Difference between revisions of "SCUS 942.21 Data Tables"
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+ | == SCUS_942.21 Routines == | ||
+ | |||
+ | [[SCUS 942.21 Routines]] | ||
+ | |||
== SCUS_942.21 Data == | == SCUS_942.21 Data == | ||
+ | 80010000 - RAM addresses for dedication | ||
+ | (see [[Routine Locations]]; where files are opened into.) | ||
+ | |||
+ | == SUZUKI Music Data == | ||
+ | |||
+ | 80037880 - 80037B90 - Music Files | ||
+ | 80037B90 - End of Music Files | ||
+ | |||
+ | 800370e0 - table, 0x0160 bytes per entry? | ||
+ | --> [[Music related data]] | ||
+ | music: | ||
+ | -0x02: | ||
+ | 0x00: note flags 1 | ||
+ | 0x0400 - rest note? | ||
+ | 0x0100 - hold note? | ||
+ | 0x8000 - change instrument? | ||
+ | 0x0800 - ? | ||
+ | 0x02: note flag 2 | ||
+ | 0x0002 - rest note? | ||
+ | 0x0100 - dynamics/balance adjustment | ||
+ | 0x0080 - note playing | ||
+ | 0x0200 - ? | ||
+ | 0x04: note flags 3 | ||
+ | 0x0010 - attack time adjustment | ||
+ | 0x0040 - sustain adjustment | ||
+ | 0x0100 - sustain 2 adjustment | ||
+ | 0x0004 - ? | ||
+ | 0x0020 - ? | ||
+ | 0x0080 - ? | ||
+ | 0x06: note flags 4 | ||
+ | 0x0008 - use default dynamic? | ||
+ | 0x16: SMD pointer | ||
+ | 0x1c: if loop, index to loop from | ||
+ | 0x2b: if loop, octave | ||
+ | 0x2c: instrument ID (sustain?) | ||
+ | 0x2d: ? | ||
+ | 0x2e: = 0x6a | ||
+ | |||
+ | 0x30: pointer to WAVESET.WD? | ||
+ | 0x34: ? | ||
+ | 0x36: time signature bottom | ||
+ | 0x38: time signature top (in 192nds) | ||
+ | 0x3a: time signature bottom | ||
+ | 0x3c: time signature top (in 192nds) | ||
+ | |||
+ | 0x54: ? | ||
+ | 0x58: ? | ||
+ | 0x5c: ? | ||
+ | 0x60: ? | ||
+ | 0x64: attack time | ||
+ | 0x66: ? | ||
+ | 0x68: sustain | ||
+ | 0x6a: = 0x2e | ||
+ | 0x6c: sustain 2 | ||
+ | |||
+ | 0x72: note length (from note) | ||
+ | 0x74: note length (from fermata) | ||
+ | 0x76: ? | ||
+ | |||
+ | 0x7a: ? | ||
+ | 0x7b: note pitch | ||
+ | 0x7c: note pitch base? | ||
+ | 0x7e: octave (multiples of 0xc) | ||
+ | |||
+ | 0x84: | ||
+ | 0x86: | ||
+ | |||
+ | 0x92: left-right audio balance | ||
+ | |||
+ | 0x98: dynamic | ||
+ | |||
+ | 0xac: repeat count? | ||
+ | onwards is looped per loop/repeat? table entry size 0xc | ||
+ | 0xb0: | ||
+ | 0x00: remaining loop count | ||
+ | 0x01: ? | ||
+ | 0x02: current octave | ||
+ | 0x04: current SMD instr. pointer | ||
+ | 0x08: on coda; SMD instr. pointer | ||
+ | |||
+ | == LIBSPU Sound Processing Unit Data == | ||
+ | |||
+ | == LIBGTE Geometry Transformation Engine Data == | ||
[[Sin_mod_Table|8002b0a4 - Sin Mods]] - Sin((1024-angle)/652)*4096 (~0x1f8 entries (or until 0x80002b8a4)) | [[Sin_mod_Table|8002b0a4 - Sin Mods]] - Sin((1024-angle)/652)*4096 (~0x1f8 entries (or until 0x80002b8a4)) | ||
Line 9: | Line 96: | ||
[[ArcTan_mod_Table_(_0x8002fee8_)|8002fee8 - ArcTan Mod]] (0x401 entries, halfwords) | [[ArcTan_mod_Table_(_0x8002fee8_)|8002fee8 - ArcTan Mod]] (0x401 entries, halfwords) | ||
+ | |||
+ | == LIBETC Callbacks Management Data == | ||
+ | |||
+ | == LIBCD Basic CD-ROM & Streaming Data == | ||
+ | |||
+ | Misc. address tables 80032a60 | ||
+ | 80032a60 - 800370e0 (some kind of active animation table?) | ||
+ | 80032a64 - 8003f0bc | ||
+ | 80032a68 - 0004d810 | ||
+ | 80032a6c - 00032950 | ||
+ | 80032a70 - 0004d810 | ||
+ | 80032a74 - 00032950 | ||
+ | 80032a78 - address for controller button state to be stored; output of PAD_dr() - this address is loaded from 0x000074c4 | ||
+ | |||
+ | == LIBC Standard GCC C Data == | ||
[[Emulator & Hardware addresses]] | [[Emulator & Hardware addresses]] | ||
Line 37: | Line 139: | ||
80031c48 - hardware register addresses | 80031c48 - hardware register addresses | ||
+ | |||
+ | 80032962 - GP0 address | ||
+ | 80032968 - GP1 address | ||
+ | 8003296c - DMA2 0x0 | ||
+ | 80032970 - DMA2 0x4 | ||
+ | 80032974 - DMA2 0x8 | ||
+ | 80032978 - DMA6 0x0 | ||
+ | 8003297c - DMA6 0x4 | ||
+ | 80032980 - DMA6 0x8 | ||
+ | 80032984 - DMA control | ||
+ | |||
+ | 800329bc - [[Global Variables]] | ||
+ | |||
+ | == LIBGPU Basic Graphics == | ||
+ | |||
+ | == LIBCARD Memory Card == | ||
+ | |||
+ | == MURATA Main Program Data == | ||
8004eaf4 - hardware file-to-load information | 8004eaf4 - hardware file-to-load information | ||
Line 46: | Line 166: | ||
0x14 - LBA pointer to file | 0x14 - LBA pointer to file | ||
0x18 - zero? | 0x18 - zero? | ||
− | 0x1c - | + | 0x1c - CdILoc Load From CD position |
− | + | 0x1c - minutes | |
+ | 0x1d - seconds | ||
+ | 0x1e - LBA sectors (1/75th of a second) | ||
+ | 0x1f - (unused) reserved for track number | ||
0x20 - Location to store loaded file (often 0x01df000) | 0x20 - Location to store loaded file (often 0x01df000) | ||
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800454d0 - ages for brave story | 800454d0 - ages for brave story | ||
Line 117: | Line 225: | ||
800459c0 - Minutes | 800459c0 - Minutes | ||
800459c4 - Hours | 800459c4 - Hours | ||
+ | |||
+ | |||
[[Options Tables]] | [[Options Tables]] | ||
Line 160: | Line 270: | ||
8004a6c1 - start of event code | 8004a6c1 - start of event code | ||
8004c6c1 - end of event code | 8004c6c1 - end of event code | ||
+ | |||
+ | 8004d954 - Special Portrait Unit ID (set by ATTACK.OUT) | ||
+ | 8004d9ac - Special Portrait WLDFACE ID (changing this during battle does nothing) | ||
+ | |||
80051318 - Music Data (0x800 bytes?) | 80051318 - Music Data (0x800 bytes?) | ||
Line 558: | Line 672: | ||
Determines which terrains cause Poison ("80" instead of "00") | Determines which terrains cause Poison ("80" instead of "00") | ||
− | 8005ea50 - Default movement table (0x40 bytes) | + | 8005ea50 - [[Movement_modifiers_Table|Default movement table]] (0x40 bytes) |
Determines the movement cost for crossing various terrain. | Determines the movement cost for crossing various terrain. | ||
− | 8005ea90 - Ability movement tables (0x140 bytes) | + | 8005ea90 - [[Movement_modifiers_Table|Ability movement tables]] (0x140 bytes) |
Like the above, but enabled by Fly/Teleport, Float, Walk on Water/Move in Water, Move Underwater, Move on Lava, respectively | Like the above, but enabled by Fly/Teleport, Float, Walk on Water/Move in Water, Move Underwater, Move on Lava, respectively | ||
- (end page?) | - (end page?) | ||
Line 568: | Line 682: | ||
8005ebf0 - [[Ability Data]] - (should all be in one page, see: [[Ability Data 1]], [[Ability Data 2]]) | 8005ebf0 - [[Ability Data]] - (should all be in one page, see: [[Ability Data 1]], [[Ability Data 2]]) | ||
+ | |||
+ | 8005fbf0 - Ability Data Pointer 2 * | ||
+ | 0x00 - Range | ||
+ | 0x01 - Effect Area | ||
+ | 0x02 - Vertical | ||
+ | 0x03: Flags 1 | ||
+ | 0x80 - | ||
+ | 0x40 - | ||
+ | 0x20 - Ranged Weapon | ||
+ | 0x10 - Vertical Fixed | ||
+ | 0x08 - Vertical Tolerence | ||
+ | 0x04 - Weapon Strike | ||
+ | 0x02 - Auto | ||
+ | 0x01 - Can't Target Self | ||
+ | 0x04: 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 | ||
+ | 0x05: 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 | ||
+ | 0x06: Flags 4 | ||
+ | 0x80 - Counter Flood | ||
+ | 0x40 - Counter Magic | ||
+ | 0x20 - Direct | ||
+ | 0x10 - Blade Grasp | ||
+ | 0x08 - Requires Sword | ||
+ | 0x04 - Requires Materia Blade | ||
+ | 0x02 - Evadeable | ||
+ | 0x01 - No Targeting | ||
+ | 0x07 - Element | ||
+ | 0x08 - Formula | ||
+ | 0x09 - X | ||
+ | 0x0a - Y | ||
+ | 0x0b - Inflict Status | ||
+ | 0x0c - CT | ||
+ | 0x0d - MP Cost | ||
800610b8 - [[Job Data]] | 800610b8 - [[Job Data]] | ||
Line 673: | Line 835: | ||
(end new page for) | (end new page for) | ||
+ | = Item Data = | ||
80062eb8 - [[Item Data]] | 80062eb8 - [[Item Data]] | ||
− | + | 80063ab8 - [[Weapon Secondary Data]] - exists for items 0x00 to 0x7F, inclusive on both ends. | |
− | + | 80063eb8 - [[Shield Secondary Data]] - exists for items 0x80 to 0x8F, inclusive on both ends. | |
− | + | 80063ed8 - [[Helm/Armor Secondary Data]] - exists for items 0x90 to 0xCF, inclusive on both ends. | |
− | + | 80063f58 - [[Accessory Secondary Data]] - exists for items 0xD0 to 0xEF, inclusive on both ends. | |
− | + | 80063f98 - [[Item Secondary Data]] - exists for items 0xF0 to 0xFD, inclusive on both ends. | |
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− | 80063ab8 - Weapon Secondary Data - exists for items 0x00 to 0x7F, inclusive on both ends. | ||
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− | 80063eb8 - Shield Secondary Data - exists for items 0x80 to 0x8F, inclusive on both ends. | ||
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− | 80063ed8 - Helm/Armor Secondary Data - exists for items 0x90 to 0xCF, inclusive on both ends. | ||
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− | 80063f58 - Accessory Secondary Data - exists for items 0xD0 to 0xEF, inclusive on both ends. | ||
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− | 80063f98 - Item Secondary Data - exists for items 0xF0 to 0xFD, inclusive on both ends. | ||
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80063fc4 - [[Inflict Statuses]] | 80063fc4 - [[Inflict Statuses]] | ||
Line 869: | Line 896: | ||
02 - Reflect | 02 - Reflect | ||
01 - Death Sentence | 01 - Death Sentence | ||
+ | |||
+ | |||
+ | 800642c4 - [[Item Attribute|Item Attributes]] | ||
+ | 0x00 - PA | ||
+ | 0x01 - MA | ||
+ | 0x02 - Speed | ||
+ | 0x03 - Move | ||
+ | 0x04 - Jump | ||
+ | 0x05 - Innate Statuses 1 | ||
+ | 0x06 - Innate Statuses 2 | ||
+ | 0x07 - Innate Statuses 3 | ||
+ | 0x08 - Innate Statuses 4 | ||
+ | 0x09 - Innate Statuses 5 | ||
+ | 0x0a - Status Immunity 1 | ||
+ | 0x0b - Status Immunity 2 | ||
+ | 0x0c - Status Immunity 3 | ||
+ | 0x0d - Status Immunity 4 | ||
+ | 0x0e - Status Immunity 5 | ||
+ | 0x0f - Starting Status 1 | ||
+ | 0x10 - Starting Status 2 | ||
+ | 0x11 - Starting Status 3 | ||
+ | 0x12 - Starting Status 4 | ||
+ | 0x13 - Starting Status 5 | ||
+ | 0x14 - Absorbed Elements | ||
+ | 0x15 - Nullified Elements | ||
+ | 0x16 - Halved Elements | ||
+ | 0x17 - Elemental Weakness | ||
+ | 0x18 - Elements Strengthened | ||
80065de4 - Status Effect data | 80065de4 - Status Effect data | ||
Line 1,096: | Line 1,151: | ||
0x04 - Ability ID 4 | 0x04 - Ability ID 4 | ||
− | 80065cb4 - Action Menus (1 byte for | + | 80065cb4 - Action Menus (1 byte for each skillset) |
0x00 - Menu ID | 0x00 - Menu ID | ||
0x00 - Default | 0x00 - Default |
Latest revision as of 09:00, 26 October 2024
Contents
- 1 SCUS_942.21 Routines
- 2 SCUS_942.21 Data
- 3 SUZUKI Music Data
- 4 LIBSPU Sound Processing Unit Data
- 5 LIBGTE Geometry Transformation Engine Data
- 6 LIBETC Callbacks Management Data
- 7 LIBCD Basic CD-ROM & Streaming Data
- 8 LIBC Standard GCC C Data
- 9 LIBGPU Basic Graphics
- 10 LIBCARD Memory Card
- 11 MURATA Main Program Data
- 12 Item Data
SCUS_942.21 Routines
SCUS 942.21 Routines
SCUS_942.21 Data
80010000 - RAM addresses for dedication (see Routine Locations; where files are opened into.)
SUZUKI Music Data
80037880 - 80037B90 - Music Files 80037B90 - End of Music Files
800370e0 - table, 0x0160 bytes per entry? --> Music related data music: -0x02: 0x00: note flags 1 0x0400 - rest note? 0x0100 - hold note? 0x8000 - change instrument? 0x0800 - ? 0x02: note flag 2 0x0002 - rest note? 0x0100 - dynamics/balance adjustment 0x0080 - note playing 0x0200 - ? 0x04: note flags 3 0x0010 - attack time adjustment 0x0040 - sustain adjustment 0x0100 - sustain 2 adjustment 0x0004 - ? 0x0020 - ? 0x0080 - ? 0x06: note flags 4 0x0008 - use default dynamic? 0x16: SMD pointer 0x1c: if loop, index to loop from 0x2b: if loop, octave 0x2c: instrument ID (sustain?) 0x2d: ? 0x2e: = 0x6a 0x30: pointer to WAVESET.WD? 0x34: ? 0x36: time signature bottom 0x38: time signature top (in 192nds) 0x3a: time signature bottom 0x3c: time signature top (in 192nds) 0x54: ? 0x58: ? 0x5c: ? 0x60: ? 0x64: attack time 0x66: ? 0x68: sustain 0x6a: = 0x2e 0x6c: sustain 2 0x72: note length (from note) 0x74: note length (from fermata) 0x76: ? 0x7a: ? 0x7b: note pitch 0x7c: note pitch base? 0x7e: octave (multiples of 0xc) 0x84: 0x86: 0x92: left-right audio balance 0x98: dynamic 0xac: repeat count? onwards is looped per loop/repeat? table entry size 0xc 0xb0: 0x00: remaining loop count
0x01: ? 0x02: current octave 0x04: current SMD instr. pointer 0x08: on coda; SMD instr. pointer
LIBSPU Sound Processing Unit Data
LIBGTE Geometry Transformation Engine Data
8002b0a4 - Sin Mods - Sin((1024-angle)/652)*4096 (~0x1f8 entries (or until 0x80002b8a4)) 8002b8b8 - Square Root Mods (0xc0 entries, halfwords) 8002bee8 - Words but used as 2 halfwords Cosinus(angle)*4096 and Sinus(angle)*4096 // One entry every 0.25 degrees from 0 to 360. 8002fee8 - ArcTan Mod (0x401 entries, halfwords)
LIBETC Callbacks Management Data
LIBCD Basic CD-ROM & Streaming Data
Misc. address tables 80032a60 80032a60 - 800370e0 (some kind of active animation table?) 80032a64 - 8003f0bc 80032a68 - 0004d810 80032a6c - 00032950 80032a70 - 0004d810 80032a74 - 00032950 80032a78 - address for controller button state to be stored; output of PAD_dr() - this address is loaded from 0x000074c4
LIBC Standard GCC C Data
Emulator & Hardware addresses (New page for:) 800306ec - GPU Control Pointer 800306f0 - Horizontal Retrace Counter Pointer 800306f4 - Horizontal Retrace Counter Start? (gets subtracted from the counter) 80031b40 - cdreg0 address 80031b44 - cdreg1 address 80031b48 - cdreg2 address 80031b4c - cdreg3 address 80031b50 - hardware register address 80031b74 - hardware register address 80031b78 - hardware register address 80031b7c - hardware register address (address where address in RAM for file to be loaded to is stored) 80031b90 - starting address in RAM to load file to 80031b94 - current address in RAM to load file to 80031ba0 - counter for number of sections of file to load? 80031ba4 - ?? 80031ba8 - First LBA Sector of file to load 80031bac - Current LBA Sector of file to load 80031bb4 - cdreg addresses... there are only 4 but for some reason they repeat like 8 times 80031c48 - hardware register addresses
80032962 - GP0 address 80032968 - GP1 address 8003296c - DMA2 0x0 80032970 - DMA2 0x4 80032974 - DMA2 0x8 80032978 - DMA6 0x0 8003297c - DMA6 0x4 80032980 - DMA6 0x8 80032984 - DMA control
800329bc - Global Variables
LIBGPU Basic Graphics
LIBCARD Memory Card
MURATA Main Program Data
8004eaf4 - hardware file-to-load information 0x00 - zero? 0x04 - File still to be loaded check 0x08 - zero? 0x0c - 0x10 - Number of sectors to load 0x14 - LBA pointer to file 0x18 - zero? 0x1c - CdILoc Load From CD position 0x1c - minutes 0x1d - seconds 0x1e - LBA sectors (1/75th of a second) 0x1f - (unused) reserved for track number 0x20 - Location to store loaded file (often 0x01df000) 800454d0 - ages for brave story
Event/Battle Controller Input: 0x80045944 0x8000 Left 0x4000 Down 0x2000 Right 0x1000 Up 0x0800 Start 0x0400 R3 0x0200 L3 0x0100 Select 0x0080 Square 0x0040 Cross (X) 0x0020 Circle 0x0010 Triangle 0x0008 R1 0x0004 L1 0x0002 R2 0x0001 L2 8004594c - copy of controller input 80045950 - copy of controller input 800577c0 - locks controller input 0x0001 - L2 0x0002 - R2 0x0004 - L1 0x0008 - L2 0x0080 - Square 0x0040 - X 0x0020 - circle 0x0010 - triangle 0x0100 - Select 0x0200 - 0x0400 - 0x0800 - 0x1000 - Up 0x2000 - Right 0x4000 - Down 0x8000 - Left - (page for above?)
80045980 - Animation speed (word) set to 1 most of the time, 2 when attacking (type of display byte?)
8004594c
800459a0 - Unlabelled tables?
800459b8 - Milliseconds (also frame counter? max of 60 before Seconds ++) 800459bc - Seconds 800459c0 - Minutes 800459c4 - Hours
Options Tables (new page for:)
800473ac - Customized Options NOTE: each of the flags uses the next bit as well, but it's just to display either "Customize" or "Initialize" (0 = Off, 1 = On, 2 = Custom, 3 = Initial) 0x80000000 - 0x20000000 - Max Equip at Job Change 0x08000000 - Target Flashing 0x02000000 - Display Gained Exp/JP 0x800000 - Show Unequipable Items 0x400000 - Sound = Wide 0x200000 - Sound = Stereo (both off = Mono) 0x080000 - Show Effect Message 0x020000 - Show Ability Name 0x8000 - Navigation Message 0x2000 - Message Speed = Slow (both off = Fast) 0x1000 - Message Speed = Regular 0x0c00 - Finger Cursor Repeat Speed = Slowest 0x0a00 - Finger Cursor Repeat Speed = Slower 0x0800 - Finger Cursor Repeat Speed = Slow 0x0600 - Finger Cursor Repeat Speed = Regular 0x0400 - Finger Cursor Repeat Speed = Fast 0x0200 - Finger Cursor Repeat Speed = Faster 0x0000 - Finger Cursor Repeat Speed = Fastest 0x01c0 - (8 total CS on MH speeds?) 0xZ0 - Cursor speed on multiple heights 0xc0 - Cursor Speed on Multiple Heights = Stop 0x80 - Cursor Speed on Multiple Heights = Slow 0x40 - Cursor Speed on Multiple Heights = Regular 0x00 - Fast 0x0Z 0x38 - (8 total cursor reset speeds?) 0x10 - Cursor Repeat Speed = Slow 0x08 - Cursor Repeat Speed = Regular (both off = Fast) 0x07 - (8 total cursor movement types?) 0x01 - Cursor Movement Type = B (off = A) 800473b0 - Default Options
(end new page for)
8004a6c1 - start of event code 8004c6c1 - end of event code
8004d954 - Special Portrait Unit ID (set by ATTACK.OUT) 8004d9ac - Special Portrait WLDFACE ID (changing this during battle does nothing)
80051318 - Music Data (0x800 bytes?)
80056b18 - code pointers? - (investigate?)
80057114 80057118 - unlabelled data points? 80057718 - Time played this session (increments every frame/millisecond) 8005771c - Map Data?
80057784 - Beginning of map command data Camera(+XXXXX,+ZZZZZ,+YYYYY,+ANGLE,+MAPRT,+CAMRT,+ZOOM%,+TIMER) 0x00 - X Position 0x04 - Z Position 0x08 - Y Position 0x0C - Angle 0x10 - Map Rotation 0x14 - Camera Rotation 0x18 - Zoom 0x1C - Timer 800577b8 - Event ID (used by Brave Story to load certain events)
800577cc - WORLD.BIN Player Data - gil, month, day, etc. (new page for:) 800577cc - Gil 800577d4 - Month 800577d8 - Day 800577e0 - Current Location 0x02 - Igros Castle 0x06 - Gariland Magic City 0x09 - Dorter Trade City 0x0f - Fort Zeakden 0x11 - Thieves Fort 0x12 - Orbonne Monastery 0x18 - Mandalia Plains 0x19 - Fovoham Plains 0x1a - Sweegy Woods 0x1c - Zeklaus Desert 0x1d - Lenalia Plateau 800577e4 - ENTD Data ID (ENTD to load) 800577e8 - Map ID 800577ec - Number of Teams 800577f0 - Battle Formation ID (for placement) 80057878 - Event Byte Counter? (maybe just text?) 80057884 - ID for "Person" pages in Brave Story? 800578a0 - Injured (Brave Story) 800578a4 - b - Casualties (Brave Story) 800578ac - Next Scenario? New Game? 800578B0 - Deep Dungeon list length (+1) 800578c0 - Town Background 800578d4 - Storyline Progression 800578d8 - Shop Item Availability (Variable progression value) 8005791E - Activation bytes 0x01 Activate the "Fur Shop" 0x02 0x04 Activate the "Facts" Brave story section. 0x08 0x10 0x20 0x40 0x80 World Locations colors (0 = red ; 1 = blue/green) 0x80 $00 Lesalia Imperial Capital's color 0x80057959 0x01 $01 Riovanes Castle's color 0x02 $02 Igros Castle's color 0x04 $03 Lionel Castle's color 0x08 $04 Limberry Castle's color 0x10 $05 Zeltennia Castle's color 0x20 $06 Gariland Magic City's color 0x40 $07 Yardow Fort City's color 0x80 $08 Goland Coal City's color 0x8005795A 0x01 $09 Dorter Trade City's color 0x02 $0A Zaland Fort City's color 0x04 $0B Goug Machine City's color 0x08 $0C Warjilis Trade City's color 0x10 $0D Bervenia Free City's color 0x20 $0E Zarghidas Trade City's color 0x40 $0F Fort Zeakden's color 0x80 $10 Murond Holy Place's color 0x8005795B 0x01 $11 Thieves Fort's color 0x02 $12 Orbonne Monastery's color 0x04 $13 Golgorand Execution Site's color 0x08 $14 Murond Death City's color 0x10 $15 Bethla Garrison's color 0x20 $16 Deep Dungeon's color 0x40 $17 Nelveska Temple's color 0x80 $18 Mandalia Plains' color 0x8005795C 0x01 $19 Fovoham Plains' color 0x02 $1A Sweegy Woods' color 0x04 $1B Bervenia Volcano's color 0x08 $1C Zeklaus Desert's color 0x10 $1D Lenalia Plateau's color 0x20 $1E Zigolis Swamp's color 0x40 $1F Yuguo Woods' color 0x80 $20 Araguay Woods' color 0x8005795D 0x01 $21 Grog Hill's color 0x02 $22 Bed Desert's color 0x04 $23 Zirekile Falls' color 0x08 $24 Dolbodar Swamp's color 0x10 $25 Bariaus Hill's color 0x20 $26 Doguola Pass' color 0x40 $27 Bariaus Valley's color 0x80 $28 Finath River's color 0x8005795E 0x01 $29 Poeskas Lake's color 0x02 $2A Germinas Peak's color 0x04 $2B -blank- 80057970 - Treasures 0x00 0x01 $0 None 0x02 $1 Four Gods Set 0x04 $2 Statue of Lylis 0x08 $3 Beetle Charm 0x10 $4 Tobacco Pipe 0x20 $5 Zeni-Sword 0x40 $6 Black Cat 0x80 $7 Malice Mask 0x01 0x01 $8 Parade Helmet 0x02 $9 Kid's Bread 0x04 $0A Adult's Bread 0x08 $0B Calcobrina 0x10 $0C Yurgeivogue 0x20 $0D Red Materia 0x40 $0E Blue Materia 0x80 $0F Black Materia 0x02 0x01 $10 White Materia 0x02 $11 Rat Tail 0x04 $12 M-Fiction Novel 0x08 $13 Diary of Nanai 0x10 $14 Wyuvle 0x20 $15 Book of Enavia 0x40 $16 Magical Gun 0x80 $17 M Machine Gun 0x03 0x01 $18 Magi-Sword 0x02 $19 Minu Orb 0x04 $1A Tarot of Ben 0x08 $1B Excalipar 0x10 $1C Parasite Tree 0x20 $1D Longibunne Spear 0x40 $1E Chocobo Cannon 0x80 $1F St. Elmo's Fire 0x04 0x01 $20 Germonik Scriptures 0x02 $21 Dummy Data 1 0x04 $22 Dummy Data 2 0x08 $23 Aries 0x10 $24 Taurus 0x20 $25 Gemini 0x40 $26 Cancer 0x80 $27 Leo 0x08 0x01 $28 Virgo 0x02 $29 Libra 0x04 $2A Scorpio 0x08 $2B Sagittarius 0x10 $2C Capricorn 0x20 $2D Aquarius 0x40 $2E Pisces 0x80 $2F Serpentarius 80057976 - Unexplored Lands 0x00 0x01 $0 Shrine of Chaos 0x02 $1 Forbidden Land Eureka 0x04 $2 Pandemonium 0x08 $3 Mirage Tower 0x10 $4 Floating Castle 0x20 $5 Matoya Cave 0x40 $6 Crystal Tower 0x80 $7 Magic Continent 0x01 0x01 $8 Castle of Trials 0x02 $9 Tower of Babel 0x04 $0A Ronkan Ruins 0x08 $0B Falgabird 0x10 $0C Magic Train 0x20 $0D Touzas Village 0x40 $0E Chocobo Forest 0x80 $0F Semite Falls (end new page for)
80057978 - Proposition (0x02 jobs per byte, 0xF0 and 0x0F) (add to page?:) 0x08 - called back 0x0a - in progress 0x0c - finished 0x80057978 0x0F $0 Highwind Salvage 0xF0 $1 Salvage Tour Thoughts 0x80057979 0x0F $2 Sailor Tour Thoughts 0xF0 $3 Enterprise Salvage 0x8005797A 0x0F $4 Attractive Workplace? 0xF0 $5 Hindenburg Salvage 0x8005797B 0x0F $6 Falcon Salvage 0xF0 $7 Legend of Heroic King 0x8005797C 0x0F $8 Doga Salvage 0xF0 $9 Envoy Ship of Lionel Castle 0x8005797D 0x0F $0A Luxurious ship salvage 0xF0 $0B Lost Ancient Writings 0x8005797E 0x0F $0C Good Workplace and Job? 0xF0 $0D Salvage in Riovanes! 0x8005797F 0x0F $0E Vessel of Istanbul 0xF0 $0F Douing Salvage 0x80057980 0x0F $10 Mining Tour Thoughts 0xF0 $11 Miner's Tour Thoughts 0x80057981 0x0F $12 Letter to the Family 0xF0 $13 Miner's Tour Repeated! 0x80057982 0x0F $14 Anything's possible! 0xF0 $15 Guide to Miners 0x80057983 0x0F $16 Miner's Day Off 0xF0 $17 Girl of Flame!? 0x80057984 0x0F $18 The First One Back 0xF0 $19 Behind the Cliff 0x80057985 0x0F $1A Meet with the Unknown 0xF0 $1B One Activity 0x80057986 0x0F $1C Fight of the Miners 0xF0 $1D Ghost Staffs 0x80057987 0x0F $1E Tears of an Ex-miner 0xF0 $1F 15 Black Knights 0x80057988 0x0F $20 After the Discovery Race 0xF0 $21 Things at Lake bottom 0x80057989 0x0F $22 After 2nd Discovery Race 0xF0 $23 Thing at Myst. Frontier 0x8005798A 0x0F $24 After 3rd Discovery Race 0xF0 $25 Thing in Deep Forest 0x8005798B 0x0F $26 Thing at Bed Desert 0xF0 $27 Thing at Zeklaus Desert 0x8005798C 0x0F $28 Over Mountain Pass 0xF0 $29 Discovery Tour Thoughts 0x8005798D 0x0F $2A Thing in the Swamps 0xF0 $2B Maze of Ancient People 0x8005798E 0x0F $2C Join the Adventurer Team! 0xF0 $2D Report! It is true! 0x8005798F 0x0F $2E Merchants' Worries! 0xF0 $2F In the Mist... 0x80057990 0x0F $30 Wyberns Annihilated! 0xF0 $31 Wild Kingdom 0x80057991 0x0F $32 Battle! Demon Lylis 0xF0 $33 Father and Child 0x80057992 0x0F $34 Whisper Grass in Dark 0xF0 $35 Battle! Whirlwind Karz! 0x80057993 0x0F $36 Crime of Ct. Minimum! 0xF0 $37 Battle! Assault Cave! 0x80057994 0x0F $38 That is not the Aim! 0xF0 $39 Too Naive 0x80057995 0x0F $3A Pleasure of a Goddess 0xF0 $3B Women held in arms... 0x80057996 0x0F $3C Bye, Noble of Darkness! 0xF0 $3D At the Hilltop Mansion? 0x80057997 0x0F $3E Unfortunate Monsters 0xF0 $3F Fiar's Intentions! 0x80057998 0x0F $40 Back then... 0xF0 $41 Rescue of Cornelia! 0x80057999 0x0F $42 Return of Pappal! 0xF0 $43 Ultimate Atavism 0x8005799A 0x0F $44 Thoughts of a Doll 0xF0 $45 Letter from distant 0x8005799B 0x0F $46 Battle! Mud Man! 0xF0 $47 Darkness of Eternal Way 0x8005799C 0x0F $48 Demon Golem 0xF0 $49 Final Resistance 0x8005799D 0x0F $4A Informant 0xF0 $4B Most Precious Thing 0x8005799E 0x0F $4C Poet Gilbert's Thoughts 0xF0 $4D Delighted Ct. Minimum! 0x8005799F 0x0F $4E Cannibalistic Plant 0xF0 $4F Joyous Song for You 0x800579A0 0x0F $50 The Talkative, Katedona 0xF0 $51 Courage of Durman! 0x800579A1 0x0F $52 Regain Ability! 0xF0 $53 Delighted Ct. Minimum! 0x800579A2 0x0F $54 Won Machinist Contest! 0xF0 $55 Artist Mameko Leaves! 0x800579A3 0x0F $56 Chocobo Restaurant 0xF0 $57 Ship Casino, Black Jack 0x800579A4 0x0F $58 Storm of 777! 0xF0 $59 Inside Lakam Trade Co. 0x800579A5 0x0F $5A Cherish Memories 0xF0 $5B A Perfect Smile! 0x800579A6 0x0F $5C Won the Yardow Fight! 0xF0 $5D Won the Zaland Fight! 0x800579A7 0x0F $5E Won the Magic Contest! 0xF0 $5F Won the Meister Contest!
80057eec - Current Proposition data (9 bytes each, 8 sections) 0x00 - proposition on when set to 1 0x01 - Prop ID 0x02 - Amount of days spent 0x03 - Amount of days needed 0x04 - Location of proposition 0x05 - number of units on prop 0x06 - unit ID (end add to page)
80057b18 - saved data - (needs page?) 80057c7c - saved data 80057d02 - saved data 80057d24 - saved data 80057f34 - saved data 80057d84 - Save screen data? (0x18 long, 15 total?) 0x00 - File ID? 0x01 - Name (0x15 long) 0x10 - ? Text (0x2 long, unused?) 0x12 - Ramza's Job ID 0x13 - Ramza's Level 0x14 - Month 0x15 - Day 0x16 - Location? 0x17 - ? 800597e0 - Save Times (15? total, 3 bytes each) 0x00 - Hours 0x01 - Minutes 0x02 - Seconds 80059594 - saved data
800579a8 - "Person" data flags
800579c8 - ?
80057b5c - Weapon Page Order (FF = early end; uses Item ID's, 0x8c long) 80057be8 - Helmet Page Order (0x20 long) 80057c08 - Armor Page Order (0x28 long) 80057c30 - Accessory Page Order (0x24 long) 80057c54 - Item Page Order (0x14? long)
80057e60 - list of return addresses for evade types (this + below should have a page? battle related data?) 80059818 - Level UP Stat Storing Code Pointers 0x00 - 5ba08 (HP) 0x04 - 5ba18 (MP) 0x08 - 5ba28 (SP) 0x0c - 5ba38 (PA) 0x10 - 5ba48 (MA) 80059830 - Action Status Code Pointers 0x00 - 5e810 (Normal Action) 0x04 - 5e84c (Blank Status?) 0x08 - 5e84c (Crystal?) 0x0c - 5e84c (Dead?) 0x10 - 5e84c (Undead?) 0x14 - 5e81c (Charging) 0x18 - 5e824 (Jump) 0x1c - 5e82c (Defending) 0x20 - 5e838 (Performing) 8005e90c - Base Data (12 bytes each, 4 total) Order: 0 = Male, 1 = Female, 2 = Ramza, 3 = Monster 0x00 - HP (these * 16384 = Min Raw) 0x01 - MP 0x02 - SP 0x03 - PA 0x04 - MA 0x05 - Helmet 0x06 - Armor 0x07 - Accessory 0x08 - RH Weapon 0x09 - RH Shield 0x0a - LH Weapon 0x0b - LH Shield 8005e93c - Base Raw Random Mod (5 bytes each, 4 total) Order: Same as above 0x00 - HP 0x01 - MP 0x02 - SP 0x03 - PA 0x04 - MA
80057f74 - Party Data
80059414 - Move-Find Item – Items found flags (4 bits each, 0x40 bytes total) 0xF0 - ?? 0x0F - At the main gate of igros
80059494 - Fur Shop – Poached Item Quantities (same order as item ID's) 800596e0 - Available Item Quantities (same order as item ID's)[Amount owned - amount equipped]
(page?) 8005e950 - movement cost/geomancy/movement support tables 8005e9d0 - Geomancy_tiles_type_to_ability_table 8005ea10 - Terrain status inflict table (0x40 bytes) Determines which terrains cause Poison ("80" instead of "00") 8005ea50 - Default movement table (0x40 bytes) Determines the movement cost for crossing various terrain. 8005ea90 - Ability movement tables (0x140 bytes) Like the above, but enabled by Fly/Teleport, Float, Walk on Water/Move in Water, Move Underwater, Move on Lava, respectively - (end page?)
8005ebd0 - Reaction Flags
8005ebf0 - Ability Data - (should all be in one page, see: Ability Data 1, Ability Data 2)
8005fbf0 - Ability Data Pointer 2 * 0x00 - Range 0x01 - Effect Area 0x02 - Vertical 0x03: Flags 1 0x80 - 0x40 - 0x20 - Ranged Weapon 0x10 - Vertical Fixed 0x08 - Vertical Tolerence 0x04 - Weapon Strike 0x02 - Auto 0x01 - Can't Target Self 0x04: 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 0x05: 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 0x06: Flags 4 0x80 - Counter Flood 0x40 - Counter Magic 0x20 - Direct 0x10 - Blade Grasp 0x08 - Requires Sword 0x04 - Requires Materia Blade 0x02 - Evadeable 0x01 - No Targeting 0x07 - Element 0x08 - Formula 0x09 - X 0x0a - Y 0x0b - Inflict Status 0x0c - CT 0x0d - MP Cost
800610b8 - Job Data (new page for:) 0x00 - Skillset 0x01 - Innate Ability 1 0x03 - Innate Ability 2 0x05 - Innate Ability 3 0x07 - Innate Ability 4 0x09 - Equippable Items 1 0x80 - Unarmed 0x40 - Knife 0x20 - Ninja Blade 0x10 - Sword 0x08 - Knight's Sword 0x04 - Katana 0x02 - Axe 0x01 - Rod 0x0a - Equippable Items 2 0x80 - Staff 0x40 - Flail 0x20 - Gun 0x10 - Crossbow 0x08 - Bow 0x04 - Instrument 0x02 - Book 0x01 - Polearm 0x0b - Equippable Items 3 0x80 - Pole 0x40 - Bag 0x20 - Cloth 0x10 - Shield 0x08 - Helmet 0x04 - Hat 0x02 - Hair Adornment 0x01 - Armor 0x0c - Equippable Items 4 0x80 - Clothing 0x40 - Robe 0x20 - Shoes 0x10 - Armguard 0x08 - Ring 0x04 - Armlet 0x02 - Cloak 0x01 - Perfume 0x0d - HP Growth 0x0e - HP Multiplier 0x0f - MP Growth 0x10 - MP Multiplier 0x11 - Speed Growth 0x12 - Speed Multiplier 0x13 - PA Growth 0x14 - PA Multiplier 0x15 - MA Growth 0x16 - MA Multiplier 0x17 - Move 0x18 - Jump 0x19 - C-EV 0x1a - Innate Statuses 1 0x1b - Innate Statuses 2 0x1c - Innate Statuses 3 0x1d - Innate Statuses 4 0x1e - Innate Statuses 5 0x1f - Status Immunity 1 0x20 - Status Immunity 2 0x21 - Status Immunity 3 0x22 - Status Immunity 4 0x23 - Status Imminity 5 0x24 - Starting Statuses 1 0x25 - Starting Statuses 2 0x26 - Starting Statuses 3 0x27 - Starting Statuses 4 0x28 - Starting Statuses 5 0x29 - Absorbed Elements 0x2a - Nullified Elements 0x2b - Halved Elements 0x2c - Elemental Weakness 0x2d - Monster Portrait 0x2e - Monster Palette 0x2f - Monster Graphic
800660c4 - Job Unlock Requirements (High nybble/low nybble) 0x00 - Squire/Chemist 0x01 - Knight/Archer 0x02 - Monk/Priest 0x03 - Wizard/Time Mage 0x04 - Summoner/Thief 0x05 - Mediator/Oracle 0x06 - Geomancer/Lancer 0x07 - Samurai/Ninja 0x08 - Calculator/Bard 0x09 - Dancer/Mime 80066182 - Job Level JP Requirements (some checks start at 66184) 0x00 - Level 0 (just 0) 0x02 - Level 1 0x04 - Level 2 0x06 - Level 3 0x08 - Level 4 0x0a - Level 5 0x0c - Level 6 0x0e - Level 7 0x10 - Level 8 80066194 - Job Data Pointer
(end new page for)
Item Data
80062eb8 - Item Data 80063ab8 - Weapon Secondary Data - exists for items 0x00 to 0x7F, inclusive on both ends. 80063eb8 - Shield Secondary Data - exists for items 0x80 to 0x8F, inclusive on both ends. 80063ed8 - Helm/Armor Secondary Data - exists for items 0x90 to 0xCF, inclusive on both ends. 80063f58 - Accessory Secondary Data - exists for items 0xD0 to 0xEF, inclusive on both ends. 80063f98 - Item Secondary Data - exists for items 0xF0 to 0xFD, inclusive on both ends.
80063fc4 - Inflict Statuses
(Add to page (and consolidate, ew))
0x00 - Infliction Type - note that flags don't stack, unfortunately. 80 - All or nothing 40 - Random (1 from a set) 20 - Separate (0/1 or more from a set, can't remember which, probably depends on formula too) 10 - Cancel 0x01 - Inflicted Statuses 1 80 - 40 - Cystal 20 - Dead 10 - Undead 08 - Charging 04 - Jump 02 - Defending 01 - Performing 0x02 - Inflicted Statuses 2 80 - Petrify 40 - Invite 20 - Darkness 10 - Confusion 08 - Silence 04 - Blood Suck 02 - Dark/Evil Looking 01 - Treasure 0x03 - Inflicted Statuses 3 80 - Oil 40 - Float 20 - Reraise 10 - Transparent 08 - Berserk 04 - Chicken 02 - Frog 01 - Critical 0x04 - Inflicted Statuses 4 80 - Poison 40 - Regen 20 - Protect 10 - Shell 08 - Haste 04 - Slow 02 - Stop 01 - Wall 0x05 - Inflicted Statuses 5 80 - Faith 40 - Innocent 20 - Charm 10 - Sleep 08 - Don't Move 04 - Don't Act 02 - Reflect 01 - Death Sentence
800642c4 - Item Attributes 0x00 - PA 0x01 - MA 0x02 - Speed 0x03 - Move 0x04 - Jump 0x05 - Innate Statuses 1 0x06 - Innate Statuses 2 0x07 - Innate Statuses 3 0x08 - Innate Statuses 4 0x09 - Innate Statuses 5 0x0a - Status Immunity 1 0x0b - Status Immunity 2 0x0c - Status Immunity 3 0x0d - Status Immunity 4 0x0e - Status Immunity 5 0x0f - Starting Status 1 0x10 - Starting Status 2 0x11 - Starting Status 3 0x12 - Starting Status 4 0x13 - Starting Status 5 0x14 - Absorbed Elements 0x15 - Nullified Elements 0x16 - Halved Elements 0x17 - Elemental Weakness 0x18 - Elements Strengthened
80065de4 - Status Effect data 0x00 - Unknown 0x01 - Unknown 0x02 - Order 0x03 - CT 0x04 - Checks 1 0x80 - Freeze CT (Checks 4) 0x40 - (Crystal/Treasure) 0x20 - (Defend/Perform) 0x10 - (Poison/Regen) 0x08 - (Confusion/Transparent/Charm/Sleep) 0x04 - (Checks 3) 0x02 - (Checks 2) 0x01 - KO (Checks 1) 0x05 - Checks 2 0x80 - Can't React (Checks 5) 0x40 - 0x20 - Ignore Attacks 0x10 - (Checks 10) 0x08 - (Checks 9) 0x04 - (Checks 8) 0x02 - (Checks 7) (Cancelled by Immortal?) 0x01 - (Checks 6) 0x06 - Cancels 1 0x80 - 0x40 - Crystal 0x20 - Dead 0x10 - Undead 0x08 - Charging 0x04 - Jump 0x02 - Defending 0x01 - Performing 0x07 - Cancels 2 0x80 - Petrify 0x40 - Invite 0x20 - Darkness 0x10 - Confusion 0x08 - Silence 0x04 - Blood Suck 0x02 - Cursed 0x01 - Treasure 0x08 - Cancels 3 0x80 - Oil 0x40 - Float 0x20 - Reraise 0x10 - Transparent 0x08 - Berserk 0x04 - Chicken 0x02 - Frog 0x01 - Critical 0x09 - Cancels 4 0x80 - Poison 0x40 - Regen 0x20 - Protect 0x10 - Shell 0x08 - Haste 0x04 - Slow 0x02 - Stop 0x01 - Wall 0x0a - Cancels 5 0x80 - Faith 0x40 - Innocent 0x20 - Charm 0x10 - Sleep 0x08 - Don't Move 0x04 - Don't Act 0x02 - Reflect 0x01 - Death Sentence 0x0b - Can't Stack On 1 0x80 - 0x40 - Crystal 0x20 - Dead 0x10 - Undead 0x08 - Charging 0x04 - Jump 0x02 - Defending 0x01 - Performing 0x0c - Can't Stack On 2 0x80 - Petrify 0x40 - Invite 0x20 - Darkness 0x10 - Confusion 0x08 - Silence 0x04 - Blood Suck 0x02 - Cursed 0x01 - Treasure 0x0d - Can't Stack on 3 0x80 - Oil 0x40 - Float 0x20 - Reraise 0x10 - Transparent 0x08 - Berserk 0x04 - Chicken 0x02 - Frog 0x01 - Critical 0x0e - Can't Stack on 4 0x80 - Poison 0x40 - Regen 0x20 - Protect 0x10 - Shell 0x08 - Haste 0x04 - Slow 0x02 - Stop 0x01 - Wall 0x0f - Can't Stack on 5 0x80 - Faith 0x40 - Innocent 0x20 - Charm 0x10 - Sleep 0x08 - Don't Move 0x04 - Don't Act 0x02 - Reflect 0x01 - Death Sentence
800662d0 - Status checks (determined from 0x4/5 of 80065de4 data?) 0x00 - Statuses 1 0x80 - 0x40 - Crystal 0x20 - Dead 0x10 - Undead 0x08 - Charging 0x04 - Jump 0x02 - Defending 0x01 - Performing 0x01 - Statuses 2 0x80 - Petrify 0x40 - Invite 0x20 - Darkness 0x10 - Confusion 0x08 - Silence 0x04 - Blood Suck 0x02 - Cursed 0x01 - Treasure 0x02 - Statuses 3 0x80 - Oil 0x40 - Float 0x20 - Reraise 0x10 - Transparent 0x08 - Berserk 0x04 - Chicken 0x02 - Frog 0x01 - Critical 0x03 - Statuses 4 0x80 - Poison 0x40 - Regen 0x20 - Protect 0x10 - Shell 0x08 - Haste 0x04 - Slow 0x02 - Stop 0x01 - Wall 0x04 - Statuses 5 0x80 - Faith 0x40 - Innocent 0x20 - Charm 0x10 - Sleep 0x08 - Don't Move 0x04 - Don't Act 0x02 - Reflect 0x01 - Death Sentence ID's (based on Status Effects bytes 0x4/5): 0x0 - KO (0x01 in 0x04) Crystal, Dead, Petrify, Invite, Blood Suck, Treasure 0x1 - Team Loss (Enemy?) (0x02 in 0x04) Crystal, Invite, Treasure 0x2 - Team Loss (Ally?) (0x04 in 0x04) Crystal, Treasure 0x3 - Freeze CT (0x80 in 0x04) Crystal, Petrify, Treasure, Stop, Sleep 0x4 - (0x80 in 0x05) (unit is in water and isn't a monster?) Crystal, Dead, Jump, Petrify, Confusion, Blood Suck, Treasure, Berserk, Chicken, Frog, Stop, Sleep, Don't Act 0x5 - Immortal Immunities (0x01 in 0x05) Crystal, Dead, Undead, Petrify, Invite, Confusion, Blood Suck. Treasure, Chicken, Frog, Charm, Sleep, Don't Act, Death Sentence 0x6 - Load/Save Formation Immunities (0x02 in 0x05) Crystal, Dead, Undead, Petrify, Invite, Blood Suck, Treasure, Chicken, Frog, Charm, Death Sentence 0x7 - (0x04 in 0x05) Darkness, Confusion, Transparent, Berserk, Chicken, Frog, Stop, Charm, Sleep, Don't Move, Don't Act 0x8 - (0x08 in 0x05) Crystal, Dead, Undead, Jump, Petrify, Invite, Treasure, Critical 0x9 - (0x10 in 0x5) Confusion, Berserk, Poison, Stop, Sleep, Don't Move, Don't Act, Death Sentence 0xa - Unmountable (Job ID 5e-60, hardcoded statuses) Crystal, Dead, Petrify, Blood Suck, Treasure, Berserk, Chicken, Frog, Charm
(end add to page)
80064a94 - Skillsets
(add to and clean up:)
0x00 - Ability Flags 1-8 (ID + 100h if enabled, 0x80 = Ability 1, 0x40 = 2, etc.) 0x01 - Ability Flags 9-16 0x02 - R/S/M Flags (0x02 and 0x01 are unused) 0x03 - Ability ID 1 0x04 - Ability ID 2 0x05 - Ability ID 3 0x06 - Ability ID 4 0x07 - Ability ID 5 0x08 - Ability ID 6 0x09 - Ability ID 7 0x0a - Ability ID 8 0x0b - Ability ID 9 0x0c - Ability ID 10 0x0d - Ability ID 11 0x0e - Ability ID 12 0x0f - Ability ID 13 0x10 - Ability ID 14 0x11 - Ability ID 15 0x12 - Ability ID 16 0x13 - R/S/M ID 1 0x14 - R/S/M ID 2 0x15 - R/S/M ID 3 0x16 - R/S/M ID 4 0x17 - R/S/M ID 5 0x18 - R/S/M ID 6 80065bc4 - Monster Skillsets 0x00 - Ability Flags (ID + 100h if enabled, 0x80 = Ability 1) 0x01 - Ability ID 1 0x02 - Ability ID 2 0x03 - Ability ID 3 0x04 - Ability ID 4 80065cb4 - Action Menus (1 byte for each skillset) 0x00 - Menu ID 0x00 - Default 0x01 - Item Inventory 0x02 - Weapon Inventory 0x03 - Arithmeticks 0x04 - Elements 0x05 - Blank 0x06 - Monster 0x07 - Katana Inventory 0x08 - Attack 0x09 - Jump 0x0a - Charge 0x0b - Defend 0x0c - Change Equipment 0x0d - Unknown 0x0e - Blank 0x0f - Unknown
(end add to new page)
80065d94 - table 0x50 long..
80066064 - Poach List 0x00 - Common Item (88%) 0x01 - Uncommon Item (12%)
80066198 - Prime Number List
800661ce - Month Day Values 0x00 - No Month 0x02 - January 0x04 - February 0x06 - March 0x08 - April 0x0a - May 0x0c - June 0x0e - July 0x10 - August 0x12 - September 0x14 - October 0x16 - November 0x18 - December 800661e8 - Zodiac Day Limits 0x00 - Capricorn 0x02 - Aquarius 0x04 - Pisces 0x06 - Aries 0x08 - Taurus 0x0a - Gemini 0x0c - Cancer 0x0e - Leo 0x10 - Virgo 0x12 - Libra 0x14 - Scorpio 0x16 - Sagittarius 80066200 - Start of Battle Flag? (1 = Initialize data?) 80066204 - Temp Ability List (used for setting usable abilities) 80066224
80066234 - pointer to current units party ID? 80066238 - Current ENTD Pointer
80066308 - Highest Party Level