Difference between revisions of "SCUS 942.21 Data Tables"

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== SCUS_942.21 Data ==
 
== SCUS_942.21 Data ==
 +
80010000 - RAM addresses for dedication
 +
            (see [[Routine Locations]]; where files are opened into.)
  
 +
== SUZUKI Music Data ==
 +
 +
80037880 - 80037B90 - Music Files
 +
80037B90 - End of Music Files
 +
 +
800370e0 - table, 0x0160 bytes per entry?
 +
--> [[Music related data]]
 +
music:
 +
-0x02:
 +
0x00: note flags 1
 +
  0x0400 - rest note?
 +
  0x0100 - hold note?
 +
  0x8000 - change instrument?
 +
  0x0800 - ?
 +
0x02: note flag 2
 +
  0x0002 - rest note?
 +
  0x0100 - dynamics/balance adjustment
 +
  0x0080 - note playing
 +
  0x0200 - ?
 +
0x04: note flags 3
 +
  0x0010 - attack time adjustment
 +
  0x0040 - sustain adjustment
 +
  0x0100 - sustain 2 adjustment
 +
  0x0004 - ?
 +
  0x0020 - ?
 +
  0x0080 - ?
 +
0x06: note flags 4
 +
  0x0008 - use default dynamic?
 +
0x16: SMD pointer
 +
0x1c: if loop, index to loop from
 +
0x2b: if loop, octave
 +
0x2c: instrument ID (sustain?)
 +
0x2d: ?
 +
0x2e: = 0x6a
 +
 +
0x30: pointer to WAVESET.WD?
 +
0x34: ?
 +
0x36: time signature bottom
 +
0x38: time signature top (in 192nds)
 +
0x3a: time signature bottom
 +
0x3c: time signature top (in 192nds)
 +
 +
0x54: ?
 +
0x58: ?
 +
0x5c: ?
 +
0x60: ?
 +
0x64: attack time
 +
0x66: ?
 +
0x68: sustain
 +
0x6a: = 0x2e
 +
0x6c: sustain 2
 +
 +
0x72: note length (from note)
 +
0x74: note length (from fermata)
 +
0x76: ?
 +
 +
0x7a: ?
 +
0x7b: note pitch
 +
0x7c: note pitch base?
 +
0x7e: octave (multiples of 0xc)
 +
 +
0x84:
 +
0x86:
 +
 +
0x92: left-right audio balance
 +
 +
0x98: dynamic
 +
 +
0xac: repeat count?
 +
onwards is looped per loop/repeat? table entry size 0xc
 +
0xb0:
 +
    0x00: remaining loop count
 +
0x01: ?
 +
0x02: current octave
 +
0x04: current SMD instr. pointer
 +
0x08: on coda; SMD instr. pointer
 +
 +
 +
== LIBSPU Sound Processing Unit Data ==
 +
 +
== LIBGTE Geometry Transformation Engine Data ==
  
 
  [[Sin_mod_Table|8002b0a4 - Sin Mods]] - Sin((1024-angle)/652)*4096 (~0x1f8 entries (or until 0x80002b8a4))
 
  [[Sin_mod_Table|8002b0a4 - Sin Mods]] - Sin((1024-angle)/652)*4096 (~0x1f8 entries (or until 0x80002b8a4))
Line 13: Line 96:
 
    
 
    
 
  [[ArcTan_mod_Table_(_0x8002fee8_)|8002fee8 - ArcTan Mod]] (0x401 entries, halfwords)
 
  [[ArcTan_mod_Table_(_0x8002fee8_)|8002fee8 - ArcTan Mod]] (0x401 entries, halfwords)
 +
 +
== LIBETC Callbacks Management Data ==
 +
 +
== LIBCD Basic CD-ROM & Streaming Data ==
 +
 +
Misc. address tables 80032a60
 +
80032a60 - 800370e0 (some kind of active animation table?)
 +
80032a64 - 8003f0bc
 +
80032a68 - 0004d810
 +
80032a6c - 00032950
 +
80032a70 - 0004d810
 +
80032a74 - 00032950
 +
80032a78 - address for controller button state to be stored; output of PAD_dr() - this address is loaded from 0x000074c4
 +
 +
== LIBC Standard GCC C Data ==
  
 
  [[Emulator & Hardware addresses]]
 
  [[Emulator & Hardware addresses]]
Line 52: Line 150:
 
  80032984 - DMA control
 
  80032984 - DMA control
  
  800329bc - global variables (unsure of length.) also has return address of Main() which is funny.
+
  800329bc - [[Global Variables]]
80032a5c - hardware timer 2 event descriptor. used often?
+
 
 +
== LIBGPU Basic Graphics ==
 +
 
 +
== LIBCARD Memory Card ==
 +
 
 +
== MURATA Main Program Data ==
  
 
  8004eaf4 - hardware file-to-load information
 
  8004eaf4 - hardware file-to-load information
Line 69: Line 172:
 
  0x1f - (unused) reserved for track number
 
  0x1f - (unused) reserved for track number
 
  0x20 - Location to store loaded file (often 0x01df000)
 
  0x20 - Location to store loaded file (often 0x01df000)
(end new page for)
 
 
Misc. address tables 80032a60
 
80032a60 - 800370e0 (some kind of active animation table?)
 
80032a64 - 8003f0bc
 
80032a68 - 0004d810
 
80032a6c - 00032950
 
80032a70 - 0004d810
 
80032a74 - 00032950
 
80032a78 - address for controller button state to be stored; output of PAD_dr() - this address is loaded from 0x000074c4
 
 
80037880 - 80037B90 - Music Files
 
80037B90 - End of Music Files
 
 
800370e0 - table, 0x0160 bytes per entry?
 
 
   
 
   
 
  800454d0 - ages for brave story
 
  800454d0 - ages for brave story
Line 138: Line 226:
 
  800459c4 - Hours
 
  800459c4 - Hours
  
[[Music related data]]
+
 
music:
 
-0x02:
 
0x00: note flags 1
 
  0x0400 - rest note?
 
  0x0100 - hold note?
 
  0x8000 - change instrument?
 
  0x0800 - ?
 
0x02: note flag 2
 
  0x0002 - rest note?
 
  0x0100 - dynamics/balance adjustment
 
  0x0080 - note playing
 
  0x0200 - ?
 
0x04: note flags 3
 
  0x0010 - attack time adjustment
 
  0x0040 - sustain adjustment
 
  0x0100 - sustain 2 adjustment
 
  0x0004 - ?
 
  0x0020 - ?
 
  0x0080 - ?
 
0x06: note flags 4
 
  0x0008 - use default dynamic?
 
0x16: SMD pointer
 
0x1c: if loop, index to loop from
 
0x2b: if loop, octave
 
0x2c: instrument ID (sustain?)
 
0x2d: ?
 
0x2e: = 0x6a
 
 
0x30: pointer to WAVESET.WD?
 
0x34: ?
 
0x36: time signature bottom
 
0x38: time signature top (in 192nds)
 
0x3a: time signature bottom
 
0x3c: time signature top (in 192nds)
 
 
0x54: ?
 
0x58: ?
 
0x5c: ?
 
0x60: ?
 
0x64: attack time
 
0x66: ?
 
0x68: sustain
 
0x6a: = 0x2e
 
0x6c: sustain 2
 
 
0x72: note length (from note)
 
0x74: note length (from fermata)
 
0x76: ?
 
 
0x7a: ?
 
0x7b: note pitch
 
0x7c: note pitch base?
 
0x7e: octave (multiples of 0xc)
 
 
0x84:
 
0x86:
 
 
0x92: left-right audio balance
 
 
0x98: dynamic
 
 
0xac: repeat count?
 
onwards is looped per loop/repeat? table entry size 0xc
 
0xb0:
 
    0x00: remaining loop count
 
0x01: ?
 
0x02: current octave
 
0x04: current SMD instr. pointer
 
0x08: on coda; SMD instr. pointer
 
(I have no idea where this data is decided to be placed, so you only get the struct for now. it's in SCUS though.)
 
  
 
[[Options Tables]]
 
[[Options Tables]]
Line 252: Line 270:
 
  8004a6c1 - start of event code
 
  8004a6c1 - start of event code
 
  8004c6c1 - end of event code
 
  8004c6c1 - end of event code
 +
 +
8004d954 - Special Portrait Unit ID (set by ATTACK.OUT)
 +
8004d9ac - Special Portrait WLDFACE ID (changing this during battle does nothing)
 +
  
 
  80051318 - Music Data (0x800 bytes?)
 
  80051318 - Music Data (0x800 bytes?)
Line 813: Line 835:
 
(end new page for)
 
(end new page for)
  
 +
= Item Data =
 
  80062eb8 - [[Item Data]]
 
  80062eb8 - [[Item Data]]
(new page for:)
+
80063ab8 - [[Weapon Secondary Data]] - exists for items 0x00 to 0x7F, inclusive on both ends.
0x00 - Palette
+
80063eb8 - [[Shield Secondary Data]] - exists for items 0x80 to 0x8F, inclusive on both ends.
0x01 - Sprite ID
+
80063ed8 - [[Helm/Armor Secondary Data]] - exists for items 0x90 to 0xCF, inclusive on both ends.
0x02 - Required Level (for random generation)
+
80063f58 - [[Accessory Secondary Data]] - exists for items 0xD0 to 0xEF, inclusive on both ends.
0x03: Type Flags
+
80063f98 - [[Item Secondary Data]] - exists for items 0xF0 to 0xFD, inclusive on both ends.
0x80 - Weapon
 
0x40 - Shield
 
0x20 - Headgear
 
0x10 - Armor
 
0x08 - Accessory
 
0x04 -  
 
0x02 - Rare
 
0x01 -
 
0x04 - Second Table ID
 
0x05: Item Type          <span id="Item Data 0x05"></span>
 
01 - Knife
 
02 - Ninja Blade
 
03 - Sword
 
04 - Knight Sword
 
05 - Katana
 
06 - Axe
 
07 - Rod
 
08 - Staff
 
09 - Flail
 
0a - Gun
 
0b - Crossbow
 
0c - Bow
 
0d - Instrument
 
0e - Book
 
0f - Polearm
 
10 - Pole
 
11 - Bag
 
12 - Cloth
 
13 - Shield
 
14 - Helmet
 
15 - Hat
 
16 - Hair Adornment
 
17 - Armor
 
18 - Clothing
 
19 - Robe
 
1a - Shoes
 
1b - Armguard
 
1c - Ring
 
1d - Armlet
 
1e - Cloak
 
1f - Perfume
 
20 - Throwing
 
21 - Bomb
 
22 - Item
 
0x06 - Unused Byte 1
 
0x07 - Item Attributes
 
0x08 - Price
 
0x0a - Shop Availability
 
0x00 - Blank
 
0x01 - Chapter 1 - Start
 
0x02 - Chapter 1 - Enter Igros
 
0x03 - Chapter 1 - Save Elmdor
 
0x04 - Chapter 1 - Kill Miluda
 
0x05 - Chapter 2 - Start
 
0x06 - Chapter 2 - Save Ovelia
 
0x07 - Chapter 2 - Meet Draclau
 
0x08 - Chapter 2 - Save Agrias
 
0x09 - Chapter 3 - Start
 
0x0A - Chapter 3 - Zalmo
 
0x0B - Chapter 3 - Meet Velius
 
0x0C - Chapter 3 - Save Rafa
 
0x0D - Chapter 4 - Start
 
0x0E - Chapter 4 - Bethla
 
0x0F - Chapter 4 - Kill Elmdor
 
0x10 - Chapter 4 - Kill Zalbag
 
0x0b - Unused Byte 2
 
  
80063ab8 - Weapon Secondary Data - exists for items 0x00 to 0x7F, inclusive on both ends.
 
0x00 - Range
 
0x01 - Attack Flags
 
0x80 - Striking
 
0x40 - Lunging
 
0x20 - Direct
 
0x10 - Arc
 
0x08 - 2 Swords
 
0x04 - 2 Hands
 
0x02 - Throwable
 
0x01 - Forced 2 Hands
 
0x02 - Formula
 
0x03 -
 
0x04 - Weapon Power
 
0x05 - Evade
 
0x06: Element
 
0x80 - Fire
 
0x40 - Lightning
 
0x20 - Ice
 
0x10 - Wind
 
0x08 - Earth
 
0x04 - Water
 
0x02 - Holy
 
0x01 - Dark
 
0x07 - Inflict Status/Cast Spell
 
 
80063eb8 - Shield Secondary Data - exists for items 0x80 to 0x8F, inclusive on both ends.
 
0x00 - Physical Evade
 
0x01 - Magical Evade
 
 
80063ed8 - Helm/Armor Secondary Data - exists for items 0x90 to 0xCF, inclusive on both ends.
 
0x00 - HP Bonus
 
0x01 - MP Bonus
 
 
80063f58 - Accessory Secondary Data - exists for items 0xD0 to 0xEF, inclusive on both ends.
 
0x00 - Physical Evade
 
0x01 - Magical Evade
 
 
80063f98 - Item Secondary Data - exists for items 0xF0 to 0xFD, inclusive on both ends.
 
0x00 - Formula
 
0x01 - Z value
 
0x02 - Inflict Status ID
 
 
800642c4 - [[Item Attribute|Item Attributes]]
 
0x00 - PA
 
0x01 - MA
 
0x02 - Speed
 
0x03 - Move
 
0x04 - Jump
 
0x05 - Innate Statuses 1
 
0x06 - Innate Statuses 2
 
0x07 - Innate Statuses 3
 
0x08 - Innate Statuses 4
 
0x09 - Innate Statuses 5
 
0x0a - Status Immunity 1
 
0x0b - Status Immunity 2
 
0x0c - Status Immunity 3
 
0x0d - Status Immunity 4
 
0x0e - Status Immunity 5
 
0x0f - Starting Status 1
 
0x10 - Starting Status 2
 
0x11 - Starting Status 3
 
0x12 - Starting Status 4
 
0x13 - Starting Status 5
 
0x14 - Absorbed Elements
 
0x15 - Nullified Elements
 
0x16 - Halved Elements
 
0x17 - Elemental Weakness
 
0x18 - Elements Strengthened
 
(end new page for)
 
  
 
  80063fc4 - [[Inflict Statuses]]
 
  80063fc4 - [[Inflict Statuses]]
Line 1,009: Line 896:
 
  02 - Reflect
 
  02 - Reflect
 
  01 - Death Sentence
 
  01 - Death Sentence
 +
 +
 +
800642c4 - [[Item Attribute|Item Attributes]]
 +
0x00 - PA
 +
0x01 - MA
 +
0x02 - Speed
 +
0x03 - Move
 +
0x04 - Jump
 +
0x05 - Innate Statuses 1
 +
0x06 - Innate Statuses 2
 +
0x07 - Innate Statuses 3
 +
0x08 - Innate Statuses 4
 +
0x09 - Innate Statuses 5
 +
0x0a - Status Immunity 1
 +
0x0b - Status Immunity 2
 +
0x0c - Status Immunity 3
 +
0x0d - Status Immunity 4
 +
0x0e - Status Immunity 5
 +
0x0f - Starting Status 1
 +
0x10 - Starting Status 2
 +
0x11 - Starting Status 3
 +
0x12 - Starting Status 4
 +
0x13 - Starting Status 5
 +
0x14 - Absorbed Elements
 +
0x15 - Nullified Elements
 +
0x16 - Halved Elements
 +
0x17 - Elemental Weakness
 +
0x18 - Elements Strengthened
  
 
  80065de4 - Status Effect data
 
  80065de4 - Status Effect data

Latest revision as of 09:00, 26 October 2024

SCUS_942.21 Routines

SCUS 942.21 Routines

SCUS_942.21 Data

80010000 - RAM addresses for dedication
            (see Routine Locations; where files are opened into.)

SUZUKI Music Data

80037880 - 80037B90 - Music Files
80037B90 - End of Music Files
800370e0 - table, 0x0160 bytes per entry?
--> Music related data
music:
-0x02:
0x00: note flags 1
  0x0400 - rest note?
  0x0100 - hold note?
  0x8000 - change instrument?
  0x0800 - ?
0x02: note flag 2
  0x0002 - rest note?
  0x0100 - dynamics/balance adjustment
  0x0080 - note playing
  0x0200 - ?
0x04: note flags 3
  0x0010 - attack time adjustment
  0x0040 - sustain adjustment
  0x0100 - sustain 2 adjustment
  0x0004 - ?
  0x0020 - ?
  0x0080 - ?
0x06: note flags 4
  0x0008 - use default dynamic?
0x16: SMD pointer
0x1c: if loop, index to loop from
0x2b: if loop, octave
0x2c: instrument ID (sustain?)
0x2d: ?
0x2e: = 0x6a

0x30: pointer to WAVESET.WD?
0x34: ?
0x36: time signature bottom
0x38: time signature top (in 192nds)
0x3a: time signature bottom
0x3c: time signature top (in 192nds)

0x54: ?
0x58: ? 
0x5c: ?
0x60: ?
0x64: attack time
0x66: ?
0x68: sustain
0x6a: = 0x2e
0x6c: sustain 2

0x72: note length (from note)
0x74: note length (from fermata)
0x76: ?

0x7a: ?
0x7b: note pitch
0x7c: note pitch base?
0x7e: octave (multiples of 0xc)

0x84:
0x86:

0x92: left-right audio balance

0x98: dynamic

0xac: repeat count?
onwards is looped per loop/repeat? table entry size 0xc
0xb0:
   0x00: remaining loop count

0x01: ? 0x02: current octave 0x04: current SMD instr. pointer 0x08: on coda; SMD instr. pointer


LIBSPU Sound Processing Unit Data

LIBGTE Geometry Transformation Engine Data

8002b0a4 - Sin Mods - Sin((1024-angle)/652)*4096 (~0x1f8 entries (or until 0x80002b8a4))
 
8002b8b8 - Square Root Mods (0xc0 entries, halfwords)
 
8002bee8 -  Words but used as 2 halfwords Cosinus(angle)*4096 and Sinus(angle)*4096 // One entry every 0.25 degrees from 0 to 360.
 
8002fee8 - ArcTan Mod (0x401 entries, halfwords)

LIBETC Callbacks Management Data

LIBCD Basic CD-ROM & Streaming Data

Misc. address tables 80032a60
80032a60 - 800370e0 (some kind of active animation table?)
80032a64 - 8003f0bc
80032a68 - 0004d810
80032a6c - 00032950
80032a70 - 0004d810
80032a74 - 00032950
80032a78 - address for controller button state to be stored; output of PAD_dr() - this address is loaded from 0x000074c4

LIBC Standard GCC C Data

Emulator & Hardware addresses
(New page for:)
800306ec - GPU Control Pointer
800306f0 - Horizontal Retrace Counter Pointer
800306f4 - Horizontal Retrace Counter Start? (gets subtracted from the counter)

80031b40 - cdreg0 address
80031b44 - cdreg1 address
80031b48 - cdreg2 address
80031b4c - cdreg3 address
80031b50 - hardware register address

80031b74 - hardware register address
80031b78 - hardware register address
80031b7c - hardware register address (address where address in RAM for file to be loaded to is stored)

80031b90 - starting address in RAM to load file to
80031b94 - current address in RAM to load file to

80031ba0 - counter for number of sections of file to load?
80031ba4 - ??
80031ba8 - First LBA Sector of file to load
80031bac - Current LBA Sector of file to load

80031bb4 - cdreg addresses... there are only 4 but for some reason they repeat like 8 times

80031c48 - hardware register addresses
80032962 - GP0 address
80032968 - GP1 address
8003296c - DMA2 0x0
80032970 - DMA2 0x4
80032974 - DMA2 0x8
80032978 - DMA6 0x0
8003297c - DMA6 0x4
80032980 - DMA6 0x8
80032984 - DMA control
800329bc - Global Variables

LIBGPU Basic Graphics

LIBCARD Memory Card

MURATA Main Program Data

8004eaf4 - hardware file-to-load information
	0x00 - zero?
	0x04 - File still to be loaded check
	0x08 - zero?
	0x0c - 
	0x10 - Number of sectors to load
	0x14 - LBA pointer to file
	0x18 - zero?
	0x1c - CdILoc Load From CD position
		0x1c - minutes
		0x1d - seconds
		0x1e - LBA sectors (1/75th of a second)
		0x1f - (unused) reserved for track number
	0x20 - Location to store loaded file (often 0x01df000)

800454d0 - ages for brave story
Event/Battle Controller Input: 0x80045944
   0x8000  Left
   0x4000  Down
   0x2000  Right
   0x1000  Up
   0x0800  Start
   0x0400  R3
   0x0200  L3
   0x0100  Select
   0x0080  Square
   0x0040  Cross (X)
   0x0020  Circle
   0x0010  Triangle
   0x0008  R1
   0x0004  L1
   0x0002  R2
   0x0001  L2
8004594c - copy of controller input
80045950 - copy of controller input

800577c0 - locks controller input
	0x0001 - L2
	0x0002 - R2
	0x0004 - L1
	0x0008 - L2
	0x0080 - Square
	0x0040 - X
	0x0020 - circle
	0x0010 - triangle
	0x0100 - Select
	0x0200 -
	0x0400 -
	0x0800 -
	0x1000 - Up
	0x2000 - Right
	0x4000 - Down
	0x8000 - Left
- (page for above?)
80045980 - Animation speed (word)
		set to 1 most of the time, 2 when attacking (type of display byte?)
8004594c
800459a0 - Unlabelled tables?
800459b8 - Milliseconds (also frame counter? max of 60 before Seconds ++)
800459bc - Seconds
800459c0 - Minutes
800459c4 - Hours


Options Tables (new page for:)

800473ac - Customized Options
	NOTE: each of the flags uses the next bit as well, but it's just to display
 	either "Customize" or "Initialize" (0 = Off, 1 = On, 2 = Custom, 3 = Initial)
	0x80000000 - 
	0x20000000 - Max Equip at Job Change
	0x08000000 - Target Flashing
	0x02000000 - Display Gained Exp/JP
	0x800000 - Show Unequipable Items
	0x400000 - Sound = Wide
	0x200000 - Sound = Stereo (both off = Mono)
	0x080000 - Show Effect Message
	0x020000 - Show Ability Name
	0x8000 - Navigation Message
	0x2000 - Message Speed = Slow (both off = Fast)
	0x1000 - Message Speed = Regular
	0x0c00 - Finger Cursor Repeat Speed = Slowest
	0x0a00 - Finger Cursor Repeat Speed = Slower
	0x0800 - Finger Cursor Repeat Speed = Slow
	0x0600 - Finger Cursor Repeat Speed = Regular
	0x0400 - Finger Cursor Repeat Speed = Fast
	0x0200 - Finger Cursor Repeat Speed = Faster
	0x0000 - Finger Cursor Repeat Speed = Fastest
	0x01c0 - (8 total CS on MH speeds?)
0xZ0 - Cursor speed on multiple heights
	0xc0 - Cursor Speed on Multiple Heights = Stop
	0x80 - Cursor Speed on Multiple Heights = Slow
	0x40 - Cursor Speed on Multiple Heights = Regular
	0x00 - Fast
0x0Z
	0x38 - (8 total cursor reset speeds?)
	0x10 - Cursor Repeat Speed = Slow
	0x08 - Cursor Repeat Speed = Regular (both off = Fast)
	0x07 - (8 total cursor movement types?)
	0x01 - Cursor Movement Type = B (off = A)
	
800473b0 - Default Options

(end new page for)

8004a6c1 - start of event code
8004c6c1 - end of event code
8004d954 - Special Portrait Unit ID (set by ATTACK.OUT) 
8004d9ac - Special Portrait WLDFACE ID (changing this during battle does nothing)


80051318 - Music Data (0x800 bytes?)
80056b18 - code pointers?
- (investigate?)
80057114
80057118 - unlabelled data points?

80057718 - Time played this session (increments every frame/millisecond)
8005771c - Map Data?
80057784 - Beginning of map command data
	Camera(+XXXXX,+ZZZZZ,+YYYYY,+ANGLE,+MAPRT,+CAMRT,+ZOOM%,+TIMER)
	0x00 - X Position
	0x04 - Z Position
	0x08 - Y Position
	0x0C - Angle
	0x10 - Map Rotation
	0x14 - Camera Rotation
	0x18 - Zoom
	0x1C - Timer

800577b8 - Event ID (used by Brave Story to load certain events)
800577cc - WORLD.BIN Player Data - gil, month, day, etc.
(new page for:)
800577cc - Gil

800577d4 - Month
800577d8 - Day

800577e0 - Current Location
	0x02 - Igros Castle
	0x06 - Gariland Magic City
	0x09 - Dorter Trade City
	0x0f - Fort Zeakden
	0x11 - Thieves Fort
	0x12 - Orbonne Monastery
	0x18 - Mandalia Plains
	0x19 - Fovoham Plains
	0x1a - Sweegy Woods
	0x1c - Zeklaus Desert
	0x1d - Lenalia Plateau
800577e4 - ENTD Data ID (ENTD to load)
800577e8 - Map ID
800577ec - Number of Teams
800577f0 - Battle Formation ID (for placement)

80057878 - Event Byte Counter? (maybe just text?)

80057884 - ID for "Person" pages in Brave Story?

800578a0 - Injured (Brave Story)
800578a4 - b - Casualties (Brave Story)

800578ac - Next Scenario? New Game?
800578B0 - Deep Dungeon list length (+1)

800578c0 - Town Background

800578d4 - Storyline Progression
800578d8 - Shop Item Availability (Variable progression value)

8005791E - Activation bytes	
		0x01		Activate the "Fur Shop"
		0x02		
		0x04		Activate the "Facts" Brave story section.
		0x08		
		0x10		
		0x20		
		0x40		
		0x80		

World Locations colors (0 = red ; 1 = blue/green)
		0x80	$00	Lesalia Imperial Capital's color
0x80057959	0x01	$01	Riovanes Castle's color
		0x02	$02	Igros Castle's color
		0x04	$03	Lionel Castle's color
		0x08	$04	Limberry Castle's color
		0x10	$05	Zeltennia Castle's color
		0x20	$06	Gariland Magic City's color
		0x40	$07	Yardow Fort City's color
		0x80	$08	Goland Coal City's color
0x8005795A	0x01	$09	Dorter Trade City's color
		0x02	$0A	Zaland Fort City's color
		0x04	$0B	Goug Machine City's color
		0x08	$0C	Warjilis Trade City's color
		0x10	$0D	Bervenia Free City's color
		0x20	$0E	Zarghidas Trade City's color
		0x40	$0F	Fort Zeakden's color
		0x80	$10	Murond Holy Place's color
0x8005795B	0x01	$11	Thieves Fort's color
		0x02	$12	Orbonne Monastery's color
		0x04	$13	Golgorand Execution Site's color
		0x08	$14	Murond Death City's color
		0x10	$15	Bethla Garrison's color
		0x20	$16	Deep Dungeon's color
		0x40	$17	Nelveska Temple's color
		0x80	$18	Mandalia Plains' color
0x8005795C	0x01	$19	Fovoham Plains' color
		0x02	$1A	Sweegy Woods' color
		0x04	$1B	Bervenia Volcano's color
		0x08	$1C	Zeklaus Desert's color
		0x10	$1D	Lenalia Plateau's color
		0x20	$1E	Zigolis Swamp's color
		0x40	$1F	Yuguo Woods' color
		0x80	$20	Araguay Woods' color
0x8005795D	0x01	$21	Grog Hill's color
		0x02	$22	Bed Desert's color
		0x04	$23	Zirekile Falls' color
		0x08	$24	Dolbodar Swamp's color
		0x10	$25	Bariaus Hill's color
		0x20	$26	Doguola Pass' color
		0x40	$27	Bariaus Valley's color
		0x80	$28	Finath River's color
0x8005795E	0x01	$29	Poeskas Lake's color
		0x02	$2A	Germinas Peak's color
		0x04	$2B	-blank-

80057970 - Treasures
0x00
	0x01	$0 	None
	0x02	$1 	Four Gods Set
	0x04	$2 	Statue of Lylis
	0x08	$3 	Beetle Charm
	0x10	$4 	Tobacco Pipe
	0x20	$5 	Zeni-Sword
	0x40	$6 	Black Cat
	0x80	$7 	Malice Mask
0x01
	0x01	$8 	Parade Helmet
	0x02	$9 	Kid's Bread
	0x04	$0A	Adult's Bread
	0x08	$0B	Calcobrina
	0x10	$0C	Yurgeivogue
	0x20	$0D	Red Materia
	0x40	$0E	Blue Materia
	0x80	$0F	Black Materia
0x02
	0x01	$10 	White Materia
	0x02	$11 	Rat Tail
	0x04	$12 	M-Fiction Novel
	0x08	$13 	Diary of Nanai
	0x10	$14 	Wyuvle
	0x20	$15 	Book of Enavia
	0x40	$16 	Magical Gun
	0x80	$17 	M Machine Gun
0x03
	0x01	$18 	Magi-Sword
	0x02	$19 	Minu Orb
	0x04	$1A		Tarot of Ben
	0x08	$1B		Excalipar
	0x10	$1C		Parasite Tree
	0x20	$1D		Longibunne Spear
	0x40	$1E		Chocobo Cannon
	0x80	$1F		St. Elmo's Fire
0x04
	0x01	$20 	Germonik Scriptures
	0x02	$21 	Dummy Data 1
	0x04	$22 	Dummy Data 2
	0x08	$23 	Aries
	0x10	$24 	Taurus
	0x20	$25 	Gemini
	0x40	$26 	Cancer
	0x80	$27 	Leo
0x08
	0x01	$28 	Virgo
	0x02	$29 	Libra
	0x04	$2A	Scorpio
	0x08	$2B	Sagittarius
	0x10	$2C	Capricorn
	0x20	$2D	Aquarius
	0x40	$2E	Pisces
	0x80	$2F	Serpentarius

80057976 - Unexplored Lands
0x00
	0x01	$0 	Shrine of Chaos
	0x02	$1 	Forbidden Land Eureka
	0x04	$2 	Pandemonium
	0x08	$3 	Mirage Tower
	0x10	$4 	Floating Castle
	0x20	$5 	Matoya Cave
	0x40	$6 	Crystal Tower
	0x80	$7 	Magic Continent
0x01
	0x01	$8 	Castle of Trials
	0x02	$9 	Tower of Babel
	0x04	$0A	Ronkan Ruins
	0x08	$0B	Falgabird
	0x10	$0C	Magic Train
	0x20	$0D	Touzas Village
	0x40	$0E	Chocobo Forest
	0x80	$0F	Semite Falls
(end new page for)
80057978 - Proposition (0x02 jobs per byte, 0xF0 and 0x0F)
(add to page?:)
0x08 - called back
0x0a - in progress
0x0c - finished
	0x80057978	0x0F	$0 	Highwind Salvage
				0xF0	$1 	Salvage Tour Thoughts
	0x80057979	0x0F	$2 	Sailor Tour Thoughts
				0xF0	$3 	Enterprise Salvage
	0x8005797A	0x0F	$4 	Attractive Workplace?
				0xF0	$5 	Hindenburg Salvage
	0x8005797B	0x0F	$6 	Falcon Salvage
				0xF0	$7 	Legend of Heroic King
	0x8005797C	0x0F	$8 	Doga Salvage
				0xF0	$9 	Envoy Ship of Lionel Castle
	0x8005797D	0x0F	$0A	Luxurious ship salvage
				0xF0	$0B	Lost Ancient Writings
	0x8005797E	0x0F	$0C	Good Workplace and Job?
				0xF0	$0D	Salvage in Riovanes!
	0x8005797F	0x0F	$0E	Vessel of Istanbul
				0xF0	$0F	Douing Salvage
	0x80057980	0x0F	$10 	Mining Tour Thoughts
				0xF0	$11 	Miner's Tour Thoughts
	0x80057981	0x0F	$12 	Letter to the Family
				0xF0	$13 	Miner's Tour Repeated!
	0x80057982	0x0F	$14 	Anything's possible!
				0xF0	$15 	Guide to Miners
	0x80057983	0x0F	$16 	Miner's Day Off
				0xF0	$17 	Girl of Flame!?
	0x80057984	0x0F	$18 	The First One Back
				0xF0	$19 	Behind the Cliff
	0x80057985	0x0F	$1A	Meet with the Unknown
				0xF0	$1B	One Activity
	0x80057986	0x0F	$1C	Fight of the Miners
				0xF0	$1D	Ghost Staffs
	0x80057987	0x0F	$1E	Tears of an Ex-miner
				0xF0	$1F	15 Black Knights
	0x80057988	0x0F	$20 	After the Discovery Race
				0xF0	$21 	Things at Lake bottom
	0x80057989	0x0F	$22 	After 2nd Discovery Race
				0xF0	$23 	Thing at Myst. Frontier
	0x8005798A	0x0F	$24 	After 3rd Discovery Race
				0xF0	$25 	Thing in Deep Forest
	0x8005798B	0x0F	$26 	Thing at Bed Desert
				0xF0	$27 	Thing at Zeklaus Desert
	0x8005798C	0x0F	$28 	Over Mountain Pass
				0xF0	$29 	Discovery Tour Thoughts
	0x8005798D	0x0F	$2A	Thing in the Swamps
				0xF0	$2B	Maze of Ancient People
	0x8005798E	0x0F	$2C	Join the Adventurer Team!
				0xF0	$2D	Report! It is true!
	0x8005798F	0x0F	$2E	Merchants' Worries!
				0xF0	$2F	In the Mist...
	0x80057990	0x0F	$30 	Wyberns Annihilated!
				0xF0	$31 	Wild Kingdom
	0x80057991	0x0F	$32 	Battle! Demon Lylis
				0xF0	$33 	Father and Child
	0x80057992	0x0F	$34 	Whisper Grass in Dark
				0xF0	$35 	Battle! Whirlwind Karz!
	0x80057993	0x0F	$36 	Crime of Ct. Minimum!
				0xF0	$37 	Battle! Assault Cave!
	0x80057994	0x0F	$38 	That is not the Aim!
				0xF0	$39 	Too Naive
	0x80057995	0x0F	$3A	Pleasure of a Goddess
				0xF0	$3B	Women held in arms...
	0x80057996	0x0F	$3C	Bye, Noble of Darkness!
				0xF0	$3D	At the Hilltop Mansion?
	0x80057997	0x0F	$3E	Unfortunate Monsters
				0xF0	$3F	Fiar's Intentions!
	0x80057998	0x0F	$40 	Back then...
				0xF0	$41 	Rescue of Cornelia!
	0x80057999	0x0F	$42 	Return of Pappal!
				0xF0	$43 	Ultimate Atavism
	0x8005799A	0x0F	$44 	Thoughts of a Doll
				0xF0	$45 	Letter from distant
	0x8005799B	0x0F	$46 	Battle! Mud Man!
				0xF0	$47 	Darkness of Eternal Way
	0x8005799C	0x0F	$48 	Demon Golem
				0xF0	$49 	Final Resistance
	0x8005799D	0x0F	$4A	Informant
				0xF0	$4B	Most Precious Thing
	0x8005799E	0x0F	$4C	Poet Gilbert's Thoughts
				0xF0	$4D	Delighted Ct. Minimum!
	0x8005799F	0x0F	$4E	Cannibalistic Plant
				0xF0	$4F	Joyous Song for You
	0x800579A0	0x0F	$50 	The Talkative, Katedona
				0xF0	$51 	Courage of Durman!
	0x800579A1	0x0F	$52 	Regain Ability!
				0xF0	$53 	Delighted Ct. Minimum!
	0x800579A2	0x0F	$54 	Won Machinist Contest!
				0xF0	$55 	Artist Mameko Leaves!
	0x800579A3	0x0F	$56 	Chocobo Restaurant
				0xF0	$57 	Ship Casino, Black Jack
	0x800579A4	0x0F	$58 	Storm of 777!
				0xF0	$59 	Inside Lakam Trade Co.
	0x800579A5	0x0F	$5A	Cherish Memories
				0xF0	$5B	A Perfect Smile!
	0x800579A6	0x0F	$5C	Won the Yardow Fight!
				0xF0	$5D	Won the Zaland Fight!
	0x800579A7	0x0F	$5E	Won the Magic Contest!
				0xF0	$5F	Won the Meister Contest!
80057eec - Current Proposition data (9 bytes each, 8 sections)
	0x00 - proposition on when set to 1
	0x01 - Prop ID
	0x02 - Amount of days spent
	0x03 - Amount of days needed
	0x04 - Location of proposition
	0x05 - number of units on prop
	0x06 - unit ID
(end add to page)
80057b18 - saved data - (needs page?)
80057c7c - saved data
80057d02 - saved data
80057d24 - saved data
80057f34 - saved data
80057d84 - Save screen data? (0x18 long, 15 total?)
	0x00 - File ID?
	0x01 - Name (0x15 long)
	0x10 - ? Text (0x2 long, unused?)
	0x12 - Ramza's Job ID
	0x13 - Ramza's Level
	0x14 - Month
	0x15 - Day
	0x16 - Location?
	0x17 - ?
800597e0 - Save Times (15? total, 3 bytes each)
	0x00 - Hours
	0x01 - Minutes
	0x02 - Seconds
80059594 - saved data
800579a8 - "Person" data flags
800579c8 - ?
80057b5c - Weapon Page Order (FF = early end; uses Item ID's, 0x8c long)
80057be8 - Helmet Page Order (0x20 long)
80057c08 - Armor Page Order (0x28 long)
80057c30 - Accessory Page Order (0x24 long)
80057c54 - Item Page Order (0x14? long)
80057e60 - list of return addresses for evade types (this + below should have a page? battle related data?)
80059818 - Level UP Stat Storing Code Pointers
	0x00 - 5ba08 (HP)
	0x04 - 5ba18 (MP)
	0x08 - 5ba28 (SP)
	0x0c - 5ba38 (PA)
	0x10 - 5ba48 (MA)

80059830 - Action Status Code Pointers
	0x00 - 5e810 (Normal Action)
	0x04 - 5e84c (Blank Status?)
	0x08 - 5e84c (Crystal?)
	0x0c - 5e84c (Dead?)
	0x10 - 5e84c (Undead?)
	0x14 - 5e81c (Charging)
	0x18 - 5e824 (Jump)
	0x1c - 5e82c (Defending)
	0x20 - 5e838 (Performing)
8005e90c - Base Data (12 bytes each, 4 total)
	Order: 0 = Male, 1 = Female, 2 = Ramza, 3 = Monster
	0x00 - HP (these * 16384 = Min Raw)
	0x01 - MP
	0x02 - SP
	0x03 - PA
	0x04 - MA
	0x05 - Helmet
	0x06 - Armor
	0x07 - Accessory
	0x08 - RH Weapon
	0x09 - RH Shield
	0x0a - LH Weapon
	0x0b - LH Shield
8005e93c - Base Raw Random Mod (5 bytes each, 4 total)
	Order: Same as above
	0x00 - HP
	0x01 - MP
	0x02 - SP
	0x03 - PA
	0x04 - MA
80057f74 - Party Data
80059414 -  Move-Find Item – Items found flags (4 bits each, 0x40 bytes total)
	0xF0 - ??
	0x0F - At the main gate of igros
80059494 - Fur Shop – Poached Item Quantities (same order as item ID's)

800596e0 - Available Item Quantities (same order as item ID's)[Amount owned - amount equipped]
(page?)
8005e950 - movement cost/geomancy/movement support tables

8005e9d0 - Geomancy_tiles_type_to_ability_table

8005ea10 - Terrain status inflict table (0x40 bytes)
   Determines which terrains cause Poison ("80" instead of "00")

8005ea50 - Default movement table (0x40 bytes)
   Determines the movement cost for crossing various terrain.

8005ea90 - Ability movement tables (0x140 bytes)
   Like the above, but enabled by Fly/Teleport, Float, Walk on Water/Move in Water, Move Underwater, Move on Lava, respectively
- (end page?)
8005ebd0 - Reaction Flags
8005ebf0 - Ability Data - (should all be in one page, see: Ability Data 1, Ability Data 2)
8005fbf0 - Ability Data Pointer 2 *
	0x00 - Range
	0x01 - Effect Area
	0x02 - Vertical
	0x03: Flags 1
		0x80 - 
		0x40 - 
		0x20 - Ranged Weapon
		0x10 - Vertical Fixed
		0x08 - Vertical Tolerence
		0x04 - Weapon Strike
		0x02 - Auto
		0x01 - Can't Target Self
	0x04: Flags 2
		0x80 - Can't Hit Enemies
		0x40 - Can't Hit Allies
		0x20 - 
		0x10 - Can't Follow Target
		0x08 - Random Fire
		0x04 - Linear Attack
		0x02 - 3 Directions
		0x01 - Can't Hit Caster
	0x05: Flags 3
		0x80 - Reflectable
		0x40 - Math Skill
		0x20 - Affected By Silence
		0x10 - Can't Mimic
		0x08 - Normal Attack?
		0x04 - Persevere
		0x02 - Quote
		0x01 - Animate on Miss
	0x06: Flags 4
		0x80 - Counter Flood
		0x40 - Counter Magic
		0x20 - Direct
		0x10 - Blade Grasp
		0x08 - Requires Sword
		0x04 - Requires Materia Blade
		0x02 - Evadeable
		0x01 - No Targeting
	0x07 - Element
	0x08 - Formula
	0x09 - X
	0x0a - Y
	0x0b - Inflict Status
	0x0c - CT
	0x0d - MP Cost
800610b8 - Job Data
(new page for:)
	0x00 - Skillset
	0x01 - Innate Ability 1
	0x03 - Innate Ability 2
	0x05 - Innate Ability 3
	0x07 - Innate Ability 4
	0x09 - Equippable Items 1
		0x80 - Unarmed
		0x40 - Knife
		0x20 - Ninja Blade
		0x10 - Sword
		0x08 - Knight's Sword
		0x04 - Katana
		0x02 - Axe
		0x01 - Rod
	0x0a - Equippable Items 2
		0x80 - Staff
		0x40 - Flail
		0x20 - Gun
		0x10 - Crossbow
		0x08 - Bow
		0x04 - Instrument
		0x02 - Book
		0x01 - Polearm
	0x0b - Equippable Items 3
		0x80 - Pole
		0x40 - Bag
		0x20 - Cloth
		0x10 - Shield
		0x08 - Helmet
		0x04 - Hat
		0x02 - Hair Adornment
		0x01 - Armor
	0x0c - Equippable Items 4
		0x80 - Clothing
		0x40 - Robe
		0x20 - Shoes
		0x10 - Armguard
		0x08 - Ring
		0x04 - Armlet
		0x02 - Cloak
		0x01 - Perfume
	0x0d - HP Growth
	0x0e - HP Multiplier
	0x0f - MP Growth
	0x10 - MP Multiplier
	0x11 - Speed Growth
	0x12 - Speed Multiplier
	0x13 - PA Growth
	0x14 - PA Multiplier
	0x15 - MA Growth
	0x16 - MA Multiplier
	0x17 - Move
	0x18 - Jump
	0x19 - C-EV
	0x1a - Innate Statuses 1
	0x1b - Innate Statuses 2
	0x1c - Innate Statuses 3
	0x1d - Innate Statuses 4
	0x1e - Innate Statuses 5
	0x1f - Status Immunity 1
	0x20 - Status Immunity 2
	0x21 - Status Immunity 3
	0x22 - Status Immunity 4
	0x23 - Status Imminity 5
	0x24 - Starting Statuses 1
	0x25 - Starting Statuses 2
	0x26 - Starting Statuses 3
	0x27 - Starting Statuses 4
	0x28 - Starting Statuses 5
	0x29 - Absorbed Elements
	0x2a - Nullified Elements
	0x2b - Halved Elements
	0x2c - Elemental Weakness
	0x2d - Monster Portrait
	0x2e - Monster Palette
	0x2f - Monster Graphic
800660c4 - Job Unlock Requirements (High nybble/low nybble)
	0x00 - Squire/Chemist
	0x01 - Knight/Archer
	0x02 - Monk/Priest
	0x03 - Wizard/Time Mage
	0x04 - Summoner/Thief
	0x05 - Mediator/Oracle
	0x06 - Geomancer/Lancer
	0x07 - Samurai/Ninja
	0x08 - Calculator/Bard
	0x09 - Dancer/Mime
	
80066182 - Job Level JP Requirements (some checks start at 66184)
	0x00 - Level 0 (just 0)
	0x02 - Level 1
	0x04 - Level 2
	0x06 - Level 3
	0x08 - Level 4
	0x0a - Level 5
	0x0c - Level 6
	0x0e - Level 7
	0x10 - Level 8
80066194 - Job Data Pointer

(end new page for)

Item Data

80062eb8 - Item Data
80063ab8 - Weapon Secondary Data - exists for items 0x00 to 0x7F, inclusive on both ends.
80063eb8 - Shield Secondary Data - exists for items 0x80 to 0x8F, inclusive on both ends.
80063ed8 - Helm/Armor Secondary Data - exists for items 0x90 to 0xCF, inclusive on both ends.
80063f58 - Accessory Secondary Data - exists for items 0xD0 to 0xEF, inclusive on both ends.
80063f98 - Item Secondary Data - exists for items 0xF0 to 0xFD, inclusive on both ends.


80063fc4 - Inflict Statuses

(Add to page (and consolidate, ew))

	0x00 - Infliction Type - note that flags don't stack, unfortunately.
		80 - All or nothing
		40 - Random (1 from a set)
		20 - Separate (0/1 or more from a set, can't remember which, probably depends on formula too)
		10 - Cancel
	0x01 - Inflicted Statuses 1
		80 - 
		40 - Cystal
		20 - Dead
		10 - Undead
		08 - Charging
		04 - Jump
		02 - Defending
		01 - Performing
	0x02 - Inflicted Statuses 2
		80 - Petrify
		40 - Invite
		20 - Darkness
		10 - Confusion
		08 - Silence
		04 - Blood Suck
		02 - Dark/Evil Looking
		01 - Treasure
	0x03 - Inflicted Statuses 3
		80 - Oil
		40 - Float
		20 - Reraise
		10 - Transparent
		08 - Berserk
		04 - Chicken
		02 - Frog
		01 - Critical
	0x04 - Inflicted Statuses 4
		80 - Poison
		40 - Regen
		20 - Protect
		10 - Shell
		08 - Haste
		04 - Slow
		02 - Stop
		01 - Wall
	0x05 - Inflicted Statuses 5
		80 - Faith
		40 - Innocent
		20 - Charm
		10 - Sleep
		08 - Don't Move
		04 - Don't Act
		02 - Reflect
		01 - Death Sentence


800642c4 - Item Attributes
	0x00 - PA
	0x01 - MA
	0x02 - Speed
	0x03 - Move
	0x04 - Jump
	0x05 - Innate Statuses 1
	0x06 - Innate Statuses 2
	0x07 - Innate Statuses 3
	0x08 - Innate Statuses 4
	0x09 - Innate Statuses 5
	0x0a - Status Immunity 1
	0x0b - Status Immunity 2
	0x0c - Status Immunity 3
	0x0d - Status Immunity 4
	0x0e - Status Immunity 5
	0x0f - Starting Status 1
	0x10 - Starting Status 2
	0x11 - Starting Status 3
	0x12 - Starting Status 4
	0x13 - Starting Status 5
	0x14 - Absorbed Elements
	0x15 - Nullified Elements
	0x16 - Halved Elements
	0x17 - Elemental Weakness
	0x18 - Elements Strengthened
80065de4 - Status Effect data
	0x00 - Unknown
	0x01 - Unknown
	0x02 - Order
	0x03 - CT
	0x04 - Checks 1
		0x80 - Freeze CT (Checks 4)
		0x40 - (Crystal/Treasure)
		0x20 - (Defend/Perform)
		0x10 - (Poison/Regen)
		0x08 - (Confusion/Transparent/Charm/Sleep)
		0x04 - (Checks 3)
		0x02 - (Checks 2)
		0x01 - KO (Checks 1)
	0x05 - Checks 2
		0x80 - Can't React (Checks 5)
		0x40 - 
		0x20 - Ignore Attacks
		0x10 - (Checks 10)
		0x08 - (Checks 9)
		0x04 - (Checks 8)
		0x02 - (Checks 7) (Cancelled by Immortal?)
		0x01 - (Checks 6)
	0x06 - Cancels 1
		0x80 - 
		0x40 - Crystal
		0x20 - Dead
		0x10 - Undead
		0x08 - Charging
		0x04 - Jump
		0x02 - Defending
		0x01 - Performing
	0x07 - Cancels 2
		0x80 - Petrify
		0x40 - Invite
		0x20 - Darkness
		0x10 - Confusion
		0x08 - Silence
		0x04 - Blood Suck
		0x02 - Cursed
		0x01 - Treasure
	0x08 - Cancels 3
		0x80 - Oil
		0x40 - Float
		0x20 - Reraise
		0x10 - Transparent
		0x08 - Berserk
		0x04 - Chicken
		0x02 - Frog
		0x01 - Critical
	0x09 - Cancels 4
		0x80 - Poison
		0x40 - Regen
		0x20 - Protect
		0x10 - Shell
		0x08 - Haste
		0x04 - Slow
		0x02 - Stop
		0x01 - Wall
	0x0a - Cancels 5
		0x80 - Faith
		0x40 - Innocent
		0x20 - Charm
		0x10 - Sleep
		0x08 - Don't Move
		0x04 - Don't Act
		0x02 - Reflect
		0x01 - Death Sentence
	0x0b - Can't Stack On 1
		0x80 - 
		0x40 - Crystal
		0x20 - Dead
		0x10 - Undead
		0x08 - Charging
		0x04 - Jump
		0x02 - Defending
		0x01 - Performing
	0x0c - Can't Stack On 2
		0x80 - Petrify
		0x40 - Invite
		0x20 - Darkness
		0x10 - Confusion
		0x08 - Silence
		0x04 - Blood Suck
		0x02 - Cursed
		0x01 - Treasure
	0x0d - Can't Stack on 3
		0x80 - Oil
		0x40 - Float
		0x20 - Reraise
		0x10 - Transparent
		0x08 - Berserk
		0x04 - Chicken
		0x02 - Frog
		0x01 - Critical
	0x0e - Can't Stack on 4
		0x80 - Poison
		0x40 - Regen
		0x20 - Protect
		0x10 - Shell
		0x08 - Haste
		0x04 - Slow
		0x02 - Stop
		0x01 - Wall
	0x0f - Can't Stack on 5
		0x80 - Faith
		0x40 - Innocent
		0x20 - Charm
		0x10 - Sleep
		0x08 - Don't Move
		0x04 - Don't Act
		0x02 - Reflect
		0x01 - Death Sentence
800662d0 - Status checks (determined from 0x4/5 of 80065de4 data?)
	0x00 - Statuses 1
		0x80 - 
		0x40 - Crystal
		0x20 - Dead
		0x10 - Undead
		0x08 - Charging
		0x04 - Jump
		0x02 - Defending
		0x01 - Performing
	0x01 - Statuses 2
		0x80 - Petrify
		0x40 - Invite
		0x20 - Darkness
		0x10 - Confusion
		0x08 - Silence
		0x04 - Blood Suck
		0x02 - Cursed
		0x01 - Treasure
	0x02 - Statuses 3
		0x80 - Oil
		0x40 - Float
		0x20 - Reraise
		0x10 - Transparent
		0x08 - Berserk
		0x04 - Chicken
		0x02 - Frog
		0x01 - Critical
	0x03 - Statuses 4
		0x80 - Poison
		0x40 - Regen
		0x20 - Protect
		0x10 - Shell
		0x08 - Haste
		0x04 - Slow
		0x02 - Stop
		0x01 - Wall
	0x04 - Statuses 5
		0x80 - Faith
		0x40 - Innocent
		0x20 - Charm
		0x10 - Sleep
		0x08 - Don't Move
		0x04 - Don't Act
		0x02 - Reflect
		0x01 - Death Sentence
	ID's (based on Status Effects bytes 0x4/5):
		0x0 - KO (0x01 in 0x04)
			Crystal, Dead, Petrify, Invite, Blood Suck, Treasure
		0x1 - Team Loss (Enemy?) (0x02 in 0x04)
			Crystal, Invite, Treasure
		0x2 - Team Loss (Ally?) (0x04 in 0x04)
			Crystal, Treasure
		0x3 - Freeze CT (0x80 in 0x04)
			Crystal, Petrify, Treasure, Stop, Sleep
		0x4 - (0x80 in 0x05) (unit is in water and isn't a monster?)
			Crystal, Dead, Jump, Petrify, Confusion, Blood Suck, Treasure,
			Berserk, Chicken, Frog, Stop, Sleep, Don't Act
		0x5 - Immortal Immunities (0x01 in 0x05)
			Crystal, Dead, Undead, Petrify, Invite, Confusion, Blood Suck.
			Treasure, Chicken, Frog, Charm, Sleep, Don't Act, Death Sentence
		0x6 - Load/Save Formation Immunities (0x02 in 0x05)
			Crystal, Dead, Undead, Petrify, Invite, Blood Suck, Treasure,
			Chicken, Frog, Charm, Death Sentence
		0x7 - (0x04 in 0x05)
			Darkness, Confusion, Transparent, Berserk, Chicken, Frog, Stop,
			Charm, Sleep, Don't Move, Don't Act
		0x8 - (0x08 in 0x05)
			Crystal, Dead, Undead, Jump, Petrify, Invite, Treasure, Critical
		0x9 - (0x10 in 0x5)
			Confusion, Berserk, Poison, Stop, Sleep, Don't Move, Don't Act,
			Death Sentence
		0xa - Unmountable (Job ID 5e-60, hardcoded statuses)
			Crystal, Dead, Petrify, Blood Suck, Treasure, Berserk, Chicken,
			Frog, Charm

(end add to page)

80064a94 - Skillsets

(add to and clean up:)

	0x00 - Ability Flags 1-8 (ID + 100h if enabled, 0x80 = Ability 1, 0x40 = 2, etc.)
	0x01 - Ability Flags 9-16
	0x02 - R/S/M Flags (0x02 and 0x01 are unused)
	0x03 - Ability ID 1
	0x04 - Ability ID 2
	0x05 - Ability ID 3
	0x06 - Ability ID 4
	0x07 - Ability ID 5
	0x08 - Ability ID 6
	0x09 - Ability ID 7
	0x0a - Ability ID 8
	0x0b - Ability ID 9
	0x0c - Ability ID 10
	0x0d - Ability ID 11
	0x0e - Ability ID 12
	0x0f - Ability ID 13
	0x10 - Ability ID 14
	0x11 - Ability ID 15
	0x12 - Ability ID 16
	0x13 - R/S/M ID 1
	0x14 - R/S/M ID 2
	0x15 - R/S/M ID 3
	0x16 - R/S/M ID 4
	0x17 - R/S/M ID 5
	0x18 - R/S/M ID 6

80065bc4 - Monster Skillsets
	0x00 - Ability Flags (ID + 100h if enabled, 0x80 = Ability 1)
	0x01 - Ability ID 1
	0x02 - Ability ID 2
	0x03 - Ability ID 3
	0x04 - Ability ID 4

80065cb4 - Action Menus (1 byte for each skillset)
	0x00 - Menu ID
		0x00 - Default
		0x01 - Item Inventory
		0x02 - Weapon Inventory
		0x03 - Arithmeticks
		0x04 - Elements
		0x05 - Blank
		0x06 - Monster
		0x07 - Katana Inventory
		0x08 - Attack
		0x09 - Jump
		0x0a - Charge
		0x0b - Defend
		0x0c - Change Equipment
		0x0d - Unknown
		0x0e - Blank
		0x0f - Unknown

(end add to new page)


80065d94 - table 0x50 long..
80066064 - Poach List
	0x00 - Common Item (88%)
	0x01 - Uncommon Item (12%)
	
80066198 - Prime Number List
800661ce - Month Day Values
	0x00 - No Month
	0x02 - January
	0x04 - February
	0x06 - March
	0x08 - April
	0x0a - May
	0x0c - June
	0x0e - July
	0x10 - August
	0x12 - September
	0x14 - October
	0x16 - November
	0x18 - December
800661e8 - Zodiac Day Limits
	0x00 - Capricorn
	0x02 - Aquarius
	0x04 - Pisces
	0x06 - Aries
	0x08 - Taurus
	0x0a - Gemini
	0x0c - Cancer
	0x0e - Leo
	0x10 - Virgo
	0x12 - Libra
	0x14 - Scorpio
	0x16 - Sagittarius
80066200 - Start of Battle Flag? (1 = Initialize data?)
80066204 - Temp Ability List (used for setting usable abilities)
80066224
80066234 - pointer to current units party ID?
80066238 - Current ENTD Pointer
80066308 - Highest Party Level