Difference between revisions of "Routine Locations"
Line 242: | Line 242: | ||
00122c20 - 00122e3c: [["Set Ability" menu display]] | 00122c20 - 00122e3c: [["Set Ability" menu display]] | ||
+ | |||
+ | 00125374 - 001253cc: [[Sort equipment as weapon/shield/hat/body/other based on item number]] | ||
== BATTLE.BIN RAM == | == BATTLE.BIN RAM == |
Revision as of 01:05, 1 February 2013
Here is a list of Routine locations in RAM. To view the actual code of the routine follow the link under it. If you add routines PLEASE keep them in order. When unfinished routines are deciphered they'll be inserted in the correct location. Thanks! These locations are during a battle and the majority of them found in Battle.BIN. If you know the return locations of the routine, please link to them under the routine code. See "Defense Up" for an example.
SCUS.942.21 RAM
000000a0: Jump to 0x5c4
00017e7c - 00017eb4: Get Sound Effect Data For ability effects?
0001bec8 - 0001d64c: Initialize some screen data
0001bfb4 - 0001bfb8: Clear r2 <-- best routine on the Iso
0001c04c - 0001c050: r2 = 0xff
0001d09c - 0001d0d4: Store Rotation matrix elements to GTE
0001d0d8 - 0001d104: Store Light Source Matrix Elements to GTE
0001d108 - 0001d134: Store Light Color matrix source RGB's to GTE
0001d138 - 0001d154: Store Translation Vectors to GTE
0001d158 - 0001d160: Get Projection Plane distance from GTE
0001d164 - 0001d184: Store Background RGB to GTE
0001d188 - 0001d1a4: Store far color RGB to GTE
0001d1a8 - 0001d1bc: Store Screen offsets to GTE
0001d1c0 - 0001d1d0: Store Projection plane distance in GTE
0001d1d4 - 0001d1fc: Multiply vector and store results
0001d200 - 0001d224: Depth Cue Color Light
0001d228 - 0001d260: Depth Cue Triple
0001d264 - 0001d284: interpolate
0001d288 - 0001d2ac: square vector
0001d2b0 - 0001d2d4: square matrix/vector (duplicate routine?
0001d2d8 - 0001d2f4: Find Average of 3 Z values
0001d2f8 - 0001d318: Find Average of 4 Z values
0001d31c - 0001d370: calculate outer product of 2 vectors
0001d374 - 0001d3c8: calculate outer product of 2 vectors 2
0001d3cc - 0001d3e0: Get leading 0 or 1 count
0002230c - 00022314: Random Number Generator
00040934 - start of meaningful code
00042a10 - 00042aac: Starting Inventory
00045938 - end of meaningful code
00059854 - 00059abc: Initialize Status Check Data
00059ac8 - 00059aec: Initialize Party ID to FF
00059af0 - 00059b14: Get Party Data Pointer
00059b18 - 00059bac: Unit Initialization
00059bb0 - 00059d58: Add Unit to Party/Store Unit's Party Data
00059d5c - 00059e14: Find Free Party Slot
00059e18 - 00059ed0: Create Monster Egg
00059ed4 - 00059f90: Find Empty Party Slot and Generate Unit
00059f94 - 00059fdc: Find Unit's Party Data Location
00059fe0 - 00059ff8: Remove Unit from Party
00059ffc - 0005a3dc: Out of Battle Unit Generation
0005a3e0 - 0005a3fc: Generate Unit's Base Raw Stats Prep
0005a400 - 0005a444: Prep for Generating Base Raw Stats
0005a448 - 0005a51c: Generate Unit's Base Raw Stats
0005a520 - 0005a564: Transfer Job's Growths/Mults to Unit
0005a568 - 0005a634: Load Ability From Skillset
0005a638 - 0005a728: Store Skillset's Abilities
0005a72c - 0005a880: Calculate Ability Pointers and Type
0005a884 - 0005a8a0: Get Item Data Pointer
0005a8a4 - 0005a8d0: Get Job Data Pointer
0005a8d4 - 0005a9b0: Initialize Unit's Job Data
0005a9b4 - 0005aafc: Unit Battle Initialization
0005ab00 - 0005ab44: Equipment/Move/Jump +X/Name Storing/Generation
0005ab48 - 0005ac18: Store Ramza's Name/Birthday/Zodiac
0005ac1c - 0005b034: ENTD Data Calculation
0005b038 - 0005b0cc: Prep for Initializing Unit's Job Data
0005b0d0 - 0005b2b0: Initialize Unit's Battle Data
0005b2b4 - 0005b4fc: Calculate ENTD Unit Jobs
0005b500 - 0005b5d8: Sprite Set and Random Secondary Job Calculation
0005b5dc - 0005b79c: Transfer Job's Data to Unit's Data
0005b7a0 - 0005b828: Enable Unit's R/S/M Flags
0005b82c - 0005b87c: R/S/M Flag Setting
0005b880 - 0005ba6c: Calculate Actual Stats (Used for Stat Capping as well)
0005ba70 - 0005bdac: Calculate Unit's Abilities
0005bdb0 - 0005bdec: Monster Equipment Storing
0005bdf0 - 0005c278: Calculate/Store ENTD Unit Equipment
0005c27c - 0005c394: Equippable Item Setting (Support/Female-only)
0005c398 - 0005c5c4: Equipment Stat Setting
0005c5c8 - 0005c8e8: Equipment Attribute Setting
0005c8ec - 0005c980: Move/Jump +X Calculation (can be used to load data at start of battle)
0005c984 - 0005cbcc: Store/Generate Character Names
0005cbd0 - 0005cc60: Calculate Highest Party Level
0005cc64 - 0005cc94: Store X into Y (r4 = Loading Pointer, r5 = Storing Pointer)
0005cc98 - 0005ce70: Calculate Random Equipment
0005ce74 - 0005d0b8: Calculate Learned Abilities
0005d0bc - 0005d3c0: Calculate Unit's R/S/M
0005d3c4 - 0005d410: Find Skillset's Job ID (Not used?)
0005d414 - 0005d46c: Status Initialization
0005d470 - 0005d4cc: Nullify CT/Initialize Death Counter
0005d4d0 - 0005d5b8: Float/Current Statuses/Status Immunities/Status CT
0005d5bc - 0005d5dc: Status Setting/Checking + Equip/R/S/M Stats Prep
0005d5e0 - 0005d600: Status Setting/Checking + Equip/R/S/M Stats Prep 2
0005d604 - 0005d624: Status Setting/Checking + Equip/R/S/M Stats Prep 3
0005d628 - 0005d87c: Status Setting/Checking + Equip/R/S/M Stats
0005d880 - 0005d8f8: Check if Unit Leveled UP
0005d8fc - 0005da0c: Level Unit to Specific Level
0005da10 - 0005db6c: Level Up Section
0005db70 - 0005dc10: Status CT Setting
0005dc14 - 0005dd44: Calculate Unlocked Jobs
0005dd48 - 0005ded4: Proposition JP Gain
0005ded8 - 0005def0: Store 3-Byte Data
0005def4 - 0005df34: Calculate Job Level
0005df38 - 0005dfa8: Initialize Unit's Job Levels
0005dfac - 0005dfd0: Initialize Some Unit Data
0005dfd4 - 0005e014: Minimum SP Capping/War Trophy Nulling/Status Initialization
0005e018 - 0005e04c: Get Ability's Range
0005e050 - 0005e084: Get Ability's AoE
0005e088 - 0005e0c8: Calculate Unit's Palette/Portrait (return Portrait)
0005e0cc - 0005e11c: Check if Random is greater/equal to Chance
0005e120 - 0005e1ac: Get Unit's Portrait/Palette
0005e1b0 - 0005e1fc: Status Checks (r5 = set to check)
0005e200 - 0005e228: Get Known Abilities
0005e22c - 0005e250: Transfer Target ID? Through Mount Data
0005e254 - 0005e284: Store X Byte into Y
0005e288 - 0005e474: Get Total Equipment Quantity (Equip Change/Formation Screen?)
0005e478 - 0005e4e4: Initialize Unit's X/Y+Facing/Battle Rewards
0005e4e8 - 0005e5d4: Get Lowest Order Status' 0x08 Check Data? (Status Checks 2)
0005e5d8 - 0005e640: Calculate Zodiac Symbol
0005e644 - 0005e66c: Data Nullifying (requires r5 = Limit, and r4 = Starting location)
0005e670 - 0005e6c8: Increase Casualties/Injured Counters
0005e6cc - 0005e740: Inflicted Status Changes
0005e744 - 0005e774: Store Current Statuses
0005e778 - 0005e7a4: Transfer Last Ability Used CT
0005e7a8 - 0005e8e4: Enable/disable acting statuses
0005e8e8 - 0005e908: ? removed code?
WORLD.BIN RAM
001208f8 - 0012092c: Dismiss-able check
00122c20 - 00122e3c: "Set Ability" menu display
00125374 - 001253cc: Sort equipment as weapon/shield/hat/body/other based on item number
BATTLE.BIN RAM
- 00067000 - 00067794: Return Addresses
000683e4 - 00068414: Transfer Unit's X/Y/Map Level
00068418 - 00068490: X/Y Data Gathering for Attacks?
00068534 - 00068630: Palette modification based on team
0006867c - 000686ac: Increment AT List ID
00068e80 - 000690f4: Special Status Flag Enabling?
00072928 - 00072a0c: Rider/Mount X/Y/Facing Setting?
00072a88 - 00072acc: Check if Facing Needs Changed?
000732c8 - 000734c8: Battle Message Display
000736d4 - 000739c8: Display calculations for current ability critical hit, reflect, etc.
00073eec - 00073fb4: Action processing?
00074f5c - 0007530c: big Misc unit data routine
0007a6e4 - 0007a720: Find Current Misc Unit Data Pointer (external ID)?
0007a724 - 0007a770: Find Misc Unit Data Pointer (checking for specific unit)?
0007ac60 - 0007aca8: Unit RGB/Sprite Type/? Initialization
0007b4ec - 0007b52c: Store Display Data
0007f45c - 0007f508: Store Item's Display Data
0007f5f8 - 0007ff40: Post Action Display Routine
0007ff44 - 0007ff78: "Speed" display
0007ff7c - 0007ffac: "CT" display
0007ffb0 - 0007ffe4: "Br" display
0007ffe8 - 0008001c: "Fa" display
00080020 - 00080050: "Attack" Sword display
00080054 - 00080088: "Magic" Rod display
0008008c - 000800b8: "Missed" display
000800bc - 000800e8: "Guarded" display
000800ec - 00080114: "Caught?" display
000803e4 - 000808b4: Post-Action Display Setup
000808b8 - 00080bc0: Set Exp/JP Display Data and get Palette
00080bc4 - 00080c3c: *One-Digit Experience*
00080c40 - 00080cf4: *Two-Digit Experience*
00080cf8 - 00080d80: *One-Digit JP*
00080d84 - 00080e38: *Two-Digit JP*
00080e3c - 00080e78: *"No Target" Display*
00080e7c - 00080eb8: *"Silenced" Display*
00080ebc - 00080f00: *"No MP" Display*
00080f44 - 00080fe8: Prep for Displaying Earned Exp/JP
000810a4 - 00081974: More post action display?
00081978 - 00081984: Store unit animation and facing value
00082508 - 0008254c: Status/? Misc ID checks
00082550 - 00082588: Transparent Check (for opacity?)
00082b80 - 00082c0c: Set unit animation based on ability
00082eec - 000831b4: Set Animation based on status
00083758 - 00083850: Set thrown item graphic/palette also throw stone
00084818 - 0008522c: Animate party units?
0008ced0 - 0008cef8: Find Unit's Misc Data Pointer (+0x15c)
0008dc24 - 0008dc70: Get Unit's Spritesheet Value
0008dc9c - 0008dcc0: Find Unit's Misc Data Pointer and Load Spritesheet Value
0008f710 - 00090044: Palette Modification
00092620 - 000926d4: Extract RGB+Alpha from Palette
000926d8 - 000927b8: Get Palette Data
0011acdc - 0011aeec: Throw Determination Routine
00132824 - 00132858: Prep for Loading Text
00136b10 - 00136bcc: Get Item Graphic Data
0013b590 - 0013b640: jumped to from steal item decrement/stat changes/price change?? And weather effects on crossbows/bows
0013b644 - 0013b6e0: jumped to from routine immediately above this one
0013fa6c - 00140224: Skillset Display and a bunch of AI calculation (abilities greyed/blinking red)
00143bd8 - 001449f8: Event Instruction Main Routine 1
001449fc - 00145750: Event Instruction Main Routine 2
00145754 - 00145f70: Event Instruction Main Routine 3
0014a018 - 0014a2e8: Jumped to from subroutines of steal routine - Calculate party inventory?
0014ce78 - 0014ceb0: Find Text ID's Location
- 00174068 - 0017436c: Return addresses
001743c8 - 0017442c: Chocobo Check
00179204 - 00179258: Moldball Virus Depth Check
001792a4 - 001793fc: Check Vert Tolerance and if Tiles can be Chosen
00179400 - 00179420: Null some Tile Data (192dd9)
00179424 - 00179514: more map/targeting stuff
00179518 - 00179638: Calculate Tiles Hit by Ability
0017963c - 001797b8: Calculate Possible AoE Tiles
0017a16c - 0017a28c: calculate ability range with map parameters?
0017a290 - 0017a514: Set panels affected by ability?
0017a7bc - 0017a8bc: some map calculation
0017a8c0 - 0017aaf4: Calculate ability range for menu types?
0017aaf8 - 0017ac8c: Calculate Targeting for Menu Types
0017ac90 - 0017afbc: Targeting validation (weapon flags)
0017afc0 - 0017b3f0: Auxilary targeting validation
0017b3f4 - 0017b49c: Height/coordinate validation
0017b4a0 - 0017b4cc: Disable Green Panel Flags (initialization?)
0017b4d0 - 0017b7b0: Calculator Routine
0017b7b4 - 0017b870: Disable Green Panel on all but Target's Tile
0017b874 - 0017bc74: Targeting routine
0017bc78 - 0017bdcc: Check Allies/Enemies that can be Targeted
0017bdd0 - 0017be64: Check if Unit can be Targeted
0017be68 - 0017c040: Linear/3-direction AoE Calculation
0017c044 - 0017c154: Linear Attack Tile Calculation
0017c158 - 0017c3b4: Calculate Height Data
0017c3b8 - 0017c3d8: Call Attack Preparation (ability selected)
0017c3dc - 0017c458: Call Attack Preparation (AT list preview)
0017c45c - 0017c908: Attack Preparation
0017c90c - 0017c950: Unit exists/party member checkReturns 0x16e in unit data
0017c954 - 0017c9b4: Player Item Quantity decrement
0017c9b8 - 0017cac8: Prep Current Action Data
0017cacc - 0017cd20: Reaction Target/Hit Calculation
0017cd24 - 0017ce40: Map calculations for attack Attack, charge, ranged weapon flag
0017ce44 - 0017d34c: Main ability loading routine?
0017d350 - 0017d40c: set target coordinates for ability? also set regenerator target
0017d410 - 0017d49c: draw out routine dealing with experience gain
0017d4a0 - 0017d704: Current Action Ability Data Setting / Multi Hit Formulas
0017d708 - 0017d84c: Targeting/panel routine
0017d850 - 0017da1c: more map/panel targeting
0017da20 - 0017dbc4: Ability Usage Checks and MP Reduction
0017dbc8 - 0017dc84: Store Some Acting Unit Data
0017dc88 - 0017dca4: Get ID of Unit if Tile is Targetable
0017dca8 - 0017decc: Check if another unit is on the same Tile
0017ded0 - 0017def8: Clear targeting panel data?
0017defc - 0017e174: Big... Contains Hamedo check
0017e178 - 0017e58c: Main reaction routine?
0017e590 - 0017e64c: Counter magic targeting?
0017e650 - 0017e77c: Store counter ability?
0017e780 - 0017e7e0: Auto Potion
0017e7e4 - 0017ea24: Gained JP Up Section
0017ea28 - 0017ea7c: Load Job Level
0017ea80 - 0017ec14: Store JP; Calculate Unlocked Jobs
0017ec18 - 0017f01c: big map/panel routine
0017f020 - 0017f0e8: Float/Float/Fly movements
0017f0ec - 0017f178: Move Cap?
0017f17c - 0017f2d4: [[Pre-Pre formula calculations]
0017f2d8 - 0017f318: Get Elemental Ability ID
0017f31c - 0017f384: Initialize party members Job data, Sp cap, Status initialization
0017f388 - 0017f5f4: Initialize units battlefield data(ENTD ID/flags, Map location, palette, control, etc.) 0017f5f8 - 0017f61c: Initialize players battlefield units
0017f620 - 0017f63c: Initialize enemy battlefield units
0017f640 - 0017f6c0: Set unit placement and validate
0017f6c4 - 0017f89c: Validate unit placement
0017f8a0 - 0017fbe8: Big ENTD unit loading routine
0017fbec - 0017fcc4: ENTD AI?
0017fcc8 - 0017fd04: Disable/Remove unit
0017fd08 - 0017fd7c: Check for unit availability(existance) and ENTD level setting
0017fd80 - 0017fda8: Set unit cannot exist(but can), return r2 = 0
0017fdac - 0017fdd8: Erase unit, set to be removed from party
0017fddc - 0017ffbc: Set Rider/Mount's X/Y Data
0017ffc0 - 00180130: Set target for mounted unit, move find item/trap
00180134 - 00180174: Get movement support flags (move-MP/HP/EXP/JP up)
00180178 - 0018020c: Remove charging status/ability CT
00180210 - 0018022c: Disable acting statuses
00180230 - 001802c4: Rare/common item determination
001802c8 - 001804c0: Set map Item/trap data
001804c4 - 0018052c: Move find item flag calculation
00180530 - 00180900: Generate Crystal or Treasure
00180904 - 00180a04: Learn from Crystal
00180a08 - 00180af8: Generate Treasure
00180afc - 00180b28: Get Unit's Data Pointer
00180b2c - 00180c8c: Check Sprite Set | Ramza Causes Game Over
00180c90 - 00180dac: Unit Existence/crystaltreasure check
00180db0 - 00180dfc: [[Party level + XX modification?
00180fe4 - 0018109c: Prep for Special Status Flag Enabling
001810a0 - 001810d0: Map Location Calculation
001810d4 - 00181110: Load unit Data (exists check within)
00181114 - 00181148: Find Active Unit Data Pointer?
001811f8 - 00181308: Player Control Routine?
0018130c - 001813bc: Weapon Guard Usability (Check if Unit can React)
001813c0 - 00181580: Player Skill Set
00181584 - 0018171c: Skillset Loading?
00181720 - 001817bc: Ability Loading?
001817c0 - 00181b6c: Load ability data for skillset (MP, CT, req. sword booleans)
00181b70 - 00181cb4: Item Inventory
00181cb8 - 00181eec: Throw
00181ef0 - 00182060: Math Skill
00182068 - 001821c8: ???
001821cc - 001822c8: Elemental
001822cc - 0018242c: Monster skill, frog attack ability loading
00182430 - 00182504: Monster Skill check prep
00182508 - 00182660: Monster Skill check
00182664 - 00182784: Draw Out
001827f0 - 00183074: In between turn control routine
- 001829b8 - 00182a40: Next clocktick
- 00182a44 - 00182ba8: Dead processing, next turn processing (100CT)
- 00182bac - 00182c04: Ability CT decrement
- 00182c08 - 00182c8c: Post-ability CT setting
- 00182c90 - 00182ce4: Status CT decrement
- 00182ce8 - 00182d4c: Set AI CT data?
- 00182d50 - 00182d88: ???
- 00182d8c - 00182dfc: Find highest CT
- 00182e00 - 00182e6c: Validate units turn
- 00182e70 - 00182ea8: Poison and regen
- 00182eac - 00182fa0: Poison marsh
- 00182fa4 - 00183074: Mimic ability setting
00183078 - 001832c8: Death sentence, crystalization, treasurization, etc also: reraise, defend removal, chicken brave increment
001832cc - 00183370: Status checks
00183374 - 001834b8: Gameover by party incapacitated
00183544 - 001835a4: Calculate AT List and Get Specific Unit ID
001835a8 - 001835f0: Unit doesn't exist/deadcrystaltreasurepetrify/being ridden check
001835f8 - 00183708: Removed Code? action loading routines
0018370c - 00183ac8: Calculate AT List
00183acc - 00183e90: AT List Sorting
00183bf0 - 00183c68: Various Flags r4= data pointer
00183c6c - 00183d0c: End of Turn
00183d10 - 00183d6c: Able to move/act checks (Menu?)
00183d70 - 00183ddc: Change of Turn check
00183e00 - 00183e38: another intermediate routine
00183e3c - 00183e8c: Unit exists checks
00183e90 - 00183e9c: Activates move/act
00183ea0 - 00183f5c: something involving map coordinates
00183f60 - 00183fb0: Load Move Find-Item data to Current Map
00183fb4 - 00184018: Get Tile's Data Pointer
0018401c - 00184148: Return Various Tile Data
0018414c - 001842f4: deals with map coordinates 3
001842f8 - 00184308: Clear r2 2
0018430c - 00184338: Force Attack Miss
0018433c - 0018435c: Force Attack Miss?
00184360 - 001843e4: Dance/Song hit % Returns if attack hit or not
001843ec - 0018460c: Knockback Calculation
00184610 - 001848d4: Knockback 2
001848d8 - 00184960: Attack Evaded Calculations
00184964 - 00184b20: Compatibility
00184b24 - 00184e3c: Validate Status Changes
00184e40 - 00184e94: Elemental Nullification Nullify Action - Glain
00184e98 - 00184f98: Elemental Damage Modification
00184f9c - 001851c0: Equipment Evasion Setting (Physical)
001851c4 - 001852e0: Equipment Evasion Setting (Magical)
001852e4 - 00185324: Concentrate Calculation
00185328 - 00185378: Dark/Confuse Caclulation
0018537c - 001853f0: Abandon Calculation
001853f4 - 001854b4: Evasion Changes due to Statuses
001854b8 - 001854f8: Transparent Calculation
001854fc - 00185734: Facing Evade Calculation
00185738 - 00185810: Weather effects on Bows
00185814 - 00185a98: Calculate Final Hit %
00185a9c - 00185c90: Base XA Calculation
00185c94 - 00185cbc: Store MA and Y
00185cc0 - 00185d3c: Base XA and YA for MA + Y / 2
00185d00 - 00185d7c: Store PA and PA + Y / 2
00185d40 - 00185d7c: Store MA and PA + Y / 2
00185d80 - 00185da8: Store MA and X
00185dac - 00185dd4: Store PA and X
00185dd8 - 00185e00: Store PA and WP
00185e04 - 00185e2c: Store PA and Y
00185e30 - 00185e58: Store Speed and X
00185e5c - 00185e90: Store PA and WP + Y
00185e94 - 00185f7c: Formula 64 or Jump Base XA / YA
00185f80 - 00185fa0: Charge Calculation
00185fa4 - 00185ff8: Weapon Element Strengthen
00185ffc - 00186050: Elemental Strengthen
00186054 - 00186148: Attack UP/Two Hands/Martial Arts
0018614c - 00186200: Formula 32, 33, 34, 35 Attack Up and Martial Arts
00186204 - 00186250: Magic Attack Up routine
00186254 - 001862c8: Attacker Berserk/Frog Check
001862cc - 00186318: Defense UP routine
0018631c - 00186368: Magic Defense Up routine
0018636c - 0018645c: Target XA affecting Statuses (Physical)
00186460 - 001864f4: Target's Status Affecting XA (Magical)
001864f8 - 00186564: Critical Hit Calculation
00186568 - 00186598: XA * YA Calculation
0018659c - 00186620: Set XA + YA for Status Formulas (Stupid section)
00186624 - 00186688: Calculate % of damage
0018668c - 001866e8: MP Damage Routine (Uses Y instead of X.)
001866ec - 00186740: Gravi2 Damage Routine
00186744 - 00186810: Steal Gil
00186814 - 001868ec: Set EXP Stolen
001868f0 - 00186918: Formula 36
0018691c - 001869e8: Damage and Knockback Routine (Dash, tackle, throw stone)
001869ec - 00186af4: Song abilities
00186af8 - 00186c00: Dance abilities
00186c04 - 00186cfc: Talk Skill
00186d00 - 00186d28: Formula 3a
00186d2c - 00186d54: Formula 39
00186d58 - 00186db8: Formula 3B
00186dbc - 00186e24: Formula 3C
00186e28 - 00186e50: Formula 43
00186e54 - 00186e74: Formula 44
00186e78 - 00186ea0: Formula 45
00186ea4 - 00186ecc: +Y brave
00186ed0 - 00186fcc: Weather Elemental effects?
00186fd0 - 00186ff4: Elemental Damage Modification (Prep)
00186ff8 - 001870f8: Ability Elemental? Apply Elemental - Glain
001870fc - 0018714c: Elemental Absorption
00187150 - 00187244: Faith Calculation
00187248 - 0018734c: HP Absorbtion (Seems needlessly complex)
00187350 - 001873d4: Undead Reversal
001873d8 - 00187468: Undead Absorb Attack
0018746c - 001874e8: MP Recovery Routine -MP Absorb*
001874ec - 0018750c: Convert HP Damage into MP Recovery
00187510 - 001875b8: ??? Routine (Often appears after elemental absorb routine)
001875bc - 001875f8: Dragon Check
001875fc - 00187634: Sleep Check
00187638 - 0018768c: Maintenance
00187690 - 001876e0: Conditional Status Proc Roll (19%) Inner Routine
00187730 - 00187838: Magic Gun Ability Decision
0018783c - 0018785c: Quick Effect
00187860 - 0018790c: Determine which stat will be reduced
00187910 - 001879c4: Katana Break Chance
001879c8 - 00187c9c: Steal/Break/Might Sword Hard Coding
00187ca0 - 00187eb0: Formula 01 - 06 Aftermath
00187eb4 - 00187f20: Apply status (to action) - (Preserve hit status, evade type, hit %)
00187f24 - 00188284: Apply status (to action) Formula 38
00188288 - 001882c4: MP Healing Item Formula
001882c8 - 001882f4: 100% HP/MP Healing (actual)
001882f8 - 001883a8: Finger Guard
001883ac - 00188484: Catch
00188488 - 001884bc: Calculate Hit %
001884c0 - 0018850c: Conditional Status Proc Roll (19%)
00188510 - 00188564: Physical Evade Calculation
00188568 - 001885b4: Physical Evade Calculation(Charge)
001885b8 - 001885f4: Magical Evade Calculation
001885f8 - 00188634: Physical XA Modifying Statuses/Support
00188638 - 001886a0: Weapon Damage Calculation
001886a4 - 001886d0: Damage Calculation
001886d4 - 00188718: Routine used in formula 2B
00188744 - 00188778: Magical Support/Status/Compat
0018877c - 001887c0: Elemental XA * YA
001887c4 - 001887fc: Elemental Absorb/Status
00188800 - 00188854: MA + X
00188858 - 00188884: Magical XA * YA
00188964 - 001889a0: Truth/Formula 5E-5F Magical damage
001889a4 - 001889c8: 2Truth/Formula 5E-5F Calculate damage
001889cc - 00188a20: Calculate Accuracy for Magical Spells
00188a24 - 00188a80: Calculate Accuracy for Magical
00188a84 - 00188ad8: MA + X without faith
00188adc - 00188b10: Cluster of Physical Routines
00188b14 - 00188b60: Physical Routine for Hit % abilities
00188b64 - 0018ac70: Formulas
0018ac74 - 0018acd8: remove transparent status if Jump is used?
0018acdc - 0018ad54: Pheonix down on undead
0018ad58 - 0018adf0: Double WP if two hands is equipped?
0018adf4 - 0018ae38: action data nulling
0018ae3c - 0018af28: Knockback?
0018af2c - 0018b270: Perform reaction abilities
0018b274 - 0018b348: Store used weapon based on action menu byte
0018b34c - 0018b9f4: Pre Formula Setup (FDC)
0018b9f8 - 0018ba40: Remove Status
0018ba44 - 0018bcec: set some data for current attack
0018bcf0 - 0018bd30: Called by Nullify Action - Glain
0018bd34 - 0018bd70: ?Nullify steal item? - Glain (Update Notes)
0018bd74 - 0018bdd0: Current Action Data Nulling
0018bdd4 - 0018be04: Null Some Status Data
0018be08 - 0018c67c: Main Reaction Routine - performs ability effects
0018c680 - 0018c754: Poach Calculation
0018c758 - 0018c858: some kind of ENTD/Unit manipulation
0018c85c - 0018c91c: Level up/down ability
0018c920 - 0018c964: Check if unit can react 1
0018c968 - 0018c99c: Check if unit can react?
0018c9a0 - 0018c9e0: Reaction check?
0018c9e4 - 0018cafc: 'Reflect', Blade Grasp, and Arrow Guard
0018cb00 - 0018cc30: Sunken State, Caution, Dragon Spirit, etc. usability
0018cc34 - 0018ccd4: MP Switch, Distribute, and Damage Split usability
0018ccd8 - 0018ce00: PA Save, MA Save, Speed Save Regenerator, HP Restore, MP Restore, Critical Quick, Meatbone Slash, Auto Potion, Gilgame Heart check
0018ce04 - 0018ce84: Counter, Counter Tackle, Counter Flood, Brave Up, Dragon Spirit, Sunken State, and Caution Usability usability
0018ce88 - 0018cef0: PA Save, MA Save, Speed Save, Regenerator, Auto Potion, Gilgame Heart usability
0018cef4 - 0018cf70: Critical Quick, HP Restore, MP Restore, Meatbone Slash usability
0018cf74 - 0018cfe4: Face Up and Absorb Used MP usability
0018cfe8 - 0018d04c: Reflect Reaction?
0018d050 - 0018d0e4: Blade Grasp Usability
0018d0e8 - 0018d1b4: Arrow Guard Usability
0018d1b8 - 0018d2a4: MP Switch Usability
0018d2a8 - 0018d314: Distribute Usability
0018d318 - 0018d380: Damage Split Usability
0018d384 - 0018d3bc: Chance to React
0018d3c0 - 0018d56c: Steal Routine
0018d570 - 0018d61c: Stat Increment/Decrement
0018d620 - 0018d708: Attacker's Earned Experience
0018d70c - 0018d7c4: Store target stats pointer + data calls main action loading routine
0018d7c8 - 0018d864: Poison and Regen
0018d868 - 0018d90c: Transparent removal routine
0018d910 - 0018da00: status CT decrement and innate statuses?
0018da04 - 0018da40: target pointers
0018da44 - 0018da84: Crystal, Dead, Jump, Petrify, Treasure check
0018da88 - 0018dbac: Poison Marsh Routine
0018dbb0 - 0018dd40: Traps Routine
0018dd44 - 0018df08: Move-HP Up, Move-MP Up, Gained Exp Up\
0018dff8 - 0018e078: Main Reaction subroutine - ENTD/ID stuff - Calculate Unlocked Jobs/set ability element = dark?
0018e9bc - 0018e9e4: Determine if Status Flags can be Enabled
0018e9e8 - 0018ea94: Item quantity increment for steal/break?
0018ea94 - 0018eb4c: Steal Gil/Exp routine?
0018eb50 - 0018ec0c: Apply Exp gain / Level up
0018edf8 - 0018ee20: Store ability data 80193868 + 0x10 bytes
0018ee24 - 0018ee64: Count # of targets hit by ability
0018eea0 - 0018eed4: Random Process, gives a number between 0-7fff
0018eed8 - 0018ef28: Random Process, (gives a random based on r4 (MOD) and checks against r5 (chance to work))
0018ef34 - 0018f034: Current Action Attacker Data Setting
0018f624 - 0018f7a0: Formula Table
001941f8 - 00194310: Acting Unit's Data Setup (AI?)
00195878 - 00195940: AI Ability Data Setting
00195944 - 001959d0: Attack
001959d4 - 00195a20: AI Item Inventory
00195a24 - 00195a2c: Katana Inventory
00195a30 - 00195a8c: Weapon Inventory
00195a90 - 00195b9c: Jump
00195ba0 - 00195bb8: Charge
00195bbc - 00195bfc: Arithmeticks
00195c00 - 00195d90: Default
00196ce8 - 00196dac: Check if Unit can be Targeted (Cryst/Trea/Mount/Trans)
001978e4 - 00197958: Find Direction of Target
00199124 - 00199368: Calculate Physical? Target
0019936c - 0019939c: Calculate Distance Between Units
001998c8 - 001999c4: Check if Regen/Charm/DM/Reraise/DA Can be Inflicted
00199b98 - 00199c84: Calculate Clockticks Until Unit Acts
00199ec8 - 0019a2c8: Usable Ability Setting/ENTD AI Calculations
0019a2cc - 0019a2ec: Dividend * 4 / Divisor
0019a2f0 - 0019a528: Set AI Flags/Usable Abilities
0019a52c - 0019a5f4: Store Weapon? Attack Data
0019a5f8 - 0019a638: Usable Ability Setting
0019a63c - 0019a66c: Part of the Weapon Inventory
0019a670 - 0019a6a0: Ability Loading
0019a6a4 - 0019a7a0: Weapon Inventory 2
0019a7a4 - 0019a7e0: Arithmeticks 2
0019a7e4 - 0019a814: Charge 2
0019a818 - 0019a994: Others
0019a998 -0019a9c4: Jump 2
0019a9f8 - 0019aa4c: Jump 3
0019aa50 - 0019ab04: Load Known Ability Flag
0019ab08 - 0019ab44: Transfer Halfword Values
0019ab48 - 0019ab74: Transfer Byte Values
0019ab78 - 0019abb0: Word Nulling
0019ad74 - 0019ae2c: [[Determine if Height Difference < 3]]
0019b6b0 - 0019b750: Calculate Height Difference Between Units
0019e160 - 0019e374: Transfer Unit Data to AI Data
0019e378 - 0019e53c: Transfer AI Data to Unit Data
0019ef24 - 0019efac: Check if Status Should/Can be Added
0019f2a4 - 0019f2f0: Transfer Unit Coordinates to AI
001a0fa0 - 001a0fd0: Get Start of Frame Pointers Address
001a0fd4 - 001a100c: Get Start of Parameter Sets Address
001a1010 - 001a1040: Get Header before Motion Data Address
001a1044 - 001a1074: Get Coordinate Data Address
001a1078 - 001a10a8: Get Motion Data Address
001a10ac - 001a10e8: Get Misc. Data and Palette Data Addresses
001a1198 - 001a11c8: Get ??? Data Address
001a15b4 - 001a1810: Ability animation uses animation flags (Ball Hardcoding)
001a1814 - 001a1850: Load ability effect also has accumulate hardcoding?
001a18d8 - 001a1c3c: Effect Control Routine
001a20b4 - 001a20e4: Clear some data
001adfac - 001adfe8: Get Ninja Ball effect based on weapons element. Only valid entries for fire,water,lightning