Difference between revisions of "BATTLE.BIN Data Tables"

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  80067000 - List of return addresses (0x794 lines or 0x1e4 addresses)
+
==BATTLE.BIN Routines==
 +
 
 +
  [[BATTLE.BIN Routines]]
  
80067830 - (unlabelled?)
+
==GPU, VRAM, and CPU Related Addresses==
  
 
  80067838 - Pointers for Numerical Display Color Code (0xd1 pointers)
 
  80067838 - Pointers for Numerical Display Color Code (0xd1 pointers)
 
  80067b80 - Pointers for Display Type Code (SP/CT/Br/Fa/PA/MA)
 
  80067b80 - Pointers for Display Type Code (SP/CT/Br/Fa/PA/MA)
  80067bac - ? (0x2a long)
+
  80067bac - Field positional data for damage/status text as it bounces onto the field
  80067bd8 - ?2
+
  80067bd8 - "
  80067c04 - ?3
+
  80067c04 - "
  80067c30 - ?4
+
  80067c30 - "
  80067c5c - ?5
+
  80067c5c - "
  80067c88 - ?6
+
  80067c88 - "
 +
(the above is somewhat elaborate and above my motivation grade right now. but it seems encoded in such a way that certain digits will appear later (data has intervals of like 0x15 but with big blank spaces of 0) which describes how the numbers bounce in one after the other when a unit takes damage.)
  
80067cb8 - return address list based on post-action display type (exp,jp, etc.) (for 0x51 display types)
 
 
80067e60 - Whoosh sounds?
 
 
80067e98 - return address list based on weapon type/direction (0x1dc in misc data)
 
sets attackers animation
 
 
800680dc - Map and direction related flags? stores horizontal/vertical flip flags, facing mod and generic walking anim for current map rotation per facing angle
 
0x00 - South facing horizontal/vertical flip flags
 
0x02 - West facing horizontal/vertical flip flags
 
0x04 - North facing horizontal/vertical flip flags
 
0x06 - East facing horizontal/vertical flip flags
 
0x08 - South facing mod
 
0x0a - West facing mod
 
0x0c - North facing mod
 
0x0e - East facing mod
 
 
0x30 - south facing walking animation
 
 
0x38 - West facing walking animation
 
 
0x40 - North facing walking animation
 
 
0x48 - East facing walking animation
 
 
 
  800682cc - Color Modification Code Pointers
 
  800682cc - Color Modification Code Pointers
  
  800942ab -  
+
  800960cc - set to 04 in map zoom routine
 +
800960d0 - Map Zoom
 +
0x04 - Zoomed out
 +
0x01 - Zoomed In
  
  80093d08 - Display Type (page?)
+
80098a24 - Rotation matrix elements (0x13 long, word each)
  0x00 - HP Damage
+
80098a38 - Translation vectors (3 words)
  0x01 - HP Healing
+
0x00 trx
  0x02 - MP Damage
+
0x04 try
  0x03 - MP Healing
+
0x08 trz
  0x04 - SP Damage
+
 
  0x05 - SP Bonus
+
800a7790 - word loaded to coprocessor 2 register: gtedr00_vxy0
  0x06 - CT Damage
+
800a7794 - word loaded to coprocessor 2 register: gtedr00_vz0
  0x07 - CT Bonus
+
800a7798 - word loaded to coprocessor 2 register: gtedr01_vxy1
  0x08 - Brave Damage
+
800a779c - word loaded to coprocessor 2 register: gtedr01_vz1
  0x09 - Brave Bonus
+
800a77a0 - word loaded to coprocessor 2 register: gtedr02_vxy2
  0x0a - Faith Damage
+
800a77a4 - word loaded to coprocessor 2 register: gtedr02_vz2
  0x0b - Faith Bonus
+
before rtpt
  0x0c - PA Damage
+
 
  0x0d - PA Bonus
+
800a77a8 - word loaded to coprocessor 2 register: gtedr00_vxy0
  0x0e - MA Damage
+
800a77ac - word loaded to coprocessor 2 register: gtedr00_vz0
  0x0f - MA Bonus
+
before rtps
  80093d18 - Status ID's for Display Type
+
 
  Bytes:
+
800b9eb4 - gtecr31_flag
  0x00 -  
+
  0x01 - Crystal
+
  0x02 - Dead
+
800b9f14 -
  0x03 - Undead
+
 
  0x04 - Charging
+
800bb704 - start of some data
  0x05 - Jump
+
 
  0x06 - Defending
+
800bcbf4 - start of some data
  0x07 - Performing
+
 
  0x08 - Petrify
+
800bd8cc - data sent back from GPU?
  0x09 - Invite
+
 
  0x0a - Darkness
+
800bd8e4 - data sent back from GPU - gtedr14_sxy2
  0x0b - Confusion
+
 
  0x0c - Silence
+
800b6294
  0x0d - Blood Suck
+
 
  0x0e - Cursed
+
8010aad4 - even-frame sky-polygon
  0x0f - Treasure
+
801198fc - odd-frame sky-polygon
  0x10 - Oil
+
 
  0x11 - Float
+
8016986c - Thread array (Each thread data block is 0x400 = 1024 bytes, and includes its own stack); 16 entries total
  0x12 - Reraise
+
    0x00 - Thread function parameter 1
  0x13 - Transparent
+
    0x04 - Thread function parameter 2
  0x14 - Berserk
+
    0x08 - Thread function parameter 3
  0x15 - Chicken
+
    0x0c - ? (Set to 0 when thread is initialized)
  0x16 - Frog
+
    0x10 - 0x2c: Saved register values for this thread ($s0 - $s7)
  0x17 - Critical
+
    0x30 - 0x34: Kernal register values for this thread ($k0 - $k1)
  0x18 - Poison
+
    0x38 - Global pointer for this thread ($gp)
  0x19 - Regen
+
    0x3c - Stack pointer for this thread ($sp)
  0x1a - Protect
+
    0x40 - Frame pointer for this thread ($fp)
  0x1b - Shell
+
    0x44 - Address of first command for this thread to run upon being started or resumed ($ra)
  0x1c - Haste
+
    0x48 - IsRunning value (boolean; True (1) if thread is currently active/running, false (0) if not)
  0x1d - Slow
+
    0x4c - Task ID (Matches those listed in WaitForInstruction event command)
  0x1e - Stop
+
    0x50 - 0x68: ? (Set to 0 when thread is initialized)
  0x1f - Wall
+
    0x6c and beyond: Stack for this thread; ~900 bytes available
  0x20 - Faith
+
 
  0x21 - Innocent
+
80174038 - Currently running thread ID (i.e. which thread has the CPU right now)
  0x22 - Charm
+
 
  0x23 - Sleep
+
==Game Loop Addresses==
  0x24 - Don't Move
+
 
  0x25 - Don't Act
+
80067cb8 - return address list based on post-action display type (exp,jp, etc.) (for 0x51 display types)
  0x26 - Reflect
+
 
  0x27 - Death Sentence
+
  80093d08 - Display Type (page?)
+
  0x00 - HP Damage
IDs:
+
  0x01 - HP Healing
0x00 - Dead?
+
  0x02 - MP Damage
0x01 - Undead
+
  0x03 - MP Healing
0x02 - Petrify
+
  0x04 - SP Damage
0x03 - Invite
+
  0x05 - SP Bonus
0x04 - Darkness
+
  0x06 - CT Damage
0x05 - Confusion
+
  0x07 - CT Bonus
0x06 - Silence
+
  0x08 - Brave Damage
0x07 - Blood Suck
+
  0x09 - Brave Bonus
0x08 - Oil
+
  0x0a - Faith Damage
0x09 - Float
+
  0x0b - Faith Bonus
0x0a - Reraise
+
  0x0c - PA Damage
0x0b - Transparent
+
  0x0d - PA Bonus
0x0c - Berserk
+
  0x0e - MA Damage
0x0d - Poison
+
  0x0f - MA Bonus
0x0e - Regen
+
  80093d18 - Status ID's for Display Type
0x0f - Protect
+
  Bytes:
0x10 - Shell
+
  0x00 -  
0x11 - Haste
+
  0x01 - Crystal
0x12 - Slow
+
  0x02 - Dead
0x13 - Stop
+
  0x03 - Undead
0x14 - Faith
+
  0x04 - Charging
0x15 - Innocent
+
  0x05 - Jump
0x16 - Charm
+
  0x06 - Defending
0x17 - Sleep
+
  0x07 - Performing
0x18 - Don't Move
+
  0x08 - Petrify
0x19 - Don't Act
+
  0x09 - Invite
0x1a - Reflect
+
  0x0a - Darkness
0x1b - Death Sentence
+
  0x0b - Confusion
 
+
  0x0c - Silence
 
+
  0x0d - Blood Suck
 
+
  0x0e - Cursed
(probably to go in [[SEQ & Animation info page]] and [[SHP & Graphic info page]]?)
+
  0x0f - Treasure
Weapon Sounds (0x00 = item type 0x01 - knife)
+
  0x10 - Oil
80093d40 - Weapon Whoosh
+
  0x11 - Float
80093d60 - Weapon Hit
+
  0x12 - Reraise
80093d80 - Shield Deflection
+
  0x13 - Transparent
 +
  0x14 - Berserk
 +
  0x15 - Chicken
 +
  0x16 - Frog
 +
  0x17 - Critical
 +
  0x18 - Poison
 +
  0x19 - Regen
 +
  0x1a - Protect
 +
  0x1b - Shell
 +
  0x1c - Haste
 +
  0x1d - Slow
 +
  0x1e - Stop
 +
  0x1f - Wall
 +
  0x20 - Faith
 +
  0x21 - Innocent
 +
  0x22 - Charm
 +
  0x23 - Sleep
 +
  0x24 - Don't Move
 +
  0x25 - Don't Act
 +
  0x26 - Reflect
 +
  0x27 - Death Sentence
 
   
 
   
 
+
  IDs:
80093de8 - Ability Animation number
+
  0x00 - Dead?
+
  0x01 - Undead
80093e10 - Ability Animation Flags (0x1C6 abilities, 3 bytes each) (Doesn't include all 0x200 because Support and Movement abilities are not included)
+
  0x02 - Petrify
  0x00 - Flags 1
+
0x03 - Invite
  0x01 - Flags 2 (Monster Animations)
+
0x04 - Darkness
  0x02 - Flags 3
+
  0x05 - Confusion
0x00094364 - Weapon Change of Animation (multiplied by 2 (+1 if camera is behind the unit) to get true animation - applied to unit when attacking
+
  0x06 - Silence
  Fists: 3d 3e 3f
+
  0x07 - Blood Suck
  Daggers: 40 41 42
+
  0x08 - Oil
  Ninja Blades: 40 41 42
+
  0x09 - Float
  Swords: 40 41 42
+
  0x0a - Reraise
  Knight Swords: 40 41 42
+
  0x0b - Transparent
  Katana: 40 41 42
+
  0x0c - Berserk
  Axes: 40 41 42
+
  0x0d - Poison
  Rods: 40 41 42
+
  0x0e - Regen
  Staffs: 40 41 42
+
  0x0f - Protect
  Fails: 40 41 42
+
  0x10 - Shell
  Guns: 50 51 52
+
  0x11 - Haste
  Crossbows: 53 54 55
+
  0x12 - Slow
  Bows: 53 54 55
+
  0x13 - Stop
  Instruments: 57 57 57
+
  0x14 - Faith
  Dictionaries: 56 56 56
+
  0x15 - Innocent
  Polearms: 4d 4e 4f
+
  0x16 - Charm
  Poles: 4d 4e 4f
+
  0x17 - Sleep
  Bags: 77 78 79
+
0x18 - Don't Move
  Cloths: 77 78 79
+
0x19 - Don't Act
All other item types exist, but the animations are set to 0.
+
  0x1a - Reflect
800943e4 - Item Graphic Data (0x7f total?)
+
0x1b - Death Sentence
  0x00 - Palettes
+
 
0xF0 - WEP1 Palette
+
80096024 - ? (set to 0 after prepping to display earned Exp/JP) (word)
0x0F - WEP2 Palette
+
 
0x01 - Graphic ID (multiple of 2)
+
  80094a40 - (start of below? Counter is set to +1 before so it starts at 94a44)
+
  80094a44 - Status Flags (for Display? 28 total, 4 bytes each)
  80094508 - halves, based on number of sprite sections
+
  80094ae4 - Start of some list of palettes
+
 
  8009453c - Unit raw size measurements? all words. contains many possible raw size combinations (for the record, these are all *8 to get the true graphic size.)
+
  800960d4 - controller input for map tilt?
   
+
  800946c8 - weapon/effect raw size measurements? all words, with only a byte of data each. this is just inefficient.
+
  800960dc - cleared before setting next control script
   
+
 
+
  800960e4 - (set to 0x28 after prepping earned Exp/JP) (Word)
  80094748 - Spritesheet Data (4 bytes each, 0x9f total)
+
set to 0x2b after prepping ability effect?
0x00 - SHP ID
+
Type of display - Has something to do with what display function is happening
0x00 - Type 1
+
0x2b - ability Effect
0x01 - Type 2
+
0x29 - Action being taken?
0x02 - Cyoko
+
0x28 - Exp/JP
0x03 - Mon
+
0x1b - Action confirmation
0x04 - Other
+
0x19 - Targeting, Target selected
0x05 - Ruka
+
0x18 - Select within firing range
0x06 - Arute
+
0x17 - Targeting, no target selected
0x07 - Kanzen
+
0x16 - Specify target with cursor message (pre-targeting) / Can't execute action, no targets from panel
0x01 - SEQ ID
+
0x14 - Specify Direction for wait message
0x00 - Type 1
+
0x13 - Selecting direction for wait
0x01 - Type 2
+
0x08 - AT / Unit list / Options
0x02 - Cyoko
+
0x04 - All menus + status screen
0x03 - Mon
+
0x00 - Moving around battleground with cursor (Free cursor)
0x04 - Other
+
 
0x05 - Ruka
+
800960e8 - value of 800960e4 stored here
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)
+
  80096118 - Casting units ID? (mimic?), ability CT resolution
        0x00 - Type 1 = 0x0b
+
8009611c - Casting units Misc ID?
        0x01 - Type 2 = 0x0b
+
  800961b4 - Cursor X Coordinate (Cursor)
        0x02 - Cyoko = 0x02
+
800961b8 - Cursor Map Level (0 = base floor, 1 = higher floor)
        0x03 - Mon = 0x02
+
  800961bc - Cursor Y Coordinate (Cursor)
        0x04 - Other = 0x01
+
  800961c0 - Timer Counter for cursor repeat speed
        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
 
800a1c84 - [[Unit Animations]] start. loaded in ENTD order
 
  
  800a69d0 - [[Weapon Animations]] start.
+
  80096204 - post action display phase
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)
+
  80096214 - Action Phase
 +
  0x00 - pre-action
 +
  0x01  - acting unit's action
 +
  0x02 - reacting unit's action
 +
  0x03 - post-action
  
  800c1260 - Type 1 SHP
+
  8009621C - Unit misc ID when selected by cursor
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?)
 
  
 +
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
  
  800949dc - X coordinates to load status bubble icons (KO stars, AT icon also), starts with KO stars: 22 bytes long
+
  80098d84 - Type of action (mimic / ability CT resolution)
800949f4 - Y coordinates to load status bubble icons (KO stars, AT icon also), starts with KO stars: 22 bytes long
+
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?
  
80094a0c - X coordinates to load death counter numbers
+
==Battle Related Data==
80094a24 - Y coordinate to load death counter numbers
 
 
80094a40 - (start of below? Counter is set to +1 before so it starts at 94a44)
 
80094a44 - Status Flags (for Display? 28 total, 4 bytes each)
 
80094ae4 - Start of some list of palettes
 
 
 
80094ba4 - ? Palettes
 
  
  80096024 - ? (set to 0 after prepping to display earned Exp/JP) (word)
+
  800b7308 - [[Miscellaneous Unit Data|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
 +
  
800960c0 -  
+
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
  
800960c4 -  
+
0x050 - X ?(halfword)
 
+
0x052 - Height? ?(halfword)
800960cc - set to 04 in map zoom routine
+
0x054 - Y ?(halfword)
800960d0 - Map Zoom
+
  0x04 - Zoomed out
+
0x060 - X ?(halfword)
  0x01 - Zoomed In
+
  0x062 - Height? ?(halfword)
 
+
  0x064 - Y ?(halfword)
 
+
-----
 
+
800960d4 - controller input for map tilt?
+
0x070 - Current Facing? (/ 0x400 = facing)
 
+
0xc00 - Facing East
800960d8 - Map Tilt
+
0x800 - Facing North
  0x02 - Steep
+
0x400 - Facing West
  0x01 - Flat
+
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)
 
 
 
 
800960dc - cleared before setting next control script
+
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)?
  
  800960e4 - (set to 0x28 after prepping earned Exp/JP) (Word)
+
  first to be changed
set to 0x2b after prepping ability effect?
+
0x080 - Unit's X Coordinate (While moving)
Type of display - Has something to do with what display function is happening
+
0x081 - Unit's Y Coordinate (While moving)
0x2b - ability Effect
+
0x082 - Unit's Map Level + flags (While moving) (with 0x83 byte)
0x29 - Action being taken?
+
0x083 - Motion Flags
0x28 - Exp/JP
+
0x10 - Float
0x1b - Action confirmation
+
0x20 - Currently dragoon jumping upward (not set on way down (removed after set))
0x19 - Targeting, Target selected
+
0x18 - Select within firing range
+
0x084 - Unit's X Coordinate (Previous Location?) (saved location until move confirmed)
0x17 - Targeting, no target selected
+
0x085 - Unit's Y Coordinate
0x16 - Specify target with cursor message (pre-targeting) / Can't execute action, no targets from panel
+
0x86 - Units map level
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
+
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?
(page for scattered battle data? stuff like, stored ID, AT list, just to keep it all in one place?)
+
        0x9d - 0x9d + (Number at 0x9c) - 1:
800960f0 - Set to 1 when status is selected in main battle menu
+
            0x00 = Move east
+
            0x40 = Move west
800960f8
+
            0x80 = Move south
800960fc
+
            0xc0 = Move north
 
+
            0x20 flag = Higher Elevation
80096100 - AT List ID (used to determine which data to load from the AT list)
+
            0x01 to 0x11 = Number of tiles to jump over
80096104 - Map ID
+
   
 
+
        // Not sure about these...
80096110 - cleared in ability effect routines
+
0x9d - Unit's X Coordinate (Current location?)
 
+
0x9e - Unit's Y Coordinate
80096118 - Casting units ID? (mimic?), ability CT resolution
+
0x9f - Unit's Map Level
8009611c - Casting units Misc ID?
+
  800961b4 - Cursor X Coordinate (Cursor)
+
0x11b - (allows 0x9d flags to get 0x10 to set 0x11e, if != 0)
800961b8 - Cursor Map Level (0 = base floor, 1 = higher floor)
+
                only ever saw this variable set to 0, so it may not work
800961bc - Cursor Y Coordinate (Cursor)
+
    0x11c - (some flags stored to 0x9621c, stored here from 0x9d list)  // (Current movement value?)
800961c0 - Timer Counter for cursor repeat speed
+
 
 +
    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.
  
80096200 - learned ability (learn on hit)?
+
0x12c
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)
80098a24 - Rotation matrix elements (0x13 long, word each)
+
0x04 - Frog
  80098a38 - Translation vectors (3 words)
+
0x02 - Chicken/Crystal (removal only)
  0x00 trx
+
0x01 - Crystal
  0x04 try
+
0x145 - Status Flags 6
  0x08 trz
+
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
 
 
 
 
80098a54 - Some units Misc Data Pointer
+
0x160 - Calculator type abiltiy ID
 
+
0x162 - Calculator Multiplier abiltiy ID
80098a54 - Pointer to last unit's Misc Data?
+
0x164 - used Item ID
 
+
0x165 -
80098d84 - Type of action (mimic / ability CT resolution)
+
0x166 - reaction ID?
  0x0100 - active turn?
+
0x05 - Tile-Specific Ability?
  0x0200 - ability CT resolution
+
0x06 - Target-Specific Ability?
  0x0300 - crystal/treasure?
+
  0x167 - Target ID?  
 +
 
 +
0x168 - X target panel coordinate (half)
 +
0x16a - Target map level
 +
  0x16c - Y target panel coordinate
  
80098db8 - ?? cleared after post action
+
0x16e - 0x180 in unit data
 +
0x16f - 0x181 in unit data
  
80098dbc - some effect address
+
0x174 - ability range? (return value from 0x17a8c0
 +
0x17c - some word checked before action phase routines
  
80098d70 - points to available scratchpad address [[Calculate_Available_RAM_Address]]; for effect data?
+
0x180 - (word) 0xff if target ID = 0xff
 +
skips movement stuff if 0
  
80098dcc - numerical display data
+
0x184 - X Coordinate to move to?
  
80098dd4 - numerical display data?
+
0x186 - (byte)
  
800995ec - (word)
+
0x188 - Y Coordinate to move to?
  
800995f4 - (14 groups at 0x982 bytes each)
+
Current action data?
  set 4 = Unit (team?) Palettes?
+
  0x18c - Reaction ID / Attacking unit ID? - Used Ability ID
800995f5 - 1 = skip setting below data?
+
0x18d - Limit for 0x18e data (Targets Hit Counter)
800995f6 - (16 sections, 8 bytes each)
+
  0x18e - Target list - Ends when 0xff is reached
  0x00 - (1 = active?)
+
0x00 - Target unit ID?
  0x01 -  
+
  0x02 -  
+
0x03 - (set to PV2 in 0x8f710)
+
  0x19e/0x12 - set to 1 when animate on miss is not true, cleared when units are hit
  0x04 - (set to 0 if PV = 10 in 0x8f710)
+
  0x19f/0x13 - control value
  0x05 - Red Mod (for what changed the below section)
+
0x01 - math skill
  0x06 - Green Mod
+
  0x1a0/0x14 - last attack used ID (half)
  0x07 - Blue Mod
+
  0x1a2/0x16 - ability formula? can poach?
80099676 - Palette Color Mod Data (16 sect. w/ 16 colors; 7 bytes each color (0x700 total))
+
  0x1a3/0x17 - ?? control value? set to 1 if reaction occurred
0x00 - Red Value
+
  0x1a4/0x18 - Continue attack byte?
  0x01 - Green Value
+
0x01 - continue
  0x02 - Blue Value
+
0x00 - end
  0x03 - Alpha Flag
+
  0x1a5/0x19 - Current Hit number
  0x04 - Modified Red? (0x1f if total of RGB = 0)
+
  0x1a6/0x1a - reaction ID?
  0x05 - Modified Green?
+
  0x1a7/0x1b -
  0x06 - Modified Blue?
+
  0x1a8/0x1c - target new X coordinate
80099d76 - Raw Palettes (16 sections, 16 colors, 2 bytes each (0x200 total))
+
  0x1a9/0x1d - Target new Y coordinate(for post action knockback?)
 
+
  0x1aa/0x1e - target map level
8009b27c - list of some misc data
+
0x1ab/0x1f - used weapon ID
 
+
0x1ac/0x20 -
800a7784 - Map Tilt
+
0x1ad/0x21 -
  0x2e - flatter
+
  0x1ae/0x22 - can poach flag?
  0xc0 - steeper
+
  0x1af - can earn experience
800a7786 - Map Rotation (half)
+
0x1b0 - Earned Experience (For Display?)
  0x0002
+
  0x1b1 - Earned JP
  0x0006
+
  0x1b2 - Level (For Level UP! event?)
0x000a
+
0x1b3 - Job Level (stored if level changed)
0x000e
+
0x1b4 - ? (byte)
 
+
0x1b5 -  
(page for this nonsense?)
 
800a7790 - word loaded to coprocessor 2 register: gtedr00_vxy0
 
800a7794 - word loaded to coprocessor 2 register: gtedr00_vz0
 
800a7798 - word loaded to coprocessor 2 register: gtedr01_vxy1
 
800a779c - word loaded to coprocessor 2 register: gtedr01_vz1
 
800a77a0 - word loaded to coprocessor 2 register: gtedr02_vxy2
 
800a77a4 - word loaded to coprocessor 2 register: gtedr02_vz2
 
before rtpt
 
 
 
800a77a8 - word loaded to coprocessor 2 register: gtedr00_vxy0
 
800a77ac - word loaded to coprocessor 2 register: gtedr00_vz0
 
before rtps
 
 
 
800b9eb4 - gtecr31_flag
 
 
 
 
 
 
+
  0x1b7 - Inflicted/Removed Status Counter (max of 0x1b)
800b9f14 -  
+
0x1b8 - Display Flags 1
 
+
0x80 - CT Bonus
800bb704 - start of some data
+
0x40 - CT Damage
 
+
0x20 - SP Bonus
800bcbf4 - start of some data
+
0x10 - SP Damage
 
+
0x08 - MP Healing
800bd8cc - data sent back from GPU?
+
0x04 - MP Damage
 
+
0x02 - HP Healing
800bd8e4 - data sent back from GPU - gtedr14_sxy2
+
0x01 - HP Damage
 +
0x1b9 - Display Flags 2
 +
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
  
800b6294
+
0x01d8 - Unit Sprite Data
 
+
0x1d8 - Graphic trigger
8015327c - Pointer to thread array (WORLD.BIN) (0x80195cd0)
+
0x1da -  
 
+
0x1dc - Current animation (halfword)
800b6698 - word, deals with palette modification (useful in a map related page?)
+
0x1de - frame command byte counter (unit)
0x00
+
0x1e0 - Frame
0x01
+
0x1e2 - Wait time (in frames)
0x02
+
0x1e4 - Loop counter
0x03 -  
+
0x1e6 - Unit animation
  0x02 - skips stormy weather palette mod? (ignore weather mod)
+
0x1ea - Slow down amount
  0x01 - skips time of day palette mod? (Snow weather mod)
+
  0x1ec - Frame offset (jarring)
8016986c - Thread array (Each thread data block is 0x400 = 1024 bytes, and includes its own stack); 16 entries total
+
  0x1ee - Wait command: frames left to wait
    0x00 - Thread function parameter 1
+
0x1f0 - rotation bytes
    0x04 - Thread function parameter 2
+
0x01 - transparent
    0x08 - Thread function parameter 3
+
0x02 - Flip horizontally
    0x0c - ? (Set to 0 when thread is initialized)
+
0x04 - flip vertically
    0x10 - 0x2c: Saved register values for this thread ($s0 - $s7)
+
    0x30 - 0x34: Kernal register values for this thread ($k0 - $k1)
+
0x1f4 - SHP Data Pointer
    0x38 - Global pointer for this thread ($gp)
+
0x1f8 - SEQ Data Pointer
    0x3c - Stack pointer for this thread ($sp)
+
0x1fc - SHP Data Pointer
    0x40 - Frame pointer for this thread ($fp)
+
0x200 - SEQ Data Pointer
    0x44 - Address of first command for this thread to run upon being started or resumed ($ra)
+
0x204 - Sprite Display Section Pointer in Misc Data
    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)
+
0x208 - WEP Sprite Data? (0x362) (seems to be 'current' weapon animation data.)
    0x50 - 0x68: ? (Set to 0 when thread is initialized)
+
0x208 - Graphic trigger (1 is on screen, 0 is not on screen)
    0x6c and beyond: Stack for this thread; ~900 bytes available
+
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
  
80173e68 - ? changes with different message displayed (execute action, select target, etc.)
+
0x224 - SHP Data pointer (Word)
0x04 in memory changes
+
0x228 - SEQ Data pointer (Word)
50 29 03 0c - nothing displayed - free cursor (targeting)
+
0x22c - ? Display data pointer (with the 3 bytes of info and 1 byte of padding. Word)
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)
+
0x238 - EFF Sprite Data? (0x3e6)
 
+
0x238 - graphic trigger?
800b7308 - Miscellaneous Unit Data (0x440 bytes each) (PAGE FOR THIS!!!)
+
0x23a - graphic type? (1 = weapon, 2 = effect) (halfword)
0x000 - Pointer to previous unit's misc data (00000000 means this is the first)
+
0x23d - effect animation (halfword)
0x004 - Unit Misc ID?
+
0x23e - frame command byte counter (effect) (Halfword)
0x005 - Spritesheet VRAM slot
+
0x240 - Frame? (Halfword)=
0x006 - Spritesheet ID
+
0x242 - Frame + Frame delay + frame command byte (halfword)
0x007 - Stored Palette? (Xif)
+
0x244 -  
0x008 - ? (less than 31 skips Unit ID check?) (halfword)
+
0x246 - Effect animation?
incremented on ability display
+
0x24a - Frame delay (basically always 0) (halfword)
+
0x24c - Effect rotation? (halfword)
0x00a - set to 1 when using ability
+
0x24e - Wait command: Frames left to wait
+
0x00c (half) -Change of animation (set when changing animation)
+
0x220 - Rotation bytes
animation = unit animation(see video in important links) + 01
+
  0x01 - transparent
 +
0x02 - Flip horizontally
 +
0x04 - flip vertically
 
 
 
 
0x0e - (half) - VRAM Spritesheet ID?
+
0x254 - SHP Data pointer?
0x14 - First Unit Spritesheet
+
0x258 - SEQ Data pointer?
0x1c - Last Unit Spritesheet
+
0x25c - ? Display data pointer(?)
0x1e - Wep sheet? item.bin?
+
  0x268 - Numerical Display Data? (0x3aa)
0x1f - Frame.bin
+
  0x298 - Shadow (0x3ce)
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
 
 
 
 
 
 +
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.
  
  0x018 - X Mod * 4096
+
  0x2c2 - Display Type (set to 0 if 0x2bc = 0, capped at 0x15; gets 0x45980 added to it)
  0x01c - Height Mod * 4096
+
(some frame/animation thing? used for loading 0x67bac data)
  0x020 - Y Mod * 4096
+
0x2c4 - Numerical Display Pointer 1
 +
  0x2c8 - Numerical Display Pointer 2
 +
  0x2cc - Numerical Display Pointer 3
 
 
 
 
  0x038 - half, initialized to 0x2000 special movement flags?
+
  0x2d0 - something with display for item abilities?
 
+
  0x2d8 - Item/Equip Display Pointer
-----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)
+
  0x2dc - Activation byte for Status Bubble
  0x052 - Height? ?(halfword)
+
0x2dd - Which status bubble to show
  0x054 - Y ?(halfword)
+
0x2de - X location of status bubble
 +
0x2df - Y location of status bubble
 +
  0x2e0 - Timer (word)
 +
  0x2e4 - ? Pointer to 0x410 data - Status Bubble
 
 
 
 
  0x060 - X ?(halfword)
+
  0x2e8 - Unused Section
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?)
+
  *Display*
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
+
  0x31c - Sprite Display Section (8 graphical sections) (0x46 each) - Main Sprite
  0x080 - Unit's X Coordinate (While moving)
+
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 - number of graphics to be loaded (max = 7 (7 + 1 graphics))
  0x10 - Float
+
  0x04 - VRAM Spritesheet ID
  0x20 - Currently dragoon jumping upward (not set on way down (removed after set))
+
0x00 - screen
 
+
0x01 - screen
0x084 - Unit's X Coordinate (Previous Location?) (saved location until move confirmed)
+
0x02 - screen
0x085 - Unit's Y Coordinate
+
0x03 - screen
0x86 - Units map level
+
0x04 - active unit SP2 & EVTCHR1
 
+
0x05 - Formation screen (leftover from attack.out), target unit SP2 & EVTCHR2
0x98 - Number of tiles moved so far in current movement    //cleared when knocked back
+
0x06 - Last loaded Menus
        0x9c - Number of tiles in movement?                        //List of tiles to move to?
+
0x07 - unit billboard
        0x9d - 0x9d + (Number at 0x9c) - 1:
+
0x08 - EFF & TRAP
            0x00 = Move east
+
0x09 - WEP
            0x40 = Move west
+
0x0a - ZODIAC.BIN
            0x80 = Move south
+
0x0b - frog/chicken/crystals + some parts of zodiac.bin
            0xc0 = Move north
+
0x0c - none (not none?)
            0x20 flag = Higher Elevation
+
0x0d - map textures
            0x01 to 0x11 = Number of tiles to jump over
+
0x0e - map textures
   
+
0x0f - map textures
        // Not sure about these...
+
0x10 - 0x13 - bottom screen + vram palettes.
0x9d - Unit's X Coordinate (Current location?)
+
0x14 - First Unit Spritesheet
0x9e - Unit's Y Coordinate
+
0x1c - Global Portrait list?
0x9f - Unit's Map Level
+
0x1d - in battle portraits + random spritesheet stuff
+
0x1e - item.bin
0x11b - (allows 0x9d flags to get 0x10 to set 0x11e, if != 0)
+
0x1f - Frame.bin
                only ever saw this variable set to 0, so it may not work
+
0x80 - erroneous flags, ignored when parsing to GPU. may mark some debug information, but not necessarily.
    0x11c - (some flags stored to 0x9621c, stored here from 0x9d list// (Current movement value?)
+
0x40 -  
 
+
0x20 -  
    0x11e - 0x18a Unit ID + 1 (not sure what unit though)
+
    0x11f - Previous 0x11e
+
0x06 - VRAM Palette ID
0x120 - Position relative to the camera, unsure which one is which direction though. 2 halfwords at 0x120, another at 0x128.
+
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
  
  0x12c
+
  0x362 - WEP1 Display Data
+
0x362 + 0x00 - Red shading
+
0x01 - Green shading
0x130 - Mount/Rider Value
+
0x02 - Blue shading
                0x00 = N/A
+
0x03 - how many graphics to load
                0x01 = Riding 0x131
+
0x04 - VRAM Spritesheet ID and some other nonsense (halfword)
                0x02 = Mount for 0x131
+
0x06 - VRAM Palette ID and some other nonsense (Halfword)
0x131 - Mount/Rider ID
+
0x08 - image stretch (horizontal, halfword but only the lower byte is considered)
0x132 - Previous Mount/Rider Value?
+
0x0a - image stretch (vertical, and ditto)
0x133 - Previous Mount/Rider ID?
+
0x0c - spin on Y axis? (halfword)
0x134 - Pointer to Unit's Data
+
0x0e - X shift
 
+
0x0f - Y shift
0x138 - Used Ability ID
+
0x13a - used Item/Weapon ID
+
Graphic data (duplicated per weapon graphic loaded)
0x13b - Equipped weapon type (determines unit animation)
+
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 -
 
 
 
 
  0x13c - set to 0 when ability CT resolves / mimic ability used
+
  0x386 - EFF Display data
0x13d - ENTD flags from Unit data
+
0x362 + 0x00 - Red shading
+
0x01 - Green shading
0x13e - (skips 0x822bc code if != 0)(byte) - modified palette byte
+
0x02 - Blue shading
0x13f - (byte)
+
0x03 - how many graphics to load
 
+
0x04 - VRAM Spritesheet ID and some other nonsense (halfword)
0x140 - Status Flags 1
+
0x06 - VRAM Palette ID and some other nonsense (Halfword)
0x80 - Confusion
+
0x08 - image stretch (horizontal, halfword but only the lower byte is considered)
0x40 - Sleep
+
0x0a - image stretch (vertical, and ditto)
0x20 - Petrify
+
0x0c - spin on Y axis? (halfword)
0x10 - Stop
+
0x0e - X shift
0x08 - Critical
+
0x0f - Y shift
0x04 - Dead
+
 
0x02 - (disabled if 0x130 = 1)
+
Graphic data (duplicated per effect graphic loaded)
0x01 -  
+
0x10 - Image Width
0x141 - Status Flags 2
+
0x11 - Image Height
0x80 - Faith
+
0x12 - X Load location (In pixels)
0x40 - Berserk
+
0x13 - Y Load location (In Pixels)
0x20 - Cursed
+
0x14 - VRAM flags
0x10 - Haste
+
0x1 -  
0x08 - Slow
+
0x2 -  
0x04 - Defending
+
0x4 -  
  0x02 - Charging
+
0x8 -  
  0x01 - Performing
+
0x142 - Status Flags 3
+
0x3aa - ? Display (3 Sprite Data Sections, plus 1 byte padding?)
  0x80 - Oil
+
  0x40 - Poison
+
  0x20 - Protect
+
0x3ce - Numerical Display Section 1 (these have 1 Sprite Data section) (0x16 bytes each)
  0x10 - Shell
+
  0x00 - Red
  0x08 - Don't Act
+
  0x01 - Green
  0x04 - Don't Move
+
0x02 - Blue
  0x02 - Blood Suck
+
  0x03 - Image type
  0x01 - Innocent
+
  0x04 - VRam Spritesheet ID
0x143 - Status Flags 4
+
  0x05 -  
0x80 - (Originally Reflect?)
+
  0x06 - half - initialized to 0x10 in misc data + 0x0100
  0x40 - Undead
+
  0x08 - X stretch (half)
  0x20 - Regen
+
  0x0a - Y stretch (half)
  0x10 - Reraise
+
 
  0x08 - Darkness
+
  0x14 - initialized to 0 (VRAM flags?)
  0x04 - Death Sentence
+
 
  0x02 - Silence
+
0x3e4 - Numerical Display Section 2
  0x01 - Charm
+
  0x00 - X Shift
0x144 - Status Flags 5 (word)
+
  0x01 - Y Shift
0x80 - Poached
+
  0x02 - Image Width
  0x40 - Jump
+
  0x03 - Image Height
  0x20 - Float
+
  0x04 - X Load Location
  0x10 - Transparent
+
  0x05 - Y Load Loaction (2 bytes?)
  0x08 - Treasure (Enabling only)
+
0x3fa - Numerical Display Section 3
  0x04 - Frog
+
  0x00 - X Shift
  0x02 - Chicken/Crystal (removal only)
+
  0x01 - Y Shift
  0x01 - Crystal
+
  0x02 - Image Width
  0x145 - Status Flags 6
+
  0x03 - Image Height
  0x80 -
+
  0x04 - X Load Location
  0x40 -
+
  0x05 - Y Load Loaction (2 bytes?)
  0x20 -
+
 
0x10 -
+
  0x410 - Status Text/Bubbles Display Section (1 Sprite Data Section)
0x08 -
+
  0x00 - Red Shading
0x04 -
+
  0x01 - Green Shading
0x02 -
+
  0x02 - Blue Shading
0x01 - Morbol virus'd
+
~ 0x03 - Sprite Type?
NOTE: Unused, Invite, Wall and Reflect aren't set
+
0x00 - None
0x148 - Statuses to Add 1
+
0x01 - Text?
0x14c - Statuses to Add 5
+
0x02 - Monster? (Panther)
0x150 - Statuses to Remove 1
+
0x03 - Type 1? (Units and Goblin)
0x154 - Statuses to Remove 5
+
` 0x04 - ? (one frame in chanting/riding chocobo)
  
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?
0x160 - Calculator type abiltiy ID
+
0x05 - Formation screen (active unit SPR3 +? EVTCHR2?)
0x162 - Calculator Multiplier abiltiy ID
+
0x06 - Last loaded Menus
0x164 - used Item ID
+
0x07 - unit billboard
0x165 -  
+
0x08 - Wep2, Wep3
0x166 - reaction ID?
+
  0x09 - Wep1
0x05 - Tile-Specific Ability?
+
0x0a - some background
0x06 - Target-Specific Ability?
+
0x0b - frog/chicken/crystals
0x167 - Target ID?  
+
0x0c - none
+
0x0d - some checkerboard with fonts?
0x168 - X target panel coordinate (half)
+
0x0e - checkerboard with fronts + random stuff
0x16a - Target map level
+
0x0f - more checkerboard + random
0x16c - Y target panel coordinate
+
0x10 - 0x13 - maps again
 
+
0x14 - First Unit Spritesheet
  0x16e - 0x180 in unit data
+
0x1c - Global Portrait list?
  0x16f - 0x181 in unit data
+
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
  
0x174 - ability range? (return value from 0x17a8c0
+
801908cc - Unit Data start (Unit ID * 0x1c0 for specific location)
  0x17c - some word checked before action phase routines
+
  0x0000: Base Class / Character ID (Also affects sprites)
 
+
  0x?? - Special Character
0x180 - (word) 0xff if target ID = 0xff
+
0x80 - Generic Male
  skips movement stuff if 0
+
0x81 - Generic Female
 
+
0x82 - Monster
0x184 - X Coordinate to move to?
+
  0x0001: Unit ID (FF doesn't exist)
 
+
0x0002: Party ID (Party unit index; 0xFF means not in party) (FE prevents HP/MP growth?)
  0x186 - (byte)
+
  0x0003: Job ID
 
+
0x0004: Palette
  0x188 - Y Coordinate to move to?
+
0x00 Default
 
+
0x01 Hokuten
  Current action data?
+
0x02 Nanten
  0x18c - Reaction ID / Attacking unit ID? - Used Ability ID
+
0x03 Death Corps
0x18d - Limit for 0x18e data (Targets Hit Counter)
+
0x04 Glabados Church
0x18e - Target list - Ends when 0xff is reached
+
  0x05 No Palette?  
  0x00 - Target unit ID?
+
  0x0005: ENTD Flags
+
0x80 - Always Present
+
0x40 - Randomly Present
0x19e/0x12 - set to 1 when animate on miss is not true, cleared when units are hit
+
0x20 - Team Bit 1. 0x20 and 0x10 is Light Blue. 0x20 is Green.
0x19f/0x13 - control value
+
  0x10 - Team Bit 2. 0x10 is Red. If neither bit, team is Blue.
  0x01 - math skill
+
0x08 - Control
0x1a0/0x14 - last attack used ID (half)
+
  0x04 - Immortal
0x1a2/0x16 - ability formula? can poach?
+
0x02 - (if both 01 and 02, then immune to knockback)
  0x1a3/0x17 - ?? control value? set to 1 if reaction occurred
+
0x01 - (both set by Ramza when initialized)
0x1a4/0x18 - Continue attack byte?
+
  0x0006: Gender Byte
  0x01 - continue
+
0x80 - Male
  0x00 - end
+
0x40 - Female
0x1a5/0x19 - Current Hit number
+
  0x20 - Monster
0x1a6/0x1a - reaction ID?
+
  0x10 - Join after event
0x1a7/0x1b -
+
0x08 - Load Formation
0x1a8/0x1c - target new X coordinate
+
0x04 - ??? Stats
  0x1a9/0x1d - Target new Y coordinate(for post action knockback?)
+
0x02 -  
  0x1aa/0x1e - target map level
+
0x01 - Save Formation
0x1ab/0x1f - used weapon ID
+
  0x0007: Death Counter (3 for living units)
0x1ac/0x20 -
+
  0x0008: Bithday (days, plus bit 0 from next byte)
0x1ad/0x21 -
+
0x000-0x01e - January
0x1ae/0x22 - can poach flag?
+
0x01f-0x03a - February
0x1af - can earn experience
+
0x03b-0x059 - March
0x1b0 - Earned Experience (For Display?)
+
0x05a-0x077 - April
0x1b1 - Earned JP
+
0x078-0x096 - May
0x1b2 - Level (For Level UP! event?)
+
0x097-0x0b4 - June
0x1b3 - Job Level (stored if level changed)
+
0x0b5-0x0d3 - July
0x1b4 - ? (byte)
+
0x0d4-0x0f2 - August
0x1b5 -  
+
0x0f3-0x110 - September
 
+
0x111-0x12f - October
0x1b7 - Inflicted/Removed Status Counter (max of 0x1b)
+
0x130-0x14d - November
0x1b8 - Display Flags 1
+
0x14e-0x16c - December
  0x80 - CT Bonus
+
  0x0009: Zodiac Sign
  0x40 - CT Damage
+
0xf0 -  
  0x20 - SP Bonus
+
0xe0 -  
  0x10 - SP Damage
+
  0xd0 -  
  0x08 - MP Healing
+
  0xc0 - Serpentarius
  0x04 - MP Damage
+
  0xb0 - Pisces
  0x02 - HP Healing
+
  0xa0 - Aquarius
  0x01 - HP Damage
+
  0x90 - Capricorn
0x1b9 - Display Flags 2
+
  0x80 - Sagittarius
  0x80 - MA Bonus
+
  0x70 - Scorpio
  0x40 - MA Damage
+
  0x60 - Libra
  0x20 - PA Bonus
+
0x50 - Virgo
  0x10 - PA Damage
+
  0x40 - Leo
  0x08 - Faith Bonus
+
  0x30 - Cancer
0x04 - Faith Damage
+
  0x20 - Gemini
0x02 - Brave Bonus
+
  0x10 - Taurus
0x01 - Brave Damage
+
  0x00 - Aries
  0x1ba - Display Flags 3
+
0x000a - Innate Ability 1
0x80 - "Guarded"
+
0x000c - Innate Ability 2
0x40 - "Missed!"
+
0x000e - Innate Ability 3
0x20 - "CT0"
+
  0x0010 - Innate Ability 4
0x10 - "Quick"
+
0x0012 - Primary Skillset
0x08 - "Broken"
+
0x0013 - Secondary Skillset
0x04 - "Stolen"
+
0x0014 - Reaction Ability
0x02 - +"1Lv."
+
0x0016 - Support Ability
0x01 - -"1Lv."
+
0x0018 - Movement Ability
  0x1bb - Display Flags 4
+
0x001a - Head
0x20 - "No MP"
+
0x001b - Body
0x10 - "Silenced"
+
0x001c - Accessory
0x08 - "No Target"
+
0x001d - Right Hand Weapon
0x04 - Gained JP
+
  0x001e - Right Hand Shield
0x02 - Gained Exp
+
0x001f - Left Hand Weapon
0x01 - "Caught"
+
0x0020 - Left Hand Shield
+
0x0021 - Experience
 
+
0x0022 - Level
+
0x0023 - Original Brave
  0x1bc - End of Inflicted/Removed Status ID List (0x1b long, counts backwards)
+
0x0024 - Brave
0x80 - Removal Flag
+
0x0025 - Original Faith
 
+
  0x0026 - Faith
  0x01d8 - Unit Sprite Data
+
0x0027 - 1 = Unit's Turn?
0x1d8 - Graphic trigger
+
  0x0028 - HP
0x1da -  
+
0x002a - Max HP
0x1dc - Current animation (halfword)
+
0x002c - MP
0x1de - frame command byte counter (unit)
+
  0x002e - Max MP
0x1e0 - Frame
+
0x0030 - Original PA
0x1e2 - Wait time (in frames)
+
0x0031 - Original MA
0x1e4 - Loop counter
+
0x0032 - Original SP
0x1e6 - Unit animation
+
0x0033 - Bonus PA (doubles as minimum (bonus + 1) stats?)
0x1ea - Slow down amount
+
0x0034 - Bonus MA
0x1ec - Frame offset (jarring)
+
0x0035 - Bonus SP
0x1ee - Wait command: frames left to wait
+
0x0036 - PA
0x1f0 - rotation bytes
+
0x0037 - MA
0x01 - transparent
+
0x0038 - SP
0x02 - Flip horizontally
+
0x0039 - CT
0x04 - flip vertically
+
0x003a - Move
+
0x003b - Jump
0x1f4 - SHP Data Pointer
+
0x003c - WP 1
0x1f8 - SEQ Data Pointer
+
0x003d - WP 2
0x1fc - SHP Data Pointer
+
0x003e - WEVA 1
0x200 - SEQ Data Pointer
+
0x003f - WEVA 2
0x204 - Sprite Display Section Pointer in Misc Data
+
0x0040 - Acc. PEV
+
0x0041 - RH Shield PEV
  0x208 - WEP Sprite Data? (0x362) (seems to be 'current' weapon animation data.)
+
0x0042 - LH Shield PEV
0x208 - Graphic trigger (1 is on screen, 0 is not on screen)
+
0x0043 - C-Ev
0x20a - Graphic type (1 = Weapon, 2 = Effect) (Halfword)
+
0x0044 - Acc. MEV
  0x20c - Weapon Animation (Halfword)
+
0x0045 - RH Shield MEV
  0x20e - frame command byte counter (weapon) (Halfword)
+
  0x0046 - LH Shield MEV
  0x210 - Frame (Halfword)
+
0x0047 - X Coordinate
  0x212 - amount of frames to stay unmoving
+
0x0048 - Y Coordinate
  0x214 - loop counter
+
0x0049:
  0x216 - Weapon animation (saved)
+
  0x80 - Higher Elevation
  0x21a - Frame Delay (halfword)
+
  0x40 - Stepping Stone
  0x21c - Another Frame offset? math works out in favour of making 1 here look like a low strike.
+
  0x20 -  
  0x21e - Frame offset
+
  0x10 -  
 
+
  0x08 -  
  0x220 - Rotation bytes
+
  0x04 -  
0x01 - transparent
+
  0x03 - Facing East
0x02 - Flip horizontally
+
  0x02 - Facing North
0x04 - flip vertically
+
  0x01 - Facing West
 
+
  0x00 - Facing South
  0x224 - SHP Data pointer (Word)
+
0x004a: Equippable Items 1
  0x228 - SEQ Data pointer (Word)
+
  0x80 - Barehanded
  0x22c - ? Display data pointer (with the 3 bytes of info and 1 byte of padding. Word)
+
0x40 - Knife
 
+
0x20 - Ninja Blade
  0x238 - EFF Sprite Data? (0x3e6)
+
0x10 - Sword
  0x238 - graphic trigger?
+
  0x08 - Knight's Sword
  0x23a - graphic type? (1 = weapon, 2 = effect) (halfword)
+
  0x04 - Katana
  0x23d - effect animation (halfword)
+
  0x02 - Axe
  0x23e - frame command byte counter (effect) (Halfword)
+
0x01 - Rod
  0x240 - Frame? (Halfword)=
+
  0x004b: Equippable Items 2
  0x242 - Frame + Frame delay + frame command byte (halfword)
+
  0x80 - Staff
  0x244 -  
+
  0x40 - Flail
  0x246 - Effect animation?
+
  0x20 - Gun
  0x24a - Frame delay (basically always 0) (halfword)
+
  0x10 - Crossbow
  0x24c - Effect rotation? (halfword)
+
  0x08 - Bow
  0x24e - Wait command: Frames left to wait
+
  0x04 - Instrument
+
  0x02 - Book
  0x220 - Rotation bytes
+
  0x01 - Polearm
  0x01 - transparent
+
0x004c: Equippable Items 3
0x02 - Flip horizontally
+
  0x80 - Pole
0x04 - flip vertically
+
  0x40 - Bag
 
+
  0x20 - Cloth
  0x254 - SHP Data pointer?
+
0x10 - Shield
  0x258 - SEQ Data pointer?
+
  0x08 - Helmet
  0x25c - ? Display data pointer(?)
+
0x04 - Hat
0x268 - Numerical Display Data? (0x3aa)
+
0x02 - Hair Adornment
0x298 - Shadow (0x3ce)
+
0x01 - Armor
+
0x004d: Equippable Items 4
  0x2bc - Activation flag for Numerical Display/Status text
+
  0x80 - Clothing
~ 0x2be - Display Type
+
  0x40 - Robe
  0x0200 - (uses 0x18e list?)
+
  0x20 - Shoes
  0x0100 - "No MP"
+
  0x10 - Armguard
  0x00f0 - "Silenced"
+
0x08 - Ring
  0x00e0 - "No Target"
+
0x04 - Armlet
  0x00d0 - "CT0"
+
0x02 - Cloak
  0x00c0 - "Quick"
+
0x01 - Perfume
  0x00b0 - "Broken"
+
  0x004e: Innate Statuses 1
  0x00a0 - "Stolen"
+
0x80 -  
  0x0090 - +"1Lv."
+
  0x40 - Crystal
  0x0080 - -"1Lv."
+
  0x20 - Dead
  0x0070 - Status Removal
+
  0x10 - Undead
  0x0060 - Status Infliction
+
  0x08 - Charging
  0x0050 - Gained JP
+
  0x04 - Jump
  0x0040 - Gained Exp
+
  0x02 - Defending
  0x0030 - "Caught"
+
  0x01 - Performing
  0x0020 - "Guarded"
+
0x004f: Innate Statuses 2
  0x0010 - "Missed!"
+
  0x80 - Petrify
  0x000f - MA Bonus
+
  0x40 - Invite
  0x000e - MA Damage
+
  0x20 - Darkness
  0x000d - PA Bonus
+
0x10 - Confusion
  0x000c - PA Damage
+
  0x08 - Silence
  0x000b - Faith Bonus
+
  0x04 - Blood Suck
  0x000a - Faith Damage
+
  0x02 - Cursed
  0x0009 - Brave Bonus
+
  0x01 - Treasure
  0x0008 - Brave Damage
+
0x0050: Innate Statuses 3
  0x0007 - CT Bonus
+
  0x80 - Oil
  0x0006 - CT Damage
+
  0x40 - Float
  0x0005 - SP Bonus
+
  0x20 - Reraise
  0x0004 - SP Damage
+
  0x10 - Transparent
  0x0003 - MP Healing
+
  0x08 - Berserk
  0x0002 - MP Damage
+
  0x04 - Chicken
  0x0001 - HP Healing
+
  0x02 - Frog
  0x0000 - HP Damage
+
  0x01 - Critical
`
+
0x0051: Innate Statuses 4
0x2c0 - Number to Display (JP/EXP/HP/MP/CT/SP/PA/MA/Br/Fa)
+
  0x80 - Poison
  NOTE: the way they go about doing it is messy; you could get the same
+
  0x40 - Regen
  result by dividing by 10 each pass through a loop (with the limit = # of
+
  0x20 - Protect
  digits to display), storing the remainder as the digit, and sending the
+
  0x10 - Shell
  remaining value through the next pass.
+
  0x08 - Haste
 
+
  0x04 - Slow
0x2c2 - Display Type (set to 0 if 0x2bc = 0, capped at 0x15; gets 0x45980 added to it)
+
  0x02 - Stop
  (some frame/animation thing? used for loading 0x67bac data)
+
  0x01 - Wall
0x2c4 - Numerical Display Pointer 1
+
0x0052: Innate Statuses 5
0x2c8 - Numerical Display Pointer 2
+
  0x80 - Faith
0x2cc - Numerical Display Pointer 3
+
  0x40 - Innocent
+
  0x20 - Charm
0x2d0 - something with display for item abilities?
+
0x10 - Sleep
0x2d8 - Item/Equip Display Pointer
+
0x08 - Don't Move
 
+
  0x04 - Don't Act
  0x2dc - Activation byte for Status Bubble
+
  0x02 - Reflect
0x2dd - Which status bubble to show
+
  0x01 - Death Sentence
0x2de - X location of status bubble
+
0x0053: Status Immunities 1
0x2df - Y location of status bubble
+
  0x80 -
0x2e0 - Timer (word)
+
0x40 - Crystal
0x2e4 - ? Pointer to 0x410 data - Status Bubble
+
0x20 - Dead
+
  0x10 - Undead
0x2e8 - Unused Section
+
0x08 - Charging
 
+
0x04 - Jump
  *Display*
+
0x02 - Defending
 
+
0x01 - Performing
0x31c - Sprite Display Section (8 graphical sections) (0x46 each) - Main Sprite
+
  0x0054: Status Immunities 2
  0x00 - Red Shading
+
0x80 - Petrify
  0x01 - Green Shading
+
0x40 - Invite
  0x02 - Blue Shading
+
0x20 - Darkness
  0x03 - number of graphics to be loaded
+
0x10 - Confusion
  0x04 - VRAM Spritesheet ID
+
0x08 - Silence
0x00 - Map
+
0x04 - Blood Suck
0x01 - Map?
+
0x02 - Cursed
0x02 - Map?
+
0x01 - Treasure
0x03 - Map? (had height) (upper right screen)
+
  0x0055: Status Immunities 3
0x04 - active unit SPR2? EVTCHR1?
+
0x80 - Oil
0x05 - Formation screen (active unit SPR3 +? EVTCHR2?)
+
  0x40 - Float
0x06 - Last loaded Menus
+
  0x20 - Reraise
0x07 - unit billboard
+
  0x10 - Transparent
0x08 - Wep2, Wep3
+
  0x08 - Berserk
0x09 - Wep1
+
  0x04 - Chicken
0x0a - some background
+
0x02 - Frog
0x0b - frog/chicken/crystals
+
0x01 - Critical
0x0c - none
+
0x0056: Status Immunities 4
0x0d - some checkerboard with fonts?
+
0x80 - Poison
0x0e - checkerboard with fronts + random stuff
+
0x40 - Regen
0x0f - more checkerboard + random
+
0x20 - Protect
0x10 - 0x13 - maps again
+
0x10 - Shell
0x14 - First Unit Spritesheet
+
0x08 - Haste
0x1c - Global Portrait list?
+
0x04 - Slow
0x1d - in battle portraits + random spritesheet stuff
+
0x02 - Stop
0x1e - Wep sheet? item.bin?
+
0x01 - Wall
0x1f - Frame.bin
+
0x0057: Status Immunities 5
0x3f - Item.bin
+
0x80 - Faith
0x80 - some flag
+
0x40 - Innocent
0x40 - ??
+
0x20 - Charm
0x20 - some flag, does nothing?
+
0x10 - Sleep
+
0x08 - Don't Move
  0x06 - VRAM Palette ID
+
0x04 - Don't Act
  0x08 - X Size (stretches sprite to this size)
+
0x02 - Reflect
  0x0a - Y Size (stretches sprite to this size)
+
0x01 - Death Sentence
  0x0c - upper bit, Spin on Y axis (direction sprite is facing)
+
0x0058: Current Statuses 1 <span id="Current Statuses"></span>
  0x0d - lower bit, Spin on Y axis (direction sprite is facing)
+
0x80 -  
+
0x40 - Crystal
  Sprite data (duplicate occurances per graphic loaded for this sprite)
+
0x20 - Dead
  0x0e - X Shift on screen
+
  0x10 - Undead
  0x0f - Y Shift on screen
+
  0x08 - Charging
  0x10 - Image Width
+
  0x04 - Jump
  0x11 - Image Height
+
  0x02 - Defending
  0x12 - X Load Location from spritesheet
+
  0x01 - Performing
  0x13 - Y Load Location
+
0x0059: Current Statuses 2
  0x14 - x/y reverse and VRAM flags
+
  0x80 - Petrify
0x80 - only hard-set flag? if error computing size of graphic
+
  0x40 - Invite
0x40 - related to which SPR is loaded? set based on frame ID being loaded
+
  0x20 - Darkness
0x20 - related to which SPR is loaded? set based on frame ID being loaded
+
  0x10 - Confusion
0x10 -  
+
  0x08 - Silence
0x08 -  
+
  0x04 - Blood Suck
0x04 - vertical flip
+
  0x02 - Cursed
0x02 - horizontal flip
+
  0x01 - Treasure
0x01 - transparent
+
0x005a: Current Statuses 3
 
+
0x80 - Oil
  0x362 - WEP1 Display Data
+
0x40 - Float
  0x362 + 0x00 - Red shading
+
0x20 - Reraise
0x01 - Green shading
+
0x10 - Transparent
0x02 - Blue shading
+
0x08 - Berserk
0x03 - how many graphics to load
+
0x04 - Chicken
0x04 - VRAM Spritesheet ID and some other nonsense (halfword)
+
0x02 - Frog
0x06 - VRAM Palette ID and some other nonsense (Halfword)
+
0x01 - Critical
0x08 - image stretch (horizontal, halfword but only the lower byte is considered)
+
  0x005b: Current Statuses 4
0x0a - image stretch (vertical, and ditto)
+
  0x80 - Poison
0x0c - spin on Y axis? (halfword)
+
0x40 - Regen
0x0e - X shift
+
0x20 - Protect
0x0f - Y shift
+
0x10 - Shell
+
0x08 - Haste
Graphic data (duplicated per weapon graphic loaded)
+
0x04 - Slow
0x10 - Image Width
+
0x02 - Stop
0x11 - Image Height
+
0x01 - Wall
0x12 - X Load location (In pixels)
+
0x005c: Current Statuses 5
0x13 - Y Load location (In Pixels)
+
0x80 - Faith
0x14 - VRAM flags?
+
0x40 - Innocent
0x1 -  
+
0x20 - Charm
0x2 -  
+
0x10 - Sleep
0x4 -  
+
0x08 - Don't Move
0x8 -  
+
0x04 - Don't Act
 
+
0x02 - Reflect
  0x386 - EFF Display data
+
0x01 - Death Sentence
0x362 + 0x00 - Red shading
+
Status CT decrement routines ~1837A0
0x01 - Green shading
+
0x005d - Poison CT
0x02 - Blue shading
+
0x005e - Regen CT
0x03 - how many graphics to load
+
0x005f - Protect CT
0x04 - VRAM Spritesheet ID and some other nonsense (halfword)
+
0x0060 - Shell CT
0x06 - VRAM Palette ID and some other nonsense (Halfword)
+
0x0061 - Haste CT
0x08 - image stretch (horizontal, halfword but only the lower byte is considered)
+
  0x0062 - Slow CT
0x0a - image stretch (vertical, and ditto)
+
  0x0063 - Stop CT
0x0c - spin on Y axis? (halfword)
+
0x0064 - Wall CT
0x0e - X shift
+
0x0065 - Faith CT
0x0f - Y shift
+
0x0066 - Innocent CT
 
+
0x0067 - Charm CT
Graphic data (duplicated per effect graphic loaded)
+
0x0068 - Sleep CT
0x10 - Image Width
+
0x0069 - Don't Move CT
0x11 - Image Height
+
0x006a - Don't Act CT
0x12 - X Load location (In pixels)
+
0x006b - Reflect CT
0x13 - Y Load location (In Pixels)
+
0x006c - Death Sentence CT
0x14 - VRAM flags
+
0x006d: Elemental Absorption
0x1 -  
+
0x80 - Fire
0x2 -  
+
0x40 - Lightning
0x4 -  
+
0x20 - Ice
0x8 -  
+
0x10 - Wind
+
0x08 - Earth
0x3aa - ? Display (3 Sprite Data Sections, plus 1 byte padding?)
+
0x04 - Water
+
0x02 - Holy
+
0x01 - Dark
  0x3ce - Numerical Display Section 1 (these have 1 Sprite Data section) (0x16 bytes each)
+
0x006e: Elemental Nullification
  0x00 - Red
+
0x80 - Fire
  0x01 - Green
+
0x40 - Lightning
  0x02 - Blue
+
0x20 - Ice
  0x03 - Image type
+
0x10 - Wind
  0x04 - VRam Spritesheet ID
+
0x08 - Earth
  0x05 -  
+
0x04 - Water
  0x06 - half - initialized to 0x10 in misc data + 0x0100
+
0x02 - Holy
  0x08 - X stretch (half)
+
0x01 - Dark
  0x0a - Y stretch (half)
+
  0x006f: Elemental Halving
 
+
  0x80 - Fire
  0x14 - initialized to 0 (VRAM flags?)
+
  0x40 - Lightning
 
+
  0x20 - Ice
0x3e4 - Numerical Display Section 2
+
0x10 - Wind
  0x00 - X Shift
+
  0x08 - Earth
  0x01 - Y Shift
+
  0x04 - Water
  0x02 - Image Width
+
  0x02 - Holy
  0x03 - Image Height
+
  0x01 - Dark
  0x04 - X Load Location
+
0x0070: Elemental Weakness
  0x05 - Y Load Loaction (2 bytes?)
+
  0x80 - Fire
0x3fa - Numerical Display Section 3
+
  0x40 - Lightning
  0x00 - X Shift
+
  0x20 - Ice
  0x01 - Y Shift
+
  0x10 - Wind
0x02 - Image Width
+
0x08 - Earth
0x03 - Image Height
+
  0x04 - Water
0x04 - X Load Location
+
  0x02 - Holy
0x05 - Y Load Loaction (2 bytes?)
+
  0x01 - Dark
+
0x0071: Elements Strengthened
  0x410 - Status Text/Bubbles Display Section (1 Sprite Data Section)
+
  0x80 - Fire
0x00 - Red Shading
+
  0x40 - Lightning
0x01 - Green Shading
+
  0x20 - Ice
0x02 - Blue Shading
+
  0x10 - Wind
~ 0x03 - Sprite Type?
+
0x08 - Earth
0x00 - None
+
0x04 - Water
0x01 - Text?
+
  0x02 - Holy
0x02 - Monster? (Panther)
+
  0x01 - Dark
0x03 - Type 1? (Units and Goblin)
+
0x0072 - Raw HP
` 0x04 - ? (one frame in chanting/riding chocobo)
+
0x0075 - Raw MP
 
+
0x0078 - Raw SP
0x06 - Chocobo?
+
0x007b - Raw PA
~ 0x04 - VRAM Spritesheet ID
+
0x007e - Raw MA
0x00 - Map
+
0x0081 - HP Growth
0x01 - Map?
+
  0x0082 - HP Multiplier
0x02 - Map?
+
0x0083 - MP Growth
0x03 - Map? (had height) (upper right screen
+
0x0084 - MP Multiplier
0x04 - active unit SPR2? EVTCHR1?
+
0x0085 - SP Growth
0x05 - Formation screen (active unit SPR3 +? EVTCHR2?)
+
0x0086 - SP Multiplier
0x06 - Last loaded Menus
+
0x0087 - PA Growth
0x07 - unit billboard
+
0x0088 - PA Multiplier
0x08 - Wep2, Wep3
+
0x0089 - MA Growth
0x09 - Wep1
+
0x008a - MA Multiplier
0x0a - some background
+
0x008b: Reactions 1 <span id="Reactions"></span>
0x0b - frog/chicken/crystals
+
0x80 - PA Save
0x0c - none
+
0x40 - MA Save
0x0d - some checkerboard with fonts?
+
0x20 - Speed Save
0x0e - checkerboard with fronts + random stuff
+
0x10 - Sunken State
0x0f - more checkerboard + random
+
0x08 - Caution
0x10 - 0x13 - maps again
+
0x04 - Dragon Spirit
0x14 - First Unit Spritesheet
+
0x02 - Regenerator
0x1c - Global Portrait list?
+
0x01 - Brave UP
0x1d - in battle portraits + random spritesheet stuff
+
0x008c: Reactions 2
0x1e - Wep sheet? item.bin?
+
0x80 - Face (Faith) UP
0x1f - Frame.bin
+
0x40 - HP Restore
0x3f - Item.bin
+
0x20 - MP Restore
0x80 - some flag
+
0x10 - Critical Quick
0x40 - ??
+
0x08 - Meatbone Slash
` 0x20 - some flag, does nothing?
+
0x04 - Counter Magic
+
0x02 - Counter Tackle
  0x06 - VRAM Palette ID
+
0x01 - Counter Flood
  0x08 - X Size (stretches sprite to this size)
+
0x008d: Reactions 3
  0x0a - Y Size (stretches sprite to this size)
+
0x80 - Absorb Used MP
  0x0c - Spin on Y axis (direction sprite is facing)
+
0x40 - Gilgame Heart
  0x0d -  
+
0x20 - Reflect
+
0x10 - Auto Potion
  *Sprite Data (7 bytes each)*
+
0x08 - Counter
  0x0e - X Shift on screen
+
0x04 -  
  0x0f - Y Shift on screen
+
0x02 - Distribute
  0x10 - Image Width
+
0x01 - MP Switch
  0x11 - Image Height
+
0x008e: Reactions 4   
  0x12 - X Load Location from spritesheet
+
0x80 - Damage Split
  0x13 - Y Load Loaction (2 bytes?)
+
0x40 - Weapon Guard
  0x14 - VRAM flags?
+
0x20 - Finger Guard
0x426 - Item/Equip Display Section (1 Sprite Data Section)
+
  0x10 - Abandon
 
+
  0x08 - Catch
0x43c - initialization byte
+
  0x04 - Blade Grasp
(end page for above)
+
  0x02 - Arrow Guard
 
+
  0x01 - Hamedo
800bda04 -  
+
0x008f: Support 1
0x04 - X/Y Shift for number display
+
  0x80 - Equip Armor
0x06 - Image Width/Height
+
  0x40 - Equip Shield
 
+
  0x20 - Equip Sword
 
+
  0x10 - Equip Katana
800bdd24 - some effect coordinate address?
+
  0x08 - Equip Crossbow
 
+
  0x04 - Equip Spear
800bde64
+
  0x02 - Equip Axe
 
+
  0x01 - Equip Gun
800c7ca8 - Camera zoom level (word); Higher number means more zoom
+
  0x0090: Support 2
    Normal battle zoomed-out value: 0x0c00
+
0x80 - Half of MP
    Normal battle zoomed-in value: 0x1000
+
0x40 - Gained JP-UP
 
+
0x20 - Gained EXP-UP
800c7ce8 - start of VRAM spritesheet data (store decompressed attacking graphics from unit spriteesheet)
+
0x10 - Attack UP
  0x00 - misc unit ID?
+
0x08 - Defense UP
 
+
0x04 - Magic Attack UP
800d4640 - Palettes
+
0x02 - Magic Defense UP
800e466e - end of VRAM spritesheet data ?
+
0x01 - Concentrate
 
+
  0x0091: Support 3
800e4e90 - Cursor X Coordinate
+
0x80 - Train
800e4e94 - Cursor Map Level
+
0x40 - Secret Hunt
800e4e98 - Cursor Y Coordinate
+
0x20 - Martial Arts
 
+
0x10 - Monster Talk
800e4e9c - Map Max X coordinate
+
0x08 - Throw Item
800e4ea0 - Map Max Y coordinate
+
0x04 - Maintenance
800e4ea4 - Modified Palettes (14 chunks at 512 bytes each)
+
0x02 - Two Hands
0x000 -> Modified Palettes
+
0x01 - Two Swords
0x982 ->
+
  0x0092: Support 4
 
+
0x80 - Monster Skill
800e6b94 - current map data
+
0x40 - Defend
 
+
0x20 - Equip Change
800e6bb0 - list of return addresses
+
0x10 -  
800e6c98 - list of return addresses
+
0x08 - Short Charge
 
+
0x04 - Non-Charge
800e6edc -  
+
0x02 -  
 
+
0x01 -  
800f4200 - Map GNS section 3 duplicate (initialised [[000f4dd4 - 000f5574]]) (below needs to be in map related page?)
+
0x0093: Movement 1
 
+
0x80 - Move +1
  0x88 - Counter for moving GNS data
+
0x40 - Move +2
  0x8a -
+
0x20 - Move +3
  0x8c -  
+
0x10 - Jump +1
  0x8e -  
+
0x08 - Jump +2
  0x90 - GNS line header (normally 0x22, caps the value at 0x88?)
+
0x04 - Jump +3
  0x92 - load room arrangement this GNS line applies to?
+
0x02 - Ignore Height
  0x94 - Full map command halfword? (or command + something else?)
+
0x01 - Move-HP UP
  0x96 - buffer? (all 0)
+
0x0094: Movement 2
  0x98 - ? (normally 0x14?)
+
0x80 - Move-MP UP
  0x9a - ? (normally 0x00?)
+
  0x40 - Move-Get EXP
  0x9c - buffer?
+
  0x20 - Move-Get JP
  0x9e - buffer?
+
  0x10 - Cannot Enter Water
  0xa0 - buffer?
+
  0x08 - Teleport
+
  0x04 - Teleport 2
+
  0x02 - Any Weather
800f5ba8 - current loaded map (set at f385c)
+
  0x01 - Any Ground
+
0x0095: Movement 3
800f
+
  0x80 - Walk on Water
+
  0x40 - Move in Water
800f5c58 - map data (specifically some kind of pseudo command? certain values are set and expected in map loading and reloading routines)
+
  0x20 - Move on Lava
0x00 - Load map?
+
  0x10 - Move Underwater
0x01 - Don't load map?
+
  0x08 - Float
0x0f - clears a sleuth of map data (starting at 0x800f7a65, clears every 0x14 values backwards)
+
  0x04 - Fly
800f5c5c - similar case as above. has some kind of format with above?
+
  0x02 - Silent Walk
0x00 - reload current map? (does not check for existing map - nor initialise some values)
+
0x01 - Move-Find Item
0x02 - load new map? (from overworld? from another map?)
+
0x0096 - Unlocked Jobs 1-8 (all of these start at 0x80 and count down)
0x93 - clear snowy weather? (is this all it does?)
+
0x0097 - Unlocked Jobs 9-16
 
+
0x0098 - Unlocked Jobs 17-20
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...))
+
0x0099 - Base Action Abilities 1-8
 
+
0x009a - Base Action Abilities 9-16
800f5e74 - Move-Find Item Data (and Traps)
+
0x009b - Base R/S/M 1-6
  0x00 - X/Y Coordinate (Y + X * 16, up to 15 each)
+
0x009c - Chemist Action Abilities 1-8
                Upper Nibble - 0x?X - X Coordinate
+
0x009d - Chemist Action Abilities 9-16
                Lower Nibble - 0xX? - Y Coordinate
+
0x009e - Chemist R/S/M 1-6
  0x01 - Trap
+
0x009F - Knight Action Abilities 1-8
0x80 - No Activation
+
0x00A0 - Knight Action Abilities 9-16
0x40 - Unknown
+
0x00A1 - Knight R/S/M 1-6
0x20 - Always Trap
+
0x00A2 - Archer Action Abilities 1-8
0x10 - Disable Trap
+
0x00A3 - Archer Action Abilities 9-16
0x08 - Steel Needle
+
  0x00A4 - Archer R/S/M 1-6
0x04 - Sleeping Gas
+
0x00A5 - Monk Action Abilities 1-8
0x02 - Deathtrap
+
0x00A6 - Monk Action Abilities 9-16
0x01 - Degenerator
+
  0x00A7 - Monk R/S/M 1-6
  0x02 - Rare Item ID
+
0x00A8 - Priest Action Abilities 1-8
  0x03 - Common Item ID
+
0x00A9 - Priest Action Abilities 9-16
 
+
0x00AA - Priest R/S/M 1-6
  0x04-0x0f - same as above, but for locations 2-4
+
0x00AB - Wizard Action Abilities 1-8
 
+
  0x00AC - Wizard Action Abilities 9-16
800f64dc
+
  0x00AD - Wizard R/S/M 1-6
 
+
0x00AE - Time Mage Action Abilities 1-8
800f6860 - Map Max X
+
  0x00AF - Time Mage Action Abilities 9-16
800f6864 - Map Max Y
+
0x00B0 - Time Mage R/S/M 1-6
 
+
0x00B1 - Summoner Action Abilities 1-8
 
+
0x00B2 - Summoner Action Abilities 9-16
800f70b4 - map data?
+
0x00B3 - Summoner R/S/M 1-6
 
+
0x00B4 - Thief Action Abilities 1-8
800fc558 - ?? map data?
+
0x00B5 - Thief Action Abilities 9-16
+
  0x00B6 - Thief R/S/M 1-6
800fa6c6 - important duplicate GNS data
+
  0x00B7 - Mediator Action Abilities 1-8
  0x1cc - texture file GNS line
+
  0x00B8 - Mediator Action Abilities 9-16
  0x398 - primary mesh GNS line
+
0x00B9 - Mediator R/S/M 1-6
  0x3ac - Override mesh GNS line
+
0x00BA - Oracle Action Abilities 1-8
80121ffc - Map LBA data pointer (loaded from scus by [[00044414 - 000444d8]], saved 0x000f3788 and 0x000f37d4)
+
  0x00BB - Oracle Action Abilities 9-16
+
  0x00BC - Oracle R/S/M 1-6
80124604 - Map GNS Data duplicate
+
  0x00BD - Geomancer Action Abilities 1-8
  0x00 - stored 0x00 at 0x07c01af0
+
0x00BE - Geomancer Action Abilities 9-16
 
+
0x00BF - Geomancer R/S/M 1-6
  0x04 - File Type? (0117 = Texture)
+
0x00C0 - Lancer Action Abilities 1-8
 
+
0x00C1 - Lancer Action Abilities 9-16
0x08 - LBA Sector
+
0x00C2 - Lancer R/S/M 1-6
  0x0c - File Size (multiples of 0x800)
+
0x00C3 - Samurai Action Abilities 1-8
80167920 - Maps status index to text image data index (Index for array at 0x8014cf68)
+
0x00C4 - Samurai Action Abilities 9-16
        ff ff 00 01 ff ff ff ff
+
0x00C5 - Samurai R/S/M 1-6
        02 03 04 05 06 07 ff ff
+
0x00C6 - Ninja Action Abilities 1-8
        08 09 0a 0b 0c ff 30 ff
+
0x00C7 - Ninja Action Abilities 9-16
        0d 0e 0f 10 11 12 13 ff
+
0x00C8 - Ninja R/S/M 1-6
        14 15 16 17 18 19 1a 1b
+
0x00C9 - Calculator Action Abilities 1-8
 
+
0x00CA - Calculator 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)
+
0x00CB - Calculator R/S/M 1-6
    Even heights use 2 entries:  one for "h", one for height number / 2
+
0x00CC - Bard Action Abilities 1-8
    Odd heights use 3 entries: one for "h", one for height number / 2, one for .5
+
0x00CD - Bard Action Abilities 9-16
        0x00: X Load Location (2 bytes, but high byte is ignored)
+
0x00CE - Bard R/S/M 1-6
        0x02: Y Load Location (2 bytes, but high byte is ignored)
+
0x00CF - Dancer Action Abilities 1-8
        0x04: Width (2 bytes)
+
0x00D0 - Dancer Action Abilities 9-16
        0x06: Height (2 bytes)
+
0x00D1 - Dancer R/S/M 1-6
        0x08: X Screen Location Offset (2 bytes) - Negative value to shift image left, Positive to shift image right
+
0x00D2 - Base/Chemist Job Level
        0x0a: Y Screen Location Offset (2 bytes) - Negative value to shift image up, Positive to shift image down
+
0x00D3 - Knight/Archer Job Level
     
+
0x00D4 - Monk/Priest Job Level
80168324 - Maps height number (displayed height * 2) to start of height image display data index (Index for array at 0x80167994)
+
0x00D5 - Wizard/Time Mage Job Level
        00 02 05 07 0a 0c 0f 11
+
0x00D6 - Summoner/Thief Job Level
        14 16 19 1b 1e 20 23 25
+
0x00D7 - Mediator/Oracle Job Level
        28 2a 2d 2f 32 35 39 3c
+
0x00D8 - Geomancer/Lancer Job Level
        40 43 47 4a 4e 51 55 58
+
0x00D9 - Samurai/Ninja Job Level
        5c 5f 63 66 6a 6d 71 74
+
0x00DA - Calculator/Bard Job Level
        78 7b 7f 82 86 89 8d 90
+
0x00DB - Dancer/Mime Job Level
        94 97 9b 9e a2 a5 a9 ac
+
0x00DC - Base Job JP
        b0 b3 b7 ba b3 c1 c5 c8
+
0x00DE - Chemist Job JP
        cc
+
0x00E0 - Knight Job JP
 
+
0x00E2 - Archer Job JP
8016836c - Color shading values for height number (top right) display
+
0x00E4 - Monk Job JP
    0x00: Red shading value for top-left corner
+
0x00E6 - Priest Job JP
    0x01: Green shading value for top-left corner
+
0x00E8 - Wizard Job JP
    0x02: Blue shading value for top-left corner
+
0x00EA - Time Mage Job JP
    0x04: Red shading value for top-right corner
+
0x00EC - Summoner Job JP
    0x05: Green shading value for top-right corner
+
0x00EE - Thief Job JP
    0x06: Blue shading value for top-right corner
+
0x00F0 - Mediator Job JP
    0x08: Red shading value for bottom-left corner
+
0x00F2 - Oracle Job JP
    0x09: Green shading value for bottom-left corner
+
0x00F4 - Geomancer Job JP
    0x0a: Blue shading value for bottom-left corner
+
0x00F6 - Lancer Job JP
    0x0c: Red shading value for bottom-right corner
+
0x00F8 - Samurai Job JP
    0x0d: Green shading value for bottom-right corner
+
0x00FA - Ninja Job JP
    0x0e: Blue shading value for bottom-right corner
+
0x00FC - Calculator Job JP
 
+
0x00FE - Bard Job JP
80173cbc - List of entries for height display
+
0x0100 - Dancer Job JP
    Struct data for height display entry: 0x34 (52) bytes long
+
0x0102 - Mime Job JP
        0x00 - 0x02: Byte sequence 0x17, 0x3c, 0xf0; Can sometimes be other values; Causes bizarre display errors if value is wrong
+
0x0104 - Total Base Job JP
        0x03: Flags? 0x0c? (1 byte)
+
0x0106 - Total Chemist Job JP
        0x04: Red shading value for top-left corner (1 byte)
+
0x0108 - Total Knight Job JP
        0x05: Green shading value for top-left corner (1 byte)
+
0x010A - Total Archer Job JP
        0x06: Blue shading value for top-left corner (1 byte)
+
0x010C - Total Monk Job JP
        0x07: Flags? 0x3e, or 0x3c? (1 byte)
+
0x010E - Total Priest Job JP
        0x08: X Screen Location (2 bytes)
+
0x0110 - Total Wizard Job JP
        0x0a: Y Screen Location (2 bytes)
+
0x0112 - Total Time Mage Job JP
        0x0c: X Load Location (1 byte)
+
0x0114 - Total Summoner Job JP
        0x0d: Y Load Location (1 byte)
+
0x0116 - Total Thief Job JP
        0x0e: 0x7cfc? (2 bytes)
+
0x0118 - Total Mediator Job JP
        0x10: Red shading value for top-right corner (1 byte)
+
0x011A - Total Oracle Job JP
        0x11: Green shading value for top-right corner (1 byte)
+
0x011C - Total Geomancer Job JP
        0x12: Blue shading value for top-right corner (1 byte)
+
0x011E - Total Lancer Job JP
        0x13: Zero (0) (Unused)? (1 byte)
+
0x0120 - Total Samurai Job JP
        0x14: X Screen Location + Width (2 bytes)
+
0x0122 - Total Ninja Job JP
        0x16: Y Screen Location (2 bytes)
+
0x0124 - Total Calculator Job JP
        0x18: X Load Location + Width (1 byte)
+
0x0126 - Total Bard Job JP
        0x19: Y Load Location (1 byte)
+
0x0128 - Total Dancer Job JP
        0x1a: Spritesheet ID (0x001e = ITEM.BIN, 0x001f = FRAME.BIN) (2 bytes)
+
0x012A - Total Mime Job JP
        0x1c: Red shading value for bottom-left corner (1 byte)
+
0x012C - 0x013B Unit Name
        0x1d: Green shading value for bottom-left corner (1 byte)
+
0x013C - 0x014B Job Name
        0x1e: Blue shading value for bottom-left corner (1 byte)
+
0x014C - 0x0153 Primary Skillset Name (first 8 bytes)
        0x1f: Zero (0) (Unused)? (1 byte)
+
0x0154 - 0x015B Secondary Skillset Name (First 8 bytes)
        0x20: X Screen Location (2 bytes)
+
  0x015c - Number of times unit has been KOed this battle
        0x22: Y Screen Location + Height (2 bytes)
+
0x015d - Current Ability CT
        0x24: X Load Location (1 byte)
+
0x015e - Graphic
        0x25: Y Load Location + Height (1 byte)
+
0x015f - Portrait  // Special Unit ID, if applicable, for allies (e.g. 0x1E for Agrias); otherwise, it was something else... sometimes 0x6X?
        0x26: Zero (0) (Unused)? (2 bytes)
+
0x0160 - Palette
        0x28: Red shading value for bottom-right corner (1 byte)
+
0x0161 - ENTD ID    // (Non-Ramza allies: 0x70-0x7F; Ramza: (his base job, 01/02/03); Others: ENTD Unit ID)
        0x29: Green shading value for bottom-right corner (1 byte)
+
0x0162 - Special Skillset? (Specials set their skillset here)
        0x2a: Blue shading value for bottom-right corner (1 byte)
+
0x0163 - War Trophy
        0x2b: Zero (0) (Unused)? (1 byte)
+
0x0164 - Bonus Money Mod (* 100 = Gil)
        0x2c: X Screen Location + Width (2 bytes)
+
0x0165 - X Location? (For where AI tends to stay near)
        0x2e: Y Screen Location + Height (2 bytes)
+
0x0166 - Y Location?
        0x30: X Load Location + Width (1 byte)
+
0x0167 -
        0x31: Y Load Location + Height (1 byte)
+
0x80 - Higher Elevation Flag (for location)?
        0x32: Zero (0) (Unused?) (2 bytes)
+
0x40 - Focus on target?
       
+
0x20 - Stay near X/Y? (+0x08 = never move once there)
80173e00 - Same structure as 80173cbc
+
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
  
80173f44 - Pointer to height display entry (see 80173cbc); placing a pointer here makes the display happen?
+
Target Data for action
 
+
  0x016e/0x00 - Attacker/Self ID? (this data for charging attacks?)
8016866c - start of a set of data 0x0c long, (0x1b0 total) (0x24 sets)
+
  0x016f/0x01 - Skillset of Last Attack Used
  0x00 - address to ?? (word)
+
  0x0170/0x02 - Last Attack Used ID (Currently Charging/performing action?)(half)
  0x04 -  
+
0x0172/ox04 - Calculator Type Ability ID
 
+
0x0174/0x06 - Calculator Multiplier Ability ID
8016881d -
+
0x0176/0x08 - Used Item/Equip ID?
 
+
0x0178/0x0a - reaction ID?
80169230
+
  0x05 - Tile-Specific Ability?
8016923c - list of menu data (0x05 bytes each)
+
  0x06 - Target-Specific Ability?
  0x00 - Menu type number (corresponds to 0x165f84 data)
+
0x0179/0x0b - Target ID?
+
0x017a/0x0c - X target panel coordinate (half)
80121d58 - ?
+
0x017c/0x0e - half - Target map level  (half)
 
+
0x017e/0x10 - Y target panel coordinate (half
80121d8f - list of data, 0x12 bytes long each, 9 entries
+
+
0x0180/0x12 - death on chocobo?
 
+
0x0181/0x13 -  
80132824 - ?
 
 
 
8014cf68 - Status Image Data (4 bytes each, 0xc4 total)
 
0x00 - X Load Location
 
0x01 - Y Load Location
 
0x02 - Image Width
 
0x03 - Image Height
 
 
 
0x00 - "Dead"
 
0x04 - "Undead"
 
0x08 - "Petrify"
 
0x0c - "Invite"
 
  0x10 - "Darkness"
 
0x14 - "Confusion"
 
  0x18 - "Silence"
 
0x1c - "Blood Suck"
 
0x20 - "Oil"
 
0x24 - "Float"
 
0x28 - "Reraise"
 
0x2c - "Transparent"
 
0x30 - "Berserk"
 
0x34 - "Poison"
 
0x38 - "Regen"
 
0x3c - "Protect"
 
0x40 - "Shell"
 
0x44 - "Haste"
 
0x48 - "Slow"
 
0x4c - "Stop"
 
0x50 - "Faith"
 
0x54 - "Innocent"
 
0x58 - "Charm"
 
0x5c - "Sleep"
 
0x60 - "Don't Move"
 
0x64 - "Don't Act"
 
0x68 - "Reflect"
 
0x6c - "Death Sentence"
 
0x70 - "Stolen"
 
0x74 - "Broken"
 
0x78 - (these 6 are unused)
 
0x7c -  
 
 
  0x80 -  
 
  0x80 -  
  0x84 -  
+
  0x40 -  
  0x88 -  
+
  0x20 -  
  0x8c -  
+
  0x10 - Stepping Stone
  0x90 - "Quick"
+
  0x08 -  
  0x94 - "HP"
+
  0x04 -  
  0x98 - "MP"
+
  0x02 -  
  0x9c - "CT"
+
  0x01 - Walkable
  0xa0 - "Speed"
+
0x0182/0x14: Mount Info <span id="Mount Info"></span>
  0xa4 - "Brave"
+
  0x80 - Riding A Unit
  0xa8 - "Faith"
+
  0x40 - Being Ridden
  0xac - Sword Icon (PA)
+
  0x20 -  
0xb0 - Rod Icon (MA)
+
  0x1f - ID of unit Riding/Being ridden by this unit
  0xb4 - "Lv."
+
0x0183 - Dealing with unit's ability to appear in battle?
0xb8 - "GIL"
+
(FF if unit can't exist?)
  0xbc - "Exp."
+
(01 if unit exists, 00 if not (but later can?)?)
0xc0 - "Frog"
+
  0x80 - Was active, but is now disabled?
 
+
  0x02 - Unit will be removed from party? (no longer exists, treas/cryst?)
8014d02c - Tile type ID of currently selected tile (e.g. Grassland, Stone Floor, Tree, etc.)
+
  0x0184: Equipped Flags?
 
 
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
 +
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
  
  80165ef4 - calculator type ability ID / Item ID?
+
  80193848 - (Data from 0x16e-0x182 of Unit Data)
- also skillset to display + 0xb000
 
80165ef8 - Calculator multiplier ability ID
 
- also second skillset to display + 0xb000
 
80165efc - used ability ID
 
- also ....
 
  
  80165f74
+
  * Not unit data start:
+
 
  80165f84 - Menu/ message display byte
+
  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?
  
0x0e - Units turn menu can't move, not on chocobo
+
  8014d318 - function setting for 141b0c routine (r4)
0x13 - Units turn menu can move, can't act, not on chocobo
+
8014d31c - r5 setting for 141b0c routine
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.
+
  8014d320 - Ability CT?
  Menus 2e and 00 cannot be greyed out by making the 0x01 byte
+
8014d324 - set to 1 when ability is selected
  00)
+
  8014d32c - some data, 0x8 bytes each, 0x9 sections
  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
 
  
  80169994 - limit the cursor can scroll before menu shifts
+
8018f600: Zodiac Compatability Modifiers
  80169996 - number of slots the menu can shift downward
+
00 - Neutral
  80169998 - "Ability" menu header X display location
+
01 - Bad
  8016999a - "MP" or "Stock" menu header X display location
+
02 - Good
  8016699c - "Turns" menu header X Display Location
+
03 - Special (becomes 04 (Worst), 05 (Best), or 01 (Bad, Monsters only))
  8016699e - Ability name display
+
  8018f600 - Aries
 +
  8018f601 - Taurus
 +
  8018f602 - Gemini
 +
  8018f603 - Cancer
 +
8018f604 - Leo
 +
8018f605 - Virgo
 +
8018f606 - Libra
 +
8018f607 - Scorpio
 +
8018f608 - Sagittarius
 +
8018f609 - Capricorn
 +
  8018f60a - Aquarius
 +
  8018f60b - Pisces
  
  801669a0 - Controls menu display of abilities (stock, mp, turns, etc.)
+
  8018f60c - Rider Allowed Status Inflictions (5 entries, 1 byte each)
0x00
+
        (for 0x184b24 routine)
0x01
+
        0x00 - Crystal/Dead/Undead/Charging/Jump/Defending/Performing
0x02 - Can't display Turns ("Now!")
+
        0x01 - NONE
0x03 - Can display Turns
+
        0x02 - Reraise/Transparent/Critical
0x04
+
        0x03 - Regen/Protect/Shell/Haste/Wall
+
        0x04 - Faith/Innocent/Charm/Reflect
  801669a2 - Controls menu display of abilities (stock, mp, turns, etc.)
+
  8018f610 - Formula Code Pointers (overlaps with above, but 0x00 is no formula)
0x00 -  
+
        0x0000/0x00 - N/A (shared with Rider statuses; fake pointer)
0x01 -  
+
        0x0004/0x01 - 80188b64
0x02 - Can't display MP/stock
+
        0x0008/0x02 - 80188ba4
0x03 - Can display MP/stock
+
        0x000c/0x03 - 80188be4
 
+
        0x0010/0x04 - 80188c24
801669a4 - pointer skillset abilities for menu display
+
        0x0014/0x05 - 80188c9c
801669a8 - pointer skillset MP costs for menu display (ability list + 0xa4)
+
        0x0018/0x06 - 80188cf4
801669ac - pointer skillset Turns for menu display (ability list + 0x148)
+
        0x001c/0x07 - 80188d3c
 
+
        0x0020/0x08 - 80188d84
801669b0 - ability display flags
+
        0x0024/0x09 - 80188df4
 
+
        0x0028/0x0a - 80188e78
801669bc - Amount of slots the menu scrolled down (to display more abilities)
+
        0x002c/0x0b - 80188eb8
 
+
        0x0030/0x0c - 80188ef8
80166a40 - some skillset data, half each
+
        0x0034/0x0d - 80188f38
0x1000 - abilities not known in skillset (removes sound effect when skillset is selected)
+
        0x0038/0x0e - 80188f90
0x0016 - set to this if nothing to display for that skillset slot
+
        0x003c/0x0f - 80189084
0x0003 - always set?
+
        0x0040/0x10 - 801890dc
 
+
        0x0044/0x11 - 80189124
Menu List
+
        0x0048/0x12 - 8018912c
80166b10 - Main Menu
+
        0x004c/0x13 - 80189164
80166bc4 - ability menu (math skill menus included)
+
        0x0050/0x14 - 8018916c
0x2c - type of menu
+
        0x0054/0x15 - 801891ac
80166c00 - Act menu (skillsets + attack)
+
        0x0058/0x16 - 80189204
+
        0x005c/0x17 - 8018925c
80166b10 - Menu Data  (0x3c each)
+
        0x0060/0x18 - 8018929c
0x38 - Move/Act/Wait/Status/etc. menu counter
+
        0x0064/0x19 - 801892a4
0xe0 - Header set for menu
+
        0x0068/0x1a - 801892ac
0x00 - none
+
        0x006c/0x1b - 8018933c
0x01 - "Menu"
+
        0x0070/0x1c - 8018937c
0x02 - "Check"
+
        0x0074/0x1d - 801893d8
0x03 - "Effect"
+
        0x0078/0x1e - 80189434
0x04 - "Turn"
+
        0x007c/0x1f - 80189464
0x05 - "Ability"    "Ref" "Turn"
+
        0x0080/0x20 - 801895c4
0x06 - "Ability"    "Ref" "Mp" "Turn"
+
        0x0084/0x21 - 801895f4
0x07 - ""            "Ref" "Stock" "Turn"
+
        0x0088/0x22 - 80189654
0x08 - ""            "Ref" "Turn" ""
+
        0x008c/0x23 - 8018967c
0x09 - "Ability"
+
        0x0090/0x24 - 801896b4
0x0a - "Menu" all blotchy
+
        0x0094/0x25 - 801896ec
0x0b - "Ability"    "Ref" "Mp" "Turn"
+
        0x0098/0x26 - 80189794
0x0c - none
+
        0x009c/0x27 - 80189828
everything else seems to be none
+
        0x00a0/0x28 - 80189870
0xec - Counter
+
        0x00a4/0x29 - 80189910
0xee - Type of menu? (ability list)
+
        0x00a8/0x2a - 801899a4
 
+
        0x00ac/0x2b - 80189a90
0xbe -
+
        0x00b0/0x2c - 80189ad8
+
        0x00b4/0x2d - 80189b20
0x167614 - 2f Menu
+
        0x00b8/0x2e - 80189b94
+
        0x00bc/0x2f - 80189c50
167124 - counter for movement confirmation
+
        0x00c0/0x30 - 80189c90
167430 - counter for Execute Action check menu (only Attack picked
+
        0x00c4/0x31 - 80189cd0
1675d4 - counter for Execute Action check menu (skillset picked)
+
        0x00c8/0x32 - 80189d74
 
+
        0x00cc/0x33 - 80189e28
801675d8 - Menu data for riding chocobo
+
        0x00d0/0x34 - 80189e94
0x00 - X load location on sheet?
+
        0x00d4/0x35 - 80189f08
0x02 - Y load location on Sheet?
+
        0x00d8/0x36 - 801868f0
0x04 - Menu background width (behind)
+
        0x00dc/0x37 - 80189f84
0x06 - Menu background height (Behind)
+
        0x00e0/0x38 - 80187f24
0x08 - X position
+
        0x00e4/0x39 - 80186d2c
0x0a - Y position
+
        0x00e8/0x3a - 80186d00
0x14 - Menu background width in front
+
        0x00ec/0x3b - 80186d58
0x16 - Menu background height in front
+
        0x00f0/0x3c - 80186dbc
0x18 - X position (in front)
+
        0x00f4/0x3d - 80189fcc
0x1a - Y position (in front)
+
        0x00f8/0x3e - 8018a00c
+
        0x00fc/0x3f - 8018a02c
0x1c - Menu to load (half)
+
        0x0100/0x40 - 8018a088
0x83 - Chocobo, no movement
+
        0x0104/0x41 - 8018a114
0x1e - Menu counter limit
+
        0x0108/0x42 - 8018a17c
0x20 - ?? (word)
+
        0x010c/0x43 - 80186e28
0x24 - ?? Address
+
        0x0110/0x44 - 80186e54
+
        0x0114/0x45 - 80186e78
0x38 - Move/Act/Wait/Status/etc. menu counter
+
        0x0118/0x46 - 8018a218
 
+
        0x011c/0x47 - 8018a220
+
        0x0120/0x48 - 8018a250
Menu struct data (general; same structure for BATTLE/WORLD) (0x3c = 60 bytes):
+
        0x0124/0x49 - 80188288
    0x00: ? (=0x0180, 0x01c0, 0x01e0) (Weird graphical issues if value is wrong) (2 bytes)
+
        0x0128/0x4a - 8018a2c4
    0x02: ? (=0x0000, 0x00a0) (Displays weird things if value is wrong) (2 bytes)
+
        0x012c/0x4b - 8018a2ec
    0x04: Inner width of window? (Should be the same as value at offset 0x14) (ex. 0x3c) (2 bytes)
+
        0x0130/0x4c - 8018a3a0
    0x06: Inner height of window? (Should be the same as value at offset 0x16) (ex. 0x3c) (2 bytes)
+
        0x0134/0x4d - 8018a3d0
    0x08: X Screen Location of window (ex. 0x00e2) (2 bytes)
+
        0x0138/0x4e - 8018a420
    0x0a: Y Screen Location of window (ex. 0x00a0) (2 bytes)
+
        0x013c/0x4f - 8018a458
    0x0c: ? (ex. 0x3c) Seems to have no effect (2 bytes?)
+
        0x0140/0x50 - 8018a4a0
    0x0e: ? (ex. 0x40) Seems to have no effect (2 bytes?)
+
        0x0144/0x51 - 8018a4e8
    0x10: ? (=0x00000000?) Seems to have no effect (4 bytes?)
+
        0x0148/0x52 - 8018a554
    0x14: Overall width of window (Should be the same as value at offset 0x04) (ex. 0x40) (2 bytes)
+
        0x014c/0x53 - 8018a5e4
    0x16: Overall height of window (Should be the same as value at offset 0x06) (ex. 0x40) (2 bytes)
+
        0x0150/0x54 - 8018a668
    0x18: ? (=0x00000000?) Seems to have no effect (4 bytes?)
+
        0x0154/0x55 - 8018a698
    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)
+
        0x0158/0x56 - 8018a6f8
    0x1e: Maximum row index, starting at 0. Equal to number of rows - 1. (ex. 0x02) (2 bytes)
+
        0x015c/0x57 - 8018a758
    0x20: ? (=0x00000001?) Seems to have no effect (4 bytes?)
+
        0x0160/0x58 - 8018a824
    0x24: Pointer to action/menu ID array for this menu (ex. 0x80166a74) (4 bytes)
+
        0x0164/0x59 - 8018a908
    0x28: Pointer to code function that brings up this menu / performs this action? (ex. 0x8013bfbc) (4 bytes)
+
        0x0168/0x5a - 8018a980
    0x2c: Menu header (=0x01) (2 bytes)
+
        0x016c/0x5b - 8018a9c4
        Default for unspecified value is (No header)
+
        0x0170/0x5c - 8018aa10
        0x01 = "Menu"
+
        0x0174/0x5d - 8018aa54
        0x02 = "Check"
+
        0x0178/0x5e - 8018aa98
        0x03 = "Effect"
+
        0x017c/0x5f - 8018aac8
        0x04 = "Turn"
+
        0x0180/0x60 - 8018aaf8
        0x05 = "Ability"
+
        0x0184/0x61 - 8018ab18
        0x06 = "Ability"
+
        0x0188/0x62 - 8018ab58
        0x09 = "Ability"
+
        0x018c/0x63 - 8018ab98
        0x0b = "Turn"
+
        0x0190/0x64 - 8018ac44
    0x2e: ? (=0x0000?) Seems to have no effect (2 bytes?)
+
 
    0x30: Pointer to store whether or not menu needs initialization? (Sometimes) (ex. 0x80166994) (4 bytes)
+
8018f7ec - Used Ability Flags 1
    0x34: Pointer to store selected menu option (when Circle button pressed) (ex. 0x8016e42c) (4 bytes)
+
 
    0x38: Index of currently selected menu option (2 bytes)
+
80192d8c - Attacker Current Action Data Pointer
    0x3a: Index for select text (Affects which select text is displayed) (ex. 0x0a) (2 bytes)
+
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
  
  8014d0a0 - Billboard data?
+
  8017423c - 80174254 [[Song_Abilities_Table_8017423c|Song Abilities Address Table]]
0x00 - Move
+
80174258 - Nop
0x02 - Speed
+
8017425c - 80174274 [[Dance_Abilities_Table_8017425c|Dance Abilities Address Table]]
0x04 - Jump
+
80174278 - Nop
0x06 - WP 1
+
8017427c - 80174294 [[Talk_Skill_Ability_Table]]
0x08 - WP 2
+
80174298 - Nop
0x0a - W-Ev 1
+
8017429c - 801742fc [[Reaction abilities return adress table]]
0x0c - W-Ev 2
+
80174300 - Nop
0x0e - Primary Skillset ('attack' (0x01) if monster)
+
(more unknown address tables after this)
0x10 - 2 hands flag
+
 
0x12 - PA
+
8018afd8 - [[Reaction_abilities_return_adress_table]]
  0x14 - C-Ev
+
 
  0x16 - Shield P-Ev
+
==Map, Model, Camera Related Data==
  0x18 - Accessory P-Ev
+
800960d8 - Map Tilt
 
+
  0x02 - Steep
  0x1c - MA
+
  0x01 - Flat
  0x1e - "00" under c-ev
+
 
  0x20 - Shield M-Ev
+
800680dc - Map and direction related flags? stores horizontal/vertical flip flags, facing mod and generic walking anim for current map rotation per facing angle
  0x22 - Accessory M-Ev
+
  0x00 - South facing horizontal/vertical flip flags
  0x24 - Right hand equipment
+
  0x02 - West facing horizontal/vertical flip flags
  0x26 - left hand equipment
+
  0x04 - North facing horizontal/vertical flip flags
0x28 - head
+
  0x06 - East facing horizontal/vertical flip flags
  0x2a - Body
+
  0x08 - South facing mod
  0x2c - accessory
+
  0x0a - West facing mod
  0x2e - Primary skillset // First monster ability
+
  0x0c - North facing mod
  0x30 - Secondary skillset // Second monster ability
+
  0x0e - East facing mod
  0x32 - Reaction // Third monster ability
+
  0x34 - Support // Fourth monster ability
+
  0x30 - south facing walking animation
  0x36 - Movement // not exactly possible, but fifth monster ability.
+
 
 +
  0x38 - West facing walking animation
 +
 
 +
  0x40 - North facing walking animation
 +
 
 +
  0x48 - East facing walking animation
  
  80174060 - Displayed Skillsets (act Menu) - ff in first slot that doesn't have skillset, rest 00
+
  800b6698 - word, deals with palette modification (useful in a map related page?)
 
  0x00
 
  0x00
 
  0x01
 
  0x01
 
  0x02
 
  0x02
  0x03
+
  0x03 -
0x04
+
0x02 - skips stormy weather palette mod? (ignore weather mod)
0x05
+
0x01 - skips time of day palette mod? (Snow weather mod)
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>
+
  800a7784 - Map Tilt
  0x00 - 8017abac - Default
+
  0x2e - flatter
  0x04 - 8017abb8 - Item Inventory
+
  0xc0 - steeper
0x08 - 8017abb8 - Weapon Inventory
+
800a7786 - Map Rotation (half)
0x0c - 8017abc0 - Arithmeticks
+
  0x0002
0x10 - 8017abd4 - Elements
+
  0x0006
0x14 - 8017ab2c - Blank
+
  0x000a
0x18 - 8017abac - Monster
+
  0x000e
0x1c - 8017abe4 - Katana Inventory
 
0x20 - 8017abb8 - Attack
 
0x24 - 8017abb8 - Jump
 
0x28 - 8017abb8 - Charge
 
  0x2c - 8017ac08 - Defend
 
  0x30 - 8017ac08 - Change Equipment
 
  0x34 - 8017ac08 - Unknown
 
  0x38 - 8017ac08 - Blank
 
0x3c - 8017ac2c - Unknown
 
  
  801740e8 - Code Pointers for attack preparation routine(Action menu byte) 17c45c routine
+
  800c7ca8 - Camera zoom level (word); Higher number means more zoom
0x00 - 8017c7fc - Default
+
    Normal battle zoomed-out value: 0x0c00
0x04 - 8017c548 - Item Inventory
+
    Normal battle zoomed-in value: 0x1000
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)
+
  800e4e90 - Cursor X Coordinate
 +
800e4e94 - Cursor Map Level
 +
800e4e98 - Cursor Y Coordinate
  
  801612dc - start of some data - used in Set Unit Names routine ~133434
+
  800e4e9c - Map Max X coordinate
  list of words, values loaded and added to 8016135c
+
800e4ea0 - Map Max Y coordinate
  that address is then stored in 173f8c + offset
+
800e4ea4 - Modified Palettes (14 chunks at 512 bytes each)
 +
  0x000 -> Modified Palettes
 +
  0x982 ->
  
  (text page?)
+
  800e6b94 - current map data
8016135c - 80161928 - Battle Error Messages Text
 
80161929 - 80161d41 - Battle Messages Text
 
80161d41 - 801622c2 - Job Names Text
 
801622c3 - 80162e48 - Item Names Text
 
80162e50 - 801630d9 - Japanese writing (FREE SPACE)
 
801630da - 80163b87 - Act menus display data (0x05 bytes each, 0x06 for each unit?)
 
80163b88 - Ability Names Text
 
80164eb6
 
Battle Messages
 
Status Names
 
Error/Confirmation
 
8016593a - 165d73 - Skillset Names
 
"Anything" in between
 
80165d88 - Summon Names
 
80165df6 - Draw Out Names
 
  
  80165e64 - Start of some other data  
+
  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)
  
  80165ecc
+
  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?)
  
  80165ea4 -  
+
  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...))
  
  80165eb4 - Palette Pointer Mod 1? (halfword)
+
  800f5e74 - Move-Find Item Data (and Traps)
80165eb6 - Palette Pointer Mod 2? (halfword)
+
  0x00 - X/Y Coordinate (Y + X * 16, up to 15 each)
  (((b6 + Palette / 8) * 64) OR
+
                Upper Nibble - 0x?X - X Coordinate
(((b4 + (Palette MOD 8) * 16) / 16) AND 0x3f
+
                Lower Nibble - 0xX? - Y Coordinate
forms some sort of palette value stored in 0x06/0x07 of sprite data sections
+
  0x01 - Trap
 
+
0x80 - No Activation
80173f8c - Pointers to Text Data (Mod below / 0x200 + 173f8c)
+
0x40 - Unknown
  0x5000 - Menus items
+
0x20 - Always Trap
0x4000 - Unit Name
+
0x10 - Disable Trap
0x3000 - Job Name
+
0x08 - Steel Needle
0x2000 -  
+
0x04 - Sleeping Gas
0x1000 - Skillset Name
+
0x02 - Deathtrap
: 8016135c
+
0x01 - Degenerator
: 8016135d
+
0x02 - Rare Item ID
: 8016135e - Skillsets
+
0x03 - Common Item ID
: 80161929
+
 
: 80161d3f
+
0x04-0x0f - same as above, but for locations 2-4
: 80161d40
+
 
: 80161d41 - Job Name
+
  800f6860 - Map Max X
: 801622c3
+
  800f6864 - Map Max Y
: 80162e4c - Unit Name
+
 
: 80163006
+
  800f70b4 - map data?
  : 801630da - menu items
+
 
  : 801639cc
+
  800fc558 - ?? map data?
: 80163b86
+
   
  : 80163b87
+
  800fa6c6 - important duplicate GNS data
: 80163b88
+
0x1cc - texture file GNS line
  : 80164ebb
+
0x398 - primary mesh GNS line
  : 80164ebc
+
0x3ac - Override mesh GNS line
  : 80165281
+
  80121ffc - Map LBA data pointer (loaded from scus by [[00044414 - 000444d8]], saved 0x000f3788 and 0x000f37d4)
: 801653b2
+
   
: 80165937
+
  80124604 - Map GNS Data duplicate
: 80165938
+
0x00 - stored 0x00 at 0x07c01af0
  : 80165939
 
  : 8016593a
 
  : 80165d89
 
: 8016135c
 
: 8016135c
 
: 8016135c
 
: 8016135c
 
: 8016135c
 
: 8016135c
 
: 8016135c
 
  
80165f94
+
0x04 - File Type? (0117 = Texture)
80165f98 - pointer to 0x8016986c - Thread array base pointer
 
80165f9c -  pointer to 0x5771c - Start of main data
 
  
 +
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
  
  80165fa0 - changes depending on displayed menu/message during battle
+
  80167994 - Height (with halves; displayed height * 2) image display data array (for top right of screen) (Size of element = 12 bytes)
  80165fa2 - same as above, changed when scroll you scroll past the initial abilities displayed
+
    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
80165fb4 - Sound effect to play (See https://ffhacktics.com/wiki/SoundEffect)  
+
        0x00: X Load Location (2 bytes, but high byte is ignored)  
      (move selected, panel selected - set to 1 (Move to panel?) (5 if can't move due to Don't move? during... ability setup?))
+
        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
  
  80165fbc
+
  8014d02c - Tile type ID of currently selected tile (e.g. Grassland, Stone Floor, Tree, etc.)
  
  80165ff6
+
  8018f8cc - Tile Data Start (8 bytes each, +100h for Higher Elevation tiles)
 
+
0x00: Tile Type
80166018 - incremented
+
0x80 -
 
+
0x40 -
80166048 - freezes control to go to next event
+
0x3F - Cross section
 
+
0x3e -  
8016604a -  
+
0x3d -
 
+
0x3c -  
801660a3 - control variable used in 0x13b590
+
0x3b -
 
+
0x3a -  
801660ec - half
+
0x39 -
801660ee - half
+
0x38 -  
801660f0 - half
+
0x37 -
801660f2 - half
+
0x36 -
 
+
0x35 -
801696a8 -  
+
0x34 -
801696aa -  
+
0x33 -
 
+
0x32 -
80166ae4
+
0x31 -
 
+
0x30 -
80169264 - start of skillset data?
+
0x2F -
AAAA BBBB
+
0x2E - Coffin
Default - 0003 0000
+
0x2D - Waterfall
Item Inventory - 0003 0001
+
0x2C - Tombstone
Throw - 0003 0001
+
0x2B - Moss
Math Skill - 0003 0000
+
0x2A - Iron plate
Elemental - fffd 0000
+
0x29 - Machine
Blank - fffd 0000
+
0x28 - Deck
Monster - 0003 0000
+
0x27 - Ivy
Katana - 0003 0001
+
0x26 - Furniture
Attack - fffd 0000
+
0x25 - Stairs
Jump - fffd 0000
+
0x24 - Water plant
Charge - 0003 0000
+
0x23 - Bridge
Defend - fffd 0000
+
0x22 - Mud wall
Equip Change - 0003 0000
+
0x21 - Chimney
Unknown - fffd 0000
+
0x20 - Brick
Blank - fffd 0000
+
0x1F - Box
Unknown - fffd 0000
+
0x1E - Tree
BBBB - halfword, whether the skillset calls from party inventory.
+
0x1D - Rug
AAAA - halfword, 3 or -3, -3 means don't load ability data to menu, execute targeting immediately.
+
0x1C - Obstacle
 
+
0x1B - Book
80169808
+
0x1A - Salt
 
+
0x19 - Darkness
801697d0
+
0x18 - Sky
 
+
0x17 - Stone wall
80169828 - ability selected byte? (word)
+
0x16 - Roof
  Control byte
+
0x15 - Stone floor
0x03 - learn on hit (ability known)
+
0x14 - Wooden floor
  0x02 - learn on hit
+
0x13 - Road
 
+
0x12 - Lava
8016982d - Skillset (ability loading routines)
+
0x11 - Sea
8016982e - Used Ability (half)
+
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
  
  80169840 - returned value from routine 0x181530 (skillset/act menu loading)
+
  80093de8 - Ability Animation number
 
+
   
  80169870
+
  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
  801692b8 -  
+
  0x01 - [[Animations|Flags 2]] (Monster Animations ?) - Video : http://www.youtube.com/watch?v=nuy1yEL_Nhk (Thanks, Elric!)
 
+
  0x02 - Flags 3 (Text displayed)
169828 data
+
0x00094364 - Weapon Change of Animation (multiplied by 2 (+1 if camera is behind the unit) to get true animation - applied to unit when attacking
  0x05 - used skillset
+
Fists: 3d 3e 3f
  0x06 - used item if not throw/draw out/item skillset
+
Daggers: 40 41 42
  0x0c - used item in throw ability setting
+
Ninja Blades: 40 41 42
0x0e - Tells the game to commence execution of attack
+
Swords: 40 41 42
 
+
Knight Swords: 40 41 42
  80169c6c
+
Katana: 40 41 42
  0x10 - unit ID?
+
Axes: 40 41 42
  0x14 - unit Data
+
Rods: 40 41 42
  8016a06c
+
Staffs: 40 41 42
  8016a46c
+
Fails: 40 41 42
  8016a86c
+
Guns: 50 51 52
  8016ac6c - corresponds to  
+
Crossbows: 53 54 55
  8016b06c - Corresponds to skillset menu
+
Bows: 53 54 55
0x00 - Menu Address?
+
Instruments: 57 57 57
  8016b46c - Corresponds to main menu
+
Dictionaries: 56 56 56
 
+
Polearms: 4d 4e 4f
  8016e42c
+
Poles: 4d 4e 4f
 
+
Bags: 77 78 79
8016d9ca
+
Cloths: 77 78 79
 
+
  All other item types exist, but the animations are set to 0.
80172258 - target current action pointer
+
800943e4 - Item Graphic Data (0x7f total?)
 
+
  0x00 - Palettes
80172660
+
0xF0 - WEP1 Palette
 
+
0x0F - WEP2 Palette
 
+
  0x01 - Graphic ID (multiple of 2)
801739c8 -  
+
   
 
+
  80094508 - halves, based on number of sprite sections
80173b00 -  
+
   
80173c30'
+
  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.)
 
+
   
80173c6c - action menu byte
+
800946c8 - weapon/effect raw size measurements? all words, with only a byte of data each. this is just inefficient.
 
+
   
80173c74 - next event?
+
  80094748 - Spritesheet Data (4 bytes each, 0x9f total)
 
+
0x00 - SHP ID
80173ca8 - return address in 14ceb4 routine
+
0x00 - Type 1
 
+
0x01 - Type 2
80173cb0
+
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
  
  80173cb8 - pointer to 166b10
+
  800949c4 - Being Targetted Frame (front) - called if target hasn't replaced target animation (e.g. shield)
 
+
        0x00 - Type 1 = 0x0b
  8017403c - Skillset determinations (set to 1 if no abilities known?), 0 if not (ai page?)
+
        0x01 - Type 2 = 0x0b
 
+
        0x02 - Cyoko = 0x02
80174042 - end of previous list
+
        0x03 - Mon = 0x02
+
        0x04 - Other = 0x01
80174048 - pointer to start of AI data / skillset
+
        0x05 - Ruka = 0x02
8017404c - Action menu byte list for skillsets
+
        0x06 - Arute = 0x01
 
+
        0x07 - Kanzen = 0x01
80174102 -  
+
        0x08-0x0c - 0x00
80174144 -
+
  800949d0 - Being Targetted Frame (back)
80174174 - 001829a8
+
        0x00 - Type 1 = 0x10
+
        0x01 - Type 2 = 0x10
  8017423c - 80174254 [[Song_Abilities_Table_8017423c|Song Abilities Address Table]]
+
        0x02 - Cyoko = 0x04
  80174258 - Nothing (free to be used)
+
        0x03 - Mon = 0x04
  8017425c - 80174274 [[Dance_Abilities_Table_8017425c|Dance Abilities Address Table]]
+
        0x04 - Other = 0x06
  80174278 - Nothing (free to be used)
+
        0x05 - Ruka = 0x04
  8017427c - 80174294 [[Talk_Skill_Ability_Table]]
+
        0x06 - Arute = 0x0a
  80174298 - Nothing (free to be used)
+
        0x07 - Kanzen = 0x0a
  80178f9c -  
+
        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)
  
801792b8 -
 
  
  80179828 - some pointer (word)
+
  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
  
  8018afd8 - [[Reaction_abilities_return_adress_table]]
+
  800a69d0 - [[Weapon Animations]] start.
   
+
  800a839c - some pointer for Ruka and above spritesheets?
8018f500 - Pointers to some routine used while spreading AoE of Move.
+
  800bdf0c - SHP data
            0x00 - 801754d0 [[Spread_Move_to_East_Preset]]
+
        0x00-0x3c -  
            0x04 - 801754f4 [[Spread_Move_to_North_Preset]]
+
  0x40-0 - SHP pointers (words)
            0x08 - 8017551c [[Spread_Move_to_West_Preset]]
+
        0x840- SEQ Animation command pointers (words)
            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
 
  
  -0x0ae4
+
  800bfa38 - SEQ Unit animation command pointers (words)
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
+
  800c1260 - Type 1 SHP
  8018f5f0 - Type of action (word)
+
  800c5e8e - WEP 1 SHP
0x01 - Reacting
+
        0x00 - Number of graphics to load (0x07) & pointer to weapon rotation (0xf8)
0x00 - pre-attack, initial attack
+
        0x01 - Weapon's Eff rotation bytes
+
              0x01 - transparent (even if not flipped on, this is set true anyway when saving.)
 
+
              0x02 - flip horizontally
  8018f5f4 - Team golem amounts
+
              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?)
  
  -(0x0a04)
+
  800949dc - X coordinates to load status bubble icons (KO stars, AT icon also), starts with KO stars: 22 bytes long
  8018f5fc - Action state (word)
+
  800949f4 - Y coordinates to load status bubble icons (KO stars, AT icon also), starts with KO stars: 22 bytes long
        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
+
  80094a0c - X coordinates to load death counter numbers
00 - Neutral
+
  80094a24 - Y coordinate to load death counter numbers
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)
+
  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"
 +
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
 
 
 
 
8018f89c -  
+
0x08 - Experience
 
+
8018f8a4 - ID of found item for move-find item (word)
+
0x0c - Current HP
  0x00 Item ID
+
0x10 - Max HP
8018f8a8 - Move-Find Item/trap flags
+
0x12 - Current MP
  0x00 - activation type
+
 
0x02 - found trap
+
0x16 - Max MP
0x01 - found item
+
0x18 - CT
0x00 - none?
+
 
  0x01 - Trap Setting or number of trap activated
+
0x26 - Job ID
0x00 - Degenerator
+
0x28 - Brave
0x01 - Deathtrap
+
0x2a - Faith
  0x02 - Sleeping Gas
+
  0x2c - modified Birthday
0x03 - Steel Needle
+
0x02 - Rare Item
+
8014d08a - Selected unit index (halfword)
0x03 - Common Item
+
 
 +
8014d09a - hit % data (for display?)
 +
 
 +
 
  
Mimic Check(0x15 in battle ID order) - If ability occured, and if job = mimic, stores 01
+
==Player Menu Memory Addresses==
for that unit ID's byte.
+
8016923c - list of menu data (0x05 bytes each)
8018f8b0 - if 01 allows mimic setting
+
0x00 - Menu type number (corresponds to 0x165f84 data)
  
  8018f8c5 - end
+
  8014d13c - Skillset Display?
  -0x0738
+
  8014d13d -  
8018f8c8 - Acting Unit ID (word)
 
  
  80193d48 - Pointers for Action menu in routine : [[AI Ability Data Setting]]  <span id="AI_Ability_Data_Setting_JumpAdr"></span>
+
  8014d148 - Unit Name
        0x00 - 801959d4 - Item Inventory
+
 
        0x04 - 80195a30 - Weapon Iventory
+
8014d264 - Player abilities display (greying out ability, blinking red, etc.)
        0x08 - 80195bcc - Arithmeticks
+
0x00 - normal
        0x0c - 80195c00 - Elements
+
0x01 - normal greyed out
        0x10 - 80195c00 - Blank
+
0x04 - normal greyed out
        0x14 - 80195c00 - Monster
+
0x05 - normal greyed out
        0x18 - 80195a24 - Katana inventory
+
0x08 - blinking red
        0x1c - 80195944 - Attack
+
0x09 - greyed out and blinking
        0x20 - 80195a90 - Jump
+
0x0c - greyed, blinking blue
        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)
+
  8014d374 - list of menu data (from 165f84)
801908cc - Unit Data start (Unit ID * 0x1c0 for specific location)
+
  0x00 - menu directive
  0x0000: Base Class / Character ID (Also affects sprites)
+
  0x0e - Units turn menu can't move, not on chocobo
  0x?? - Special Character
+
0x13 - Units turn menu can move, can't act, not on chocobo
  0x80 - Generic Male
+
  0x14 - Units turn menu can't move or act, not on chocobo
  0x81 - Generic Female
+
  0x2e - Units turn menu with move/act usable, On Mount
  0x82 - Monster
+
  0x2f - Units turn menu with move usable, on mount
0x0001: Unit ID (FF doesn't exist)
+
0x30 - Units turn menu with move usable, act not usable, on mount
  0x0002: Party ID (Party unit index; 0xFF means not in party) (FE prevents HP/MP growth?)
+
0x31 - Units turn menu with move/act not usable, on mount
0x0003: Job ID
+
0x04 - address
0x0004: Palette
+
 
  0x00 Default
+
8014d46c - Unit Menu Data (remembers menu scroll when changing to a menu that removes/hides the old menu)
  0x01 Hokuten
+
  0x00 - Main Act Menu Index
  0x02 Nanten
+
  0x00 - Move
  0x03 Death Corps
+
  0x01 - Act
  0x04 Glabados Church
+
  0x02 - Wait
0x05 No Palette?
+
  0x03 - Status
  0x0005: ENTD Flags
+
  0x04 - Auto-Battle
0x80 - Always Present
+
0x01 - 0xff for all units
  0x40 - Randomly Present
+
  0x02 - Act Menu Index
  0x20 - Team Bit 1. 0x20 and 0x10 is Light Blue. 0x20 is Green.
+
  0x00 - Attack
0x10 - Team Bit 2. 0x10 is Red. If neither bit, team is Blue.
+
  0x01 - 0x04: (if they exist, in this order:) Primary Skillset, Secondary skillset, Defend, Re-equip
0x08 - Control
+
0x03 - (unused) "Attack" Menu Index
0x04 - Immortal
+
0x04 - (unused) "Attack" Menu Scroll
0x02 - (if both 01 and 02, then immune to knockback)
+
0x05 - Primary skillset Menu Index
0x01 - (both set by Ramza when initialized)
+
  0x06 - Primary skillset Menu Scroll
  0x0006: Gender Byte
+
0x07 - Secondary skillset Menu Index
0x80 - Male
+
0x08 - Secondary skillset Menu Scroll
0x40 - Female
+
0x0b - Math Spell menu Index
0x20 - Monster
+
0x0c - Math Spell menu Scroll
0x10 - Join after event
+
0x0d - Math Secondary menu Index
0x08 - Load Formation
+
  0x0e - (unused) Math Secondary menu Scroll
0x04 - ??? Stats
+
  0x0f - "Math" Primary menu Index
0x02 -  
+
0x10 - (unused) Math Primary menu Scroll
0x01 - Save Formation
+
 
  0x0007: Death Counter (3 for living units)
+
80165ee4 - Menu selection (act/wait/move) stored here (counter #)
  0x0008: Bithday (days, plus bit 0 from next byte)
+
0x00 - Main Menu
0x000-0x01e - January
+
0x02 - Skillsets Menu - Also Execute Action menu
0x01f-0x03a - February
+
0x04 - Ability Menu/First Math bytes
0x03b-0x059 - March
+
0x06 - Second Math Bytes
0x05a-0x077 - April
+
0x08 - Math Ability
0x078-0x096 - May
+
0x097-0x0b4 - June
+
80165ee6 - Menu Selection (Execute Action. Ok?) counter
0x0b5-0x0d3 - July
+
0x00  - execute
0x0d4-0x0f2 - August
+
0x01 - Quit
0x0f3-0x110 - September
+
 
0x111-0x12f - October
+
80165ef4 - calculator type ability ID / Item ID?
0x130-0x14d - November
+
- also skillset to display + 0xb000
0x14e-0x16c - December
+
80165ef8 - Calculator multiplier ability ID
0x0009: Zodiac Sign
+
- also second skillset to display + 0xb000
0xf0 -  
+
80165efc - used ability ID
0xe0 -  
+
- also ....
0xd0 -  
+
 
0xc0 - Serpentarius
+
80169994 - limit the cursor can scroll before menu shifts
0xb0 - Pisces
+
80169996 - number of slots the menu can shift downward
0xa0 - Aquarius
+
80169998 - "Ability" menu header X display location
0x90 - Capricorn
+
8016999a - "MP" or "Stock" menu header X display location
0x80 - Sagittarius
+
8016699c - "Turns" menu header X Display Location
0x70 - Scorpio
+
8016699e - Ability name display
0x60 - Libra
+
 
0x50 - Virgo
+
801669a0 - Controls menu display of abilities (stock, mp, turns, etc.)
0x40 - Leo
+
0x00
0x30 - Cancer
+
  0x01
0x20 - Gemini
+
  0x02 - Can't display Turns ("Now!")
0x10 - Taurus
+
  0x03 - Can display Turns
0x00 - Aries
+
  0x04
  0x000a - Innate Ability 1
+
 
  0x000c - Innate Ability 2
+
801669a2 - Controls menu display of abilities (stock, mp, turns, etc.)
  0x000e - Innate Ability 3
+
  0x00 -  
  0x0010 - Innate Ability 4
+
  0x01 -  
  0x0012 - Primary Skillset
+
  0x02 - Can't display MP/stock
  0x0013 - Secondary Skillset
+
  0x03 - Can display MP/stock
  0x0014 - Reaction Ability
+
 
  0x0016 - Support Ability
+
801669a4 - pointer skillset abilities for menu display
  0x0018 - Movement Ability
+
801669a8 - pointer skillset MP costs for menu display (ability list + 0xa4)
0x001a - Head
+
801669ac - pointer skillset Turns for menu display (ability list + 0x148)
0x001b - Body
+
 
0x001c - Accessory
+
801669b0 - ability display flags
0x001d - Right Hand Weapon
+
 
0x001e - Right Hand Shield
+
801669bc - Amount of slots the menu scrolled down (to display more abilities)
0x001f - Left Hand Weapon
+
 
0x0020 - Left Hand Shield
+
80166a40 - some skillset data, half each
0x0021 - Experience
+
  0x1000 - abilities not known in skillset (removes sound effect when skillset is selected)
0x0022 - Level
+
  0x0016 - set to this if nothing to display for that skillset slot
0x0023 - Original Brave
+
  0x0003 - always set?
  0x0024 - Brave
+
 
  0x0025 - Original Faith
+
  Menu List
  0x0026 - Faith
+
80166b10 - Main Menu
  0x0027 - 1 = Unit's Turn?
+
80166bc4 - ability menu (math skill menus included)
0x0028 - HP
+
  0x2c - type of menu
  0x002a - Max HP
+
80166c00 - Act menu (skillsets + attack)
0x002c - MP
+
 
  0x002e - Max MP
+
80166b10 - Menu Data  (0x3c each)
  0x0030 - Original PA
+
  0x38 - Move/Act/Wait/Status/etc. menu counter
  0x0031 - Original MA
+
  0xe0 - Header set for menu
0x0032 - Original SP
+
0x00 - none
0x0033 - Bonus PA (doubles as minimum (bonus + 1) stats?)
+
0x01 - "Menu"
0x0034 - Bonus MA
+
0x02 - "Check"
0x0035 - Bonus SP
+
0x03 - "Effect"
0x0036 - PA
+
0x04 - "Turn"
0x0037 - MA
+
0x05 - "Ability"    "Ref" "Turn"
0x0038 - SP
+
0x06 - "Ability"    "Ref" "Mp" "Turn"
0x0039 - CT
+
0x07 - ""            "Ref" "Stock" "Turn"
0x003a - Move
+
0x08 - ""            "Ref" "Turn" ""
0x003b - Jump
+
0x09 - "Ability"
0x003c - WP 1
+
0x0a - "Menu" all blotchy
0x003d - WP 2
+
0x0b - "Ability"    "Ref" "Mp" "Turn"
0x003e - WEVA 1
+
0x0c - none
0x003f - WEVA 2
+
everything else seems to be none
  0x0040 - Acc. PEV
+
  0xec - Counter
  0x0041 - RH Shield PEV
+
  0xee - Type of menu? (ability list)
  0x0042 - LH Shield PEV
+
 
  0x0043 - C-Ev
+
  0xbe -
0x0044 - Acc. MEV
+
 
0x0045 - RH Shield MEV
+
0x167614 - 2f Menu
0x0046 - LH Shield MEV
+
  0x0047 - X Coordinate
+
167124 - counter for movement confirmation
  0x0048 - Y Coordinate
+
167430 - counter for Execute Action check menu (only Attack picked
  0x0049:
+
1675d4 - counter for Execute Action check menu (skillset picked)
0x80 - Higher Elevation
+
 
0x40 - Stepping Stone
+
801675d8 - Menu data for riding chocobo
0x20 -  
+
  0x00 - X load location on sheet?
0x10 -  
+
  0x02 - Y load location on Sheet?
0x08 -  
+
  0x04 - Menu background width (behind)
0x04 -  
+
0x06 - Menu background height (Behind)
0x03 - Facing East
+
0x08 - X position
0x02 - Facing North
+
0x0a - Y position
0x01 - Facing West
+
0x14 - Menu background width in front
  0x00 - Facing South
+
0x16 - Menu background height in front
  0x004a: Equippable Items 1
+
0x18 - X position (in front)
0x80 - Barehanded
+
0x1a - Y position (in front)
0x40 - Knife
+
0x20 - Ninja Blade
+
0x1c - Menu to load (half)
0x10 - Sword
+
  0x83 - Chocobo, no movement
0x08 - Knight's Sword
+
  0x1e - Menu counter limit
0x04 - Katana
+
0x20 - ?? (word)
0x02 - Axe
+
0x24 - ?? Address
0x01 - Rod
+
0x004b: Equippable Items 2
+
0x38 - Move/Act/Wait/Status/etc. menu counter
0x80 - Staff
+
 
0x40 - Flail
+
0x20 - Gun
+
Menu struct data (general; same structure for BATTLE/WORLD) (0x3c = 60 bytes):
0x10 - Crossbow
+
    0x00: ? (=0x0180, 0x01c0, 0x01e0) (Weird graphical issues if value is wrong) (2 bytes)
0x08 - Bow
+
    0x02: ? (=0x0000, 0x00a0) (Displays weird things if value is wrong) (2 bytes)
0x04 - Instrument
+
    0x04: Inner width of window? (Should be the same as value at offset 0x14) (ex. 0x3c) (2 bytes)
0x02 - Book
+
    0x06: Inner height of window? (Should be the same as value at offset 0x16) (ex. 0x3c) (2 bytes)
0x01 - Polearm
+
    0x08: X Screen Location of window (ex. 0x00e2) (2 bytes)
0x004c: Equippable Items 3
+
    0x0a: Y Screen Location of window (ex. 0x00a0) (2 bytes)
0x80 - Pole
+
    0x0c: ? (ex. 0x3c) Seems to have no effect (2 bytes?)
0x40 - Bag
+
    0x0e: ? (ex. 0x40) Seems to have no effect (2 bytes?)
0x20 - Cloth
+
    0x10: ? (=0x00000000?) Seems to have no effect (4 bytes?)
0x10 - Shield
+
    0x14: Overall width of window (Should be the same as value at offset 0x04) (ex. 0x40) (2 bytes)
0x08 - Helmet
+
    0x16: Overall height of window (Should be the same as value at offset 0x06) (ex. 0x40) (2 bytes)
0x04 - Hat
+
    0x18: ? (=0x00000000?) Seems to have no effect (4 bytes?)
0x02 - Hair Adornment
+
    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)
0x01 - Armor
+
    0x1e: Maximum row index, starting at 0. Equal to number of rows - 1. (ex. 0x02) (2 bytes)
0x004d: Equippable Items 4
+
    0x20: ? (=0x00000001?) Seems to have no effect (4 bytes?)
0x80 - Clothing
+
    0x24: Pointer to action/menu ID array for this menu (ex. 0x80166a74) (4 bytes)
0x40 - Robe
+
    0x28: Pointer to code function that brings up this menu / performs this action? (ex. 0x8013bfbc) (4 bytes)
0x20 - Shoes
+
    0x2c: Menu header (=0x01) (2 bytes)
0x10 - Armguard
+
        Default for unspecified value is (No header)
0x08 - Ring
+
        0x01 = "Menu"
0x04 - Armlet
+
        0x02 = "Check"
0x02 - Cloak
+
        0x03 = "Effect"
0x01 - Perfume
+
        0x04 = "Turn"
0x004e: Innate Statuses 1
+
        0x05 = "Ability"
0x80 -
+
        0x06 = "Ability"
0x40 - Crystal
+
        0x09 = "Ability"
0x20 - Dead
+
        0x0b = "Turn"
0x10 - Undead
+
    0x2e: ? (=0x0000?) Seems to have no effect (2 bytes?)
0x08 - Charging
+
    0x30: Pointer to store whether or not menu needs initialization? (Sometimes) (ex. 0x80166994) (4 bytes)
0x04 - Jump
+
    0x34: Pointer to store selected menu option (when Circle button pressed) (ex. 0x8016e42c) (4 bytes)
0x02 - Defending
+
    0x38: Index of currently selected menu option (2 bytes)
0x01 - Performing
+
    0x3a: Index for select text (Affects which select text is displayed) (ex. 0x0a) (2 bytes)
0x004f: Innate Statuses 2
+
 
0x80 - Petrify
+
8014d0a0 - Billboard data?
0x40 - Invite
+
0x00 - Move
0x20 - Darkness
+
0x02 - Speed
0x10 - Confusion
+
0x04 - Jump
0x08 - Silence
+
0x06 - WP 1
0x04 - Blood Suck
+
0x08 - WP 2
0x02 - Cursed
+
  0x0a - W-Ev 1
0x01 - Treasure
+
0x0c - W-Ev 2
0x0050: Innate Statuses 3
+
0x0e - Primary Skillset ('attack' (0x01) if monster)
0x80 - Oil
+
0x10 - 2 hands flag
0x40 - Float
+
0x12 - PA
0x20 - Reraise
+
0x14 - C-Ev
0x10 - Transparent
+
0x16 - Shield P-Ev
0x08 - Berserk
+
0x18 - Accessory P-Ev
0x04 - Chicken
+
 
0x02 - Frog
+
0x1c - MA
0x01 - Critical
+
0x1e - "00" under c-ev
  0x0051: Innate Statuses 4
+
0x20 - Shield M-Ev
0x80 - Poison
+
0x22 - Accessory M-Ev
0x40 - Regen
+
0x24 - Right hand equipment
0x20 - Protect
+
0x26 - left hand equipment
0x10 - Shell
+
  0x28 - head
0x08 - Haste
+
0x2a - Body
0x04 - Slow
+
0x2c - accessory
0x02 - Stop
+
0x2e - Primary skillset // First monster ability
0x01 - Wall
+
0x30 - Secondary skillset // Second monster ability
  0x0052: Innate Statuses 5
+
0x32 - Reaction // Third monster ability
0x80 - Faith
+
0x34 - Support // Fourth monster ability
0x40 - Innocent
+
0x36 - Movement // not exactly possible, but fifth monster ability.
0x20 - Charm
+
 
0x10 - Sleep
+
80174060 - Displayed Skillsets (act Menu) - ff in first slot that doesn't have skillset, rest 00
0x08 - Don't Move
+
0x00
0x04 - Don't Act
+
0x01
0x02 - Reflect
+
0x02
0x01 - Death Sentence
+
0x03
  0x0053: Status Immunities 1
+
0x04
0x80 -  
+
0x05
0x40 - Crystal
+
0x06
0x20 - Dead
+
  0x07
0x10 - Undead
+
0x08
0x08 - Charging
+
 
0x04 - Jump
+
801740a8 - Code Pointers for ability targeting (Action menu byte) used in [[Calculate_Targeting_for_Menu_Types]] <span id="0x801740a8"></span>
0x02 - Defending
+
0x00 - 8017abac - Default
0x01 - Performing
+
0x04 - 8017abb8 - Item Inventory
0x0054: Status Immunities 2
+
0x08 - 8017abb8 - Weapon Inventory
0x80 - Petrify
+
0x0c - 8017abc0 - Arithmeticks
0x40 - Invite
+
  0x10 - 8017abd4 - Elements
0x20 - Darkness
+
0x14 - 8017ab2c - Blank
0x10 - Confusion
+
0x18 - 8017abac - Monster
0x08 - Silence
+
0x1c - 8017abe4 - Katana Inventory
0x04 - Blood Suck
+
0x20 - 8017abb8 - Attack
0x02 - Cursed
+
0x24 - 8017abb8 - Jump
0x01 - Treasure
+
  0x28 - 8017abb8 - Charge
  0x0055: Status Immunities 3
+
0x2c - 8017ac08 - Defend
0x80 - Oil
+
0x30 - 8017ac08 - Change Equipment
0x40 - Float
+
0x34 - 8017ac08 - Unknown
0x20 - Reraise
+
0x38 - 8017ac08 - Blank
0x10 - Transparent
+
0x3c - 8017ac2c - Unknown
0x08 - Berserk
+
 
0x04 - Chicken
+
80165f84 - Menu/ message display byte
0x02 - Frog
+
 
0x01 - Critical
+
  0x0e - Units turn menu can't move, not on chocobo
  0x0056: Status Immunities 4
+
0x13 - Units turn menu can move, can't act, not on chocobo
0x80 - Poison
+
0x14 - Units turn menu can't move or act, not on chocobo
0x40 - Regen
+
0x2e - Units turn menu with move/act usable, On Mount
0x20 - Protect
+
0x2f - Units turn menu with move usable, on mount
0x10 - Shell
+
0x30 - Units turn menu with move usable, act not usable, on mount
0x08 - Haste
+
0x31 - Units turn menu with move/act not usable, on mount
0x04 - Slow
+
 
0x02 - Stop
+
141654 inputs
0x01 - Wall
+
0x01 - wait message
  0x0057: Status Immunities 5
+
  0x06 - attack selected (select target to attack)
0x80 - Faith
+
0x07 - movement message?
0x40 - Innocent
+
0x08 - continue?
0x20 - Charm
+
0x0a - normal ability name display
0x10 - Sleep
+
0x14 - select target to attack (auto battle fight for life)
0x08 - Don't Move
+
0x1a - target confirmation (Unit to attack for auto battle)
0x04 - Don't Act
+
0x1b - target confirmation (unit to protect for auto battle)
0x02 - Reflect
+
0x1d - job level up/level up?
0x01 - Death Sentence
+
0x1e - learn on hit
  0x0058: Current Statuses 1 <span id="Current Statuses"></span>
+
  0x1f - crystal/treasure menus
0x80 -  
+
0x21 - after move, confirmation to move there
0x40 - Crystal
+
0x22 - 0x25 - traps?
0x20 - Dead
+
0x26 - move find item
0x10 - Undead
+
0x32 - calculator stuff?
0x08 - Charging
+
 
0x04 - Jump
+
Text Data (Some sections behave differently.
0x02 - Defending
+
  Menus 2e and 00 cannot be greyed out by making the 0x01 byte
0x01 - Performing
+
  00)
  0x0059: Current Statuses 2
+
801630da - Act menu display data (0x05 bytes each, 0x06 for each unit?)
0x80 - Petrify
+
0x00 - Letter
0x40 - Invite
+
0x01 - availability byte
0x20 - Darkness
+
  0x04 - abilities not known in skillset? (greyed out)
0x10 - Confusion
+
  0x00 - abilities known in skillset
0x08 - Silence
+
0x02 - set to 0xff if no command displayed
0x04 - Blood Suck
+
0x03 - set to 0xfa
0x02 - Cursed
+
  0x04
0x01 - Treasure
+
0x05
  0x005a: Current Statuses 3
+
 
0x80 - Oil
+
0x82 - 1637b2
0x40 - Float
+
0x83 - 1637de - move disabled
0x20 - Reraise
+
 
0x10 - Transparent
+
 
0x08 - Berserk
+
801740e8 - Code Pointers for attack preparation routine(Action menu byte) 17c45c routine
0x04 - Chicken
+
0x00 - 8017c7fc - Default
0x02 - Frog
+
  0x04 - 8017c548 - Item Inventory
0x01 - Critical
+
  0x08 - 8017c5b4 - Weapon Inventory
0x005b: Current Statuses 4
+
  0x0c - 8017c658 - Arithmeticks
0x80 - Poison
+
  0x10 - 8017c6b8 - Elements
0x40 - Regen
+
  0x14 - 8017c818 - Blank
0x20 - Protect
+
  0x18 - 8017c7fc - Monster
0x10 - Shell
+
  0x1c - 8017c6c8 - Katana Inventory
  0x08 - Haste
+
  0x20 - 8017c704 - Attack
  0x04 - Slow
+
  0x24 - 8017c730 - Jump
0x02 - Stop
+
  0x28 - 8017c79c - Charge
0x01 - Wall
+
  0x2c - 8017c7ec - Defend
  0x005c: Current Statuses 5
+
  0x30 - 8017c7f4 - Change Equipment
0x80 - Faith
+
 
0x40 - Innocent
+
80169264 - start of skillset data?
0x20 - Charm
+
AAAA BBBB
0x10 - Sleep
+
Default - 0003 0000
0x08 - Don't Move
+
Item Inventory - 0003 0001
0x04 - Don't Act
+
Throw - 0003 0001
0x02 - Reflect
+
Math Skill - 0003 0000
0x01 - Death Sentence
+
Elemental - fffd 0000
  Status CT decrement routines ~1837A0
+
Blank - fffd 0000
  0x005d - Poison CT
+
Monster - 0003 0000
  0x005e - Regen CT
+
Katana - 0003 0001
  0x005f - Protect CT
+
Attack - fffd 0000
  0x0060 - Shell CT
+
Jump - fffd 0000
  0x0061 - Haste CT
+
Charge - 0003 0000
  0x0062 - Slow CT
+
Defend - fffd 0000
  0x0063 - Stop CT
+
Equip Change - 0003 0000
  0x0064 - Wall CT
+
Unknown - fffd 0000
  0x0065 - Faith CT
+
Blank - fffd 0000
  0x0066 - Innocent CT
+
Unknown - fffd 0000
  0x0067 - Charm CT
+
BBBB - halfword, whether the skillset calls from party inventory.
0x0068 - Sleep CT
+
AAAA - halfword, 3 or -3, -3 means don't load ability data to menu, execute targeting immediately.
0x0069 - Don't Move CT
+
 
0x006a - Don't Act CT
+
80169828 - ability selected byte? (word)
0x006b - Reflect CT
+
Control byte
0x006c - Death Sentence CT
+
0x03 - learn on hit (ability known)
0x006d: Elemental Absorption
+
0x02 - learn on hit
0x80 - Fire
+
0x40 - Lightning
+
8016982d - Skillset (ability loading routines)
0x20 - Ice
+
8016982e - Used Ability (half)
0x10 - Wind
+
 
0x08 - Earth
+
 
0x04 - Water
+
80169840 - returned value from routine 0x181530 (skillset/act menu loading)
0x02 - Holy
+
 
0x01 - Dark
+
80169c6c
0x006e: Elemental Nullification
+
0x10 - unit ID?
0x80 - Fire
+
0x14 - unit Data
0x40 - Lightning
+
8016a06c
0x20 - Ice
+
8016a46c
0x10 - Wind
+
8016a86c
0x08 - Earth
+
8016ac6c - corresponds to
0x04 - Water
+
8016b06c - Corresponds to skillset menu
0x02 - Holy
+
  0x00 - Menu Address?
0x01 - Dark
+
8016b46c - Corresponds to main menu
0x006f: Elemental Halving
+
 
0x80 - Fire
+
80173c6c - action menu byte
0x40 - Lightning
+
 
0x20 - Ice
+
 
0x10 - Wind
+
 
0x08 - Earth
+
(text page? or just section per file?)
0x04 - Water
+
8016135c - 80161928 - Battle Error Messages Text
0x02 - Holy
+
80161929 - 80161d41 - Battle Messages Text
0x01 - Dark
+
80161d41 - 801622c2 - Job Names Text
0x0070: Elemental Weakness
+
801622c3 - 80162e48 - Item Names Text
0x80 - Fire
+
80162e50 - 801630d9 - Japanese writing (FREE SPACE)
0x40 - Lightning
+
801630da - 80163b87 - Act menus display data (0x05 bytes each, 0x06 for each unit?)
0x20 - Ice
+
80163b88 - Ability Names Text
0x10 - Wind
+
80164eb6
0x08 - Earth
+
Battle Messages
0x04 - Water
+
Status Names
0x02 - Holy
+
Error/Confirmation
0x01 - Dark
+
8016593a - 165d73 - Skillset Names
  0x0071: Elements Strengthened
+
"Anything" in between
0x80 - Fire
+
80165d88 - Summon Names
0x40 - Lightning
+
80165df6 - Draw Out Names
0x20 - Ice
+
 
0x10 - Wind
+
80173f8c - Pointers to Text Data (Mod below / 0x200 + 173f8c)
0x08 - Earth
+
0x5000 - Menus items
0x04 - Water
+
0x4000 - Unit Name
0x02 - Holy
+
0x3000 - Job Name
0x01 - Dark
+
0x2000 -  
0x0072 - Raw HP
+
  0x1000 - Skillset Name
0x0075 - Raw MP
+
: 8016135c
0x0078 - Raw SP
+
: 8016135d
0x007b - Raw PA
+
: 8016135e - Skillsets
0x007e - Raw MA
+
: 80161929
0x0081 - HP Growth
+
: 80161d3f
0x0082 - HP Multiplier
+
: 80161d40
0x0083 - MP Growth
+
: 80161d41 - Job Name
0x0084 - MP Multiplier
+
: 801622c3
0x0085 - SP Growth
+
: 80162e4c - Unit Name
0x0086 - SP Multiplier
+
: 80163006
0x0087 - PA Growth
+
: 801630da - menu items
0x0088 - PA Multiplier
+
: 801639cc
0x0089 - MA Growth
+
: 80163b86
0x008a - MA Multiplier
+
: 80163b87
0x008b: Reactions 1 <span id="Reactions"></span>
+
: 80163b88
0x80 - PA Save
+
: 80164ebb
0x40 - MA Save
+
: 80164ebc
0x20 - Speed Save
+
: 80165281
0x10 - Sunken State
+
: 801653b2
0x08 - Caution
+
: 80165937
0x04 - Dragon Spirit
+
: 80165938
0x02 - Regenerator
+
: 80165939
0x01 - Brave UP
+
: 8016593a
  0x008c: Reactions 2
+
: 80165d89
0x80 - Face (Faith) UP
+
: 8016135c
0x40 - HP Restore
+
: 8016135c
0x20 - MP Restore
+
: 8016135c
0x10 - Critical Quick
+
: 8016135c
0x08 - Meatbone Slash
+
: 8016135c
0x04 - Counter Magic
+
: 8016135c
0x02 - Counter Tackle
+
: 8016135c
0x01 - Counter Flood
+
 
0x008d: Reactions 3
+
==Assorted Memory Addresses==
0x80 - Absorb Used MP
+
 
0x40 - Gilgame Heart
+
80067000 - List of return addresses (0x794 lines or 0x1e4 addresses)
0x20 - Reflect
+
80067830 -  
0x10 - Auto Potion
+
800942ab -  
0x08 - Counter
+
800960c0 -  
0x04 -
+
800960c4 -  
0x02 - Distribute
+
80094ba4 - ? Palettes
0x01 - MP Switch
+
800960f0 - Set to 1 when status is selected in main battle menu
0x008e: Reactions 4   
+
800960f8 - Whether or not the status menu has already been requested (Triangle on Ai player turn)
0x80 - Damage Split
+
800960fc -  
0x40 - Weapon Guard
+
80096100 - AT List ID (used to determine which data to load from the AT list)
0x20 - Finger Guard
+
80096104 - Map ID
0x10 - Abandon
+
80096200 - learned ability (learn on hit)?
0x08 - Catch
+
8009620c - trap to display?
0x04 - Blade Grasp
+
80096210 - Item to display
0x02 - Arrow Guard
+
800962f4 -  
0x01 - Hamedo
+
80098a54 - Some units Misc Data Pointer
0x008f: Support 1
+
80098a54 - Pointer to last unit's Misc Data?
0x80 - Equip Armor
+
80098db8 - ?? cleared after post action
0x40 - Equip Shield
+
800995ec - (word)
0x20 - Equip Sword
+
800995f4 - (14 groups at 0x982 bytes each)
0x10 - Equip Katana
+
set 4 = Unit (team?) Palettes?
0x08 - Equip Crossbow
+
800995f5 - 1 = skip setting below data?
0x04 - Equip Spear
+
800995f6 - (16 sections, 8 bytes each)
0x02 - Equip Axe
+
  0x00 - (1 = active?)
0x01 - Equip Gun
+
0x01 -  
0x0090: Support 2
+
0x02 -  
0x80 - Half of MP
+
0x03 - (set to PV2 in 0x8f710)
0x40 - Gained JP-UP
+
0x04 - (set to 0 if PV = 10 in 0x8f710)
0x20 - Gained EXP-UP
+
0x05 - Red Mod (for what changed the below section)
0x10 - Attack UP
+
0x06 - Green Mod
0x08 - Defense UP
+
0x07 - Blue Mod
0x04 - Magic Attack UP
+
80099676 - Palette Color Mod Data (16 sect. w/ 16 colors; 7 bytes each color (0x700 total))
0x02 - Magic Defense UP
+
0x00 - Red Value
0x01 - Concentrate
+
0x01 - Green Value
0x0091: Support 3
+
  0x02 - Blue Value
0x80 - Train
+
0x03 - Alpha Flag
0x40 - Secret Hunt
+
0x04 - Modified Red? (0x1f if total of RGB = 0)
0x20 - Martial Arts
+
0x05 - Modified Green?
0x10 - Monster Talk
+
0x06 - Modified Blue?
0x08 - Throw Item
+
80099d76 - Raw Palettes (16 sections, 16 colors, 2 bytes each (0x200 total))
0x04 - Maintenance
+
8009b27c - list of some misc data
0x02 - Two Hands
+
800bde64 -
0x01 - Two Swords
+
800e6bb0 - list of return addresses
  0x0092: Support 4
+
800e6c98 - list of return addresses
0x80 - Monster Skill
+
800e6edc -  
0x40 - Defend
+
800f64dc -  
0x20 - Equip Change
+
8016866c - start of a set of data 0x0c long, (0x1b0 total) (0x24 sets)
0x10 -  
+
0x00 - address to ?? (word)
0x08 - Short Charge
+
0x04 -  
0x04 - Non-Charge
+
8016881d -  
0x02 -  
+
80169230 -  
0x01 -  
+
80121d58 -
  0x0093: Movement 1
+
80121d8f - list of data, 0x12 bytes long each, 9 entries
0x80 - Move +1
+
80132824 - ?
0x40 - Move +2
+
 
0x20 - Move +3
+
 
0x10 - Jump +1
+
 
0x08 - Jump +2
+
 
0x04 - Jump +3
+
==Yet Unsorted Addresses==
0x02 - Ignore Height
+
 
0x01 - Move-HP UP
+
 
0x0094: Movement 2
+
 
0x80 - Move-MP UP
+
 
0x40 - Move-Get EXP
+
 
0x20 - Move-Get JP
+
80165f74
0x10 - Cannot Enter Water
+
0x08 - Teleport
+
 
0x04 - Teleport 2
+
0x02 - Any Weather
+
80174068 - Return address for ability range (based on action menu byte)17a8c0 routine
0x01 - Any Ground
+
 
0x0095: Movement 3
+
 
0x80 - Walk on Water
+
8015d304 - Current Unit's ID (* 0x1c0 for Data Pointer)
0x40 - Move in Water
+
 
0x20 - Move on Lava
+
801612dc - start of some data - used in Set Unit Names routine ~133434
0x10 - Move Underwater
+
  list of words, values loaded and added to 8016135c
0x08 - Float
+
  that address is then stored in 173f8c + offset
0x04 - Fly
+
 
0x02 - Silent Walk
+
 
0x01 - Move-Find Item
+
 
0x0096 - Unlocked Jobs 1-8 (all of these start at 0x80 and count down)
+
80165e64 - Start of some other data
0x0097 - Unlocked Jobs 9-16
+
 
0x0098 - Unlocked Jobs 17-20
+
80165ecc
0x0099 - Base Action Abilities 1-8
+
 
0x009a - Base Action Abilities 9-16
+
80165ea4 -  
0x009b - Base R/S/M 1-6
+
 
  0x009c - Chemist Action Abilities 1-8
+
80165eb4 - Palette Pointer Mod 1? (halfword)
  0x009d - Chemist Action Abilities 9-16
+
80165eb6 - Palette Pointer Mod 2? (halfword)
0x009e - Chemist R/S/M 1-6
+
  (((b6 + Palette / 8) * 64) OR
0x009F - Knight Action Abilities 1-8
+
  (((b4 + (Palette MOD 8) * 16) / 16) AND 0x3f
0x00A0 - Knight Action Abilities 9-16
+
  forms some sort of palette value stored in 0x06/0x07 of sprite data sections
  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
+
80165f94
0x00A5 - Monk Action Abilities 1-8
+
80165f98 - pointer to 0x8016986c - Thread array base pointer
0x00A6 - Monk Action Abilities 9-16
+
80165f9c - pointer to 0x5771c - Start of main data
0x00A7 - Monk R/S/M 1-6
+
 
0x00A8 - Priest Action Abilities 1-8
+
 
0x00A9 - Priest Action Abilities 9-16
+
80165fa0 - changes depending on displayed menu/message during battle
0x00AA - Priest R/S/M 1-6
+
80165fa2 - same as above, changed when scroll you scroll past the initial abilities displayed
0x00AB - Wizard Action Abilities 1-8
+
 
0x00AC - Wizard Action Abilities 9-16
+
80165fb4 - Sound effect to play (See https://ffhacktics.com/wiki/SoundEffect)
0x00AD - Wizard R/S/M 1-6
+
      (move selected, panel selected - set to 1 (Move to panel?) (5 if can't move due to Don't move? during... ability setup?))
0x00AE - Time Mage Action Abilities 1-8
+
 
0x00AF - Time Mage Action Abilities 9-16
+
80165fbc
0x00B0 - Time Mage R/S/M 1-6
+
 
0x00B1 - Summoner Action Abilities 1-8
+
80165ff6
0x00B2 - Summoner Action Abilities 9-16
+
 
0x00B3 - Summoner R/S/M 1-6
+
80166018 - incremented
0x00B4 - Thief Action Abilities 1-8
+
 
0x00B5 - Thief Action Abilities 9-16
+
80166048 - freezes control to go to next event
0x00B6 - Thief R/S/M 1-6
+
 
0x00B7 - Mediator Action Abilities 1-8
+
8016604a -  
0x00B8 - Mediator Action Abilities 9-16
+
 
0x00B9 - Mediator R/S/M 1-6
+
801660a3 - control variable used in 0x13b590
0x00BA - Oracle Action Abilities 1-8
+
 
0x00BB - Oracle Action Abilities 9-16
+
801660ec - half
0x00BC - Oracle R/S/M 1-6
+
801660ee - half
0x00BD - Geomancer Action Abilities 1-8
+
801660f0 - half
0x00BE - Geomancer Action Abilities 9-16
+
801660f2 - half
0x00BF - Geomancer R/S/M 1-6
+
 
0x00C0 - Lancer Action Abilities 1-8
+
801696a8 -  
0x00C1 - Lancer Action Abilities 9-16
+
801696aa -  
0x00C2 - Lancer R/S/M 1-6
+
 
0x00C3 - Samurai Action Abilities 1-8
+
80166ae4
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
+
80169808
0x00C8 - Ninja R/S/M 1-6
+
 
0x00C9 - Calculator Action Abilities 1-8
+
801697d0
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
+
80169870
  0x00CE - Bard R/S/M 1-6
+
 
  0x00CF - Dancer Action Abilities 1-8
+
801692b8 -  
  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
+
8016e42c
  0x00D5 - Wizard/Time Mage Job Level
+
 
  0x00D6 - Summoner/Thief Job Level
+
8016d9ca
  0x00D7 - Mediator/Oracle Job Level
+
 
  0x00D8 - Geomancer/Lancer Job Level
+
80172258 - target current action pointer
  0x00D9 - Samurai/Ninja Job Level
+
 
  0x00DA - Calculator/Bard Job Level
+
80172660
  0x00DB - Dancer/Mime Job Level
+
 
  0x00DC - Base Job JP
+
 
  0x00DE - Chemist Job JP
+
801739c8 -  
  0x00E0 - Knight Job JP
+
 
  0x00E2 - Archer Job JP
+
80173b00 -  
  0x00E4 - Monk Job JP
+
80173c30'
  0x00E6 - Priest Job JP
+
 
  0x00E8 - Wizard Job JP
+
 
0x00EA - Time Mage Job JP
+
 
0x00EC - Summoner Job JP
+
80173c74 - next event?
  0x00EE - Thief Job JP
+
 
  0x00F0 - Mediator Job JP
+
80173ca8 - return address in 14ceb4 routine
0x00F2 - Oracle Job JP
+
 
0x00F4 - Geomancer Job JP
+
80173cb0
0x00F6 - Lancer Job JP
+
 
  0x00F8 - Samurai Job JP
+
80173cb8 - pointer to 166b10
0x00FA - Ninja Job JP
+
 
0x00FC - Calculator Job JP
+
8017403c - Skillset determinations (set to 1 if no abilities known?), 0 if not (ai page?)
0x00FE - Bard Job JP
+
 
  0x0100 - Dancer Job JP
+
80174042 - end of previous list
  0x0102 - Mime Job JP
+
 
0x0104 - Total Base Job JP
+
80174048 - pointer to start of AI data / skillset
  0x0106 - Total Chemist Job JP
+
8017404c - Action menu byte list for skillsets
0x0108 - Total Knight Job JP
+
 
0x010A - Total Archer Job JP
+
80174102 -  
0x010C - Total Monk Job JP
+
80174144 -
0x010E - Total Priest Job JP
+
80174174 - 001829a8
0x0110 - Total Wizard Job JP
+
0x0112 - Total Time Mage Job JP
+
 
0x0114 - Total Summoner Job JP
+
80178f9c -  
0x0116 - Total Thief Job JP
+
 
0x0118 - Total Mediator Job JP
+
801792b8 -  
0x011A - Total Oracle Job JP
+
 
0x011C - Total Geomancer Job JP
+
80179828 - some pointer (word)
0x011E - Total Lancer Job JP
+
 
0x0120 - Total Samurai Job JP
+
 
0x0122 - Total Ninja Job JP
+
0x0124 - Total Calculator Job JP
+
8018f500 - Pointers to some routine used while spreading AoE of Move.
0x0126 - Total Bard Job JP
+
            0x00 - 801754d0 [[Spread_Move_to_East_Preset]]
0x0128 - Total Dancer Job JP
+
            0x04 - 801754f4 [[Spread_Move_to_North_Preset]]
0x012A - Total Mime Job JP
+
            0x08 - 8017551c [[Spread_Move_to_West_Preset]]
0x012C - 0x013B Unit Name
+
            0x0c - 80175540 [[Spread_Move_to_South_Preset]]
0x013C - 0x014B Job Name
+
0x014C - 0x0153 Primary Skillset Name (first 8 bytes)
+
8018f518 - In between turn control variable
0x0154 - 0x015B Secondary Skillset Name (First 8 bytes)
+
  0x00 - next clocktick
  0x015c - Number of times unit has been KOed this battle
+
  0x01 - dead processing, next turn processing
0x015d - Current Ability CT
+
  0x02 - ability CT decrement
0x015e - Graphic
+
  0x03 - Post ability ability CT setting
0x015f - Portrait  // Special Unit ID, if applicable, for allies (e.g. 0x1E for Agrias); otherwise, it was something else... sometimes 0x6X?
+
  0x04 - status CT decrement
0x0160 - Palette
+
  0x05 - set AI CT data?
0x0161 - ENTD ID    // (Non-Ramza allies: 0x70-0x7F; Ramza: (his base job, 01/02/03); Others: ENTD Unit ID)
+
  0x06 - ??
0x0162 - Special Skillset? (Specials set their skillset here)
+
  0x07 - blank
0x0163 - War Trophy
+
  0x08 - blank
0x0164 - Bonus Money Mod (* 100 = Gil)
+
  0x09 - find highest CT
0x0165 - X Location? (For where AI tends to stay near)
+
  0x0a - after setting characters turn active (validate units turn)
0x0166 - Y Location?
+
  0x0b - blank
0x0167 -
+
  0x0c - blank
0x80 - Higher Elevation Flag (for location)?
+
  0x0d - set some AI weapon data?
0x40 - Focus on target?
+
  0x0e - mimic ability setting
0x20 - Stay near X/Y? (+0x08 = never move once there)
+
  0x0f - transparent removal
0x10 - more aggressive?
+
  0x10 - blank
0x08 - Coward-like?
+
  0x11 - poison marsh status
0x04 -
+
  0x12 - blank
0x02 -
+
  0x13 - poison/regen HP changes
0x01 -
+
  0x14 - get tile type
0x0168 - Prioritized Target
+
 
0x0169 - (ENTD)
+
 
0x016a - (ENTD)
+
8018f51c - Control Variable (word) - used in skillset loading
0x04 - Save CT? (don't move unless needed?)
+
  0x09 - after setting characters turn active
0x016b - (ENTD)
+
  0x03 - find highest CT - then stored into 8018f518 - go to post-ability CT setting
0x016c - Unit Name ID
+
  0x01 - main selection screen (move, act, etc.)
  0x00XX - Special
+
 
0x01XX - Generic Male
+
8018f520 - active units ID?
0x02XX - Generic Female
+
 
0x03XX - Generic Monster
+
8018f5f0 - Type of action (word)
 +
  0x01 - Reacting
 +
  0x00 - pre-attack, initial attack
 +
 
 +
8018f5fc - Action state (word)
 +
        0 - Action executing
 +
        1 - AI considering action
 +
        2 - Projected action result (skips conditional proc roll and displays average damage for random)
 +
 
 +
8018f4e0 - Pointer to Scratch Pad [[1f800000|<span style=color:blue>0x1f800000</span>]]
 +
8018f4e4 - Pointer to Scratch Pad [[1f800180|<span style=color:blue>0x1f800180</span>]]
 +
8018f4e8 - Pointer to Scratch Pad [[1f800080|<span style=color:blue>0x1f800080</span>]]
 +
8018f4ec - Pointer to Scratch Pad [[1f800100|<span style=color:blue>0x1f800100</span>]]
 +
8018f4f0 - Pointer to Scratch Pad [[1f800200|<span style=color:blue>0x1f800200</span>]]
 +
8018f4f4 - Counter for some panel targeting
 +
8018f4f8 - set to 1 during linear attack routine (word)
 +
8018f4fc -  
 +
 
 +
8018f510 - Set to 1 when reachable tile are set in [[00174b8c_-_00174df4]]
 +
8018f514 - Active unit ID (when 8018f510 is set to 1) - stored as a word (?)
 +
 
 +
8018f7f0 - No. Tiles moved  (movement page?)
 +
  - Per tile, includes facing/walking direction to destination
  
Target Data for action
+
8018f86d - current units movement supports
0x016e/0x00 - Attacker/Self ID? (this data for charging attacks?)
+
  0x80 - fly
  0x016f/0x01 - Skillset of Last Attack Used
+
  0x40 - float
  0x0170/0x02 - Last Attack Used ID (Currently Charging/performing action?)(half)
+
  0x20 - walk on water
  0x0172/ox04 - Calculator Type Ability ID
+
  0x10 - move in water
  0x0174/0x06 - Calculator Multiplier Ability ID
+
  0x08 - teleport (1 and 2)
  0x0176/0x08 - Used Item/Equip ID?
+
  0x04 -  
0x0178/0x0a - reaction ID?
+
  0x02 - silent walk
0x05 - Tile-Specific Ability?
+
  0x01 -  
0x06 - Target-Specific Ability?
+
  0x00 - default
  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?
+
8018f89c -  
0x0181/0x13 -
+
 
0x80 -
+
8018f8a4 - ID of found item for move-find item (word)
0x40 -
+
0x00 Item ID
0x20 -
+
8018f8a8 - Move-Find Item/trap flags
0x10 - Stepping Stone
+
  0x00 - activation type
0x08 -
+
  0x02 - found trap
0x04 -
+
  0x01 - found item
0x02 -
+
  0x00 - none?
0x01 - Walkable
+
  0x01 - Trap Setting or number of trap activated
0x0182/0x14: Mount Info <span id="Mount Info"></span>
+
  0x00 - Degenerator
0x80 - Riding A Unit
+
  0x01 - Deathtrap
0x40 - Being Ridden
+
  0x02 - Sleeping Gas
0x20 -
+
  0x03 - Steel Needle
0x1f - ID of unit Riding/Being ridden by this unit
+
  0x02 - Rare Item
0x0183 - Dealing with unit's ability to appear in battle?
+
  0x03 - Common Item
(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  [[CURRENT_ACTION_DATA|dedicated page here]] <span id="Current Action Data"></span>
 
  
0x018c/0x00 - Hit Flag
+
8018f8b0 - "Can mimic Table" / 1 byte per Unit 0x15 entries (in battle data order while looping)
0x00 - Miss
+
            Set to 0x01 if Unit is a mime and 0x8019389d = 0x01 [[In_between_turn_control_routine]] check variable 0x0d and 0x0e sections
0x01 - Hit
+
            if 01 allows mimic setting
0x018d/0x01 - Critical Hit Flag
+
 
0x018e/0x02 - Evade Type
+
8018f8c5 - end
0x00 - Hit
+
-0x0738
0x01 - Guarded (Accessory) / Evaded (Accessory)
+
8018f8c8 - Acting Unit ID (word)
0x02 - Evaded (Right Hand Item)
+
 
0x03 - Evaded (Left Hand Item)
+
80193d48 - Pointers for Action menu in routine : [[AI Ability Data Setting]] <span id="AI_Ability_Data_Setting_JumpAdr"></span>
0x04 - Arrow Guard? / Evaded (Class Evade)
+
        0x00 - 801959d4 - Item Inventory
0x05 - Nullified
+
        0x04 - 80195a30 - Weapon Iventory
0x06 - Miss
+
        0x08 - 80195bcc - Arithmeticks
0x07 - Catch? / [[Force_Attack_Miss|Attack forced to miss]] (Status infliction denied) / Float+Earth element / Finger Guard / Maintenance
+
        0x0c - 80195c00 - Elements
0x08 - Canceled by status (death, petrify, wall) [[Set_some_data_for_current_attack]] (override previous values)
+
        0x10 - 80195c00 - Blank
0x09 - Reflected?
+
        0x14 - 80195c00 - Monster
0x0a - Golem
+
        0x18 - 80195a24 - Katana inventory
0x0b - Blade Grasp?
+
        0x1c - 80195944 - Attack
0x018f/0x03 - ID of the Item to remove (break/use/steal)
+
        0x20 - 80195a90 - Jump
0x0190/0x04 - HP Damage
+
        0x24 - 80195ba0 - Charge
0x0192/0x06 - HP Recovery
+
0x0194/0x08 - MP Damage
+
80193d98: Jump Adress for AI routine [[Calculate_Physical%3F_Target]] 6 words long
0x0196/0x0a - MP Recovery
 
0x0198/0x0c - Gil Stolen/Lost
 
0x019a/0x0e - Reaction ID
 
0x019c/0x10 - Special Flags 1
 
0x80 - +1 Level
 
0x40 - Switch Team
 
0x20 - Poached
 
0x10 - Steal Item
 
0x08 - Stole targets item? - Katana not broken overrides others flag : [[Draw_out_routine_dealing_with_experience_gain|here]])
 
0x04 - Break Item
 
0x02 - Malboro (moldball virus)
 
0x01 - Golem
 
0x019d/0x11 - Special Flags 2
 
0x80 - Reducing Golem Amount?
 
0x40 - Knockback
 
0x20 -
 
0x10 - Katana broken
 
0x08 - Weakness?
 
0x04 - Absorption?
 
0x02 - Proc is Triggered - Enabled here [[Conditional_Status_Proc_Roll_(19%25)_Inner_Routine]]
 
0x01 - -1 Level
 
0x019e/0x12 - SP Change
 
0x80 - Bonus Flag
 
0x019f/0x13 - CT Change
 
0xFF = "Quick"
 
0x7F = "CT0"
 
0x80 - Bonus Flag
 
    0x01a0/0x14 - PA Change
 
0x80 - Bonus Flag
 
0x01a1/0x15 - MA Change
 
0x80 - Bonus Flag
 
    0x01a2/0x16 - Brave Change
 
0x80 - Bonus Flag
 
    0x01a3/0x17 - Faith Change
 
0x80 - Bonus Flag
 
0x01a4/0x18 - Status Change?
 
0x80 - animate on miss
 
0x02 - ("Guarded"?)
 
0x01 - Failed status infliction? ("Missed!")
 
0x01a5/0x19 - Remove Equipment
 
0x80 - Remove Helmet
 
0x40 - Remove Armor
 
0x20 - Remove Accessory
 
0x10 - Remove Right Hand Weapon
 
0x08 - Remove Right Hand Shield
 
0x04 - Remove Left Hand Weapon
 
0x02 - Remove Left Hand Shield
 
0x01 -
 
0x01a6/0x1a - Stolen Item ID
 
0x01a7/0x1b - Attack's Status Infliction 1
 
0x80 -
 
0x40 - Crystal
 
0x20 - Dead
 
0x10 - Undead
 
0x08 - Charging
 
0x04 - Jump
 
0x02 - Defending
 
0x01 - Performing
 
0x01a8/0x1c - Attack's Status Infliction 2
 
0x80 - Petrify
 
0x40 - Invite
 
0x20 - Darkness
 
0x10 - Confusion
 
0x08 - Silence
 
0x04 - Blood Suck
 
0x02 - Cursed
 
0x01 - Treasure
 
0x01a9/0x1d - Attack's Status Infliction 3
 
0x80 - Oil
 
0x40 - Float
 
0x20 - Reraise
 
0x10 - Transparent
 
0x08 - Berserk
 
0x04 - Chicken
 
0x02 - Frog
 
0x01 - Critical
 
0x01aa/0x1e - Attack's Status Infliction 4
 
0x80 - Poison
 
0x40 - Regen
 
0x20 - Protect
 
0x10 - Shell
 
0x08 - Haste
 
0x04 - Slow
 
0x02 - Stop
 
0x01 - Wall
 
0x01ab/0x1f - Attack's Status Infliction 5
 
0x80 - Faith
 
0x40 - Innocent
 
0x20 - Charm
 
0x10 - Sleep
 
0x08 - Don't Move
 
0x04 - Don't Act
 
0x02 - Reflect
 
0x01 - Death Sentence
 
0x01ac/0x20 - Attack's Status Removal 1
 
0x80 -
 
0x40 - Crystal
 
0x20 - Dead
 
0x10 - Undead
 
0x08 - Charging
 
0x04 - Jump
 
0x02 - Defending
 
0x01 - Performing
 
0x01ad/0x21 - Attack's Status Removal 2
 
0x80 - Petrify
 
0x40 - Invite
 
0x20 - Darkness
 
0x10 - Confusion
 
0x08 - Silence
 
0x04 - Blood Suck
 
0x02 - Cursed
 
0x01 - Treasure
 
0x01ae/0x22 - Attack's Status Removal 3
 
0x80 - Oil
 
0x40 - Float
 
0x20 - Reraise
 
0x10 - Transparent
 
0x08 - Berserk
 
0x04 - Chicken
 
0x02 - Frog
 
0x01 - Critical
 
0x01af/0x23 - Attack's Status Removal 4
 
0x80 - Poison
 
0x40 - Regen
 
0x20 - Protect
 
0x10 - Shell
 
0x08 - Haste
 
0x04 - Slow
 
0x02 - Stop
 
0x01 - Wall
 
0x01b0/0x24 - Attack's Status Removal 5
 
0x80 - Faith
 
0x40 - Innocent
 
0x20 - Charm
 
0x10 - Sleep
 
0x08 - Don't Move
 
0x04 - Don't Act
 
0x02 - Reflect
 
0x01 - Death Sentence
 
0x01b1/0x25: Attack Type
 
0x80 - HP Damage
 
0x40 - HP Recovery
 
0x20 - MP Damage
 
0x10 - MP Recovery
 
0x08 - Status Change?
 
0x04 - ?
 
0x02 - ?
 
0x01 - Pseudo-Status change?
 
0x01b2/0x26 - Last Attack Recieved
 
0x01b4/0x28 - Stolen Exp?
 
0x80 = Malus (Steal Xp)
 
0x01b5/0x29 - Stolen JP?
 
0x01b6/0x2a - Hit % (Display data?)
 
0x01b7/0x2b -
 
0x01b8/0x2c - Auto Battle Flag
 
0x01b9/0x2d - Main Target ID?
 
0x01ba/0x2e - Modified ENTD Flags
 
0x80 - Always Present
 
0x40 - Randomly Present
 
0x20 - Team Bit 1. 0x20 and 0x10 is Light Blue. 0x20 is Green.
 
0x10 - Team Bit 2. 0x10 is Red. If neither bit, team is Blue.
 
0x08 - Control
 
0x04 - Immortal
 
0x02 - (if both 01 and 02, then immune to knockback)
 
0x01 - (both set by Ramza when initialized)
 
0x01bb/0x2f - Inflicted Status List 1
 
0x01bc/0x30 - Inflicted Status List 2
 
0x01bd/0x31 - Inflicted Status List 3
 
0x01be/0x32 - Inflicted Status List 4
 
0x01bf/0x33 - Inflicted Status List 5
 
  
80192d8c - Attacker Current Action Data Pointer
 
80192d90 - Target Current Action Data Pointer
 
80192d94 - Attacker's Data Pointer
 
80192d98 - Target Data Pointer
 
 
80192d9c - Reaction ID
 
 
  
80192da0 - Copy of Acting Unit's Current Action Data? 0x2c long
 
  
80193848 - (Data from 0x16e-0x182 of Unit Data)
 
8019385c - end of above data
 
 
Related to Map Data
 
80192dcc - X coordinate of target
 
80192dd0 - Y coordinate of target
 
80192dd4 - map level of target
 
  
 
  80192dda -  
 
  80192dda -  
Line 3,213: Line 3,233:
 
  0x03 -
 
  0x03 -
 
  0x04 - Obstructed (set to 0xff if panel is obstructed)/ Not reachable?
 
  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?
 
ENTD math?
 
  80193844 - Sum of enemy levels (when loaded; doesn't factor in level ups)  
 
  80193844 - Sum of enemy levels (when loaded; doesn't factor in level ups)  
Line 3,240: Line 3,260:
 
  Current Ability Data
 
  Current Ability Data
 
  8019389c - Attacker's Facing (byte)
 
  8019389c - Attacker's Facing (byte)
  8019389d - (set to 1 when setting the weapon IDs) action performed 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
 
  8019389e - Attacker's RH Weapon
 
  8019389f - Attacker's LH Weapon
 
  8019389f - Attacker's LH Weapon
Line 3,703: Line 3,723:
 
         0x04 - Don't Act                -50% -40(ffc0) 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)
 
         0x02 - Reflect                  19.5% 19(0019)
         0x01 - Death Sentence
+
         0x01 - Death Sentence           -80.5% -67(ff99)
  
 
  8019f3ac - pointer to start of skillset/AI data (8019f3c4)
 
  8019f3ac - pointer to start of skillset/AI data (8019f3c4)
Line 3,928: Line 3,948:
 
  0x02b2/0x0eee - AI Progress? (0-2, for 0x0019d37c)(byte)
 
  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)
 
  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
+
  0x00 - Ability/R/S/M/Item ID (lower 8 bits)
 
  0x01 -  
 
  0x01 -  
  0x80 -
+
  Upper 6 bits - Unit ID
0x7c - Unit ID << 2
+
  Lower 2 bits - bits 9 and 10 of A/R/S/M ID
  0x02 -
 
0x01 - bit 8 of A/R/S/M ID
 
 
  0x02 - Ability's Skillset
 
  0x02 - Ability's Skillset
 
  0x03 - Usage Type?
 
  0x03 - Usage Type?
Line 4,051: Line 4,071:
 
  0x0f - Range of Highest 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)  
 
  0x0d50/0x198c - Unit's Battle ID (21 unit ID's; based on number of units; FF = not used)  
 
 
 
 
Line 4,081: Line 4,101:
  
 
end of AI related?
 
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)
 
  8019f358 - X/Y Mods (2 bytes each, 4 total)(for targeting? gets added to base values)

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.