Difference between revisions of "BATTLE.BIN Data Tables"

From Final Fantasy Hacktics Wiki
Jump to navigation Jump to search
(Documented what 0x80174144 is a table for.)
 
(28 intermediate revisions by 6 users not shown)
Line 1: Line 1:
  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 - $s7)
  0x17 - Critical
+
    0x30 - 0x34: Kernel register values for this thread ($k0 - $k1)
  0x18 - Poison
+
    0x38 - Global pointer for this thread ($gp)
  0x19 - Regen
+
    0x3c - Stack pointer for this thread ($sp)
  0x1a - Protect
+
    0x40 - Frame pointer for this thread ($fp)
  0x1b - Shell
+
    0x44 - Address of first command for this thread to run upon being started or resumed ($ra)
  0x1c - Haste
+
    0x48 - IsRunning value (boolean; True (1) if thread is currently active/running, false (0) if not)
  0x1d - Slow
+
    0x4c - Task ID (Matches those listed in WaitForInstruction event command)
  0x1e - Stop
+
    0x50 - 0x68: ? (Set to 0 when thread is initialized)
  0x1f - Wall
+
    0x6c and beyond: Stack for this thread; ~900 bytes available
  0x20 - Faith
+
 
  0x21 - Innocent
+
80174038 - Currently running thread ID (i.e. which thread has the CPU right now)
  0x22 - Charm
+
 
  0x23 - Sleep
+
==Game Loop Addresses==
  0x24 - Don't Move
+
 
  0x25 - Don't Act
+
80067cb8 - return address list based on post-action display type (exp,jp, etc.) (for 0x51 display types)
  0x26 - Reflect
+
 
  0x27 - Death Sentence
+
  80093d08 - Display Type (page?)
+
  0x00 - HP Damage
IDs:
+
  0x01 - HP Healing
0x00 - Dead?
+
  0x02 - MP Damage
0x01 - Undead
+
  0x03 - MP Healing
0x02 - Petrify
+
  0x04 - SP Damage
0x03 - Invite
+
  0x05 - SP Bonus
0x04 - Darkness
+
  0x06 - CT Damage
0x05 - Confusion
+
  0x07 - CT Bonus
0x06 - Silence
+
  0x08 - Brave Damage
0x07 - Blood Suck
+
  0x09 - Brave Bonus
0x08 - Oil
+
  0x0a - Faith Damage
0x09 - Float
+
  0x0b - Faith Bonus
0x0a - Reraise
+
  0x0c - PA Damage
0x0b - Transparent
+
  0x0d - PA Bonus
0x0c - Berserk
+
  0x0e - MA Damage
0x0d - Poison
+
  0x0f - MA Bonus
0x0e - Regen
+
  80093d18 - Status ID's for Display Type
0x0f - Protect
+
  Bytes:
0x10 - Shell
+
  0x00 -  
0x11 - Haste
+
  0x01 - Crystal
0x12 - Slow
+
  0x02 - Dead
0x13 - Stop
+
  0x03 - Undead
0x14 - Faith
+
  0x04 - Charging
0x15 - Innocent
+
  0x05 - Jump
0x16 - Charm
+
  0x06 - Defending
0x17 - Sleep
+
  0x07 - Performing
0x18 - Don't Move
+
  0x08 - Petrify
0x19 - Don't Act
+
  0x09 - Invite
0x1a - Reflect
+
  0x0a - Darkness
0x1b - Death Sentence
+
  0x0b - Confusion
 
+
  0x0c - Silence
 
+
  0x0d - Blood Suck
 
+
  0x0e - Cursed
(probably to go in [[SEQ & Animation info page]] and [[SHP & Graphic info page]]?)
+
  0x0f - Treasure
Weapon Sounds (0x00 = item type 0x01 - knife)
+
  0x10 - Oil
80093d40 - Weapon Whoosh
+
  0x11 - Float
80093d60 - Weapon Hit
+
  0x12 - Reraise
80093d80 - Shield Deflection
+
  0x13 - Transparent
 +
  0x14 - Berserk
 +
  0x15 - Chicken
 +
  0x16 - Frog
 +
  0x17 - Critical
 +
  0x18 - Poison
 +
  0x19 - Regen
 +
  0x1a - Protect
 +
  0x1b - Shell
 +
  0x1c - Haste
 +
  0x1d - Slow
 +
  0x1e - Stop
 +
  0x1f - Wall
 +
  0x20 - Faith
 +
  0x21 - Innocent
 +
  0x22 - Charm
 +
  0x23 - Sleep
 +
  0x24 - Don't Move
 +
  0x25 - Don't Act
 +
  0x26 - Reflect
 +
  0x27 - Death Sentence
 
   
 
   
 
+
  IDs:
80093de8 - Ability Animation number
+
  0x00 - Dead?
+
  0x01 - Undead
80093e10 - Ability Animation Flags (0x1C6 abilities, 3 bytes each) (Doesn't include all 0x200 because Support and Movement abilities are not included)
+
  0x02 - Petrify
  0x00 - Flags 1
+
0x03 - Invite
  0x01 - Flags 2 (Monster Animations)
+
  0x04 - Darkness
  0x02 - Flags 3
+
  0x05 - Confusion
0x00094364 - Weapon Change of Animation (multiplied by 2 (+1 if camera is behind the unit) to get true animation - applied to unit when attacking
+
  0x06 - Silence
  Fists: 3d 3e 3f
+
  0x07 - Blood Suck
  Daggers: 40 41 42
+
  0x08 - Oil
  Ninja Blades: 40 41 42
+
  0x09 - Float
  Swords: 40 41 42
+
  0x0a - Reraise
  Knight Swords: 40 41 42
+
  0x0b - Transparent
  Katana: 40 41 42
+
  0x0c - Berserk
  Axes: 40 41 42
+
  0x0d - Poison
  Rods: 40 41 42
+
  0x0e - Regen
  Staffs: 40 41 42
+
  0x0f - Protect
  Fails: 40 41 42
+
  0x10 - Shell
  Guns: 50 51 52
+
  0x11 - Haste
  Crossbows: 53 54 55
+
  0x12 - Slow
  Bows: 53 54 55
+
  0x13 - Stop
  Instruments: 57 57 57
+
  0x14 - Faith
  Dictionaries: 56 56 56
+
  0x15 - Innocent
  Polearms: 4d 4e 4f
+
  0x16 - Charm
  Poles: 4d 4e 4f
+
  0x17 - Sleep
  Bags: 77 78 79
+
0x18 - Don't Move
  Cloths: 77 78 79
+
0x19 - Don't Act
All other item types exist, but the animations are set to 0.
+
  0x1a - Reflect
800943e4 - Item Graphic Data (0x7f total?)
+
0x1b - Death Sentence
  0x00 - Palettes
+
 
0xF0 - WEP1 Palette
+
  80096024 - ? (set to 0 after prepping to display earned Exp/JP) (word)
0x0F - WEP2 Palette
 
  0x01 - Graphic ID (multiple of 2)
 
 
80094508 - halves, based on number of sprite sections
 
 
  8009453c - Unit raw size measurements? all words. contains many possible raw size combinations (for the record, these are all *8 to get the true graphic size.)
 
 
800946c8 - weapon/effect raw size measurements? all words, with only a byte of data each. this is just inefficient.
 
 
 
80094748 - Spritesheet Data (4 bytes each, 0x9f total)
 
0x00 - SHP ID
 
0x00 - Type 1
 
0x01 - Type 2
 
0x02 - Cyoko
 
0x03 - Mon
 
0x04 - Other
 
0x05 - Ruka
 
0x06 - Arute
 
0x07 - Kanzen
 
0x01 - SEQ ID
 
0x00 - Type 1
 
0x01 - Type 2
 
0x02 - Cyoko
 
0x03 - Mon
 
0x04 - Other
 
0x05 - Ruka
 
0x06 - Arute
 
0x07 - Kanzen
 
0x02 - Flying Flag
 
0x03 - Graphic height
 
  
  800949c4 - Being Targetted Frame (front) - called if target hasn't replaced target animation (e.g. shield)
+
  80094a40 - (start of below? Counter is set to +1 before so it starts at 94a44)
        0x00 - Type 1 = 0x0b
+
  80094a44 - Status Flags (for Display? 28 total, 4 bytes each)
        0x01 - Type 2 = 0x0b
+
  80094ae4 - Start of some list of palettes
        0x02 - Cyoko = 0x02
+
 
        0x03 - Mon = 0x02
+
800960d4 - controller input for map tilt?
        0x04 - Other = 0x01
 
        0x05 - Ruka = 0x02
 
        0x06 - Arute = 0x01
 
        0x07 - Kanzen = 0x01
 
        0x08-0x0c - 0x00
 
  800949d0 - Being Targetted Frame (back)
 
        0x00 - Type 1 = 0x10
 
        0x01 - Type 2 = 0x10
 
        0x02 - Cyoko = 0x04
 
        0x03 - Mon = 0x04
 
        0x04 - Other = 0x06
 
        0x05 - Ruka = 0x04
 
        0x06 - Arute = 0x0a
 
        0x07 - Kanzen = 0x0a
 
        0x08-0x0c - 0x00
 
8009612c - Animation continue check? 2 if not, 0 if so (word). 1 is also used, but I can't tell what for.
 
  800962f4 - Graphic SHP data (how to build frames)
 
0x00 - start of Type 1
 
0x688 - start of type 2
 
0xD10 - start of Cyoko
 
0x1398 - start of Mon
 
0x1a20 - start of other
 
 
 
 
 
  8009839c - Hardcoded address for RUKA/ARUTE/KANZEN SHP data
+
  800960dc - cleared before setting next control script
800a1c84 - [[Unit Animations]] start. loaded in ENTD order
 
  
  800a69d0 - [[Weapon Animations]] start.
+
  800960e4 - (set to 0x28 after prepping earned Exp/JP) (Word)
800a839c - some pointer for Ruka and above spritesheets?
+
set to 0x2b after prepping ability effect?
800bdf0c - SHP data
+
Type of display - Has something to do with what display function is happening
        0x00-0x3c -  
+
0x2b - ability Effect
  0x40-0 - SHP pointers (words)
+
0x29 - Action being taken?
        0x840- SEQ Animation command pointers (words)
+
0x28 - Exp/JP
 +
0x1b - Action confirmation
 +
0x19 - Targeting, Target selected
 +
0x18 - Select within firing range
 +
0x17 - Targeting, no target selected
 +
0x16 - Specify target with cursor message (pre-targeting) / Can't execute action, no targets from panel
 +
0x14 - Specify Direction for wait message
 +
0x13 - Selecting direction for wait
 +
0x08 - AT / Unit list / Options
 +
0x04 - All menus + status screen
 +
0x00 - Moving around battleground with cursor (Free cursor)
  
  800bfa38 - SEQ Unit animation command pointers (words)
+
  800960e8 - value of 800960e4 stored here
  
  800c1260 - Type 1 SHP
+
  80096118 - Casting units ID? (mimic?), ability CT resolution
800c5e8e - WEP 1 SHP
+
8009611c - Casting units Misc ID?
        0x00 - Number of graphics to load (0x07) & pointer to weapon rotation (0xf8)
+
800961b4 - Cursor X Coordinate (Cursor)
        0x01 - Weapon's Eff rotation bytes
+
800961b8 - Cursor Map Level (0 = base floor, 1 = higher floor)
              0x01 - transparent (even if not flipped on, this is set true anyway when saving.)
+
800961bc - Cursor Y Coordinate (Cursor)
              0x02 - flip horizontally
+
  800961c0 - Timer Counter for cursor repeat speed
              0x04 - flip vertically
 
              0x08 - ?
 
              0x20 - ?
 
              0x40 - ?
 
        0x02 - X shift (I'd assume relative to the unit. useful for pole thrusting)
 
        0x03 - Y shift
 
        0x04 - Graphic size pointer (0x3c00), Raw X pixel offset (0x001f), Raw Y pixel offset (0x03e0). (halfword)
 
  800c0e58 - RUKA/ARUTE/KANZEN SEQ data (these overlap?)
 
  
 +
80096204 - post action display phase
  
 +
80096214 - Action Phase
 +
  0x00 - pre-action
 +
  0x01  - acting unit's action
 +
  0x02 - reacting unit's action
 +
  0x03 - post-action
  
  800949dc - X coordinates to load status bubble icons (KO stars, AT icon also), starts with KO stars: 22 bytes long
+
  8009621C - Unit misc ID when selected by cursor
800949f4 - Y coordinates to load status bubble icons (KO stars, AT icon also), starts with KO stars: 22 bytes long
 
  
 +
80096220 - Target/Attacker Tile pointer
 +
80096224 - Target/Attacker Tile Pointer
  
  80094a0c - X coordinates to load death counter numbers
+
  80096244 - Post Effect Message Counter (unit number?) increasing while setting messages
  80094a24 - Y coordinate to load death counter numbers
+
  80096248 - Post Effect message data 0x08 long, 0x10 sections
+
    0x00 - Message Type
80094a40 - (start of below? Counter is set to +1 before so it starts at 94a44)
+
        -0x1c - Item Stolen
80094a44 - Status Flags (for Display? 28 total, 4 bytes each)
+
        -0x1d - Item broken
  80094ae4 - Start of some list of palettes
+
        -0x27 - CT change
 +
        -0x28 - Speed change
 +
        -0x29 - Brave CHange
 +
        -0x2a - Faith CHange
 +
        -0x2b - PA Change
 +
        -0x2c - MA Change
 +
        -0x2d - Golem message
 +
        -0x2e - Gils Change
 +
        -0x2f - Xp Change
 +
    0x01 - Unit ID (Displayed Name)
 +
    0x02 -  
 +
    0x03 -
 +
    0x04 - Additionnal info (Word)
 +
        - 0x000000XX - XX is Item ID (broken or stolen)
 +
        - 0x000080XX - XX is katana ID if broken katana
 +
  8009624c - item to break
  
  80094ba4 - ? Palettes
+
  80098d84 - Type of action (mimic / ability CT resolution)
 +
0x0100 - active turn?
 +
0x0200 - ability CT resolution
 +
0x0300 - crystal/treasure?
  
  80096024 - ? (set to 0 after prepping to display earned Exp/JP) (word)
+
  80173e68 - ? changes with different message displayed (execute action, select target, etc.)
 +
0x04 in memory changes
 +
50 29 03 0c - nothing displayed - free cursor (targeting)
 +
1c(or 98) bb 16 0c - normal menu/act menu
 +
3c bb 16 0c - specify the target with cursor, press 0 to select, or specify move, panel/unit follow option
 +
b8 bb 16 0c - execute action?
  
800960c0 -
+
==Battle Related Data==
  
  800960c4 -  
+
  800b7308 - [[Miscellaneous Unit Data|Miscellaneous/ENTD Unit Data]]
 
+
0x000 - Pointer to previous unit's misc data (00000000 means this is the first)
800960cc - set to 04 in map zoom routine
+
0x004 - Unit Misc ID?
800960d0 - Map Zoom
+
0x005 - Spritesheet VRAM slot
  0x04 - Zoomed out
+
0x006 - Spritesheet ID
  0x01 - Zoomed In
+
0x007 - Stored Palette? (Xif)
 
+
0x008 - ? (less than 31 skips Unit ID check?) (halfword)
 
+
incremented on ability display
 
+
800960d4 - controller input for map tilt?
+
0x00a - set to 1 when using ability
 
+
800960d8 - Map Tilt
+
0x00c (half) -Change of animation (set when changing animation)
0x02 - Steep
+
animation = unit animation(see video in important links) + 01
0x01 - Flat
+
 +
0x0e - (half) - VRAM Spritesheet ID?
 +
0x14 - First Unit Spritesheet
 +
0x1c - Last Unit Spritesheet
 +
0x1e - Wep sheet? item.bin?
 +
0x1f - Frame.bin
 +
0x3f - Item.bin
 +
  0x10 - (half) - VRAM palette ID
 +
 +
  0x012 - sprite display bytes
 +
0x80 - no notable effect
 +
0x40 - if transparent, the unit is darkened considerably.
 +
0x20 - if transparent, the unit is lit up considerably.
 +
0x10 - no notable effect
 +
0x08 - no notable effect
 +
0x04 - flip sprite vertically (lol when would you need this)
 +
0x02 - flip sprite horizontally
 +
0x01 - transparent sprite
 
 
 
 
800960dc - cleared before setting next control script
 
  
 +
0x018 - X Mod * 4096
 +
0x01c - Height Mod * 4096
 +
0x020 - Y Mod * 4096
 +
 +
0x038 - half, initialized to 0x2000 special movement flags?
 +
 +
-----These values used to create vectors for effects processing
 +
0x040 - X Mod (X * 28 + some value) - X Location on screen
 +
0x042 - Height Mod (negative) - Z Location on screen
 +
0x044 - Y Mod (Y * 28 + some value) - Y Location on Screen
  
800960e4 - (set to 0x28 after prepping earned Exp/JP) (Word)
+
0x050 - X ?(halfword)
set to 0x2b after prepping ability effect?
+
0x052 - Height? ?(halfword)
Type of display - Has something to do with what display function is happening
+
0x054 - Y ?(halfword)
0x2b - ability Effect
+
0x29 - Action being taken?
+
0x060 - X ?(halfword)
0x28 - Exp/JP
+
0x062 - Height? ?(halfword)
0x1b - Action confirmation
+
0x064 - Y ?(halfword)
0x19 - Targeting, Target selected
+
-----
0x18 - Select within firing range
+
0x17 - Targeting, no target selected
+
0x070 - Current Facing? (/ 0x400 = facing)
0x16 - Specify target with cursor message (pre-targeting) / Can't execute action, no targets from panel
+
0xc00 - Facing East
0x14 - Specify Direction for wait message
+
0x800 - Facing North
0x13 - Selecting direction for wait
+
0x400 - Facing West
0x08 - AT / Unit list / Options
+
0x000 - Facing South
0x04 - All menus + status screen
+
0x072 - Attack Facing? (FFFF = no facing change; this is the facing after attack)
0x00 - Moving around battleground with cursor (Free cursor)
+
NOTE: Counter sets 0x72 to 0x70, 0x70 gets changed to facing towards
 +
attacker, then 0x70 is set back to 0x72 and 0x72 set to FFFF (end)
 +
0x074 - (gets added to depth * 12 before subtracting from height)(halfword)
 +
0x076 - (added to final height value)(halfword)(if riding)
 +
 +
0x7a - chicken/frog/crystal/treasure graphic Y offset
 +
0x30 - frog
 +
0x60 - crystal
 +
Otherwise, 0x00.
  
800960e8 - value of 800960e4 stored here
+
0x07c - Unit's X Coordinate initialized to ENTD (current location?)
 +
0x07d - Unit's Y Coordinate
 +
0x07e - Unit's Map Level (0 = Floor 1, 1 = Floor 2)
 +
0x07f - Unit's offset from normal position on tile? (e.g. When moving, how far off the center of the tile the unit is as it moves to the next tile)?
  
  (page for scattered battle data? stuff like, stored ID, AT list, just to keep it all in one place?)
+
  first to be changed
800960f0 - Set to 1 when status is selected in main battle menu
+
0x080 - Unit's X Coordinate (While moving)
+
0x081 - Unit's Y Coordinate (While moving)
800960f8
+
0x082 - Unit's Map Level + flags (While moving) (with 0x83 byte)
800960fc
+
0x083 - Motion Flags
 
+
0x10 - Float
80096100 - AT List ID (used to determine which data to load from the AT list)
+
0x20 - Currently dragoon jumping upward (not set on way down (removed after set))
80096104 - Map ID
+
 +
0x084 - Unit's X Coordinate (Previous Location?) (saved location until move confirmed)
 +
0x085 - Unit's Y Coordinate
 +
0x86 - Units map level
  
80096110 - cleared in ability effect routines
+
0x98 - Number of tiles moved so far in current movement    //cleared when knocked back
 +
        0x9c - Number of tiles in movement?                        //List of tiles to move to?
 +
        0x9d - 0x9d + (Number at 0x9c) - 1:
 +
            0x00 = Move east
 +
            0x40 = Move west
 +
            0x80 = Move south
 +
            0xc0 = Move north
 +
            0x20 flag = Higher Elevation
 +
            0x01 to 0x11 = Number of tiles to jump over
 +
   
 +
        // Not sure about these...
 +
0x9d - Unit's X Coordinate (Current location?)
 +
0x9e - Unit's Y Coordinate
 +
0x9f -  Unit's Map Level
 +
 +
0x11b - (allows 0x9d flags to get 0x10 to set 0x11e, if != 0)
 +
                only ever saw this variable set to 0, so it may not work
 +
    0x11c - (some flags stored to 0x9621c, stored here from 0x9d list)  // (Current movement value?)
 +
 
 +
    0x11e - 0x18a Unit ID + 1 (not sure what unit though)
 +
    0x11f - Previous 0x11e
 +
0x120 - Position relative to the camera, unsure which one is which direction though. 2 halfwords at 0x120, another at 0x128.
  
80096118 - Casting units ID? (mimic?), ability CT resolution
+
0x12c
8009611c - Casting units Misc ID?
+
800961b4 - Cursor X Coordinate (Cursor)
 
800961b8 - Cursor Map Level (0 = base floor, 1 = higher floor)
 
800961bc - Cursor Y Coordinate (Cursor)
 
800961c0 - Timer Counter for cursor repeat speed
 
 
 
80096200 - learned ability (learn on hit)?
 
80096204 - post action display phase
 
 
 
 
 
80096208 - Move find item/trap/move-stat up results for display
+
0x130 - Mount/Rider Value
0x01 - treasure chest item?
+
                0x00 = N/A
0x02 - move XX up activation?
+
                0x01 = Riding 0x131
  0x04 - item found
+
                0x02 = Mount for 0x131
  0x08 - trap
+
  0x131 - Mount/Rider ID
  0x10 - remove charging?
+
  0x132 - Previous Mount/Rider Value?
  0x20 - move hp up
+
  0x133 - Previous Mount/Rider ID?
0x40 - move MP up
+
  0x134 - Pointer to Unit's Data
0x80 - move exp up
 
0x0100 - move jp up
 
  
  0x0400 - status changes
+
  0x138 - Used Ability ID
 +
0x13a - used Item/Weapon ID
 +
0x13b - Equipped weapon type (determines unit animation)
 +
 +
0x13c - set to 0 when ability CT resolves / mimic ability used
 +
0x13d - ENTD flags from Unit data
 +
 +
0x13e - (skips 0x822bc code if != 0)(byte) - modified palette byte
 +
0x13f - (byte)
  
8009620c - trap to display?
+
0x140 - Status Flags 1
80096210 - Item to display
+
0x80 - Confusion
80096214 - Action Phase
+
0x40 - Sleep
  0x00 - pre-action
+
0x20 - Petrify
  0x01 - acting unit's action
+
0x10 - Stop
  0x02 - reacting unit's action
+
0x08 - Critical
  0x03 - post-action
+
0x04 - Dead
 
+
0x02 - (disabled if 0x130 = 1)
8009621C - Unit misc ID when selected by cursor
+
0x01 -  
 
+
0x141 - Status Flags 2
80096220 - Target/Attacker Tile pointer
+
0x80 - Faith
80096224 - Target/Attacker Tile Pointer
+
0x40 - Berserk
 
+
0x20 - Cursed
80096244 - unit number?
+
0x10 - Haste
80096248 - units action data 0x08 long?, 0x0b sections?
+
0x08 - Slow
0x00
+
0x04 - Defending
  -0x28 - speed change
+
0x02 - Charging
  0x01 - unit ID
+
0x01 - Performing
 
+
0x142 - Status Flags 3
8009624c - item to break
+
0x80 - Oil
 
+
0x40 - Poison
800962f4
+
0x20 - Protect
 
+
0x10 - Shell
 
+
0x08 - Don't Act
(stuff for display)
+
0x04 - Don't Move
800962d4 - HP Damage
+
0x02 - Blood Suck
800962d6 - HP Healing
+
0x01 - Innocent
800962d8 - MP Damage
+
0x143 - Status Flags 4
800962da - MP Healing
+
0x80 - (Originally Reflect?)
800962dc - SP Damage
+
0x40 - Undead
800962de - SP Bonus
+
0x20 - Regen
800962e0 - CT Damage
+
0x10 - Reraise
800962e2 - CT Bonus
+
0x08 - Darkness
800962e4 - Brave Damage
+
0x04 - Death Sentence
800962e6 - Brave Bonus
+
  0x02 - Silence
800962e8 - Faith Damage
+
0x01 - Charm
800962ea - Faith Bonus
+
  0x144 - Status Flags 5 (word)
800962ec - PA Damage
+
0x80 - Poached
800962ee - PA Bonus
+
0x40 - Jump
800962f0 - MA Damage
+
0x20 - Float
800962f2 - MA Bonus
+
0x10 - Transparent
 +
0x08 - Treasure (Enabling only)
 +
0x04 - Frog
 +
0x02 - Chicken/Crystal (removal only)
 +
0x01 - Crystal
 +
0x145 - Status Flags 6
 +
0x80 -
 +
0x40 -
 +
0x20 -
 +
0x10 -
 +
0x08 -
 +
0x04 -
 +
0x02 -
 +
0x01 - Morbol virus'd
 +
NOTE: Unused, Invite, Wall and Reflect aren't set
 +
0x148 - Statuses to Add 1
 +
0x14c - Statuses to Add 5
 +
0x150 - Statuses to Remove 1
 +
0x154 - Statuses to Remove 5
  
80098a24 - Rotation matrix elements (0x13 long, word each)
+
0x158 - 2 = AI Error? (word)
80098a38 - Translation vectors (3 words)
 
0x00 trx
 
0x04 try
 
0x08 trz
 
 
 
 
 
  80098a54 - Some units Misc Data Pointer
+
0x16e - in Unit Data:
 +
0x15c - Target ID
 +
0x15d - Skillset used ID
 +
0x15e - Ability used ID
 +
 +
0x160 - Calculator type abiltiy ID
 +
0x162 - Calculator Multiplier abiltiy ID
 +
0x164 - used Item ID
 +
0x165 -
 +
0x166 - reaction ID?
 +
0x05 - Tile-Specific Ability?
 +
0x06 - Target-Specific Ability?
 +
0x167 - Target ID?
 +
 +
0x168 - X target panel coordinate (half)
 +
0x16a - Target map level
 +
0x16c - Y target panel coordinate
  
80098a54 - Pointer to last unit's Misc Data?
+
0x16e - 0x180 in unit data
 +
0x16f - 0x181 in unit data
  
80098d84 - Type of action (mimic / ability CT resolution)
+
0x174 - ability range? (return value from 0x17a8c0
0x0100 - active turn?
+
  0x17c - some word checked before action phase routines
  0x0200 - ability CT resolution
 
0x0300 - crystal/treasure?
 
  
80098db8 - ?? cleared after post action
+
0x180 - (word) 0xff if target ID = 0xff
 +
skips movement stuff if 0
  
80098dbc - some effect address
+
0x184 - X Coordinate to move to?
  
80098d70 - points to available scratchpad address [[Calculate_Available_RAM_Address]]; for effect data?
+
0x186 - (byte)
  
80098dcc - numerical display data
+
0x188 - Y Coordinate to move to?
  
80098dd4 - numerical display data?
+
Current action data?
 
+
0x18c - Reaction ID / Attacking unit ID? - Used Ability ID
800995ec - (word)
+
0x18d - Limit for 0x18e data (Targets Hit Counter)
 
+
  0x18e - Target list - Ends when 0xff is reached
800995f4 - (14 groups at 0x982 bytes each)
+
0x00 - Target unit ID?
  set 4 = Unit (team?) Palettes?
+
800995f5 - 1 = skip setting below data?
+
800995f6 - (16 sections, 8 bytes each)
+
0x19e/0x12 - set to 1 when animate on miss is not true, cleared when units are hit
  0x00 - (1 = active?)
+
  0x19f/0x13 - control value
0x01 -  
+
0x01 - math skill
  0x02 -  
+
  0x1a0/0x14 - last attack used ID (half)
  0x03 - (set to PV2 in 0x8f710)
+
  0x1a2/0x16 - ability formula? can poach?
  0x04 - (set to 0 if PV = 10 in 0x8f710)
+
  0x1a3/0x17 - ?? control value? set to 1 if reaction occurred
  0x05 - Red Mod (for what changed the below section)
+
  0x1a4/0x18 - Continue attack byte?
0x06 - Green Mod
+
0x01 - continue
0x07 - Blue Mod
+
0x00 - end
80099676 - Palette Color Mod Data (16 sect. w/ 16 colors; 7 bytes each color (0x700 total))
+
0x1a5/0x19 - Current Hit number
0x00 - Red Value
+
  0x1a6/0x1a - reaction ID?
  0x01 - Green Value
+
  0x1a7/0x1b -
  0x02 - Blue Value
+
  0x1a8/0x1c - target new X coordinate
  0x03 - Alpha Flag
+
  0x1a9/0x1d - Target new Y coordinate(for post action knockback?)
  0x04 - Modified Red? (0x1f if total of RGB = 0)
+
  0x1aa/0x1e - target map level
  0x05 - Modified Green?
+
  0x1ab/0x1f - used weapon ID
  0x06 - Modified Blue?
+
0x1ac/0x20 -
80099d76 - Raw Palettes (16 sections, 16 colors, 2 bytes each (0x200 total))
+
0x1ad/0x21 -
 
+
0x1ae/0x22 - can poach flag?
8009b27c - list of some misc data
+
  0x1af - can earn experience
 
+
  0x1b0 - Earned Experience (For Display?)
800a7784 - Map Tilt
+
  0x1b1 - Earned JP
  0x2e - flatter
+
  0x1b2 - Level (For Level UP! event?)
  0xc0 - steeper
+
0x1b3 - Job Level (stored if level changed)
800a7786 - Map Rotation (half)
+
0x1b4 - ? (byte)
  0x0002
+
0x1b5 -  
  0x0006
 
0x000a
 
0x000e
 
 
 
(page for this nonsense?)
 
800a7790 - word loaded to coprocessor 2 register: gtedr00_vxy0
 
800a7794 - word loaded to coprocessor 2 register: gtedr00_vz0
 
800a7798 - word loaded to coprocessor 2 register: gtedr01_vxy1
 
800a779c - word loaded to coprocessor 2 register: gtedr01_vz1
 
800a77a0 - word loaded to coprocessor 2 register: gtedr02_vxy2
 
800a77a4 - word loaded to coprocessor 2 register: gtedr02_vz2
 
before rtpt
 
 
 
800a77a8 - word loaded to coprocessor 2 register: gtedr00_vxy0
 
800a77ac - word loaded to coprocessor 2 register: gtedr00_vz0
 
before rtps
 
 
 
800b9eb4 - gtecr31_flag
 
 
 
 
 
 
+
  0x1b7 - Inflicted/Removed Status Counter (max of 0x1b)
800b9f14 -  
+
0x1b8 - Display Flags 1
 
+
0x80 - CT Bonus
800bb704 - start of some data
+
0x40 - CT Damage
 +
0x20 - SP Bonus
 +
0x10 - SP Damage
 +
0x08 - MP Healing
 +
0x04 - MP Damage
 +
0x02 - HP Healing
 +
0x01 - HP Damage
 +
0x1b9 - Display Flags 2
 +
0x80 - MA Bonus
 +
0x40 - MA Damage
 +
0x20 - PA Bonus
 +
0x10 - PA Damage
 +
0x08 - Faith Bonus
 +
0x04 - Faith Damage
 +
0x02 - Brave Bonus
 +
0x01 - Brave Damage
 +
0x1ba - Display Flags 3
 +
0x80 - "Guarded"
 +
0x40 - "Missed!"
 +
0x20 - "CT0"
 +
0x10 - "Quick"
 +
0x08 - "Broken"
 +
0x04 - "Stolen"
 +
0x02 - +"1Lv."
 +
0x01 - -"1Lv."
 +
0x1bb - Display Flags 4
 +
0x20 - "No MP"
 +
0x10 - "Silenced"
 +
0x08 - "No Target"
 +
0x04 - Gained JP
 +
0x02 - Gained Exp
 +
0x01 - "Caught"
 +
 +
 +
 +
0x1bc - End of Inflicted/Removed Status ID List (0x1b long, counts backwards)
 +
0x80 - Removal Flag
  
800bcbf4 - start of some data
+
0x01d8 - Unit Sprite Data
 
+
0x1d8 - Graphic trigger
800bd8cc - data sent back from GPU?
+
0x1da -
 +
0x1dc - Current animation (halfword)
 +
0x1de - frame command byte counter (unit)
 +
0x1e0 - Frame
 +
0x1e2 - Wait time (in frames)
 +
0x1e4 - Loop counter
 +
0x1e6 - Unit animation
 +
0x1ea - Slow down amount
 +
0x1ec - Frame offset (jarring)
 +
0x1ee - Wait command: frames left to wait
 +
0x1f0 - rotation bytes
 +
0x01 - transparent
 +
0x02 - Flip horizontally
 +
0x04 - flip vertically
 +
 +
0x1f4 - SHP Data Pointer
 +
0x1f8 - SEQ Data Pointer
 +
0x1fc - SHP Data Pointer
 +
0x200 - SEQ Data Pointer
 +
0x204 - Sprite Display Section Pointer in Misc Data
 +
 +
0x208 - WEP Sprite Data? (0x362) (seems to be 'current' weapon animation data.)
 +
0x208 - Graphic trigger (1 is on screen, 0 is not on screen)
 +
0x20a - Graphic type (1 = Weapon, 2 = Effect) (Halfword)
 +
0x20c - Weapon Animation (Halfword)
 +
0x20e - frame command byte counter (weapon) (Halfword)
 +
0x210 - Frame (Halfword)
 +
0x212 - amount of frames to stay unmoving
 +
0x214 - loop counter
 +
0x216 - Weapon animation (saved)
 +
0x21a - Frame Delay (halfword)
 +
0x21c - Another Frame offset? math works out in favour of making 1 here look like a low strike.
 +
0x21e - Frame offset
 +
 +
0x220 - Rotation bytes
 +
0x01 - transparent
 +
0x02 - Flip horizontally
 +
0x04 - flip vertically
  
800bd8e4 - data sent back from GPU - gtedr14_sxy2
+
0x224 - SHP Data pointer (Word)
 +
0x228 - SEQ Data pointer (Word)
 +
0x22c - ? Display data pointer (with the 3 bytes of info and 1 byte of padding. Word)
  
800b6294
+
0x238 - EFF Sprite Data? (0x3e6)
 
+
  0x238 - graphic trigger?
8015327c - Pointer to thread array (WORLD.BIN) (0x80195cd0)
+
  0x23a - graphic type? (1 = weapon, 2 = effect) (halfword)
 
+
0x23d - effect animation (halfword)
800b6698 - word, deals with palette modification (useful in a map related page?)
+
0x23e - frame command byte counter (effect) (Halfword)
0x00
+
0x240 - Frame? (Halfword)=
0x01
+
0x242 - Frame + Frame delay + frame command byte (halfword)
0x02
+
0x244 -  
0x03 -
+
0x246 - Effect animation?
  0x02 - skips stormy weather palette mod? (ignore weather mod)
+
0x24a - Frame delay (basically always 0) (halfword)
  0x01 - skips time of day palette mod? (Snow weather mod)
+
0x24c - Effect rotation? (halfword)
8016986c - Thread array (Each thread data block is 0x400 = 1024 bytes, and includes its own stack); 16 entries total
+
0x24e - Wait command: Frames left to wait
    0x00 - Thread function parameter 1
+
   
    0x04 - Thread function parameter 2
+
0x220 - Rotation bytes
    0x08 - Thread function parameter 3
+
  0x01 - transparent
    0x0c - ? (Set to 0 when thread is initialized)
+
0x02 - Flip horizontally
    0x10 - 0x2c: Saved register values for this thread ($s0 - $s7)
+
0x04 - flip vertically
    0x30 - 0x34: Kernal register values for this thread ($k0 - $k1)
+
    0x38 - Global pointer for this thread ($gp)
+
0x254 - SHP Data pointer?
    0x3c - Stack pointer for this thread ($sp)
+
0x258 - SEQ Data pointer?
    0x40 - Frame pointer for this thread ($fp)
+
0x25c - ? Display data pointer(?)
    0x44 - Address of first command for this thread to run upon being started or resumed ($ra)
+
  0x268 - Numerical Display Data? (0x3aa)
    0x48 - IsRunning value (boolean; True (1) if thread is currently active/running, false (0) if not)
+
  0x298 - Shadow (0x3ce)
    0x4c - Task ID (Matches those listed in WaitForInstruction event command)
 
    0x50 - 0x68: ? (Set to 0 when thread is initialized)
 
    0x6c and beyond: Stack for this thread; ~900 bytes available
 
 
 
  80173e68 - ? changes with different message displayed (execute action, select target, etc.)
 
0x04 in memory changes
 
50 29 03 0c - nothing displayed - free cursor (targeting)
 
1c(or 98) bb 16 0c - normal menu/act menu
 
3c bb 16 0c - specify the target with cursor, press 0 to select, or specify move, panel/unit follow option
 
b8 bb 16 0c - execute action?
 
 
 
80174038 - Currently running thread ID (i.e. which thread has the CPU right now)
 
 
 
800b7308 - Miscellaneous Unit Data (0x440 bytes each) (PAGE FOR THIS!!!)
 
0x000 - Pointer to previous unit's misc data (00000000 means this is the first)
 
  0x004 - Unit Misc ID?
 
0x005 - Spritesheet VRAM slot
 
0x006 - Spritesheet ID
 
0x007 - Stored Palette? (Xif)
 
  0x008 - ? (less than 31 skips Unit ID check?) (halfword)
 
incremented on ability display
 
 
 
 
 
  0x00a - set to 1 when using ability
+
  0x2bc - Activation flag for Numerical Display/Status text
+
~ 0x2be - Display Type
0x00c (half) -Change of animation (set when changing animation)
+
0x0200 - (uses 0x18e list?)
  animation = unit animation(see video in important links) + 01
+
0x0100 - "No MP"
 
+
  0x00f0 - "Silenced"
0x0e - (half) - VRAM Spritesheet ID?
+
  0x00e0 - "No Target"
0x14 - First Unit Spritesheet
+
0x00d0 - "CT0"
0x1c - Last Unit Spritesheet
+
0x00c0 - "Quick"
0x1e - Wep sheet? item.bin?
+
0x00b0 - "Broken"
0x1f - Frame.bin
+
0x00a0 - "Stolen"
0x3f - Item.bin
+
0x0090 - +"1Lv."
  0x10 - (half) - VRAM palette ID
+
0x0080 - -"1Lv."
 +
0x0070 - Status Removal
 +
0x0060 - Status Infliction
 +
0x0050 - Gained JP
 +
0x0040 - Gained Exp
 +
0x0030 - "Caught"
 +
0x0020 - "Guarded"
 +
0x0010 - "Missed!"
 +
0x000f - MA Bonus
 +
0x000e - MA Damage
 +
0x000d - PA Bonus
 +
0x000c - PA Damage
 +
0x000b - Faith Bonus
 +
0x000a - Faith Damage
 +
0x0009 - Brave Bonus
 +
0x0008 - Brave Damage
 +
0x0007 - CT Bonus
 +
0x0006 - CT Damage
 +
0x0005 - SP Bonus
 +
0x0004 - SP Damage
 +
0x0003 - MP Healing
 +
0x0002 - MP Damage
 +
0x0001 - HP Healing
 +
0x0000 - HP Damage
 +
`
 +
0x2c0 - Number to Display (JP/EXP/HP/MP/CT/SP/PA/MA/Br/Fa)
 +
NOTE: the way they go about doing it is messy; you could get the same
 +
result by dividing by 10 each pass through a loop (with the limit = # of
 +
digits to display), storing the remainder as the digit, and sending the
 +
remaining value through the next pass.
 +
 
 +
  0x2c2 - Display Type (set to 0 if 0x2bc = 0, capped at 0x15; gets 0x45980 added to it)
 +
(some frame/animation thing? used for loading 0x67bac data)
 +
0x2c4 - Numerical Display Pointer 1
 +
0x2c8 - Numerical Display Pointer 2
 +
0x2cc - Numerical Display Pointer 3
 
 
 
 
  0x012 - sprite display bytes
+
  0x2d0 - something with display for item abilities?
0x80 - no notable effect
+
0x2d8 - Item/Equip Display Pointer
0x40 - if transparent, the unit is darkened considerably.
+
 
0x20 - if transparent, the unit is lit up considerably.
+
0x2dc - Activation byte for Status Bubble
0x10 - no notable effect
+
0x2dd - Which status bubble to show
0x08 - no notable effect
+
0x2de - X location of status bubble
0x04 - flip sprite vertically (lol when would you need this)
+
0x2df - Y location of status bubble
0x02 - flip sprite horizontally
+
0x2e0 - Timer (word)
0x01 - transparent sprite
+
0x2e4 - ? Pointer to 0x410 data - Status Bubble
 
 
 
 
 +
0x2e8 - Unused Section
  
  0x018 - X Mod * 4096
+
  *Display*
0x01c - Height Mod * 4096
 
0x020 - Y Mod * 4096
 
 
0x038 - half, initialized to 0x2000 special movement flags?
 
 
-----These values used to create vectors for effects processing
 
0x040 - X Mod (X * 28 + some value) - X Location on screen
 
0x042 - Height Mod (negative) - Z Location on screen
 
0x044 - Y Mod (Y * 28 + some value) - Y Location on Screen
 
  
  0x050 - X ?(halfword)
+
  0x31c - Sprite Display Section (8 graphical sections) (0x46 each) - Main Sprite
0x052 - Height? ?(halfword)
+
0x00 - Red Shading
0x054 - Y ?(halfword)
+
0x01 - Green Shading
+
0x02 - Blue Shading
0x060 - X ?(halfword)
+
0x03 - number of graphics to be loaded (max = 7 (7 + 1 graphics))
0x062 - Height? ?(halfword)
+
0x04 - VRAM Spritesheet ID
0x064 - Y ?(halfword)
+
0x00 - screen
-----
+
0x01 - screen
+
0x02 - screen
0x070 - Current Facing? (/ 0x400 = facing)
+
0x03 - screen
0xc00 - Facing East
+
0x04 - active unit SP2 & EVTCHR1
0x800 - Facing North
+
0x05 - Formation screen (leftover from attack.out), target unit SP2 & EVTCHR2
0x400 - Facing West
+
0x06 - Last loaded Menus
0x000 - Facing South
+
0x07 - unit billboard
0x072 - Attack Facing? (FFFF = no facing change; this is the facing after attack)
+
0x08 - EFF & TRAP
NOTE: Counter sets 0x72 to 0x70, 0x70 gets changed to facing towards
+
0x09 - WEP
  attacker, then 0x70 is set back to 0x72 and 0x72 set to FFFF (end)
+
0x0a - ZODIAC.BIN
0x074 - (gets added to depth * 12 before subtracting from height)(halfword)
+
0x0b - frog/chicken/crystals + some parts of zodiac.bin
0x076 - (added to final height value)(halfword)(if riding)
+
0x0c - none (not none?)
+
0x0d - map textures
0x7a - chicken/frog/crystal/treasure graphic Y offset
+
0x0e - map textures
  0x30 - frog
+
0x0f - map textures
  0x60 - crystal
+
0x10 - 0x13 - bottom screen + vram palettes.
  Otherwise, 0x00.
+
0x14 - First Unit Spritesheet
 +
0x1c - Global Portrait list?
 +
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
  
  0x07c - Unit's X Coordinate initialized to ENTD (current location?)
+
  0x362 - WEP1 Display Data
0x07d - Unit's Y Coordinate
+
0x362 + 0x00 - Red shading
0x07e - Unit's Map Level (0 = Floor 1, 1 = Floor 2)
+
0x01 - Green shading
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)?
+
0x02 - Blue shading
 
+
0x03 - how many graphics to load
first to be changed
+
0x04 - VRAM Spritesheet ID and some other nonsense (halfword)
0x080 - Unit's X Coordinate (While moving)
+
0x06 - VRAM Palette ID and some other nonsense (Halfword)
0x081 - Unit's Y Coordinate (While moving)
+
0x08 - image stretch (horizontal, halfword but only the lower byte is considered)
0x082 - Unit's Map Level + flags (While moving) (with 0x83 byte)
+
0x0a - image stretch (vertical, and ditto)
0x083 - Motion Flags
+
0x0c - spin on Y axis? (halfword)
0x10 - Float
+
0x0e - X shift
0x20 - Currently dragoon jumping upward (not set on way down (removed after set))
+
0x0f - Y shift
+
0x084 - Unit's X Coordinate (Previous Location?) (saved location until move confirmed)
+
Graphic data (duplicated per weapon graphic loaded)
0x085 - Unit's Y Coordinate
+
0x10 - Image Width
0x86 - Units map level
+
0x11 - Image Height
 
+
0x12 - X Load location (In pixels)
0x98 - Number of tiles moved so far in current movement    //cleared when knocked back
+
0x13 - Y Load location (In Pixels)
        0x9c - Number of tiles in movement?                        //List of tiles to move to?
+
0x14 - VRAM flags?
        0x9d - 0x9d + (Number at 0x9c) - 1:
+
0x1 -
            0x00 = Move east
+
0x2 -  
            0x40 = Move west
+
0x4 -  
            0x80 = Move south
+
0x8 -  
            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)
+
  0x386 - EFF Display data
                only ever saw this variable set to 0, so it may not work
+
0x362 + 0x00 - Red shading
    0x11c - (some flags stored to 0x9621c, stored here from 0x9d list) // (Current movement value?)
+
0x01 - Green shading
 +
0x02 - Blue shading
 +
0x03 - how many graphics to load
 +
0x04 - VRAM Spritesheet ID and some other nonsense (halfword)
 +
0x06 - VRAM Palette ID and some other nonsense (Halfword)
 +
0x08 - image stretch (horizontal, halfword but only the lower byte is considered)
 +
0x0a - image stretch (vertical, and ditto)
 +
0x0c - spin on Y axis? (halfword)
 +
0x0e - X shift
 +
0x0f - Y shift
 
    
 
    
    0x11e - 0x18a Unit ID + 1 (not sure what unit though)
+
Graphic data (duplicated per effect graphic loaded)
    0x11f - Previous 0x11e
+
0x10 - Image Width
0x120 - Position relative to the camera, unsure which one is which direction though. 2 halfwords at 0x120, another at 0x128.
+
0x11 - Image Height
 
+
0x12 - X Load location (In pixels)
0x12c
+
0x13 - Y Load location (In Pixels)
 +
0x14 - VRAM flags
 +
0x1 -  
 +
0x2 -
 +
0x4 -
 +
0x8 -
 
 
 
 
 +
0x3aa - ? Display (3 Sprite Data Sections, plus 1 byte padding?)
 
 
 
 
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
+
  0x3ce - Numerical Display Section 1 (these have 1 Sprite Data section) (0x16 bytes each)  
0x13d - ENTD flags from Unit data
+
  0x00 - Red
+
  0x01 - Green
0x13e - (skips 0x822bc code if != 0)(byte) - modified palette byte
+
  0x02 - Blue
0x13f - (byte)
+
  0x03 - Image type
 
+
  0x04 - VRam Spritesheet ID
0x140 - Status Flags 1
+
  0x05 -  
  0x80 - Confusion
+
  0x06 - half - initialized to 0x10 in misc data + 0x0100
  0x40 - Sleep
+
  0x08 - X stretch (half)
0x20 - Petrify
+
  0x0a - Y stretch (half)
0x10 - Stop
+
 
0x08 - Critical
+
  0x14 - initialized to 0 (VRAM flags?)
0x04 - Dead
+
 
  0x02 - (disabled if 0x130 = 1)
+
0x3e4 - Numerical Display Section 2
0x01 -
+
  0x00 - X Shift
0x141 - Status Flags 2
+
  0x01 - Y Shift
0x80 - Faith
+
  0x02 - Image Width
0x40 - Berserk
+
  0x03 - Image Height
0x20 - Cursed
+
  0x04 - X Load Location
0x10 - Haste
+
  0x05 - Y Load Loaction (2 bytes?)
  0x08 - Slow
+
0x3fa - Numerical Display Section 3
  0x04 - Defending
+
  0x00 - X Shift
  0x02 - Charging
+
  0x01 - Y Shift
  0x01 - Performing
+
  0x02 - Image Width
0x142 - Status Flags 3
+
  0x03 - Image Height
0x80 - Oil
+
  0x04 - X Load Location
0x40 - Poison
+
  0x05 - Y Load Loaction (2 bytes?)
0x20 - Protect
+
 
0x10 - Shell
+
  0x410 - Status Text/Bubbles Display Section (1 Sprite Data Section)
  0x08 - Don't Act
+
  0x00 - Red Shading
  0x04 - Don't Move
+
  0x01 - Green Shading
  0x02 - Blood Suck
+
  0x02 - Blue Shading
  0x01 - Innocent
+
~ 0x03 - Sprite Type?
0x143 - Status Flags 4
+
0x00 - None
0x80 - (Originally Reflect?)
+
0x01 - Text?
  0x40 - Undead
+
0x02 - Monster? (Panther)
  0x20 - Regen
+
0x03 - Type 1? (Units and Goblin)
  0x10 - Reraise
+
` 0x04 - ? (one frame in chanting/riding chocobo)
  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)
+
0x06 - Chocobo?
+
~ 0x04 - VRAM Spritesheet ID
  0x16e in Unit Data:
+
0x00 - Map
0x15c - Target ID
+
0x01 - Map?
0x15d - Skillset used ID
+
0x02 - Map?
  0x15e - Ability used ID
+
0x03 - Map? (had height) (upper right screen
 +
0x04 - active unit SPR2? EVTCHR1?
 +
0x05 - Formation screen (active unit SPR3 +? EVTCHR2?)
 +
0x06 - Last loaded Menus
 +
0x07 - unit billboard
 +
0x08 - Wep2, Wep3
 +
0x09 - Wep1
 +
0x0a - some background
 +
0x0b - frog/chicken/crystals
 +
0x0c - none
 +
0x0d - some checkerboard with fonts?
 +
0x0e - checkerboard with fronts + random stuff
 +
0x0f - more checkerboard + random
 +
0x10 - 0x13 - maps again
 +
0x14 - First Unit Spritesheet
 +
0x1c - Global Portrait list?
 +
0x1d - in battle portraits + random spritesheet stuff
 +
0x1e - Wep sheet? item.bin?
 +
0x1f - Frame.bin
 +
0x3f - Item.bin
 +
0x80 - some flag
 +
  0x40 - ??
 +
  ` 0x20 - some flag, does nothing?
 +
 +
0x06 - VRAM Palette ID
 +
0x08 - X Size (stretches sprite to this size)
 +
0x0a - Y Size (stretches sprite to this size)
 +
0x0c - Spin on Y axis (direction sprite is facing)
 +
0x0d -
 +
 +
*Sprite Data (7 bytes each)*
 +
0x0e - X Shift on screen
 +
0x0f - Y Shift on screen
 +
0x10 - Image Width
 +
0x11 - Image Height
 +
0x12 - X Load Location from spritesheet
 +
0x13 - Y Load Loaction (2 bytes?)
 +
0x14 - VRAM flags?
 +
  0x426 - Item/Equip Display Section (1 Sprite Data Section)
 
 
 
 
  0x160 - Calculator type abiltiy ID
+
  0x43c - initialization byte
0x162 - Calculator Multiplier abiltiy ID
 
0x164 - used Item ID
 
0x165 -
 
0x166 - reaction ID?
 
0x05 - Tile-Specific Ability?
 
0x06 - Target-Specific Ability?
 
0x167 - Target ID?
 
 
0x168 - X target panel coordinate (half)
 
0x16a - Target map level
 
0x16c - Y target panel coordinate
 
  
0x16e - 0x180 in unit data
+
801908cc - Unit Data start (Unit ID * 0x1c0 for specific location)
  0x16f - 0x181 in unit data
+
  0x0000: Base Class / Character ID (Also affects sprites)
 
+
0x?? - Special Character
0x174 - ability range? (return value from 0x17a8c0
+
0x80 - Generic Male
0x17c - some word checked before action phase routines
+
0x81 - Generic Female
 
+
0x82 - Monster
  0x180 - (word) 0xff if target ID = 0xff
+
  0x0001: Unit ID (FF doesn't exist)
skips movement stuff if 0
+
  0x0002: Party ID (Party unit index; 0xFF means not in party) (FE prevents HP/MP growth?)
 
+
0x0003: Job ID
  0x184 - X Coordinate to move to?
+
  0x0004: Palette
 
+
0x00 Default
0x186 - (byte)
+
0x01 Hokuten
 
+
  0x02 Nanten
  0x188 - Y Coordinate to move to?
+
0x03 Death Corps
 
+
0x04 Glabados Church
  Current action data?
+
0x05 No Palette?  
0x18c - Reaction ID / Attacking unit ID? - Used Ability ID
+
  0x0005: ENTD Flags
  0x18d - Limit for 0x18e data (Targets Hit Counter)
+
0x80 - Always Present
0x18e - Target list - Ends when 0xff is reached
+
0x40 - Randomly Present
  0x00 - Target unit ID?
+
  0x20 - Team Bit 1. 0x20 and 0x10 is Light Blue. 0x20 is Green.
 
+
  0x10 - Team Bit 2. 0x10 is Red. If neither bit, team is Blue.
 
+
  0x08 - Control
0x19e/0x12 - set to 1 when animate on miss is not true, cleared when units are hit
+
0x04 - Immortal
0x19f/0x13 - control value
+
0x02 - (if both 01 and 02, then immune to knockback)
  0x01 - math skill
+
  0x01 - (both set by Ramza when initialized)
0x1a0/0x14 - last attack used ID (half)
+
  0x0006: Gender Byte
  0x1a2/0x16 - ability formula? can poach?
+
0x80 - Male
0x1a3/0x17 - ?? control value? set to 1 if reaction occurred
+
0x40 - Female
0x1a4/0x18 - Continue attack byte?
+
0x20 - Monster
  0x01 - continue
+
  0x10 - Join after event
  0x00 - end
+
  0x08 - Load Formation
0x1a5/0x19 - Current Hit number
+
0x04 - ??? Stats
0x1a6/0x1a - reaction ID?
+
0x02 -  
0x1a7/0x1b -
+
0x01 - Save Formation
  0x1a8/0x1c - target new X coordinate
+
  0x0007: Death Counter (3 for living units)
0x1a9/0x1d - Target new Y coordinate(for post action knockback?)
+
  0x0008: Bithday (days, plus bit 0 from next byte)
  0x1aa/0x1e - target map level
+
0x000-0x01e - January
0x1ab/0x1f - used weapon ID
+
0x01f-0x03a - February
0x1ac/0x20 -
+
0x03b-0x059 - March
0x1ad/0x21 -
+
0x05a-0x077 - April
0x1ae/0x22 - can poach flag?
+
0x078-0x096 - May
0x1af - can earn experience
+
0x097-0x0b4 - June
0x1b0 - Earned Experience (For Display?)
+
0x0b5-0x0d3 - July
0x1b1 - Earned JP
+
0x0d4-0x0f2 - August
0x1b2 - Level (For Level UP! event?)
+
0x0f3-0x110 - September
0x1b3 - Job Level (stored if level changed)
+
0x111-0x12f - October
0x1b4 - ? (byte)
+
0x130-0x14d - November
0x1b5 -  
+
0x14e-0x16c - December
+
  0x0009: Zodiac Sign
0x1b7 - Inflicted/Removed Status Counter (max of 0x1b)
+
0xf0 -  
  0x1b8 - Display Flags 1
+
  0xe0 -  
  0x80 - CT Bonus
+
  0xd0 -  
  0x40 - CT Damage
+
  0xc0 - Serpentarius
  0x20 - SP Bonus
+
  0xb0 - Pisces
  0x10 - SP Damage
+
  0xa0 - Aquarius
  0x08 - MP Healing
+
  0x90 - Capricorn
  0x04 - MP Damage
+
  0x80 - Sagittarius
  0x02 - HP Healing
+
  0x70 - Scorpio
  0x01 - HP Damage
+
0x60 - Libra
0x1b9 - Display Flags 2
+
  0x50 - Virgo
  0x80 - MA Bonus
+
  0x40 - Leo
  0x40 - MA Damage
+
0x30 - Cancer
  0x20 - PA Bonus
+
  0x20 - Gemini
  0x10 - PA Damage
+
  0x10 - Taurus
  0x08 - Faith Bonus
+
  0x00 - Aries
0x04 - Faith Damage
+
0x000a - Innate Ability 1
0x02 - Brave Bonus
+
0x000c - Innate Ability 2
0x01 - Brave Damage
+
0x000e - Innate Ability 3
  0x1ba - Display Flags 3
+
  0x0010 - Innate Ability 4
0x80 - "Guarded"
+
0x0012 - Primary Skillset
0x40 - "Missed!"
+
0x0013 - Secondary Skillset
0x20 - "CT0"
+
0x0014 - Reaction Ability
0x10 - "Quick"
+
0x0016 - Support Ability
0x08 - "Broken"
+
0x0018 - Movement Ability
0x04 - "Stolen"
+
0x001a - Head
0x02 - +"1Lv."
+
0x001b - Body
0x01 - -"1Lv."
+
0x001c - Accessory
  0x1bb - Display Flags 4
+
0x001d - Right Hand Weapon
0x20 - "No MP"
+
  0x001e - Right Hand Shield
0x10 - "Silenced"
+
0x001f - Left Hand Weapon
0x08 - "No Target"
+
0x0020 - Left Hand Shield
0x04 - Gained JP
+
0x0021 - Experience
0x02 - Gained Exp
+
0x0022 - Level
0x01 - "Caught"
+
0x0023 - Original Brave
+
0x0024 - Brave
 
+
  0x0025 - Original Faith
+
  0x0026 - Faith
  0x1bc - End of Inflicted/Removed Status ID List (0x1b long, counts backwards)
+
0x0027 - 1 = Unit's Turn?
0x80 - Removal Flag
+
  0x0028 - HP
 
+
0x002a - Max HP
  0x01d8 - Unit Sprite Data
+
0x002c - MP
0x1d8 - Graphic trigger
+
0x002e - Max MP
0x1da -  
+
0x0030 - Original PA
0x1dc - Current animation (halfword)
+
0x0031 - Original MA
0x1de - frame command byte counter (unit)
+
0x0032 - Original SP
0x1e0 - Frame
+
0x0033 - Bonus PA (doubles as minimum (bonus + 1) stats?)
0x1e2 - Wait time (in frames)
+
0x0034 - Bonus MA
0x1e4 - Loop counter
+
0x0035 - Bonus SP
0x1e6 - Unit animation
+
0x0036 - PA
0x1ea - Slow down amount
+
0x0037 - MA
0x1ec - Frame offset (jarring)
+
0x0038 - SP
0x1ee - Wait command: frames left to wait
+
0x0039 - CT
0x1f0 - rotation bytes
+
0x003a - Move
0x01 - transparent
+
0x003b - Jump
0x02 - Flip horizontally
+
0x003c - WP 1
0x04 - flip vertically
+
0x003d - WP 2
+
0x003e - WEVA 1
0x1f4 - SHP Data Pointer
+
0x003f - WEVA 2
0x1f8 - SEQ Data Pointer
+
0x0040 - Acc. PEV
0x1fc - SHP Data Pointer
+
0x0041 - RH Shield PEV
0x200 - SEQ Data Pointer
+
0x0042 - LH Shield PEV
0x204 - Sprite Display Section Pointer in Misc Data
+
0x0043 - C-Ev
+
  0x0044 - Acc. MEV
  0x208 - WEP Sprite Data? (0x362) (seems to be 'current' weapon animation data.)
+
0x0045 - RH Shield MEV
0x208 - Graphic trigger (1 is on screen, 0 is not on screen)
+
0x0046 - LH Shield MEV
0x20a - Graphic type (1 = Weapon, 2 = Effect) (Halfword)
+
0x0047 - X Coordinate
  0x20c - Weapon Animation (Halfword)
+
0x0048 - Y Coordinate
  0x20e - frame command byte counter (weapon) (Halfword)
+
0x0049:
  0x210 - Frame (Halfword)
+
  0x80 - Higher Elevation
  0x212 - amount of frames to stay unmoving
+
  0x40 - Stepping Stone
  0x214 - loop counter
+
0x20 -  
  0x216 - Weapon animation (saved)
+
  0x10 -  
  0x21a - Frame Delay (halfword)
+
  0x08 -  
  0x21c - Another Frame offset? math works out in favour of making 1 here look like a low strike.
+
  0x04 -  
  0x21e - Frame offset
+
  0x03 - Facing East
+
  0x02 - Facing North
  0x220 - Rotation bytes
+
  0x01 - Facing West
0x01 - transparent
+
  0x00 - Facing South
0x02 - Flip horizontally
+
0x004a: Equippable Items 1
0x04 - flip vertically
+
  0x80 - Barehanded
 
+
0x40 - Knife
  0x224 - SHP Data pointer (Word)
+
0x20 - Ninja Blade
  0x228 - SEQ Data pointer (Word)
+
0x10 - Sword
  0x22c - ? Display data pointer (with the 3 bytes of info and 1 byte of padding. Word)
+
0x08 - Knight's Sword
 
+
  0x04 - Katana
  0x238 - EFF Sprite Data? (0x3e6)
+
  0x02 - Axe
  0x238 - graphic trigger?
+
  0x01 - Rod
  0x23a - graphic type? (1 = weapon, 2 = effect) (halfword)
+
  0x004b: Equippable Items 2
  0x23d - effect animation (halfword)
+
0x80 - Staff
  0x23e - frame command byte counter (effect) (Halfword)
+
  0x40 - Flail
  0x240 - Frame? (Halfword)=
+
  0x20 - Gun
  0x242 - Frame + Frame delay + frame command byte (halfword)
+
  0x10 - Crossbow
  0x244 -  
+
  0x08 - Bow
  0x246 - Effect animation?
+
  0x04 - Instrument
  0x24a - Frame delay (basically always 0) (halfword)
+
  0x02 - Book
  0x24c - Effect rotation? (halfword)
+
  0x01 - Polearm
  0x24e - Wait command: Frames left to wait
+
0x004c: Equippable Items 3
+
  0x80 - Pole
  0x220 - Rotation bytes
+
  0x40 - Bag
  0x01 - transparent
+
  0x20 - Cloth
0x02 - Flip horizontally
+
  0x10 - Shield
0x04 - flip vertically
+
  0x08 - Helmet
 
+
0x04 - Hat
  0x254 - SHP Data pointer?
+
0x02 - Hair Adornment
  0x258 - SEQ Data pointer?
+
0x01 - Armor
  0x25c - ? Display data pointer(?)
+
0x004d: Equippable Items 4
0x268 - Numerical Display Data? (0x3aa)
+
  0x80 - Clothing
0x298 - Shadow (0x3ce)
+
  0x40 - Robe
+
  0x20 - Shoes
0x2bc - Activation flag for Numerical Display/Status text
+
  0x10 - Armguard
~ 0x2be - Display Type
+
0x08 - Ring
  0x0200 - (uses 0x18e list?)
+
0x04 - Armlet
  0x0100 - "No MP"
+
0x02 - Cloak
  0x00f0 - "Silenced"
+
0x01 - Perfume
  0x00e0 - "No Target"
+
0x004e: Innate Statuses 1
  0x00d0 - "CT0"
+
0x80 -  
  0x00c0 - "Quick"
+
  0x40 - Crystal
  0x00b0 - "Broken"
+
  0x20 - Dead
  0x00a0 - "Stolen"
+
  0x10 - Undead
  0x0090 - +"1Lv."
+
  0x08 - Charging
  0x0080 - -"1Lv."
+
  0x04 - Jump
  0x0070 - Status Removal
+
  0x02 - Defending
  0x0060 - Status Infliction
+
  0x01 - Performing
  0x0050 - Gained JP
+
0x004f: Innate Statuses 2
  0x0040 - Gained Exp
+
  0x80 - Petrify
  0x0030 - "Caught"
+
  0x40 - Invite
  0x0020 - "Guarded"
+
  0x20 - Darkness
  0x0010 - "Missed!"
+
  0x10 - Confusion
  0x000f - MA Bonus
+
  0x08 - Silence
  0x000e - MA Damage
+
  0x04 - Blood Suck
  0x000d - PA Bonus
+
  0x02 - Cursed
  0x000c - PA Damage
+
  0x01 - Treasure
  0x000b - Faith Bonus
+
0x0050: Innate Statuses 3
  0x000a - Faith Damage
+
  0x80 - Oil
  0x0009 - Brave Bonus
+
  0x40 - Float
  0x0008 - Brave Damage
+
  0x20 - Reraise
  0x0007 - CT Bonus
+
  0x10 - Transparent
  0x0006 - CT Damage
+
  0x08 - Berserk
  0x0005 - SP Bonus
+
  0x04 - Chicken
  0x0004 - SP Damage
+
  0x02 - Frog
  0x0003 - MP Healing
+
  0x01 - Critical
  0x0002 - MP Damage
+
0x0051: Innate Statuses 4
  0x0001 - HP Healing
+
  0x80 - Poison
  0x0000 - HP Damage
+
  0x40 - Regen
`
+
  0x20 - Protect
0x2c0 - Number to Display (JP/EXP/HP/MP/CT/SP/PA/MA/Br/Fa)
+
  0x10 - Shell
  NOTE: the way they go about doing it is messy; you could get the same
+
  0x08 - Haste
  result by dividing by 10 each pass through a loop (with the limit = # of
+
  0x04 - Slow
  digits to display), storing the remainder as the digit, and sending the
+
  0x02 - Stop
  remaining value through the next pass.
+
  0x01 - Wall
 
+
0x0052: Innate Statuses 5
0x2c2 - Display Type (set to 0 if 0x2bc = 0, capped at 0x15; gets 0x45980 added to it)
+
  0x80 - Faith
  (some frame/animation thing? used for loading 0x67bac data)
+
  0x40 - Innocent
0x2c4 - Numerical Display Pointer 1
+
0x20 - Charm
0x2c8 - Numerical Display Pointer 2
+
0x10 - Sleep
0x2cc - Numerical Display Pointer 3
+
  0x08 - Don't Move
+
  0x04 - Don't Act
0x2d0 - something with display for item abilities?
+
  0x02 - Reflect
0x2d8 - Item/Equip Display Pointer
+
  0x01 - Death Sentence
 
+
0x0053: Status Immunities 1
  0x2dc - Activation byte for Status Bubble
+
0x80 -  
0x2dd - Which status bubble to show
+
  0x40 - Crystal
0x2de - X location of status bubble
+
0x20 - Dead
0x2df - Y location of status bubble
+
0x10 - Undead
0x2e0 - Timer (word)
+
0x08 - Charging
0x2e4 - ? Pointer to 0x410 data - Status Bubble
+
0x04 - Jump
+
0x02 - Defending
0x2e8 - Unused Section
+
0x01 - Performing
 
+
  0x0054: Status Immunities 2
  *Display*
+
0x80 - Petrify
 
+
0x40 - Invite
0x31c - Sprite Display Section (8 graphical sections) (0x46 each) - Main Sprite
+
0x20 - Darkness
  0x00 - Red Shading
+
0x10 - Confusion
  0x01 - Green Shading
+
0x08 - Silence
  0x02 - Blue Shading
+
0x04 - Blood Suck
  0x03 - number of graphics to be loaded
+
0x02 - Cursed
  0x04 - VRAM Spritesheet ID
+
0x01 - Treasure
0x00 - Map
+
  0x0055: Status Immunities 3
0x01 - Map?
+
0x80 - Oil
0x02 - Map?
+
0x40 - Float
0x03 - Map? (had height) (upper right screen)
+
  0x20 - Reraise
0x04 - active unit SPR2? EVTCHR1?
+
  0x10 - Transparent
0x05 - Formation screen (active unit SPR3 +? EVTCHR2?)
+
  0x08 - Berserk
0x06 - Last loaded Menus
+
  0x04 - Chicken
0x07 - unit billboard
+
  0x02 - Frog
0x08 - Wep2, Wep3
+
0x01 - Critical
0x09 - Wep1
+
0x0056: Status Immunities 4
0x0a - some background
+
0x80 - Poison
0x0b - frog/chicken/crystals
+
0x40 - Regen
0x0c - none
+
0x20 - Protect
0x0d - some checkerboard with fonts?
+
0x10 - Shell
0x0e - checkerboard with fronts + random stuff
+
0x08 - Haste
0x0f - more checkerboard + random
+
0x04 - Slow
0x10 - 0x13 - maps again
+
0x02 - Stop
0x14 - First Unit Spritesheet
+
0x01 - Wall
0x1c - Global Portrait list?
+
0x0057: Status Immunities 5
0x1d - in battle portraits + random spritesheet stuff
+
0x80 - Faith
0x1e - Wep sheet? item.bin?
+
0x40 - Innocent
0x1f - Frame.bin
+
0x20 - Charm
0x3f - Item.bin
+
0x10 - Sleep
0x80 - some flag
+
0x08 - Don't Move
0x40 - ??
+
0x04 - Don't Act
0x20 - some flag, does nothing?
+
0x02 - Reflect
+
0x01 - Death Sentence
  0x06 - VRAM Palette ID
+
0x0058: Current Statuses 1 <span id="Current Statuses"></span>
  0x08 - X Size (stretches sprite to this size)
+
0x80 -  
  0x0a - Y Size (stretches sprite to this size)
+
0x40 - Crystal
  0x0c - upper bit, Spin on Y axis (direction sprite is facing)
+
0x20 - Dead
  0x0d - lower bit, Spin on Y axis (direction sprite is facing)
+
0x10 - Undead
+
  0x08 - Charging
  Sprite data (duplicate occurances per graphic loaded for this sprite)
+
  0x04 - Jump
0x0e - X Shift on screen
+
  0x02 - Defending
  0x0f - Y Shift on screen
+
  0x01 - Performing
  0x10 - Image Width
+
0x0059: Current Statuses 2
  0x11 - Image Height
+
  0x80 - Petrify
  0x12 - X Load Location from spritesheet
+
  0x40 - Invite
  0x13 - Y Load Location
+
  0x20 - Darkness
  0x14 - x/y reverse and VRAM flags
+
  0x10 - Confusion
0x80 - only hard-set flag? if error computing size of graphic
+
  0x08 - Silence
0x40 - related to which SPR is loaded? set based on frame ID being loaded
+
  0x04 - Blood Suck
0x20 - related to which SPR is loaded? set based on frame ID being loaded
+
  0x02 - Cursed
0x10 -  
+
  0x01 - Treasure
0x08 -  
+
0x005a: Current Statuses 3
0x04 - vertical flip
+
0x80 - Oil
0x02 - horizontal flip
+
0x40 - Float
0x01 - transparent
+
0x20 - Reraise
 
+
0x10 - Transparent
0x362 - WEP1 Display Data
+
0x08 - Berserk
  0x362 + 0x00 - Red shading
+
0x04 - Chicken
0x01 - Green shading
+
0x02 - Frog
0x02 - Blue shading
+
0x01 - Critical
0x03 - how many graphics to load
+
0x005b: Current Statuses 4
0x04 - VRAM Spritesheet ID and some other nonsense (halfword)
+
0x80 - Poison
0x06 - VRAM Palette ID and some other nonsense (Halfword)
+
  0x40 - Regen
0x08 - image stretch (horizontal, halfword but only the lower byte is considered)
+
0x20 - Protect
0x0a - image stretch (vertical, and ditto)
+
0x10 - Shell
0x0c - spin on Y axis? (halfword)
+
0x08 - Haste
0x0e - X shift
+
0x04 - Slow
0x0f - Y shift
+
0x02 - Stop
+
0x01 - Wall
Graphic data (duplicated per weapon graphic loaded)
+
0x005c: Current Statuses 5
0x10 - Image Width
+
0x80 - Faith
0x11 - Image Height
+
0x40 - Innocent
0x12 - X Load location (In pixels)
+
0x20 - Charm
0x13 - Y Load location (In Pixels)
+
0x10 - Sleep
0x14 - VRAM flags?
+
0x08 - Don't Move
0x1 -  
+
0x04 - Don't Act
0x2 -  
+
0x02 - Reflect
0x4 -  
+
0x01 - Death Sentence
0x8 -  
+
Status CT decrement routines ~1837A0
 
+
0x005d - Poison CT
  0x386 - EFF Display data
+
0x005e - Regen CT
0x362 + 0x00 - Red shading
+
0x005f - Protect CT
0x01 - Green shading
+
0x0060 - Shell CT
0x02 - Blue shading
+
  0x0061 - Haste CT
0x03 - how many graphics to load
+
  0x0062 - Slow CT
0x04 - VRAM Spritesheet ID and some other nonsense (halfword)
+
0x0063 - Stop CT
0x06 - VRAM Palette ID and some other nonsense (Halfword)
+
0x0064 - Wall CT
0x08 - image stretch (horizontal, halfword but only the lower byte is considered)
+
0x0065 - Faith CT
0x0a - image stretch (vertical, and ditto)
+
0x0066 - Innocent CT
0x0c - spin on Y axis? (halfword)
+
0x0067 - Charm CT
0x0e - X shift
+
0x0068 - Sleep CT
0x0f - Y shift
+
0x0069 - Don't Move CT
 
+
0x006a - Don't Act CT
Graphic data (duplicated per effect graphic loaded)
+
0x006b - Reflect CT
0x10 - Image Width
+
0x006c - Death Sentence CT
0x11 - Image Height
+
0x006d: Elemental Absorption
0x12 - X Load location (In pixels)
+
0x80 - Fire
0x13 - Y Load location (In Pixels)
+
0x40 - Lightning
0x14 - VRAM flags
+
0x20 - Ice
0x1 -  
+
0x10 - Wind
0x2 -  
+
0x08 - Earth
0x4 -  
+
0x04 - Water
0x8 -  
+
0x02 - Holy
+
0x01 - Dark
0x3aa - ? Display (3 Sprite Data Sections, plus 1 byte padding?)
+
0x006e: Elemental Nullification
+
0x80 - Fire
+
0x40 - Lightning
0x3ce - Numerical Display Section 1 (these have 1 Sprite Data section) (0x16 bytes each)
+
0x20 - Ice
  0x00 - Red
+
0x10 - Wind
  0x01 - Green
+
0x08 - Earth
  0x02 - Blue
+
0x04 - Water
  0x03 - Image type
+
  0x02 - Holy
  0x04 - VRam Spritesheet ID
+
  0x01 - Dark
  0x05 -  
+
0x006f: Elemental Halving
  0x06 - half - initialized to 0x10 in misc data + 0x0100
+
  0x80 - Fire
  0x08 - X stretch (half)
+
  0x40 - Lightning
  0x0a - Y stretch (half)
+
  0x20 - Ice
 
+
  0x10 - Wind
  0x14 - initialized to 0 (VRAM flags?)
+
  0x08 - Earth
 
+
0x04 - Water
0x3e4 - Numerical Display Section 2
+
  0x02 - Holy
  0x00 - X Shift
+
  0x01 - Dark
  0x01 - Y Shift
+
0x0070: Elemental Weakness
  0x02 - Image Width
+
  0x80 - Fire
  0x03 - Image Height
+
  0x40 - Lightning
  0x04 - X Load Location
+
0x20 - Ice
  0x05 - Y Load Loaction (2 bytes?)
+
0x10 - Wind
0x3fa - Numerical Display Section 3
+
  0x08 - Earth
  0x00 - X Shift
+
0x04 - Water
  0x01 - Y Shift
+
  0x02 - Holy
  0x02 - Image Width
+
  0x01 - Dark
  0x03 - Image Height
+
0x0071: Elements Strengthened
0x04 - X Load Location
+
  0x80 - Fire
0x05 - Y Load Loaction (2 bytes?)
+
  0x40 - Lightning
+
  0x20 - Ice
  0x410 - Status Text/Bubbles Display Section (1 Sprite Data Section)
+
  0x10 - Wind
0x00 - Red Shading
+
  0x08 - Earth
0x01 - Green Shading
+
  0x04 - Water
0x02 - Blue Shading
+
  0x02 - Holy
~ 0x03 - Sprite Type?
+
  0x01 - Dark
0x00 - None
+
0x0072 - Raw HP
0x01 - Text?
+
0x0075 - Raw MP
0x02 - Monster? (Panther)
+
0x0078 - Raw SP
0x03 - Type 1? (Units and Goblin)
+
  0x007b - Raw PA
` 0x04 - ? (one frame in chanting/riding chocobo)
+
0x007e - Raw MA
 
+
0x0081 - HP Growth
0x06 - Chocobo?
+
0x0082 - HP Multiplier
~ 0x04 - VRAM Spritesheet ID
+
0x0083 - MP Growth
0x00 - Map
+
0x0084 - MP Multiplier
0x01 - Map?
+
0x0085 - SP Growth
0x02 - Map?
+
0x0086 - SP Multiplier
0x03 - Map? (had height) (upper right screen
+
0x0087 - PA Growth
0x04 - active unit SPR2? EVTCHR1?
+
0x0088 - PA Multiplier
0x05 - Formation screen (active unit SPR3 +? EVTCHR2?)
+
0x0089 - MA Growth
0x06 - Last loaded Menus
+
0x008a - MA Multiplier
0x07 - unit billboard
+
0x008b: Reactions 1 <span id="Reactions"></span>
0x08 - Wep2, Wep3
+
0x80 - PA Save
0x09 - Wep1
+
0x40 - MA Save
0x0a - some background
+
0x20 - Speed Save
0x0b - frog/chicken/crystals
+
0x10 - Sunken State
0x0c - none
+
0x08 - Caution
0x0d - some checkerboard with fonts?
+
0x04 - Dragon Spirit
0x0e - checkerboard with fronts + random stuff
+
0x02 - Regenerator
0x0f - more checkerboard + random
+
0x01 - Brave UP
0x10 - 0x13 - maps again
+
0x008c: Reactions 2
0x14 - First Unit Spritesheet
+
0x80 - Face (Faith) UP
0x1c - Global Portrait list?
+
0x40 - HP Restore
0x1d - in battle portraits + random spritesheet stuff
+
0x20 - MP Restore
0x1e - Wep sheet? item.bin?
+
0x10 - Critical Quick
0x1f - Frame.bin
+
0x08 - Meatbone Slash
0x3f - Item.bin
+
0x04 - Counter Magic
0x80 - some flag
+
0x02 - Counter Tackle
0x40 - ??
+
0x01 - Counter Flood
` 0x20 - some flag, does nothing?
+
0x008d: Reactions 3
+
0x80 - Absorb Used MP
  0x06 - VRAM Palette ID
+
0x40 - Gilgame Heart
  0x08 - X Size (stretches sprite to this size)
+
0x20 - Reflect
  0x0a - Y Size (stretches sprite to this size)
+
0x10 - Auto Potion
  0x0c - Spin on Y axis (direction sprite is facing)
+
0x08 - Counter
  0x0d -  
+
0x04 -  
+
0x02 - Distribute
  *Sprite Data (7 bytes each)*
+
0x01 - MP Switch
  0x0e - X Shift on screen
+
0x008e: Reactions 4   
  0x0f - Y Shift on screen
+
0x80 - Damage Split
  0x10 - Image Width
+
0x40 - Weapon Guard
  0x11 - Image Height
+
0x20 - Finger Guard
  0x12 - X Load Location from spritesheet
+
  0x10 - Abandon
  0x13 - Y Load Loaction (2 bytes?)
+
  0x08 - Catch
  0x14 - VRAM flags?
+
  0x04 - Blade Grasp
0x426 - Item/Equip Display Section (1 Sprite Data Section)
+
  0x02 - Arrow Guard
 
+
  0x01 - Hamedo
0x43c - initialization byte
+
0x008f: Support 1
(end page for above)
+
  0x80 - Equip Armor
 
+
  0x40 - Equip Shield
800bda04 -  
+
  0x20 - Equip Sword
0x04 - X/Y Shift for number display
+
  0x10 - Equip Katana
0x06 - Image Width/Height
+
  0x08 - Equip Crossbow
+
  0x04 - Equip Spear
 
+
  0x02 - Equip Axe
800bdd24 - some effect coordinate address?
+
  0x01 - Equip Gun
 
+
  0x0090: Support 2
800bde64
+
0x80 - Half of MP
 
+
0x40 - Gained JP-UP
800c7ca8 - Camera zoom level (word); Higher number means more zoom
+
0x20 - Gained EXP-UP
    Normal battle zoomed-out value: 0x0c00
+
0x10 - Attack UP
    Normal battle zoomed-in value: 0x1000
+
0x08 - Defense UP
 
+
0x04 - Magic Attack UP
800c7ce8 - start of VRAM spritesheet data (store decompressed attacking graphics from unit spriteesheet)
+
0x02 - Magic Defense UP
0x00 - misc unit ID?
+
0x01 - Concentrate
 
+
0x0091: Support 3
800d4640 - Palettes
+
0x80 - Train
800e466e - end of VRAM spritesheet data ?
+
0x40 - Secret Hunt
 
+
0x20 - Martial Arts
800e4e90 - Cursor X Coordinate
+
0x10 - Monster Talk
800e4e94 - Cursor Map Level
+
0x08 - Throw Item
800e4e98 - Cursor Y Coordinate
+
0x04 - Maintenance
 
+
0x02 - Two Hands
800e4e9c - Map Max X coordinate
+
0x01 - Two Swords
800e4ea0 - Map Max Y coordinate
+
0x0092: Support 4
800e4ea4 - Modified Palettes (14 chunks at 512 bytes each)
+
0x80 - Monster Skill
0x000 -> Modified Palettes
+
0x40 - Defend
  0x982 ->
+
0x20 - Equip Change
 
+
0x10 -
800e6b94 - current map data
+
0x08 - Short Charge
 
+
0x04 - Non-Charge
800e6bb0 - list of return addresses
+
0x02 -  
800e6c98 - list of return addresses
+
0x01 -  
 
+
  0x0093: Movement 1
800e6edc -  
+
0x80 - Move +1
 
+
0x40 - Move +2
800f4200 - Map GNS section 3 duplicate (initialised [[000f4dd4 - 000f5574]]) (below needs to be in map related page?)
+
0x20 - Move +3
 
+
0x10 - Jump +1
  0x88 - Counter for moving GNS data
+
0x08 - Jump +2
  0x8a -
+
0x04 - Jump +3
0x8c -  
+
  0x02 - Ignore Height
  0x8e -  
+
  0x01 - Move-HP UP
0x90 - GNS line header (normally 0x22, caps the value at 0x88?)
+
0x0094: Movement 2
  0x92 - load room arrangement this GNS line applies to?
+
  0x80 - Move-MP UP
  0x94 - Full map command halfword? (or command + something else?)
+
  0x40 - Move-Get EXP
  0x96 - buffer? (all 0)
+
  0x20 - Move-Get JP
  0x98 - ? (normally 0x14?)
+
  0x10 - Cannot Enter Water
  0x9a - ? (normally 0x00?)
+
  0x08 - Teleport
  0x9c - buffer?
+
  0x04 - Teleport 2
  0x9e - buffer?
+
  0x02 - Any Weather
  0xa0 - buffer?
+
  0x01 - Any Ground
+
0x0095: Movement 3
+
  0x80 - Walk on Water
800f5ba8 - current loaded map (set at f385c)
+
  0x40 - Move in Water
+
0x20 - Move on Lava
800f
+
0x10 - Move Underwater
+
0x08 - Float
800f5c58 - map data (specifically some kind of pseudo command? certain values are set and expected in map loading and reloading routines)
+
0x04 - Fly
  0x00 - Load map?
+
  0x02 - Silent Walk
  0x01 - Don't load map?
+
  0x01 - Move-Find Item
0x0f - clears a sleuth of map data (starting at 0x800f7a65, clears every 0x14 values backwards)
+
0x0096 - Unlocked Jobs 1-8 (all of these start at 0x80 and count down)
800f5c5c - similar case as above. has some kind of format with above?
+
0x0097 - Unlocked Jobs 9-16
0x00 - reload current map? (does not check for existing map - nor initialise some values)
+
0x0098 - Unlocked Jobs 17-20
0x02 - load new map? (from overworld? from another map?)
+
0x0099 - Base Action Abilities 1-8
0x93 - clear snowy weather? (is this all it does?)
+
0x009a - Base Action Abilities 9-16
 
+
0x009b - Base R/S/M 1-6
800f5c74 - Map's Move-find data (see [[000f3638 - 000f36c0]]). 0x10 entries per map (no overlap (even though they can't all be loaded at once anyway...))
+
0x009c - Chemist Action Abilities 1-8
 
+
0x009d - Chemist Action Abilities 9-16
800f5e74 - Move-Find Item Data (and Traps)
+
0x009e - Chemist R/S/M 1-6
  0x00 - X/Y Coordinate (Y + X * 16, up to 15 each)
+
0x009F - Knight Action Abilities 1-8
                Upper Nibble - 0x?X - X Coordinate
+
0x00A0 - Knight Action Abilities 9-16
                Lower Nibble - 0xX? - Y Coordinate
+
  0x00A1 - Knight R/S/M 1-6
  0x01 - Trap
+
0x00A2 - Archer Action Abilities 1-8
0x80 - No Activation
+
0x00A3 - Archer Action Abilities 9-16
0x40 - Unknown
+
  0x00A4 - Archer R/S/M 1-6
0x20 - Always Trap
+
0x00A5 - Monk Action Abilities 1-8
0x10 - Disable Trap
+
0x00A6 - Monk Action Abilities 9-16
0x08 - Steel Needle
+
0x00A7 - Monk R/S/M 1-6
0x04 - Sleeping Gas
+
0x00A8 - Priest Action Abilities 1-8
0x02 - Deathtrap
+
0x00A9 - Priest Action Abilities 9-16
0x01 - Degenerator
+
  0x00AA - Priest R/S/M 1-6
  0x02 - Rare Item ID
+
  0x00AB - Wizard Action Abilities 1-8
  0x03 - Common Item ID
+
0x00AC - Wizard Action Abilities 9-16
 
+
  0x00AD - Wizard R/S/M 1-6
  0x04-0x0f - same as above, but for locations 2-4
+
0x00AE - Time Mage Action Abilities 1-8
 
+
0x00AF - Time Mage Action Abilities 9-16
800f64dc
+
0x00B0 - Time Mage R/S/M 1-6
 
+
0x00B1 - Summoner Action Abilities 1-8
800f6860 - Map Max X
+
0x00B2 - Summoner Action Abilities 9-16
800f6864 - Map Max Y
+
  0x00B3 - Summoner R/S/M 1-6
 
+
  0x00B4 - Thief Action Abilities 1-8
 
+
  0x00B5 - Thief Action Abilities 9-16
800f70b4 - map data?
+
0x00B6 - Thief R/S/M 1-6
 
+
0x00B7 - Mediator Action Abilities 1-8
800fc558 - ?? map data?
+
0x00B8 - Mediator Action Abilities 9-16
+
  0x00B9 - Mediator R/S/M 1-6
800fa6c6 - important duplicate GNS data
+
  0x00BA - Oracle Action Abilities 1-8
  0x1cc - texture file GNS line
+
  0x00BB - Oracle Action Abilities 9-16
  0x398 - primary mesh GNS line
+
  0x00BC - Oracle R/S/M 1-6
  0x3ac - Override mesh GNS line
+
0x00BD - Geomancer Action Abilities 1-8
80121ffc - Map LBA data pointer (loaded from scus by [[00044414 - 000444d8]], saved 0x000f3788 and 0x000f37d4)
+
0x00BE - Geomancer Action Abilities 9-16
+
0x00BF - Geomancer R/S/M 1-6
80124604 - Map GNS Data duplicate
+
0x00C0 - Lancer Action Abilities 1-8
  0x00 - stored 0x00 at 0x07c01af0
+
0x00C1 - Lancer Action Abilities 9-16
 
+
0x00C2 - Lancer R/S/M 1-6
  0x04 - File Type? (0117 = Texture)
+
0x00C3 - Samurai Action Abilities 1-8
 
+
0x00C4 - Samurai Action Abilities 9-16
  0x08 - LBA Sector
+
0x00C5 - Samurai R/S/M 1-6
  0x0c - File Size (multiples of 0x800)
+
0x00C6 - Ninja Action Abilities 1-8
80167920 - Maps status index to text image data index (Index for array at 0x8014cf68)
+
0x00C7 - Ninja Action Abilities 9-16
        ff ff 00 01 ff ff ff ff
+
0x00C8 - Ninja R/S/M 1-6
        02 03 04 05 06 07 ff ff
+
0x00C9 - Calculator Action Abilities 1-8
        08 09 0a 0b 0c ff 30 ff
+
0x00CA - Calculator Action Abilities 9-16
        0d 0e 0f 10 11 12 13 ff
+
0x00CB - Calculator R/S/M 1-6
        14 15 16 17 18 19 1a 1b
+
0x00CC - Bard Action Abilities 1-8
 
+
0x00CD - Bard Action Abilities 9-16
80167994 - Height (with halves; displayed height * 2) image display data array (for top right of screen) (Size of element = 12 bytes)
+
0x00CE - Bard R/S/M 1-6
    Even heights use 2 entries:  one for "h", one for height number / 2
+
0x00CF - Dancer Action Abilities 1-8
    Odd heights use 3 entries: one for "h", one for height number / 2, one for .5
+
0x00D0 - Dancer Action Abilities 9-16
        0x00: X Load Location (2 bytes, but high byte is ignored)
+
0x00D1 - Dancer R/S/M 1-6
        0x02: Y Load Location (2 bytes, but high byte is ignored)
+
0x00D2 - Base/Chemist Job Level
        0x04: Width (2 bytes)
+
0x00D3 - Knight/Archer Job Level
        0x06: Height (2 bytes)
+
0x00D4 - Monk/Priest Job Level
        0x08: X Screen Location Offset (2 bytes) - Negative value to shift image left, Positive to shift image right
+
0x00D5 - Wizard/Time Mage Job Level
        0x0a: Y Screen Location Offset (2 bytes) - Negative value to shift image up, Positive to shift image down
+
0x00D6 - Summoner/Thief Job Level
     
+
0x00D7 - Mediator/Oracle Job Level
80168324 - Maps height number (displayed height * 2) to start of height image display data index (Index for array at 0x80167994)
+
0x00D8 - Geomancer/Lancer Job Level
        00 02 05 07 0a 0c 0f 11
+
0x00D9 - Samurai/Ninja Job Level
        14 16 19 1b 1e 20 23 25
+
0x00DA - Calculator/Bard Job Level
        28 2a 2d 2f 32 35 39 3c
+
0x00DB - Dancer/Mime Job Level
        40 43 47 4a 4e 51 55 58
+
0x00DC - Base Job JP
        5c 5f 63 66 6a 6d 71 74
+
0x00DE - Chemist Job JP
        78 7b 7f 82 86 89 8d 90
+
0x00E0 - Knight Job JP
        94 97 9b 9e a2 a5 a9 ac
+
0x00E2 - Archer Job JP
        b0 b3 b7 ba b3 c1 c5 c8
+
0x00E4 - Monk Job JP
        cc
+
0x00E6 - Priest Job JP
 
+
0x00E8 - Wizard Job JP
8016836c - Color shading values for height number (top right) display
+
0x00EA - Time Mage Job JP
    0x00: Red shading value for top-left corner
+
0x00EC - Summoner Job JP
    0x01: Green shading value for top-left corner
+
0x00EE - Thief Job JP
    0x02: Blue shading value for top-left corner
+
0x00F0 - Mediator Job JP
    0x04: Red shading value for top-right corner
+
0x00F2 - Oracle Job JP
    0x05: Green shading value for top-right corner
+
0x00F4 - Geomancer Job JP
    0x06: Blue shading value for top-right corner
+
0x00F6 - Lancer Job JP
    0x08: Red shading value for bottom-left corner
+
0x00F8 - Samurai Job JP
    0x09: Green shading value for bottom-left corner
+
0x00FA - Ninja Job JP
    0x0a: Blue shading value for bottom-left corner
+
0x00FC - Calculator Job JP
    0x0c: Red shading value for bottom-right corner
+
0x00FE - Bard Job JP
    0x0d: Green shading value for bottom-right corner
+
0x0100 - Dancer Job JP
    0x0e: Blue shading value for bottom-right corner
+
0x0102 - Mime Job JP
 
+
0x0104 - Total Base Job JP
80173cbc - List of entries for height display
+
0x0106 - Total Chemist Job JP
    Struct data for height display entry: 0x34 (52) bytes long
+
0x0108 - Total Knight Job JP
        0x00 - 0x02: Byte sequence 0x17, 0x3c, 0xf0; Can sometimes be other values; Causes bizarre display errors if value is wrong
+
0x010A - Total Archer Job JP
        0x03: Flags? 0x0c? (1 byte)
+
0x010C - Total Monk Job JP
        0x04: Red shading value for top-left corner (1 byte)
+
0x010E - Total Priest Job JP
        0x05: Green shading value for top-left corner (1 byte)
+
0x0110 - Total Wizard Job JP
        0x06: Blue shading value for top-left corner (1 byte)
+
0x0112 - Total Time Mage Job JP
        0x07: Flags? 0x3e, or 0x3c? (1 byte)
+
0x0114 - Total Summoner Job JP
        0x08: X Screen Location (2 bytes)
+
0x0116 - Total Thief Job JP
        0x0a: Y Screen Location (2 bytes)
+
0x0118 - Total Mediator Job JP
        0x0c: X Load Location (1 byte)
+
0x011A - Total Oracle Job JP
        0x0d: Y Load Location (1 byte)
+
0x011C - Total Geomancer Job JP
        0x0e: 0x7cfc? (2 bytes)
+
0x011E - Total Lancer Job JP
        0x10: Red shading value for top-right corner (1 byte)
+
0x0120 - Total Samurai Job JP
        0x11: Green shading value for top-right corner (1 byte)
+
0x0122 - Total Ninja Job JP
        0x12: Blue shading value for top-right corner (1 byte)
+
0x0124 - Total Calculator Job JP
        0x13: Zero (0) (Unused)? (1 byte)
+
0x0126 - Total Bard Job JP
        0x14: X Screen Location + Width (2 bytes)
+
0x0128 - Total Dancer Job JP
        0x16: Y Screen Location (2 bytes)
+
0x012A - Total Mime Job JP
        0x18: X Load Location + Width (1 byte)
+
0x012C - 0x013B Unit Name
        0x19: Y Load Location (1 byte)
+
0x013C - 0x014B Job Name
        0x1a: Spritesheet ID (0x001e = ITEM.BIN, 0x001f = FRAME.BIN) (2 bytes)
+
0x014C - 0x0153 Primary Skillset Name (first 8 bytes)
        0x1c: Red shading value for bottom-left corner (1 byte)
+
0x0154 - 0x015B Secondary Skillset Name (First 8 bytes)
        0x1d: Green shading value for bottom-left corner (1 byte)
+
  0x015c - Number of times unit has been KOed this battle
        0x1e: Blue shading value for bottom-left corner (1 byte)
+
0x015d - Current Ability CT
        0x1f: Zero (0) (Unused)? (1 byte)
+
0x015e - Graphic
        0x20: X Screen Location (2 bytes)
+
0x015f - Portrait  // Special Unit ID, if applicable, for allies (e.g. 0x1E for Agrias); otherwise, it was something else... sometimes 0x6X?
        0x22: Y Screen Location + Height (2 bytes)
+
0x0160 - Palette
        0x24: X Load Location (1 byte)
+
0x0161 - ENTD ID    // (Non-Ramza allies: 0x70-0x7F; Ramza: (his base job, 01/02/03); Others: ENTD Unit ID)
        0x25: Y Load Location + Height (1 byte)
+
0x0162 - Special Skillset? (Specials set their skillset here)
        0x26: Zero (0) (Unused)? (2 bytes)
+
0x0163 - War Trophy
        0x28: Red shading value for bottom-right corner (1 byte)
+
0x0164 - Bonus Money Mod (* 100 = Gil)
        0x29: Green shading value for bottom-right corner (1 byte)
+
0x0165 - X Location? (For where AI tends to stay near)
        0x2a: Blue shading value for bottom-right corner (1 byte)
+
  0x0166 - Y Location?
        0x2b: Zero (0) (Unused)? (1 byte)
+
  0x0167 -
        0x2c: X Screen Location + Width (2 bytes)
+
0x80 - Higher Elevation Flag (for location)?
        0x2e: Y Screen Location + Height (2 bytes)
+
0x40 - Focus on target?
        0x30: X Load Location + Width (1 byte)
+
0x20 - Stay near X/Y? (+0x08 = never move once there)
        0x31: Y Load Location + Height (1 byte)
+
0x10 - more aggressive?
        0x32: Zero (0) (Unused?) (2 bytes)
+
0x08 - Coward-like?
       
+
0x04 -
80173e00 - Same structure as 80173cbc
+
0x02 -
 
+
0x01 -
80173f44 - Pointer to height display entry (see 80173cbc); placing a pointer here makes the display happen?
+
0x0168 - Prioritized Target
 
+
0x0169 - (ENTD)
8016866c - start of a set of data 0x0c long, (0x1b0 total) (0x24 sets)
+
0x016a - (ENTD)
  0x00 - address to ?? (word)
+
0x04 - Save CT? (don't move unless needed?)
  0x04 -  
+
0x016b - (ENTD)
 +
0x016c - Unit Name ID
 +
0x00XX - Special
 +
0x01XX - Generic Male
 +
0x02XX - Generic Female
 +
0x03XX - Generic Monster
  
8016881d -
+
Target Data for action
 
+
  0x016e/0x00 - Attacker/Self ID? (this data for charging attacks?)
80169230
+
0x016f/0x01 - Skillset of Last Attack Used
8016923c - list of menu data (0x05 bytes each)
+
0x0170/0x02 - Last Attack Used ID (Currently Charging/performing action?)(half)
  0x00 - Menu type number (corresponds to 0x165f84 data)
+
0x0172/ox04 - Calculator Type Ability ID
+
0x0174/0x06 - Calculator Multiplier Ability ID
80121d58 - ?
+
0x0176/0x08 - Used Item/Equip ID?
 
+
0x0178/0x0a - reaction ID?
80121d8f - list of data, 0x12 bytes long each, 9 entries
+
  0x05 - Tile-Specific Ability?
+
  0x06 - Target-Specific Ability?
 
+
0x0179/0x0b - Target ID?
80132824 - ?
+
0x017a/0x0c - X target panel coordinate (half)
 
+
0x017c/0x0e - half - Target map level  (half)
8014cf68 - Status Image Data (4 bytes each, 0xc4 total)
+
0x017e/0x10 - Y target panel coordinate (half
0x00 - X Load Location
+
0x01 - Y Load Location
+
0x0180/0x12 - death on chocobo?
0x02 - Image Width
+
0x0181/0x13 -  
0x03 - Image Height
 
 
 
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
80165ef4 - calculator type ability ID / Item ID?
+
0x04 - Don't Act
- also skillset to display + 0xb000
+
0x02 - Reflect
  80165ef8 - Calculator multiplier ability ID
+
0x01 - Death Sentence
- also second skillset to display + 0xb000
+
  0x01b1/0x25: Attack Type
  80165efc - used ability ID
+
0x80 - HP Damage
- also ....
+
0x40 - HP Recovery
 +
0x20 - MP Damage
 +
0x10 - MP Recovery
 +
0x08 - Status Change?
 +
0x04 - ?
 +
0x02 - ?
 +
0x01 - Pseudo-Status change?
 +
  0x01b2/0x26 - Last Attack Recieved
 +
  0x01b4/0x28 - Stolen Exp?
 +
0x80 = Malus (Steal Xp)
 +
  0x01b5/0x29 - Stolen JP?
 +
  0x01b6/0x2a - Hit % (Display data?)
 +
0x01b7/0x2b -
 +
0x01b8/0x2c - Auto Battle Flag
 +
  0x01b9/0x2d - Main Target ID?
 +
  0x01ba/0x2e - Modified ENTD Flags
 +
0x80 - Always Present
 +
0x40 - Randomly Present
 +
0x20 - Team Bit 1. 0x20 and 0x10 is Light Blue. 0x20 is Green.
 +
0x10 - Team Bit 2. 0x10 is Red. If neither bit, team is Blue.
 +
0x08 - Control
 +
0x04 - Immortal
 +
0x02 - (if both 01 and 02, then immune to knockback)
 +
0x01 - (both set by Ramza when initialized)
 +
  0x01bb/0x2f - Inflicted Status List 1
 +
  0x01bc/0x30 - Inflicted Status List 2
 +
0x01bd/0x31 - Inflicted Status List 3
 +
0x01be/0x32 - Inflicted Status List 4
 +
0x01bf/0x33 - Inflicted Status List 5
 +
 
 +
  80192da0 - Copy of Acting Unit's Current Action Data? 0x2c long
 +
 
 +
  80193848 - (Data from 0x16e-0x182 of Unit Data)
  
  80165f74
+
  * Not unit data start:
 
80165f84 - Menu/ message display byte
 
  
0x0e - Units turn menu can't move, not on chocobo
+
8014d304 - Unit ID
0x13 - Units turn menu can move, can't act, not on chocobo
+
  8014d308 - used ability for spell quotes (word)
0x14 - Units turn menu can't move or act, not on chocobo
+
8014d30c - used skillset (word)
0x2e - Units turn menu with move/act usable, On Mount
+
8014d310 - used item (regardless of thrown/attack) (word)
0x2f - Units turn menu with move usable, on mount
+
8014d314 - Autobattle Setting?
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.
+
  8014d318 - function setting for 141b0c routine (r4)
  Menus 2e and 00 cannot be greyed out by making the 0x01 byte
+
  8014d31c - r5 setting for 141b0c routine
  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
+
8014d320 - Ability CT?
0x83 - 1637de - move disabled
+
8014d324 - set to 1 when ability is selected
 +
8014d32c - some data, 0x8 bytes each, 0x9 sections
  
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.)
+
8018f600: Zodiac Compatability Modifiers
0x00
+
00 - Neutral
0x01
+
01 - Bad
0x02 - Can't display Turns ("Now!")
+
02 - Good
0x03 - Can display Turns
+
03 - Special (becomes 04 (Worst), 05 (Best), or 01 (Bad, Monsters only))
0x04
+
8018f600 - Aries
+
8018f601 - Taurus
  801669a2 - Controls menu display of abilities (stock, mp, turns, etc.)
+
8018f602 - Gemini
0x00 -  
+
8018f603 - Cancer
0x01 -  
+
8018f604 - Leo
0x02 - Can't display MP/stock
+
8018f605 - Virgo
0x03 - Can display MP/stock
+
8018f606 - Libra
 +
  8018f607 - Scorpio
 +
8018f608 - Sagittarius
 +
8018f609 - Capricorn
 +
8018f60a - Aquarius
 +
8018f60b - Pisces
  
  801669a4 - pointer skillset abilities for menu display
+
  8018f60c - Rider Allowed Status Inflictions (5 entries, 1 byte each)
  801669a8 - pointer skillset MP costs for menu display (ability list + 0xa4)
+
        (for 0x184b24 routine)
801669ac - pointer skillset Turns for menu display (ability list + 0x148)
+
        0x00 - Crystal/Dead/Undead/Charging/Jump/Defending/Performing
 
+
        0x01 - NONE
801669b0 - ability display flags
+
        0x02 - Reraise/Transparent/Critical
 
+
        0x03 - Regen/Protect/Shell/Haste/Wall
801669bc - Amount of slots the menu scrolled down (to display more abilities)
+
        0x04 - Faith/Innocent/Charm/Reflect
 
+
  8018f610 - Formula Code Pointers (overlaps with above, but 0x00 is no formula)
80166a40 - some skillset data, half each
+
        0x0000/0x00 - N/A (shared with Rider statuses; fake pointer)
0x1000 - abilities not known in skillset (removes sound effect when skillset is selected)
+
        0x0004/0x01 - 80188b64
0x0016 - set to this if nothing to display for that skillset slot
+
        0x0008/0x02 - 80188ba4
0x0003 - always set?
+
        0x000c/0x03 - 80188be4
 
+
        0x0010/0x04 - 80188c24
Menu List
+
        0x0014/0x05 - 80188c9c
80166b10 - Main Menu
+
        0x0018/0x06 - 80188cf4
80166bc4 - ability menu (math skill menus included)
+
        0x001c/0x07 - 80188d3c
0x2c - type of menu
+
        0x0020/0x08 - 80188d84
80166c00 - Act menu (skillsets + attack)
+
        0x0024/0x09 - 80188df4
+
        0x0028/0x0a - 80188e78
80166b10 - Menu Data  (0x3c each)
+
        0x002c/0x0b - 80188eb8
0x38 - Move/Act/Wait/Status/etc. menu counter
+
        0x0030/0x0c - 80188ef8
0xe0 - Header set for menu
+
        0x0034/0x0d - 80188f38
0x00 - none
+
        0x0038/0x0e - 80188f90
0x01 - "Menu"
+
        0x003c/0x0f - 80189084
0x02 - "Check"
+
        0x0040/0x10 - 801890dc
0x03 - "Effect"
+
        0x0044/0x11 - 80189124
0x04 - "Turn"
+
        0x0048/0x12 - 8018912c
0x05 - "Ability"    "Ref" "Turn"
+
        0x004c/0x13 - 80189164
0x06 - "Ability"    "Ref" "Mp" "Turn"
+
        0x0050/0x14 - 8018916c
0x07 - ""            "Ref" "Stock" "Turn"
+
        0x0054/0x15 - 801891ac
0x08 - ""            "Ref" "Turn" ""
+
        0x0058/0x16 - 80189204
0x09 - "Ability"
+
        0x005c/0x17 - 8018925c
0x0a - "Menu" all blotchy
+
        0x0060/0x18 - 8018929c
0x0b - "Ability"    "Ref" "Mp" "Turn"
+
        0x0064/0x19 - 801892a4
0x0c - none
+
        0x0068/0x1a - 801892ac
everything else seems to be none
+
        0x006c/0x1b - 8018933c
0xec - Counter
+
        0x0070/0x1c - 8018937c
0xee - Type of menu? (ability list)
+
        0x0074/0x1d - 801893d8
 
+
        0x0078/0x1e - 80189434
0xbe -
+
        0x007c/0x1f - 80189464
+
        0x0080/0x20 - 801895c4
0x167614 - 2f Menu
+
        0x0084/0x21 - 801895f4
+
        0x0088/0x22 - 80189654
167124 - counter for movement confirmation
+
        0x008c/0x23 - 8018967c
167430 - counter for Execute Action check menu (only Attack picked
+
        0x0090/0x24 - 801896b4
1675d4 - counter for Execute Action check menu (skillset picked)
+
        0x0094/0x25 - 801896ec
 
+
        0x0098/0x26 - 80189794
801675d8 - Menu data for riding chocobo
+
        0x009c/0x27 - 80189828
0x00 - X load location on sheet?
+
        0x00a0/0x28 - 80189870
0x02 - Y load location on Sheet?
+
        0x00a4/0x29 - 80189910
0x04 - Menu background width (behind)
+
        0x00a8/0x2a - 801899a4
0x06 - Menu background height (Behind)
+
        0x00ac/0x2b - 80189a90
0x08 - X position
+
        0x00b0/0x2c - 80189ad8
0x0a - Y position
+
        0x00b4/0x2d - 80189b20
0x14 - Menu background width in front
+
        0x00b8/0x2e - 80189b94
0x16 - Menu background height in front
+
        0x00bc/0x2f - 80189c50
0x18 - X position (in front)
+
        0x00c0/0x30 - 80189c90
0x1a - Y position (in front)
+
        0x00c4/0x31 - 80189cd0
+
        0x00c8/0x32 - 80189d74
0x1c - Menu to load (half)
+
        0x00cc/0x33 - 80189e28
0x83 - Chocobo, no movement
+
        0x00d0/0x34 - 80189e94
0x1e - Menu counter limit
+
        0x00d4/0x35 - 80189f08
0x20 - ?? (word)
+
        0x00d8/0x36 - 801868f0
0x24 - ?? Address
+
        0x00dc/0x37 - 80189f84
+
        0x00e0/0x38 - 80187f24
0x38 - Move/Act/Wait/Status/etc. menu counter
+
        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_Table_8017423c|Song Abilities Address Table]]
 +
80174258 - Nop
 +
8017425c - 80174274 [[Dance_Abilities_Table_8017425c|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
 
   
 
   
Menu struct data (general; same structure for BATTLE/WORLD) (0x3c = 60 bytes):
+
0x30 - south facing walking animation
    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)
+
0x38 - West facing walking animation
    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)
+
0x40 - North facing walking animation
    0x08: X Screen Location of window (ex. 0x00e2) (2 bytes)
+
    0x0a: Y Screen Location of window (ex. 0x00a0) (2 bytes)
+
0x48 - East facing walking animation
    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?
+
  800b6698 - word, deals with palette modification (useful in a map related page?)
  0x00 - Move
+
  0x00
  0x02 - Speed
+
  0x01
  0x04 - Jump
+
  0x02
  0x06 - WP 1
+
  0x03 -  
0x08 - WP 2
+
0x02 - skips stormy weather palette mod? (ignore weather mod)
0x0a - W-Ev 1
+
0x01 - skips time of day palette mod? (Snow weather mod)
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
+
  800a7784 - Map Tilt
  0x00
+
  0x2e - flatter
  0x01
+
  0xc0 - steeper
0x02
+
800a7786 - Map Rotation (half)
  0x03
+
  0x0002
  0x04
+
  0x0006
  0x05
+
  0x000a
  0x06
+
  0x000e
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>
+
  800c7ca8 - Camera zoom level (word); Higher number means more zoom
0x00 - 8017abac - Default
+
    Normal battle zoomed-out value: 0x0c00
0x04 - 8017abb8 - Item Inventory
+
    Normal battle zoomed-in value: 0x1000
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
 
  
  801740e8 - Code Pointers for attack preparation routine(Action menu byte) 17c45c routine
+
  800e4e90 - Cursor X Coordinate
0x00 - 8017c7fc - Default
+
800e4e94 - Cursor Map Level
0x04 - 8017c548 - Item Inventory
+
800e4e98 - Cursor Y Coordinate
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)
+
  800e4e9c - Map Max X coordinate
 +
800e4ea0 - Map Max Y coordinate
 +
800e4ea4 - Modified Palettes (14 chunks at 512 bytes each)
 +
0x000 -> Modified Palettes
 +
0x982 ->
  
  801612dc - start of some data - used in Set Unit Names routine ~133434
+
  800e6b94 - current map data
list of words, values loaded and added to 8016135c
 
that address is then stored in 173f8c + offset
 
  
  (text page?)
+
  800f4200 - Map GNS section 3 duplicate (initialised [[000f4dd4 - 000f5574]]) (below needs to be in map related page?)
8016135c - 80161928 - Battle Error Messages Text
+
80161929 - 80161d41 - Battle Messages Text
+
0x88 - Counter for moving GNS data
80161d41 - 801622c2 - Job Names Text
+
0x8a -
801622c3 - 80162e48 - Item Names Text
+
0x8c -  
80162e50 - 801630d9 - Japanese writing (FREE SPACE)
+
0x8e -  
801630da - 80163b87 - Act menus display data (0x05 bytes each, 0x06 for each unit?)
+
0x90 - GNS line header (normally 0x22, caps the value at 0x88?)
80163b88 - Ability Names Text
+
0x92 - load room arrangement this GNS line applies to?
80164eb6
+
0x94 - Full map command halfword? (or command + something else?)
Battle Messages
+
0x96 - buffer? (all 0)
Status Names
+
0x98 - ? (normally 0x14?)
Error/Confirmation
+
0x9a - ? (normally 0x00?)
8016593a - 165d73 - Skillset Names
+
0x9c - buffer?
  "Anything" in between
+
0x9e - buffer?
  80165d88 - Summon Names
+
0xa0 - buffer?
80165df6 - Draw Out Names
+
   
 +
  800f5ba8 - current loaded map (set at f385c)
  
  80165e64 - Start of some other data  
+
  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
  
80165ecc
+
0x04-0x0f - same as above, but for locations 2-4
  
  80165ea4 -  
+
  800f6860 - Map Max X
 +
800f6864 - Map Max Y
  
  80165eb4 - Palette Pointer Mod 1? (halfword)
+
  800f70b4 - map data?
80165eb6 - Palette Pointer Mod 2? (halfword)
 
(((b6 + Palette / 8) * 64) OR
 
(((b4 + (Palette MOD 8) * 16) / 16) AND 0x3f
 
forms some sort of palette value stored in 0x06/0x07 of sprite data sections
 
  
  80173f8c - Pointers to Text Data (Mod below / 0x200 + 173f8c)
+
  800fc558 - ?? map data?
0x5000 - Menus items
+
0x4000 - Unit Name
+
800fa6c6 - important duplicate GNS data
  0x3000 - Job Name
+
  0x1cc - texture file GNS line
  0x2000 -  
+
  0x398 - primary mesh GNS line
  0x1000 - Skillset Name
+
  0x3ac - Override mesh GNS line
  : 8016135c
+
  80121ffc - Map LBA data pointer (loaded from scus by [[00044414 - 000444d8]], saved 0x000f3788 and 0x000f37d4)
: 8016135d
+
   
: 8016135e - Skillsets
+
  80124604 - Map GNS Data duplicate
: 80161929
+
0x00 - stored 0x00 at 0x07c01af0
: 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
 
  
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
 +
        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
  
  80165fb4 - Sound effect to play (See https://ffhacktics.com/wiki/SoundEffect)
+
  8014d02c - Tile type ID of currently selected tile (e.g. Grassland, Stone Floor, Tree, etc.)
      (move selected, panel selected - set to 1 (Move to panel?) (5 if can't move due to Don't move? during... ability setup?))
 
  
  80165fbc
+
  8018f8cc - Tile Data Start (8 bytes each, +100h for Higher Elevation tiles)
 
+
0x00: Tile Type
80165ff6
+
0x80 -
 
+
0x40 -
80166018 - incremented
+
0x3F - Cross section
 
+
0x3e -
80166048 - freezes control to go to next event
+
0x3d -  
 
+
0x3c -
8016604a -  
+
0x3b -  
 
+
0x3a -
801660a3 - control variable used in 0x13b590
+
0x39 -
 
+
0x38 -
801660ec - half
+
0x37 -
801660ee - half
+
0x36 -
801660f0 - half
+
0x35 -  
801660f2 - half
+
0x34 -
 
+
0x33 -  
801696a8 -  
+
0x32 -  
801696aa -  
+
0x31 -  
 
+
0x30 -  
80166ae4
+
0x2F -
 
+
0x2E - Coffin
80169264 - start of skillset data?
+
0x2D - Waterfall
AAAA BBBB
+
0x2C - Tombstone
Default - 0003 0000
+
0x2B - Moss
Item Inventory - 0003 0001
+
0x2A - Iron plate
Throw - 0003 0001
+
0x29 - Machine
Math Skill - 0003 0000
+
0x28 - Deck
Elemental - fffd 0000
+
0x27 - Ivy
Blank - fffd 0000
+
0x26 - Furniture
Monster - 0003 0000
+
0x25 - Stairs
Katana - 0003 0001
+
0x24 - Water plant
Attack - fffd 0000
+
0x23 - Bridge
Jump - fffd 0000
+
0x22 - Mud wall
Charge - 0003 0000
+
0x21 - Chimney
Defend - fffd 0000
+
0x20 - Brick
Equip Change - 0003 0000
+
0x1F - Box
Unknown - fffd 0000
+
0x1E - Tree
Blank - fffd 0000
+
0x1D - Rug
Unknown - fffd 0000
+
0x1C - Obstacle
BBBB - halfword, whether the skillset calls from party inventory.
+
0x1B - Book
AAAA - halfword, 3 or -3, -3 means don't load ability data to menu, execute targeting immediately.
+
0x1A - Salt
 
+
0x19 - Darkness
80169808
+
0x18 - Sky
 
+
0x17 - Stone wall
801697d0
+
0x16 - Roof
 
+
0x15 - Stone floor
80169828 - ability selected byte? (word)
+
0x14 - Wooden floor
Control byte
+
0x13 - Road
0x03 - learn on hit (ability known)
+
0x12 - Lava
0x02 - learn on hit
+
0x11 - Sea
+
0x10 - Lake
8016982d - Skillset (ability loading routines)
+
0x0F - River
8016982e - Used Ability (half)
+
0x0E - Waterway
 
+
0x0D - Ice
 
+
0x0C - Lava rocks
80169840 - returned value from routine 0x181530 (skillset/act menu loading)
+
0x0B - Poisoned marsh
 
+
0x0A - Marsh
80169870
+
0x09 - Swamp
 
+
0x08 - Wasteland
801692b8 -  
+
0x07 - Gravel
 
+
0x06 - Rocky cliff
169828 data
+
0x05 - Snow
  0x05 - used skillset
+
0x04 - Thicket
  0x06 - used item if not throw/draw out/item skillset
+
0x03 - Grassland
0x0c - used item in throw ability setting
+
0x02 - Stalactite
0x0e - Tells the game to commence execution of attack
+
0x01 - Sand area
 
+
0x00 - Natural Surface
80169c6c
+
0x01:
  0x10 - unit ID?
+
  0x02 - Height (whole numbers)
  0x14 - unit Data
+
  0x03 - Height (halves) + Depth
8016a06c
+
0x80 - Depth 4
8016a46c
+
0x60 - Depth 3
8016a86c
+
0x40 - Depth 2
8016ac6c - corresponds to
+
0x20 - Depth 1
8016b06c - Corresponds to skillset menu
+
0x1F - height(halves)
0x00 - Menu Address?
+
  0x04: Slope height (i.e. where the unit stands on the tile)?
8016b46c - Corresponds to main menu
+
  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:
  
  8016e42c
+
==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
  
  8016d9ca
+
  80093de8 - Ability Animation number
 
 
80172258 - target current action pointer
 
 
 
80172660
 
 
 
 
 
801739c8 -
 
 
 
80173b00 -
 
80173c30'
 
 
 
80173c6c - action menu byte
 
 
 
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
 
 
   
 
   
  8017423c - 80174254 [[Song_Abilities_Table_8017423c|Song Abilities Address Table]]
+
  80093e10 - [[Animations_(Tab)|Ability Animation Flags]] (0x1C6 abilities, 3 bytes each) (Doesn't include all 0x200 because Support and Movement abilities are not included)
80174258 - Nothing (free to be used)
+
0x00 - Flags 1
8017425c - 80174274 [[Dance_Abilities_Table_8017425c|Dance Abilities Address Table]]
+
0x01 - [[Animations|Flags 2]] (Monster Animations ?) - Video : http://www.youtube.com/watch?v=nuy1yEL_Nhk (Thanks, Elric!)
  80174278 - Nothing (free to be used)
+
0x02 - Flags 3 (Text displayed)
  8017427c - 80174294 [[Talk_Skill_Ability_Table]]
+
  0x00094364 - Weapon Change of Animation (multiplied by 2 (+1 if camera is behind the unit) to get true animation - applied to unit when attacking
  80174298 - Nothing (free to be used)
+
Fists: 3d 3e 3f
80178f9c -  
+
Daggers: 40 41 42
 
+
Ninja Blades: 40 41 42
801792b8 -  
+
Swords: 40 41 42
 
+
Knight Swords: 40 41 42
  80179828 - some pointer (word)
+
Katana: 40 41 42
 
+
Axes: 40 41 42
  8018afd8 - [[Reaction_abilities_return_adress_table]]
+
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.)
 
   
 
   
  8018f500 - Pointers to some routine used while spreading AoE of Move.
+
  800946c8 - weapon/effect raw size measurements? all words, with only a byte of data each. this is just inefficient.
            0x00 - 801754d0 [[Spread_Move_to_East_Preset]]
 
            0x04 - 801754f4 [[Spread_Move_to_North_Preset]]
 
            0x08 - 8017551c [[Spread_Move_to_West_Preset]]
 
            0x0c - 80175540 [[Spread_Move_to_South_Preset]]
 
 
   
 
   
  8018f518 - In between turn control variable
+
  80094748 - Spritesheet Data (4 bytes each, 0x9f total)
  0x00 - next clocktick
+
  0x00 - SHP ID
0x01 - dead processing, next turn processing
+
0x00 - Type 1
0x02 - ability CT decrement
+
0x01 - Type 2
0x03 - Post ability ability CT setting
+
0x02 - Cyoko
0x04 - status CT decrement
+
0x03 - Mon
0x05 - set AI CT data?
+
0x04 - Other
0x06 - ??
+
0x05 - Ruka
0x07 - blank
+
0x06 - Arute
  0x08 - blank
+
0x07 - Kanzen
0x09 - find highest CT
+
  0x01 - SEQ ID
0x0a - after setting characters turn active (validate units turn)
+
0x00 - Type 1
0x0b - blank
+
0x01 - Type 2
0x0c - blank
+
0x02 - Cyoko
0x0d - set some AI weapon data?
+
0x03 - Mon
0x0e - mimic ability setting
+
0x04 - Other
0x0f - transparent removal
+
0x05 - Ruka
0x10 - blank
+
0x06 - Arute
  0x11 - poison marsh status
+
0x07 - Kanzen
  0x12 - blank
+
  0x02 - Flying Flag
0x13 - poison/regen HP changes
+
  0x03 - Graphic height
0x14 - get tile type
 
  
  -0x0ae4
+
  800949c4 - Being Targetted Frame (front) - called if target hasn't replaced target animation (e.g. shield)
8018f51c - Control Variable (word) - used in skillset loading
+
        0x00 - Type 1 = 0x0b
0x09 - after setting characters turn active
+
        0x01 - Type 2 = 0x0b
0x03 - find highest CT - then stored into 8018f518 - go to post-ability CT setting
+
        0x02 - Cyoko = 0x02
0x01 - main selection screen (move, act, etc.)
+
        0x03 - Mon = 0x02
-0x0ae0
+
        0x04 - Other = 0x01
8018f520 - active units ID?
+
        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
  
  -0x0a10
+
  [[File LBA & filesize locations]]
  8018f5f0 - Type of action (word)
+
80094c04 - sprite type SEQ LBA & filesize
0x01 - Reacting
+
        0x00 - spritesheet LBA
0x00 - pre-attack, initial attack
+
        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)
  
8018f5f4 - Team golem amounts
 
  
  -(0x0a04)
+
  8009612c - Animation continue check? 2 if not, 0 if so (word). 1 is also used, but I can't tell what for.
  8018f5fc - Action state (word)
+
  800962f4 - Graphic SHP data (how to build frames)
        0 - Action executing
+
0x00 - start of Type 1
        1 - AI considering action
+
0x688 - start of type 2
        2 - Projected action result (skips conditional proc roll and displays average damage for random)
+
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
  
  8018f600: Zodiac Compatability Modifiers
+
  800a69d0 - [[Weapon Animations]] start.
00 - Neutral
+
  800a839c - some pointer for Ruka and above spritesheets?
01 - Bad
+
  800bdf0c - SHP data
02 - Good
+
        0x00-0x3c -  
03 - Special (becomes 04 (Worst), 05 (Best), or 01 (Bad, Monsters only))
+
  0x40-0 - SHP pointers (words)
  8018f600 - Aries
+
        0x840- SEQ Animation command pointers (words)
  8018f601 - Taurus
+
 
8018f602 - Gemini
+
  800bfa38 - SEQ Unit animation command pointers (words)
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)
+
  800c1260 - Type 1 SHP
        (for 0x184b24 routine)
+
800c5e8e - WEP 1 SHP
        0x00 - Crystal/Dead/Undead/Charging/Jump/Defending/Performing
+
        0x00 - Number of graphics to load (0x07) & pointer to weapon rotation (0xf8)
        0x01 - NONE
+
        0x01 - Weapon's Eff rotation bytes
        0x02 - Reraise/Transparent/Critical
+
              0x01 - transparent (even if not flipped on, this is set true anyway when saving.)
        0x03 - Regen/Protect/Shell/Haste/Wall
+
              0x02 - flip horizontally
        0x04 - Faith/Innocent/Charm/Reflect
+
              0x04 - flip vertically
8018f610 - Formula Code Pointers (overlaps with above, but 0x00 is no formula)
+
              0x08 - ?
        0x0000/0x00 - N/A (shared with Rider statuses; fake pointer)
+
              0x20 - ?
        0x0004/0x01 - 80188b64
+
              0x40 - ?
        0x0008/0x02 - 80188ba4
+
        0x02 - X shift (I'd assume relative to the unit. useful for pole thrusting)
        0x000c/0x03 - 80188be4
+
        0x03 - Y shift
        0x0010/0x04 - 80188c24
+
        0x04 - Graphic size pointer (0x3c00), Raw X pixel offset (0x001f), Raw Y pixel offset (0x03e0). (halfword)
        0x0014/0x05 - 80188c9c
+
800c0e58 - RUKA/ARUTE/KANZEN SEQ data (these overlap?)
        0x0018/0x06 - 80188cf4
+
 
        0x001c/0x07 - 80188d3c
+
800949dc - X coordinates to load status bubble icons (KO stars, AT icon also), starts with KO stars: 22 bytes long
        0x0020/0x08 - 80188d84
+
800949f4 - Y coordinates to load status bubble icons (KO stars, AT icon also), starts with KO stars: 22 bytes long
        0x0024/0x09 - 80188df4
+
 
        0x0028/0x0a - 80188e78
+
80094a0c - X coordinates to load death counter numbers
        0x002c/0x0b - 80188eb8
+
80094a24 - Y coordinate to load death counter numbers
        0x0030/0x0c - 80188ef8
+
 
        0x0034/0x0d - 80188f38
+
80096208 - Move find item/trap/move-stat up results for display
        0x0038/0x0e - 80188f90
+
0x01 - treasure chest item?
        0x003c/0x0f - 80189084
+
0x02 - move XX up activation?
        0x0040/0x10 - 801890dc
+
0x04 - item found
        0x0044/0x11 - 80189124
+
0x08 - trap
        0x0048/0x12 - 8018912c
+
0x10 - remove charging?
        0x004c/0x13 - 80189164
+
0x20 - move hp up
        0x0050/0x14 - 8018916c
+
0x40 - move MP up
        0x0054/0x15 - 801891ac
+
0x80 - move exp up
        0x0058/0x16 - 80189204
+
0x0100 - move jp up
        0x005c/0x17 - 8018925c
+
0x0400 - status changes
        0x0060/0x18 - 8018929c
+
 
        0x0064/0x19 - 801892a4
+
800962d4 - HP Damage
        0x0068/0x1a - 801892ac
+
800962d6 - HP Healing
        0x006c/0x1b - 8018933c
+
800962d8 - MP Damage
        0x0070/0x1c - 8018937c
+
800962da - MP Healing
        0x0074/0x1d - 801893d8
+
800962dc - SP Damage
        0x0078/0x1e - 80189434
+
800962de - SP Bonus
        0x007c/0x1f - 80189464
+
800962e0 - CT Damage
        0x0080/0x20 - 801895c4
+
800962e2 - CT Bonus
        0x0084/0x21 - 801895f4
+
800962e4 - Brave Damage
        0x0088/0x22 - 80189654
+
800962e6 - Brave Bonus
        0x008c/0x23 - 8018967c
+
800962e8 - Faith Damage
        0x0090/0x24 - 801896b4
+
800962ea - Faith Bonus
        0x0094/0x25 - 801896ec
+
800962ec - PA Damage
        0x0098/0x26 - 80189794
+
800962ee - PA Bonus
        0x009c/0x27 - 80189828
+
800962f0 - MA Damage
        0x00a0/0x28 - 80189870
+
800962f2 - MA Bonus
        0x00a4/0x29 - 80189910
+
 
        0x00a8/0x2a - 801899a4
+
80098dcc - numerical display data
        0x00ac/0x2b - 80189a90
+
80098dd4 - numerical display data?
        0x00b0/0x2c - 80189ad8
+
 
        0x00b4/0x2d - 80189b20
+
800bda04 -  
        0x00b8/0x2e - 80189b94
+
0x04 - X/Y Shift for number display
        0x00bc/0x2f - 80189c50
+
0x06 - Image Width/Height
        0x00c0/0x30 - 80189c90
+
 
        0x00c4/0x31 - 80189cd0
+
800c7ce8 - start of VRAM spritesheet data (store decompressed attacking graphics from unit spriteesheet)
        0x00c8/0x32 - 80189d74
+
0x00 - misc unit ID
        0x00cc/0x33 - 80189e28
+
0x1f: unit's Misc ID
        0x00d0/0x34 - 80189e94
+
0xE0: unit's VRAM transparency type
        0x00d4/0x35 - 80189f08
+
0x01 - spritesheet ID
        0x00d8/0x36 - 801868f0
+
800d4640 - Palettes
        0x00dc/0x37 - 80189f84
+
800e466e - end of VRAM spritesheet data ?
        0x00e0/0x38 - 80187f24
+
 
        0x00e4/0x39 - 80186d2c
+
8016836c - Color shading values for height number (top right) display
        0x00e8/0x3a - 80186d00
+
    0x00: Red shading value for top-left corner
        0x00ec/0x3b - 80186d58
+
    0x01: Green shading value for top-left corner
        0x00f0/0x3c - 80186dbc
+
    0x02: Blue shading value for top-left corner
        0x00f4/0x3d - 80189fcc
+
    0x04: Red shading value for top-right corner
        0x00f8/0x3e - 8018a00c
+
    0x05: Green shading value for top-right corner
        0x00fc/0x3f - 8018a02c
+
    0x06: Blue shading value for top-right corner
        0x0100/0x40 - 8018a088
+
    0x08: Red shading value for bottom-left corner
        0x0104/0x41 - 8018a114
+
    0x09: Green shading value for bottom-left corner
        0x0108/0x42 - 8018a17c
+
    0x0a: Blue shading value for bottom-left corner
        0x010c/0x43 - 80186e28
+
    0x0c: Red shading value for bottom-right corner
        0x0110/0x44 - 80186e54
+
    0x0d: Green shading value for bottom-right corner
        0x0114/0x45 - 80186e78
+
    0x0e: Blue shading value for bottom-right corner
        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
+
  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
8018f4e0 - Pointer to Scratch Pad [[1f800000|<span style=color:blue>0x1f800000</span>]]
+
        0x03: Flags? 0x0c? (1 byte)
8018f4e4 - Pointer to Scratch Pad [[1f800080|<span style=color:blue>0x1f800080</span>]]
+
        0x04: Red shading value for top-left corner (1 byte)
8018f4e8 - Pointer to Scratch Pad [[1f800180|<span style=color:blue>0x1f800180</span>]]
+
        0x05: Green shading value for top-left corner (1 byte)
8018f4ec - Pointer to Scratch Pad [[1f800100|<span style=color:blue>0x1f800100</span>]]
+
        0x06: Blue shading value for top-left corner (1 byte)
8018f4f0 - Pointer to Scratch Pad 0x1f800200
+
        0x07: Flags? 0x3e, or 0x3c? (1 byte)
8018f4f4 - Counter for some panel targeting
+
        0x08: X Screen Location (2 bytes)
8018f4f8 - set to 1 during linear attack routine (word)
+
        0x0a: Y Screen Location (2 bytes)
8018f4fc -
+
        0x0c: X Load Location (1 byte)
 
+
        0x0d: Y Load Location (1 byte)
8018f510 - Set to 1 when reachable tile are set in [[00174b8c_-_00174df4]]
+
        0x0e: 0x7cfc? (2 bytes)
8018f514 - Active unit ID (when 8018f510 is set to 1) - stored as a word (?)
+
        0x10: Red shading value for top-right corner (1 byte)
 
+
        0x11: Green shading value for top-right corner (1 byte)
8018f7f0 - No. Tiles moved  (movement page?)
+
        0x12: Blue shading value for top-right corner (1 byte)
- Per tile, includes facing/walking direction to destination
+
        0x13: Zero (0) (Unused)? (1 byte)
 
+
        0x14: X Screen Location + Width (2 bytes)
8018f86d - current units movement supports
+
        0x16: Y Screen Location (2 bytes)
0x80 - fly
+
        0x18: X Load Location + Width (1 byte)
0x40 - float
+
        0x19: Y Load Location (1 byte)
0x20 - walk on water
+
        0x1a: Spritesheet ID (0x001e = ITEM.BIN, 0x001f = FRAME.BIN) (2 bytes)
0x10 - move in water
+
        0x1c: Red shading value for bottom-left corner (1 byte)
0x08 - teleport (1 and 2)
+
        0x1d: Green shading value for bottom-left corner (1 byte)
0x04 -
+
        0x1e: Blue shading value for bottom-left corner (1 byte)
0x02 - silent walk
+
        0x1f: Zero (0) (Unused)? (1 byte)
0x01 -
+
        0x20: X Screen Location (2 bytes)
0x00 - default
+
        0x22: Y Screen Location + Height (2 bytes)
+
        0x24: X Load Location (1 byte)
  8018f89c -  
+
        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
  
  8018f8a4 - ID of found item for move-find item (word)
+
  80173f44 - Pointer to height display entry (see 80173cbc); placing a pointer here makes the display happen?
  0x00 Item ID
+
 
  8018f8a8 - Move-Find Item/trap flags
+
8014cf68 - Status Image Data (4 bytes each, 0xc4 total)
  0x00 - activation type
+
0x00 - X Load Location
  0x02 - found trap
+
0x01 - Y Load Location
0x01 - found item
+
0x02 - Image Width
  0x00 - none?
+
0x03 - Image Height
  0x01 - Trap Setting or number of trap activated
+
 
0x00 - Degenerator
+
0x00 - "Dead"
0x01 - Deathtrap
+
0x04 - "Undead"
0x02 - Sleeping Gas
+
0x08 - "Petrify"
0x03 - Steel Needle
+
0x0c - "Invite"
  0x02 - Rare Item
+
0x10 - "Darkness"
  0x03 - Common Item
+
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]] <span id="0x801740a8"></span>
 +
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 -
  
Mimic Check(0x15 in battle ID order) - If ability occured, and if job = mimic, stores 01
 
for that unit ID's byte.
 
8018f8b0 - if 01 allows mimic setting
 
  
8018f8c5 - end
 
-0x0738
 
8018f8c8 - Acting Unit ID (word)
 
 
80193d48 - Pointers for Action menu in routine : [[AI Ability Data Setting]]  <span id="AI_Ability_Data_Setting_JumpAdr"></span>
 
        0x00 - 801959d4 - Item Inventory
 
        0x04 - 80195a30 - Weapon Iventory
 
        0x08 - 80195bcc - Arithmeticks
 
        0x0c - 80195c00 - Elements
 
        0x10 - 80195c00 - Blank
 
        0x14 - 80195c00 - Monster
 
        0x18 - 80195a24 - Katana inventory
 
        0x1c - 80195944 - Attack
 
        0x20 - 80195a90 - Jump
 
        0x24 - 80195ba0 - Charge
 
 
80193d98: Jump Adress for AI routine [[Calculate_Physical%3F_Target]] 6 words long
 
 
(I want this to be in a general unit data page at some point)
 
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 <span id="Current Statuses"></span>
 
0x80 -
 
0x40 - Crystal
 
0x20 - Dead
 
0x10 - Undead
 
0x08 - Charging
 
0x04 - Jump
 
0x02 - Defending
 
0x01 - Performing
 
0x0059: Current Statuses 2
 
0x80 - Petrify
 
0x40 - Invite
 
0x20 - Darkness
 
0x10 - Confusion
 
0x08 - Silence
 
0x04 - Blood Suck
 
0x02 - Cursed
 
0x01 - Treasure
 
0x005a: Current Statuses 3
 
0x80 - Oil
 
0x40 - Float
 
0x20 - Reraise
 
0x10 - Transparent
 
0x08 - Berserk
 
0x04 - Chicken
 
0x02 - Frog
 
0x01 - Critical
 
0x005b: Current Statuses 4
 
0x80 - Poison
 
0x40 - Regen
 
0x20 - Protect
 
0x10 - Shell
 
0x08 - Haste
 
0x04 - Slow
 
0x02 - Stop
 
0x01 - Wall
 
0x005c: Current Statuses 5
 
0x80 - Faith
 
0x40 - Innocent
 
0x20 - Charm
 
0x10 - Sleep
 
0x08 - Don't Move
 
0x04 - Don't Act
 
0x02 - Reflect
 
0x01 - Death Sentence
 
Status CT decrement routines ~1837A0
 
0x005d - Poison CT
 
0x005e - Regen CT
 
0x005f - Protect CT
 
0x0060 - Shell CT
 
0x0061 - Haste CT
 
0x0062 - Slow CT
 
0x0063 - Stop CT
 
0x0064 - Wall CT
 
0x0065 - Faith CT
 
0x0066 - Innocent CT
 
0x0067 - Charm CT
 
0x0068 - Sleep CT
 
0x0069 - Don't Move CT
 
0x006a - Don't Act CT
 
0x006b - Reflect CT
 
0x006c - Death Sentence CT
 
0x006d: Elemental Absorption
 
0x80 - Fire
 
0x40 - Lightning
 
0x20 - Ice
 
0x10 - Wind
 
0x08 - Earth
 
0x04 - Water
 
0x02 - Holy
 
0x01 - Dark
 
0x006e: Elemental Nullification
 
0x80 - Fire
 
0x40 - Lightning
 
0x20 - Ice
 
0x10 - Wind
 
0x08 - Earth
 
0x04 - Water
 
0x02 - Holy
 
0x01 - Dark
 
0x006f: Elemental Halving
 
0x80 - Fire
 
0x40 - Lightning
 
0x20 - Ice
 
0x10 - Wind
 
0x08 - Earth
 
0x04 - Water
 
0x02 - Holy
 
0x01 - Dark
 
0x0070: Elemental Weakness
 
0x80 - Fire
 
0x40 - Lightning
 
0x20 - Ice
 
0x10 - Wind
 
0x08 - Earth
 
0x04 - Water
 
0x02 - Holy
 
0x01 - Dark
 
0x0071: Elements Strengthened
 
0x80 - Fire
 
0x40 - Lightning
 
0x20 - Ice
 
0x10 - Wind
 
0x08 - Earth
 
0x04 - Water
 
0x02 - Holy
 
0x01 - Dark
 
0x0072 - Raw HP
 
0x0075 - Raw MP
 
0x0078 - Raw SP
 
0x007b - Raw PA
 
0x007e - Raw MA
 
0x0081 - HP Growth
 
0x0082 - HP Multiplier
 
0x0083 - MP Growth
 
0x0084 - MP Multiplier
 
0x0085 - SP Growth
 
0x0086 - SP Multiplier
 
0x0087 - PA Growth
 
0x0088 - PA Multiplier
 
0x0089 - MA Growth
 
0x008a - MA Multiplier
 
0x008b: Reactions 1 <span id="Reactions"></span>
 
0x80 - PA Save
 
0x40 - MA Save
 
0x20 - Speed Save
 
0x10 - Sunken State
 
0x08 - Caution
 
0x04 - Dragon Spirit
 
0x02 - Regenerator
 
0x01 - Brave UP
 
0x008c: Reactions 2
 
0x80 - Face (Faith) UP
 
0x40 - HP Restore
 
0x20 - MP Restore
 
0x10 - Critical Quick
 
0x08 - Meatbone Slash
 
0x04 - Counter Magic
 
0x02 - Counter Tackle
 
0x01 - Counter Flood
 
0x008d: Reactions 3
 
0x80 - Absorb Used MP
 
0x40 - Gilgame Heart
 
0x20 - Reflect
 
0x10 - Auto Potion
 
0x08 - Counter
 
0x04 -
 
0x02 - Distribute
 
0x01 - MP Switch
 
0x008e: Reactions 4   
 
0x80 - Damage Split
 
0x40 - Weapon Guard
 
0x20 - Finger Guard
 
0x10 - Abandon
 
0x08 - Catch
 
0x04 - Blade Grasp
 
0x02 - Arrow Guard
 
0x01 - Hamedo
 
0x008f: Support 1
 
0x80 - Equip Armor
 
0x40 - Equip Shield
 
0x20 - Equip Sword
 
0x10 - Equip Katana
 
0x08 - Equip Crossbow
 
0x04 - Equip Spear
 
0x02 - Equip Axe
 
0x01 - Equip Gun
 
0x0090: Support 2
 
0x80 - Half of MP
 
0x40 - Gained JP-UP
 
0x20 - Gained EXP-UP
 
0x10 - Attack UP
 
0x08 - Defense UP
 
0x04 - Magic Attack UP
 
0x02 - Magic Defense UP
 
0x01 - Concentrate
 
0x0091: Support 3
 
0x80 - Train
 
0x40 - Secret Hunt
 
0x20 - Martial Arts
 
0x10 - Monster Talk
 
0x08 - Throw Item
 
0x04 - Maintenance
 
0x02 - Two Hands
 
0x01 - Two Swords
 
0x0092: Support 4
 
0x80 - Monster Skill
 
0x40 - Defend
 
0x20 - Equip Change
 
0x10 -
 
0x08 - Short Charge
 
0x04 - Non-Charge
 
0x02 -
 
0x01 -
 
0x0093: Movement 1
 
0x80 - Move +1
 
0x40 - Move +2
 
0x20 - Move +3
 
0x10 - Jump +1
 
0x08 - Jump +2
 
0x04 - Jump +3
 
0x02 - Ignore Height
 
0x01 - Move-HP UP
 
0x0094: Movement 2
 
0x80 - Move-MP UP
 
0x40 - Move-Get EXP
 
0x20 - Move-Get JP
 
0x10 - Cannot Enter Water
 
0x08 - Teleport
 
0x04 - Teleport 2
 
0x02 - Any Weather
 
0x01 - Any Ground
 
0x0095: Movement 3
 
0x80 - Walk on Water
 
0x40 - Move in Water
 
0x20 - Move on Lava
 
0x10 - Move Underwater
 
0x08 - Float
 
0x04 - Fly
 
0x02 - Silent Walk
 
0x01 - Move-Find Item
 
0x0096 - Unlocked Jobs 1-8 (all of these start at 0x80 and count down)
 
0x0097 - Unlocked Jobs 9-16
 
0x0098 - Unlocked Jobs 17-20
 
0x0099 - Base Action Abilities 1-8
 
0x009a - Base Action Abilities 9-16
 
0x009b - Base R/S/M 1-6
 
0x009c - Chemist Action Abilities 1-8
 
0x009d - Chemist Action Abilities 9-16
 
0x009e - Chemist R/S/M 1-6
 
0x009F - Knight Action Abilities 1-8
 
0x00A0 - Knight Action Abilities 9-16
 
0x00A1 - Knight R/S/M 1-6
 
0x00A2 - Archer Action Abilities 1-8
 
0x00A3 - Archer Action Abilities 9-16
 
0x00A4 - Archer R/S/M 1-6
 
0x00A5 - Monk Action Abilities 1-8
 
0x00A6 - Monk Action Abilities 9-16
 
0x00A7 - Monk R/S/M 1-6
 
0x00A8 - Priest Action Abilities 1-8
 
0x00A9 - Priest Action Abilities 9-16
 
0x00AA - Priest R/S/M 1-6
 
0x00AB - Wizard Action Abilities 1-8
 
0x00AC - Wizard Action Abilities 9-16
 
0x00AD - Wizard R/S/M 1-6
 
0x00AE - Time Mage Action Abilities 1-8
 
0x00AF - Time Mage Action Abilities 9-16
 
0x00B0 - Time Mage R/S/M 1-6
 
0x00B1 - Summoner Action Abilities 1-8
 
0x00B2 - Summoner Action Abilities 9-16
 
0x00B3 - Summoner R/S/M 1-6
 
0x00B4 - Thief Action Abilities 1-8
 
0x00B5 - Thief Action Abilities 9-16
 
0x00B6 - Thief R/S/M 1-6
 
0x00B7 - Mediator Action Abilities 1-8
 
0x00B8 - Mediator Action Abilities 9-16
 
0x00B9 - Mediator R/S/M 1-6
 
0x00BA - Oracle Action Abilities 1-8
 
0x00BB - Oracle Action Abilities 9-16
 
0x00BC - Oracle R/S/M 1-6
 
0x00BD - Geomancer Action Abilities 1-8
 
0x00BE - Geomancer Action Abilities 9-16
 
0x00BF - Geomancer R/S/M 1-6
 
0x00C0 - Lancer Action Abilities 1-8
 
0x00C1 - Lancer Action Abilities 9-16
 
0x00C2 - Lancer R/S/M 1-6
 
0x00C3 - Samurai Action Abilities 1-8
 
0x00C4 - Samurai Action Abilities 9-16
 
0x00C5 - Samurai R/S/M 1-6
 
0x00C6 - Ninja Action Abilities 1-8
 
0x00C7 - Ninja Action Abilities 9-16
 
0x00C8 - Ninja R/S/M 1-6
 
0x00C9 - Calculator Action Abilities 1-8
 
0x00CA - Calculator Action Abilities 9-16
 
0x00CB - Calculator R/S/M 1-6
 
0x00CC - Bard Action Abilities 1-8
 
0x00CD - Bard Action Abilities 9-16
 
0x00CE - Bard R/S/M 1-6
 
0x00CF - Dancer Action Abilities 1-8
 
0x00D0 - Dancer Action Abilities 9-16
 
0x00D1 - Dancer R/S/M 1-6
 
0x00D2 - Base/Chemist Job Level
 
0x00D3 - Knight/Archer Job Level
 
0x00D4 - Monk/Priest Job Level
 
0x00D5 - Wizard/Time Mage Job Level
 
0x00D6 - Summoner/Thief Job Level
 
0x00D7 - Mediator/Oracle Job Level
 
0x00D8 - Geomancer/Lancer Job Level
 
0x00D9 - Samurai/Ninja Job Level
 
0x00DA - Calculator/Bard Job Level
 
0x00DB - Dancer/Mime Job Level
 
0x00DC - Base Job JP
 
0x00DE - Chemist Job JP
 
0x00E0 - Knight Job JP
 
0x00E2 - Archer Job JP
 
0x00E4 - Monk Job JP
 
0x00E6 - Priest Job JP
 
0x00E8 - Wizard Job JP
 
0x00EA - Time Mage Job JP
 
0x00EC - Summoner Job JP
 
0x00EE - Thief Job JP
 
0x00F0 - Mediator Job JP
 
0x00F2 - Oracle Job JP
 
0x00F4 - Geomancer Job JP
 
0x00F6 - Lancer Job JP
 
0x00F8 - Samurai Job JP
 
0x00FA - Ninja Job JP
 
0x00FC - Calculator Job JP
 
0x00FE - Bard Job JP
 
0x0100 - Dancer Job JP
 
0x0102 - Mime Job JP
 
0x0104 - Total Base Job JP
 
0x0106 - Total Chemist Job JP
 
0x0108 - Total Knight Job JP
 
0x010A - Total Archer Job JP
 
0x010C - Total Monk Job JP
 
0x010E - Total Priest Job JP
 
0x0110 - Total Wizard Job JP
 
0x0112 - Total Time Mage Job JP
 
0x0114 - Total Summoner Job JP
 
0x0116 - Total Thief Job JP
 
0x0118 - Total Mediator Job JP
 
0x011A - Total Oracle Job JP
 
0x011C - Total Geomancer Job JP
 
0x011E - Total Lancer Job JP
 
0x0120 - Total Samurai Job JP
 
0x0122 - Total Ninja Job JP
 
0x0124 - Total Calculator Job JP
 
0x0126 - Total Bard Job JP
 
0x0128 - Total Dancer Job JP
 
0x012A - Total Mime Job JP
 
0x012C - 0x013B Unit Name
 
0x013C - 0x014B Job Name
 
0x014C - 0x0153 Primary Skillset Name (first 8 bytes)
 
0x0154 - 0x015B Secondary Skillset Name (First 8 bytes)
 
  0x015c - Number of times unit has been KOed this battle
 
0x015d - Current Ability CT
 
0x015e - Graphic
 
0x015f - Portrait  // Special Unit ID, if applicable, for allies (e.g. 0x1E for Agrias); otherwise, it was something else... sometimes 0x6X?
 
0x0160 - Palette
 
0x0161 - ENTD ID    // (Non-Ramza allies: 0x70-0x7F; Ramza: (his base job, 01/02/03); Others: ENTD Unit ID)
 
0x0162 - Special Skillset? (Specials set their skillset here)
 
0x0163 - War Trophy
 
0x0164 - Bonus Money Mod (* 100 = Gil)
 
0x0165 - X Location? (For where AI tends to stay near)
 
0x0166 - Y Location?
 
0x0167 -
 
0x80 - Higher Elevation Flag (for location)?
 
0x40 - Focus on target?
 
0x20 - Stay near X/Y? (+0x08 = never move once there)
 
0x10 - more aggressive?
 
0x08 - Coward-like?
 
0x04 -
 
0x02 -
 
0x01 -
 
0x0168 - Prioritized Target
 
0x0169 - (ENTD)
 
0x016a - (ENTD)
 
0x04 - Save CT? (don't move unless needed?)
 
0x016b - (ENTD)
 
0x016c - Unit Name ID
 
0x00XX - Special
 
0x01XX - Generic Male
 
0x02XX - Generic Female
 
0x03XX - Generic Monster
 
  
Target Data for action
+
 
0x016e/0x00 - Attacker/Self ID? (this data for charging attacks?)
+
8016e42c
0x016f/0x01 - Skillset of Last Attack Used
+
 
0x0170/0x02 - Last Attack Used ID (Currently Charging/performing action?)(half)
+
8016d9ca
0x0172/ox04 - Calculator Type Ability ID
+
 
0x0174/0x06 - Calculator Multiplier Ability ID
+
80172258 - target current action pointer
0x0176/0x08 - Used Item/Equip ID?
+
 
0x0178/0x0a - reaction ID?
+
80172660
0x05 - Tile-Specific Ability?
+
 
0x06 - Target-Specific Ability?
+
 
0x0179/0x0b - Target ID?
+
801739c8 -  
0x017a/0x0c - X target panel coordinate (half)
+
 
0x017c/0x0e - half - Target map level  (half)
+
80173b00 -  
0x017e/0x10 - Y target panel coordinate (half
+
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
 
 
 
 
0x0180/0x12 - death on chocobo?
+
80174048 - pointer to start of AI data / skillset
0x0181/0x13 -  
+
8017404c - Action menu byte list for skillsets
0x80 -
+
 
0x40 -  
+
80174102 -  
0x20 -
+
 
0x10 - Stepping Stone
+
80174144 - Table for [[Skillset Loading]]: jump locations for each Action Menu type. 4 bytes each.
0x08 -
+
  0x00 (0x80174144): Default
0x04 -
+
  0x04 (0x80174148): Item
0x02 -
+
  0x08 (0x8017414C): Throw
0x01 - Walkable
+
  0x0C (0x80174150): Math Skill
0x0182/0x14: Mount Info <span id="Mount Info"></span>
+
  0x10 (0x80174154): Elemental
0x80 - Riding A Unit
+
  0x14 (0x80174158): Blank
0x40 - Being Ridden
+
  0x18 (0x8017415C): Monster
0x20 -
+
  0x1C (0x80174160): Draw Out
0x1f - ID of unit Riding/Being ridden by this unit
+
  0x20 (0x80174164): Attack
0x0183 - Dealing with unit's ability to appear in battle?
+
  0x24 (0x80174168): Jump
(FF if unit can't exist?)
+
  0x28 (0x8017416C): Charge
(01 if unit exists, 00 if not (but later can?)?)
+
 
0x80 - Was active, but is now disabled?
+
80174174 - 001829a8
0x02 - Unit will be removed from party? (no longer exists, treas/cryst?)
+
0x0184: Equipped Flags?
+
 
0x80 -  
+
80178f9c -
0x40 -  
+
 
0x20 -  
+
801792b8 -  
0x10 -  
+
 
0x08 - Sword Equipped
+
80179828 - some pointer (word)
0x04 - Materia Blade Equipped
+
 
0x02 -  
+
 
0x01 -  
+
+
8018f500 - Pointers to some routine used while spreading AoE of Move.
  0x0185 -  
+
            0x00 - 801754d0 [[Spread_Move_to_East_Preset]]
  0x0186 - Character's turn if 01, otherwise 00 - able to use move/act/wait menu
+
            0x04 - 801754f4 [[Spread_Move_to_North_Preset]]
  0x0187 - Movement Taken
+
            0x08 - 8017551c [[Spread_Move_to_West_Preset]]
0x01 - Movement taken
+
            0x0c - 80175540 [[Spread_Move_to_South_Preset]]
0x00 - has not moved yet
+
  0x0188 - Action Taken
+
8018f518 - In between turn control variable
0x01 - action taken
+
0x00 - next clocktick
0x00 - has not acted yet
+
0x01 - dead processing, next turn processing
  0x0189 -  
+
0x02 - ability CT decrement
0x80 -  
+
  0x03 - Post ability ability CT setting
0x40 -  
+
  0x04 - status CT decrement
0x20 -  
+
0x05 - set AI CT data?
0x10 -  
+
  0x06 - ??
0x08 -  
+
0x07 - blank
0x04 - target learning ability?
+
0x08 - blank
0x02 - Target hit by ability?
+
  0x09 - find highest CT
0x01 - Turn ended (set to 01 when reacting)
+
0x0a - after setting characters turn active (validate units turn)
0x018a - Unit ID (without "Unit Exists" check)
+
0x0b - blank
  0x018b - Ability CT
+
  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)
  
CURRENT ACTION DATA [[CURRENT_ACTION_DATA|dedicated page here]] <span id="Current Action Data"></span>
+
  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 -
  
0x018c/0x00 - Hit Flag
+
8018f510 - Set to 1 when reachable tile are set in [[00174b8c_-_00174df4]]
0x00 - Miss
+
8018f514 - Active unit ID (when 8018f510 is set to 1) - stored as a word (?)
0x01 - Hit
+
 
0x018d/0x01 - Critical Hit Flag
+
8018f7f0 - No. Tiles moved  (movement page?)
0x018e/0x02 - Evade Type
+
- Per tile, includes facing/walking direction to destination
0x00 - Hit
+
 
0x01 - Guarded (Accessory) / Evaded (Accessory)
+
  8018f86d - current units movement supports
0x02 - Evaded (Right Hand Item)
+
0x80 - fly
0x03 - Evaded (Left Hand Item)
+
  0x40 - float
0x04 - Arrow Guard? / Evaded (Class Evade)
+
  0x20 - walk on water
0x05 - Nullified
+
  0x10 - move in water
0x06 - Miss
+
  0x08 - teleport (1 and 2)
0x07 - Catch? / [[Force_Attack_Miss|Attack forced to miss]] (Status infliction denied) / Float+Earth element / Finger Guard / Maintenance
+
  0x04 -  
0x08 - Canceled by status (death, petrify, wall) [[Set_some_data_for_current_attack]]  (override previous values)
+
  0x02 - silent walk
0x09 - Reflected?
+
  0x01 -  
0x0a - Golem
+
  0x00 - default
0x0b - Blade Grasp?
+
  0x018f/0x03 - ID of the Item to remove (break/use/steal)
+
8018f89c -  
  0x0190/0x04 - HP Damage
+
 
  0x0192/0x06 - HP Recovery
+
8018f8a4 - ID of found item for move-find item (word)
  0x0194/0x08 - MP Damage
+
0x00 Item ID
  0x0196/0x0a - MP Recovery
+
8018f8a8 - Move-Find Item/trap flags
  0x0198/0x0c - Gil Stolen/Lost
+
  0x00 - activation type
  0x019a/0x0e - Reaction ID
+
0x02 - found trap
  0x019c/0x10 - Special Flags 1
+
0x01 - found item
0x80 - +1 Level
+
0x00 - none?
0x40 - Switch Team
+
0x01 - Trap Setting or number of trap activated
0x20 - Poached
+
0x00 - Degenerator
0x10 - Steal Item
+
0x01 - Deathtrap
0x08 - Stole targets item? - Katana not broken overrides others flag : [[Draw_out_routine_dealing_with_experience_gain|here]])
+
0x02 - Sleeping Gas
0x04 - Break Item
+
0x03 - Steel Needle
0x02 - Malboro (moldball virus)
+
  0x02 - Rare Item
0x01 - Golem
+
0x03 - Common Item
  0x019d/0x11 - Special Flags 2
+
 
0x80 - Reducing Golem Amount?
+
 
0x40 - Knockback
+
8018f8b0 - "Can mimic Table" / 1 byte per Unit 0x15 entries (in battle data order while looping)
0x20 -  
+
            Set to 0x01 if Unit is a mime and 0x8019389d = 0x01  [[In_between_turn_control_routine]] check variable 0x0d and 0x0e sections
0x10 - Katana broken
+
            if 01 allows mimic setting
0x08 - Weakness?
+
 
0x04 - Absorption?
+
8018f8c5 - end
0x02 - Proc is Triggered - Enabled here [[Conditional_Status_Proc_Roll_(19%25)_Inner_Routine]]
+
-0x0738
0x01 - -1 Level
+
8018f8c8 - Acting Unit ID (word)
  0x019e/0x12 - SP Change
+
 
0x80 - Bonus Flag
+
80193d48 - Pointers for Action menu in routine : [[AI Ability Data Setting]]  <span id="AI_Ability_Data_Setting_JumpAdr"></span>
0x019f/0x13 - CT Change
+
        0x00 - 801959d4 - Item Inventory
0xFF = "Quick"
+
        0x04 - 80195a30 - Weapon Iventory
0x7F = "CT0"
+
        0x08 - 80195bcc - Arithmeticks
0x80 - Bonus Flag
+
        0x0c - 80195c00 - Elements
    0x01a0/0x14 - PA Change
+
        0x10 - 80195c00 - Blank
0x80 - Bonus Flag
+
        0x14 - 80195c00 - Monster
0x01a1/0x15 - MA Change
+
        0x18 - 80195a24 - Katana inventory
0x80 - Bonus Flag
+
        0x1c - 80195944 - Attack
    0x01a2/0x16 - Brave Change
+
        0x20 - 80195a90 - Jump
0x80 - Bonus Flag
+
        0x24 - 80195ba0 - Charge
    0x01a3/0x17 - Faith Change
+
0x80 - Bonus Flag
+
80193d98: Jump Adress for AI routine [[Calculate_Physical%3F_Target]] 6 words long
0x01a4/0x18 - Status Change?
+
 
0x80 - animate on miss
+
 
0x02 - ("Guarded"?)
+
 
0x01 - Failed status infliction? ("Missed!")
+
 
0x01a5/0x19 - Remove Equipment
+
80192dda -  
0x80 - Remove Helmet
+
 
0x40 - Remove Armor
+
80192dd8 - Moveable/Targetable Panel Grid (By rows of X panels, 0x10 in each row)
0x20 - Remove Accessory
+
  0x00 - AoE of panels to highlight (1 only highlights panel, 2 highlights AoE 1 panels, etc.)
0x10 - Remove Right Hand Weapon
+
0x01 - set to 01 when panel is green (targeted with ability) - used as a stack in [[Select_Random_Tile_For_Random_Fire_Abilities]]
0x08 - Remove Right Hand Shield
+
0x02 - Unit Number (battle) of unit standing on panel?
0x04 - Remove Left Hand Weapon
+
0x03 -
0x02 - Remove Left Hand Shield
+
0x04 - Obstructed (set to 0xff if panel is obstructed)/ Not reachable?
0x01 -  
+
801937d8 - Movable Unit Grid (0x10 Entries) - 0x05 Bytes (pretty much the same as Panel grid)
0x01a6/0x1a - Stolen Item ID
+
ENTD math?
0x01a7/0x1b - Attack's Status Infliction 1
+
80193844 - Sum of enemy levels (when loaded; doesn't factor in level ups)
0x80 -  
+
80193920 - Highest enemy level (when loaded; doesn't factor in level ups)
0x40 - Crystal
+
 
0x20 - Dead
+
 
0x10 - Undead
+
Current executing ability data
0x08 - Charging
+
80193860 - ? (set to 0 if an item is used on undead) - Host 1st set of canceled statuses (routine 0018b9f8called from pre formula set up)
0x04 - Jump
+
80193861 - 2nd set of canceled statuses
0x02 - Defending
+
80193862 - 3rd set of canceled statuses
0x01 - Performing
+
80193863 - 4th set of canceled statuses
0x01a8/0x1c - Attack's Status Infliction 2
+
80193864 - 5th set of canceled statuses
0x80 - Petrify
+
 
0x40 - Invite
+
80193868 - Targets hit by ability (0x10 bytes; amount of non-FF data is counted,
0x20 - Darkness
+
  and the data c/p to misc. unit data, 0x18e)
0x10 - Confusion
+
0x0f long
0x08 - Silence
+
0x04 - Blood Suck
+
80193877 - End of target list
0x02 - Cursed
+
80193878 - Targets Hit Counter
0x01 - Treasure
+
8019387c
  0x01a9/0x1d - Attack's Status Infliction 3
+
 
0x80 - Oil
+
80193881 - start of some panel data (0x03 bytes each)
0x40 - Float
+
 
0x20 - Reraise
+
80193898
0x10 - Transparent
+
 
0x08 - Berserk
+
Current Ability Data
0x04 - Chicken
+
8019389c - Attacker's Facing (byte)
0x02 - Frog
+
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]]
0x01 - Critical
+
8019389e - Attacker's RH Weapon
0x01aa/0x1e - Attack's Status Infliction 4
+
8019389f - Attacker's LH Weapon
0x80 - Poison
+
801938a0 - Attacker's Team
0x40 - Regen
+
 
0x20 - Protect
+
801938a2 - X Distance between Attacker/Target (halfword)
0x10 - Shell
+
801938a4 - Y Distance between Attacker/Target (halfword)
0x08 - Haste
+
801938a6 - Attacker/Self ID
0x04 - Slow
+
801938a7 - Used Skillset ID
0x02 - Stop
+
801938a8 - Used Ability ID
0x01 - Wall
+
801938aa - Calculator Type ID
0x01ab/0x1f - Attack's Status Infliction 5
+
801938ac - Calculator Multiplier ID
0x80 - Faith
+
801938ae - Used Item/Equip ID
0x40 - Innocent
+
801938af - (0x177)
0x20 - Charm
+
801938b0 - Reaction ID?/flags
0x10 - Sleep
+
801938b1 - Target ID?
  0x08 - Don't Move
+
801938b2 - Target X
0x04 - Don't Act
+
801938b4 - Target Map Level
0x02 - Reflect
+
801938b6 - Target Y
0x01 - Death Sentence
+
801938b8 - (0x180)
0x01ac/0x20 - Attack's Status Removal 1
+
801938b9 - (0x181) stepping stone flags?
0x80 -  
+
801938ba - Mount Info
0x40 - Crystal
+
801938bb -  
0x20 - Dead
+
801938bc - (word) Learn on hit?  Hamedo Byte (set to 1 if hamedoing) - tells you to skip original attack
0x10 - Undead
+
 
0x08 - Charging
+
 
0x04 - Jump
+
801938c0 - Attacker Unit ID
0x02 - Defending
+
801938c1 - Target Unit ID
0x01 - Performing
+
801938c2 - #Hits
0x01ad/0x21 - Attack's Status Removal 2
+
801938c3 - Strike Counter
0x80 - Petrify
+
801938c4 - Primary Weapon ID (Also used for used item/weapon ID for Weapon Inventory)
0x40 - Invite
+
801938c5 - Secondary Weapon ID
0x20 - Darkness
+
801938c6 - Reaction ID (half)
0x10 - Confusion
+
also set to 0x01 if reaction is occurring, then later set with ability ID
0x08 - Silence
+
801938c8 - ? (Deals with elemental nullification)/poach (post action thing? used in reaction routine too) (half)
0x04 - Blood Suck
+
0x01 - perform reaction?
0x02 - Cursed
+
0x01 - Treasure
+
801938ca - Target new X Coordinate
0x01ae/0x22 - Attack's Status Removal 3
+
801938cb - Target new Y coordinate
0x80 - Oil
+
801938cc - target new elevation
0x40 - Float
+
801938cd - Caster Tile Type
0x20 - Reraise
+
801938ce - XA
0x10 - Transparent
+
801938d0 - YA
0x08 - Berserk
+
801938d2 - Defender's Effective Faith
0x04 - Chicken
+
801938d3 - Attacker's Effective Faith (set to 100 after checking faith)
0x02 - Frog
+
801938d4 - Used Ability's Skillset
0x01 - Critical
+
 
0x01af/0x23 - Attack's Status Removal 4
+
801938d6 - Used Ability ID?
0x80 - Poison
+
801938d8 - Used Weapon ID
0x40 - Regen
+
801938d9 - ? (01 = two-hands is in use?)
0x20 - Protect
+
801938da - Proc ID
0x10 - Shell
+
801938db - Used Item ID
0x08 - Haste
+
801938dc - Base Hit
0x04 - Slow
+
 
0x02 - Stop
+
801938de - Accessory Evade
0x01 - Wall
+
801938df - RH Evade
0x01b0/0x24 - Attack's Status Removal 5
+
801938e0 - LH Evade
0x80 - Faith
+
801938e1 - Class Evade
0x40 - Innocent
+
801938e2 - Facing Modifier (00 Front, 01 Side, 02 Back)
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
+
  801938e4 - Charge's Power?
  80192d90 - Target Current Action Data Pointer
+
  801938e5 - Ability Formula?
  80192d94 - Attacker's Data Pointer
+
  801938e6 - Undead Reverse flag (So far, met only in [[0E_Dmg_(Y)%25_Hit_F(MA%2BX)%25_100%25_Status_Hide_Status|Formula 0E]] free to be used anywhere else ?)
  80192d98 - Target Data Pointer
+
  801938e7 - Earned Experience
 
+
801938e8 - Can earn EXP?
  80192d9c - Reaction ID
+
  801938e9 - defaults to weapon attack? (default to attack flag?)
+
0x01 - default to weapon attack?
 
+
0x00 - don't default
  80192da0 - Copy of Acting Unit's Current Action Data? 0x2c long
+
  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
  80193848 - (Data from 0x16e-0x182 of Unit Data)
+
  801938ec - able to knock back? (checked in knockback calculation) / Target Counter
8019385c - end of above data
+
801938ed - can poach?/fall damage flags?
 
+
0x80 - Fall damage not calculated
  Related to Map Data
+
        0xX2 - Ignore Fall Damage (Flying Unit)
  80192dcc - X coordinate of target
+
        0xX1 - Take Fall Damage (non-flying units, flying
  80192dd0 - Y coordinate of target
+
  801938ee - Fall Distance (divide by 2 for tiles fallen)
  80192dd4 - map level of target
+
  801938ef - post-action target ID? (used in knockback 2)
 
+
  801938f0 - Ability Range
  80192dda -  
+
  801938f1 - Ability Effect Area
 
+
801938f2 - Ability Vertical
80192dd8 - Moveable/Targetable Panel Grid (By rows of X panels, 0x10 in each row)
+
  801938f3 - Ability Flags 1
  0x00 - AoE of panels to highlight (1 only highlights panel, 2 highlights AoE 1 panels, etc.)
+
0x80 -
  0x01 - set to 01 when panel is green (targeted with ability) - used as a stack in [[Select_Random_Tile_For_Random_Fire_Abilities]]
+
0x40 -
  0x02 - Unit Number (battle) of unit standing on panel?
+
0x20 - Ranged Weapon
  0x03 -
+
0x10 - Vertical Fixed
  0x04 - Obstructed (set to 0xff if panel is obstructed)/ Not reachable?
+
0x08 - Vertical Tolerence
 
+
0x04 - Weapon Strike
ENTD math?
+
0x02 - Auto
80193844 - Sum of enemy levels (when loaded; doesn't factor in level ups)
+
  0x01 - Can't Target Self
  80193920 - Highest enemy level (when loaded; doesn't factor in level ups)
+
801938f4 - Ability Flags 2
 
+
  0x80 - Can't Hit Enemies
 
+
0x40 - Can't Hit Allies
Current executing ability data
+
0x20 -  
  80193860 - ? (set to 0 if an item is used on undead) - Host 1st set of canceled statuses (routine 0018b9f8called from pre formula set up)
+
  0x10 - Can't Follow Target
80193861 - 2nd set of canceled statuses
+
  0x08 - Random Fire
80193862 - 3rd set of canceled statuses
+
  0x04 - Linear Attack
  80193863 - 4th set of canceled statuses
+
0x02 - 3 Directions
80193864 - 5th set of canceled statuses
+
0x01 - Can't Hit Caster
 
+
  801938f5 - Ability Flags 3
80193868 - Targets hit by ability (0x10 bytes; amount of non-FF data is counted,
+
0x80 - Reflectable
and the data c/p to misc. unit data, 0x18e)
+
0x40 - Math Skill
  0x0f long
+
0x20 - Affected By Silence
 
+
0x10 - Can't Mimic
  80193877 - End of target list
+
0x08 - Normal Attack?
  80193878 - Targets Hit Counter
+
0x04 - Persevere
  8019387c
+
0x02 - Quote
 
+
0x01 - Animate on Miss
  80193881 - start of some panel data (0x03 bytes each)
+
  801938f6 - Ability Flags 4
 
+
0x80 - Counter Flood
  80193898
+
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
  
  Current Ability Data
+
  801938ff: Weapon Characteristics
8019389c - Attacker's Facing (byte)
+
0x80 - Striking
8019389d - (set to 1 when setting the weapon IDs) action performed byte?
+
0x40 - Lunging
8019389e - Attacker's RH Weapon
+
0x20 - Direct
8019389f - Attacker's LH Weapon
+
0x10 - Arc Attack
801938a0 - Attacker's Team
+
0x08 - 2 Swordable
 +
0x04 - 2h enabled
 +
0x02 - Cast Spell (disabled, with formula 02), or inflict status (enabled)?
 +
0x01 - Forced 2h
  
  801938a2 - X Distance between Attacker/Target (halfword)
+
  80193900 - Weapon Formula
801938a4 - Y Distance between Attacker/Target (halfword)
+
  80193901 -  
801938a6 - Attacker/Self ID
+
  80193902 - WP
801938a7 - Used Skillset ID
+
  80193903 - W-Evade
  801938a8 - Used Ability ID
+
  80193904 - Weapon's Element
  801938aa - Calculator Type ID
+
  80193905 - Inflict Status/Cast Spell Index
  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
 
  
 +
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
  
  801938c0 - Attacker Unit ID
+
  During movement?
801938c1 - Target Unit ID
+
  80193910 - Move find item data 1
  801938c2 - #Hits
+
0x00 - coordinates (XY)
801938c3 - Strike Counter
+
0x01 - Trap Flags/activation
801938c4 - Primary Weapon ID (Also used for used item/weapon ID for Weapon Inventory)
+
  0x20 - always trap
801938c5 - Secondary Weapon ID
+
  0x10 - disable trap
801938c6 - Reaction ID (half)
+
0x03 - steel needle
also set to 0x01 if reaction is occurring, then later set with ability ID
+
0x02 - sleeping gas
801938c8 - ? (Deals with elemental nullification)/poach (post action thing? used in reaction routine too) (half)
+
0x01 - deathtrap
  0x01 - perform reaction?
+
0x00 - degenerator
 
+
0x02 - Rare Item
801938ca - Target new X Coordinate
+
0x03 - Common Item
801938cb - Target new Y coordinate
+
  Move find item data 2
801938cc - target new elevation
+
  Move find item data 3
801938cd - Caster Tile Type
+
  Move find item data 4
801938ce - XA
+
 
801938d0 - YA
+
  80193924 - Unit AI Extended Status Data (16 total, 0x40 bytes each)
801938d2 - Defender's Effective Faith
+
0x00 - Unit ID
801938d3 - Attacker's Effective Faith (set to 100 after checking faith)
+
0x01 - Death Counter
801938d4 - Used Ability's Skillset
+
0x02 - Death Sentence CT?
 
+
0x03 - Current Statuses 1
801938d6 - Used Ability ID?
+
0x04 - Current Statuses 2
801938d8 - Used Weapon ID
+
0x05 - Current Statuses 3
801938d9 - ? (01 = two-hands is in use?)
+
0x06 - Current Statuses 4
801938da - Proc ID
+
0x07 - Current Statuses 5
801938db - Used Item ID
+
0x08 - Poison CT
801938dc - Base Hit
+
0x09 - Regen CT
 
+
0x0a - Protect CT
801938de - Accessory Evade
+
0x0b - Shell CT
801938df - RH Evade
+
0x0c - Haste CT
801938e0 - LH Evade
+
  0x0d - Slow CT
  801938e1 - Class Evade
+
  0x0e - Stop CT
801938e2 - Facing Modifier (00 Front, 01 Side, 02 Back)
+
  0x0f - Wall CT
 
+
  0x10 - Faith CT
801938e4 - Charge's Power?
+
  0x11 - Innocent CT
801938e5 - Ability Formula?
+
  0x12 - Charm CT
801938e6 - Undead Reverse flag (So far, met only in [[0E_Dmg_(Y)%25_Hit_F(MA%2BX)%25_100%25_Status_Hide_Status|Formula 0E]] free to be used anywhere else ?)
+
  0x13 - Sleep CT
801938e7 - Earned Experience
+
  0x14 - Don't Move CT
801938e8 - Can earn EXP?
+
  0x15 - Don't Act CT
801938e9 - defaults to weapon attack? (default to attack flag?)
+
  0x16 - Reflect CT
0x01 - default to weapon attack?
+
  0x17 - Death Sentence CT
0x00 - don't default
+
  0x18 - ENTD Flags
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 ?)
+
  0x19 - Faith
801938eb - MP Used
+
  0x1a - Turn Flag?
801938ec - able to knock back? (checked in knockback calculation) / Target Counter
+
  0x1b - HP
801938ed - can poach?/fall damage flags?
+
 
0x80 - Fall damage not calculated
+
  0x1e - MP
        0xX2 - Ignore Fall Damage (Flying Unit)
+
0x20 - Current Ability CT
        0xX1 - Take Fall Damage (non-flying units, flying
+
  0x21 - Base PA
801938ee - Fall Distance (divide by 2 for tiles fallen)
+
  0x22 - Base MA
801938ef - post-action target ID? (used in knockback 2)
+
  0x23 - Base SP
801938f0 - Ability Range
+
  0x24 - PA
801938f1 - Ability Effect Area
+
  0x25 - MA
801938f2 - Ability Vertical
+
  0x26 - SP
801938f3 - Ability Flags 1
+
  0x27 - CT
  0x80 -  
+
  0x28 - X Coordinate
  0x40 -  
+
0x29 - Y Coordinate
  0x20 - Ranged Weapon
+
  0x2a - Map Flags (Map Level, Facing, etc.)
  0x10 - Vertical Fixed
+
  0x2b - Turn Flag?
  0x08 - Vertical Tolerence
+
  0x2c - Unit Moved Flag?
  0x04 - Weapon Strike
+
  0x2d - Unit Acted Flag?
  0x02 - Auto
+
  0x2e - (0x1b8 in unit data)
  0x01 - Can't Target Self
+
  0x2f - Main Target ID?
801938f4 - Ability Flags 2
+
  0x30 - Modified ENTD Flags
  0x80 - Can't Hit Enemies
+
  0x31 - Inflicted Statuses 1
  0x40 - Can't Hit Allies
+
0x32 - Inflicted Statuses 2
  0x20 -  
+
  0x33 - Inflicted Statuses 3
  0x10 - Can't Follow Target
+
  0x34 - Inflicted Statuses 4
  0x08 - Random Fire
+
  0x35 - Inflicted Statuses 5
  0x04 - Linear Attack
+
  0x36 - Helmet
  0x02 - 3 Directions
+
  0x37 - Armor
  0x01 - Can't Hit Caster
+
  0x38 - Accessory
801938f5 - Ability Flags 3
+
  0x39 - Right Hand Weapon
  0x80 - Reflectable
+
  0x3a - Right Hand Shield
  0x40 - Math Skill
+
0x3b - Left Hand Weapon
  0x20 - Affected By Silence
+
0x3c - Left Hand Shield
  0x10 - Can't Mimic
+
0x3d - Brave
  0x08 - Normal Attack?
+
0x3e - Mount Info
  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
+
  80193d24 - Attacker's AI Data
  0x80 - Striking
+
0x00 - Facing
  0x40 - Lunging
+
0x01 - (set to 1 when setting the weapon IDs)
  0x20 - Direct
+
0x02 - RH Weapon
  0x10 - Arc Attack
+
  0x03 - LH Weapon
  0x08 - 2 Swordable
+
  0x04 - Team
  0x04 - 2h enabled
+
  0x05 -  
  0x02 - Cast Spell (disabled, with formula 02), or inflict status (enabled)?
+
  0x06 - X Distance between Attacker/Target
  0x01 - Forced 2h
+
  0x08 - Y Distance between Attacker/Target
 
+
0x0a - Attacker/Self ID
80193900 - Weapon Formula
+
  0x0b - Used Skillset ID
80193901 -  
+
0x0c - Used Ability ID
80193902 - WP
+
0x0e - Calculator Type ID
80193903 - W-Evade
+
0x10 - Calculator Multiplier ID
  80193904 - Weapon's Element
+
  0x12 - Used Item/Equip ID
  80193905 - Inflict Status/Cast Spell Index
+
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
  
  80193906 - Status Infliction Type
+
  80193aec - Player unit information (0x40 long for 5 units?)
0x80 - All or Nothing
+
  0x0000 - Poison CT
0x40 - Random
+
  0x0001 - Regen CT
  0x20 - Separate
+
  0x0002 - Protect CT
  0x10 - Cancel
+
  0x0003 - Shell CT
  0x08 -  
+
  0x0004 - Haste CT
  0x04 -  
+
  0x0005 - Slow CT
  0x02 -  
+
  0x0006 - Stop CT
  0x01 -  
+
  0x0007 - Wall CT
80193907 - Status Set 1
+
  0x0008 - Faith CT
  0x80 -  
+
  0x0009 - Innocent CT
  0x40 - Crystal
+
  0x000a - Charm CT
  0x20 - Dead
+
  0x000b - Sleep CT
  0x10 - Undead
+
  0x000c - Don't Move CT
  0x08 - Charging
+
  0x000d - Don't Act CT
  0x04 - Jump
+
  0x000e - Reflect CT
  0x02 - Defending
+
  0x000f - Death Sentence CT
  0x01 - Performing
+
  0x0010 - Units Current Faith (not original)
80193908 - Status Set 2
+
  0x0011 - Unit CT
  0x80 - Petrify
+
  0x0012 - Units HP
  0x40 - Invite
+
  0x0013 - Units HP (2nd Byte)
  0x20 - Darkness
+
 
  0x10 - Confusion
+
  0x0019 - Original PA
  0x08 - Silence
+
  0x001a - Original MA
  0x04 - Blood Suck
+
  0x001b - Original Speed
0x02 - Cursed
+
  0x001c - Current MA?
0x01 - Treasure
+
  0x001d - Current Spd
80193909 - Status Set 3
+
  0x001e - byte 0x39 in unit data... other CT byte?
  0x80 - Oil
+
  0x001f - X Coordinate
  0x40 - Float
+
  0x0020 - Y Coordinate
  0x20 - Reraise
+
  0x0021 - Higher Elevation, facing direction?
  0x10 - Transparent
+
  0x0022 - Movement taken flag
  0x08 - Berserk
+
  0x0023 - action taken flag    (perhaps double as "Able to Move/Act")
  0x04 - Chicken
+
  0x0024 - Main Target ID
  0x02 - Frog
+
  0x0025 - Copy of 0x0006 in unit data, team/ENTD/Immortal flags (Current Action Data)
  0x01 - Critical
+
  0x0026 - Inflicted statii (factors in random/seperate/etc. and accuracy) (Current Action Data)
8019390a - Status Set 4
+
0x0027 - Byte 2 ^^
  0x80 - Poison
+
0x0028 - Byte 3 ^^
  0x40 - Regen
+
0x0029 - Byte 4 ^^
  0x20 - Protect
+
0x002a - 2d - Last bytes of unit data?? (list may have gotten out of order)
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?
+
( Routine (0x0019ab44) starts loading THIS data into UNIT data.... wtF?)
80193910 - Move find item data 1
+
0x002e - Equipped body
  0x00 - coordinates (XY)
+
  0x002f - equipped accessory
  0x01 - Trap Flags/activation
+
  0x0030 - equipped right hand weapon
0x20 - always trap
+
0x0031 - equipped right hand shield
0x10 - disable trap
+
0x0032 - equipped left hand weapon
0x03 - steel needle
+
0x0033 - equipped left hand shield
0x02 - sleeping gas
+
0x01 - deathtrap
+
 
0x00 - degenerator
+
80193b2c - Unit 2
0x02 - Rare Item
+
80193b6c - unit 3
0x03 - Common Item
+
80193bac - unit 4
  Move find item data 2
+
80193bec - unit 5
  Move find item data 3
+
80193c2c - ??
  Move find item data 4
 
  
  80193924 - Unit AI Extended Status Data (16 total, 0x40 bytes each)
+
  Table of Offsets from 0x193D48-E4F
0x00 - Unit ID
+
801959D4 (Throw Item)
0x01 - Death Counter
+
80195A30 (Something to do with moving?)
0x02 - Death Sentence CT?
+
80195BBC (?)
0x03 - Current Statuses 1
+
80195C00 (?)
0x04 - Current Statuses 2
+
80195A24 (?)
0x05 - Current Statuses 3
+
80195944 (?)
0x06 - Current Statuses 4
+
80195A90 (CTR calculation for spells)
0x07 - Current Statuses 5
+
80195BA0 (?)
0x08 - Poison CT
+
80198578 (?)
0x09 - Regen CT
+
801985F8 (?)
0x0a - Protect CT
+
8019870C (Checks r2 for 1 or -1 at beginning, ELSE, proceed to bottom routines...stuff for positive or negative status, maybe?)
0x0b - Shell CT
+
80198748 (?)
0x0c - Haste CT
+
80198788 (?...very similar to above...one's for damage, the other healing?)
0x0d - Slow CT
+
801987C0 (?...very similar to above...this one's for pseudo-status?)
0x0e - Stop CT
+
801986A0 (Goes into routine 0x19870C but inputs different variables)
0x0f - Wall CT
+
801992E8 (Blood Suck)
0x10 - Faith CT
+
80199240 (All routines that go to the same place as Blood Suck...telling the AI know unit is KO'd?)
0x11 - Innocent CT
+
80199288 (Check something?  Increment r18 by 1 to check 21 times.)
0x12 - Charm CT
+
801992FC (AI Routine for crystal/treasure?)
0x13 - Sleep CT
+
801992A0 (More routines that go to the same place as Blood Suck)
0x14 - Don't Move CT
+
80199214 (Check something different? Increment r18 by 1 to check 21 times.)
0x15 - Don't Act CT
+
8019B0B8 (?)
0x16 - Reflect CT
+
8019B100 (?...very similar to above...again, there's a check for -1 that voids the routine)
0x17 - Death Sentence CT
+
8019B160 (?...very similar to above...again, there's a check for -1 that voids the routine)
0x18 - ENTD Flags
+
8019B1CC (?)
0x19 - Faith
+
8019B240 (?)
0x1a - Turn Flag?
+
8019B2C0 (?)
0x1b - HP
+
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?)
0x1e - MP
+
8019B094 (The second check of 0x19B068)
0x20 - Current Ability CT
+
8019D8EC (Multiplies X? with r4 for CT?)
0x21 - Base PA
+
8019D91C (AI on CT effects like slow/stop and sleep/don't move/don't act)
0x22 - Base MA
+
8019D8F8 (Multiplies Y? with r4 for CT?)
0x23 - Base SP
+
8019D978 (CT effects' AI)
0x24 - PA
+
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?)
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
+
Status Priority Values (19f308)
0x00 - Facing
+
  Values are interpreted as curHP%, thus, each status is +/- effective curHP.
0x01 - (set to 1 when setting the weapon IDs)
+
    0x01: Statuses 1
0x02 - RH Weapon
+
        0x80 -                          0% (0000)
0x03 - LH Weapon
+
        0x40 - Crystal                  -150% -c0(ff40)
0x04 - Team
+
        0x20 - Dead                    -150% -c0(ff40)
0x05 -  
+
        0x10 - Undead                  -30.5% -27(ffd9)
0x06 - X Distance between Attacker/Target
+
        0x08 - Charging                0% (0000)
0x08 - Y Distance between Attacker/Target
+
        0x04 - Jump                    0% (0000)
0x0a - Attacker/Self ID
+
        0x02 - Defending                0% (0000)
0x0b - Used Skillset ID
+
        0x01 - Performing              0% (0000)
0x0c - Used Ability ID
+
    0x02: Statuses 2
0x0e - Calculator Type ID
+
        0x80 - Petrify                  -90.6% -74(ff8c)
0x10 - Calculator Multiplier ID
+
        0x40 - Invite                  -180.4% -e7(ff19)
0x12 - Used Item/Equip ID
+
        0x20 - Darkness                -50% [-40(ffc0) * Evadable abilities] + 3 / 4
0x13 - (0x177)
+
        0x10 - Confusion                -50% -40(ffc0) (+1 / 4 if slow/stop/sleep/don't move/act/)
0x14 - Reaction ID?/flags
+
        0x08 - Silence                  -70.3% [-5a(ffa6) * Silence abilities] + 3 / 4
0x15 - Target ID?
+
        0x04 - Blood Suck              -90.6% -74(ff8c) (+1 / 4 if slow/stop/sleep/don't move/act/)
0x16 - Target X
+
        0x02 - Cursed                  0%(0000)
0x17 -  
+
        0x01 - Treasure                -150% -c0(ff40)
0x18 - Target Map Level
+
    0x03: Statuses 3
0x19 -  
+
        0x80 - Oil                      -5.5% -7(fff9)
0x1a - Target Y
+
        0x40 - Float                    9.4% c(000c)
0x1b -  
+
        0x20 - Reraise                  39.8% 33(0033)
0x1c - (0x181) stepping stone flags?
+
        0x10 - Transparent              29.7% 26(0026)
0x1d - Mount Info
+
        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)
  80193d44 - Acting Unit's Used Ability ID
+
 
+
  8019f3c0 - Unit AI Extended Status Data Pointer
  80193d98 - AI Targeting? Code Pointers
+
  8019f3c4 - Start of AI data
 
+
*AI Ability Use Data (0x14 total?)*
  80193aec - Player unit information (0x40 long for 5 units?)
+
  0x0000 - Skillset
  0x0000 - Poison CT
+
  0x0001 - CT
  0x0001 - Regen CT
+
  0x0002 - Ability ID
  0x0002 - Protect CT
+
  0x0004 - Range
0x0003 - Shell CT
+
  0x0005 - AoE
  0x0004 - Haste CT
+
  0x0006 - Item Considered (Destroyed/Stolen/Used)
  0x0005 - Slow CT
+
  0x0007 - Status Infliction 1
  0x0006 - Stop CT
+
  0x0008 - Status Infliction 2
  0x0007 - Wall CT
+
  0x0009 - Status Infliction 3
  0x0008 - Faith CT
+
  0x000a - Status Infliction 4
  0x0009 - Innocent CT
+
  0x000b - Status Infliction 5
  0x000a - Charm CT
+
  0x000c - AI Behavior Flags 1
  0x000b - Sleep CT
+
0x80 - HP
  0x000c - Don't Move CT
+
0x40 - MP
  0x000d - Don't Act CT
+
0x20 - Cancel Status
0x000e - Reflect CT
+
0x10 - Add Status
0x000f - Death Sentence CT
+
0x08 - Stats
0x0010 - Units Current Faith (not original)
+
0x04 - Unequip
  0x0011 - Unit CT
+
0x02 - Target Enemies
0x0012 - Units HP
+
0x01 - Target Allies
0x0013 - Units HP (2nd Byte)
+
  0x000d - AI Behavior Flags 2
 
+
0x80 - Ignore Range?
0x0019 - Original PA
+
0x40 - Reflectable
0x001a - Original MA
+
0x20 - Undead Reverse
0x001b - Original Speed
+
0x10 - Follow Target?
  0x001c - Current MA?
+
0x08 - Random Hits
0x001d - Current Spd
+
0x04 - Faith
0x001e - byte 0x39 in unit data... other CT byte?
+
0x02 - Evadeable
0x001f - X Coordinate
+
0x01 - Silence (on = affected by silence)
0x0020 - Y Coordinate
+
  0x000e - AI Behavior Flags 3
0x0021 - Higher Elevation, facing direction?
+
0x80 - Arc Attack?
0x0022 - Movement taken flag
+
0x40 - Direct Attack
0x0023 - action taken flag    (perhaps double as "Able to Move/Act")
+
0x20 - Linear Attack
0x0024 - Main Target ID
+
0x10 - Vertical Increase (default off)
0x0025 - Copy of 0x0006 in unit data, team/ENTD/Immortal flags (Current Action Data)
+
0x08 - Triple Attack
  0x0026 - Inflicted statii (factors in random/seperate/etc. and accuracy) (Current Action Data)
+
0x04 - Triple Bracelet
  0x0027 - Byte 2 ^^
+
0x02 - Magic Defense UP
  0x0028 - Byte 3 ^^
+
0x01 - Defense UP
  0x0029 - Byte 4 ^^
+
  0x000f - AI Behavior Flags 4?
  0x002a - 2d - Last bytes of unit data?? (list may have gotten out of order)
+
0x80 - Usable by AI?
 
+
0x40 - Cannot Target Enemy?
  ( Routine (0x0019ab44) starts loading THIS data into UNIT data.... wtF?)
+
0x20 - Cannot Target Ally?
  0x002e - Equipped body
+
0x10 -  
  0x002f - equipped accessory
+
0x08 - Requires Monster Skill?
  0x0030 - equipped right hand weapon
+
0x04 - Weapon-Range? (physical/weapon attacks)
  0x0031 - equipped right hand shield
+
0x02 - (raise/wall/Wave fist/dash/accumulate)
  0x0032 - equipped left hand weapon
+
0x01 - Evade with Motion
  0x0033 - equipped left hand shield
+
  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
  
80193b2c - Unit 2
+
0xf3ea/0x0026 -  
80193b6c - unit 3
+
0x05 - ability that uses weapon/physical animation
80193bac - unit 4
+
0x06 - ability that uses a target-specific animation
80193bec - unit 5
+
0xf3eb/0x0027 - Target ID?
80193c2c - ??
+
0xf3ec/0x0028 - Target X
 +
 
 +
0xf3ee/0x002a - Target Map Level
 +
 
 +
0xf3f0/0x002c - Target Y
  
Table of Offsets from 0x193D48-E4F
+
0xf3f4/0x0030 - Mount Info
801959D4 (Throw Item)
+
0xf3f5/0x0031 - Base Hit%
80195A30 (Something to do with moving?)
+
0xf3f6/0x0032 - (halfword) - set to 0 after setting AI extended status
80195BBC (?)
+
0xf3f8/0x0034 - ??
80195C00 (?)
+
0xf3f9/0x0035 - ??
80195A24 (?)
+
80195944 (?)
+
0x0050 -
80195A90 (CTR calculation for spells)
+
0x0054
80195BA0 (?)
+
80198578 (?)
+
0x0000/0x0082 - set to 1 if ability is affect MP but not target enemy
801985F8 (?)
+
8019870C (Checks r2 for 1 or -1 at beginning, ELSE, proceed to bottom routines...stuff for positive or negative status, maybe?)
+
0xf468/0x00a4 - Start of some data
80198748 (?)
+
80198788 (?...very similar to above...one's for damage, the other healing?)
+
0x????/0x0100 - ?? some flag?
801987C0 (?...very similar to above...this one's for pseudo-status?)
+
801986A0 (Goes into routine 0x19870C but inputs different variables)
+
0x????/0x0148 - Start of some data
801992E8 (Blood Suck)
+
80199240 (All routines that go to the same place as Blood Suck...telling the AI know unit is KO'd?)
+
0x????/0x01ec - ability MP cost list? (0x51 bytes, 0xff marks end of list)
80199288 (Check something?  Increment r18 by 1 to check 21 times.)
+
801992FC (AI Routine for crystal/treasure?)
+
0x????/0x0200 - Golem Amounts
801992A0 (More routines that go to the same place as Blood Suck)
+
0x00 - Blue Team
80199214 (Check something different? Increment r18 by 1 to check 21 times.)
+
0x01 - Red Team
8019B0B8 (?)
+
0x02 - Light Blue Team
8019B100 (?...very similar to above...again, there's a check for -1 that voids the routine)
+
0x03 - Green Team
8019B160 (?...very similar to above...again, there's a check for -1 that voids the routine)
+
 
8019B1CC (?)
+
0xf5f4/0x0230 - ? list (list from 0xe3c, 8 bytes)
8019B240 (?)
+
0xf5f0/0x022c - AI Calculation Types?
8019B2C0 (?)
+
                        0 skips Reaction calculations (Attack Phase?)
8019B068 (?...leads into 0x190B8 but with 2 extra checks, with a check for -1 that voids the 80routine)
+
0xf5f4/0x0230 - ? list (list from 0xe3c, 8 bytes)
8019AF74 (?...leads into previous routine but loads a random number...something to do with decision making?)
+
0xf5fc/0x0238 - set to 1 when moving Acting Unit data to AI (word)
8019B094 (The second check of 0x19B068)
+
                        0 = Attack Phase?
8019D8EC (Multiplies X? with r4 for CT?)
+
                        2 skips storing MP after subtracting MP used in 0x0017da20
8019D91C (AI on CT effects like slow/stop and sleep/don't move/don't act)
+
                        != 0 skips formulas 1e and 1f random hits calculation
8019D8F8 (Multiplies Y? with r4 for CT?)
+
 
8019D978 (CT effects' AI)
+
0x????/0x23e - action menu byte?
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?)
+
 +
  /0x290 -
  
Status Priority Values (19f308)
+
0xf750/0x038c - Graphical Data?
Values are interpreted as curHP%, thus, each status is +/- effective curHP.
+
    0x01: Statuses 1
+
  0x4e4 - trap settings?
        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
 
  
8019f3ac - pointer to start of skillset/AI data (8019f3c4)
+
      /0x04ec - unit has weapon bytes? (check routine at 80182f34)
 +
 
 +
  0x0a74 - data based on unit ID (0x48 bytes each)
 
 
 
 
8019f3c0 - Unit AI Extended Status Data Pointer
+
0x0031/0x0c6d - set to 0 if 0xffff returned from 0x1971b8
8019f3c4 - Start of AI data
+
0x0032/0x0c6e - set to 1 if able to move to target? (cleared when main target ID is set?
*AI Ability Use Data (0x14 total?)*
+
  0x0036/0x0c72 - set to 0 if 801a0d7b != 0, else set to 1
  0x0000 - Skillset
+
  0x0038/0x0c74 - X Coordinate
  0x0001 - CT
+
  0x0039/0x0c75 - Map Level
  0x0002 - Ability ID
+
  0x003a/0x0c76 - Y Coordinate
0x0004 - Range
+
  0x003b/0x0c77 - ? (set to 0 when getting X/Y)
  0x0005 - AoE
+
  0x003c/0x0c78 - Active Unit List? (0x15 long)
  0x0006 - Item Considered (Destroyed/Stolen/Used)
+
  0x0051/0x0c8d - Targetable Unit List (0x15 long, initialized targetable)
  0x0007 - Status Infliction 1
+
 
  0x0008 - Status Infliction 2
+
  0x0065/0x0ca1 -  
  0x0009 - Status Infliction 3
+
 
  0x000a - Status Infliction 4
+
  0x0078/0x0cb4 - (word)
0x000b - Status Infliction 5
+
  0x40000000 - enabled after setting some targetability flags / Disabled if Acting unit has [Allied Target] or [Death Sentence]
  0x000c - AI Behavior Flags 1
+
  0x20000000 - set if ability ID = holy water???
  0x80 - HP
+
  0x01000000 - (enabled after setting AI Targeting Data)
0x40 - MP
+
 
0x20 - Cancel Status
+
0x007c/0x0cb8 - (halfword)
0x10 - Add Status
+
  0x007e/0x0cba - (checked against FF)(byte) (set to 0xFF based on skillset = 0, 2?
0x08 - Stats
+
  0x0082/0x0cbe - (set to 0 after checking AI move list stuff)
0x04 - Unequip
+
                        (set to 1 if MP/Target Enemies isn't enabled)
0x02 - Target Enemies
+
 
  0x01 - Target Allies
+
  0x0000/0x0cc4 - list of words determined by 0x01f1 in AI data
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
 
 
 
 
 
 
+
  0x0082/0x???? - set to 1 if ability has MP or target enemies flagged
0x0014 - (set to 1 after setting AI Targeting Flags)
+
 
+
0x0098/0x0cd4 - List of Unit AI/Action? Data (0x14 bytes - 16 Units)
0x0018 - Acting Unit's X Coordinate
+
0x00 - Attacker/Self? ID
0x0019 - Acting Unit's Map Level
+
0x01 - Last Attack Skillset
0x001a - Acting Unit's Y Coordinate
+
0x02 - Last Attack ID
0x001b - ? (set to 0 when getting X/Y)
+
0x04 - Calculator Type ID
+
0x06 - Calculator Multiplier ID
0xf3df/0x001b - (set to 0 when initializing current unit's data)
+
0x08 - Used Item/Equip? ID
+
0x09 - (0x177 in unit data)
0xf3e0/0x001c/0x00 - Acting Unit's ID
+
0x0a - (0x178)
0xf3e1/0x001d/0x01 - Skillset of Last Attack
+
0x0b - Target ID?
0xf3e2/0x001e/0x02 - Last Attack Used ID
+
0x0c - Target X
  0xf3e4/0x0020/0x04 - Calculator Type Ability ID
+
0x0d - (0x17b)
  0xf3e6/0x0022/0x06 - Calculator Multiplier Ability ID
+
0x0e - Map Level Flag
  0xf3e8/0x0024/0x08 - Item Destroyed/Stolen ID
+
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
  
  0xf3ea/0x0026 -  
+
  0x01f1/0x0e2d - cleared after setting main target ID
0x05 - ability that uses weapon/physical animation
+
0x01f2/0x0e2e - Acting Unit's ID
0x06 - ability that uses a target-specific animation
+
  /0x0e2f - Acting units ID?
  0xf3eb/0x0027 - Target ID?
+
0x01f3/0x0e3e - Acting Unit's Battle ID
  0xf3ec/0x0028 - Target X
+
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
  
  0xf3ee/0x002a - Target Map Level
+
  0x0213/0x0e4f - Remaining Clockticks
 
+
  0x0214/0x0e50 - Unit AI Status Data Pointer (16 total, 8 bytes each)
  0xf3f0/0x002c - Target Y
+
0x00 - Unit ID
 
+
0x01 - Death Counter
0xf3f4/0x0030 - Mount Info
+
0x02 - Death Sentence CT
0xf3f5/0x0031 - Base Hit%
+
0x03 - Current Statuses 1
0xf3f6/0x0032 - (halfword) - set to 0 after setting AI extended status
+
0x04 - Current Statuses 2
0xf3f8/0x0034 - ??
+
0x05 - Current Statuses 3
0xf3f9/0x0035 - ??
+
0x06 - Current Statuses 4
 +
0x07 - Current Statuses 5
 
 
 
 
  0x0050 -  
+
  0x0294/0x0ed0 - current abiliity CT
  0x0054
+
  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 -
 
 
 
 
  0x0000/0x0082 - set to 1 if ability is affect MP but not target enemy
+
  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)
 +
 
 
 
 
0xf468/0x00a4 - Start of some data
+
 
 
 
 
  0x????/0x0100 - ?? some flag?
+
  0x0b34/0x1770 - Hardcoded AI-Status abilities
+
0x00 - C8 - Blood Suck
0x????/0x0148 - Start of some data
+
0x01 - 00 (Target ID stored here shifted by 0x0a)
+
0x????/0x01ec - ability MP cost list? (0x51 bytes, 0xff marks end of list)
+
  Frog
+
  0x02 - A7
  0x????/0x0200 - Golem Amounts
+
  0x03 - Usage Type = 0x84
  0x00 - Blue Team
+
  0x04 - 6F (frog attack?)
  0x01 - Red Team
+
  0x05 - 01
  0x02 - Light Blue Team
+
Berserk
  0x03 - Green Team
+
0x06 - A9
 
+
0x07 - Usage Type = 0x84
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)
+
  0x0b3c/0x1778 - Unit Weapon? Attack Data (16 entries, 8 bytes each)
0xf5fc/0x0238 - set to 1 when moving Acting Unit data to AI (word)
+
0x00 - Range
                        0 = Attack Phase?
+
0x01 - AI Behavior Flags 1
                        2 skips storing MP after subtracting MP used in 0x0017da20
+
0x80 - HP
                        != 0 skips formulas 1e and 1f random hits calculation
+
0x40 - MP
 
+
0x20 - Cancel Status
0x????/0x23e - action menu byte?
+
0x10 - Add Status
+
0x08 - Stats
  /0x290 -  
+
0x04 - Unequip
 
+
0x02 - Target Enemies
0xf750/0x038c - Graphical Data?
+
0x01 - Target Allies
+
0x02 - AI Behavior Flags 2
  0x4e4 - trap settings?
+
0x80 - Ignore Range?
 
+
0x40 - Reflectable
      /0x04ec - unit has weapon bytes? (check routine at 80182f34)
+
0x20 - Undead Reverse
 
+
0x10 - Follow Target?
  0x0a74 - data based on unit ID (0x48 bytes each)
+
0x08 - Random Hits
+
0x04 - Faith
0x0031/0x0c6d - set to 0 if 0xffff returned from 0x1971b8
+
0x02 - Evadeable
0x0032/0x0c6e - set to 1 if able to move to target? (cleared when main target ID is set?
+
0x01 - Silence (on = affected by silence)
0x0036/0x0c72 - set to 0 if 801a0d7b != 0, else set to 1
+
0x03 - AI Behavior Flags 3
0x0038/0x0c74 - X Coordinate
+
0x80 - Arc Attack?
0x0039/0x0c75 - Map Level
+
0x40 - Direct Attack
0x003a/0x0c76 - Y Coordinate
+
0x20 - Linear Attack
0x003b/0x0c77 - ? (set to 0 when getting X/Y)
+
0x10 - Vertical Increase (default off)
  0x003c/0x0c78 - Active Unit List? (0x15 long)
+
0x08 - Triple Attack
  0x0051/0x0c8d - Targetable Unit List (0x15 long, initialized targetable)
+
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)
 
 
 
 
  0x0065/0x0ca1 -  
+
  0x0000/0x1800 - word from AI + cc4 stored here
  
  0x0078/0x0cb4 - (word)
+
  0x0bdc/0x1818 - (byte)
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
+
  0x0bf0/0x182c - AI Decision Data? (16 bytes each, 21 total?)
0x01f2/0x0e2e - Acting Unit's ID
+
0x00 - X Location? (these 3 are for where the AI will stay around) - Target X if focusing a unit
  /0x0e2f - Acting units ID?
+
0x01 - Higher Elevation Flag?
0x01f3/0x0e3e - Acting Unit's Battle ID
+
0x02 - Y Location? - Target Y if focusing a unit
0x01f4/0x0e30 - Acting Unit's X Coordinate
+
0x03 - (set to 0 after finding usable abilities) (Set to 0 in [[Store_main_target_ID_and_focus_on_target_flag]] - Target found)
0x01f5/0x0e31 - Acting Unit's Map Level
+
0x04 - (0x167 in Unit's Data)
0x01f6/0x0e32 - Acting Unit's Y Coordinate
+
0x80 - Not dead/petrified/death sentenced Enemy unit (Unit without this flag are ignored)
0x01f7/0x0e33 - ? (set to 0 when getting X/Y)
+
0x40 - Focus on Target? (Auto flags this as well)
0x01f8/0x0e34 - Acting Unit's AI Decision Pointer
+
0x20 - Stay Near X/Y Location?
0x01fc/0x0e38 - Acting Unit's Move
+
0x10 - More Aggressive?
0x01fd/0x0e39 - Acting Unit's Team
+
0x08 - Coward-like? (0x19a1 value set to 0x11)
0x01fe/0x0e3a - Map Max X
+
0x04 - unit is jumping
0x01ff/0x0e3b - Map Max Y
+
0x02 - needs to be un-petrified
  0x0200/0x0e3c - Team Golem values(8 bytes)
+
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)  
 
 
 
 
  0x0000/0x0e44 - Status inflictions 1
+
  0x0d65/0x19a1 - ? (21 unit values?)
  0x0000/0x0e45 - Status inflictions 2
+
0x11 - (AI set to Coward? + Save CT/Protect self
  0x0000/0x0ef6 - Status inflictions 3
+
0x0e - (AI set to Target Unit + Aggressive?, and teams are different)
  0x0000/0x0ef7 - Status inflictions 4
+
0x0c - (AI set to Target Unit + Aggressive?, and teams are the same)
  0x0000/0x0ef8 - Status inflictions 5
+
 +
  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?
  
  0x0213/0x0e4f - Remaining Clockticks
+
  0x0d8b/0x19c7 - (byte)
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
+
  0x????/0x245c - List of tile data? (half each, 0x24 bytes for each map level, 0x48 total)
  0x0295/0x0ed1 - current status
+
0x8000 - Moveable panel?
  0x0296/0x0ed2 - inflicted status list 1
+
  0x801a0d8b
 
+
 
  0x0298/0x0ed4 -0x0298/0x0ed4 - Main AI Progress? (0-2, for 0x00193e50)(byte) set to 0x02 if ability fails?
+
 
  0x029a/0x0ed6 -  
+
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
 
 
 
 
0x0???/0x0ee0 - In between turn control variable
 
0x0???/0x0ee4 - Menu loading control variable?
 
0x0???/0x0ee8 - active unit ID?
 
0x02b2/0x0eee - AI Progress? (0-2, for 0x0019d37c)(byte)
 
  
0x02b4/0x0ef0 - Unit's Move List (0x4 bytes each, 0x22 abilities per unit, 16 units, 0x88 bytes per unit, 0x880 total)
+
  8019f5ac - word
0x00 - Ability/R/S/M/Item ID
+
 
0x01 -
+
  8019f5b0/0x01ec - Items used list/ MP list?
0x80 -
+
 
0x7c - Unit ID << 2
+
  0x23c
0x02 -
+
  8019f602/0x23e - ability CT?
0x01 - bit 8 of A/R/S/M ID
 
0x02 - Ability's Skillset
 
0x03 - Usage Type?
 
0x80 - Set if usable ability?
 
0x40 - Allies/Self Only
 
0x20 - Enemies Only
 
0x10 -
 
0x08 - Requires Monster Skill?
 
0x04 - Weapon-Range? (physical/weapon attacks)
 
0x02 - (raise/wall/Wave fist/dash/accumulate)
 
0x01 - Evade with Motion? (may mean fail)
 
 
 
 
 
0x0b34/0x1770 - Hardcoded AI-Status abilities
 
0x00 - C8 - Blood Suck
 
0x01 - 00 (Target ID stored here shifted by 0x0a)
 
 
Frog
 
0x02 - A7
 
0x03 - Usage Type = 0x84
 
0x04 - 6F (frog attack?)
 
0x05 - 01
 
Berserk
 
0x06 - A9
 
0x07 - Usage Type = 0x84
 
 
 
 
0x0b3c/0x1778 - Unit Weapon? Attack Data (16 entries, 8 bytes each)
 
0x00 - Range
 
0x01 - AI Behavior Flags 1
 
0x80 - HP
 
0x40 - MP
 
0x20 - Cancel Status
 
0x10 - Add Status
 
0x08 - Stats
 
0x04 - Unequip
 
0x02 - Target Enemies
 
0x01 - Target Allies
 
0x02 - AI Behavior Flags 2
 
0x80 - Ignore Range?
 
0x40 - Reflectable
 
0x20 - Undead Reverse
 
0x10 - Follow Target?
 
0x08 - Random Hits
 
0x04 - Faith
 
0x02 - Evadeable
 
0x01 - Silence (on = affected by silence)
 
0x03 - AI Behavior Flags 3
 
0x80 - Arc Attack?
 
0x40 - Direct Attack
 
0x20 - Linear Attack
 
0x10 - Vertical Increase (default off)
 
0x08 - Triple Attack
 
0x04 - Triple Bracelet
 
0x02 - Magic Defense UP
 
0x01 - Defense UP
 
0x04 - Weapon ID
 
0x05 - Elements
 
0x06 -
 
0x07 -
 
 
0x0bbc/0x17f8 - Acting Unit's Data Pointer
 
 
 
0x0bc3/0x17ff - (byte)
 
 
0x0000/0x1800 - word from AI + cc4 stored here
 
 
 
0x0bdc/0x1818 - (byte)
 
 
 
 
 
 
0x0bf0/0x182c - AI Decision Data? (16 bytes each, 21 total?)
 
0x00 - X Location? (these 3 are for where the AI will stay around) - Target X if focusing a unit
 
0x01 - Higher Elevation Flag?
 
0x02 - Y Location? - Target Y if focusing a unit
 
0x03 - (set to 0 after finding usable abilities) (Set to 0 in [[Store_main_target_ID_and_focus_on_target_flag]] - Target found)
 
0x04 - (0x167 in Unit's Data)
 
0x80 - Not dead/petrified/death sentenced Enemy unit (Unit without this flag are ignored)
 
0x40 - Focus on Target? (Auto flags this as well)
 
0x20 - Stay Near X/Y Location?
 
0x10 - More Aggressive?
 
0x08 - Coward-like? (0x19a1 value set to 0x11)
 
0x04 - unit is jumping
 
0x02 - needs to be un-petrified
 
0x01 - needs to be revived
 
0x05 - Main Target ID (Based on Unit ID)
 
0x06 - (0x169 ")AI Targeting Flags 1
 
0x80 -
 
0x40 -
 
0x20 -
 
0x10 -
 
0x08 - Charging?(disabled if Ability CT = FF)
 
0x04 - Unit has largest # of usable abilities?
 
0x02 - Has HP recovery on ally ability?
 
0x01 - has ability that's not direct or arcing attack?
 
0x07 - AI Targeting Flags
 
0x80 - Critical HP Unit (HP < 12.5% Max HP)
 
0x40 - Dead Unit with Reraise
 
0x20 - Dead Unit without Reraise
 
0x10 - Can't be targeted? (enabled if result from 0x196ce8 = 1)
 
0x08 - [Allied Target] - AI Panic mod : Enabled if Acting unit allies are all frog or critical or Acting unit has one ally left (AI Team only)
 
0x04 - Save CT/Protect self?
 
0x02 - Low MP Unit (MP < 50% Max MP)
 
0x01 - Low HP Unit (HP < 50% Max HP)
 
0x08 - Enemy Flag (set to 1 if Acting Unit's team is different)(0x16b ")
 
0x09 - Highest MP Cost
 
0x0a - Lowest MP Cost
 
(These have a value of 0-4, possibly for priorities)
 
0x0b - MP Using Ability Mod (# MP Using abilities * 4 / # abilities)
 
0x0c - Silence Blocking Mod (# silence ignoring abilities ")
 
0x0d - Evade Ignoring Mod (# evadeable (physical?) abilities ")
 
0x0e - Range of Lowest range ability (+ Unit Move)
 
0x0f - Range of Highest range ability (+ Unit Move)
 
 
 
 
 
0x0d50/0x198c - Unit's Battle ID (21 unit ID's; based on number of units; FF = not used)
 
 
0x0d65/0x19a1 - ? (21 unit values?)
 
0x11 - (AI set to Coward? + Save CT/Protect self
 
0x0e - (AI set to Target Unit + Aggressive?, and teams are different)
 
0x0c - (AI set to Target Unit + Aggressive?, and teams are the same)
 
 
0x0d7a/0x19b6 -  AI/Autobattle setting (0x1b8 in unit data)
 
0x0d7b/0x19b7 - (byte) - involved in skillset/ability usage calculations (able to act if = 0?)
 
0x0d7c/0x19b8 - # of random hits abilities*128 / number of usable abilities...
 
0x0d7d/0x19b9 - water movement flag
 
0x01 - normal movement capability
 
0x00 - move in water/walk on water/float
 
 
 
 
0x0d7e/0x19ba -  0 if base hit = FF (byte)
 
0x0d7f/0x19bb - Unit targetable flag? - Set to 0x01 when there is only one enemy left ([[Some_targetability_setting]])
 
0x0d80/0x19bc - (byte)set to 0 in section after initialization
 
0x0d81/0x19bd - AI Action Taken Flag?
 
0x0d82/0x19be -  AI Movement Taken Flag?
 
 
 
0x0d8b/0x19c7 - (byte)
 
 
0x????/0x245c - List of tile data? (half each, 0x24 bytes for each map level, 0x48 total)
 
0x8000 - Moveable panel?
 
0x801a0d8b
 
 
 
 
 
end of AI related?
 
 
 
80195cd0 - Thread array (WORLD.BIN) (Each thread data block is 0x400 = 1024 bytes, and includes its own stack); 17 entries total
 
    0x00 - Thread function parameter 1
 
    0x04 - Thread function parameter 2
 
    0x08 - Thread function parameter 3
 
    0x0c - ? (Set to 0 when thread is initialized)
 
    0x10 - 0x2c: Saved register values for this thread ($s0 - $s7)
 
    0x30 - 0x34: Kernal register values for this thread ($k0 - $k1)
 
    0x38 - Global pointer for this thread ($gp)
 
    0x3c - Stack pointer for this thread ($sp)
 
    0x40 - Frame pointer for this thread ($fp)
 
    0x44 - Address of first command for this thread to run upon being started or resumed ($ra)
 
    0x48 - IsRunning value (boolean; True (1) if thread is currently active/running, false (0) if not)
 
    0x4c - Task ID (Matches those listed in WaitForInstruction event command)
 
    0x50 - 0x68: ? (Set to 0 when thread is initialized)
 
    0x6c and beyond: Stack for this thread; ~900 bytes available
 
 
 
8019f358 - X/Y Mods (2 bytes each, 4 total)(for targeting? gets added to base values)
 
0x00 - X Mod
 
0x01 - Y Mod
 
 
 
0x00 - -1 Y
 
0x02 - -1 X
 
0x04 - +1 Y
 
0x06 - +1 X
 
 
 
0x8019f3c4 - Player's ability list menu data (if not AI.)
 
0x0000 - Ability ID (0x100 bytes long at max, if throw with maxed out weapon inv)
 
0x0001 - Ability Type flag (0x70 is ability, 0x38 is item, determines menu text.)
 
0x00a4 - MP cost/item stock (halfwords)
 
0x0148 - No. Turns to complete (halfwords)
 
0x01ec - MP cost/item stock (bytes)
 
0x023e - No. Turns to complete (bytes)
 
0x0290 - Silence/reflect flags
 
0x02e2 - No. Turns to complete (bytes)
 
0x0334 - No. Turns to complete (bytes)
 
0x06XX - skillset list
 
 
 
 
  8019f5ac - word
 
 
 
  8019f5b0/0x01ec - Items used list/ MP list?
 
 
 
  0x23c
 
  8019f602/0x23e - ability CT?
 
 
 
8019f654/0x0290 - Silence/reflect flags (related: if performance is checked here as well, the game won't set "No. turns to complete")
 
0x02 - affected by silence
 
0x01 - reflect
 
0x00 - none
 
 
 
8019f9b4 - [[Extra_Battle_Stats|Extra Battle Stats]]. (Used for saving/loading certain Battle Stats at certain times.)
 
 
 
DEDICATED EFFECTS RESEARCH NOTES PAGE NEEDED
 
801b48d0 - table of effect file start locations
 
 
801b53e8 - start of data (8 bytes each, by effect ID)
 
 
 
801b63e8 - Effect running state
 
    0 = Not running
 
    1 = Started
 
    (2 and 3 are intermediate steps between Started and Playing)    // set to 0x03 after getting palette data
 
    4 = Playing
 
   
 
801b63f0 - Ability Effect (2 bytes each, 0x1c6 total)
 
 
 
801b677c - Event & non-ability Effects (2 bytes each, 0x25 total)
 
 
 
801b84ac - table for [[Secondary effects by Charge Animation|secondary effect anims per 1st ability animation byte]]
 
 
 
801b8544 -
 
 
801b8874 - a gravity value? (0x53a)
 
801b8878 - "Gravity" Mod (0xa8000, constant? loaded with map?) (word)
 
            28 (X/Y Mod mult) * 12 (tile height mult) * 2048 = 0xa8000
 
            not really sure what it is exactly yet
 
 
801b8ba4 - Start of some data (0x54 bytes each, by effect ID)
 
0x00 - set to 0x03 when used?
 
 
 
801b8b60 - Acting Unit's ID (Word)
 
801b8b64 - Target's ID (Word)
 
801b8b68 - Attack's Current X (for checking targets)
 
801b8b6a - Attack's Current Map Level
 
801b8b6c - Attack's Current Y
 
801b8b70 - ArcTan Angle Mod (may be for other angle mods too)
 
801b8b74 - ??? Related to trajectory (see stored in arc weapon trajectory validation)
 
801b8b7c - Attack's X Mod Difference (Current X Mod - Previous X Mod)
 
801b8b80 - Attack's Z Mod Difference ()
 
801b8b84 - Attack's Y Mod Difference
 
801b8b88 - ??? Stored (not seen set) in arc weapon trajectory routine
 
801b8b8c - Attack's Current X Mod
 
801b8b8e - Attack's Current Z Mod
 
801b8b90 - Attack's Current Y Mod
 
801b8b94 - Target Tile's 0x06 byte's 0x10-0x40 flags stored as 0x01 0x02 0x04(on hitting a tile)
 
 
 
801b8b9c - (byte, start/part of chunk with 84 byte long sections?)
 
                (replaces 0x1b9134)
 
                (replaced by 0x1b9130)
 
 
 
801b8bc0 - used weapon ID? (Word)
 
 
 
 
 
801b8ba4 - set to 1 after storing data
 
 
 
801b9144 - Effect instruct. 0x6: pointer to arg. 2's file by ID? could have up to 0xe pointers
 
 
 
801b925c - Acting Unit's X/Y/Z Mods Pointer
 
        0x00/0x5c - X Mod
 
        0x02/0x5e - Z Mod (-Height)
 
        0x04/0x60 - Y Mod
 
 
 
801b9264 - Target's X/Y/Z Mods Pointer
 
        0x00/0x64 - X Mod
 
        0x02/0x66 - Z Mod (-Height)
 
        0x04/0x68 - Y Mod
 
 
 
801bbf3c - 3D Step Counter / 4 (number of passes needed for 3D attack?)
 
            (can also store 3D Distance / 512)
 
 
 
 
801bbf64 - check for different abilities
 
 
 
801c24c8 -
 
801c24d0 - loaded ability effect (half)
 
 
 
Loaded into RAM 0x1dc000 during battle setup
 
 
 
801b48d0 - Per effect ID, start of effect data; will be different from 0x801c2500 if the file has any assembly/extraneous data to accompany it
 
 
 
801b53e8 - List of data by Effect ID (0x08 bytes each, goes to 801b63e8)
 
0x04 - LBA value (word) [Blank effects get routed to E0511, 71150
 
0x08 - Byte length rounded up to the nearest multiple of 0x800
 
 
 
 
 
801b63e8 - Effect running state
 
    0 = Not running
 
    1 = Started
 
    (2 and 3 are intermediate steps between Started and Playing)    // set to 0x03 after getting palette data
 
    4 = Playing
 
 
 
801b67c8 - list of effect code instruction return addresses
 
001b67c8: 801a2238    0x00
 
001b67cc: 801a225c    0x01
 
001b67d0: 801a2280    0x02
 
001b67d4: 801a22f8    0x03
 
001b67d8: 801a236c    0x04
 
001b67dc: 801a2374    0x05
 
001b67e0: 801a23a8    0x06
 
001b67e4: 801a2414    0x07
 
001b67e8: 801a2488    0x08
 
001b67ec: 801a2524    0x09
 
001b67f0: 801a2560    0x0a
 
001b67f4: 801a259c    0x0b
 
001b67f8: 801a262c    0x0c
 
001b67fc: 801a2668    0x0d
 
001b6800: 801a26a4    0x0e
 
001b6804: 801a2734    0x0f
 
001b6808: 801a2770    0x10
 
001b680c: 801a27b0    0x11
 
001b6810: 801a2810    0x12
 
001b6814: 801a2870    0x13
 
001b6818: 801a28d4    0x14
 
001b681c: 801a2938    0x15
 
001b6820: 801a2998    0x16
 
001b6824: 801a29e0    0x17
 
001b6828: 801a2a2c    0x18
 
001b682c: 801a2a7c    0x19
 
001b6830: 801a2b18    0x1a
 
001b6834: 801a2b70    0x1b
 
001b6838: 801a2bc8    0x1c
 
001b683c: 801a2c28    0x1d
 
001b6840: 801a2c7c    0x1e
 
001b6844: 801a2cfc    0x1f
 
001b6848: 801a2d48    0x20
 
001b684c: 801a2d94    0x21
 
001b6850: 801a2de0    0x22
 
001b6854: 801a2e2c    0x23
 
001b6858: 801a2e78    0x24
 
001b685c: 801a2eb4    0x25
 
001b6860: 801a30ec    0x26
 
001b6864: 801a3148    0x27
 
001b6868: 801a3408    0x28
 
001b686c: 801a4838    0x29
 
001b6870: 801a4c44    0x2a
 
001b6874: 801a4c84    0x2b
 
001b6878: 801a4cc0    0x2c
 
001b687c: 801a4cd8    0x2d
 
001b6880 - 001b69a4: 801a2214    0x2e - 0x??
 
  
 +
8019f654/0x0290 - Silence/reflect flags (related: if performance is checked here as well, the game won't set "No. turns to complete")
 +
0x02 - affected by silence
 +
0x01 - reflect
 +
0x00 - none
  
 +
8019f9b4 - [[Extra_Battle_Stats|Extra Battle Stats]]. (Used for saving/loading certain Battle Stats at certain times.)
  
  801b69a8 - effect palette address
+
  801b48d0 - [[Effect Data]] Miscellaneous, partly scattered data and tables. starts at 801b48d0.
 
 
801b69cc - check this half! used in enormous determination routine
 
 
 
801b84dc - Table of Extra particle effect flags?
 
  AA BB CC DD
 
0x00 Nothing : 00 00 00 00
 
0x01 Bow Arrow : 08 00 00 01
 
0x02 Spell chrg : 00 00 00 04
 
0x03 X-bow Bolt : 08 00 00 14
 
0x04 Spell chrg : 00 01 00 04
 
0x05 Smn Chrg : 00 00 00 16
 
0x06 Throw Stone: 08 01 00 14
 
0x07 Glowing Tar: 00 00 00 02
 
0x08 Glowing Tar: 00 00 00 02
 
0x09 Falling far: 00 00 00 08
 
0x0a Reflect : 0c 02 00 12
 
0x0b Zodiac Poof: 00 00 00 11
 
0x0c Death Poof : 00 00 00 0f
 
0x0d Level Up : 00 00 00 0d
 
0x0e Venom trap : 00 00 00 0c
 
0x0f Splash : 00 00 00 09
 
0x10 Throw Item : ff ff 00 14
 
0x11 red orbs : 00 00 00 06
 
0x12 equip Break: 00 00 00 15
 
0x13 teleport : 00 00 00 13
 
0x14 Golem : 00 00 00 03
 
0x15 Erroneous? : 00 00 00 05
 
it's remarkable this isn't all hard coded, there's actually some wriggle room here if you know what you're doing.
 
AA - no idea, seems to have very little effect. it's only set on empty set particles, and reflect, which is never read from.
 
BB - for animation types 0x1 and 0x14, this is the model used for the projectile of the attack. ff is simply no model, or the item.bin graphic for the used weapon.
 
Model data can be found [[Secondary Effect 0x1b69dc Table]] here, 0x801b69dc is the model data of an arrow, 0x801b6d00 for a stone, 0x801b6f00 for the reflect barrier.
 
Not sure yet what spell charge is doing with a BB, but it is the only other instance of this being a non-0 value, and also the only other routine that reads the value.
 
CC - zero
 
DD - the actual function of the particles.
 
 
 
801b8900 - call addresses per secondary animation effect type [[Effect Related (0x1b47e0)]]
 
0x00 Nothing : 801b0fec
 
0x01 Arrow Arc : 801b0ffc
 
0x02 Glowing Tar: 801b153c
 
0x03 Golem : 801b1aec
 
0x04 Spell chrg : 801b1c04
 
0x05 Unsure : 801b27dc
 
0x06 Red Orbs  : 801b284c
 
0x07 Not Called : 801b2968
 
0x08 Falling Tar: 801b2970
 
0x09 Splash    : 801b2a88
 
0x0a Not Called : 801b2bfc
 
0x0b Not Called : 801b2c04
 
0x0c Venom Trap : 801b2c0c
 
0x0d Level Up : 801b2d28
 
0x0e Not Called : 801b2e60
 
0x0f Death Poof : 801b2e68
 
0x10 Not Called : 801b3118
 
0x11 Zodiac Poof: 801b3120
 
0x12 Reflect    : 801b33d4
 
0x13 teleport : 801b3820
 
0x14 Lin. Proj. : 801b3938
 
0x15 Equip Break: 801b40f8
 
0x16 Smn chrg  : 801b4234
 
 
801b895c
 
 
 
801b8a40 - first 0x10 bytes of first section of main motion data stored here
 
0x00
 
0x04
 
0x08
 
0x0c
 
 
 
801b8b9c - current effect target data (not in MISC/battle ID unit order; entries in order of unit being animated.) 0x54 bytes long per unit (up to 0x10 entries)
 
0x00 - previous effect target ID
 
0x01 - current effect target ID
 
0x02 - next effect target ID
 
0x03 - secondary effect's function byte
 
0x04 - Additional animation effects?
 
0x00 - nothing
 
0x01 - nothing
 
0x02 - spell charging spots and lines (if called incorrectly, will loop indefinitely)
 
0x03 - nothing
 
0x04 - spell charging spots and lines (ditto)
 
0x05 - Summon charge (if called incorrectly, will loop indefinitely)
 
0x06 - nothing
 
0x07 - an additional strike glow on target?
 
0x08 - an additional strike glow on target?
 
0x09 - landing from a height in sand
 
0x0a - reflect spiiiIIIiiIIiin
 
0x0b - green zodiac stone poof?
 
0x0c - death poof
 
0x0d - level up sparkles? job level up sparkles?
 
0x0e - triggering a venom trap
 
0x0f - landing in water
 
0x10 - nothing
 
0x11 - red focus orbs
 
0x12 - break equipment shatter particles
 
0x13 - teleport send-recieve
 
0x14 - golem block
 
0x06 - ability element, presented in awful format (none, fire, water, earth, wind, holy, dark, Ice, Lightning) and also its just a value, not bitflags. edits target palette?
 
0x08 - if prepared correctly, 0x01?
 
0x10 - Contains unit misc ID (and a bunch of unrelated stack.)
 
0x1a - X coordinate of target
 
0x1e - map level & Y coordinate of target
 
- if effect target ID 0x00 (null); stores centre tile of ability aoe instead?
 
0x24 - used weapon ID
 
0x28 - hit counter
 
0x50 - pointer to effect data in RAM (after loaded in)
 
 
 
 
801b9130 - previous effect target ID
 
801b9134 - current effect target ID
 
801b9138 - Next effect target ID
 
 
 
801bacc8 - start of on hit effect header
 
 
 
801baccc - GTE data
 
0x14 - X vector
 
0x18 - Y vector
 
0x1c - Z vector
 
 
 
801bad0c - effect coordinate data stored here
 
0x00 - Hit Counter
 
0x02 - Counter of found targets
 
0x04 - animate on miss flag (01 if animate on miss
 
0x06 - Target ID / X coordinate for animate on miss
 
0x07 - Type of attack
 
0x00 - normal hit
 
0x01 - critical hit
 
0x02 - reflected
 
0x03 - evaded
 
0x08 - map level of animate on miss
 
0x0a - Y coordinate
 
0x0c - some address (word) 0x800bdd24
 
0x0e - 00?
 
0x10 - next units Data
 
0x12 - next target ID
 
 
0x34 - acting unit data address
 
0x38 - acting unit ID? byte
 
 
 
0x40 - some address (8017ac40)
 
0x48 - some address (80026cec) something for GPU?
 
 
0x54 - pointer to start of misc data
 
 
0x74 - unit ID
 
0x78 - 801938ef - post action byte address
 
0x7c - units misc data pointer
 
 
801badca - X/Y Coordinate for effect?
 
801badcc - map level
 
801badce - X/Y?
 
 
801bade0
 
 
 
 
-4088
 
801bbf78 - start of frame data address
 
-4084
 
801bbf7c - 0x10 in effect data (coordinates?)
 
801bbf80 - effect palette address
 
801bbf84 - start of misc timed display? (effect misc. timing data + 0x8)
 
 
 
801bbf8c - parameter sets address (+ 0x04?)
 
 
 
801bbf90 - Is effect playing? 0 = false, 1 = true
 
            // used in effect control routine
 
 
 
801bc094 - Ptr. to effect's code scripts (relative to start of effect data.)
 
 
 
801bc0c8 - misc effect data address
 
801bc0cc - (while processing models/effects) pointer to polygons by depth table
 
 
 
 
 
 
 
0x1bc0d4 - set to 0 after storing data to 0x801bad0c
 
0x1bc0dc - 0x0a in sound effect data (word)
 
 
 
801bf000 - 2nd byte in header / 16 (shifted 0x04 right) 1 space to the right
 
 
 
801bf02c - Temp effect data table (0xf8 per phase?)
 
0x00 - Is effect playing(?)
 
0x06 - header counter
 
0x08 - Ptr. to effect code scripts
 
0x1c -
 
0x1e - 0x1, skip some step.
 
0x28 - timer
 
0x2c - when not 0, execute custom code in 0xd4?
 
0xd4 - ptr. to extra code for effect to execute
 
 
 
801bf21c - start of some data (temp effect data?)
 
0x00 -
 
 
 
801bf242 - skip effect routine if = 2?
 
0x1e - some counter (decremented)
 
 
 
801c00c8 - Copied/edited of effect parameter data in RAM. 0x24 bytes per parameter?
 
0x06 - Function flags for effect
 
0x01 - set when loading new frame. 0 otherwise.
 
0x02 - set on initialisation; Don't multiply motion vector by some matrix (describes camera rotation?)
 
0x04 - set on initialisation; Don't multiply rotation matrix by camera zoom. the other flags don't seem to be checked?
 
0x08 - special function half (for 0x83 function, 2nd byte is added)
 
// tbh don't think it's that. this is any extra XX XX offset appended to the parameter.
 
 
 
0x0a - 0x03 and 0x04 of starting 5 bytes (half)(for 0x83 function, 3rd byte is added)
 
// again, I don't think it's that. YY YY offset.
 
0x0c - screen XX XX of current frame? maybe XX velocity?
 
0x0e - screen YY YY of current frame? maybe YY velocity?
 
0x10 - screen ZZ ZZ of current frame? maybe ZZ velocity?
 
0x12 - angle between attacker and target
 
0x14 - current 3rd byte?
 
0x16 - Duration to hold frame
 
0x18 - pointer to current Parameter data in file
 
0x1c - parameter counter
 
0x1e - next frame byte? VRAM flag check?
 
0x1f - current frame
 
0x20 - pointer to temp effect SHP or palette data?
 
 
801c24d0 - Effect ID (During effect animation, or last played effect); sometimes set to 0x0c when no effect is playing    //Current ability Effect
 
801c24da - ? Changes during effect
 
 
 
END Effect data section
 

Latest revision as of 05:34, 25 December 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 - $s7)
   0x30 - 0x34: Kernel register values for this thread ($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 - Table for Skillset Loading: jump locations for each Action Menu type. 4 bytes each.
 0x00 (0x80174144): Default
 0x04 (0x80174148): Item
 0x08 (0x8017414C): Throw
 0x0C (0x80174150): Math Skill
 0x10 (0x80174154): Elemental
 0x14 (0x80174158): Blank
 0x18 (0x8017415C): Monster
 0x1C (0x80174160): Draw Out
 0x20 (0x80174164): Attack
 0x24 (0x80174168): Jump
 0x28 (0x8017416C): Charge
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.