80098d84 - Type of action (mimic / ability CT resolution)
	0x0100 - active turn?
	0x0200 - ability CT resolution
	0x0300 - crystal/treasure?
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?

Battle Related Data

800b7308 - Miscellaneous/ENTD Unit Data
	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 - sprite display bytes
		0x80 - no notable effect
		0x40 - if transparent, the unit is darkened considerably.
		0x20 - if transparent, the unit is lit up considerably.
		0x10 - no notable effect
		0x08 - no notable effect
		0x04 - flip sprite vertically (lol when would you need this)
		0x02 - flip sprite horizontally
		0x01 - transparent sprite
	
	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)
		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)(if riding)
	
	0x7a - chicken/frog/crystal/treasure graphic Y offset
		0x30 - frog
		0x60 - crystal
		Otherwise, 0x00.
	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
		0x20 - Currently dragoon jumping upward (not set on way down (removed after set))
		
	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 - Position relative to the camera, unsure which one is which direction though. 2 halfwords at 0x120, another at 0x128.
	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 - Equipped weapon type (determines unit animation)
	
	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 - Unit Sprite Data
		0x1d8 - Graphic trigger
		0x1da - 
		0x1dc - Current animation (halfword)
		0x1de - frame command byte counter (unit)
		0x1e0 - Frame
		0x1e2 - Wait time (in frames)
		0x1e4 - Loop counter
		0x1e6 - Unit animation
		0x1ea - Slow down amount
		0x1ec - Frame offset (jarring)
		0x1ee - Wait command: frames left to wait
		0x1f0 - rotation bytes
			0x01 - transparent
			0x02 - Flip horizontally
			0x04 - flip vertically
			
		0x1f4 - SHP Data Pointer
		0x1f8 - SEQ Data Pointer
		0x1fc - SHP Data Pointer
		0x200 - SEQ Data Pointer
		0x204 - Sprite Display Section Pointer in Misc Data
		
	0x208 - WEP Sprite Data? (0x362) (seems to be 'current' weapon animation data.)
		0x208 - Graphic trigger (1 is on screen, 0 is not on screen)
		0x20a - Graphic type (1 = Weapon, 2 = Effect) (Halfword)
		0x20c - Weapon Animation (Halfword)
		0x20e - frame command byte counter (weapon) (Halfword)
		0x210 - Frame (Halfword)
		0x212 - amount of frames to stay unmoving
		0x214 - loop counter
		0x216 - Weapon animation (saved)
		0x21a - Frame Delay (halfword)
		0x21c - Another Frame offset? math works out in favour of making 1 here look like a low strike.
		0x21e - Frame offset
		
		0x220 - Rotation bytes
	 		0x01 - transparent
			0x02 - Flip horizontally
			0x04 - flip vertically
		0x224 - SHP Data pointer (Word)
		0x228 - SEQ Data pointer (Word)
		0x22c - ? Display data pointer (with the 3 bytes of info and 1 byte of padding. Word)
	0x238 - EFF Sprite Data? (0x3e6)
		0x238 - graphic trigger?
		0x23a - graphic type? (1 = weapon, 2 = effect) (halfword)
		0x23d - effect animation (halfword)
		0x23e - frame command byte counter (effect) (Halfword)
		0x240 - Frame? (Halfword)=
		0x242 - Frame + Frame delay + frame command byte (halfword)
		0x244 - 
		0x246 - Effect animation?
		0x24a - Frame delay (basically always 0) (halfword)
		0x24c - Effect rotation? (halfword)
		0x24e - Wait command: Frames left to wait

		0x220 - Rotation bytes
 			0x01 - transparent
			0x02 - Flip horizontally
			0x04 - flip vertically
		
		0x254 - SHP Data pointer?
		0x258 - SEQ Data pointer?
		0x25c - ? Display data pointer(?)
	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
		0x00 - Red Shading
		0x01 - Green Shading
		0x02 - Blue Shading
		0x03 - number of graphics to be loaded (max = 7 (7 + 1 graphics))
		0x04 - VRAM Spritesheet ID
			0x00 - screen
			0x01 - screen
			0x02 - screen
			0x03 - screen
			0x04 - active unit SP2 & EVTCHR1
			0x05 - Formation screen (leftover from attack.out), target unit SP2 & EVTCHR2
			0x06 - Last loaded Menus
			0x07 - unit billboard
			0x08 - EFF & TRAP
			0x09 - WEP
			0x0a - ZODIAC.BIN
			0x0b - frog/chicken/crystals + some parts of zodiac.bin
			0x0c - none (not none?)
			0x0d - map textures
			0x0e - map textures
			0x0f - map textures
			0x10 - 0x13 - bottom screen + vram palettes.
			0x14 - First Unit Spritesheet
			0x1c - Global Portrait list?
			0x1d - in battle portraits + random spritesheet stuff
			0x1e - item.bin
			0x1f - Frame.bin
			0x80 - erroneous flags, ignored when parsing to GPU. may mark some debug information, but not necessarily.
			0x40 - 
			0x20 - 
			
		0x06 - VRAM Palette ID
		0x08 - X Size (stretches sprite to this size)
		0x0a - Y Size (stretches sprite to this size)
		0x0c - upper bit, Spin on Y axis (direction sprite is facing)
		0x0d - lower bit, Spin on Y axis (direction sprite is facing)

		Sprite data (duplicate occurances per graphic loaded for this sprite)
		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
		0x14 - x/y reverse and VRAM flags
			0x80 - only hard-set flag? if error computing size of graphic
			0x40 - related to which SPR is loaded? set based on frame ID being loaded
			0x20 - related to which SPR is loaded? set based on frame ID being loaded
			0x10 - 
			0x08 - 
			0x04 - vertical flip
			0x02 - horizontal flip
			0x01 - transparent
	0x362 - WEP1 Display Data
		0x362 + 0x00 - Red shading
			0x01 - Green shading
			0x02 - Blue shading
			0x03 - how many graphics to load
			0x04 - VRAM Spritesheet ID and some other nonsense (halfword)
			0x06 - VRAM Palette ID and some other nonsense (Halfword)
			0x08 - image stretch (horizontal, halfword but only the lower byte is considered)
			0x0a - image stretch (vertical, and ditto)
			0x0c - spin on Y axis? (halfword)
			0x0e - X shift
			0x0f - Y shift
			
			Graphic data (duplicated per weapon graphic loaded)
			0x10 - Image Width
			0x11 - Image Height
			0x12 - X Load location (In pixels)
			0x13 - Y Load location (In Pixels)
			0x14 - VRAM flags?
				0x1 - 
				0x2 - 
				0x4 - 
				0x8 - 
	
	0x386 - EFF Display data
		0x362 + 0x00 - Red shading
			0x01 - Green shading
			0x02 - Blue shading
			0x03 - how many graphics to load
			0x04 - VRAM Spritesheet ID and some other nonsense (halfword)
			0x06 - VRAM Palette ID and some other nonsense (Halfword)
			0x08 - image stretch (horizontal, halfword but only the lower byte is considered)
			0x0a - image stretch (vertical, and ditto)
			0x0c - spin on Y axis? (halfword)
			0x0e - X shift
			0x0f - Y shift
 
			Graphic data (duplicated per effect graphic loaded)
			0x10 - Image Width
			0x11 - Image Height
			0x12 - X Load location (In pixels)
			0x13 - Y Load location (In Pixels)
			0x14 - VRAM flags
				0x1 - 
				0x2 - 
				0x4 - 
				0x8 - 
	
	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 (VRAM flags?)
		
	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 SPR2? EVTCHR1?
			0x05 - Formation screen (active unit SPR3 +? EVTCHR2?)
			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 - X Size (stretches sprite to this size)
		0x0a - Y Size (stretches sprite to this size)
		0x0c - Spin on Y axis (direction sprite is facing)
		0x0d - 
			
		*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 - VRAM flags?
	0x426 - Item/Equip Display Section (1 Sprite Data Section)
	
	0x43c - initialization byte
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
		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)
	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  dedicated page here 
	0x018c/0x00 - Hit Flag
			0x00 - Miss
			0x01 - Hit
	0x018d/0x01 - Critical Hit Flag
	0x018e/0x02 - Evade Type
			0x00 - Hit
			0x01 - Guarded (Accessory) / Evaded (Accessory)
			0x02 - Evaded (Right Hand Item)
			0x03 - Evaded (Left Hand Item)
			0x04 - Arrow Guard? / Evaded (Class Evade)
			0x05 - Nullified
			0x06 - Miss
			0x07 - Catch? / Attack forced to miss (Status infliction denied) / Float+Earth element / Finger Guard / Maintenance
			0x08 - Canceled by status (death, petrify, wall)  Set_some_data_for_current_attack  (override previous values)
			0x09 - Reflected?
			0x0a - Golem
			0x0b - Blade Grasp?
	0x018f/0x03 - ID of the Item to remove (break/use/steal)
	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? - Katana not broken overrides others flag : here)
			0x04 - Break Item
			0x02 - Malboro (moldball virus)
			0x01 - Golem
	0x019d/0x11 - Special Flags 2
			0x80 - Reducing Golem Amount?
			0x40 - Knockback
			0x20 - 
			0x10 - Katana broken 
			0x08 - Weakness?
			0x04 - Absorption?
			0x02 - Proc is Triggered - Enabled here Conditional_Status_Proc_Roll_(19%)_Inner_Routine
			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?

0x80 = Malus (Steal Xp)

	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
		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)
	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
80192da0 - Copy of Acting Unit's Current Action Data? 0x2c long
80193848 - (Data from 0x16e-0x182 of Unit Data)
* Not unit data start:
8014d304 - Unit ID
8014d308 - used ability for spell quotes (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?
8014d324 - set to 1 when ability is selected
8014d32c - some data, 0x8 bytes each, 0x9 sections


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
80192d8c - Attacker Current Action Data Pointer
80192d90 - Target Current Action Data Pointer
80192d94 - Attacker's Data Pointer
80192d98 - Target Data Pointer
80192d9c - Reaction ID
80192dcc - X coordinate of target
80192dd0 - Y coordinate of target
80192dd4 - map level of target
8018f5f4 - Team golem amounts
8017423c - 80174254 Song Abilities Address Table
80174258 - Nop
8017425c - 80174274 Dance Abilities Address Table
80174278 - Nop
8017427c - 80174294 Talk_Skill_Ability_Table
80174298 - Nop
8017429c - 801742fc Reaction abilities return adress table
80174300 - Nop
(more unknown address tables after this)
8018afd8 - Reaction_abilities_return_adress_table

Map, Model, Camera Related Data

800960d8 - Map Tilt
	0x02 - Steep
	0x01 - Flat
800680dc - Map and direction related flags? stores horizontal/vertical flip flags, facing mod and generic walking anim for current map rotation per facing angle
	0x00 - South facing horizontal/vertical flip flags
	0x02 - West facing horizontal/vertical flip flags
	0x04 - North facing horizontal/vertical flip flags
	0x06 - East facing horizontal/vertical flip flags
	0x08 - South facing mod
	0x0a - West facing mod
	0x0c - North facing mod
	0x0e - East facing mod

	0x30 - south facing walking animation
	
	0x38 - West facing walking animation
	
	0x40 - North facing walking animation
	
	0x48 - East facing walking animation
800b6698 - word, deals with palette modification (useful in a map related page?)
	0x00
	0x01
	0x02
	0x03 - 
		0x02 - skips stormy weather palette mod? (ignore weather mod)
		0x01 - skips time of day palette mod? (Snow weather mod)
800a7784 - Map Tilt
	0x2e - flatter
	0xc0 - steeper
800a7786 - Map Rotation (half)
	0x0002
	0x0006
	0x000a
	0x000e
800c7ca8 - Camera zoom level (word); Higher number means more zoom
   Normal battle zoomed-out value: 0x0c00
   Normal battle zoomed-in value: 0x1000
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
800f4200 - Map GNS section 3 duplicate (initialised 000f4dd4 - 000f5574) (below needs to be in map related page?)
		
		0x88 - Counter for moving GNS data
		0x8a -
		0x8c - 
		0x8e - 
		0x90 - GNS line header (normally 0x22, caps the value at 0x88?)
		0x92 - load room arrangement this GNS line applies to?
		0x94 - Full map command halfword? (or command + something else?)
		0x96 - buffer? (all 0)
		0x98 - ? (normally 0x14?)
		0x9a - ? (normally 0x00?)
		0x9c - buffer?
		0x9e - buffer?
		0xa0 - buffer?

800f5ba8 - current loaded map (set at f385c)
800f5c58 - map data (specifically some kind of pseudo command? certain values are set and expected in map loading and reloading routines)
		0x00 - Load map?
		0x01 - Don't load map?
		0x0f - clears a sleuth of map data (starting at 0x800f7a65, clears every 0x14 values backwards)
800f5c5c - similar case as above. has some kind of format with above?
		0x00 - reload current map? (does not check for existing map - nor initialise some values)
		0x02 - load new map? (from overworld? from another map?)
		0x93 - clear snowy weather? (is this all it does?)
800f5c74 - Map's Move-find data (see 000f3638 - 000f36c0). 0x10 entries per map (no overlap (even though they can't all be loaded at once anyway...))
800f5e74 - Move-Find Item Data (and Traps)
	0x00 - X/Y Coordinate (Y + X * 16, up to 15 each)
               Upper Nibble - 0x?X - X Coordinate
               Lower Nibble - 0xX? - Y Coordinate
	0x01 - Trap
		0x80 - No Activation
		0x40 - Unknown
		0x20 - Always Trap
		0x10 - Disable Trap
		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
800f6860 - Map Max X
800f6864 - Map Max Y
800f70b4 - map data?
800fc558 - ?? map data?

800fa6c6 - important duplicate GNS data
	0x1cc - texture file GNS line
	0x398 - primary mesh GNS line
	0x3ac - Override mesh GNS line
80121ffc - Map LBA data pointer (loaded from scus by 00044414 - 000444d8, saved 0x000f3788 and 0x000f37d4)

80124604 - Map GNS Data duplicate
	0x00 - stored 0x00 at 0x07c01af0
	0x04 - File Type? (0117 = Texture)
	0x08 - LBA Sector
	0x0c - File Size (multiples of 0x800)
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
8014d02c - Tile type ID of currently selected tile (e.g. Grassland, Stone Floor, Tree, etc.)
8018f8cc - Tile Data Start (8 bytes each, +100h for Higher Elevation tiles)
	0x00: Tile Type
		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
		0x0F - River
		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:

Animation & Display Related Data

80067e60 - Whoosh sounds?

80067e98 - return address list based on weapon type/direction (0x1dc in misc data)
			sets attackers animation

(probably to go in SEQ & Animation info page and SHP & Graphic info page?)

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 ?) - Video : http://www.youtube.com/watch?v=nuy1yEL_Nhk (Thanks, Elric!)
	0x02 - Flags 3 (Text displayed)
0x00094364 - Weapon Change of Animation (multiplied by 2 (+1 if camera is behind the unit) to get true animation - applied to unit when attacking
	Fists:		3d 3e 3f
	Daggers:	40 41 42
	Ninja Blades: 	40 41 42
	Swords: 	40 41 42
	Knight Swords: 	40 41 42
	Katana: 	40 41 42
	Axes: 		40 41 42
	Rods: 		40 41 42
	Staffs: 	40 41 42
	Fails: 		40 41 42
	Guns: 		50 51 52
	Crossbows: 	53 54 55
	Bows: 		53 54 55
	Instruments: 	57 57 57
	Dictionaries: 	56 56 56
	Polearms: 	4d 4e 4f
	Poles: 		4d 4e 4f
	Bags: 		77 78 79
	Cloths: 	77 78 79
All other item types exist, but the animations are set to 0.
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

8009453c - Unit raw size measurements? all words. contains many possible raw size combinations (for the record, these are all *8 to get the true graphic size.)

800946c8 - weapon/effect raw size measurements? all words, with only a byte of data each. this is just inefficient.

80094748 - Spritesheet Data (4 bytes each, 0x9f total)
	0x00 - SHP ID
		0x00 - Type 1
		0x01 - Type 2
		0x02 - Cyoko
		0x03 - Mon
		0x04 - Other
		0x05 - Ruka
		0x06 - Arute
		0x07 - Kanzen
	0x01 - SEQ ID
		0x00 - Type 1
		0x01 - Type 2
		0x02 - Cyoko
		0x03 - Mon
		0x04 - Other
		0x05 - Ruka
		0x06 - Arute
		0x07 - Kanzen
	0x02 - Flying Flag
	0x03 - Graphic height 
800949c4 - Being Targetted Frame (front) - called if target hasn't replaced target animation (e.g. shield)
        0x00 - Type 1 = 0x0b
        0x01 - Type 2 = 0x0b
        0x02 - Cyoko = 0x02
        0x03 - Mon = 0x02
        0x04 - Other = 0x01
        0x05 - Ruka = 0x02
        0x06 - Arute = 0x01
        0x07 - Kanzen = 0x01
        0x08-0x0c - 0x00
800949d0 - Being Targetted Frame (back)
        0x00 - Type 1 = 0x10
        0x01 - Type 2 = 0x10
        0x02 - Cyoko = 0x04
        0x03 - Mon = 0x04
        0x04 - Other = 0x06
        0x05 - Ruka = 0x04
        0x06 - Arute = 0x0a
        0x07 - Kanzen = 0x0a
        0x08-0x0c - 0x00
File LBA & filesize locations
80094c04 - sprite type SEQ LBA & filesize
        0x00 - spritesheet LBA
        0x04 - spritesheet file size
80094c4c - sprite type SHP LBA & filesize
80094c94 - WEP 1 & 2 SEQ LBA & filesize
80094ca4 - WEP 1 & 2 SHP LBA & filesize
80094cb4 - EFF 1 SEQ LBA & filesize
80094cc4 - EFF 1 SHP LBA & filesize (there is room for EFF 2, but it would seem to be blanked out.)
80094cd4 - spritesheet LBA & filesize
8009560c - SP2 LBA & filesize (sorted by portrait. most values are null, this is just where bomb sp2 starts)
800956c4 - Iron giant SP2 LBA & filesize (sorted by animation ID. starts at 0x74)


8009612c - Animation continue check? 2 if not, 0 if so (word). 1 is also used, but I can't tell what for.
800962f4 - Graphic SHP data (how to build frames)
	0x00 - start of Type 1
	0x688 - start of type 2
	0xD10 - start of Cyoko
	0x1398 - start of Mon
	0x1a20 - start of other
	
8009839c - Hardcoded address for RUKA/ARUTE/KANZEN SHP data
800a1c84 - Unit Animations start. loaded in ENTD order
800a69d0 - Weapon Animations start.
800a839c - some pointer for Ruka and above spritesheets?
800bdf0c - SHP data
       0x00-0x3c - 
 	0x40-0 - SHP pointers (words)
       0x840- SEQ Animation command pointers (words)
800bfa38 - SEQ Unit animation command pointers (words)
800c1260 - Type 1 SHP
800c5e8e - WEP 1 SHP
       0x00 - Number of graphics to load (0x07) & pointer to weapon rotation (0xf8)
       0x01 - Weapon's Eff rotation bytes
              0x01 - transparent (even if not flipped on, this is set true anyway when saving.)
              0x02 - flip horizontally
              0x04 - flip vertically
              0x08 - ?
              0x20 - ?
              0x40 - ?
       0x02 - X shift (I'd assume relative to the unit. useful for pole thrusting)
       0x03 - Y shift
       0x04 - Graphic size pointer (0x3c00), Raw X pixel offset (0x001f), Raw Y pixel offset (0x03e0). (halfword)
800c0e58 - RUKA/ARUTE/KANZEN SEQ data (these overlap?)
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
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
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
80098dcc - numerical display data 
80098dd4 - numerical display data?
800bda04 - 
	0x04 - X/Y Shift for number display
	0x06 - Image Width/Height
800c7ce8 - start of VRAM spritesheet data (store decompressed attacking graphics from unit spriteesheet)
	0x00 - misc unit ID
		0x1f: unit's Misc ID
		0xE0: unit's VRAM transparency type
	0x01 - spritesheet ID
800d4640 - Palettes
800e466e - end of VRAM spritesheet data ?
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
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
80173f44 - Pointer to height display entry (see 80173cbc); placing a pointer here makes the display happen?
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"
8014d038 - pre-attack display (display page?)
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?)


Player Menu Memory Addresses

8016923c - list of menu data (0x05 bytes each)
	0x00 - Menu type number (corresponds to 0x165f84 data)
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
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 - Unit Menu Data (remembers menu scroll when changing to a menu that removes/hides the old menu)
	0x00 - Main Act Menu Index
		0x00 - Move
		0x01 - Act
		0x02 - Wait
		0x03 - Status
		0x04 - Auto-Battle
	0x01 - 0xff for all units
	0x02 - Act Menu Index
		0x00 - Attack
		0x01 - 0x04: (if they exist, in this order:) Primary Skillset, Secondary skillset, Defend, Re-equip
	0x03 - (unused) "Attack" Menu Index
	0x04 - (unused) "Attack" Menu Scroll
	0x05 - Primary skillset Menu Index
	0x06 - Primary skillset Menu Scroll
	0x07 - Secondary skillset Menu Index
	0x08 - Secondary skillset Menu Scroll
	0x0b - Math Spell menu Index
	0x0c - Math Spell menu Scroll
	0x0d - Math Secondary menu Index
	0x0e - (unused) Math Secondary menu Scroll
	0x0f - "Math" Primary menu Index
	0x10 - (unused) Math Primary menu Scroll
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 ....
80169994 - limit the cursor can scroll before menu shifts
80169996 - number of slots the menu can shift downward
80169998 - "Ability" menu header X display location
8016999a - "MP" or "Stock" menu header X display location
8016699c - "Turns" menu header X Display Location
8016699e - Ability name display
801669a0 - Controls menu display of abilities (stock, mp, turns, etc.)
	0x00
	0x01
	0x02 - Can't display Turns ("Now!")
	0x03 - Can display Turns
	0x04
	
801669a2 - Controls menu display of abilities (stock, mp, turns, etc.)
	0x00 - 
	0x01 - 
	0x02 - Can't display MP/stock
	0x03 - Can display MP/stock
801669a4 - pointer skillset abilities for menu display
801669a8 - pointer skillset MP costs for menu display (ability list + 0xa4)
801669ac - pointer skillset Turns for menu display (ability list + 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?
	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)
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 ('attack' (0x01) if monster)
	0x10 - 2 hands flag
	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
	0x2e - Primary skillset // First monster ability
	0x30 - Secondary skillset // Second monster ability
	0x32 - Reaction // Third monster ability
	0x34 - Support // Fourth monster ability
	0x36 - Movement // not exactly possible, but fifth monster ability.
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
801740a8 - Code Pointers for ability targeting (Action menu byte) used in Calculate_Targeting_for_Menu_Types 
	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
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?
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


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
80169264 - start of skillset data?
			AAAA BBBB
Default - 		0003 0000 
Item Inventory - 	0003 0001
Throw - 		0003 0001 
Math Skill - 		0003 0000 
Elemental - 		fffd 0000 
Blank - 		fffd 0000 
Monster - 		0003 0000 
Katana - 		0003 0001 
Attack - 		fffd 0000 
Jump - 			fffd 0000 
Charge - 		0003 0000 
Defend - 		fffd 0000 
Equip Change - 		0003 0000 
Unknown - 		fffd 0000 
Blank - 		fffd 0000 
Unknown - 		fffd 0000 
BBBB - halfword, whether the skillset calls from party inventory.
AAAA - halfword, 3 or -3, -3 means don't load ability data to menu, execute targeting immediately.
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)
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
80173c6c - action menu byte


(text page? or just section per file?)
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
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

Assorted Memory Addresses

80067000 - List of return addresses (0x794 lines or 0x1e4 addresses)
80067830 - 
800942ab - 
800960c0 - 
800960c4 - 
80094ba4 - ? Palettes
800960f0 - Set to 1 when status is selected in main battle menu	
800960f8 - Whether or not the status menu has already been requested (Triangle on Ai player turn)
800960fc - 
80096100 - AT List ID (used to determine which data to load from the AT list)
80096104 - Map ID
80096200 - learned ability (learn on hit)?
8009620c - trap to display?
80096210 - Item to display
800962f4 - 
80098a54 - Some units Misc Data Pointer
80098a54 - Pointer to last unit's Misc Data?
80098db8 - ?? cleared after post action
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
800bde64 -
800e6bb0 - list of return addresses
800e6c98 - list of return addresses
800e6edc - 
800f64dc - 
8016866c - start of a set of data 0x0c long, (0x1b0 total) (0x24 sets)
	0x00 - address to ?? (word)
	0x04 - 
8016881d - 
80169230 - 
80121d58 - 
80121d8f - list of data, 0x12 bytes long each, 9 entries
80132824 - ?



Yet Unsorted Addresses

80165f74
		 


80174068 - Return address for ability range (based on action menu byte)17a8c0 routine


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


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


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 - Sound effect to play (See https://ffhacktics.com/wiki/SoundEffect) 
     (move selected, panel selected - set to 1 (Move to panel?) (5 if can't move due to Don't move? during... ability setup?))
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 - 
80166ae4


80169808
801697d0


80169870
801692b8 - 



8016e42c
8016d9ca
80172258 - target current action pointer
80172660


801739c8 - 
80173b00 - 
80173c30'


80173c74 - next event?
80173ca8 - return address in 14ceb4 routine
80173cb0
80173cb8 - pointer to 166b10
8017403c - Skillset determinations (set to 1 if no abilities known?), 0 if not (ai page?)
80174042 - end of previous list
	
80174048 - pointer to start of AI data / skillset
8017404c - Action menu byte list for skillsets
80174102 - 
80174144 -
80174174 - 001829a8

80178f9c - 
801792b8 - 
80179828 - some pointer (word)


8018f500 - Pointers to some routine used while spreading AoE of Move.
            0x00 - 801754d0 Spread_Move_to_East_Preset
            0x04 - 801754f4 Spread_Move_to_North_Preset
            0x08 - 8017551c Spread_Move_to_West_Preset
            0x0c - 80175540 Spread_Move_to_South_Preset

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


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.)
8018f520 - active units ID?
8018f5f0 - Type of action (word)
	0x01 - Reacting
	0x00 - pre-attack, initial attack
	
8018f5fc - Action state (word)
       0 - Action executing
       1 - AI considering action
       2 - Projected action result (skips conditional proc roll and displays average damage for random)
8018f4e0 - Pointer to Scratch Pad 0x1f800000
8018f4e4 - Pointer to Scratch Pad 0x1f800180
8018f4e8 - Pointer to Scratch Pad 0x1f800080
8018f4ec - Pointer to Scratch Pad 0x1f800100
8018f4f0 - Pointer to Scratch Pad 0x1f800200
8018f4f4 - Counter for some panel targeting
8018f4f8 - set to 1 during linear attack routine (word)
8018f4fc - 
8018f510 - Set to 1 when reachable tile are set in 00174b8c_-_00174df4
8018f514 - Active unit ID (when 8018f510 is set to 1) - stored as a word (?)
8018f7f0 - No. Tiles moved  (movement page?)
		- Per tile, includes facing/walking direction to destination
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


8018f8b0 - "Can mimic Table" / 1 byte per Unit 0x15 entries (in battle data order while looping)
            Set to 0x01 if Unit is a mime and 0x8019389d = 0x01  In_between_turn_control_routine check variable 0x0d and 0x0e sections
            if 01 allows mimic setting
8018f8c5 - end
-0x0738
8018f8c8 - Acting Unit ID (word)
80193d48 - Pointers for Action menu in routine : AI Ability Data Setting  
       0x00 - 801959d4 - Item Inventory
       0x04 - 80195a30 - Weapon Iventory
       0x08 - 80195bcc - Arithmeticks
       0x0c - 80195c00 - Elements
       0x10 - 80195c00 - Blank
       0x14 - 80195c00 - Monster
       0x18 - 80195a24 - Katana inventory
       0x1c - 80195944 - Attack
       0x20 - 80195a90 - Jump
       0x24 - 80195ba0 - Charge

80193d98: Jump Adress for AI routine Calculate_Physical?_Target 6 words long



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) - used as a stack in Select_Random_Tile_For_Random_Fire_Abilities
	0x02 - Unit Number (battle) of unit standing on panel?
	0x03 -
	0x04 - Obstructed (set to 0xff if panel is obstructed)/ Not reachable?
801937d8 - Movable Unit Grid (0x10 Entries) - 0x05 Bytes (pretty much the same as Panel grid)

ENTD math?

80193844 - Sum of enemy levels (when loaded; doesn't factor in level ups) 
80193920 - Highest enemy level (when loaded; doesn't factor in level ups) 


Current executing ability data

80193860 - ? (set to 0 if an item is used on undead) - Host 1st set of canceled statuses (routine 0018b9f8called from pre formula set up)
80193861 - 2nd set of canceled statuses
80193862 - 3rd set of canceled statuses
80193863 - 4th set of canceled statuses
80193864 - 5th set of canceled statuses
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 - Action performed byte? / set to 0x01 in Current_Action_Attacker_Data_Setting - If not null can trigger mimic in In_between_turn_control_routine
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?
801938e6 - Undead Reverse flag (So far, met only in Formula 0E free to be used anywhere else ?)
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 - Random Damage modifier (Formula 0x32 : just stored and loaded - no other occurences found) - did some test with other formulas does nothing (free to use ?)			
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
	0x80 - Fire
	0x40 - Lightning
	0x20 - Ice
	0x10 - Wind
	0x08 - Earth
	0x04 - Water
	0x02 - Holy
	0x01 - Dark
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 (Set to 0x01 if Unit gain a Job Lv at Main_Reaction_subroutine_-_ENTD/ID_stuff)
			8019390e - Post Formula flag set to 0x06 if target is poached / 0x09 if target is trained (switch team)
			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 - ??
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           -80.5% -67(ff99)
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)
		  
		  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)
		0x40000000 - enabled after setting some targetability flags / Disabled if Acting unit has [Allied Target] or [Death Sentence]
		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
	
	0x0082/0x???? - set to 1 if ability has MP or target enemies flagged
	0x0098/0x0cd4 - List of Unit AI/Action? Data (0x14 bytes - 16 Units)
		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 - Team Golem values(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)
       (801a02b4)
       (Unit entries ordered by AI unit index, which is a lookup table at 0x801a0d50 (AIData+0x198c) - lookup by battle unit index ("Unit ID" here))
	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 (lower 8 bits)
		0x01 - 
			Upper 6 bits - Unit ID
			Lower 2 bits - bits 9 and 10 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) - Target X if focusing a unit
		0x01 - Higher Elevation Flag?
		0x02 - Y Location? - Target Y if focusing a unit
		0x03 - (set to 0 after finding usable abilities) (Set to 0 in Store_main_target_ID_and_focus_on_target_flag - Target found)
		0x04 - (0x167 in Unit's Data)
			0x80 - Not dead/petrified/death sentenced Enemy unit (Unit without this flag are ignored)
			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] - AI Panic mod : Enabled if Acting unit allies are all frog or critical or Acting unit has one ally left (AI Team only)
			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 (+ Unit Move)
		0x0f - Range of Highest range ability (+ Unit Move)
       (AI unit index - lookup by battle unit index; uses range 0-15)
	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? - Set to 0x01 when there is only one enemy left (Some_targetability_setting)
	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


end of AI related?

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
0x8019f3c4 - Player's ability list menu data (if not AI.)
	0x0000 - Ability ID (0x100 bytes long at max, if throw with maxed out weapon inv)
	0x0001 - Ability Type flag (0x70 is ability, 0x38 is item, determines menu text.)
	0x00a4 - MP cost/item stock (halfwords)
	0x0148 - No. Turns to complete (halfwords)
	0x01ec - MP cost/item stock (bytes)
	0x023e - No. Turns to complete (bytes)
	0x0290 - Silence/reflect flags
	0x02e2 - No. Turns to complete (bytes)
	0x0334 - No. Turns to complete (bytes)
	0x06XX - skillset list 
	
8019f5ac - word
8019f5b0/0x01ec - Items used list/ MP list?
0x23c
8019f602/0x23e - ability CT?
8019f654/0x0290 - Silence/reflect flags (related: if performance is checked here as well, the game won't set "No. turns to complete")
	0x02 - affected by silence
	0x01 - reflect
	0x00 - none
8019f9b4 - Extra Battle Stats. (Used for saving/loading certain Battle Stats at certain times.)
801b48d0 - Effect Data Miscellaneous, partly scattered data and tables. starts at 801b48d0.