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)
 
 
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)
+
  80094a40 - (start of below? Counter is set to +1 before so it starts at 94a44)
        0x00 - Type 1 = 0x0b
+
  80094a44 - Status Flags (for Display? 28 total, 4 bytes each)
        0x01 - Type 2 = 0x0b
+
  80094ae4 - Start of some list of palettes
        0x02 - Cyoko = 0x02
+
 
        0x03 - Mon = 0x02
+
800960d4 - controller input for map tilt?
        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
 
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
+
  800960dc - cleared before setting next control script
800a1c84 - [[Unit Animations]] start. loaded in ENTD order
 
  
  800a69d0 - [[Weapon Animations]] start.
+
  800960e4 - (set to 0x28 after prepping earned Exp/JP) (Word)
800a839c - some pointer for Ruka and above spritesheets?
+
set to 0x2b after prepping ability effect?
800bdf0c - SHP data
+
Type of display - Has something to do with what display function is happening
        0x00-0x3c -  
+
0x2b - ability Effect
  0x40-0 - SHP pointers (words)
+
0x29 - Action being taken?
        0x840- SEQ Animation command pointers (words)
+
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)
  
  800bfa38 - SEQ Unit animation command pointers (words)
+
  800960e8 - value of 800960e4 stored here
  
  800c1260 - Type 1 SHP
+
  80096118 - Casting units ID? (mimic?), ability CT resolution
800c5e8e - WEP 1 SHP
+
8009611c - Casting units Misc ID?
        0x00 - Number of graphics to load (0x07) & pointer to weapon rotation (0xf8)
+
800961b4 - Cursor X Coordinate (Cursor)
        0x01 - Weapon's Eff rotation bytes
+
800961b8 - Cursor Map Level (0 = base floor, 1 = higher floor)
              0x01 - transparent (even if not flipped on, this is set true anyway when saving.)
+
800961bc - Cursor Y Coordinate (Cursor)
              0x02 - flip horizontally
+
  800961c0 - Timer Counter for cursor repeat speed
              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?)
 
  
 +
80096204 - post action display phase
  
 +
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
800960c0 -  
+
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?
  
800960c4 -
+
==Battle Related Data==
  
  800960cc - set to 04 in map zoom routine
+
  800b7308 - [[Miscellaneous Unit Data|Miscellaneous/ENTD Unit Data]]
800960d0 - Map Zoom
+
0x000 - Pointer to previous unit's misc data (00000000 means this is the first)
  0x04 - Zoomed out
+
0x004 - Unit Misc ID?
  0x01 - Zoomed In
+
0x005 - Spritesheet VRAM slot
 
+
0x006 - Spritesheet ID
 
+
0x007 - Stored Palette? (Xif)
 
+
0x008 - ? (less than 31 skips Unit ID check?) (halfword)
800960d4 - controller input for map tilt?
+
incremented on ability display
 
+
800960d8 - Map Tilt
+
0x00a - set to 1 when using ability
0x02 - Steep
+
0x01 - Flat
+
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
 
 
 
 
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
80096100 - AT List ID (used to determine which data to load from the AT list)
+
0x20 - Currently dragoon jumping upward (not set on way down (removed after set))
80096104 - Map ID
+
 +
0x084 - Unit's X Coordinate (Previous Location?) (saved location until move confirmed)
 +
0x085 - Unit's Y Coordinate
 +
0x86 - Units map level
  
80096110 - cleared in ability effect routines
+
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.
  
80096118 - Casting units ID? (mimic?), ability CT resolution
+
0x12c
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
 
 
 
80096200 - learned ability (learn on hit)?
 
80096204 - post action display phase
 
 
 
 
 
80096208 - Move find item/trap/move-stat up results for display
+
0x130 - Mount/Rider Value
0x01 - treasure chest item?
+
                0x00 = N/A
0x02 - move XX up activation?
+
                0x01 = Riding 0x131
  0x04 - item found
+
                0x02 = Mount for 0x131
  0x08 - trap
+
  0x131 - Mount/Rider ID
  0x10 - remove charging?
+
  0x132 - Previous Mount/Rider Value?
  0x20 - move hp up
+
  0x133 - Previous Mount/Rider ID?
0x40 - move MP up
+
  0x134 - Pointer to Unit's Data
0x80 - move exp up
 
0x0100 - move jp up
 
  
  0x0400 - status changes
+
  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)
  
8009620c - trap to display?
+
0x140 - Status Flags 1
80096210 - Item to display
+
0x80 - Confusion
80096214 - Action Phase
+
0x40 - Sleep
  0x00 - pre-action
+
0x20 - Petrify
  0x01 - acting unit's action
+
0x10 - Stop
  0x02 - reacting unit's action
+
0x08 - Critical
  0x03 - post-action
+
0x04 - Dead
 
+
0x02 - (disabled if 0x130 = 1)
8009621C - Unit misc ID when selected by cursor
+
0x01 -  
 
+
0x141 - Status Flags 2
80096220 - Target/Attacker Tile pointer
+
0x80 - Faith
80096224 - Target/Attacker Tile Pointer
+
0x40 - Berserk
 
+
0x20 - Cursed
80096244 - unit number?
+
0x10 - Haste
80096248 - units action data 0x08 long?, 0x0b sections?
+
0x08 - Slow
0x00
+
0x04 - Defending
  -0x28 - speed change
+
0x02 - Charging
  0x01 - unit ID
+
0x01 - Performing
 
+
0x142 - Status Flags 3
8009624c - item to break
+
0x80 - Oil
 
+
0x40 - Poison
800962f4
+
0x20 - Protect
 
+
0x10 - Shell
 
+
0x08 - Don't Act
(stuff for display)
+
0x04 - Don't Move
800962d4 - HP Damage
+
0x02 - Blood Suck
800962d6 - HP Healing
+
0x01 - Innocent
800962d8 - MP Damage
+
0x143 - Status Flags 4
800962da - MP Healing
+
0x80 - (Originally Reflect?)
800962dc - SP Damage
+
0x40 - Undead
800962de - SP Bonus
+
0x20 - Regen
800962e0 - CT Damage
+
0x10 - Reraise
800962e2 - CT Bonus
+
0x08 - Darkness
800962e4 - Brave Damage
+
0x04 - Death Sentence
800962e6 - Brave Bonus
+
  0x02 - Silence
800962e8 - Faith Damage
+
0x01 - Charm
800962ea - Faith Bonus
+
  0x144 - Status Flags 5 (word)
800962ec - PA Damage
+
0x80 - Poached
800962ee - PA Bonus
+
0x40 - Jump
800962f0 - MA Damage
+
0x20 - Float
800962f2 - MA Bonus
+
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
  
80098a24 - Rotation matrix elements (0x13 long, word each)
+
0x158 - 2 = AI Error? (word)
  80098a38 - Translation vectors (3 words)
+
  0x00 trx
+
0x16e - in Unit Data:
  0x04 try
+
0x15c - Target ID
  0x08 trz
+
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?
 
 
 
 
80098a54 - Some units Misc Data Pointer
+
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
 +
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
  
800bcbf4 - start of some data
+
0x01d8 - Unit Sprite Data
 
+
0x1d8 - Graphic trigger
800bd8cc - data sent back from GPU?
+
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
  
800bd8e4 - data sent back from GPU - gtedr14_sxy2
+
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)
  
800b6294
+
0x238 - EFF Sprite Data? (0x3e6)
 
+
  0x238 - graphic trigger?
8015327c - Pointer to thread array (WORLD.BIN) (0x80195cd0)
+
  0x23a - graphic type? (1 = weapon, 2 = effect) (halfword)
 
+
0x23d - effect animation (halfword)
800b6698 - word, deals with palette modification (useful in a map related page?)
+
0x23e - frame command byte counter (effect) (Halfword)
0x00
+
0x240 - Frame? (Halfword)=
0x01
+
0x242 - Frame + Frame delay + frame command byte (halfword)
0x02
+
0x244 -  
0x03 -
+
0x246 - Effect animation?
  0x02 - skips stormy weather palette mod? (ignore weather mod)
+
0x24a - Frame delay (basically always 0) (halfword)
  0x01 - skips time of day palette mod? (Snow weather mod)
+
0x24c - Effect rotation? (halfword)
8016986c - Thread array (Each thread data block is 0x400 = 1024 bytes, and includes its own stack); 16 entries total
+
0x24e - Wait command: Frames left to wait
    0x00 - Thread function parameter 1
+
   
    0x04 - Thread function parameter 2
+
0x220 - Rotation bytes
    0x08 - Thread function parameter 3
+
  0x01 - transparent
    0x0c - ? (Set to 0 when thread is initialized)
+
0x02 - Flip horizontally
    0x10 - 0x2c: Saved register values for this thread ($s0 - $s7)
+
0x04 - flip vertically
    0x30 - 0x34: Kernal register values for this thread ($k0 - $k1)
+
    0x38 - Global pointer for this thread ($gp)
+
0x254 - SHP Data pointer?
    0x3c - Stack pointer for this thread ($sp)
+
0x258 - SEQ Data pointer?
    0x40 - Frame pointer for this thread ($fp)
+
0x25c - ? Display data pointer(?)
    0x44 - Address of first command for this thread to run upon being started or resumed ($ra)
+
  0x268 - Numerical Display Data? (0x3aa)
    0x48 - IsRunning value (boolean; True (1) if thread is currently active/running, false (0) if not)
+
  0x298 - Shadow (0x3ce)
    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
 
 
 
  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?
 
 
 
80174038 - Currently running thread ID (i.e. which thread has the CPU right now)
 
 
 
800b7308 - Miscellaneous Unit Data (0x440 bytes each) (PAGE FOR THIS!!!)
 
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
+
  0x2bc - Activation flag for Numerical Display/Status text
+
~ 0x2be - Display Type
0x00c (half) -Change of animation (set when changing animation)
+
0x0200 - (uses 0x18e list?)
  animation = unit animation(see video in important links) + 01
+
0x0100 - "No MP"
 
+
  0x00f0 - "Silenced"
0x0e - (half) - VRAM Spritesheet ID?
+
  0x00e0 - "No Target"
0x14 - First Unit Spritesheet
+
0x00d0 - "CT0"
0x1c - Last Unit Spritesheet
+
0x00c0 - "Quick"
0x1e - Wep sheet? item.bin?
+
0x00b0 - "Broken"
0x1f - Frame.bin
+
0x00a0 - "Stolen"
0x3f - Item.bin
+
0x0090 - +"1Lv."
  0x10 - (half) - VRAM palette ID
+
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
 
 
 
 
  0x012 - sprite display bytes
+
  0x2d0 - something with display for item abilities?
0x80 - no notable effect
+
0x2d8 - Item/Equip Display Pointer
0x40 - if transparent, the unit is darkened considerably.
+
 
0x20 - if transparent, the unit is lit up considerably.
+
0x2dc - Activation byte for Status Bubble
0x10 - no notable effect
+
0x2dd - Which status bubble to show
0x08 - no notable effect
+
0x2de - X location of status bubble
0x04 - flip sprite vertically (lol when would you need this)
+
0x2df - Y location of status bubble
0x02 - flip sprite horizontally
+
0x2e0 - Timer (word)
0x01 - transparent sprite
+
0x2e4 - ? Pointer to 0x410 data - Status Bubble
 
 
 
 
 +
0x2e8 - Unused Section
  
  0x018 - X Mod * 4096
+
  *Display*
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)
+
  0x31c - Sprite Display Section (8 graphical sections) (0x46 each) - Main Sprite
0x052 - Height? ?(halfword)
+
0x00 - Red Shading
0x054 - Y ?(halfword)
+
0x01 - Green Shading
+
0x02 - Blue Shading
0x060 - X ?(halfword)
+
0x03 - number of graphics to be loaded (max = 7 (7 + 1 graphics))
0x062 - Height? ?(halfword)
+
0x04 - VRAM Spritesheet ID
0x064 - Y ?(halfword)
+
0x00 - screen
-----
+
0x01 - screen
+
0x02 - screen
0x070 - Current Facing? (/ 0x400 = facing)
+
0x03 - screen
0xc00 - Facing East
+
0x04 - active unit SP2 & EVTCHR1
0x800 - Facing North
+
0x05 - Formation screen (leftover from attack.out), target unit SP2 & EVTCHR2
0x400 - Facing West
+
0x06 - Last loaded Menus
0x000 - Facing South
+
0x07 - unit billboard
0x072 - Attack Facing? (FFFF = no facing change; this is the facing after attack)
+
0x08 - EFF & TRAP
NOTE: Counter sets 0x72 to 0x70, 0x70 gets changed to facing towards
+
0x09 - WEP
  attacker, then 0x70 is set back to 0x72 and 0x72 set to FFFF (end)
+
0x0a - ZODIAC.BIN
0x074 - (gets added to depth * 12 before subtracting from height)(halfword)
+
0x0b - frog/chicken/crystals + some parts of zodiac.bin
0x076 - (added to final height value)(halfword)(if riding)
+
0x0c - none (not none?)
+
0x0d - map textures
0x7a - chicken/frog/crystal/treasure graphic Y offset
+
0x0e - map textures
  0x30 - frog
+
0x0f - map textures
  0x60 - crystal
+
0x10 - 0x13 - bottom screen + vram palettes.
  Otherwise, 0x00.
+
0x14 - First Unit Spritesheet
 
+
0x1c - Global Portrait list?
0x07c - Unit's X Coordinate initialized to ENTD (current location?)
+
0x1d - in battle portraits + random spritesheet stuff
0x07d - Unit's Y Coordinate
+
0x1e - item.bin
0x07e - Unit's Map Level (0 = Floor 1, 1 = Floor 2)
+
0x1f - Frame.bin
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)?
+
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
  
first to be changed
+
0x362 - WEP1 Display Data
0x080 - Unit's X Coordinate (While moving)
+
0x362 + 0x00 - Red shading
0x081 - Unit's Y Coordinate (While moving)
+
0x01 - Green shading
0x082 - Unit's Map Level + flags (While moving) (with 0x83 byte)
+
0x02 - Blue shading
0x083 - Motion Flags
+
0x03 - how many graphics to load
0x10 - Float
+
0x04 - VRAM Spritesheet ID and some other nonsense (halfword)
0x20 - Currently dragoon jumping upward (not set on way down (removed after set))
+
0x06 - VRAM Palette ID and some other nonsense (Halfword)
+
0x08 - image stretch (horizontal, halfword but only the lower byte is considered)
0x084 - Unit's X Coordinate (Previous Location?) (saved location until move confirmed)
+
0x0a - image stretch (vertical, and ditto)
0x085 - Unit's Y Coordinate
+
0x0c - spin on Y axis? (halfword)
0x86 - Units map level
+
0x0e - X shift
 
+
0x0f - Y shift
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?
+
Graphic data (duplicated per weapon graphic loaded)
        0x9d - 0x9d + (Number at 0x9c) - 1:
+
0x10 - Image Width
            0x00 = Move east
+
0x11 - Image Height
            0x40 = Move west
+
0x12 - X Load location (In pixels)
            0x80 = Move south
+
0x13 - Y Load location (In Pixels)
            0xc0 = Move north
+
0x14 - VRAM flags?
            0x20 flag = Higher Elevation
+
0x1 -
            0x01 to 0x11 = Number of tiles to jump over
+
0x2 -  
   
+
0x4 -  
        // Not sure about these...
+
0x8 -  
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)
+
  0x386 - EFF Display data
                only ever saw this variable set to 0, so it may not work
+
0x362 + 0x00 - Red shading
    0x11c - (some flags stored to 0x9621c, stored here from 0x9d list) // (Current movement value?)
+
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
 
    
 
    
    0x11e - 0x18a Unit ID + 1 (not sure what unit though)
+
Graphic data (duplicated per effect graphic loaded)
    0x11f - Previous 0x11e
+
0x10 - Image Width
0x120 - Position relative to the camera, unsure which one is which direction though. 2 halfwords at 0x120, another at 0x128.
+
0x11 - Image Height
 
+
0x12 - X Load location (In pixels)
0x12c
+
0x13 - Y Load location (In Pixels)
+
0x14 - VRAM flags
 +
0x1 -
 +
0x2 -
 +
0x4 -
 +
0x8 -
 
 
 
 
  0x130 - Mount/Rider Value
+
  0x3aa - ? Display (3 Sprite Data Sections, plus 1 byte padding?)
                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
+
  0x3ce - Numerical Display Section 1 (these have 1 Sprite Data section) (0x16 bytes each)  
0x13f - (byte)
+
  0x00 - Red
 
+
  0x01 - Green
0x140 - Status Flags 1
+
  0x02 - Blue
  0x80 - Confusion
+
  0x03 - Image type
  0x40 - Sleep
+
  0x04 - VRam Spritesheet ID
0x20 - Petrify
+
  0x05 -  
0x10 - Stop
+
  0x06 - half - initialized to 0x10 in misc data + 0x0100
0x08 - Critical
+
  0x08 - X stretch (half)
0x04 - Dead
+
  0x0a - Y stretch (half)
  0x02 - (disabled if 0x130 = 1)
+
 
0x01 -
+
  0x14 - initialized to 0 (VRAM flags?)
0x141 - Status Flags 2
+
 
  0x80 - Faith
+
0x3e4 - Numerical Display Section 2
0x40 - Berserk
+
  0x00 - X Shift
0x20 - Cursed
+
  0x01 - Y Shift
0x10 - Haste
+
  0x02 - Image Width
0x08 - Slow
+
  0x03 - Image Height
  0x04 - Defending
+
  0x04 - X Load Location
  0x02 - Charging
+
  0x05 - Y Load Loaction (2 bytes?)
  0x01 - Performing
+
0x3fa - Numerical Display Section 3
0x142 - Status Flags 3
+
  0x00 - X Shift
0x80 - Oil
+
  0x01 - Y Shift
0x40 - Poison
+
  0x02 - Image Width
0x20 - Protect
+
  0x03 - Image Height
0x10 - Shell
+
  0x04 - X Load Location
  0x08 - Don't Act
+
  0x05 - Y Load Loaction (2 bytes?)
  0x04 - Don't Move
+
 
  0x02 - Blood Suck
+
  0x410 - Status Text/Bubbles Display Section (1 Sprite Data Section)
  0x01 - Innocent
+
  0x00 - Red Shading
0x143 - Status Flags 4
+
  0x01 - Green Shading
0x80 - (Originally Reflect?)
+
  0x02 - Blue Shading
  0x40 - Undead
+
~ 0x03 - Sprite Type?
  0x20 - Regen
+
0x00 - None
  0x10 - Reraise
+
0x01 - Text?
  0x08 - Darkness
+
0x02 - Monster? (Panther)
  0x04 - Death Sentence
+
0x03 - Type 1? (Units and Goblin)
  0x02 - Silence
+
` 0x04 - ? (one frame in chanting/riding chocobo)
  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)
+
0x06 - Chocobo?
+
~ 0x04 - VRAM Spritesheet ID
  0x16e in Unit Data:
+
0x00 - Map
0x15c - Target ID
+
0x01 - Map?
0x15d - Skillset used ID
+
0x02 - Map?
  0x15e - Ability used ID
+
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)
 
 
 
 
  0x160 - Calculator type abiltiy ID
+
  0x43c - initialization byte
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
+
801908cc - Unit Data start (Unit ID * 0x1c0 for specific location)
  0x16f - 0x181 in unit data
+
  0x0000: Base Class / Character ID (Also affects sprites)
 
+
0x?? - Special Character
0x174 - ability range? (return value from 0x17a8c0
+
0x80 - Generic Male
0x17c - some word checked before action phase routines
+
0x81 - Generic Female
 
+
0x82 - Monster
  0x180 - (word) 0xff if target ID = 0xff
+
  0x0001: Unit ID (FF doesn't exist)
skips movement stuff if 0
+
  0x0002: Party ID (Party unit index; 0xFF means not in party) (FE prevents HP/MP growth?)
 
+
0x0003: Job ID
  0x184 - X Coordinate to move to?
+
  0x0004: Palette
 
+
0x00 Default
0x186 - (byte)
+
0x01 Hokuten
 
+
  0x02 Nanten
  0x188 - Y Coordinate to move to?
+
0x03 Death Corps
 
+
0x04 Glabados Church
  Current action data?
+
0x05 No Palette?  
0x18c - Reaction ID / Attacking unit ID? - Used Ability ID
+
  0x0005: ENTD Flags
  0x18d - Limit for 0x18e data (Targets Hit Counter)
+
0x80 - Always Present
0x18e - Target list - Ends when 0xff is reached
+
0x40 - Randomly Present
  0x00 - Target unit ID?
+
  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
0x19e/0x12 - set to 1 when animate on miss is not true, cleared when units are hit
+
0x04 - Immortal
0x19f/0x13 - control value
+
0x02 - (if both 01 and 02, then immune to knockback)
  0x01 - math skill
+
  0x01 - (both set by Ramza when initialized)
0x1a0/0x14 - last attack used ID (half)
+
  0x0006: Gender Byte
  0x1a2/0x16 - ability formula? can poach?
+
0x80 - Male
0x1a3/0x17 - ?? control value? set to 1 if reaction occurred
+
0x40 - Female
0x1a4/0x18 - Continue attack byte?
+
0x20 - Monster
  0x01 - continue
+
  0x10 - Join after event
  0x00 - end
+
  0x08 - Load Formation
0x1a5/0x19 - Current Hit number
+
0x04 - ??? Stats
0x1a6/0x1a - reaction ID?
+
0x02 -  
0x1a7/0x1b -
+
0x01 - Save Formation
  0x1a8/0x1c - target new X coordinate
+
  0x0007: Death Counter (3 for living units)
0x1a9/0x1d - Target new Y coordinate(for post action knockback?)
+
  0x0008: Bithday (days, plus bit 0 from next byte)
  0x1aa/0x1e - target map level
+
0x000-0x01e - January
0x1ab/0x1f - used weapon ID
+
0x01f-0x03a - February
0x1ac/0x20 -
+
0x03b-0x059 - March
0x1ad/0x21 -
+
0x05a-0x077 - April
0x1ae/0x22 - can poach flag?
+
0x078-0x096 - May
0x1af - can earn experience
+
0x097-0x0b4 - June
0x1b0 - Earned Experience (For Display?)
+
0x0b5-0x0d3 - July
0x1b1 - Earned JP
+
0x0d4-0x0f2 - August
0x1b2 - Level (For Level UP! event?)
+
0x0f3-0x110 - September
0x1b3 - Job Level (stored if level changed)
+
0x111-0x12f - October
0x1b4 - ? (byte)
+
0x130-0x14d - November
0x1b5 -  
+
0x14e-0x16c - December
+
  0x0009: Zodiac Sign
0x1b7 - Inflicted/Removed Status Counter (max of 0x1b)
+
0xf0 -  
  0x1b8 - Display Flags 1
+
  0xe0 -  
  0x80 - CT Bonus
+
  0xd0 -  
  0x40 - CT Damage
+
  0xc0 - Serpentarius
  0x20 - SP Bonus
+
  0xb0 - Pisces
  0x10 - SP Damage
+
  0xa0 - Aquarius
  0x08 - MP Healing
+
  0x90 - Capricorn
  0x04 - MP Damage
+
  0x80 - Sagittarius
  0x02 - HP Healing
+
  0x70 - Scorpio
  0x01 - HP Damage
+
0x60 - Libra
0x1b9 - Display Flags 2
+
  0x50 - Virgo
  0x80 - MA Bonus
+
  0x40 - Leo
  0x40 - MA Damage
+
0x30 - Cancer
  0x20 - PA Bonus
+
  0x20 - Gemini
  0x10 - PA Damage
+
  0x10 - Taurus
  0x08 - Faith Bonus
+
  0x00 - Aries
0x04 - Faith Damage
+
0x000a - Innate Ability 1
0x02 - Brave Bonus
+
0x000c - Innate Ability 2
0x01 - Brave Damage
+
0x000e - Innate Ability 3
  0x1ba - Display Flags 3
+
  0x0010 - Innate Ability 4
0x80 - "Guarded"
+
0x0012 - Primary Skillset
0x40 - "Missed!"
+
0x0013 - Secondary Skillset
0x20 - "CT0"
+
0x0014 - Reaction Ability
0x10 - "Quick"
+
0x0016 - Support Ability
0x08 - "Broken"
+
0x0018 - Movement Ability
0x04 - "Stolen"
+
0x001a - Head
0x02 - +"1Lv."
+
0x001b - Body
0x01 - -"1Lv."
+
0x001c - Accessory
  0x1bb - Display Flags 4
+
0x001d - Right Hand Weapon
0x20 - "No MP"
+
  0x001e - Right Hand Shield
0x10 - "Silenced"
+
0x001f - Left Hand Weapon
0x08 - "No Target"
+
0x0020 - Left Hand Shield
0x04 - Gained JP
+
0x0021 - Experience
0x02 - Gained Exp
+
0x0022 - Level
0x01 - "Caught"
+
0x0023 - Original Brave
+
0x0024 - Brave
 
+
  0x0025 - Original Faith
+
  0x0026 - Faith
  0x1bc - End of Inflicted/Removed Status ID List (0x1b long, counts backwards)
+
0x0027 - 1 = Unit's Turn?
0x80 - Removal Flag
+
  0x0028 - HP
 
+
0x002a - Max HP
  0x01d8 - Unit Sprite Data
+
0x002c - MP
0x1d8 - Graphic trigger
+
0x002e - Max MP
0x1da -  
+
0x0030 - Original PA
0x1dc - Current animation (halfword)
+
0x0031 - Original MA
0x1de - frame command byte counter (unit)
+
0x0032 - Original SP
0x1e0 - Frame
+
0x0033 - Bonus PA (doubles as minimum (bonus + 1) stats?)
0x1e2 - Wait time (in frames)
+
0x0034 - Bonus MA
0x1e4 - Loop counter
+
0x0035 - Bonus SP
0x1e6 - Unit animation
+
0x0036 - PA
0x1ea - Slow down amount
+
0x0037 - MA
0x1ec - Frame offset (jarring)
+
0x0038 - SP
0x1ee - Wait command: frames left to wait
+
0x0039 - CT
0x1f0 - rotation bytes
+
0x003a - Move
0x01 - transparent
+
0x003b - Jump
0x02 - Flip horizontally
+
0x003c - WP 1
0x04 - flip vertically
+
0x003d - WP 2
+
0x003e - WEVA 1
0x1f4 - SHP Data Pointer
+
0x003f - WEVA 2
0x1f8 - SEQ Data Pointer
+
0x0040 - Acc. PEV
0x1fc - SHP Data Pointer
+
0x0041 - RH Shield PEV
0x200 - SEQ Data Pointer
+
0x0042 - LH Shield PEV
0x204 - Sprite Display Section Pointer in Misc Data
+
0x0043 - C-Ev
+
  0x0044 - Acc. MEV
  0x208 - WEP Sprite Data? (0x362) (seems to be 'current' weapon animation data.)
+
0x0045 - RH Shield MEV
0x208 - Graphic trigger (1 is on screen, 0 is not on screen)
+
0x0046 - LH Shield MEV
0x20a - Graphic type (1 = Weapon, 2 = Effect) (Halfword)
+
0x0047 - X Coordinate
  0x20c - Weapon Animation (Halfword)
+
0x0048 - Y Coordinate
  0x20e - frame command byte counter (weapon) (Halfword)
+
0x0049:
  0x210 - Frame (Halfword)
+
  0x80 - Higher Elevation
  0x212 - amount of frames to stay unmoving
+
  0x40 - Stepping Stone
  0x214 - loop counter
+
0x20 -  
  0x216 - Weapon animation (saved)
+
  0x10 -  
  0x21a - Frame Delay (halfword)
+
  0x08 -  
  0x21c - Another Frame offset? math works out in favour of making 1 here look like a low strike.
+
  0x04 -  
  0x21e - Frame offset
+
  0x03 - Facing East
+
  0x02 - Facing North
  0x220 - Rotation bytes
+
  0x01 - Facing West
0x01 - transparent
+
  0x00 - Facing South
0x02 - Flip horizontally
+
0x004a: Equippable Items 1
0x04 - flip vertically
+
  0x80 - Barehanded
 
+
0x40 - Knife
  0x224 - SHP Data pointer (Word)
+
0x20 - Ninja Blade
  0x228 - SEQ Data pointer (Word)
+
0x10 - Sword
  0x22c - ? Display data pointer (with the 3 bytes of info and 1 byte of padding. Word)
+
0x08 - Knight's Sword
 
+
  0x04 - Katana
  0x238 - EFF Sprite Data? (0x3e6)
+
  0x02 - Axe
  0x238 - graphic trigger?
+
  0x01 - Rod
  0x23a - graphic type? (1 = weapon, 2 = effect) (halfword)
+
  0x004b: Equippable Items 2
  0x23d - effect animation (halfword)
+
0x80 - Staff
  0x23e - frame command byte counter (effect) (Halfword)
+
  0x40 - Flail
  0x240 - Frame? (Halfword)=
+
  0x20 - Gun
  0x242 - Frame + Frame delay + frame command byte (halfword)
+
  0x10 - Crossbow
  0x244 -  
+
  0x08 - Bow
  0x246 - Effect animation?
+
  0x04 - Instrument
  0x24a - Frame delay (basically always 0) (halfword)
+
  0x02 - Book
  0x24c - Effect rotation? (halfword)
+
  0x01 - Polearm
  0x24e - Wait command: Frames left to wait
+
0x004c: Equippable Items 3
+
  0x80 - Pole
  0x220 - Rotation bytes
+
  0x40 - Bag
  0x01 - transparent
+
  0x20 - Cloth
0x02 - Flip horizontally
+
  0x10 - Shield
0x04 - flip vertically
+
  0x08 - Helmet
 
+
0x04 - Hat
  0x254 - SHP Data pointer?
+
0x02 - Hair Adornment
  0x258 - SEQ Data pointer?
+
0x01 - Armor
  0x25c - ? Display data pointer(?)
+
0x004d: Equippable Items 4
0x268 - Numerical Display Data? (0x3aa)
+
  0x80 - Clothing
0x298 - Shadow (0x3ce)
+
  0x40 - Robe
+
  0x20 - Shoes
0x2bc - Activation flag for Numerical Display/Status text
+
  0x10 - Armguard
~ 0x2be - Display Type
+
0x08 - Ring
  0x0200 - (uses 0x18e list?)
+
0x04 - Armlet
  0x0100 - "No MP"
+
0x02 - Cloak
  0x00f0 - "Silenced"
+
0x01 - Perfume
  0x00e0 - "No Target"
+
0x004e: Innate Statuses 1
  0x00d0 - "CT0"
+
0x80 -  
  0x00c0 - "Quick"
+
  0x40 - Crystal
  0x00b0 - "Broken"
+
  0x20 - Dead
  0x00a0 - "Stolen"
+
  0x10 - Undead
  0x0090 - +"1Lv."
+
  0x08 - Charging
  0x0080 - -"1Lv."
+
  0x04 - Jump
  0x0070 - Status Removal
+
  0x02 - Defending
  0x0060 - Status Infliction
+
  0x01 - Performing
  0x0050 - Gained JP
+
0x004f: Innate Statuses 2
  0x0040 - Gained Exp
+
  0x80 - Petrify
  0x0030 - "Caught"
+
  0x40 - Invite
  0x0020 - "Guarded"
+
  0x20 - Darkness
  0x0010 - "Missed!"
+
  0x10 - Confusion
  0x000f - MA Bonus
+
  0x08 - Silence
  0x000e - MA Damage
+
  0x04 - Blood Suck
  0x000d - PA Bonus
+
  0x02 - Cursed
  0x000c - PA Damage
+
  0x01 - Treasure
  0x000b - Faith Bonus
+
0x0050: Innate Statuses 3
  0x000a - Faith Damage
+
  0x80 - Oil
  0x0009 - Brave Bonus
+
  0x40 - Float
  0x0008 - Brave Damage
+
  0x20 - Reraise
  0x0007 - CT Bonus
+
  0x10 - Transparent
  0x0006 - CT Damage
+
  0x08 - Berserk
  0x0005 - SP Bonus
+
  0x04 - Chicken
  0x0004 - SP Damage
+
  0x02 - Frog
  0x0003 - MP Healing
+
  0x01 - Critical
  0x0002 - MP Damage
+
0x0051: Innate Statuses 4
  0x0001 - HP Healing
+
  0x80 - Poison
  0x0000 - HP Damage
+
  0x40 - Regen
`
+
  0x20 - Protect
0x2c0 - Number to Display (JP/EXP/HP/MP/CT/SP/PA/MA/Br/Fa)
+
  0x10 - Shell
  NOTE: the way they go about doing it is messy; you could get the same
+
  0x08 - Haste
  result by dividing by 10 each pass through a loop (with the limit = # of
+
  0x04 - Slow
  digits to display), storing the remainder as the digit, and sending the
+
  0x02 - Stop
  remaining value through the next pass.
+
  0x01 - Wall
 
+
0x0052: Innate Statuses 5
0x2c2 - Display Type (set to 0 if 0x2bc = 0, capped at 0x15; gets 0x45980 added to it)
+
  0x80 - Faith
  (some frame/animation thing? used for loading 0x67bac data)
+
  0x40 - Innocent
0x2c4 - Numerical Display Pointer 1
+
0x20 - Charm
0x2c8 - Numerical Display Pointer 2
+
0x10 - Sleep
0x2cc - Numerical Display Pointer 3
+
  0x08 - Don't Move
+
  0x04 - Don't Act
0x2d0 - something with display for item abilities?
+
  0x02 - Reflect
0x2d8 - Item/Equip Display Pointer
+
  0x01 - Death Sentence
 
+
0x0053: Status Immunities 1
  0x2dc - Activation byte for Status Bubble
+
0x80 -  
0x2dd - Which status bubble to show
+
  0x40 - Crystal
0x2de - X location of status bubble
+
0x20 - Dead
0x2df - Y location of status bubble
+
0x10 - Undead
0x2e0 - Timer (word)
+
0x08 - Charging
0x2e4 - ? Pointer to 0x410 data - Status Bubble
+
0x04 - Jump
+
0x02 - Defending
0x2e8 - Unused Section
+
0x01 - Performing
 
+
  0x0054: Status Immunities 2
  *Display*
+
0x80 - Petrify
 
+
0x40 - Invite
0x31c - Sprite Display Section (8 graphical sections) (0x46 each) - Main Sprite
+
0x20 - Darkness
  0x00 - Red Shading
+
0x10 - Confusion
  0x01 - Green Shading
+
0x08 - Silence
  0x02 - Blue Shading
+
0x04 - Blood Suck
  0x03 - number of graphics to be loaded
+
0x02 - Cursed
  0x04 - VRAM Spritesheet ID
+
0x01 - Treasure
0x00 - Map
+
  0x0055: Status Immunities 3
0x01 - Map?
+
0x80 - Oil
0x02 - Map?
+
0x40 - Float
0x03 - Map? (had height) (upper right screen)
+
  0x20 - Reraise
0x04 - active unit SPR2? EVTCHR1?
+
  0x10 - Transparent
0x05 - Formation screen (active unit SPR3 +? EVTCHR2?)
+
  0x08 - Berserk
0x06 - Last loaded Menus
+
  0x04 - Chicken
0x07 - unit billboard
+
  0x02 - Frog
0x08 - Wep2, Wep3
+
0x01 - Critical
0x09 - Wep1
+
0x0056: Status Immunities 4
0x0a - some background
+
0x80 - Poison
0x0b - frog/chicken/crystals
+
0x40 - Regen
0x0c - none
+
0x20 - Protect
0x0d - some checkerboard with fonts?
+
0x10 - Shell
0x0e - checkerboard with fronts + random stuff
+
0x08 - Haste
0x0f - more checkerboard + random
+
0x04 - Slow
0x10 - 0x13 - maps again
+
0x02 - Stop
0x14 - First Unit Spritesheet
+
0x01 - Wall
0x1c - Global Portrait list?
+
0x0057: Status Immunities 5
0x1d - in battle portraits + random spritesheet stuff
+
0x80 - Faith
0x1e - Wep sheet? item.bin?
+
0x40 - Innocent
0x1f - Frame.bin
+
0x20 - Charm
0x3f - Item.bin
+
0x10 - Sleep
0x80 - some flag
+
0x08 - Don't Move
0x40 - ??
+
0x04 - Don't Act
0x20 - some flag, does nothing?
+
0x02 - Reflect
+
0x01 - Death Sentence
  0x06 - VRAM Palette ID
+
0x0058: Current Statuses 1 <span id="Current Statuses"></span>
  0x08 - X Size (stretches sprite to this size)
+
0x80 -  
  0x0a - Y Size (stretches sprite to this size)
+
0x40 - Crystal
  0x0c - upper bit, Spin on Y axis (direction sprite is facing)
+
0x20 - Dead
  0x0d - lower bit, Spin on Y axis (direction sprite is facing)
+
0x10 - Undead
+
  0x08 - Charging
  Sprite data (duplicate occurances per graphic loaded for this sprite)
+
  0x04 - Jump
0x0e - X Shift on screen
+
  0x02 - Defending
  0x0f - Y Shift on screen
+
  0x01 - Performing
  0x10 - Image Width
+
0x0059: Current Statuses 2
  0x11 - Image Height
+
  0x80 - Petrify
  0x12 - X Load Location from spritesheet
+
  0x40 - Invite
  0x13 - Y Load Location
+
  0x20 - Darkness
  0x14 - x/y reverse and VRAM flags
+
  0x10 - Confusion
0x80 - only hard-set flag? if error computing size of graphic
+
  0x08 - Silence
0x40 - related to which SPR is loaded? set based on frame ID being loaded
+
  0x04 - Blood Suck
0x20 - related to which SPR is loaded? set based on frame ID being loaded
+
  0x02 - Cursed
0x10 -  
+
  0x01 - Treasure
0x08 -  
+
0x005a: Current Statuses 3
0x04 - vertical flip
+
0x80 - Oil
0x02 - horizontal flip
+
0x40 - Float
0x01 - transparent
+
0x20 - Reraise
 
+
0x10 - Transparent
0x362 - WEP1 Display Data
+
0x08 - Berserk
  0x362 + 0x00 - Red shading
+
0x04 - Chicken
0x01 - Green shading
+
0x02 - Frog
0x02 - Blue shading
+
0x01 - Critical
0x03 - how many graphics to load
+
0x005b: Current Statuses 4
0x04 - VRAM Spritesheet ID and some other nonsense (halfword)
+
0x80 - Poison
0x06 - VRAM Palette ID and some other nonsense (Halfword)
+
  0x40 - Regen
0x08 - image stretch (horizontal, halfword but only the lower byte is considered)
+
0x20 - Protect
0x0a - image stretch (vertical, and ditto)
+
0x10 - Shell
0x0c - spin on Y axis? (halfword)
+
0x08 - Haste
0x0e - X shift
+
0x04 - Slow
0x0f - Y shift
+
0x02 - Stop
+
0x01 - Wall
Graphic data (duplicated per weapon graphic loaded)
+
0x005c: Current Statuses 5
0x10 - Image Width
+
0x80 - Faith
0x11 - Image Height
+
0x40 - Innocent
0x12 - X Load location (In pixels)
+
0x20 - Charm
0x13 - Y Load location (In Pixels)
+
0x10 - Sleep
0x14 - VRAM flags?
+
0x08 - Don't Move
0x1 -  
+
0x04 - Don't Act
0x2 -  
+
0x02 - Reflect
0x4 -  
+
0x01 - Death Sentence
0x8 -  
+
Status CT decrement routines ~1837A0
 
+
0x005d - Poison CT
  0x386 - EFF Display data
+
0x005e - Regen CT
0x362 + 0x00 - Red shading
+
0x005f - Protect CT
0x01 - Green shading
+
0x0060 - Shell CT
0x02 - Blue shading
+
  0x0061 - Haste CT
0x03 - how many graphics to load
+
  0x0062 - Slow CT
0x04 - VRAM Spritesheet ID and some other nonsense (halfword)
+
0x0063 - Stop CT
0x06 - VRAM Palette ID and some other nonsense (Halfword)
+
0x0064 - Wall CT
0x08 - image stretch (horizontal, halfword but only the lower byte is considered)
+
0x0065 - Faith CT
0x0a - image stretch (vertical, and ditto)
+
0x0066 - Innocent CT
0x0c - spin on Y axis? (halfword)
+
0x0067 - Charm CT
0x0e - X shift
+
0x0068 - Sleep CT
0x0f - Y shift
+
0x0069 - Don't Move CT
 
+
0x006a - Don't Act CT
Graphic data (duplicated per effect graphic loaded)
+
0x006b - Reflect CT
0x10 - Image Width
+
0x006c - Death Sentence CT
0x11 - Image Height
+
0x006d: Elemental Absorption
0x12 - X Load location (In pixels)
+
0x80 - Fire
0x13 - Y Load location (In Pixels)
+
0x40 - Lightning
0x14 - VRAM flags
+
0x20 - Ice
0x1 -  
+
0x10 - Wind
0x2 -  
+
0x08 - Earth
0x4 -  
+
0x04 - Water
0x8 -  
+
0x02 - Holy
+
0x01 - Dark
0x3aa - ? Display (3 Sprite Data Sections, plus 1 byte padding?)
+
0x006e: Elemental Nullification
+
0x80 - Fire
+
0x40 - Lightning
0x3ce - Numerical Display Section 1 (these have 1 Sprite Data section) (0x16 bytes each)
+
0x20 - Ice
  0x00 - Red
+
0x10 - Wind
  0x01 - Green
+
0x08 - Earth
  0x02 - Blue
+
0x04 - Water
  0x03 - Image type
+
  0x02 - Holy
  0x04 - VRam Spritesheet ID
+
  0x01 - Dark
  0x05 -  
+
0x006f: Elemental Halving
  0x06 - half - initialized to 0x10 in misc data + 0x0100
+
  0x80 - Fire
  0x08 - X stretch (half)
+
  0x40 - Lightning
  0x0a - Y stretch (half)
+
  0x20 - Ice
 
+
  0x10 - Wind
  0x14 - initialized to 0 (VRAM flags?)
+
  0x08 - Earth
 
+
0x04 - Water
0x3e4 - Numerical Display Section 2
+
  0x02 - Holy
  0x00 - X Shift
+
  0x01 - Dark
  0x01 - Y Shift
+
0x0070: Elemental Weakness
  0x02 - Image Width
+
  0x80 - Fire
  0x03 - Image Height
+
  0x40 - Lightning
  0x04 - X Load Location
+
0x20 - Ice
  0x05 - Y Load Loaction (2 bytes?)
+
0x10 - Wind
0x3fa - Numerical Display Section 3
+
  0x08 - Earth
  0x00 - X Shift
+
0x04 - Water
  0x01 - Y Shift
+
  0x02 - Holy
  0x02 - Image Width
+
  0x01 - Dark
  0x03 - Image Height
+
0x0071: Elements Strengthened
0x04 - X Load Location
+
  0x80 - Fire
0x05 - Y Load Loaction (2 bytes?)
+
  0x40 - Lightning
+
  0x20 - Ice
  0x410 - Status Text/Bubbles Display Section (1 Sprite Data Section)
+
  0x10 - Wind
0x00 - Red Shading
+
  0x08 - Earth
0x01 - Green Shading
+
  0x04 - Water
0x02 - Blue Shading
+
  0x02 - Holy
~ 0x03 - Sprite Type?
+
  0x01 - Dark
0x00 - None
+
0x0072 - Raw HP
0x01 - Text?
+
0x0075 - Raw MP
0x02 - Monster? (Panther)
+
0x0078 - Raw SP
0x03 - Type 1? (Units and Goblin)
+
  0x007b - Raw PA
` 0x04 - ? (one frame in chanting/riding chocobo)
+
0x007e - Raw MA
 
+
0x0081 - HP Growth
0x06 - Chocobo?
+
0x0082 - HP Multiplier
~ 0x04 - VRAM Spritesheet ID
+
0x0083 - MP Growth
0x00 - Map
+
0x0084 - MP Multiplier
0x01 - Map?
+
0x0085 - SP Growth
0x02 - Map?
+
0x0086 - SP Multiplier
0x03 - Map? (had height) (upper right screen
+
0x0087 - PA Growth
0x04 - active unit SPR2? EVTCHR1?
+
0x0088 - PA Multiplier
0x05 - Formation screen (active unit SPR3 +? EVTCHR2?)
+
0x0089 - MA Growth
0x06 - Last loaded Menus
+
0x008a - MA Multiplier
0x07 - unit billboard
+
0x008b: Reactions 1 <span id="Reactions"></span>
0x08 - Wep2, Wep3
+
0x80 - PA Save
0x09 - Wep1
+
0x40 - MA Save
0x0a - some background
+
0x20 - Speed Save
0x0b - frog/chicken/crystals
+
0x10 - Sunken State
0x0c - none
+
0x08 - Caution
0x0d - some checkerboard with fonts?
+
0x04 - Dragon Spirit
0x0e - checkerboard with fronts + random stuff
+
0x02 - Regenerator
0x0f - more checkerboard + random
+
0x01 - Brave UP
0x10 - 0x13 - maps again
+
0x008c: Reactions 2
0x14 - First Unit Spritesheet
+
0x80 - Face (Faith) UP
0x1c - Global Portrait list?
+
0x40 - HP Restore
0x1d - in battle portraits + random spritesheet stuff
+
0x20 - MP Restore
0x1e - Wep sheet? item.bin?
+
0x10 - Critical Quick
0x1f - Frame.bin
+
0x08 - Meatbone Slash
0x3f - Item.bin
+
0x04 - Counter Magic
0x80 - some flag
+
0x02 - Counter Tackle
0x40 - ??
+
0x01 - Counter Flood
` 0x20 - some flag, does nothing?
+
0x008d: Reactions 3
+
0x80 - Absorb Used MP
  0x06 - VRAM Palette ID
+
0x40 - Gilgame Heart
  0x08 - X Size (stretches sprite to this size)
+
0x20 - Reflect
  0x0a - Y Size (stretches sprite to this size)
+
0x10 - Auto Potion
  0x0c - Spin on Y axis (direction sprite is facing)
+
0x08 - Counter
  0x0d -  
+
0x04 -  
+
0x02 - Distribute
  *Sprite Data (7 bytes each)*
+
0x01 - MP Switch
  0x0e - X Shift on screen
+
0x008e: Reactions 4   
  0x0f - Y Shift on screen
+
0x80 - Damage Split
  0x10 - Image Width
+
0x40 - Weapon Guard
  0x11 - Image Height
+
0x20 - Finger Guard
  0x12 - X Load Location from spritesheet
+
  0x10 - Abandon
  0x13 - Y Load Loaction (2 bytes?)
+
  0x08 - Catch
  0x14 - VRAM flags?
+
  0x04 - Blade Grasp
0x426 - Item/Equip Display Section (1 Sprite Data Section)
+
  0x02 - Arrow Guard
 
+
  0x01 - Hamedo
0x43c - initialization byte
+
0x008f: Support 1
(end page for above)
+
  0x80 - Equip Armor
 
+
  0x40 - Equip Shield
800bda04 -  
+
  0x20 - Equip Sword
0x04 - X/Y Shift for number display
+
  0x10 - Equip Katana
0x06 - Image Width/Height
+
  0x08 - Equip Crossbow
+
  0x04 - Equip Spear
 
+
  0x02 - Equip Axe
800bdd24 - some effect coordinate address?
+
  0x01 - Equip Gun
 
+
  0x0090: Support 2
800bde64
+
0x80 - Half of MP
 
+
0x40 - Gained JP-UP
800c7ca8 - Camera zoom level (word); Higher number means more zoom
+
0x20 - Gained EXP-UP
    Normal battle zoomed-out value: 0x0c00
+
0x10 - Attack UP
    Normal battle zoomed-in value: 0x1000
+
0x08 - Defense UP
 
+
0x04 - Magic Attack UP
800c7ce8 - start of VRAM spritesheet data (store decompressed attacking graphics from unit spriteesheet)
+
0x02 - Magic Defense UP
0x00 - misc unit ID?
+
0x01 - Concentrate
 
+
0x0091: Support 3
800d4640 - Palettes
+
0x80 - Train
800e466e - end of VRAM spritesheet data ?
+
0x40 - Secret Hunt
 
+
0x20 - Martial Arts
800e4e90 - Cursor X Coordinate
+
0x10 - Monster Talk
800e4e94 - Cursor Map Level
+
0x08 - Throw Item
800e4e98 - Cursor Y Coordinate
+
0x04 - Maintenance
 
+
0x02 - Two Hands
800e4e9c - Map Max X coordinate
+
0x01 - Two Swords
800e4ea0 - Map Max Y coordinate
+
0x0092: Support 4
800e4ea4 - Modified Palettes (14 chunks at 512 bytes each)
+
0x80 - Monster Skill
0x000 -> Modified Palettes
+
0x40 - Defend
  0x982 ->
+
0x20 - Equip Change
 
+
0x10 -
800e6b94 - current map data
+
0x08 - Short Charge
 
+
0x04 - Non-Charge
800e6bb0 - list of return addresses
+
0x02 -  
800e6c98 - list of return addresses
+
0x01 -  
 
+
  0x0093: Movement 1
800e6edc -  
+
0x80 - Move +1
 
+
0x40 - Move +2
800f4200 - Map GNS section 3 duplicate (initialised [[000f4dd4 - 000f5574]]) (below needs to be in map related page?)
+
0x20 - Move +3
 
+
0x10 - Jump +1
  0x88 - Counter for moving GNS data
+
0x08 - Jump +2
  0x8a -
+
0x04 - Jump +3
0x8c -  
+
  0x02 - Ignore Height
  0x8e -  
+
  0x01 - Move-HP UP
0x90 - GNS line header (normally 0x22, caps the value at 0x88?)
+
0x0094: Movement 2
  0x92 - load room arrangement this GNS line applies to?
+
  0x80 - Move-MP UP
  0x94 - Full map command halfword? (or command + something else?)
+
  0x40 - Move-Get EXP
  0x96 - buffer? (all 0)
+
  0x20 - Move-Get JP
  0x98 - ? (normally 0x14?)
+
  0x10 - Cannot Enter Water
  0x9a - ? (normally 0x00?)
+
  0x08 - Teleport
  0x9c - buffer?
+
  0x04 - Teleport 2
  0x9e - buffer?
+
  0x02 - Any Weather
  0xa0 - buffer?
+
  0x01 - Any Ground
+
0x0095: Movement 3
+
  0x80 - Walk on Water
800f5ba8 - current loaded map (set at f385c)
+
  0x40 - Move in Water
+
0x20 - Move on Lava
800f
+
0x10 - Move Underwater
+
0x08 - Float
800f5c58 - map data (specifically some kind of pseudo command? certain values are set and expected in map loading and reloading routines)
+
0x04 - Fly
  0x00 - Load map?
+
  0x02 - Silent Walk
  0x01 - Don't load map?
+
  0x01 - Move-Find Item
0x0f - clears a sleuth of map data (starting at 0x800f7a65, clears every 0x14 values backwards)
+
0x0096 - Unlocked Jobs 1-8 (all of these start at 0x80 and count down)
800f5c5c - similar case as above. has some kind of format with above?
+
0x0097 - Unlocked Jobs 9-16
0x00 - reload current map? (does not check for existing map - nor initialise some values)
+
0x0098 - Unlocked Jobs 17-20
0x02 - load new map? (from overworld? from another map?)
+
0x0099 - Base Action Abilities 1-8
0x93 - clear snowy weather? (is this all it does?)
+
0x009a - Base Action Abilities 9-16
 
+
0x009b - Base R/S/M 1-6
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...))
+
0x009c - Chemist Action Abilities 1-8
 
+
0x009d - Chemist Action Abilities 9-16
800f5e74 - Move-Find Item Data (and Traps)
+
0x009e - Chemist R/S/M 1-6
  0x00 - X/Y Coordinate (Y + X * 16, up to 15 each)
+
0x009F - Knight Action Abilities 1-8
                Upper Nibble - 0x?X - X Coordinate
+
0x00A0 - Knight Action Abilities 9-16
                Lower Nibble - 0xX? - Y Coordinate
+
  0x00A1 - Knight R/S/M 1-6
  0x01 - Trap
+
0x00A2 - Archer Action Abilities 1-8
0x80 - No Activation
+
0x00A3 - Archer Action Abilities 9-16
0x40 - Unknown
+
  0x00A4 - Archer R/S/M 1-6
0x20 - Always Trap
+
0x00A5 - Monk Action Abilities 1-8
0x10 - Disable Trap
+
0x00A6 - Monk Action Abilities 9-16
0x08 - Steel Needle
+
0x00A7 - Monk R/S/M 1-6
0x04 - Sleeping Gas
+
0x00A8 - Priest Action Abilities 1-8
0x02 - Deathtrap
+
0x00A9 - Priest Action Abilities 9-16
0x01 - Degenerator
+
  0x00AA - Priest R/S/M 1-6
  0x02 - Rare Item ID
+
  0x00AB - Wizard Action Abilities 1-8
  0x03 - Common Item ID
+
0x00AC - Wizard Action Abilities 9-16
 
+
  0x00AD - Wizard R/S/M 1-6
  0x04-0x0f - same as above, but for locations 2-4
+
0x00AE - Time Mage Action Abilities 1-8
 
+
0x00AF - Time Mage Action Abilities 9-16
800f64dc
+
0x00B0 - Time Mage R/S/M 1-6
 
+
0x00B1 - Summoner Action Abilities 1-8
800f6860 - Map Max X
+
0x00B2 - Summoner Action Abilities 9-16
800f6864 - Map Max Y
+
  0x00B3 - Summoner R/S/M 1-6
 
+
  0x00B4 - Thief Action Abilities 1-8
 
+
  0x00B5 - Thief Action Abilities 9-16
800f70b4 - map data?
+
0x00B6 - Thief R/S/M 1-6
 
+
0x00B7 - Mediator Action Abilities 1-8
800fc558 - ?? map data?
+
0x00B8 - Mediator Action Abilities 9-16
+
  0x00B9 - Mediator R/S/M 1-6
800fa6c6 - important duplicate GNS data
+
  0x00BA - Oracle Action Abilities 1-8
  0x1cc - texture file GNS line
+
  0x00BB - Oracle Action Abilities 9-16
  0x398 - primary mesh GNS line
+
  0x00BC - Oracle R/S/M 1-6
  0x3ac - Override mesh GNS line
+
0x00BD - Geomancer Action Abilities 1-8
80121ffc - Map LBA data pointer (loaded from scus by [[00044414 - 000444d8]], saved 0x000f3788 and 0x000f37d4)
+
0x00BE - Geomancer Action Abilities 9-16
+
0x00BF - Geomancer R/S/M 1-6
80124604 - Map GNS Data duplicate
+
0x00C0 - Lancer Action Abilities 1-8
  0x00 - stored 0x00 at 0x07c01af0
+
0x00C1 - Lancer Action Abilities 9-16
 
+
0x00C2 - Lancer R/S/M 1-6
  0x04 - File Type? (0117 = Texture)
+
0x00C3 - Samurai Action Abilities 1-8
 
+
0x00C4 - Samurai Action Abilities 9-16
  0x08 - LBA Sector
+
0x00C5 - Samurai R/S/M 1-6
  0x0c - File Size (multiples of 0x800)
+
0x00C6 - Ninja Action Abilities 1-8
80167920 - Maps status index to text image data index (Index for array at 0x8014cf68)
+
0x00C7 - Ninja Action Abilities 9-16
        ff ff 00 01 ff ff ff ff
+
0x00C8 - Ninja R/S/M 1-6
        02 03 04 05 06 07 ff ff
+
0x00C9 - Calculator Action Abilities 1-8
        08 09 0a 0b 0c ff 30 ff
+
0x00CA - Calculator Action Abilities 9-16
        0d 0e 0f 10 11 12 13 ff
+
0x00CB - Calculator R/S/M 1-6
        14 15 16 17 18 19 1a 1b
+
0x00CC - Bard Action Abilities 1-8
 
+
0x00CD - Bard Action Abilities 9-16
80167994 - Height (with halves; displayed height * 2) image display data array (for top right of screen) (Size of element = 12 bytes)
+
0x00CE - Bard R/S/M 1-6
    Even heights use 2 entries:  one for "h", one for height number / 2
+
0x00CF - Dancer Action Abilities 1-8
    Odd heights use 3 entries: one for "h", one for height number / 2, one for .5
+
0x00D0 - Dancer Action Abilities 9-16
        0x00: X Load Location (2 bytes, but high byte is ignored)
+
0x00D1 - Dancer R/S/M 1-6
        0x02: Y Load Location (2 bytes, but high byte is ignored)
+
0x00D2 - Base/Chemist Job Level
        0x04: Width (2 bytes)
+
0x00D3 - Knight/Archer Job Level
        0x06: Height (2 bytes)
+
0x00D4 - Monk/Priest Job Level
        0x08: X Screen Location Offset (2 bytes) - Negative value to shift image left, Positive to shift image right
+
0x00D5 - Wizard/Time Mage Job Level
        0x0a: Y Screen Location Offset (2 bytes) - Negative value to shift image up, Positive to shift image down
+
0x00D6 - Summoner/Thief Job Level
     
+
0x00D7 - Mediator/Oracle Job Level
80168324 - Maps height number (displayed height * 2) to start of height image display data index (Index for array at 0x80167994)
+
0x00D8 - Geomancer/Lancer Job Level
        00 02 05 07 0a 0c 0f 11
+
0x00D9 - Samurai/Ninja Job Level
        14 16 19 1b 1e 20 23 25
+
0x00DA - Calculator/Bard Job Level
        28 2a 2d 2f 32 35 39 3c
+
0x00DB - Dancer/Mime Job Level
        40 43 47 4a 4e 51 55 58
+
0x00DC - Base Job JP
        5c 5f 63 66 6a 6d 71 74
+
0x00DE - Chemist Job JP
        78 7b 7f 82 86 89 8d 90
+
0x00E0 - Knight Job JP
        94 97 9b 9e a2 a5 a9 ac
+
0x00E2 - Archer Job JP
        b0 b3 b7 ba b3 c1 c5 c8
+
0x00E4 - Monk Job JP
        cc
+
0x00E6 - Priest Job JP
 
+
0x00E8 - Wizard Job JP
8016836c - Color shading values for height number (top right) display
+
0x00EA - Time Mage Job JP
    0x00: Red shading value for top-left corner
+
0x00EC - Summoner Job JP
    0x01: Green shading value for top-left corner
+
0x00EE - Thief Job JP
    0x02: Blue shading value for top-left corner
+
0x00F0 - Mediator Job JP
    0x04: Red shading value for top-right corner
+
0x00F2 - Oracle Job JP
    0x05: Green shading value for top-right corner
+
0x00F4 - Geomancer Job JP
    0x06: Blue shading value for top-right corner
+
0x00F6 - Lancer Job JP
    0x08: Red shading value for bottom-left corner
+
0x00F8 - Samurai Job JP
    0x09: Green shading value for bottom-left corner
+
0x00FA - Ninja Job JP
    0x0a: Blue shading value for bottom-left corner
+
0x00FC - Calculator Job JP
    0x0c: Red shading value for bottom-right corner
+
0x00FE - Bard Job JP
    0x0d: Green shading value for bottom-right corner
+
0x0100 - Dancer Job JP
    0x0e: Blue shading value for bottom-right corner
+
0x0102 - Mime Job JP
 
+
0x0104 - Total Base Job JP
80173cbc - List of entries for height display
+
0x0106 - Total Chemist Job JP
    Struct data for height display entry: 0x34 (52) bytes long
+
0x0108 - Total Knight Job JP
        0x00 - 0x02: Byte sequence 0x17, 0x3c, 0xf0; Can sometimes be other values; Causes bizarre display errors if value is wrong
+
0x010A - Total Archer Job JP
        0x03: Flags? 0x0c? (1 byte)
+
0x010C - Total Monk Job JP
        0x04: Red shading value for top-left corner (1 byte)
+
0x010E - Total Priest Job JP
        0x05: Green shading value for top-left corner (1 byte)
+
0x0110 - Total Wizard Job JP
        0x06: Blue shading value for top-left corner (1 byte)
+
0x0112 - Total Time Mage Job JP
        0x07: Flags? 0x3e, or 0x3c? (1 byte)
+
0x0114 - Total Summoner Job JP
        0x08: X Screen Location (2 bytes)
+
0x0116 - Total Thief Job JP
        0x0a: Y Screen Location (2 bytes)
+
0x0118 - Total Mediator Job JP
        0x0c: X Load Location (1 byte)
+
0x011A - Total Oracle Job JP
        0x0d: Y Load Location (1 byte)
+
0x011C - Total Geomancer Job JP
        0x0e: 0x7cfc? (2 bytes)
+
0x011E - Total Lancer Job JP
        0x10: Red shading value for top-right corner (1 byte)
+
0x0120 - Total Samurai Job JP
        0x11: Green shading value for top-right corner (1 byte)
+
0x0122 - Total Ninja Job JP
        0x12: Blue shading value for top-right corner (1 byte)
+
0x0124 - Total Calculator Job JP
        0x13: Zero (0) (Unused)? (1 byte)
+
0x0126 - Total Bard Job JP
        0x14: X Screen Location + Width (2 bytes)
+
0x0128 - Total Dancer Job JP
        0x16: Y Screen Location (2 bytes)
+
0x012A - Total Mime Job JP
        0x18: X Load Location + Width (1 byte)
+
0x012C - 0x013B Unit Name
        0x19: Y Load Location (1 byte)
+
0x013C - 0x014B Job Name
        0x1a: Spritesheet ID (0x001e = ITEM.BIN, 0x001f = FRAME.BIN) (2 bytes)
+
0x014C - 0x0153 Primary Skillset Name (first 8 bytes)
        0x1c: Red shading value for bottom-left corner (1 byte)
+
0x0154 - 0x015B Secondary Skillset Name (First 8 bytes)
        0x1d: Green shading value for bottom-left corner (1 byte)
+
  0x015c - Number of times unit has been KOed this battle
        0x1e: Blue shading value for bottom-left corner (1 byte)
+
0x015d - Current Ability CT
        0x1f: Zero (0) (Unused)? (1 byte)
+
0x015e - Graphic
        0x20: X Screen Location (2 bytes)
+
0x015f - Portrait  // Special Unit ID, if applicable, for allies (e.g. 0x1E for Agrias); otherwise, it was something else... sometimes 0x6X?
        0x22: Y Screen Location + Height (2 bytes)
+
0x0160 - Palette
        0x24: X Load Location (1 byte)
+
0x0161 - ENTD ID    // (Non-Ramza allies: 0x70-0x7F; Ramza: (his base job, 01/02/03); Others: ENTD Unit ID)
        0x25: Y Load Location + Height (1 byte)
+
0x0162 - Special Skillset? (Specials set their skillset here)
        0x26: Zero (0) (Unused)? (2 bytes)
+
0x0163 - War Trophy
        0x28: Red shading value for bottom-right corner (1 byte)
+
0x0164 - Bonus Money Mod (* 100 = Gil)
        0x29: Green shading value for bottom-right corner (1 byte)
+
0x0165 - X Location? (For where AI tends to stay near)
        0x2a: Blue shading value for bottom-right corner (1 byte)
+
  0x0166 - Y Location?
        0x2b: Zero (0) (Unused)? (1 byte)
+
  0x0167 -
        0x2c: X Screen Location + Width (2 bytes)
+
0x80 - Higher Elevation Flag (for location)?
        0x2e: Y Screen Location + Height (2 bytes)
+
0x40 - Focus on target?
        0x30: X Load Location + Width (1 byte)
+
0x20 - Stay near X/Y? (+0x08 = never move once there)
        0x31: Y Load Location + Height (1 byte)
+
0x10 - more aggressive?
        0x32: Zero (0) (Unused?) (2 bytes)
+
0x08 - Coward-like?
       
+
0x04 -
80173e00 - Same structure as 80173cbc
+
0x02 -
 
+
0x01 -
80173f44 - Pointer to height display entry (see 80173cbc); placing a pointer here makes the display happen?
+
0x0168 - Prioritized Target
 
+
0x0169 - (ENTD)
8016866c - start of a set of data 0x0c long, (0x1b0 total) (0x24 sets)
+
0x016a - (ENTD)
  0x00 - address to ?? (word)
+
0x04 - Save CT? (don't move unless needed?)
  0x04 -  
+
0x016b - (ENTD)
 +
0x016c - Unit Name ID
 +
0x00XX - Special
 +
0x01XX - Generic Male
 +
0x02XX - Generic Female
 +
0x03XX - Generic Monster
  
8016881d -
+
Target Data for action
 
+
  0x016e/0x00 - Attacker/Self ID? (this data for charging attacks?)
80169230
+
0x016f/0x01 - Skillset of Last Attack Used
8016923c - list of menu data (0x05 bytes each)
+
0x0170/0x02 - Last Attack Used ID (Currently Charging/performing action?)(half)
  0x00 - Menu type number (corresponds to 0x165f84 data)
+
0x0172/ox04 - Calculator Type Ability ID
+
0x0174/0x06 - Calculator Multiplier Ability ID
80121d58 - ?
+
0x0176/0x08 - Used Item/Equip ID?
 
+
0x0178/0x0a - reaction ID?
80121d8f - list of data, 0x12 bytes long each, 9 entries
+
  0x05 - Tile-Specific Ability?
+
  0x06 - Target-Specific Ability?
 
+
0x0179/0x0b - Target ID?
80132824 - ?
+
0x017a/0x0c - X target panel coordinate (half)
 
+
0x017c/0x0e - half - Target map level  (half)
8014cf68 - Status Image Data (4 bytes each, 0xc4 total)
+
0x017e/0x10 - Y target panel coordinate (half
0x00 - X Load Location
+
0x01 - Y Load Location
+
0x0180/0x12 - death on chocobo?
0x02 - Image Width
+
0x0181/0x13 -  
0x03 - Image Height
+
  0x80 -  
 
+
  0x40 -  
  0x00 - "Dead"
+
  0x20 -  
  0x04 - "Undead"
+
  0x10 - Stepping Stone
0x08 - "Petrify"
+
  0x08 -  
0x0c - "Invite"
+
  0x04 -  
0x10 - "Darkness"
+
  0x02 -  
0x14 - "Confusion"
+
  0x01 - Walkable
0x18 - "Silence"
+
0x0182/0x14: Mount Info <span id="Mount Info"></span>
0x1c - "Blood Suck"
+
  0x80 - Riding A Unit
0x20 - "Oil"
+
  0x40 - Being Ridden
0x24 - "Float"
+
  0x20 -  
  0x28 - "Reraise"
+
  0x1f - ID of unit Riding/Being ridden by this unit
  0x2c - "Transparent"
+
0x0183 - Dealing with unit's ability to appear in battle?
  0x30 - "Berserk"
+
(FF if unit can't exist?)
  0x34 - "Poison"
+
(01 if unit exists, 00 if not (but later can?)?)
  0x38 - "Regen"
+
  0x80 - Was active, but is now disabled?
  0x3c - "Protect"
+
  0x02 - Unit will be removed from party? (no longer exists, treas/cryst?)
  0x40 - "Shell"
+
  0x0184: Equipped Flags?
  0x44 - "Haste"
 
0x48 - "Slow"
 
  0x4c - "Stop"
 
  0x50 - "Faith"
 
  0x54 - "Innocent"
 
  0x58 - "Charm"
 
0x5c - "Sleep"
 
0x60 - "Don't Move"
 
0x64 - "Don't Act"
 
0x68 - "Reflect"
 
0x6c - "Death Sentence"
 
0x70 - "Stolen"
 
0x74 - "Broken"
 
0x78 - (these 6 are unused)
 
0x7c -
 
0x80 -
 
0x84 -
 
0x88 -
 
0x8c -
 
0x90 - "Quick"
 
0x94 - "HP"
 
0x98 - "MP"
 
0x9c - "CT"
 
0xa0 - "Speed"
 
0xa4 - "Brave"
 
0xa8 - "Faith"
 
0xac - Sword Icon (PA)
 
0xb0 - Rod Icon (MA)
 
  0xb4 - "Lv."
 
  0xb8 - "GIL"
 
0xbc - "Exp."
 
0xc0 - "Frog"
 
 
 
8014d02c - Tile type ID of currently selected tile (e.g. Grassland, Stone Floor, Tree, etc.)
 
 
 
8018f8cc - Tile Data Start (8 bytes each, +100h for Higher Elevation tiles)
 
  0x00: Tile Type
 
 
  0x80 -  
 
  0x80 -  
 
  0x40 -  
 
  0x40 -  
  0x3F - Cross section
+
  0x20 -  
  0x3e -  
+
  0x10 -  
  0x3d -  
+
  0x08 - Sword Equipped
  0x3c -  
+
  0x04 - Materia Blade Equipped
  0x3b -  
+
  0x02 -  
  0x3a -  
+
  0x01 -  
  0x39 -  
+
 
0x38 -  
+
0x0185 -  
0x37 -  
+
0x0186 - Character's turn if 01, otherwise 00 - able to use move/act/wait menu
  0x36 -  
+
0x0187 - Movement Taken
  0x35 -  
+
  0x01 - Movement taken
0x34 -  
+
  0x00 - has not moved yet
  0x33 -  
+
0x0188 - Action Taken
  0x32 -  
+
  0x01 - action taken
0x31 -  
+
  0x00 - has not acted yet
  0x30 -  
+
0x0189 -  
  0x2F -  
+
  0x80 -  
  0x2E - Coffin
+
  0x40 -  
  0x2D - Waterfall
+
  0x20 -  
  0x2C - Tombstone
+
  0x10 -  
  0x2B - Moss
+
  0x08 -  
  0x2A - Iron plate
+
  0x04 - target learning ability?
  0x29 - Machine
+
  0x02 - Target hit by ability?
0x28 - Deck
+
  0x01 - Turn ended (set to 01 when reacting)
0x27 - Ivy
+
0x018a - Unit ID (without "Unit Exists" check)
0x26 - Furniture
+
0x018b - Ability CT
0x25 - Stairs
+
 
0x24 - Water plant
+
CURRENT ACTION DATA  [[CURRENT_ACTION_DATA|dedicated page here]] <span id="Current Action Data"></span>
0x23 - Bridge
+
 
0x22 - Mud wall
+
0x018c/0x00 - Hit Flag
0x21 - Chimney
+
0x00 - Miss
0x20 - Brick
+
0x01 - Hit
0x1F - Box
+
0x018d/0x01 - Critical Hit Flag
0x1E - Tree
+
0x018e/0x02 - Evade Type
0x1D - Rug
+
0x00 - Hit
0x1C - Obstacle
+
0x01 - Guarded (Accessory) / Evaded (Accessory)
0x1B - Book
+
0x02 - Evaded (Right Hand Item)
0x1A - Salt
+
0x03 - Evaded (Left Hand Item)
0x19 - Darkness
+
0x04 - Arrow Guard? / Evaded (Class Evade)
0x18 - Sky
+
0x05 - Nullified
0x17 - Stone wall
+
0x06 - Miss
0x16 - Roof
+
0x07 - Catch? / [[Force_Attack_Miss|Attack forced to miss]] (Status infliction denied) / Float+Earth element / Finger Guard / Maintenance
0x15 - Stone floor
+
0x08 - Canceled by status (death, petrify, wall)  [[Set_some_data_for_current_attack]]  (override previous values)
0x14 - Wooden floor
+
0x09 - Reflected?
0x13 - Road
+
0x0a - Golem
0x12 - Lava
+
0x0b - Blade Grasp?
0x11 - Sea
+
0x018f/0x03 - ID of the Item to remove (break/use/steal)
0x10 - Lake
+
0x0190/0x04 - HP Damage
0x0F - River
+
0x0192/0x06 - HP Recovery
0x0E - Waterway
+
0x0194/0x08 - MP Damage
0x0D - Ice
+
0x0196/0x0a - MP Recovery
0x0C - Lava rocks
+
0x0198/0x0c - Gil Stolen/Lost
0x0B - Poisoned marsh
+
0x019a/0x0e - Reaction ID
0x0A - Marsh
+
0x019c/0x10 - Special Flags 1
0x09 - Swamp
+
0x80 - +1 Level
0x08 - Wasteland
+
0x40 - Switch Team
0x07 - Gravel
+
0x20 - Poached
0x06 - Rocky cliff
+
0x10 - Steal Item
0x05 - Snow
+
0x08 - Stole targets item? - Katana not broken overrides others flag : [[Draw_out_routine_dealing_with_experience_gain|here]])
0x04 - Thicket
+
0x04 - Break Item
0x03 - Grassland
+
0x02 - Malboro (moldball virus)
0x02 - Stalactite
+
0x01 - Golem
0x01 - Sand area
+
0x019d/0x11 - Special Flags 2
0x00 - Natural Surface
+
0x80 - Reducing Golem Amount?
  0x01:
+
0x40 - Knockback
0x02 - Height (whole numbers)
+
0x20 -  
  0x03 - Height (halves) + Depth
+
0x10 - Katana broken
0x80 - Depth 4
+
0x08 - Weakness?
0x60 - Depth 3
+
0x04 - Absorption?
0x40 - Depth 2
+
0x02 - Proc is Triggered - Enabled here [[Conditional_Status_Proc_Roll_(19%25)_Inner_Routine]]
0x20 - Depth 1
+
0x01 - -1 Level
0x1F - height(halves)
+
0x019e/0x12 - SP Change
  0x04: Slope height (i.e. where the unit stands on the tile)?
+
0x80 - Bonus Flag
0x05:
+
  0x019f/0x13 - CT Change
0x80 - Green Panel - Enemy in Range (fdc)
+
0xFF = "Quick"
0x40 - Used in targeting
+
0x7F = "CT0"
  0x06:
+
0x80 - Bonus Flag
0x80 -  
+
    0x01a0/0x14 - PA Change
0x40 -  
+
0x80 - Bonus Flag
0x20 -  
+
  0x01a1/0x15 - MA Change
0x10 -  
+
0x80 - Bonus Flag
0x08 - Heavy shadow (sprite effect)
+
    0x01a2/0x16 - Brave Change
0x04 - Slight shadow (sprite effect)
+
0x80 - Bonus Flag
0x02 - Cannot Target (Red cursor)
+
    0x01a3/0x17 - Faith Change
                0x01 - Unselectable via cursor
+
0x80 - Bonus Flag
  0x07:
+
  0x01a4/0x18 - Status Change?
 
+
0x80 - animate on miss
8014d038 - pre-attack display (display page?)
+
0x02 - ("Guarded"?)
 
+
0x01 - Failed status infliction? ("Missed!")
8014d05c - Start of display data (when menu is loaded in battle)
+
  0x01a5/0x19 - Remove Equipment
0x00 - level
+
0x80 - Remove Helmet
0x02 - enemy/ally/Autobattle flag
+
0x40 - Remove Armor
 
+
0x20 - Remove Accessory
0x08 - Experience
+
0x10 - Remove Right Hand Weapon
+
0x08 - Remove Right Hand Shield
0x0c - Current HP
+
0x04 - Remove Left Hand Weapon
0x10 - Max HP
+
0x02 - Remove Left Hand Shield
0x12 - Current MP
+
0x01 -  
+
  0x01a6/0x1a - Stolen Item ID
0x16 - Max MP
+
0x01a7/0x1b - Attack's Status Infliction 1
0x18 - CT
+
0x80 -
 
+
0x40 - Crystal
0x26 - Job ID
+
0x20 - Dead
0x28 - Brave
+
0x10 - Undead
0x2a - Faith
+
0x08 - Charging
0x2c - modified Birthday
+
0x04 - Jump
+
0x02 - Defending
8014d08a - Selected unit index (halfword)
+
0x01 - Performing
+
  0x01a8/0x1c - Attack's Status Infliction 2
8014d09a - hit % data (for display?)
+
0x80 - Petrify
 
+
0x40 - Invite
 
+
0x20 - Darkness
 
+
0x10 - Confusion
8014d13c - Skillset Display?
+
0x08 - Silence
8014d13d -  
+
0x04 - Blood Suck
 
+
0x02 - Cursed
8014d148 - Unit Name
+
0x01 - Treasure
 
+
  0x01a9/0x1d - Attack's Status Infliction 3
8014d264 - Player abilities display (greying out ability, blinking red, etc.)
+
0x80 - Oil
  0x00 - normal
+
0x40 - Float
0x01 - normal greyed out
+
0x20 - Reraise
0x04 - normal greyed out
+
0x10 - Transparent
0x05 - normal greyed out
+
0x08 - Berserk
0x08 - blinking red
+
0x04 - Chicken
0x09 - greyed out and blinking
+
0x02 - Frog
  0x0c - greyed, blinking blue
+
0x01 - Critical
 
+
0x01aa/0x1e - Attack's Status Infliction 4
8014d304 - Unit ID
+
0x80 - Poison
8014d308 - used ability for spell quotes (word)
+
0x40 - Regen
8014d30c - used skillset (word)
+
0x20 - Protect
8014d310 - used item (regardless of thrown/attack) (word)
+
0x10 - Shell
8014d314 - Autobattle Setting?
+
0x08 - Haste
 
+
0x04 - Slow
8014d318 - function setting for 141b0c routine (r4)
+
0x02 - Stop
8014d31c - r5 setting for 141b0c routine
+
0x01 - Wall
 
+
  0x01ab/0x1f - Attack's Status Infliction 5
8014d320 - Ability CT?
+
0x80 - Faith
8014d324 - set to 1 when ability is selected
+
0x40 - Innocent
8014d32c - some data, 0x8 bytes each, 0x9 sections
+
0x20 - Charm
 
+
0x10 - Sleep
8014d374 - list of menu data (from 165f84)
+
0x08 - Don't Move
0x00 - menu directive
+
0x04 - Don't Act
0x0e - Units turn menu can't move, not on chocobo
+
0x02 - Reflect
0x13 - Units turn menu can move, can't act, not on chocobo
+
0x01 - Death Sentence
0x14 - Units turn menu can't move or act, not on chocobo
+
  0x01ac/0x20 - Attack's Status Removal 1
0x2e - Units turn menu with move/act usable, On Mount
+
0x80 -
0x2f - Units turn menu with move usable, on mount
+
0x40 - Crystal
0x30 - Units turn menu with move usable, act not usable, on mount
+
0x20 - Dead
0x31 - Units turn menu with move/act not usable, on mount
+
0x10 - Undead
0x04 - address
+
0x08 - Charging
 
+
0x04 - Jump
8014d46c - Unit Menu Data (remembers menu scroll when changing to a menu that removes/hides the old menu)
+
0x02 - Defending
0x00 - Main Act Menu Index
+
0x01 - Performing
0x00 - Move
+
0x01ad/0x21 - Attack's Status Removal 2
0x01 - Act
+
0x80 - Petrify
0x02 - Wait
+
0x40 - Invite
0x03 - Status
+
0x20 - Darkness
0x04 - Auto-Battle
+
0x10 - Confusion
0x01 - 0xff for all units
+
0x08 - Silence
  0x02 - Act Menu Index
+
0x04 - Blood Suck
0x00 - Attack
+
0x02 - Cursed
0x01 - 0x04: (if they exist, in this order:) Primary Skillset, Secondary skillset, Defend, Re-equip
+
0x01 - Treasure
0x03 - (unused) "Attack" Menu Index
+
0x01ae/0x22 - Attack's Status Removal 3
  0x04 - (unused) "Attack" Menu Scroll
+
0x80 - Oil
0x05 - Primary skillset Menu Index
+
0x40 - Float
0x06 - Primary skillset Menu Scroll
+
0x20 - Reraise
0x07 - Secondary skillset Menu Index
+
0x10 - Transparent
0x08 - Secondary skillset Menu Scroll
+
0x08 - Berserk
0x0b - Math Spell menu Index
+
0x04 - Chicken
0x0c - Math Spell menu Scroll
+
0x02 - Frog
  0x0d - Math Secondary menu Index
+
0x01 - Critical
  0x0e - (unused) Math Secondary menu Scroll
+
0x01af/0x23 - Attack's Status Removal 4
  0x0f - "Math" Primary menu Index
+
0x80 - Poison
  0x10 - (unused) Math Primary menu Scroll
+
0x40 - Regen
 
+
0x20 - Protect
80165ee4 - Menu selection (act/wait/move) stored here (counter #)
+
0x10 - Shell
  0x00 - Main Menu
+
0x08 - Haste
  0x02 - Skillsets Menu - Also Execute Action menu
+
0x04 - Slow
0x04 - Ability Menu/First Math bytes
+
0x02 - Stop
0x06 - Second Math Bytes
+
0x01 - Wall
0x08 - Math Ability
+
  0x01b0/0x24 - Attack's Status Removal 5
+
0x80 - Faith
80165ee6 - Menu Selection (Execute Action. Ok?) counter
+
0x40 - Innocent
  0x00  - execute
+
0x20 - Charm
  0x01 - Quit
+
0x10 - Sleep
 
+
0x08 - Don't Move
80165ef4 - calculator type ability ID / Item ID?
+
0x04 - Don't Act
- also skillset to display + 0xb000
+
0x02 - Reflect
80165ef8 - Calculator multiplier ability ID
+
0x01 - Death Sentence
- also second skillset to display + 0xb000
+
  0x01b1/0x25: Attack Type
  80165efc - used ability ID
+
0x80 - HP Damage
- also ....
+
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
  
  80165f74
+
  80193848 - (Data from 0x16e-0x182 of Unit Data)
 
80165f84 - Menu/ message display byte
 
  
0x0e - Units turn menu can't move, not on chocobo
+
  * Not unit data start:
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.
+
  8014d304 - Unit ID
  Menus 2e and 00 cannot be greyed out by making the 0x01 byte
+
  8014d308 - used ability for spell quotes (word)
  00)
+
8014d30c - used skillset (word)
  801630da - Act menu display data (0x05 bytes each, 0x06 for each unit?)
+
8014d310 - used item (regardless of thrown/attack) (word)
0x00 - Letter
+
8014d314 - Autobattle Setting?
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
+
8014d318 - function setting for 141b0c routine (r4)
0x83 - 1637de - move disabled
+
8014d31c - r5 setting for 141b0c routine
  
  80169994 - limit the cursor can scroll before menu shifts
+
  8014d320 - Ability CT?
80169996 - number of slots the menu can shift downward
+
  8014d324 - set to 1 when ability is selected
80169998 - "Ability" menu header X display location
+
  8014d32c - some data, 0x8 bytes each, 0x9 sections
  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
+
8018f600: Zodiac Compatability Modifiers
  801669a8 - pointer skillset MP costs for menu display (ability list + 0xa4)
+
00 - Neutral
  801669ac - pointer skillset Turns for menu display (ability list + 0x148)
+
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
  
  801669b0 - ability display flags
+
  8018f60c - Rider Allowed Status Inflictions (5 entries, 1 byte each)
 
+
        (for 0x184b24 routine)
801669bc - Amount of slots the menu scrolled down (to display more abilities)
+
        0x00 - Crystal/Dead/Undead/Charging/Jump/Defending/Performing
 
+
        0x01 - NONE
80166a40 - some skillset data, half each
+
        0x02 - Reraise/Transparent/Critical
0x1000 - abilities not known in skillset (removes sound effect when skillset is selected)
+
        0x03 - Regen/Protect/Shell/Haste/Wall
0x0016 - set to this if nothing to display for that skillset slot
+
        0x04 - Faith/Innocent/Charm/Reflect
0x0003 - always set?
+
  8018f610 - Formula Code Pointers (overlaps with above, but 0x00 is no formula)
 
+
        0x0000/0x00 - N/A (shared with Rider statuses; fake pointer)
Menu List
+
        0x0004/0x01 - 80188b64
80166b10 - Main Menu
+
        0x0008/0x02 - 80188ba4
80166bc4 - ability menu (math skill menus included)
+
        0x000c/0x03 - 80188be4
0x2c - type of menu
+
        0x0010/0x04 - 80188c24
  80166c00 - Act menu (skillsets + attack)
+
        0x0014/0x05 - 80188c9c
+
        0x0018/0x06 - 80188cf4
80166b10 - Menu Data  (0x3c each)
+
        0x001c/0x07 - 80188d3c
0x38 - Move/Act/Wait/Status/etc. menu counter
+
        0x0020/0x08 - 80188d84
0xe0 - Header set for menu
+
        0x0024/0x09 - 80188df4
0x00 - none
+
        0x0028/0x0a - 80188e78
0x01 - "Menu"
+
        0x002c/0x0b - 80188eb8
0x02 - "Check"
+
        0x0030/0x0c - 80188ef8
0x03 - "Effect"
+
        0x0034/0x0d - 80188f38
0x04 - "Turn"
+
        0x0038/0x0e - 80188f90
0x05 - "Ability"    "Ref" "Turn"
+
        0x003c/0x0f - 80189084
0x06 - "Ability"    "Ref" "Mp" "Turn"
+
        0x0040/0x10 - 801890dc
0x07 - ""            "Ref" "Stock" "Turn"
+
        0x0044/0x11 - 80189124
0x08 - ""            "Ref" "Turn" ""
+
        0x0048/0x12 - 8018912c
0x09 - "Ability"
+
        0x004c/0x13 - 80189164
0x0a - "Menu" all blotchy
+
        0x0050/0x14 - 8018916c
0x0b - "Ability"    "Ref" "Mp" "Turn"
+
        0x0054/0x15 - 801891ac
0x0c - none
+
        0x0058/0x16 - 80189204
everything else seems to be none
+
        0x005c/0x17 - 8018925c
0xec - Counter
+
        0x0060/0x18 - 8018929c
0xee - Type of menu? (ability list)
+
        0x0064/0x19 - 801892a4
 
+
        0x0068/0x1a - 801892ac
0xbe -
+
        0x006c/0x1b - 8018933c
+
        0x0070/0x1c - 8018937c
0x167614 - 2f Menu
+
        0x0074/0x1d - 801893d8
+
        0x0078/0x1e - 80189434
167124 - counter for movement confirmation
+
        0x007c/0x1f - 80189464
167430 - counter for Execute Action check menu (only Attack picked
+
        0x0080/0x20 - 801895c4
1675d4 - counter for Execute Action check menu (skillset picked)
+
        0x0084/0x21 - 801895f4
 
+
        0x0088/0x22 - 80189654
801675d8 - Menu data for riding chocobo
+
        0x008c/0x23 - 8018967c
0x00 - X load location on sheet?
+
        0x0090/0x24 - 801896b4
0x02 - Y load location on Sheet?
+
        0x0094/0x25 - 801896ec
0x04 - Menu background width (behind)
+
        0x0098/0x26 - 80189794
0x06 - Menu background height (Behind)
+
        0x009c/0x27 - 80189828
0x08 - X position
+
        0x00a0/0x28 - 80189870
0x0a - Y position
+
        0x00a4/0x29 - 80189910
0x14 - Menu background width in front
+
        0x00a8/0x2a - 801899a4
0x16 - Menu background height in front
+
        0x00ac/0x2b - 80189a90
0x18 - X position (in front)
+
        0x00b0/0x2c - 80189ad8
0x1a - Y position (in front)
+
        0x00b4/0x2d - 80189b20
+
        0x00b8/0x2e - 80189b94
0x1c - Menu to load (half)
+
        0x00bc/0x2f - 80189c50
0x83 - Chocobo, no movement
+
        0x00c0/0x30 - 80189c90
0x1e - Menu counter limit
+
        0x00c4/0x31 - 80189cd0
0x20 - ?? (word)
+
        0x00c8/0x32 - 80189d74
0x24 - ?? Address
+
        0x00cc/0x33 - 80189e28
+
        0x00d0/0x34 - 80189e94
0x38 - Move/Act/Wait/Status/etc. menu counter
+
        0x00d4/0x35 - 80189f08
 
+
        0x00d8/0x36 - 801868f0
+
        0x00dc/0x37 - 80189f84
Menu struct data (general; same structure for BATTLE/WORLD) (0x3c = 60 bytes):
+
        0x00e0/0x38 - 80187f24
    0x00: ? (=0x0180, 0x01c0, 0x01e0) (Weird graphical issues if value is wrong) (2 bytes)
+
        0x00e4/0x39 - 80186d2c
    0x02: ? (=0x0000, 0x00a0) (Displays weird things if value is wrong) (2 bytes)
+
        0x00e8/0x3a - 80186d00
    0x04: Inner width of window? (Should be the same as value at offset 0x14) (ex. 0x3c) (2 bytes)
+
        0x00ec/0x3b - 80186d58
    0x06: Inner height of window? (Should be the same as value at offset 0x16) (ex. 0x3c) (2 bytes)
+
        0x00f0/0x3c - 80186dbc
    0x08: X Screen Location of window (ex. 0x00e2) (2 bytes)
+
        0x00f4/0x3d - 80189fcc
    0x0a: Y Screen Location of window (ex. 0x00a0) (2 bytes)
+
        0x00f8/0x3e - 8018a00c
    0x0c: ? (ex. 0x3c) Seems to have no effect (2 bytes?)
+
        0x00fc/0x3f - 8018a02c
    0x0e: ? (ex. 0x40) Seems to have no effect (2 bytes?)
+
        0x0100/0x40 - 8018a088
    0x10: ? (=0x00000000?) Seems to have no effect (4 bytes?)
+
        0x0104/0x41 - 8018a114
    0x14: Overall width of window (Should be the same as value at offset 0x04) (ex. 0x40) (2 bytes)
+
        0x0108/0x42 - 8018a17c
    0x16: Overall height of window (Should be the same as value at offset 0x06) (ex. 0x40) (2 bytes)
+
        0x010c/0x43 - 80186e28
    0x18: ? (=0x00000000?) Seems to have no effect (4 bytes?)
+
        0x0110/0x44 - 80186e54
    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)
+
        0x0114/0x45 - 80186e78
    0x1e: Maximum row index, starting at 0. Equal to number of rows - 1. (ex. 0x02) (2 bytes)
+
        0x0118/0x46 - 8018a218
    0x20: ? (=0x00000001?) Seems to have no effect (4 bytes?)
+
        0x011c/0x47 - 8018a220
    0x24: Pointer to action/menu ID array for this menu (ex. 0x80166a74) (4 bytes)
+
        0x0120/0x48 - 8018a250
    0x28: Pointer to code function that brings up this menu / performs this action? (ex. 0x8013bfbc) (4 bytes)
+
        0x0124/0x49 - 80188288
    0x2c: Menu header (=0x01) (2 bytes)
+
        0x0128/0x4a - 8018a2c4
        Default for unspecified value is (No header)
+
        0x012c/0x4b - 8018a2ec
        0x01 = "Menu"
+
        0x0130/0x4c - 8018a3a0
        0x02 = "Check"
+
        0x0134/0x4d - 8018a3d0
        0x03 = "Effect"
+
        0x0138/0x4e - 8018a420
        0x04 = "Turn"
+
        0x013c/0x4f - 8018a458
        0x05 = "Ability"
+
        0x0140/0x50 - 8018a4a0
        0x06 = "Ability"
+
        0x0144/0x51 - 8018a4e8
        0x09 = "Ability"
+
        0x0148/0x52 - 8018a554
        0x0b = "Turn"
+
        0x014c/0x53 - 8018a5e4
    0x2e: ? (=0x0000?) Seems to have no effect (2 bytes?)
+
        0x0150/0x54 - 8018a668
    0x30: Pointer to store whether or not menu needs initialization? (Sometimes) (ex. 0x80166994) (4 bytes)
+
        0x0154/0x55 - 8018a698
    0x34: Pointer to store selected menu option (when Circle button pressed) (ex. 0x8016e42c) (4 bytes)
+
        0x0158/0x56 - 8018a6f8
    0x38: Index of currently selected menu option (2 bytes)
+
        0x015c/0x57 - 8018a758
    0x3a: Index for select text (Affects which select text is displayed) (ex. 0x0a) (2 bytes)
+
        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
  
  8014d0a0 - Billboard data?
+
  80192d8c - Attacker Current Action Data Pointer
0x00 - Move
+
80192d90 - Target Current Action Data Pointer
0x02 - Speed
+
80192d94 - Attacker's Data Pointer
0x04 - Jump
+
80192d98 - Target Data Pointer
0x06 - WP 1
+
 
0x08 - WP 2
+
80192d9c - Reaction ID
0x0a - W-Ev 1
+
 
0x0c - W-Ev 2
+
80192dcc - X coordinate of target
0x0e - Primary Skillset ('attack' (0x01) if monster)
+
80192dd0 - Y coordinate of target
0x10 - 2 hands flag
+
80192dd4 - map level of target
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
+
  8018f5f4 - Team golem amounts
0x00
 
0x01
 
0x02
 
0x03
 
0x04
 
0x05
 
0x06
 
0x07
 
0x08
 
 
80174068 - Return address for ability range (based on action menu byte)17a8c0 routine
 
  
  801740a8 - Code Pointers for ability targeting (Action menu byte) used in [[Calculate_Targeting_for_Menu_Types]] <span id="0x801740a8"></span>
+
  8017423c - 80174254 [[Song_Abilities_Table_8017423c|Song Abilities Address Table]]
0x00 - 8017abac - Default
+
80174258 - Nop
0x04 - 8017abb8 - Item Inventory
+
8017425c - 80174274 [[Dance_Abilities_Table_8017425c|Dance Abilities Address Table]]
0x08 - 8017abb8 - Weapon Inventory
+
80174278 - Nop
0x0c - 8017abc0 - Arithmeticks
+
8017427c - 80174294 [[Talk_Skill_Ability_Table]]
0x10 - 8017abd4 - Elements
+
80174298 - Nop
0x14 - 8017ab2c - Blank
+
8017429c - 801742fc [[Reaction abilities return adress table]]
0x18 - 8017abac - Monster
+
80174300 - Nop
0x1c - 8017abe4 - Katana Inventory
+
(more unknown address tables after this)
0x20 - 8017abb8 - Attack
 
0x24 - 8017abb8 - Jump
 
0x28 - 8017abb8 - Charge
 
0x2c - 8017ac08 - Defend
 
0x30 - 8017ac08 - Change Equipment
 
0x34 - 8017ac08 - Unknown
 
0x38 - 8017ac08 - Blank
 
0x3c - 8017ac2c - Unknown
 
  
  801740e8 - Code Pointers for attack preparation routine(Action menu byte) 17c45c routine
+
  8018afd8 - [[Reaction_abilities_return_adress_table]]
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)
+
==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
  
  801612dc - start of some data - used in Set Unit Names routine ~133434
+
  800b6698 - word, deals with palette modification (useful in a map related page?)
  list of words, values loaded and added to 8016135c
+
0x00
  that address is then stored in 173f8c + offset
+
0x01
 +
  0x02
 +
  0x03 -
 +
0x02 - skips stormy weather palette mod? (ignore weather mod)
 +
0x01 - skips time of day palette mod? (Snow weather mod)
  
  (text page?)
+
  800a7784 - Map Tilt
8016135c - 80161928 - Battle Error Messages Text
+
0x2e - flatter
80161929 - 80161d41 - Battle Messages Text
+
0xc0 - steeper
80161d41 - 801622c2 - Job Names Text
+
  800a7786 - Map Rotation (half)
801622c3 - 80162e48 - Item Names Text
+
0x0002
  80162e50 - 801630d9 - Japanese writing (FREE SPACE)
+
0x0006
801630da - 80163b87 - Act menus display data (0x05 bytes each, 0x06 for each unit?)
+
0x000a
80163b88 - Ability Names Text
+
0x000e
80164eb6
 
Battle Messages
 
Status Names
 
Error/Confirmation
 
8016593a - 165d73 - Skillset Names
 
"Anything" in between
 
80165d88 - Summon Names
 
80165df6 - Draw Out Names
 
  
  80165e64 - Start of some other data
+
  800c7ca8 - Camera zoom level (word); Higher number means more zoom
 +
    Normal battle zoomed-out value: 0x0c00
 +
    Normal battle zoomed-in value: 0x1000
  
  80165ecc
+
  800e4e90 - Cursor X Coordinate
 +
800e4e94 - Cursor Map Level
 +
800e4e98 - Cursor Y Coordinate
  
  80165ea4 -  
+
  800e4e9c - Map Max X coordinate
 +
800e4ea0 - Map Max Y coordinate
 +
800e4ea4 - Modified Palettes (14 chunks at 512 bytes each)
 +
0x000 -> Modified Palettes
 +
0x982 ->
  
  80165eb4 - Palette Pointer Mod 1? (halfword)
+
  800e6b94 - current map data
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)
+
  800f4200 - Map GNS section 3 duplicate (initialised [[000f4dd4 - 000f5574]]) (below needs to be in map related page?)
0x5000 - Menus items
+
0x4000 - Unit Name
+
0x88 - Counter for moving GNS data
0x3000 - Job Name
+
0x8a -
0x2000 -  
+
0x8c -  
0x1000 - Skillset Name
+
0x8e -  
: 8016135c
+
0x90 - GNS line header (normally 0x22, caps the value at 0x88?)
: 8016135d
+
0x92 - load room arrangement this GNS line applies to?
: 8016135e - Skillsets
+
0x94 - Full map command halfword? (or command + something else?)
: 80161929
+
0x96 - buffer? (all 0)
: 80161d3f
+
0x98 - ? (normally 0x14?)
: 80161d40
+
0x9a - ? (normally 0x00?)
: 80161d41 - Job Name
+
0x9c - buffer?
: 801622c3
+
0x9e - buffer?
: 80162e4c - Unit Name
+
0xa0 - buffer?
  : 80163006
+
   
  : 801630da - menu items
+
  800f5ba8 - current loaded map (set at f385c)
: 801639cc
+
 
  : 80163b86
+
  800f5c58 - map data (specifically some kind of pseudo command? certain values are set and expected in map loading and reloading routines)
: 80163b87
+
0x00 - Load map?
: 80163b88
+
0x01 - Don't load map?
: 80164ebb
+
0x0f - clears a sleuth of map data (starting at 0x800f7a65, clears every 0x14 values backwards)
  : 80164ebc
+
  800f5c5c - similar case as above. has some kind of format with above?
: 80165281
+
0x00 - reload current map? (does not check for existing map - nor initialise some values)
: 801653b2
+
0x02 - load new map? (from overworld? from another map?)
: 80165937
+
0x93 - clear snowy weather? (is this all it does?)
: 80165938
 
: 80165939
 
: 8016593a
 
: 80165d89
 
: 8016135c
 
: 8016135c
 
: 8016135c
 
: 8016135c
 
: 8016135c
 
: 8016135c
 
: 8016135c
 
  
  80165f94
+
  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...))
80165f98 - pointer to 0x8016986c - Thread array base pointer
 
80165f9c - pointer to 0x5771c - Start of main data
 
  
 +
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
  
80165fa0 - changes depending on displayed menu/message during battle
+
0x04-0x0f - same as above, but for locations 2-4
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)
+
  800f6860 - Map Max X
      (move selected, panel selected - set to 1 (Move to panel?) (5 if can't move due to Don't move? during... ability setup?))
+
800f6864 - Map Max Y
  
  80165fbc
+
  800f70b4 - map data?
  
  80165ff6
+
  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
  
80166018 - incremented
+
0x04 - File Type? (0117 = Texture)
  
  80166048 - freezes control to go to next event
+
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
  
  8016604a -  
+
  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
  
  801660a3 - control variable used in 0x13b590
+
  8014d02c - Tile type ID of currently selected tile (e.g. Grassland, Stone Floor, Tree, etc.)
  
  801660ec - half
+
  8018f8cc - Tile Data Start (8 bytes each, +100h for Higher Elevation tiles)
801660ee - half
+
0x00: Tile Type
801660f0 - half
+
0x80 -
801660f2 - half
+
0x40 -
 
+
0x3F - Cross section
801696a8 -  
+
0x3e -  
801696aa -  
+
0x3d -  
 
+
0x3c -  
80166ae4
+
0x3b -  
 
+
0x3a -
80169264 - start of skillset data?
+
0x39 -  
AAAA BBBB
+
0x38 -  
Default - 0003 0000
+
0x37 -
Item Inventory - 0003 0001
+
0x36 -
Throw - 0003 0001
+
0x35 -
Math Skill - 0003 0000
+
0x34 -
Elemental - fffd 0000
+
0x33 -
Blank - fffd 0000
+
0x32 -
Monster - 0003 0000
+
0x31 -  
Katana - 0003 0001
+
0x30 -
Attack - fffd 0000
+
0x2F -  
Jump - fffd 0000
+
0x2E - Coffin
Charge - 0003 0000
+
0x2D - Waterfall
Defend - fffd 0000
+
0x2C - Tombstone
Equip Change - 0003 0000
+
0x2B - Moss
Unknown - fffd 0000
+
0x2A - Iron plate
Blank - fffd 0000
+
0x29 - Machine
Unknown - fffd 0000
+
0x28 - Deck
BBBB - halfword, whether the skillset calls from party inventory.
+
0x27 - Ivy
AAAA - halfword, 3 or -3, -3 means don't load ability data to menu, execute targeting immediately.
+
0x26 - Furniture
 
+
0x25 - Stairs
80169808
+
0x24 - Water plant
 
+
0x23 - Bridge
801697d0
+
0x22 - Mud wall
 
+
0x21 - Chimney
80169828 - ability selected byte? (word)
+
0x20 - Brick
Control byte
+
0x1F - Box
0x03 - learn on hit (ability known)
+
0x1E - Tree
0x02 - learn on hit
+
0x1D - Rug
+
0x1C - Obstacle
8016982d - Skillset (ability loading routines)
+
0x1B - Book
8016982e - Used Ability (half)
+
0x1A - Salt
 
+
0x19 - Darkness
 
+
0x18 - Sky
80169840 - returned value from routine 0x181530 (skillset/act menu loading)
+
0x17 - Stone wall
 
+
0x16 - Roof
80169870
+
0x15 - Stone floor
 
+
0x14 - Wooden floor
801692b8 -  
+
0x13 - Road
 
+
0x12 - Lava
169828 data
+
0x11 - Sea
0x05 - used skillset
+
0x10 - Lake
  0x06 - used item if not throw/draw out/item skillset
+
0x0F - River
  0x0c - used item in throw ability setting
+
0x0E - Waterway
0x0e - Tells the game to commence execution of attack
+
0x0D - Ice
 
+
0x0C - Lava rocks
80169c6c
+
0x0B - Poisoned marsh
  0x10 - unit ID?
+
0x0A - Marsh
  0x14 - unit Data
+
0x09 - Swamp
8016a06c
+
0x08 - Wasteland
8016a46c
+
0x07 - Gravel
8016a86c
+
0x06 - Rocky cliff
8016ac6c - corresponds to
+
0x05 - Snow
8016b06c - Corresponds to skillset menu
+
0x04 - Thicket
0x00 - Menu Address?
+
0x03 - Grassland
8016b46c - Corresponds to main menu
+
0x02 - Stalactite
 
+
0x01 - Sand area
8016e42c
+
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:
  
  8016d9ca
+
==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
  
  80172258 - target current action pointer
+
  80093de8 - Ability Animation number
 
+
  80172660
+
  80093e10 - [[Animations_(Tab)|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 - [[Animations|Flags 2]] (Monster Animations ?) - Video : http://www.youtube.com/watch?v=nuy1yEL_Nhk (Thanks, Elric!)
  801739c8 -  
+
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
80173b00 -
+
Fists: 3d 3e 3f
80173c30'
+
Daggers: 40 41 42
 
+
Ninja Blades: 40 41 42
80173c6c - action menu byte
+
Swords: 40 41 42
 
+
Knight Swords: 40 41 42
80173c74 - next event?
+
Katana: 40 41 42
 
+
Axes: 40 41 42
80173ca8 - return address in 14ceb4 routine
+
Rods: 40 41 42
 
+
Staffs: 40 41 42
80173cb0
+
Fails: 40 41 42
 
+
Guns: 50 51 52
80173cb8 - pointer to 166b10
+
Crossbows: 53 54 55
 
+
Bows: 53 54 55
  8017403c - Skillset determinations (set to 1 if no abilities known?), 0 if not (ai page?)
+
Instruments: 57 57 57
 
+
Dictionaries: 56 56 56
80174042 - end of previous list
+
Polearms: 4d 4e 4f
+
Poles: 4d 4e 4f
80174048 - pointer to start of AI data / skillset
+
Bags: 77 78 79
8017404c - Action menu byte list for skillsets
+
Cloths: 77 78 79
 
+
  All other item types exist, but the animations are set to 0.
80174102 -  
+
800943e4 - Item Graphic Data (0x7f total?)
  80174144 -
+
0x00 - Palettes
  80174174 - 001829a8
+
0xF0 - WEP1 Palette
 +
0x0F - WEP2 Palette
 +
0x01 - Graphic ID (multiple of 2)
 +
   
 +
  80094508 - halves, based on number of sprite sections
 
   
 
   
  8017423c - 80174254 [[Song_Abilities_Table_8017423c|Song Abilities Address Table]]
+
  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.)
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 -
 
 
 
80179828 - some pointer (word)
 
 
 
8018afd8 - [[Reaction_abilities_return_adress_table]]
 
 
   
 
   
  8018f500 - Pointers to some routine used while spreading AoE of Move.
+
  800946c8 - weapon/effect raw size measurements? all words, with only a byte of data each. this is just inefficient.
            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
+
  80094748 - Spritesheet Data (4 bytes each, 0x9f total)
  0x00 - next clocktick
+
  0x00 - SHP ID
  0x01 - dead processing, next turn processing
+
0x00 - Type 1
0x02 - ability CT decrement
+
0x01 - Type 2
0x03 - Post ability ability CT setting
+
0x02 - Cyoko
0x04 - status CT decrement
+
0x03 - Mon
0x05 - set AI CT data?
+
0x04 - Other
0x06 - ??
+
0x05 - Ruka
0x07 - blank
+
0x06 - Arute
  0x08 - blank
+
0x07 - Kanzen
  0x09 - find highest CT
+
  0x01 - SEQ ID
0x0a - after setting characters turn active (validate units turn)
+
0x00 - Type 1
0x0b - blank
+
0x01 - Type 2
0x0c - blank
+
0x02 - Cyoko
0x0d - set some AI weapon data?
+
0x03 - Mon
0x0e - mimic ability setting
+
0x04 - Other
0x0f - transparent removal
+
0x05 - Ruka
0x10 - blank
+
0x06 - Arute
0x11 - poison marsh status
+
0x07 - Kanzen
0x12 - blank
+
  0x02 - Flying Flag
0x13 - poison/regen HP changes
+
  0x03 - Graphic height
0x14 - get tile type
+
 
 +
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)
  
-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
+
  8009612c - Animation continue check? 2 if not, 0 if so (word). 1 is also used, but I can't tell what for.
  8018f5f0 - Type of action (word)
+
  800962f4 - Graphic SHP data (how to build frames)
  0x01 - Reacting
+
0x00 - start of Type 1
  0x00 - pre-attack, initial attack
+
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
  
  8018f5f4 - Team golem amounts
+
  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)
  
  -(0x0a04)
+
  800bfa38 - SEQ Unit animation command pointers (words)
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)
 
  
  8018f600: Zodiac Compatability Modifiers
+
  800c1260 - Type 1 SHP
00 - Neutral
+
800c5e8e - WEP 1 SHP
01 - Bad
+
        0x00 - Number of graphics to load (0x07) & pointer to weapon rotation (0xf8)
02 - Good
+
        0x01 - Weapon's Eff rotation bytes
03 - Special (becomes 04 (Worst), 05 (Best), or 01 (Bad, Monsters only))
+
              0x01 - transparent (even if not flipped on, this is set true anyway when saving.)
8018f600 - Aries
+
              0x02 - flip horizontally
8018f601 - Taurus
+
              0x04 - flip vertically
8018f602 - Gemini
+
              0x08 - ?
8018f603 - Cancer
+
              0x20 - ?
8018f604 - Leo
+
              0x40 - ?
8018f605 - Virgo
+
        0x02 - X shift (I'd assume relative to the unit. useful for pole thrusting)
8018f606 - Libra
+
        0x03 - Y shift
  8018f607 - Scorpio
+
        0x04 - Graphic size pointer (0x3c00), Raw X pixel offset (0x001f), Raw Y pixel offset (0x03e0). (halfword)
  8018f608 - Sagittarius
+
  800c0e58 - RUKA/ARUTE/KANZEN SEQ data (these overlap?)
  8018f609 - Capricorn
+
 
  8018f60a - Aquarius
+
  800949dc - X coordinates to load status bubble icons (KO stars, AT icon also), starts with KO stars: 22 bytes long
  8018f60b - Pisces
+
  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
  
  8018f60c - Rider Allowed Status Inflictions (5 entries, 1 byte each)
+
  80096208 - Move find item/trap/move-stat up results for display
        (for 0x184b24 routine)
+
0x01 - treasure chest item?
        0x00 - Crystal/Dead/Undead/Charging/Jump/Defending/Performing
+
0x02 - move XX up activation?
        0x01 - NONE
+
0x04 - item found
        0x02 - Reraise/Transparent/Critical
+
0x08 - trap
        0x03 - Regen/Protect/Shell/Haste/Wall
+
0x10 - remove charging?
        0x04 - Faith/Innocent/Charm/Reflect
+
0x20 - move hp up
8018f610 - Formula Code Pointers (overlaps with above, but 0x00 is no formula)
+
0x40 - move MP up
        0x0000/0x00 - N/A (shared with Rider statuses; fake pointer)
+
0x80 - move exp up
        0x0004/0x01 - 80188b64
+
0x0100 - move jp up
        0x0008/0x02 - 80188ba4
+
0x0400 - status changes
        0x000c/0x03 - 80188be4
+
 
        0x0010/0x04 - 80188c24
+
800962d4 - HP Damage
        0x0014/0x05 - 80188c9c
+
800962d6 - HP Healing
        0x0018/0x06 - 80188cf4
+
800962d8 - MP Damage
        0x001c/0x07 - 80188d3c
+
800962da - MP Healing
        0x0020/0x08 - 80188d84
+
800962dc - SP Damage
        0x0024/0x09 - 80188df4
+
800962de - SP Bonus
        0x0028/0x0a - 80188e78
+
800962e0 - CT Damage
        0x002c/0x0b - 80188eb8
+
800962e2 - CT Bonus
        0x0030/0x0c - 80188ef8
+
800962e4 - Brave Damage
        0x0034/0x0d - 80188f38
+
800962e6 - Brave Bonus
        0x0038/0x0e - 80188f90
+
800962e8 - Faith Damage
        0x003c/0x0f - 80189084
+
800962ea - Faith Bonus
        0x0040/0x10 - 801890dc
+
800962ec - PA Damage
        0x0044/0x11 - 80189124
+
800962ee - PA Bonus
        0x0048/0x12 - 8018912c
+
800962f0 - MA Damage
        0x004c/0x13 - 80189164
+
800962f2 - MA Bonus
        0x0050/0x14 - 8018916c
+
 
        0x0054/0x15 - 801891ac
+
80098dcc - numerical display data
        0x0058/0x16 - 80189204
+
80098dd4 - numerical display data?
        0x005c/0x17 - 8018925c
+
 
        0x0060/0x18 - 8018929c
+
800bda04 -  
        0x0064/0x19 - 801892a4
+
0x04 - X/Y Shift for number display
        0x0068/0x1a - 801892ac
+
0x06 - Image Width/Height
        0x006c/0x1b - 8018933c
+
 
        0x0070/0x1c - 8018937c
+
800c7ce8 - start of VRAM spritesheet data (store decompressed attacking graphics from unit spriteesheet)
        0x0074/0x1d - 801893d8
+
0x00 - misc unit ID
        0x0078/0x1e - 80189434
+
0x1f: unit's Misc ID
        0x007c/0x1f - 80189464
+
0xE0: unit's VRAM transparency type
        0x0080/0x20 - 801895c4
+
0x01 - spritesheet ID
        0x0084/0x21 - 801895f4
+
800d4640 - Palettes
        0x0088/0x22 - 80189654
+
800e466e - end of VRAM spritesheet data ?
        0x008c/0x23 - 8018967c
+
 
        0x0090/0x24 - 801896b4
+
8016836c - Color shading values for height number (top right) display
        0x0094/0x25 - 801896ec
+
    0x00: Red shading value for top-left corner
        0x0098/0x26 - 80189794
+
    0x01: Green shading value for top-left corner
        0x009c/0x27 - 80189828
+
    0x02: Blue shading value for top-left corner
        0x00a0/0x28 - 80189870
+
    0x04: Red shading value for top-right corner
        0x00a4/0x29 - 80189910
+
    0x05: Green shading value for top-right corner
        0x00a8/0x2a - 801899a4
+
    0x06: Blue shading value for top-right corner
        0x00ac/0x2b - 80189a90
+
    0x08: Red shading value for bottom-left corner
        0x00b0/0x2c - 80189ad8
+
    0x09: Green shading value for bottom-left corner
        0x00b4/0x2d - 80189b20
+
    0x0a: Blue shading value for bottom-left corner
        0x00b8/0x2e - 80189b94
+
    0x0c: Red shading value for bottom-right corner
        0x00bc/0x2f - 80189c50
+
    0x0d: Green shading value for bottom-right corner
        0x00c0/0x30 - 80189c90
+
    0x0e: Blue shading value for bottom-right corner
        0x00c4/0x31 - 80189cd0
+
 
        0x00c8/0x32 - 80189d74
+
80173cbc - List of entries for height display
        0x00cc/0x33 - 80189e28
+
    Struct data for height display entry: 0x34 (52) bytes long
        0x00d0/0x34 - 80189e94
+
        0x00 - 0x02: Byte sequence 0x17, 0x3c, 0xf0; Can sometimes be other values; Causes bizarre display errors if value is wrong
        0x00d4/0x35 - 80189f08
+
        0x03: Flags? 0x0c? (1 byte)
        0x00d8/0x36 - 801868f0
+
        0x04: Red shading value for top-left corner (1 byte)
        0x00dc/0x37 - 80189f84
+
        0x05: Green shading value for top-left corner (1 byte)
        0x00e0/0x38 - 80187f24
+
        0x06: Blue shading value for top-left corner (1 byte)
        0x00e4/0x39 - 80186d2c
+
        0x07: Flags? 0x3e, or 0x3c? (1 byte)
        0x00e8/0x3a - 80186d00
+
        0x08: X Screen Location (2 bytes)
        0x00ec/0x3b - 80186d58
+
        0x0a: Y Screen Location (2 bytes)
        0x00f0/0x3c - 80186dbc
+
        0x0c: X Load Location (1 byte)
        0x00f4/0x3d - 80189fcc
+
        0x0d: Y Load Location (1 byte)
        0x00f8/0x3e - 8018a00c
+
        0x0e: 0x7cfc? (2 bytes)
        0x00fc/0x3f - 8018a02c
+
        0x10: Red shading value for top-right corner (1 byte)
        0x0100/0x40 - 8018a088
+
        0x11: Green shading value for top-right corner (1 byte)
        0x0104/0x41 - 8018a114
+
        0x12: Blue shading value for top-right corner (1 byte)
        0x0108/0x42 - 8018a17c
+
        0x13: Zero (0) (Unused)? (1 byte)
        0x010c/0x43 - 80186e28
+
        0x14: X Screen Location + Width (2 bytes)
        0x0110/0x44 - 80186e54
+
        0x16: Y Screen Location (2 bytes)
        0x0114/0x45 - 80186e78
+
        0x18: X Load Location + Width (1 byte)
        0x0118/0x46 - 8018a218
+
        0x19: Y Load Location (1 byte)
        0x011c/0x47 - 8018a220
+
        0x1a: Spritesheet ID (0x001e = ITEM.BIN, 0x001f = FRAME.BIN) (2 bytes)
        0x0120/0x48 - 8018a250
+
        0x1c: Red shading value for bottom-left corner (1 byte)
        0x0124/0x49 - 80188288
+
        0x1d: Green shading value for bottom-left corner (1 byte)
        0x0128/0x4a - 8018a2c4
+
        0x1e: Blue shading value for bottom-left corner (1 byte)
        0x012c/0x4b - 8018a2ec
+
        0x1f: Zero (0) (Unused)? (1 byte)
        0x0130/0x4c - 8018a3a0
+
        0x20: X Screen Location (2 bytes)
        0x0134/0x4d - 8018a3d0
+
        0x22: Y Screen Location + Height (2 bytes)
        0x0138/0x4e - 8018a420
+
        0x24: X Load Location (1 byte)
        0x013c/0x4f - 8018a458
+
        0x25: Y Load Location + Height (1 byte)
        0x0140/0x50 - 8018a4a0
+
        0x26: Zero (0) (Unused)? (2 bytes)
        0x0144/0x51 - 8018a4e8
+
        0x28: Red shading value for bottom-right corner (1 byte)
        0x0148/0x52 - 8018a554
+
        0x29: Green shading value for bottom-right corner (1 byte)
        0x014c/0x53 - 8018a5e4
+
        0x2a: Blue shading value for bottom-right corner (1 byte)
        0x0150/0x54 - 8018a668
+
        0x2b: Zero (0) (Unused)? (1 byte)
        0x0154/0x55 - 8018a698
+
        0x2c: X Screen Location + Width (2 bytes)
        0x0158/0x56 - 8018a6f8
+
        0x2e: Y Screen Location + Height (2 bytes)
        0x015c/0x57 - 8018a758
+
        0x30: X Load Location + Width (1 byte)
        0x0160/0x58 - 8018a824
+
        0x31: Y Load Location + Height (1 byte)
        0x0164/0x59 - 8018a908
+
        0x32: Zero (0) (Unused?) (2 bytes)
        0x0168/0x5a - 8018a980
+
       
        0x016c/0x5b - 8018a9c4
+
80173e00 - Same structure as 80173cbc
        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
+
  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
  
8018f4e0 - Pointer to Scratch Pad [[1f800000|<span style=color:blue>0x1f800000</span>]]
+
0x00 - "Dead"
8018f4e4 - Pointer to Scratch Pad [[1f800080|<span style=color:blue>0x1f800080</span>]]
+
0x04 - "Undead"
8018f4e8 - Pointer to Scratch Pad [[1f800180|<span style=color:blue>0x1f800180</span>]]
+
0x08 - "Petrify"
8018f4ec - Pointer to Scratch Pad [[1f800100|<span style=color:blue>0x1f800100</span>]]
+
0x0c - "Invite"
8018f4f0 - Pointer to Scratch Pad 0x1f800200
+
0x10 - "Darkness"
8018f4f4 - Counter for some panel targeting
+
0x14 - "Confusion"
8018f4f8 - set to 1 during linear attack routine (word)
+
0x18 - "Silence"
8018f4fc -  
+
0x1c - "Blood Suck"
 
+
0x20 - "Oil"
8018f510 - Set to 1 when reachable tile are set in [[00174b8c_-_00174df4]]
+
0x24 - "Float"
8018f514 - Active unit ID (when 8018f510 is set to 1) - stored as a word (?)
+
0x28 - "Reraise"
 
+
0x2c - "Transparent"
8018f7f0 - No. Tiles moved  (movement page?)
+
0x30 - "Berserk"
  - Per tile, includes facing/walking direction to destination
+
0x34 - "Poison"
 
+
0x38 - "Regen"
8018f86d - current units movement supports
+
0x3c - "Protect"
0x80 - fly
+
0x40 - "Shell"
0x40 - float
+
0x44 - "Haste"
0x20 - walk on water
+
0x48 - "Slow"
0x10 - move in water
+
0x4c - "Stop"
0x08 - teleport (1 and 2)
+
0x50 - "Faith"
0x04 -  
+
0x54 - "Innocent"
0x02 - silent walk
+
0x58 - "Charm"
0x01 -  
+
0x5c - "Sleep"
0x00 - default
+
0x60 - "Don't Move"
+
0x64 - "Don't Act"
8018f89c -  
+
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"
  
  8018f8a4 - ID of found item for move-find item (word)
+
  8014d038 - pre-attack display (display page?)
  0x00 Item ID
+
 
8018f8a8 - Move-Find Item/trap flags
+
8014d05c - Start of display data (when menu is loaded in battle)
  0x00 - activation type
+
  0x00 - level
0x02 - found trap
+
0x02 - enemy/ally/Autobattle flag
0x01 - found item
+
0x00 - none?
+
  0x08 - Experience
  0x01 - Trap Setting or number of trap activated
+
0x00 - Degenerator
+
0x0c - Current HP
0x01 - Deathtrap
+
0x10 - Max HP
0x02 - Sleeping Gas
+
0x12 - Current MP
0x03 - Steel Needle
+
  0x02 - Rare Item
+
  0x16 - Max MP
  0x03 - Common Item
+
0x18 - CT
 +
 +
0x26 - Job ID
 +
0x28 - Brave
 +
0x2a - Faith
 +
  0x2c - modified Birthday
 +
 
 +
8014d08a - Selected unit index (halfword)
 +
 +
8014d09a - hit % data (for display?)
  
Mimic Check(0x15 in battle ID order) - If ability occured, and if job = mimic, stores 01
 
for that unit ID's byte.
 
8018f8b0 - if 01 allows mimic setting
 
  
8018f8c5 - end
 
-0x0738
 
8018f8c8 - Acting Unit ID (word)
 
  
  80193d48 - Pointers for Action menu in routine : [[AI Ability Data Setting]]  <span id="AI_Ability_Data_Setting_JumpAdr"></span>
+
==Player Menu Memory Addresses==
        0x00 - 801959d4 - Item Inventory
+
  8016923c - list of menu data (0x05 bytes each)
        0x04 - 80195a30 - Weapon Iventory
+
0x00 - Menu type number (corresponds to 0x165f84 data)
        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
 
  
  (I want this to be in a general unit data page at some point)
+
  8014d13c - Skillset Display?
  801908cc - Unit Data start (Unit ID * 0x1c0 for specific location)
+
8014d13d -
  0x0000: Base Class / Character ID (Also affects sprites)
+
 
0x?? - Special Character
+
  8014d148 - Unit Name
0x80 - Generic Male
+
 
0x81 - Generic Female
+
8014d264 - Player abilities display (greying out ability, blinking red, etc.)
0x82 - Monster
+
  0x00 - normal
  0x0001: Unit ID (FF doesn't exist)
+
0x01 - normal greyed out
  0x0002: Party ID (Party unit index; 0xFF means not in party) (FE prevents HP/MP growth?)
+
0x04 - normal greyed out
0x0003: Job ID
+
0x05 - normal greyed out
  0x0004: Palette
+
0x08 - blinking red
0x00 Default
+
  0x09 - greyed out and blinking
  0x01 Hokuten
+
  0x0c - greyed, blinking blue
  0x02 Nanten
+
 
  0x03 Death Corps
+
8014d374 - list of menu data (from 165f84)
  0x04 Glabados Church
+
  0x00 - menu directive
  0x05 No Palette?
+
  0x0e - Units turn menu can't move, not on chocobo
0x0005: ENTD Flags
+
  0x13 - Units turn menu can move, can't act, not on chocobo
  0x80 - Always Present
+
  0x14 - Units turn menu can't move or act, not on chocobo
  0x40 - Randomly Present
+
  0x2e - Units turn menu with move/act usable, On Mount
0x20 - Team Bit 1. 0x20 and 0x10 is Light Blue. 0x20 is Green.
+
  0x2f - Units turn menu with move usable, on mount
0x10 - Team Bit 2. 0x10 is Red. If neither bit, team is Blue.
+
  0x30 - Units turn menu with move usable, act not usable, on mount
  0x08 - Control
+
  0x31 - Units turn menu with move/act not usable, on mount
  0x04 - Immortal
+
0x04 - address
  0x02 - (if both 01 and 02, then immune to knockback)
+
 
  0x01 - (both set by Ramza when initialized)
+
8014d46c - Unit Menu Data (remembers menu scroll when changing to a menu that removes/hides the old menu)
0x0006: Gender Byte
+
0x00 - Main Act Menu Index
  0x80 - Male
+
  0x00 - Move
0x40 - Female
+
  0x01 - Act
0x20 - Monster
+
  0x02 - Wait
  0x10 - Join after event
+
  0x03 - Status
  0x08 - Load Formation
+
  0x04 - Auto-Battle
0x04 - ??? Stats
+
0x01 - 0xff for all units
0x02 -
+
0x02 - Act Menu Index
0x01 - Save Formation
+
  0x00 - Attack
0x0007: Death Counter (3 for living units)
+
  0x01 - 0x04: (if they exist, in this order:) Primary Skillset, Secondary skillset, Defend, Re-equip
  0x0008: Bithday (days, plus bit 0 from next byte)
+
0x03 - (unused) "Attack" Menu Index
0x000-0x01e - January
+
  0x04 - (unused) "Attack" Menu Scroll
0x01f-0x03a - February
+
0x05 - Primary skillset Menu Index
0x03b-0x059 - March
+
0x06 - Primary skillset Menu Scroll
0x05a-0x077 - April
+
0x07 - Secondary skillset Menu Index
0x078-0x096 - May
+
0x08 - Secondary skillset Menu Scroll
0x097-0x0b4 - June
+
0x0b - Math Spell menu Index
0x0b5-0x0d3 - July
+
0x0c - Math Spell menu Scroll
0x0d4-0x0f2 - August
+
0x0d - Math Secondary menu Index
0x0f3-0x110 - September
+
0x0e - (unused) Math Secondary menu Scroll
0x111-0x12f - October
+
0x0f - "Math" Primary menu Index
0x130-0x14d - November
+
0x10 - (unused) Math Primary menu Scroll
0x14e-0x16c - December
+
 
  0x0009: Zodiac Sign
+
80165ee4 - Menu selection (act/wait/move) stored here (counter #)
0xf0 -  
+
0x00 - Main Menu
0xe0 -  
+
0x02 - Skillsets Menu - Also Execute Action menu
0xd0 -  
+
0x04 - Ability Menu/First Math bytes
0xc0 - Serpentarius
+
0x06 - Second Math Bytes
0xb0 - Pisces
+
0x08 - Math Ability
0xa0 - Aquarius
+
 
0x90 - Capricorn
+
80165ee6 - Menu Selection (Execute Action. Ok?) counter
0x80 - Sagittarius
+
0x00  - execute
0x70 - Scorpio
+
0x01 - Quit
0x60 - Libra
+
 
0x50 - Virgo
+
80165ef4 - calculator type ability ID / Item ID?
0x40 - Leo
+
- also skillset to display + 0xb000
0x30 - Cancer
+
80165ef8 - Calculator multiplier ability ID
0x20 - Gemini
+
- also second skillset to display + 0xb000
0x10 - Taurus
+
80165efc - used ability ID
0x00 - Aries
+
- also ....
0x000a - Innate Ability 1
+
 
0x000c - Innate Ability 2
+
80169994 - limit the cursor can scroll before menu shifts
0x000e - Innate Ability 3
+
80169996 - number of slots the menu can shift downward
0x0010 - Innate Ability 4
+
80169998 - "Ability" menu header X display location
  0x0012 - Primary Skillset
+
8016999a - "MP" or "Stock" menu header X display location
  0x0013 - Secondary Skillset
+
8016699c - "Turns" menu header X Display Location
  0x0014 - Reaction Ability
+
8016699e - Ability name display
  0x0016 - Support Ability
+
 
  0x0018 - Movement Ability
+
801669a0 - Controls menu display of abilities (stock, mp, turns, etc.)
  0x001a - Head
+
  0x00
0x001b - Body
+
  0x01
  0x001c - Accessory
+
  0x02 - Can't display Turns ("Now!")
  0x001d - Right Hand Weapon
+
  0x03 - Can display Turns
  0x001e - Right Hand Shield
+
  0x04
  0x001f - Left Hand Weapon
+
 
0x0020 - Left Hand Shield
+
801669a2 - Controls menu display of abilities (stock, mp, turns, etc.)
0x0021 - Experience
+
  0x00 -  
0x0022 - Level
+
  0x01 -  
0x0023 - Original Brave
+
  0x02 - Can't display MP/stock
0x0024 - Brave
+
  0x03 - Can display MP/stock
0x0025 - Original Faith
+
 
0x0026 - Faith
+
801669a4 - pointer skillset abilities for menu display
0x0027 - 1 = Unit's Turn?
+
801669a8 - pointer skillset MP costs for menu display (ability list + 0xa4)
0x0028 - HP
+
801669ac - pointer skillset Turns for menu display (ability list + 0x148)
  0x002a - Max HP
+
 
  0x002c - MP
+
801669b0 - ability display flags
  0x002e - Max MP
+
 
  0x0030 - Original PA
+
801669bc - Amount of slots the menu scrolled down (to display more abilities)
0x0031 - Original MA
+
 
  0x0032 - Original SP
+
80166a40 - some skillset data, half each
0x0033 - Bonus PA (doubles as minimum (bonus + 1) stats?)
+
  0x1000 - abilities not known in skillset (removes sound effect when skillset is selected)
  0x0034 - Bonus MA
+
  0x0016 - set to this if nothing to display for that skillset slot
  0x0035 - Bonus SP
+
  0x0003 - always set?
  0x0036 - PA
+
 
0x0037 - MA
+
  Menu List
0x0038 - SP
+
80166b10 - Main Menu
0x0039 - CT
+
80166bc4 - ability menu (math skill menus included)
0x003a - Move
+
  0x2c - type of menu
0x003b - Jump
+
80166c00 - Act menu (skillsets + attack)
0x003c - WP 1
+
 
0x003d - WP 2
+
80166b10 - Menu Data  (0x3c each)
0x003e - WEVA 1
+
  0x38 - Move/Act/Wait/Status/etc. menu counter
0x003f - WEVA 2
+
  0xe0 - Header set for menu
0x0040 - Acc. PEV
+
0x00 - none
0x0041 - RH Shield PEV
+
0x01 - "Menu"
0x0042 - LH Shield PEV
+
0x02 - "Check"
0x0043 - C-Ev
+
0x03 - "Effect"
  0x0044 - Acc. MEV
+
0x04 - "Turn"
  0x0045 - RH Shield MEV
+
0x05 - "Ability"    "Ref" "Turn"
  0x0046 - LH Shield MEV
+
0x06 - "Ability"    "Ref" "Mp" "Turn"
  0x0047 - X Coordinate
+
0x07 - ""            "Ref" "Stock" "Turn"
  0x0048 - Y Coordinate
+
0x08 - ""            "Ref" "Turn" ""
  0x0049:
+
0x09 - "Ability"
0x80 - Higher Elevation
+
0x0a - "Menu" all blotchy
0x40 - Stepping Stone
+
0x0b - "Ability"    "Ref" "Mp" "Turn"
0x20 -  
+
0x0c - none
0x10 -
+
everything else seems to be none
0x08 -  
+
  0xec - Counter
0x04 -  
+
  0xee - Type of menu? (ability list)
0x03 - Facing East
+
 
0x02 - Facing North
+
  0xbe -
0x01 - Facing West
+
 
0x00 - Facing South
+
  0x167614 - 2f Menu
  0x004a: Equippable Items 1
+
 
0x80 - Barehanded
+
167124 - counter for movement confirmation
0x40 - Knife
+
167430 - counter for Execute Action check menu (only Attack picked
0x20 - Ninja Blade
+
1675d4 - counter for Execute Action check menu (skillset picked)
0x10 - Sword
+
 
0x08 - Knight's Sword
+
801675d8 - Menu data for riding chocobo
0x04 - Katana
+
0x00 - X load location on sheet?
0x02 - Axe
+
0x02 - Y load location on Sheet?
  0x01 - Rod
+
0x04 - Menu background width (behind)
  0x004b: Equippable Items 2
+
0x06 - Menu background height (Behind)
0x80 - Staff
+
0x08 - X position
0x40 - Flail
+
  0x0a - Y position
0x20 - Gun
+
0x14 - Menu background width in front
0x10 - Crossbow
+
0x16 - Menu background height in front
0x08 - Bow
+
0x18 - X position (in front)
0x04 - Instrument
+
0x1a - Y position (in front)
0x02 - Book
+
0x01 - Polearm
+
0x1c - Menu to load (half)
0x004c: Equippable Items 3
+
  0x83 - Chocobo, no movement
0x80 - Pole
+
  0x1e - Menu counter limit
0x40 - Bag
+
0x20 - ?? (word)
0x20 - Cloth
+
0x24 - ?? Address
0x10 - Shield
+
0x08 - Helmet
+
0x38 - Move/Act/Wait/Status/etc. menu counter
0x04 - Hat
+
 
0x02 - Hair Adornment
+
0x01 - Armor
+
Menu struct data (general; same structure for BATTLE/WORLD) (0x3c = 60 bytes):
0x004d: Equippable Items 4
+
    0x00: ? (=0x0180, 0x01c0, 0x01e0) (Weird graphical issues if value is wrong) (2 bytes)
0x80 - Clothing
+
    0x02: ? (=0x0000, 0x00a0) (Displays weird things if value is wrong) (2 bytes)
0x40 - Robe
+
    0x04: Inner width of window? (Should be the same as value at offset 0x14) (ex. 0x3c) (2 bytes)
0x20 - Shoes
+
    0x06: Inner height of window? (Should be the same as value at offset 0x16) (ex. 0x3c) (2 bytes)
0x10 - Armguard
+
    0x08: X Screen Location of window (ex. 0x00e2) (2 bytes)
0x08 - Ring
+
    0x0a: Y Screen Location of window (ex. 0x00a0) (2 bytes)
0x04 - Armlet
+
    0x0c: ? (ex. 0x3c) Seems to have no effect (2 bytes?)
0x02 - Cloak
+
    0x0e: ? (ex. 0x40) Seems to have no effect (2 bytes?)
0x01 - Perfume
+
    0x10: ? (=0x00000000?) Seems to have no effect (4 bytes?)
0x004e: Innate Statuses 1
+
    0x14: Overall width of window (Should be the same as value at offset 0x04) (ex. 0x40) (2 bytes)
0x80 -
+
    0x16: Overall height of window (Should be the same as value at offset 0x06) (ex. 0x40) (2 bytes)
0x40 - Crystal
+
    0x18: ? (=0x00000000?) Seems to have no effect (4 bytes?)
0x20 - Dead
+
    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)
0x10 - Undead
+
    0x1e: Maximum row index, starting at 0. Equal to number of rows - 1. (ex. 0x02) (2 bytes)
0x08 - Charging
+
    0x20: ? (=0x00000001?) Seems to have no effect (4 bytes?)
0x04 - Jump
+
    0x24: Pointer to action/menu ID array for this menu (ex. 0x80166a74) (4 bytes)
0x02 - Defending
+
    0x28: Pointer to code function that brings up this menu / performs this action? (ex. 0x8013bfbc) (4 bytes)
0x01 - Performing
+
    0x2c: Menu header (=0x01) (2 bytes)
0x004f: Innate Statuses 2
+
        Default for unspecified value is (No header)
0x80 - Petrify
+
        0x01 = "Menu"
0x40 - Invite
+
        0x02 = "Check"
0x20 - Darkness
+
        0x03 = "Effect"
0x10 - Confusion
+
        0x04 = "Turn"
0x08 - Silence
+
        0x05 = "Ability"
0x04 - Blood Suck
+
        0x06 = "Ability"
0x02 - Cursed
+
        0x09 = "Ability"
0x01 - Treasure
+
        0x0b = "Turn"
0x0050: Innate Statuses 3
+
    0x2e: ? (=0x0000?) Seems to have no effect (2 bytes?)
0x80 - Oil
+
    0x30: Pointer to store whether or not menu needs initialization? (Sometimes) (ex. 0x80166994) (4 bytes)
0x40 - Float
+
    0x34: Pointer to store selected menu option (when Circle button pressed) (ex. 0x8016e42c) (4 bytes)
0x20 - Reraise
+
    0x38: Index of currently selected menu option (2 bytes)
0x10 - Transparent
+
    0x3a: Index for select text (Affects which select text is displayed) (ex. 0x0a) (2 bytes)
0x08 - Berserk
+
 
0x04 - Chicken
+
8014d0a0 - Billboard data?
0x02 - Frog
+
  0x00 - Move
0x01 - Critical
+
0x02 - Speed
0x0051: Innate Statuses 4
+
0x04 - Jump
0x80 - Poison
+
0x06 - WP 1
0x40 - Regen
+
0x08 - WP 2
0x20 - Protect
+
0x0a - W-Ev 1
0x10 - Shell
+
  0x0c - W-Ev 2
0x08 - Haste
+
0x0e - Primary Skillset ('attack' (0x01) if monster)
0x04 - Slow
+
0x10 - 2 hands flag
0x02 - Stop
+
0x12 - PA
0x01 - Wall
+
0x14 - C-Ev
  0x0052: Innate Statuses 5
+
0x16 - Shield P-Ev
0x80 - Faith
+
0x18 - Accessory P-Ev
0x40 - Innocent
+
 
0x20 - Charm
+
0x1c - MA
0x10 - Sleep
+
0x1e - "00" under c-ev
0x08 - Don't Move
+
0x20 - Shield M-Ev
0x04 - Don't Act
+
0x22 - Accessory M-Ev
0x02 - Reflect
+
0x24 - Right hand equipment
0x01 - Death Sentence
+
0x26 - left hand equipment
  0x0053: Status Immunities 1
+
0x28 - head
0x80 -  
+
  0x2a - Body
0x40 - Crystal
+
0x2c - accessory
0x20 - Dead
+
0x2e - Primary skillset // First monster ability
0x10 - Undead
+
0x30 - Secondary skillset // Second monster ability
0x08 - Charging
+
0x32 - Reaction // Third monster ability
0x04 - Jump
+
0x34 - Support // Fourth monster ability
0x02 - Defending
+
0x36 - Movement // not exactly possible, but fifth monster ability.
0x01 - Performing
+
 
  0x0054: Status Immunities 2
+
80174060 - Displayed Skillsets (act Menu) - ff in first slot that doesn't have skillset, rest 00
0x80 - Petrify
+
0x00
0x40 - Invite
+
0x01
0x20 - Darkness
+
  0x02
0x10 - Confusion
+
0x03
0x08 - Silence
+
0x04
0x04 - Blood Suck
+
0x05
0x02 - Cursed
+
0x06
0x01 - Treasure
+
0x07
  0x0055: Status Immunities 3
+
  0x08
0x80 - Oil
+
 
0x40 - Float
+
801740a8 - Code Pointers for ability targeting (Action menu byte) used in [[Calculate_Targeting_for_Menu_Types]] <span id="0x801740a8"></span>
0x20 - Reraise
+
0x00 - 8017abac - Default
0x10 - Transparent
+
0x04 - 8017abb8 - Item Inventory
0x08 - Berserk
+
0x08 - 8017abb8 - Weapon Inventory
0x04 - Chicken
+
0x0c - 8017abc0 - Arithmeticks
0x02 - Frog
+
0x10 - 8017abd4 - Elements
0x01 - Critical
+
  0x14 - 8017ab2c - Blank
  0x0056: Status Immunities 4
+
0x18 - 8017abac - Monster
0x80 - Poison
+
0x1c - 8017abe4 - Katana Inventory
0x40 - Regen
+
0x20 - 8017abb8 - Attack
0x20 - Protect
+
0x24 - 8017abb8 - Jump
0x10 - Shell
+
0x28 - 8017abb8 - Charge
0x08 - Haste
+
  0x2c - 8017ac08 - Defend
0x04 - Slow
+
0x30 - 8017ac08 - Change Equipment
0x02 - Stop
+
0x34 - 8017ac08 - Unknown
0x01 - Wall
+
0x38 - 8017ac08 - Blank
  0x0057: Status Immunities 5
+
  0x3c - 8017ac2c - Unknown
0x80 - Faith
+
 
0x40 - Innocent
+
80165f84 - Menu/ message display byte
0x20 - Charm
+
 
0x10 - Sleep
+
0x0e - Units turn menu can't move, not on chocobo
0x08 - Don't Move
+
0x13 - Units turn menu can move, can't act, not on chocobo
0x04 - Don't Act
+
0x14 - Units turn menu can't move or act, not on chocobo
0x02 - Reflect
+
0x2e - Units turn menu with move/act usable, On Mount
0x01 - Death Sentence
+
  0x2f - Units turn menu with move usable, on mount
  0x0058: Current Statuses 1 <span id="Current Statuses"></span>
+
0x30 - Units turn menu with move usable, act not usable, on mount
0x80 -  
+
0x31 - Units turn menu with move/act not usable, on mount
0x40 - Crystal
+
 
0x20 - Dead
+
141654 inputs
0x10 - Undead
+
0x01 - wait message
0x08 - Charging
+
0x06 - attack selected (select target to attack)
0x04 - Jump
+
0x07 - movement message?
0x02 - Defending
+
0x08 - continue?
0x01 - Performing
+
0x0a - normal ability name display
  0x0059: Current Statuses 2
+
0x14 - select target to attack (auto battle fight for life)
0x80 - Petrify
+
  0x1a - target confirmation (Unit to attack for auto battle)
0x40 - Invite
+
0x1b - target confirmation (unit to protect for auto battle)
0x20 - Darkness
+
0x1d - job level up/level up?
0x10 - Confusion
+
0x1e - learn on hit
0x08 - Silence
+
0x1f - crystal/treasure menus
0x04 - Blood Suck
+
0x21 - after move, confirmation to move there
0x02 - Cursed
+
  0x22 - 0x25 - traps?
0x01 - Treasure
+
  0x26 - move find item
  0x005a: Current Statuses 3
+
  0x32 - calculator stuff?
0x80 - Oil
+
 
0x40 - Float
+
Text Data (Some sections behave differently.
0x20 - Reraise
+
  Menus 2e and 00 cannot be greyed out by making the 0x01 byte
0x10 - Transparent
+
  00)
0x08 - Berserk
+
801630da - Act menu display data (0x05 bytes each, 0x06 for each unit?)
0x04 - Chicken
+
  0x00 - Letter
0x02 - Frog
+
  0x01 - availability byte
0x01 - Critical
+
0x04 - abilities not known in skillset? (greyed out)
  0x005b: Current Statuses 4
+
0x00 - abilities known in skillset
0x80 - Poison
+
  0x02 - set to 0xff if no command displayed
0x40 - Regen
+
  0x03 - set to 0xfa
0x20 - Protect
+
0x04
0x10 - Shell
+
  0x05
0x08 - Haste
+
 
0x04 - Slow
+
  0x82 - 1637b2
0x02 - Stop
+
  0x83 - 1637de - move disabled
0x01 - Wall
+
 
  0x005c: Current Statuses 5
+
 
0x80 - Faith
+
801740e8 - Code Pointers for attack preparation routine(Action menu byte) 17c45c routine
0x40 - Innocent
+
0x00 - 8017c7fc - Default
0x20 - Charm
+
0x04 - 8017c548 - Item Inventory
0x10 - Sleep
+
0x08 - 8017c5b4 - Weapon Inventory
0x08 - Don't Move
+
0x0c - 8017c658 - Arithmeticks
0x04 - Don't Act
+
  0x10 - 8017c6b8 - Elements
0x02 - Reflect
+
0x14 - 8017c818 - Blank
0x01 - Death Sentence
+
0x18 - 8017c7fc - Monster
  Status CT decrement routines ~1837A0
+
0x1c - 8017c6c8 - Katana Inventory
0x005d - Poison CT
+
  0x20 - 8017c704 - Attack
0x005e - Regen CT
+
0x24 - 8017c730 - Jump
  0x005f - Protect CT
+
0x28 - 8017c79c - Charge
  0x0060 - Shell CT
+
0x2c - 8017c7ec - Defend
0x0061 - Haste CT
+
  0x30 - 8017c7f4 - Change Equipment
0x0062 - Slow CT
+
 
0x0063 - Stop CT
+
80169264 - start of skillset data?
0x0064 - Wall CT
+
AAAA BBBB
  0x0065 - Faith CT
+
Default - 0003 0000
  0x0066 - Innocent CT
+
Item Inventory - 0003 0001
0x0067 - Charm CT
+
Throw - 0003 0001
0x0068 - Sleep CT
+
Math Skill - 0003 0000
  0x0069 - Don't Move CT
+
Elemental - fffd 0000
  0x006a - Don't Act CT
+
Blank - fffd 0000
  0x006b - Reflect CT
+
Monster - 0003 0000
  0x006c - Death Sentence CT
+
Katana - 0003 0001
  0x006d: Elemental Absorption
+
Attack - fffd 0000
0x80 - Fire
+
Jump - fffd 0000
0x40 - Lightning
+
Charge - 0003 0000
0x20 - Ice
+
Defend - fffd 0000
0x10 - Wind
+
Equip Change - 0003 0000
0x08 - Earth
+
Unknown - fffd 0000
0x04 - Water
+
Blank - fffd 0000
0x02 - Holy
+
Unknown - fffd 0000
0x01 - Dark
+
BBBB - halfword, whether the skillset calls from party inventory.
  0x006e: Elemental Nullification
+
AAAA - halfword, 3 or -3, -3 means don't load ability data to menu, execute targeting immediately.
0x80 - Fire
+
 
0x40 - Lightning
+
80169828 - ability selected byte? (word)
0x20 - Ice
+
  Control byte
0x10 - Wind
+
  0x03 - learn on hit (ability known)
0x08 - Earth
+
  0x02 - learn on hit
0x04 - Water
+
 
0x02 - Holy
+
8016982d - Skillset (ability loading routines)
0x01 - Dark
+
8016982e - Used Ability (half)
  0x006f: Elemental Halving
+
 
0x80 - Fire
+
 
0x40 - Lightning
+
80169840 - returned value from routine 0x181530 (skillset/act menu loading)
0x20 - Ice
+
 
0x10 - Wind
+
80169c6c
0x08 - Earth
+
  0x10 - unit ID?
0x04 - Water
+
  0x14 - unit Data
0x02 - Holy
+
8016a06c
0x01 - Dark
+
8016a46c
  0x0070: Elemental Weakness
+
8016a86c
0x80 - Fire
+
8016ac6c - corresponds to
0x40 - Lightning
+
8016b06c - Corresponds to skillset menu
0x20 - Ice
+
0x00 - Menu Address?
0x10 - Wind
+
8016b46c - Corresponds to main menu
0x08 - Earth
+
 
0x04 - Water
+
80173c6c - action menu byte
0x02 - Holy
+
 
0x01 - Dark
+
 
0x0071: Elements Strengthened
+
 
0x80 - Fire
+
(text page? or just section per file?)
0x40 - Lightning
+
8016135c - 80161928 - Battle Error Messages Text
0x20 - Ice
+
80161929 - 80161d41 - Battle Messages Text
0x10 - Wind
+
80161d41 - 801622c2 - Job Names Text
0x08 - Earth
+
801622c3 - 80162e48 - Item Names Text
0x04 - Water
+
80162e50 - 801630d9 - Japanese writing (FREE SPACE)
0x02 - Holy
+
801630da - 80163b87 - Act menus display data (0x05 bytes each, 0x06 for each unit?)
0x01 - Dark
+
80163b88 - Ability Names Text
0x0072 - Raw HP
+
80164eb6
0x0075 - Raw MP
+
Battle Messages
0x0078 - Raw SP
+
Status Names
0x007b - Raw PA
+
Error/Confirmation
0x007e - Raw MA
+
8016593a - 165d73 - Skillset Names
0x0081 - HP Growth
+
"Anything" in between
  0x0082 - HP Multiplier
+
80165d88 - Summon Names
  0x0083 - MP Growth
+
80165df6 - Draw Out Names
  0x0084 - MP Multiplier
+
 
  0x0085 - SP Growth
+
80173f8c - Pointers to Text Data (Mod below / 0x200 + 173f8c)
0x0086 - SP Multiplier
+
0x5000 - Menus items
0x0087 - PA Growth
+
0x4000 - Unit Name
0x0088 - PA Multiplier
+
0x3000 - Job Name
  0x0089 - MA Growth
+
  0x2000 -  
  0x008a - MA Multiplier
+
0x1000 - Skillset Name
0x008b: Reactions 1 <span id="Reactions"></span>
+
: 8016135c
0x80 - PA Save
+
: 8016135d
0x40 - MA Save
+
: 8016135e - Skillsets
0x20 - Speed Save
+
: 80161929
0x10 - Sunken State
+
: 80161d3f
0x08 - Caution
+
: 80161d40
0x04 - Dragon Spirit
+
: 80161d41 - Job Name
0x02 - Regenerator
+
: 801622c3
0x01 - Brave UP
+
: 80162e4c - Unit Name
0x008c: Reactions 2
+
: 80163006
0x80 - Face (Faith) UP
+
: 801630da - menu items
0x40 - HP Restore
+
: 801639cc
0x20 - MP Restore
+
: 80163b86
0x10 - Critical Quick
+
: 80163b87
0x08 - Meatbone Slash
+
: 80163b88
0x04 - Counter Magic
+
: 80164ebb
0x02 - Counter Tackle
+
: 80164ebc
0x01 - Counter Flood
+
: 80165281
0x008d: Reactions 3
+
: 801653b2
0x80 - Absorb Used MP
+
: 80165937
0x40 - Gilgame Heart
+
: 80165938
0x20 - Reflect
+
: 80165939
0x10 - Auto Potion
+
: 8016593a
0x08 - Counter
+
: 80165d89
0x04 -
+
: 8016135c
0x02 - Distribute
+
: 8016135c
0x01 - MP Switch
+
: 8016135c
0x008e: Reactions 4   
+
: 8016135c
0x80 - Damage Split
+
: 8016135c
0x40 - Weapon Guard
+
: 8016135c
0x20 - Finger Guard
+
: 8016135c
0x10 - Abandon
+
 
0x08 - Catch
+
==Assorted Memory Addresses==
0x04 - Blade Grasp
+
 
0x02 - Arrow Guard
+
80067000 - List of return addresses (0x794 lines or 0x1e4 addresses)
0x01 - Hamedo
+
80067830 -  
  0x008f: Support 1
+
800942ab -  
0x80 - Equip Armor
+
800960c0 -  
0x40 - Equip Shield
+
800960c4 -
0x20 - Equip Sword
+
80094ba4 - ? Palettes
0x10 - Equip Katana
+
800960f0 - Set to 1 when status is selected in main battle menu
0x08 - Equip Crossbow
+
800960f8 - Whether or not the status menu has already been requested (Triangle on Ai player turn)
0x04 - Equip Spear
+
800960fc -  
0x02 - Equip Axe
+
80096100 - AT List ID (used to determine which data to load from the AT list)
0x01 - Equip Gun
+
80096104 - Map ID
0x0090: Support 2
+
80096200 - learned ability (learn on hit)?
0x80 - Half of MP
+
8009620c - trap to display?
0x40 - Gained JP-UP
+
80096210 - Item to display
0x20 - Gained EXP-UP
+
800962f4 -
0x10 - Attack UP
+
80098a54 - Some units Misc Data Pointer
0x08 - Defense UP
+
80098a54 - Pointer to last unit's Misc Data?
0x04 - Magic Attack UP
+
80098db8 - ?? cleared after post action
0x02 - Magic Defense UP
+
800995ec - (word)
0x01 - Concentrate
+
800995f4 - (14 groups at 0x982 bytes each)
0x0091: Support 3
+
set 4 = Unit (team?) Palettes?
0x80 - Train
+
800995f5 - 1 = skip setting below data?
0x40 - Secret Hunt
+
800995f6 - (16 sections, 8 bytes each)
0x20 - Martial Arts
+
0x00 - (1 = active?)
0x10 - Monster Talk
+
0x01 -  
0x08 - Throw Item
+
  0x02 -
0x04 - Maintenance
+
0x03 - (set to PV2 in 0x8f710)
0x02 - Two Hands
+
0x04 - (set to 0 if PV = 10 in 0x8f710)
0x01 - Two Swords
+
0x05 - Red Mod (for what changed the below section)
0x0092: Support 4
+
0x06 - Green Mod
0x80 - Monster Skill
+
0x07 - Blue Mod
0x40 - Defend
+
80099676 - Palette Color Mod Data (16 sect. w/ 16 colors; 7 bytes each color (0x700 total))
0x20 - Equip Change
+
0x00 - Red Value
0x10 -
+
0x01 - Green Value
0x08 - Short Charge
+
  0x02 - Blue Value
0x04 - Non-Charge
+
0x03 - Alpha Flag
0x02 -  
+
0x04 - Modified Red? (0x1f if total of RGB = 0)
0x01 -  
+
  0x05 - Modified Green?
0x0093: Movement 1
+
  0x06 - Modified Blue?
0x80 - Move +1
+
80099d76 - Raw Palettes (16 sections, 16 colors, 2 bytes each (0x200 total))
0x40 - Move +2
+
8009b27c - list of some misc data
0x20 - Move +3
+
800bde64 -
0x10 - Jump +1
+
800e6bb0 - list of return addresses
0x08 - Jump +2
+
800e6c98 - list of return addresses
0x04 - Jump +3
+
800e6edc -  
0x02 - Ignore Height
+
800f64dc -  
0x01 - Move-HP UP
+
8016866c - start of a set of data 0x0c long, (0x1b0 total) (0x24 sets)
0x0094: Movement 2
+
  0x00 - address to ?? (word)
0x80 - Move-MP UP
+
  0x04 -  
0x40 - Move-Get EXP
+
8016881d -  
0x20 - Move-Get JP
+
80169230 -  
0x10 - Cannot Enter Water
+
80121d58 -  
0x08 - Teleport
+
80121d8f - list of data, 0x12 bytes long each, 9 entries
0x04 - Teleport 2
+
80132824 - ?
0x02 - Any Weather
+
 
0x01 - Any Ground
+
 
  0x0095: Movement 3
+
 
0x80 - Walk on Water
+
 
0x40 - Move in Water
+
==Yet Unsorted Addresses==
0x20 - Move on Lava
+
 
0x10 - Move Underwater
+
 
0x08 - Float
+
 
0x04 - Fly
+
 
0x02 - Silent Walk
+
 
0x01 - Move-Find Item
+
80165f74
  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
+
80174068 - Return address for ability range (based on action menu byte)17a8c0 routine
0x009a - Base Action Abilities 9-16
+
 
0x009b - Base R/S/M 1-6
+
 
0x009c - Chemist Action Abilities 1-8
+
8015d304 - Current Unit's ID (* 0x1c0 for Data Pointer)
0x009d - Chemist Action Abilities 9-16
+
 
0x009e - Chemist R/S/M 1-6
+
801612dc - start of some data - used in Set Unit Names routine ~133434
  0x009F - Knight Action Abilities 1-8
+
  list of words, values loaded and added to 8016135c
  0x00A0 - Knight Action Abilities 9-16
+
  that address is then stored in 173f8c + offset
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
+
80165e64 - Start of some other data
0x00A5 - Monk Action Abilities 1-8
+
 
0x00A6 - Monk Action Abilities 9-16
+
80165ecc
0x00A7 - Monk R/S/M 1-6
+
 
0x00A8 - Priest Action Abilities 1-8
+
80165ea4 -  
0x00A9 - Priest Action Abilities 9-16
+
 
0x00AA - Priest R/S/M 1-6
+
80165eb4 - Palette Pointer Mod 1? (halfword)
0x00AB - Wizard Action Abilities 1-8
+
80165eb6 - Palette Pointer Mod 2? (halfword)
0x00AC - Wizard Action Abilities 9-16
+
  (((b6 + Palette / 8) * 64) OR
0x00AD - Wizard R/S/M 1-6
+
  (((b4 + (Palette MOD 8) * 16) / 16) AND 0x3f
0x00AE - Time Mage Action Abilities 1-8
+
  forms some sort of palette value stored in 0x06/0x07 of sprite data sections
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
+
80165f94
0x00B3 - Summoner R/S/M 1-6
+
80165f98 - pointer to 0x8016986c - Thread array base pointer
0x00B4 - Thief Action Abilities 1-8
+
80165f9c - pointer to 0x5771c - Start of main data
0x00B5 - Thief Action Abilities 9-16
+
 
  0x00B6 - Thief R/S/M 1-6
+
 
  0x00B7 - Mediator Action Abilities 1-8
+
80165fa0 - changes depending on displayed menu/message during battle
0x00B8 - Mediator Action Abilities 9-16
+
80165fa2 - same as above, changed when scroll you scroll past the initial abilities displayed
  0x00B9 - Mediator R/S/M 1-6
+
 
0x00BA - Oracle Action Abilities 1-8
+
80165fb4 - Sound effect to play (See https://ffhacktics.com/wiki/SoundEffect)
0x00BB - Oracle Action Abilities 9-16
+
      (move selected, panel selected - set to 1 (Move to panel?) (5 if can't move due to Don't move? during... ability setup?))
0x00BC - Oracle R/S/M 1-6
+
 
0x00BD - Geomancer Action Abilities 1-8
+
80165fbc
0x00BE - Geomancer Action Abilities 9-16
+
 
0x00BF - Geomancer R/S/M 1-6
+
80165ff6
0x00C0 - Lancer Action Abilities 1-8
+
 
0x00C1 - Lancer Action Abilities 9-16
+
80166018 - incremented
0x00C2 - Lancer R/S/M 1-6
+
 
0x00C3 - Samurai Action Abilities 1-8
+
80166048 - freezes control to go to next event
0x00C4 - Samurai Action Abilities 9-16
+
 
0x00C5 - Samurai R/S/M 1-6
+
8016604a -  
0x00C6 - Ninja Action Abilities 1-8
+
 
0x00C7 - Ninja Action Abilities 9-16
+
801660a3 - control variable used in 0x13b590
0x00C8 - Ninja R/S/M 1-6
+
 
0x00C9 - Calculator Action Abilities 1-8
+
801660ec - half
0x00CA - Calculator Action Abilities 9-16
+
801660ee - half
0x00CB - Calculator R/S/M 1-6
+
801660f0 - half
0x00CC - Bard Action Abilities 1-8
+
801660f2 - half
0x00CD - Bard Action Abilities 9-16
+
 
0x00CE - Bard R/S/M 1-6
+
801696a8 -  
0x00CF - Dancer Action Abilities 1-8
+
801696aa -  
0x00D0 - Dancer Action Abilities 9-16
+
 
0x00D1 - Dancer R/S/M 1-6
+
80166ae4
0x00D2 - Base/Chemist Job Level
+
 
0x00D3 - Knight/Archer Job Level
+
 
0x00D4 - Monk/Priest Job Level
+
 
0x00D5 - Wizard/Time Mage Job Level
+
80169808
0x00D6 - Summoner/Thief Job Level
+
 
0x00D7 - Mediator/Oracle Job Level
+
801697d0
0x00D8 - Geomancer/Lancer Job Level
+
 
0x00D9 - Samurai/Ninja Job Level
+
 
0x00DA - Calculator/Bard Job Level
+
 
0x00DB - Dancer/Mime Job Level
+
80169870
0x00DC - Base Job JP
+
 
0x00DE - Chemist Job JP
+
801692b8 -  
0x00E0 - Knight Job JP
+
 
0x00E2 - Archer Job JP
+
 
0x00E4 - Monk Job JP
+
 
0x00E6 - Priest Job JP
+
 
0x00E8 - Wizard Job JP
+
8016e42c
0x00EA - Time Mage Job JP
+
 
0x00EC - Summoner Job JP
+
8016d9ca
0x00EE - Thief Job JP
+
 
0x00F0 - Mediator Job JP
+
80172258 - target current action pointer
0x00F2 - Oracle Job JP
+
 
0x00F4 - Geomancer Job JP
+
80172660
0x00F6 - Lancer Job JP
+
 
0x00F8 - Samurai Job JP
+
 
0x00FA - Ninja Job JP
+
801739c8 -  
0x00FC - Calculator Job JP
+
 
0x00FE - Bard Job JP
+
80173b00 -  
0x0100 - Dancer Job JP
+
80173c30'
  0x0102 - Mime Job JP
+
 
0x0104 - Total Base Job JP
+
 
0x0106 - Total Chemist Job JP
+
 
0x0108 - Total Knight Job JP
+
80173c74 - next event?
0x010A - Total Archer Job JP
+
 
0x010C - Total Monk Job JP
+
80173ca8 - return address in 14ceb4 routine
0x010E - Total Priest Job JP
+
 
0x0110 - Total Wizard Job JP
+
80173cb0
0x0112 - Total Time Mage Job JP
+
 
0x0114 - Total Summoner Job JP
+
80173cb8 - pointer to 166b10
0x0116 - Total Thief Job JP
+
 
0x0118 - Total Mediator Job JP
+
8017403c - Skillset determinations (set to 1 if no abilities known?), 0 if not (ai page?)
0x011A - Total Oracle Job JP
+
 
0x011C - Total Geomancer Job JP
+
80174042 - end of previous list
0x011E - Total Lancer Job JP
+
 
0x0120 - Total Samurai Job JP
+
80174048 - pointer to start of AI data / skillset
0x0122 - Total Ninja Job JP
+
8017404c - Action menu byte list for skillsets
0x0124 - Total Calculator Job JP
+
 
0x0126 - Total Bard Job JP
+
80174102 -  
0x0128 - Total Dancer Job JP
+
80174144 -
  0x012A - Total Mime Job JP
+
80174174 - 001829a8
  0x012C - 0x013B Unit Name
+
  0x013C - 0x014B Job Name
+
 
  0x014C - 0x0153 Primary Skillset Name (first 8 bytes)
+
80178f9c -  
  0x0154 - 0x015B Secondary Skillset Name (First 8 bytes)
+
 
  0x015c - Number of times unit has been KOed this battle
+
801792b8 -  
  0x015d - Current Ability CT
+
 
  0x015e - Graphic
+
80179828 - some pointer (word)
  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)
+
8018f500 - Pointers to some routine used while spreading AoE of Move.
  0x0163 - War Trophy
+
            0x00 - 801754d0 [[Spread_Move_to_East_Preset]]
  0x0164 - Bonus Money Mod (* 100 = Gil)
+
            0x04 - 801754f4 [[Spread_Move_to_North_Preset]]
  0x0165 - X Location? (For where AI tends to stay near)
+
            0x08 - 8017551c [[Spread_Move_to_West_Preset]]
  0x0166 - Y Location?
+
            0x0c - 80175540 [[Spread_Move_to_South_Preset]]
  0x0167 -  
+
0x80 - Higher Elevation Flag (for location)?
+
8018f518 - In between turn control variable
0x40 - Focus on target?
+
  0x00 - next clocktick
0x20 - Stay near X/Y? (+0x08 = never move once there)
+
  0x01 - dead processing, next turn processing
0x10 - more aggressive?
+
  0x02 - ability CT decrement
0x08 - Coward-like?
+
  0x03 - Post ability ability CT setting
0x04 -  
+
  0x04 - status CT decrement
0x02 -
+
0x05 - set AI CT data?
0x01 -  
+
  0x06 - ??
  0x0168 - Prioritized Target
+
  0x07 - blank
  0x0169 - (ENTD)
+
  0x08 - blank
0x016a - (ENTD)
+
  0x09 - find highest CT
0x04 - Save CT? (don't move unless needed?)
+
  0x0a - after setting characters turn active (validate units turn)
  0x016b - (ENTD)
+
  0x0b - blank
0x016c - Unit Name ID
+
  0x0c - blank
0x00XX - Special
+
  0x0d - set some AI weapon data?
0x01XX - Generic Male
+
  0x0e - mimic ability setting
0x02XX - Generic Female
+
  0x0f - transparent removal
0x03XX - Generic Monster
+
  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?
  
Target Data for action
+
8018f5f0 - Type of action (word)
0x016e/0x00 - Attacker/Self ID? (this data for charging attacks?)
+
  0x01 - Reacting
0x016f/0x01 - Skillset of Last Attack Used
+
  0x00 - pre-attack, initial attack
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?
+
8018f5fc - Action state (word)
0x0181/0x13 -  
+
        0 - Action executing
0x80 -  
+
        1 - AI considering action
0x40 -  
+
        2 - Projected action result (skips conditional proc roll and displays average damage for random)
0x20 -
+
 
0x10 - Stepping Stone
+
8018f4e0 - Pointer to Scratch Pad [[1f800000|<span style=color:blue>0x1f800000</span>]]
0x08 -  
+
8018f4e4 - Pointer to Scratch Pad [[1f800180|<span style=color:blue>0x1f800180</span>]]
0x04 -  
+
8018f4e8 - Pointer to Scratch Pad [[1f800080|<span style=color:blue>0x1f800080</span>]]
0x02 -  
+
8018f4ec - Pointer to Scratch Pad [[1f800100|<span style=color:blue>0x1f800100</span>]]
0x01 - Walkable
+
8018f4f0 - Pointer to Scratch Pad [[1f800200|<span style=color:blue>0x1f800200</span>]]
0x0182/0x14: Mount Info <span id="Mount Info"></span>
+
8018f4f4 - Counter for some panel targeting
0x80 - Riding A Unit
+
8018f4f8 - set to 1 during linear attack routine (word)
0x40 - Being Ridden
+
8018f4fc -  
0x20 -  
+
 
0x1f - ID of unit Riding/Being ridden by this unit
+
8018f510 - Set to 1 when reachable tile are set in [[00174b8c_-_00174df4]]
0x0183 - Dealing with unit's ability to appear in battle?
+
8018f514 - Active unit ID (when 8018f510 is set to 1) - stored as a word (?)
(FF if unit can't exist?)
+
 
(01 if unit exists, 00 if not (but later can?)?)
+
8018f7f0 - No. Tiles moved  (movement page?)
0x80 - Was active, but is now disabled?
+
  - Per tile, includes facing/walking direction to destination
0x02 - Unit will be removed from party? (no longer exists, treas/cryst?)
+
 
0x0184: Equipped Flags?
+
8018f86d - current units movement supports
0x80 -
+
  0x80 - fly
0x40 -
+
  0x40 - float
  0x20 -  
+
0x20 - walk on water
0x10 -
+
0x10 - move in water
0x08 - Sword Equipped
+
0x08 - teleport (1 and 2)
0x04 - Materia Blade Equipped
+
0x04 -  
0x02 -
+
0x02 - silent walk
0x01 -
+
0x01 -  
+
  0x00 - default
0x0185 -
+
 
0x0186 - Character's turn if 01, otherwise 00 - able to use move/act/wait menu
+
8018f89c -  
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 [[CURRENT_ACTION_DATA|dedicated page here]] <span id="Current Action Data"></span>
+
8018f8a4 - ID of found item for move-find item (word)
 
+
  0x00 Item ID
  0x018c/0x00 - Hit Flag
+
  8018f8a8 - Move-Find Item/trap flags
0x00 - Miss
+
  0x00 - activation type
0x01 - Hit
+
0x02 - found trap
0x018d/0x01 - Critical Hit Flag
+
0x01 - found item
  0x018e/0x02 - Evade Type
+
0x00 - none?
0x00 - Hit
+
  0x01 - Trap Setting or number of trap activated
0x01 - Guarded (Accessory) / Evaded (Accessory)
+
0x00 - Degenerator
0x02 - Evaded (Right Hand Item)
+
0x01 - Deathtrap
0x03 - Evaded (Left Hand Item)
+
0x02 - Sleeping Gas
0x04 - Arrow Guard? / Evaded (Class Evade)
+
0x03 - Steel Needle
0x05 - Nullified
+
0x02 - Rare Item
0x06 - Miss
+
0x03 - Common Item
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?
+
8018f8b0 - "Can mimic Table" / 1 byte per Unit 0x15 entries (in battle data order while looping)
0x0a - Golem
+
            Set to 0x01 if Unit is a mime and 0x8019389d = 0x01 [[In_between_turn_control_routine]] check variable 0x0d and 0x0e sections
0x0b - Blade Grasp?
+
            if 01 allows mimic setting
0x018f/0x03 - ID of the Item to remove (break/use/steal)
+
 
0x0190/0x04 - HP Damage
+
8018f8c5 - end
0x0192/0x06 - HP Recovery
+
-0x0738
0x0194/0x08 - MP Damage
+
8018f8c8 - Acting Unit ID (word)
0x0196/0x0a - MP Recovery
+
 
0x0198/0x0c - Gil Stolen/Lost
+
80193d48 - Pointers for Action menu in routine : [[AI Ability Data Setting]]  <span id="AI_Ability_Data_Setting_JumpAdr"></span>
0x019a/0x0e - Reaction ID
+
        0x00 - 801959d4 - Item Inventory
0x019c/0x10 - Special Flags 1
+
        0x04 - 80195a30 - Weapon Iventory
0x80 - +1 Level
+
        0x08 - 80195bcc - Arithmeticks
0x40 - Switch Team
+
        0x0c - 80195c00 - Elements
0x20 - Poached
+
        0x10 - 80195c00 - Blank
0x10 - Steal Item
+
        0x14 - 80195c00 - Monster
0x08 - Stole targets item? - Katana not broken overrides others flag : [[Draw_out_routine_dealing_with_experience_gain|here]])
+
        0x18 - 80195a24 - Katana inventory
0x04 - Break Item
+
        0x1c - 80195944 - Attack
0x02 - Malboro (moldball virus)
+
        0x20 - 80195a90 - Jump
0x01 - Golem
+
        0x24 - 80195ba0 - Charge
  0x019d/0x11 - Special Flags 2
+
0x80 - Reducing Golem Amount?
+
80193d98: Jump Adress for AI routine [[Calculate_Physical%3F_Target]] 6 words long
0x40 - Knockback
+
 
0x20 -  
+
 
0x10 - Katana broken
+
 
0x08 - Weakness?
+
 
0x04 - Absorption?
+
80192dda -  
0x02 - Proc is Triggered - Enabled here [[Conditional_Status_Proc_Roll_(19%25)_Inner_Routine]]
+
 
0x01 - -1 Level
+
80192dd8 - Moveable/Targetable Panel Grid (By rows of X panels, 0x10 in each row)
0x019e/0x12 - SP Change
+
0x00 - AoE of panels to highlight (1 only highlights panel, 2 highlights AoE 1 panels, etc.)
0x80 - Bonus Flag
+
  0x01 - set to 01 when panel is green (targeted with ability) - used as a stack in [[Select_Random_Tile_For_Random_Fire_Abilities]]
0x019f/0x13 - CT Change
+
0x02 - Unit Number (battle) of unit standing on panel?
  0xFF = "Quick"
+
0x03 -
0x7F = "CT0"
+
0x04 - Obstructed (set to 0xff if panel is obstructed)/ Not reachable?
0x80 - Bonus Flag
+
801937d8 - Movable Unit Grid (0x10 Entries) - 0x05 Bytes (pretty much the same as Panel grid)
    0x01a0/0x14 - PA Change
+
ENTD math?
0x80 - Bonus Flag
+
80193844 - Sum of enemy levels (when loaded; doesn't factor in level ups)
0x01a1/0x15 - MA Change
+
80193920 - Highest enemy level (when loaded; doesn't factor in level ups)
0x80 - Bonus Flag
+
 
    0x01a2/0x16 - Brave Change
+
 
0x80 - Bonus Flag
+
Current executing ability data
    0x01a3/0x17 - Faith Change
+
80193860 - ? (set to 0 if an item is used on undead) - Host 1st set of canceled statuses (routine 0018b9f8called from pre formula set up)
0x80 - Bonus Flag
+
80193861 - 2nd set of canceled statuses
0x01a4/0x18 - Status Change?
+
80193862 - 3rd set of canceled statuses
0x80 - animate on miss
+
80193863 - 4th set of canceled statuses
0x02 - ("Guarded"?)
+
80193864 - 5th set of canceled statuses
0x01 - Failed status infliction? ("Missed!")
+
 
0x01a5/0x19 - Remove Equipment
+
80193868 - Targets hit by ability (0x10 bytes; amount of non-FF data is counted,
0x80 - Remove Helmet
+
  and the data c/p to misc. unit data, 0x18e)
0x40 - Remove Armor
+
0x0f long
0x20 - Remove Accessory
+
0x10 - Remove Right Hand Weapon
+
80193877 - End of target list
0x08 - Remove Right Hand Shield
+
80193878 - Targets Hit Counter
0x04 - Remove Left Hand Weapon
+
8019387c
0x02 - Remove Left Hand Shield
+
 
0x01 -  
+
80193881 - start of some panel data (0x03 bytes each)
0x01a6/0x1a - Stolen Item ID
+
 
0x01a7/0x1b - Attack's Status Infliction 1
+
80193898
0x80 -  
+
 
0x40 - Crystal
+
Current Ability Data
0x20 - Dead
+
8019389c - Attacker's Facing (byte)
0x10 - Undead
+
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]]
0x08 - Charging
+
8019389e - Attacker's RH Weapon
0x04 - Jump
+
8019389f - Attacker's LH Weapon
0x02 - Defending
+
801938a0 - Attacker's Team
0x01 - Performing
+
 
0x01a8/0x1c - Attack's Status Infliction 2
+
801938a2 - X Distance between Attacker/Target (halfword)
0x80 - Petrify
+
801938a4 - Y Distance between Attacker/Target (halfword)
0x40 - Invite
+
801938a6 - Attacker/Self ID
0x20 - Darkness
+
801938a7 - Used Skillset ID
0x10 - Confusion
+
801938a8 - Used Ability ID
0x08 - Silence
+
801938aa - Calculator Type ID
0x04 - Blood Suck
+
801938ac - Calculator Multiplier ID
0x02 - Cursed
+
801938ae - Used Item/Equip ID
0x01 - Treasure
+
801938af - (0x177)
0x01a9/0x1d - Attack's Status Infliction 3
+
801938b0 - Reaction ID?/flags
0x80 - Oil
+
801938b1 - Target ID?
0x40 - Float
+
801938b2 - Target X
0x20 - Reraise
+
801938b4 - Target Map Level
0x10 - Transparent
+
801938b6 - Target Y
0x08 - Berserk
+
801938b8 - (0x180)
0x04 - Chicken
+
801938b9 - (0x181) stepping stone flags?
0x02 - Frog
+
801938ba - Mount Info
0x01 - Critical
+
801938bb -  
0x01aa/0x1e - Attack's Status Infliction 4
+
801938bc - (word) Learn on hit?  Hamedo Byte (set to 1 if hamedoing) - tells you to skip original attack
0x80 - Poison
+
 
0x40 - Regen
+
 
0x20 - Protect
+
801938c0 - Attacker Unit ID
0x10 - Shell
+
801938c1 - Target Unit ID
0x08 - Haste
+
801938c2 - #Hits
0x04 - Slow
+
801938c3 - Strike Counter
0x02 - Stop
+
801938c4 - Primary Weapon ID (Also used for used item/weapon ID for Weapon Inventory)
0x01 - Wall
+
801938c5 - Secondary Weapon ID
0x01ab/0x1f - Attack's Status Infliction 5
+
801938c6 - Reaction ID (half)
0x80 - Faith
+
also set to 0x01 if reaction is occurring, then later set with ability ID
0x40 - Innocent
+
801938c8 - ? (Deals with elemental nullification)/poach (post action thing? used in reaction routine too) (half)
0x20 - Charm
+
0x01 - perform reaction?
0x10 - Sleep
+
0x08 - Don't Move
+
801938ca - Target new X Coordinate
0x04 - Don't Act
+
801938cb - Target new Y coordinate
0x02 - Reflect
+
801938cc - target new elevation
0x01 - Death Sentence
+
801938cd - Caster Tile Type
0x01ac/0x20 - Attack's Status Removal 1
+
801938ce - XA
0x80 -  
+
801938d0 - YA
0x40 - Crystal
+
801938d2 - Defender's Effective Faith
0x20 - Dead
+
801938d3 - Attacker's Effective Faith (set to 100 after checking faith)
0x10 - Undead
+
801938d4 - Used Ability's Skillset
0x08 - Charging
+
 
0x04 - Jump
+
801938d6 - Used Ability ID?
0x02 - Defending
+
801938d8 - Used Weapon ID
  0x01 - Performing
+
801938d9 - ? (01 = two-hands is in use?)
0x01ad/0x21 - Attack's Status Removal 2
+
801938da - Proc ID
0x80 - Petrify
+
801938db - Used Item ID
0x40 - Invite
+
801938dc - Base Hit
0x20 - Darkness
+
 
0x10 - Confusion
+
801938de - Accessory Evade
0x08 - Silence
+
801938df - RH Evade
0x04 - Blood Suck
+
801938e0 - LH Evade
0x02 - Cursed
+
801938e1 - Class Evade
0x01 - Treasure
+
801938e2 - Facing Modifier (00 Front, 01 Side, 02 Back)
0x01ae/0x22 - Attack's Status Removal 3
+
 
0x80 - Oil
+
801938e4 - Charge's Power?
0x40 - Float
+
801938e5 - Ability Formula?
0x20 - Reraise
+
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 ?)
0x10 - Transparent
+
801938e7 - Earned Experience
0x08 - Berserk
+
801938e8 - Can earn EXP?
0x04 - Chicken
+
801938e9 - defaults to weapon attack? (default to attack flag?)
0x02 - Frog
+
  0x01 - default to weapon attack?
0x01 - Critical
+
0x00 - don't default
  0x01af/0x23 - Attack's Status Removal 4
+
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 ?)
0x80 - Poison
+
801938eb - MP Used
0x40 - Regen
+
801938ec - able to knock back? (checked in knockback calculation) / Target Counter
0x20 - Protect
+
801938ed - can poach?/fall damage flags?
0x10 - Shell
+
0x80 - Fall damage not calculated
0x08 - Haste
+
        0xX2 - Ignore Fall Damage (Flying Unit)
0x04 - Slow
+
        0xX1 - Take Fall Damage (non-flying units, flying
0x02 - Stop
+
801938ee - Fall Distance (divide by 2 for tiles fallen)
0x01 - Wall
+
801938ef - post-action target ID? (used in knockback 2)
0x01b0/0x24 - Attack's Status Removal 5
+
801938f0 - Ability Range
0x80 - Faith
+
801938f1 - Ability Effect Area
0x40 - Innocent
+
801938f2 - Ability Vertical
0x20 - Charm
+
801938f3 - Ability Flags 1
0x10 - Sleep
+
  0x80 -  
0x08 - Don't Move
+
0x40 -  
0x04 - Don't Act
+
0x20 - Ranged Weapon
0x02 - Reflect
+
0x10 - Vertical Fixed
0x01 - Death Sentence
+
0x08 - Vertical Tolerence
  0x01b1/0x25: Attack Type
+
0x04 - Weapon Strike
0x80 - HP Damage
+
0x02 - Auto
0x40 - HP Recovery
+
0x01 - Can't Target Self
0x20 - MP Damage
+
801938f4 - Ability Flags 2
0x10 - MP Recovery
+
0x80 - Can't Hit Enemies
0x08 - Status Change?
+
0x40 - Can't Hit Allies
0x04 - ?
+
0x20 -  
0x02 - ?
+
0x10 - Can't Follow Target
0x01 - Pseudo-Status change?
+
0x08 - Random Fire
  0x01b2/0x26 - Last Attack Recieved
+
0x04 - Linear Attack
  0x01b4/0x28 - Stolen Exp?
+
0x02 - 3 Directions
0x80 = Malus (Steal Xp)
+
0x01 - Can't Hit Caster
  0x01b5/0x29 - Stolen JP?
+
801938f5 - Ability Flags 3
  0x01b6/0x2a - Hit % (Display data?)
+
  0x80 - Reflectable
  0x01b7/0x2b -  
+
0x40 - Math Skill
  0x01b8/0x2c - Auto Battle Flag
+
0x20 - Affected By Silence
  0x01b9/0x2d - Main Target ID?
+
0x10 - Can't Mimic
0x01ba/0x2e - Modified ENTD Flags
+
0x08 - Normal Attack?
0x80 - Always Present
+
0x04 - Persevere
0x40 - Randomly Present
+
0x02 - Quote
0x20 - Team Bit 1. 0x20 and 0x10 is Light Blue. 0x20 is Green.
+
0x01 - Animate on Miss
0x10 - Team Bit 2. 0x10 is Red. If neither bit, team is Blue.
+
801938f6 - Ability Flags 4
0x08 - Control
+
  0x80 - Counter Flood
0x04 - Immortal
+
  0x40 - Counter Magic
0x02 - (if both 01 and 02, then immune to knockback)
+
0x20 - Direct
0x01 - (both set by Ramza when initialized)
+
  0x10 - Blade Grasp
0x01bb/0x2f - Inflicted Status List 1
+
  0x08 - Requires Sword
0x01bc/0x30 - Inflicted Status List 2
+
  0x04 - Requires Materia Blade
0x01bd/0x31 - Inflicted Status List 3
+
  0x02 - Evadeable
0x01be/0x32 - Inflicted Status List 4
+
  0x01 - Np Targetting
0x01bf/0x33 - Inflicted Status List 5
+
801938f7 - Ability Element
 
+
0x80 - Fire
  80192d8c - Attacker Current Action Data Pointer
+
0x40 - Lightning
  80192d90 - Target Current Action Data Pointer
+
0x20 - Ice
  80192d94 - Attacker's Data Pointer
+
0x10 - Wind
80192d98 - Target Data Pointer
+
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
  
  80192d9c - Reaction ID
+
  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
  
  80192da0 - Copy of Acting Unit's Current Action Data? 0x2c long
+
  80193900 - Weapon Formula
 +
80193901 -
 +
80193902 - WP
 +
80193903 - W-Evade
 +
80193904 - Weapon's Element
 +
80193905 - Inflict Status/Cast Spell Index
  
  80193848 - (Data from 0x16e-0x182 of Unit Data)
+
  80193906 - Status Infliction Type
8019385c - end of above data
+
0x80 - All or Nothing
 
+
0x40 - Random
Related to Map Data
+
0x20 - Separate
80192dcc - X coordinate of target
+
0x10 - Cancel
80192dd0 - Y coordinate of target
+
0x08 -  
80192dd4 - map level of target
+
0x04 -  
 
+
0x02 -  
  80192dda -  
+
0x01 -
 
+
  80193907 - Status Set 1
80192dd8 - Moveable/Targetable Panel Grid (By rows of X panels, 0x10 in each row)
+
0x80 -  
  0x00 - AoE of panels to highlight (1 only highlights panel, 2 highlights AoE 1 panels, etc.)
+
0x40 - Crystal
  0x01 - set to 01 when panel is green (targeted with ability) - used as a stack in [[Select_Random_Tile_For_Random_Fire_Abilities]]
+
0x20 - Dead
  0x02 - Unit Number (battle) of unit standing on panel?
+
0x10 - Undead
  0x03 -
+
0x08 - Charging
  0x04 - Obstructed (set to 0xff if panel is obstructed)/ Not reachable?
+
0x04 - Jump
 
+
0x02 - Defending
ENTD math?
+
  0x01 - Performing
  80193844 - Sum of enemy levels (when loaded; doesn't factor in level ups)
+
80193908 - Status Set 2
  80193920 - Highest enemy level (when loaded; doesn't factor in level ups)
+
  0x80 - Petrify
 
+
0x40 - Invite
 
+
0x20 - Darkness
Current executing ability data
+
  0x10 - Confusion
80193860 - ? (set to 0 if an item is used on undead) - Host 1st set of canceled statuses (routine 0018b9f8called from pre formula set up)
+
  0x08 - Silence
80193861 - 2nd set of canceled statuses
+
  0x04 - Blood Suck
80193862 - 3rd set of canceled statuses
+
0x02 - Cursed
  80193863 - 4th set of canceled statuses
+
0x01 - Treasure
80193864 - 5th set of canceled statuses
+
  80193909 - Status Set 3
 
+
0x80 - Oil
80193868 - Targets hit by ability (0x10 bytes; amount of non-FF data is counted,
+
0x40 - Float
  and the data c/p to misc. unit data, 0x18e)
+
0x20 - Reraise
0x0f long
+
0x10 - Transparent
+
0x08 - Berserk
80193877 - End of target list
+
0x04 - Chicken
80193878 - Targets Hit Counter
+
0x02 - Frog
8019387c
+
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
  
  80193881 - start of some panel data (0x03 bytes each)
+
  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
  
  80193898
+
  80193924 - Unit AI Extended Status Data (16 total, 0x40 bytes each)
 
+
0x00 - Unit ID
Current Ability Data
+
0x01 - Death Counter
8019389c - Attacker's Facing (byte)
+
0x02 - Death Sentence CT?
8019389d - (set to 1 when setting the weapon IDs) action performed byte?
+
0x03 - Current Statuses 1
8019389e - Attacker's RH Weapon
+
0x04 - Current Statuses 2
8019389f - Attacker's LH Weapon
+
0x05 - Current Statuses 3
801938a0 - Attacker's Team
+
0x06 - Current Statuses 4
 
+
0x07 - Current Statuses 5
801938a2 - X Distance between Attacker/Target (halfword)
+
0x08 - Poison CT
801938a4 - Y Distance between Attacker/Target (halfword)
+
0x09 - Regen CT
801938a6 - Attacker/Self ID
+
0x0a - Protect CT
801938a7 - Used Skillset ID
+
0x0b - Shell CT
801938a8 - Used Ability ID
+
0x0c - Haste CT
801938aa - Calculator Type ID
+
0x0d - Slow CT
801938ac - Calculator Multiplier ID
+
0x0e - Stop CT
801938ae - Used Item/Equip ID
+
0x0f - Wall CT
801938af - (0x177)
+
0x10 - Faith CT
801938b0 - Reaction ID?/flags
+
0x11 - Innocent CT
801938b1 - Target ID?
+
0x12 - Charm CT
801938b2 - Target X
+
0x13 - Sleep CT
801938b4 - Target Map Level
+
0x14 - Don't Move CT
801938b6 - Target Y
+
0x15 - Don't Act CT
801938b8 - (0x180)
+
0x16 - Reflect CT
801938b9 - (0x181) stepping stone flags?
+
0x17 - Death Sentence CT
801938ba - Mount Info
+
0x18 - ENTD Flags
801938bb -  
+
0x19 - Faith
801938bc - (word) Learn on hit?   Hamedo Byte (set to 1 if hamedoing) - tells you to skip original attack
+
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
  
  801938c0 - Attacker Unit ID
+
  80193d24 - Attacker's AI Data
801938c1 - Target Unit ID
+
0x00 - Facing
801938c2 - #Hits
+
0x01 - (set to 1 when setting the weapon IDs)
801938c3 - Strike Counter
+
0x02 - RH Weapon
801938c4 - Primary Weapon ID (Also used for used item/weapon ID for Weapon Inventory)
+
0x03 - LH Weapon
801938c5 - Secondary Weapon ID
+
0x04 - Team
801938c6 - Reaction ID (half)
+
0x05 -
also set to 0x01 if reaction is occurring, then later set with ability ID
+
0x06 - X Distance between Attacker/Target
801938c8 - ? (Deals with elemental nullification)/poach (post action thing? used in reaction routine too) (half)
+
0x08 - Y Distance between Attacker/Target
0x01 - perform reaction?
+
0x0a - Attacker/Self ID
+
0x0b - Used Skillset ID
801938ca - Target new X Coordinate
+
0x0c - Used Ability ID
801938cb - Target new Y coordinate
+
0x0e - Calculator Type ID
801938cc - target new elevation
+
0x10 - Calculator Multiplier ID
801938cd - Caster Tile Type
+
0x12 - Used Item/Equip ID
801938ce - XA
+
0x13 - (0x177)
801938d0 - YA
+
0x14 - Reaction ID?/flags
801938d2 - Defender's Effective Faith
+
0x15 - Target ID?
801938d3 - Attacker's Effective Faith (set to 100 after checking faith)
+
0x16 - Target X
801938d4 - Used Ability's Skillset
+
0x17 -  
 
+
0x18 - Target Map Level
801938d6 - Used Ability ID?
+
0x19 -  
801938d8 - Used Weapon ID
+
0x1a - Target Y
801938d9 - ? (01 = two-hands is in use?)
+
0x1b -  
801938da - Proc ID
+
0x1c - (0x181) stepping stone flags?
  801938db - Used Item ID
+
0x1d - Mount Info
801938dc - Base Hit
+
 
 +
 
 +
  80193d44 - Acting Unit's Used Ability ID
  
  801938de - Accessory Evade
+
  80193d98 - AI Targeting? Code Pointers
801938df - RH Evade
 
801938e0 - LH Evade
 
801938e1 - Class Evade
 
801938e2 - Facing Modifier (00 Front, 01 Side, 02 Back)
 
  
  801938e4 - Charge's Power?
+
  80193aec - Player unit information (0x40 long for 5 units?)
801938e5 - Ability Formula?
+
0x0000 - Poison CT
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 ?)
+
0x0001 - Regen CT
801938e7 - Earned Experience
+
0x0002 - Protect CT
801938e8 - Can earn EXP?
+
0x0003 - Shell CT
801938e9 - defaults to weapon attack? (default to attack flag?)
+
  0x0004 - Haste CT
0x01 - default to weapon attack?
+
  0x0005 - Slow CT
0x00 - don't default
+
  0x0006 - Stop CT
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 ?)
+
  0x0007 - Wall CT
801938eb - MP Used
+
  0x0008 - Faith CT
801938ec - able to knock back? (checked in knockback calculation) / Target Counter
+
  0x0009 - Innocent CT
801938ed - can poach?/fall damage flags?
+
  0x000a - Charm CT
0x80 - Fall damage not calculated
+
  0x000b - Sleep CT
        0xX2 - Ignore Fall Damage (Flying Unit)
+
  0x000c - Don't Move CT
        0xX1 - Take Fall Damage (non-flying units, flying
+
  0x000d - Don't Act CT
801938ee - Fall Distance (divide by 2 for tiles fallen)
+
  0x000e - Reflect CT
801938ef - post-action target ID? (used in knockback 2)
+
  0x000f - Death Sentence CT
801938f0 - Ability Range
+
  0x0010 - Units Current Faith (not original)
801938f1 - Ability Effect Area
+
  0x0011 - Unit CT
801938f2 - Ability Vertical
+
  0x0012 - Units HP
801938f3 - Ability Flags 1
+
  0x0013 - Units HP (2nd Byte)
  0x80 -  
+
 
  0x40 -  
+
0x0019 - Original PA
  0x20 - Ranged Weapon
+
  0x001a - Original MA
  0x10 - Vertical Fixed
+
  0x001b - Original Speed
  0x08 - Vertical Tolerence
+
  0x001c - Current MA?
  0x04 - Weapon Strike
+
  0x001d - Current Spd
  0x02 - Auto
+
  0x001e - byte 0x39 in unit data... other CT byte?
  0x01 - Can't Target Self
+
  0x001f - X Coordinate
801938f4 - Ability Flags 2
+
  0x0020 - Y Coordinate
  0x80 - Can't Hit Enemies
+
  0x0021 - Higher Elevation, facing direction?
  0x40 - Can't Hit Allies
+
0x0022 - Movement taken flag
  0x20 -  
+
  0x0023 - action taken flag    (perhaps double as "Able to Move/Act")
  0x10 - Can't Follow Target
+
  0x0024 - Main Target ID
  0x08 - Random Fire
+
  0x0025 - Copy of 0x0006 in unit data, team/ENTD/Immortal flags (Current Action Data)
  0x04 - Linear Attack
+
  0x0026 - Inflicted statii (factors in random/seperate/etc. and accuracy) (Current Action Data)
  0x02 - 3 Directions
+
  0x0027 - Byte 2 ^^
  0x01 - Can't Hit Caster
+
  0x0028 - Byte 3 ^^
801938f5 - Ability Flags 3
+
  0x0029 - Byte 4 ^^
  0x80 - Reflectable
+
  0x002a - 2d - Last bytes of unit data?? (list may have gotten out of order)
  0x40 - Math Skill
+
 
  0x20 - Affected By Silence
+
  ( Routine (0x0019ab44) starts loading THIS data into UNIT data.... wtF?)
  0x10 - Can't Mimic
+
  0x002e - Equipped body
  0x08 - Normal Attack?
+
  0x002f - equipped accessory
  0x04 - Persevere
+
  0x0030 - equipped right hand weapon
  0x02 - Quote
+
  0x0031 - equipped right hand shield
  0x01 - Animate on Miss
+
  0x0032 - equipped left hand weapon
801938f6 - Ability Flags 4
+
  0x0033 - equipped left hand shield
  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
+
  80193b2c - Unit 2
0x80 - Striking
+
80193b6c - unit 3
0x40 - Lunging
+
80193bac - unit 4
0x20 - Direct
+
80193bec - unit 5
0x10 - Arc Attack
+
80193c2c - ??
0x08 - 2 Swordable
 
0x04 - 2h enabled
 
0x02 - Cast Spell (disabled, with formula 02), or inflict status (enabled)?
 
0x01 - Forced 2h
 
  
  80193900 - Weapon Formula
+
  Table of Offsets from 0x193D48-E4F
  80193901 -
+
  801959D4 (Throw Item)
  80193902 - WP
+
80195A30 (Something to do with moving?)
  80193903 - W-Evade
+
80195BBC (?)
  80193904 - Weapon's Element
+
80195C00 (?)
  80193905 - Inflict Status/Cast Spell Index
+
80195A24 (?)
 
+
80195944 (?)
  80193906 - Status Infliction Type
+
80195A90 (CTR calculation for spells)
0x80 - All or Nothing
+
80195BA0 (?)
0x40 - Random
+
80198578 (?)
0x20 - Separate
+
801985F8 (?)
0x10 - Cancel
+
  8019870C (Checks r2 for 1 or -1 at beginning, ELSE, proceed to bottom routines...stuff for positive or negative status, maybe?)
0x08 -
+
  80198748 (?)
0x04 -
+
  80198788 (?...very similar to above...one's for damage, the other healing?)
0x02 -
+
  801987C0 (?...very similar to above...this one's for pseudo-status?)
0x01 -
+
801986A0 (Goes into routine 0x19870C but inputs different variables)
  80193907 - Status Set 1
+
801992E8 (Blood Suck)
0x80 -  
+
80199240 (All routines that go to the same place as Blood Suck...telling the AI know unit is KO'd?)
0x40 - Crystal
+
80199288 (Check something?  Increment r18 by 1 to check 21 times.)
0x20 - Dead
+
801992FC (AI Routine for crystal/treasure?)
0x10 - Undead
+
801992A0 (More routines that go to the same place as Blood Suck)
0x08 - Charging
+
  80199214 (Check something different?  Increment r18 by 1 to check 21 times.)
0x04 - Jump
+
8019B0B8 (?)
0x02 - Defending
+
8019B100 (?...very similar to above...again, there's a check for -1 that voids the routine)
0x01 - Performing
+
8019B160 (?...very similar to above...again, there's a check for -1 that voids the routine)
80193908 - Status Set 2
+
8019B1CC (?)
0x80 - Petrify
+
8019B240 (?)
0x40 - Invite
+
8019B2C0 (?)
0x20 - Darkness
+
8019B068 (?...leads into 0x190B8 but with 2 extra checks, with a check for -1 that voids the 80routine)
0x10 - Confusion
+
8019AF74 (?...leads into previous routine but loads a random number...something to do with decision making?)
0x08 - Silence
+
8019B094 (The second check of 0x19B068)
0x04 - Blood Suck
+
8019D8EC (Multiplies X? with r4 for CT?)
0x02 - Cursed
+
8019D91C (AI on CT effects like slow/stop and sleep/don't move/don't act)
0x01 - Treasure
+
8019D8F8 (Multiplies Y? with r4 for CT?)
80193909 - Status Set 3
+
8019D978 (CT effects' AI)
0x80 - Oil
+
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?)
0x40 - Float
+
 
0x20 - Reraise
+
Status Priority Values (19f308)
0x10 - Transparent
+
  Values are interpreted as curHP%, thus, each status is +/- effective curHP.
0x08 - Berserk
+
    0x01: Statuses 1
0x04 - Chicken
+
        0x80 -                         0% (0000)
0x02 - Frog
+
        0x40 - Crystal                 -150% -c0(ff40)
0x01 - Critical
+
        0x20 - Dead                     -150% -c0(ff40)
8019390a - Status Set 4
+
        0x10 - Undead                   -30.5% -27(ffd9)
0x80 - Poison
+
        0x08 - Charging                 0% (0000)
0x40 - Regen
+
        0x04 - Jump                     0% (0000)
0x20 - Protect
+
        0x02 - Defending               0% (0000)
0x10 - Shell
+
        0x01 - Performing               0% (0000)
0x08 - Haste
+
    0x02: Statuses 2
0x04 - Slow
+
        0x80 - Petrify                 -90.6% -74(ff8c)
0x02 - Stop
+
        0x40 - Invite                   -180.4% -e7(ff19)
8019390b - Status Set 5
+
        0x20 - Darkness                 -50% [-40(ffc0) * Evadable abilities] + 3 / 4
0x80 - Faith
+
        0x10 - Confusion               -50% -40(ffc0) (+1 / 4 if slow/stop/sleep/don't move/act/)
0x40 - Innocent
+
        0x08 - Silence                 -70.3% [-5a(ffa6) * Silence abilities] + 3 / 4
0x20 - Charm
+
        0x04 - Blood Suck               -90.6% -74(ff8c) (+1 / 4 if slow/stop/sleep/don't move/act/)
0x10 - Sleep
+
        0x02 - Cursed                   0%(0000)
0x08 - Don't Move
+
        0x01 - Treasure                 -150% -c0(ff40)
0x04 - Don't Act
+
    0x03: Statuses 3
0x02 - Reflect
+
        0x80 - Oil                     -5.5% -7(fff9)
0x01 - Death Sentence
+
        0x40 - Float                   9.4% c(000c)
wrong i think
+
        0x20 - Reraise                 39.8% 33(0033)
8019390c - Ability Type
+
        0x10 - Transparent             29.7% 26(0026)
8019390d - Ability Element (Set to 0x01 if Unit gain a Job Lv at [[Main_Reaction_subroutine_-_ENTD/ID_stuff]])
+
        0x08 - Berserk                 -30.5% -27(ffd9)
8019390e - Post Formula flag set to 0x06 if target is poached / 0x09 if target is trained (switch team)
+
        0x04 - Chicken                 -20.3% -1a(ffe6)
8019390f - Ability Power 1
+
        0x02 - Frog                     -40.6% -34(ffcc)
80193910 - Ability Power 2
+
        0x01 - Critical                 -25% -20(ffe0)
80193911 - Ability Inflict Status ID?
+
    0x04: Statuses 4
80193912 - Ability CT (?)
+
        0x80 - Poison                   -20.3% -1a(ffe6)
80193913 - Ability MP Cost
+
        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)
  
  During movement?
+
  8019f3ac - pointer to start of skillset/AI data (8019f3c4)
  80193910 - Move find item data 1
+
  0x00 - coordinates (XY)
+
8019f3c0 - Unit AI Extended Status Data Pointer
  0x01 - Trap Flags/activation
+
  8019f3c4 - Start of AI data
0x20 - always trap
+
  *AI Ability Use Data (0x14 total?)*
0x10 - disable trap
+
  0x0000 - Skillset
0x03 - steel needle
+
0x0001 - CT
0x02 - sleeping gas
+
0x0002 - Ability ID
0x01 - deathtrap
+
0x0004 - Range
0x00 - degenerator
+
0x0005 - AoE
  0x02 - Rare Item
+
0x0006 - Item Considered (Destroyed/Stolen/Used)
  0x03 - Common Item
+
0x0007 - Status Infliction 1
  Move find item data 2
+
  0x0008 - Status Infliction 2
  Move find item data 3
+
  0x0009 - Status Infliction 3
  Move find item data 4
+
0x000a - Status Infliction 4
 
+
0x000b - Status Infliction 5
80193924 - Unit AI Extended Status Data (16 total, 0x40 bytes each)
+
0x000c - AI Behavior Flags 1
0x00 - Unit ID
+
0x80 - HP
0x01 - Death Counter
+
0x40 - MP
0x02 - Death Sentence CT?
+
0x20 - Cancel Status
0x03 - Current Statuses 1
+
0x10 - Add Status
  0x04 - Current Statuses 2
+
0x08 - Stats
0x05 - Current Statuses 3
+
0x04 - Unequip
0x06 - Current Statuses 4
+
0x02 - Target Enemies
0x07 - Current Statuses 5
+
0x01 - Target Allies
0x08 - Poison CT
+
  0x000d - AI Behavior Flags 2
0x09 - Regen CT
+
0x80 - Ignore Range?
0x0a - Protect CT
+
0x40 - Reflectable
0x0b - Shell CT
+
0x20 - Undead Reverse
  0x0c - Haste CT
+
0x10 - Follow Target?
0x0d - Slow CT
+
0x08 - Random Hits
0x0e - Stop CT
+
0x04 - Faith
0x0f - Wall CT
+
0x02 - Evadeable
0x10 - Faith CT
+
0x01 - Silence (on = affected by silence)
0x11 - Innocent CT
+
  0x000e - AI Behavior Flags 3
0x12 - Charm CT
+
0x80 - Arc Attack?
0x13 - Sleep CT
+
0x40 - Direct Attack
0x14 - Don't Move CT
+
0x20 - Linear Attack
  0x15 - Don't Act CT
+
0x10 - Vertical Increase (default off)
0x16 - Reflect CT
+
0x08 - Triple Attack
0x17 - Death Sentence CT
+
0x04 - Triple Bracelet
0x18 - ENTD Flags
+
0x02 - Magic Defense UP
0x19 - Faith
+
0x01 - Defense UP
0x1a - Turn Flag?
+
  0x000f - AI Behavior Flags 4?
0x1b - HP
+
0x80 - Usable by AI?
 
+
0x40 - Cannot Target Enemy?
0x1e - MP
+
0x20 - Cannot Target Ally?
0x20 - Current Ability CT
+
0x10 -  
0x21 - Base PA
+
0x08 - Requires Monster Skill?
  0x22 - Base MA
+
0x04 - Weapon-Range? (physical/weapon attacks)
  0x23 - Base SP
+
0x02 - (raise/wall/Wave fist/dash/accumulate)
  0x24 - PA
+
0x01 - Evade with Motion
  0x25 - MA
+
  0x0010 - Ability Elements
  0x26 - SP
+
  0x0011 - MP Cost
  0x27 - CT
+
 
  0x28 - X Coordinate
+
 
  0x29 - Y Coordinate
+
  0x0014 - (set to 1 after setting AI Targeting Flags)
0x2a - Map Flags (Map Level, Facing, etc.)
+
 
  0x2b - Turn Flag?
+
  0x0018 - Acting Unit's X Coordinate
  0x2c - Unit Moved Flag?
+
  0x0019 - Acting Unit's Map Level
  0x2d - Unit Acted Flag?
+
  0x001a - Acting Unit's Y Coordinate
  0x2e - (0x1b8 in unit data)
+
  0x001b - ? (set to 0 when getting X/Y)
  0x2f - Main Target ID?
+
 
  0x30 - Modified ENTD Flags
+
  0xf3df/0x001b - (set to 0 when initializing current unit's data)
  0x31 - Inflicted Statuses 1
+
 
  0x32 - Inflicted Statuses 2
+
0xf3e0/0x001c/0x00 - Acting Unit's ID
  0x33 - Inflicted Statuses 3
+
  0xf3e1/0x001d/0x01 - Skillset of Last Attack
  0x34 - Inflicted Statuses 4
+
  0xf3e2/0x001e/0x02 - Last Attack Used ID
  0x35 - Inflicted Statuses 5
+
  0xf3e4/0x0020/0x04 - Calculator Type Ability ID
0x36 - Helmet
+
  0xf3e6/0x0022/0x06 - Calculator Multiplier Ability ID
0x37 - Armor
+
  0xf3e8/0x0024/0x08 - Item Destroyed/Stolen ID
0x38 - Accessory
+
 
  0x39 - Right Hand Weapon
+
  0xf3ea/0x0026 -  
  0x3a - Right Hand Shield
+
0x05 - ability that uses weapon/physical animation
0x3b - Left Hand Weapon
+
0x06 - ability that uses a target-specific animation
  0x3c - Left Hand Shield
+
  0xf3eb/0x0027 - Target ID?
0x3d - Brave
+
  0xf3ec/0x0028 - Target X
  0x3e - Mount Info
+
 
 +
  0xf3ee/0x002a - Target Map Level
 +
 
 +
  0xf3f0/0x002c - Target Y
  
80193d24 - Attacker's AI Data
+
0xf3f4/0x0030 - Mount Info
  0x00 - Facing
+
  0xf3f5/0x0031 - Base Hit%
  0x01 - (set to 1 when setting the weapon IDs)
+
  0xf3f6/0x0032 - (halfword) - set to 0 after setting AI extended status
  0x02 - RH Weapon
+
  0xf3f8/0x0034 - ??
  0x03 - LH Weapon
+
  0xf3f9/0x0035 - ??
  0x04 - Team
+
 
  0x05 -  
+
  0x0050 -  
  0x06 - X Distance between Attacker/Target
+
  0x0054
  0x08 - Y Distance between Attacker/Target
+
 
  0x0a - Attacker/Self ID
+
  0x0000/0x0082 - set to 1 if ability is affect MP but not target enemy
0x0b - Used Skillset ID
+
 
  0x0c - Used Ability ID
+
  0xf468/0x00a4 - Start of some data
  0x0e - Calculator Type ID
+
 
  0x10 - Calculator Multiplier ID
+
  0x????/0x0100 - ?? some flag?
  0x12 - Used Item/Equip ID
+
 
  0x13 - (0x177)
+
  0x????/0x0148 - Start of some data
  0x14 - Reaction ID?/flags
+
 
0x15 - Target ID?
+
  0x????/0x01ec - ability MP cost list? (0x51 bytes, 0xff marks end of list)
  0x16 - Target X
+
 
  0x17 -  
+
  0x????/0x0200 - Golem Amounts
  0x18 - Target Map Level
+
0x00 - Blue Team
  0x19 -  
+
0x01 - Red Team
0x1a - Target Y
+
0x02 - Light Blue Team
0x1b -  
+
0x03 - Green Team
0x1c - (0x181) stepping stone flags?
 
0x1d - Mount Info
 
  
 +
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 -
  
80193d44 - Acting Unit's Used Ability ID
+
0xf750/0x038c - Graphical Data?
 +
 +
  0x4e4 - trap settings?
  
80193d98 - AI Targeting? Code Pointers
+
      /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 -
  
80193aec - Player unit information (0x40 long for 5 units?)
+
0x0078/0x0cb4 - (word)
0x0000 - Poison CT
+
0x40000000 - enabled after setting some targetability flags / Disabled if Acting unit has [Allied Target] or [Death Sentence]
0x0001 - Regen CT
+
0x20000000 - set if ability ID = holy water???
0x0002 - Protect CT
+
0x01000000 - (enabled after setting AI Targeting Data)
0x0003 - Shell CT
+
0x0004 - Haste CT
+
  0x007c/0x0cb8 - (halfword)
0x0005 - Slow CT
+
  0x007e/0x0cba - (checked against FF)(byte) (set to 0xFF based on skillset = 0, 2?
0x0006 - Stop CT
+
  0x0082/0x0cbe - (set to 0 after checking AI move list stuff)
0x0007 - Wall CT
+
                        (set to 1 if MP/Target Enemies isn't enabled)
0x0008 - Faith CT
+
 
0x0009 - Innocent CT
+
  0x0000/0x0cc4 - list of words determined by 0x01f1 in AI data
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
 
 
 
 
 
 +
0x0082/0x???? - set to 1 if ability has MP or target enemies flagged
  
80193b2c - Unit 2
+
0x0098/0x0cd4 - List of Unit AI/Action? Data (0x14 bytes - 16 Units)
80193b6c - unit 3
+
0x00 - Attacker/Self? ID
80193bac - unit 4
+
0x01 - Last Attack Skillset
80193bec - unit 5
+
0x02 - Last Attack ID
80193c2c - ??
+
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
  
Table of Offsets from 0x193D48-E4F
+
0x01f1/0x0e2d - cleared after setting main target ID
801959D4 (Throw Item)
+
0x01f2/0x0e2e - Acting Unit's ID
80195A30 (Something to do with moving?)
+
  /0x0e2f - Acting units ID?
80195BBC (?)
+
0x01f3/0x0e3e - Acting Unit's Battle ID
80195C00 (?)
+
0x01f4/0x0e30 - Acting Unit's X Coordinate
80195A24 (?)
+
0x01f5/0x0e31 - Acting Unit's Map Level
80195944 (?)
+
0x01f6/0x0e32 - Acting Unit's Y Coordinate
80195A90 (CTR calculation for spells)
+
0x01f7/0x0e33 - ? (set to 0 when getting X/Y)
80195BA0 (?)
+
0x01f8/0x0e34 - Acting Unit's AI Decision Pointer
80198578 (?)
+
0x01fc/0x0e38 - Acting Unit's Move
801985F8 (?)
+
0x01fd/0x0e39 - Acting Unit's Team
8019870C (Checks r2 for 1 or -1 at beginning, ELSE, proceed to bottom routines...stuff for positive or negative status, maybe?)
+
0x01fe/0x0e3a - Map Max X
80198748 (?)
+
0x01ff/0x0e3b - Map Max Y
80198788 (?...very similar to above...one's for damage, the other healing?)
+
0x0200/0x0e3c - Team Golem values(8 bytes)
801987C0 (?...very similar to above...this one's for pseudo-status?)
+
801986A0 (Goes into routine 0x19870C but inputs different variables)
+
0x0000/0x0e44 - Status inflictions 1
801992E8 (Blood Suck)
+
0x0000/0x0e45 - Status inflictions 2
80199240 (All routines that go to the same place as Blood Suck...telling the AI know unit is KO'd?)
+
0x0000/0x0ef6 - Status inflictions 3
80199288 (Check something?  Increment r18 by 1 to check 21 times.)
+
0x0000/0x0ef7 - Status inflictions 4
801992FC (AI Routine for crystal/treasure?)
+
0x0000/0x0ef8 - Status inflictions 5
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)
+
0x0213/0x0e4f - Remaining Clockticks
Values are interpreted as curHP%, thus, each status is +/- effective curHP.
+
0x0214/0x0e50 - Unit AI Status Data Pointer (16 total, 8 bytes each)
    0x01: Statuses 1
+
0x00 - Unit ID
        0x80 -                         0% (0000)
+
0x01 - Death Counter
        0x40 - Crystal                  -150% -c0(ff40)
+
0x02 - Death Sentence CT
        0x20 - Dead                    -150% -c0(ff40)
+
0x03 - Current Statuses 1
        0x10 - Undead                  -30.5% -27(ffd9)
+
0x04 - Current Statuses 2
        0x08 - Charging                0% (0000)
+
0x05 - Current Statuses 3
        0x04 - Jump                    0% (0000)
+
0x06 - Current Statuses 4
        0x02 - Defending                0% (0000)
+
0x07 - Current Statuses 5
        0x01 - Performing              0% (0000)
+
    0x02: Statuses 2
+
0x0294/0x0ed0 - current abiliity CT
        0x80 - Petrify                  -90.6% -74(ff8c)
+
0x0295/0x0ed1 - current status
        0x40 - Invite                  -180.4% -e7(ff19)
+
0x0296/0x0ed2 - inflicted status list 1
        0x20 - Darkness                -50% [-40(ffc0) * Evadable abilities] + 3 / 4
+
 
        0x10 - Confusion                -50% -40(ffc0) (+1 / 4 if slow/stop/sleep/don't move/act/)
+
0x0298/0x0ed4 -0x0298/0x0ed4 - Main AI Progress? (0-2, for 0x00193e50)(byte) set to 0x02 if ability fails?
        0x08 - Silence                  -70.3% [-5a(ffa6) * Silence abilities] + 3 / 4
+
0x029a/0x0ed6 -  
        0x04 - Blood Suck              -90.6% -74(ff8c) (+1 / 4 if slow/stop/sleep/don't move/act/)
+
        0x02 - Cursed                  0%(0000)
+
0x0???/0x0ee0 - In between turn control variable
        0x01 - Treasure                -150% -c0(ff40)
+
0x0???/0x0ee4 - Menu loading control variable?
    0x03: Statuses 3
+
0x0???/0x0ee8 - active unit ID?
        0x80 - Oil                      -5.5% -7(fff9)
+
0x02b2/0x0eee - AI Progress? (0-2, for 0x0019d37c)(byte)
        0x40 - Float                    9.4% c(000c)
+
 
        0x20 - Reraise                  39.8% 33(0033)
+
         (801a02b4)
        0x10 - Transparent              29.7% 26(0026)
+
         (Unit entries ordered by AI unit index, which is a lookup table at 0x801a0d50 (AIData+0x198c) - lookup by battle unit index ("Unit ID" here))
         0x08 - Berserk                  -30.5% -27(ffd9)
+
0x02b4/0x0ef0 - Unit's Move List (0x4 bytes each, 0x22 abilities per unit, 16 units, 0x88 bytes per unit, 0x880 total)
         0x04 - Chicken                  -20.3% -1a(ffe6)
+
0x00 - Ability/R/S/M/Item ID (lower 8 bits)
        0x02 - Frog                    -40.6% -34(ffcc)
+
0x01 -  
        0x01 - Critical                -25% -20(ffe0)
+
Upper 6 bits - Unit ID
    0x04: Statuses 4
+
Lower 2 bits - bits 9 and 10 of A/R/S/M ID
        0x80 - Poison                  -20.3% -1a(ffe6)
+
0x02 - Ability's Skillset
        0x40 - Regen                    19.5% 19(0019)
+
0x03 - Usage Type?
        0x20 - Protect                  19.5% 19(0019)
+
0x80 - Set if usable ability?
        0x10 - Shell                    19.5% 19(0019)
+
0x40 - Allies/Self Only
        0x08 - Haste                    14.8% 13(0013)
+
0x20 - Enemies Only
        0x04 - Slow                    -30.5% -27(ffd9) 0 if Confusion/Charm/Blood Suck
+
0x10 -  
        0x02 - Stop                    -70.3% -5a(ffa6) 0 if Confusion/Charm/Blood Suck
+
0x08 - Requires Monster Skill?
        0x01 - Wall                    50% 40(0040)
+
0x04 - Weapon-Range? (physical/weapon attacks)
    0x05: Statuses 5
+
0x02 - (raise/wall/Wave fist/dash/accumulate)
        0x80 - Faith                    4.7% 6(0006)
+
0x01 - Evade with Motion? (may mean fail)
        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
 
 
 
8019f3ac - pointer to start of skillset/AI data (8019f3c4)
 
 
 
 
 
8019f3c0 - Unit AI Extended Status Data Pointer
+
0x0b34/0x1770 - Hardcoded AI-Status abilities
8019f3c4 - Start of AI data
+
0x00 - C8 - Blood Suck
*AI Ability Use Data (0x14 total?)*
+
0x01 - 00 (Target ID stored here shifted by 0x0a)
0x0000 - Skillset
+
0x0001 - CT
+
  Frog
  0x0002 - Ability ID
+
0x02 - A7
0x0004 - Range
+
0x03 - Usage Type = 0x84
0x0005 - AoE
+
0x04 - 6F (frog attack?)
0x0006 - Item Considered (Destroyed/Stolen/Used)
+
0x05 - 01
0x0007 - Status Infliction 1
+
  Berserk
  0x0008 - Status Infliction 2
+
0x06 - A9
0x0009 - Status Infliction 3
+
0x07 - Usage Type = 0x84
  0x000a - Status Infliction 4
+
0x000b - Status Infliction 5
+
0x000c - AI Behavior Flags 1
+
0x80 - HP
+
  0x0b3c/0x1778 - Unit Weapon? Attack Data (16 entries, 8 bytes each)
0x40 - MP
+
0x00 - Range
0x20 - Cancel Status
+
0x01 - AI Behavior Flags 1
0x10 - Add Status
+
0x80 - HP
0x08 - Stats
+
0x40 - MP
0x04 - Unequip
+
0x20 - Cancel Status
0x02 - Target Enemies
+
0x10 - Add Status
0x01 - Target Allies
+
0x08 - Stats
0x000d - AI Behavior Flags 2
+
0x04 - Unequip
0x80 - Ignore Range?
+
0x02 - Target Enemies
0x40 - Reflectable
+
0x01 - Target Allies
0x20 - Undead Reverse
+
0x02 - AI Behavior Flags 2
0x10 - Follow Target?
+
0x80 - Ignore Range?
0x08 - Random Hits
+
0x40 - Reflectable
0x04 - Faith
+
0x20 - Undead Reverse
0x02 - Evadeable
+
0x10 - Follow Target?
0x01 - Silence (on = affected by silence)
+
0x08 - Random Hits
0x000e - AI Behavior Flags 3
+
0x04 - Faith
0x80 - Arc Attack?
+
0x02 - Evadeable
0x40 - Direct Attack
+
0x01 - Silence (on = affected by silence)
0x20 - Linear Attack
+
0x03 - AI Behavior Flags 3
0x10 - Vertical Increase (default off)
+
0x80 - Arc Attack?
0x08 - Triple Attack
+
0x40 - Direct Attack
0x04 - Triple Bracelet
+
0x20 - Linear Attack
0x02 - Magic Defense UP
+
0x10 - Vertical Increase (default off)
0x01 - Defense UP
+
0x08 - Triple Attack
0x000f - AI Behavior Flags 4?
+
0x04 - Triple Bracelet
  0x80 - Usable by AI?
+
0x02 - Magic Defense UP
  0x40 - Cannot Target Enemy?
+
0x01 - Defense UP
  0x20 - Cannot Target Ally?
+
  0x04 - Weapon ID
  0x10 -  
+
  0x05 - Elements
  0x08 - Requires Monster Skill?
+
  0x06 -  
0x04 - Weapon-Range? (physical/weapon attacks)
+
  0x07 -  
0x02 - (raise/wall/Wave fist/dash/accumulate)
+
 
0x01 - Evade with Motion
+
0x0bbc/0x17f8 - Acting Unit's Data Pointer
  0x0010 - Ability Elements
+
 
0x0011 - MP Cost
+
  0x0bc3/0x17ff - (byte)
 
 
 
 
 +
0x0000/0x1800 - word from AI + cc4 stored here
 +
 +
0x0bdc/0x1818 - (byte)
 
 
 
 
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
+
  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
0xf3f0/0x002c - Target Y
+
0x01 - Higher Elevation Flag?
 
+
0x02 - Y Location? - Target Y if focusing a unit
0xf3f4/0x0030 - Mount Info
+
0x03 - (set to 0 after finding usable abilities) (Set to 0 in [[Store_main_target_ID_and_focus_on_target_flag]] - Target found)
0xf3f5/0x0031 - Base Hit%
+
0x04 - (0x167 in Unit's Data)
0xf3f6/0x0032 - (halfword) - set to 0 after setting AI extended status
+
0x80 - Not dead/petrified/death sentenced Enemy unit (Unit without this flag are ignored)
0xf3f8/0x0034 - ??
+
0x40 - Focus on Target? (Auto flags this as well)
0xf3f9/0x0035 - ??
+
0x20 - Stay Near X/Y Location?
+
0x10 - More Aggressive?
0x0050 -  
+
0x08 - Coward-like? (0x19a1 value set to 0x11)
0x0054
+
0x04 - unit is jumping
+
0x02 - needs to be un-petrified
0x0000/0x0082 - set to 1 if ability is affect MP but not target enemy
+
0x01 - needs to be revived
+
0x05 - Main Target ID (Based on Unit ID)
0xf468/0x00a4 - Start of some data
+
0x06 - (0x169 ")AI Targeting Flags 1
+
0x80 -
0x????/0x0100 - ?? some flag?
+
0x40 -
+
0x20 -
0x????/0x0148 - Start of some data
+
0x10 -
+
0x08 - Charging?(disabled if Ability CT = FF)
0x????/0x01ec - ability MP cost list? (0x51 bytes, 0xff marks end of list)
+
0x04 - Unit has largest # of usable abilities?
+
0x02 - Has HP recovery on ally ability?
0x????/0x0200 - Golem Amounts
+
0x01 - has ability that's not direct or arcing attack?
  0x00 - Blue Team
+
0x07 - AI Targeting Flags
  0x01 - Red Team
+
0x80 - Critical HP Unit (HP < 12.5% Max HP)
  0x02 - Light Blue Team
+
0x40 - Dead Unit with Reraise
  0x03 - Green Team
+
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)
  
0xf5f4/0x0230 - ? list (list from 0xe3c, 8 bytes)
+
        (AI unit index - lookup by battle unit index; uses range 0-15)
0xf5f0/0x022c - AI Calculation Types?
+
  0x0d50/0x198c - Unit's Battle ID (21 unit ID's; based on number of units; FF = not used)
                        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 -  
+
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?
  
  0xf750/0x038c - Graphical Data?
+
  0x0d8b/0x19c7 - (byte)
 
 
 
 
  0x4e4 - trap settings?
+
0x????/0x245c - List of tile data? (half each, 0x24 bytes for each map level, 0x48 total)
 +
0x8000 - Moveable panel?
 +
0x801a0d8b
 +
 
  
      /0x04ec - unit has weapon bytes? (check routine at 80182f34)
+
end of AI related?
 
 
  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)
+
8019f358 - X/Y Mods (2 bytes each, 4 total)(for targeting? gets added to base values)
0x40000000 - enabled after setting some targetability flags / Disabled if Acting unit has [Allied Target] or [Death Sentence]
+
0x00 - X Mod
0x20000000 - set if ability ID = holy water???
+
0x01 - Y Mod
0x01000000 - (enabled after setting AI Targeting Data)
+
 
+
0x00 - -1 Y
  0x007c/0x0cb8 - (halfword)
+
0x02 - -1 X
  0x007e/0x0cba - (checked against FF)(byte) (set to 0xFF based on skillset = 0, 2?
+
0x04 - +1 Y
  0x0082/0x0cbe - (set to 0 after checking AI move list stuff)
+
0x06 - +1 X
                        (set to 1 if MP/Target Enemies isn't enabled)
+
 
 
+
0x8019f3c4 - Player's ability list menu data (if not AI.)
  0x0000/0x0cc4 - list of words determined by 0x01f1 in AI data
+
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  
 
 
 
 
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)
+
8019f5ac - word
0x00 - Attacker/Self? ID
+
 
0x01 - Last Attack Skillset
+
8019f5b0/0x01ec - Items used list/ MP list?
0x02 - Last Attack ID
+
 
0x04 - Calculator Type ID
+
0x23c
0x06 - Calculator Multiplier ID
+
8019f602/0x23e - ability CT?
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
+
8019f654/0x0290 - Silence/reflect flags (related: if performance is checked here as well, the game won't set "No. turns to complete")
0x01f2/0x0e2e - Acting Unit's ID
+
  0x02 - affected by silence
  /0x0e2f - Acting units ID?
+
  0x01 - reflect
0x01f3/0x0e3e - Acting Unit's Battle ID
+
  0x00 - none
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
+
  8019f9b4 - [[Extra_Battle_Stats|Extra Battle Stats]]. (Used for saving/loading certain Battle Stats at certain times.)
0x0214/0x0e50 - Unit AI Status Data Pointer (16 total, 8 bytes each)
 
0x00 - Unit ID
 
0x01 - Death Counter
 
0x02 - Death Sentence CT
 
0x03 - Current Statuses 1
 
0x04 - Current Statuses 2
 
0x05 - Current Statuses 3
 
0x06 - Current Statuses 4
 
0x07 - Current Statuses 5
 
 
0x0294/0x0ed0 - current abiliity CT
 
0x0295/0x0ed1 - current status
 
0x0296/0x0ed2 - inflicted status list 1
 
 
 
0x0298/0x0ed4 -0x0298/0x0ed4 - Main AI Progress? (0-2, for 0x00193e50)(byte) set to 0x02 if ability fails?
 
0x029a/0x0ed6 -
 
 
0x0???/0x0ee0 - In between turn control variable
 
0x0???/0x0ee4 - Menu loading control variable?
 
0x0???/0x0ee8 - active unit ID?
 
0x02b2/0x0eee - AI Progress? (0-2, for 0x0019d37c)(byte)
 
 
 
0x02b4/0x0ef0 - Unit's Move List (0x4 bytes each, 0x22 abilities per unit, 16 units, 0x88 bytes per unit, 0x880 total)
 
0x00 - Ability/R/S/M/Item ID
 
0x01 -
 
0x80 -
 
0x7c - Unit ID << 2
 
0x02 -
 
0x01 - bit 8 of A/R/S/M ID
 
0x02 - Ability's Skillset
 
0x03 - Usage Type?
 
0x80 - Set if usable ability?
 
0x40 - Allies/Self Only
 
0x20 - Enemies Only
 
0x10 -
 
0x08 - Requires Monster Skill?
 
0x04 - Weapon-Range? (physical/weapon attacks)
 
0x02 - (raise/wall/Wave fist/dash/accumulate)
 
0x01 - Evade with Motion? (may mean fail)
 
 
 
 
 
0x0b34/0x1770 - Hardcoded AI-Status abilities
 
0x00 - C8 - Blood Suck
 
0x01 - 00 (Target ID stored here shifted by 0x0a)
 
 
Frog
 
0x02 - A7
 
0x03 - Usage Type = 0x84
 
0x04 - 6F (frog attack?)
 
0x05 - 01
 
Berserk
 
0x06 - A9
 
0x07 - Usage Type = 0x84
 
 
 
 
0x0b3c/0x1778 - Unit Weapon? Attack Data (16 entries, 8 bytes each)
 
0x00 - Range
 
0x01 - AI Behavior Flags 1
 
0x80 - HP
 
0x40 - MP
 
0x20 - Cancel Status
 
0x10 - Add Status
 
0x08 - Stats
 
0x04 - Unequip
 
0x02 - Target Enemies
 
0x01 - Target Allies
 
0x02 - AI Behavior Flags 2
 
0x80 - Ignore Range?
 
0x40 - Reflectable
 
0x20 - Undead Reverse
 
0x10 - Follow Target?
 
0x08 - Random Hits
 
0x04 - Faith
 
0x02 - Evadeable
 
0x01 - Silence (on = affected by silence)
 
0x03 - AI Behavior Flags 3
 
0x80 - Arc Attack?
 
0x40 - Direct Attack
 
0x20 - Linear Attack
 
0x10 - Vertical Increase (default off)
 
0x08 - Triple Attack
 
0x04 - Triple Bracelet
 
0x02 - Magic Defense UP
 
0x01 - Defense UP
 
0x04 - Weapon ID
 
0x05 - Elements
 
0x06 -
 
0x07 -
 
 
0x0bbc/0x17f8 - Acting Unit's Data Pointer
 
 
 
0x0bc3/0x17ff - (byte)
 
 
0x0000/0x1800 - word from AI + cc4 stored here
 
 
 
0x0bdc/0x1818 - (byte)
 
 
 
 
 
 
0x0bf0/0x182c - AI Decision Data? (16 bytes each, 21 total?)
 
0x00 - X Location? (these 3 are for where the AI will stay around) - 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)
 
 
 
 
 
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?
 
 
 
80195cd0 - Thread array (WORLD.BIN) (Each thread data block is 0x400 = 1024 bytes, and includes its own stack); 17 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
 
 
 
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|Extra Battle Stats]]. (Used for saving/loading certain Battle Stats at certain times.)
 
 
 
DEDICATED EFFECTS RESEARCH NOTES PAGE NEEDED
 
801b48d0 - table of effect file start locations
 
 
801b53e8 - start of data (8 bytes each, by effect ID)
 
 
 
801b63e8 - Effect running state
 
    0 = Not running
 
    1 = Started
 
    (2 and 3 are intermediate steps between Started and Playing)    // set to 0x03 after getting palette data
 
    4 = Playing
 
   
 
801b63f0 - Ability Effect (2 bytes each, 0x1c6 total)
 
 
 
801b677c - Event & non-ability Effects (2 bytes each, 0x25 total)
 
 
 
801b84ac - table for [[Secondary effects by Charge Animation|secondary effect anims per 1st ability animation byte]]
 
 
 
801b8544 -
 
 
801b8874 - a gravity value? (0x53a)
 
801b8878 - "Gravity" Mod (0xa8000, constant? loaded with map?) (word)
 
            28 (X/Y Mod mult) * 12 (tile height mult) * 2048 = 0xa8000
 
            not really sure what it is exactly yet
 
 
801b8ba4 - Start of some data (0x54 bytes each, by effect ID)
 
0x00 - set to 0x03 when used?
 
 
 
801b8b60 - Acting Unit's ID (Word)
 
801b8b64 - Target's ID (Word)
 
801b8b68 - Attack's Current X (for checking targets)
 
801b8b6a - Attack's Current Map Level
 
801b8b6c - Attack's Current Y
 
801b8b70 - ArcTan Angle Mod (may be for other angle mods too)
 
801b8b74 - ??? Related to trajectory (see stored in arc weapon trajectory validation)
 
801b8b7c - Attack's X Mod Difference (Current X Mod - Previous X Mod)
 
801b8b80 - Attack's Z Mod Difference ()
 
801b8b84 - Attack's Y Mod Difference
 
801b8b88 - ??? Stored (not seen set) in arc weapon trajectory routine
 
801b8b8c - Attack's Current X Mod
 
801b8b8e - Attack's Current Z Mod
 
801b8b90 - Attack's Current Y Mod
 
801b8b94 - Target Tile's 0x06 byte's 0x10-0x40 flags stored as 0x01 0x02 0x04(on hitting a tile)
 
 
 
801b8b9c - (byte, start/part of chunk with 84 byte long sections?)
 
                (replaces 0x1b9134)
 
                (replaced by 0x1b9130)
 
 
 
801b8bc0 - used weapon ID? (Word)
 
 
 
 
 
801b8ba4 - set to 1 after storing data
 
 
 
801b9144 - Effect instruct. 0x6: pointer to arg. 2's file by ID? could have up to 0xe pointers
 
 
 
801b925c - Acting Unit's X/Y/Z Mods Pointer
 
        0x00/0x5c - X Mod
 
        0x02/0x5e - Z Mod (-Height)
 
        0x04/0x60 - Y Mod
 
 
 
801b9264 - Target's X/Y/Z Mods Pointer
 
        0x00/0x64 - X Mod
 
        0x02/0x66 - Z Mod (-Height)
 
        0x04/0x68 - Y Mod
 
 
 
801bbf3c - 3D Step Counter / 4 (number of passes needed for 3D attack?)
 
            (can also store 3D Distance / 512)
 
 
 
 
801bbf64 - check for different abilities
 
 
 
801c24c8 -
 
801c24d0 - loaded ability effect (half)
 
 
 
Loaded into RAM 0x1dc000 during battle setup
 
 
 
801b48d0 - Per effect ID, start of effect data; will be different from 0x801c2500 if the file has any assembly/extraneous data to accompany it
 
 
 
801b53e8 - List of data by Effect ID (0x08 bytes each, goes to 801b63e8)
 
0x04 - LBA value (word) [Blank effects get routed to E0511, 71150
 
0x08 - Byte length rounded up to the nearest multiple of 0x800
 
 
 
 
 
801b63e8 - Effect running state
 
    0 = Not running
 
    1 = Started
 
    (2 and 3 are intermediate steps between Started and Playing)    // set to 0x03 after getting palette data
 
    4 = Playing
 
 
 
801b67c8 - list of effect code instruction return addresses
 
001b67c8: 801a2238    0x00
 
001b67cc: 801a225c    0x01
 
001b67d0: 801a2280    0x02
 
001b67d4: 801a22f8    0x03
 
001b67d8: 801a236c    0x04
 
001b67dc: 801a2374    0x05
 
001b67e0: 801a23a8    0x06
 
001b67e4: 801a2414    0x07
 
001b67e8: 801a2488    0x08
 
001b67ec: 801a2524    0x09
 
001b67f0: 801a2560    0x0a
 
001b67f4: 801a259c    0x0b
 
001b67f8: 801a262c    0x0c
 
001b67fc: 801a2668    0x0d
 
001b6800: 801a26a4    0x0e
 
001b6804: 801a2734    0x0f
 
001b6808: 801a2770    0x10
 
001b680c: 801a27b0    0x11
 
001b6810: 801a2810    0x12
 
001b6814: 801a2870    0x13
 
001b6818: 801a28d4    0x14
 
001b681c: 801a2938    0x15
 
001b6820: 801a2998    0x16
 
001b6824: 801a29e0    0x17
 
001b6828: 801a2a2c    0x18
 
001b682c: 801a2a7c    0x19
 
001b6830: 801a2b18    0x1a
 
001b6834: 801a2b70    0x1b
 
001b6838: 801a2bc8    0x1c
 
001b683c: 801a2c28    0x1d
 
001b6840: 801a2c7c    0x1e
 
001b6844: 801a2cfc    0x1f
 
001b6848: 801a2d48    0x20
 
001b684c: 801a2d94    0x21
 
001b6850: 801a2de0    0x22
 
001b6854: 801a2e2c    0x23
 
001b6858: 801a2e78    0x24
 
001b685c: 801a2eb4    0x25
 
001b6860: 801a30ec    0x26
 
001b6864: 801a3148    0x27
 
001b6868: 801a3408    0x28
 
001b686c: 801a4838    0x29
 
001b6870: 801a4c44    0x2a
 
001b6874: 801a4c84    0x2b
 
001b6878: 801a4cc0    0x2c
 
001b687c: 801a4cd8    0x2d
 
001b6880 - 001b69a4: 801a2214    0x2e - 0x??
 
 
 
 
 
 
 
801b69a8 - effect palette address
 
 
 
801b69cc - check this half! used in enormous determination routine
 
 
 
801b84dc - Table of Extra particle effect flags?
 
  AA BB CC DD
 
0x00 Nothing : 00 00 00 00
 
0x01 Bow Arrow : 08 00 00 01
 
0x02 Spell chrg : 00 00 00 04
 
0x03 X-bow Bolt : 08 00 00 14
 
0x04 Spell chrg : 00 01 00 04
 
0x05 Smn Chrg : 00 00 00 16
 
0x06 Throw Stone: 08 01 00 14
 
0x07 Glowing Tar: 00 00 00 02
 
0x08 Glowing Tar: 00 00 00 02
 
0x09 Falling far: 00 00 00 08
 
0x0a Reflect : 0c 02 00 12
 
0x0b Zodiac Poof: 00 00 00 11
 
0x0c Death Poof : 00 00 00 0f
 
0x0d Level Up : 00 00 00 0d
 
0x0e Venom trap : 00 00 00 0c
 
0x0f Splash : 00 00 00 09
 
0x10 Throw Item : ff ff 00 14
 
0x11 red orbs : 00 00 00 06
 
0x12 equip Break: 00 00 00 15
 
0x13 teleport : 00 00 00 13
 
0x14 Golem : 00 00 00 03
 
0x15 Erroneous? : 00 00 00 05
 
it's remarkable this isn't all hard coded, there's actually some wriggle room here if you know what you're doing.
 
AA - no idea, seems to have very little effect. it's only set on empty set particles, and reflect, which is never read from.
 
BB - for animation types 0x1 and 0x14, this is the model used for the projectile of the attack. ff is simply no model, or the item.bin graphic for the used weapon.
 
Model data can be found [[Secondary Effect 0x1b69dc Table]] here, 0x801b69dc is the model data of an arrow, 0x801b6d00 for a stone, 0x801b6f00 for the reflect barrier.
 
Not sure yet what spell charge is doing with a BB, but it is the only other instance of this being a non-0 value, and also the only other routine that reads the value.
 
CC - zero
 
DD - the actual function of the particles.
 
 
 
801b8900 - call addresses per secondary animation effect type [[Effect Related (0x1b47e0)]]
 
0x00 Nothing : 801b0fec
 
0x01 Arrow Arc : 801b0ffc
 
0x02 Glowing Tar: 801b153c
 
0x03 Golem : 801b1aec
 
0x04 Spell chrg : 801b1c04
 
0x05 Unsure : 801b27dc
 
0x06 Red Orbs  : 801b284c
 
0x07 Not Called : 801b2968
 
0x08 Falling Tar: 801b2970
 
0x09 Splash    : 801b2a88
 
0x0a Not Called : 801b2bfc
 
0x0b Not Called : 801b2c04
 
0x0c Venom Trap : 801b2c0c
 
0x0d Level Up : 801b2d28
 
0x0e Not Called : 801b2e60
 
0x0f Death Poof : 801b2e68
 
0x10 Not Called : 801b3118
 
0x11 Zodiac Poof: 801b3120
 
0x12 Reflect    : 801b33d4
 
0x13 teleport : 801b3820
 
0x14 Lin. Proj. : 801b3938
 
0x15 Equip Break: 801b40f8
 
0x16 Smn chrg  : 801b4234
 
 
801b895c
 
 
 
801b8a40 - first 0x10 bytes of first section of main motion data stored here
 
0x00
 
0x04
 
0x08
 
0x0c
 
 
 
801b8b9c - current effect target data (not in MISC/battle ID unit order; entries in order of unit being animated.) 0x54 bytes long per unit (up to 0x10 entries)
 
0x00 - previous effect target ID
 
0x01 - current effect target ID
 
0x02 - next effect target ID
 
0x03 - secondary effect's function byte
 
0x04 - Additional animation effects?
 
0x00 - nothing
 
0x01 - nothing
 
0x02 - spell charging spots and lines (if called incorrectly, will loop indefinitely)
 
0x03 - nothing
 
0x04 - spell charging spots and lines (ditto)
 
0x05 - Summon charge (if called incorrectly, will loop indefinitely)
 
0x06 - nothing
 
0x07 - an additional strike glow on target?
 
0x08 - an additional strike glow on target?
 
0x09 - landing from a height in sand
 
0x0a - reflect spiiiIIIiiIIiin
 
0x0b - green zodiac stone poof?
 
0x0c - death poof
 
0x0d - level up sparkles? job level up sparkles?
 
0x0e - triggering a venom trap
 
0x0f - landing in water
 
0x10 - nothing
 
0x11 - red focus orbs
 
0x12 - break equipment shatter particles
 
0x13 - teleport send-recieve
 
0x14 - golem block
 
0x06 - ability element, presented in awful format (none, fire, water, earth, wind, holy, dark, Ice, Lightning) and also its just a value, not bitflags. edits target palette?
 
0x08 - if prepared correctly, 0x01?
 
0x10 - Contains unit misc ID (and a bunch of unrelated stack.)
 
0x1a - X coordinate of target
 
0x1e - map level & Y coordinate of target
 
- if effect target ID 0x00 (null); stores centre tile of ability aoe instead?
 
0x24 - used weapon ID
 
0x28 - hit counter
 
0x50 - pointer to effect data in RAM (after loaded in)
 
 
 
 
801b9130 - previous effect target ID
 
801b9134 - current effect target ID
 
801b9138 - Next effect target ID
 
 
 
801bacc8 - start of on hit effect header
 
 
 
801baccc - GTE data
 
0x14 - X vector
 
0x18 - Y vector
 
0x1c - Z vector
 
 
 
801bad0c - effect coordinate data stored here
 
0x00 - Hit Counter
 
0x02 - Counter of found targets
 
0x04 - animate on miss flag (01 if animate on miss
 
0x06 - Target ID / X coordinate for animate on miss
 
0x07 - Type of attack
 
0x00 - normal hit
 
0x01 - critical hit
 
0x02 - reflected
 
0x03 - evaded
 
0x08 - map level of animate on miss
 
0x0a - Y coordinate
 
0x0c - some address (word) 0x800bdd24
 
0x0e - 00?
 
0x10 - next units Data
 
0x12 - next target ID
 
 
0x34 - acting unit data address
 
0x38 - acting unit ID? byte
 
 
 
0x40 - some address (8017ac40)
 
0x48 - some address (80026cec) something for GPU?
 
 
0x54 - pointer to start of misc data
 
 
0x74 - unit ID
 
0x78 - 801938ef - post action byte address
 
0x7c - units misc data pointer
 
 
801badca - X/Y Coordinate for effect?
 
801badcc - map level
 
801badce - X/Y?
 
 
801bade0
 
 
 
 
-4088
 
801bbf78 - start of frame data address
 
-4084
 
801bbf7c - 0x10 in effect data (coordinates?)
 
801bbf80 - effect palette address
 
801bbf84 - start of misc timed display? (effect misc. timing data + 0x8)
 
 
 
801bbf8c - parameter sets address (+ 0x04?)
 
 
 
801bbf90 - Is effect playing? 0 = false, 1 = true
 
            // used in effect control routine
 
 
 
801bc094 - Ptr. to effect's code scripts (relative to start of effect data.)
 
 
 
801bc0c8 - misc effect data address
 
801bc0cc - (while processing models/effects) pointer to polygons by depth table
 
 
 
 
 
 
 
0x1bc0d4 - set to 0 after storing data to 0x801bad0c
 
0x1bc0dc - 0x0a in sound effect data (word)
 
 
 
801bf000 - 2nd byte in header / 16 (shifted 0x04 right) 1 space to the right
 
 
 
801bf02c - Temp effect data table (0xf8 per phase?)
 
0x00 - Is effect playing(?)
 
0x06 - header counter
 
0x08 - Ptr. to effect code scripts
 
0x1c -
 
0x1e - 0x1, skip some step.
 
0x28 - timer
 
0x2c - when not 0, execute custom code in 0xd4?
 
0xd4 - ptr. to extra code for effect to execute
 
 
 
801bf21c - start of some data (temp effect data?)
 
0x00 -
 
 
 
801bf242 - skip effect routine if = 2?
 
0x1e - some counter (decremented)
 
 
 
801c00c8 - Copied/edited of effect parameter data in RAM. 0x24 bytes per parameter?
 
0x06 - Function flags for effect
 
0x01 - set when loading new frame. 0 otherwise.
 
0x02 - set on initialisation; Don't multiply motion vector by some matrix (describes camera rotation?)
 
0x04 - set on initialisation; Don't multiply rotation matrix by camera zoom. the other flags don't seem to be checked?
 
0x08 - special function half (for 0x83 function, 2nd byte is added)
 
// tbh don't think it's that. this is any extra XX XX offset appended to the parameter.
 
 
 
0x0a - 0x03 and 0x04 of starting 5 bytes (half)(for 0x83 function, 3rd byte is added)
 
// again, I don't think it's that. YY YY offset.
 
0x0c - screen XX XX of current frame? maybe XX velocity?
 
0x0e - screen YY YY of current frame? maybe YY velocity?
 
0x10 - screen ZZ ZZ of current frame? maybe ZZ velocity?
 
0x12 - angle between attacker and target
 
0x14 - current 3rd byte?
 
0x16 - Duration to hold frame
 
0x18 - pointer to current Parameter data in file
 
0x1c - parameter counter
 
0x1e - next frame byte? VRAM flag check?
 
0x1f - current frame
 
0x20 - pointer to temp effect SHP or palette data?
 
 
801c24d0 - Effect ID (During effect animation, or last played effect); sometimes set to 0x0c when no effect is playing    //Current ability Effect
 
801c24da - ? Changes during effect
 
  
END Effect data section
+
801b48d0 - [[Effect Data]] Miscellaneous, partly scattered data and tables. starts at 801b48d0.

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.