Difference between revisions of "BATTLE.BIN Routines"
Jump to navigation
Jump to search
("Free Cursor Controller Input" was attached to the wrong routine. Moved it to the line with its routine and enabled the link to the existing page for routine 0x00074bf8) |
|||
Line 1,321: | Line 1,321: | ||
0017f6c4 - 0017f89c: [[Validate unit placement]] | 0017f6c4 - 0017f89c: [[Validate unit placement]] | ||
0017f8a0 - 0017fbe8: [[Load ENTD Units]] | [[Big ENTD unit loading routine]] | 0017f8a0 - 0017fbe8: [[Load ENTD Units]] | [[Big ENTD unit loading routine]] | ||
− | 0017fbec - 0017fcc4: | + | 0017fbec - 0017fcc4: [[Add Unique Value to List]] |
0017fcc8 - 0017fd04: [[Disable/Remove unit]] | 0017fcc8 - 0017fd04: [[Disable/Remove unit]] | ||
0017fd08 - 0017fd7c: [[Check for unit availability(existance) and ENTD level setting]] | 0017fd08 - 0017fd7c: [[Check for unit availability(existance) and ENTD level setting]] |
Revision as of 17:50, 23 November 2023
00067000 - 00067794: Return Addresses 00067798 - 0006780c: ??? some data 00067810 - 000683b8: Return addresses and sparse data 000683c0 - 000683d0: Store AT list ID = 1 000683d4 - 000683e0: Store AT list ID = 0 000683e4 - 00068414: Transfer Unit's X/Y/Map Level 00068418 - 00068490: X/Y Data Gathering for Attacks? 00068494 - 00068530: Store Palette data for each unit 00068534 - 00068630: Palette modification based on team 00068634 - 00068678: Highlight units based on Team 2 (Square pressed during free cursor) 0006867c - 000686ac: Increment AT List ID 000686b0 - 00068764: AT List Check if Unit is Charging Ability 00068768 - 00068790: 00068794 - 000687a0: Clear AT list ID 000687a4 - 000687b8: Clear 960f8 and 960fc 000687bc - 000687dc: Transfer Palette 000687e0 - 00068948: Set evade special effects based on Evade Type Weapon Break, Golem Hand, etc. 0006894c - 000689a0: Set evade type data and weapon element effect 000689a4 - 00068a1c: Set evade type data, item and throw stone hardcoding 00068a20 - 00068a70: set some palette stuff 00068a74 - 00068a90: Call palette routine 1 00068a94 - 00068ab0: Call palette routine 2 00068ab4 - 00068ad0: Call palette routine 3 00068ad4 - 00068af0: Call palette routine 4 00068af4 - 00068b10: Call palette routine 5 00068b14 - 00068b30: Call palette routine 6 00068b34 - 00068b50: Call palette routine 7 00068b54 - 00068b90: Set targets animation 1 based on attack type 00068b94 - 00068bd0: Set targets animation 2 based on attack type 00068bd4 - 00068c14: Jump to post action display 00068c18 - 00068c7c: Set Bow Hardcoding 00068c80 - 00068cc0: Call Bow Hardcoding routine 00068cc4 - 00068d04: Call Bow Hardcoding routine Copy? 00068d08 - 00068e2c: Status/sprite transformation/animation display setting 00068e30 - 00068e54: Update Status/Sprite/Animation Display By Unit Misc ID | Jump to 68d08 00068e58 - 00068e7c: Jump to 68d08 2 00068e80 - 000690f4: Special Status Flag Enabling? 000690f8 - 0006912c: Jump to set item graphic/palette (83758) 00069130 - 00069250: 00069254 - 000692b8: Set some data for Mounted Units 000692bc - 00069338: ? 0x692bc (WalkTo Animation inner routine for Mounted units?) | Set Animation/Facing for Mounted Units 0006933c - 000693f0: 000693f4 - 000694d4: 000694d8 - 00069740: 00069744 - 000699f0: 000699f4 - 00069af4: 00069af8 - 00069bf4: 00069bf8 - 00069cf8: 00069cfc - 00069df8: 00069dfc - 00069e64: 00069e68 - 00069edc: Initialize Units Coordinates, Animation, Facing 00069ee0 - 00069f10: Transfer Palette and store 0x7F in misc data 00069f14 - 0006a07c: 0006a080 - 0006a208: 0006a20c - 0006a37c: Move target coordinates after knockback 0006a380 - 0006a534: 0006a538 - 0006a7bc: 0006a7c0 - 0006aa7c: 0006aa80 - 0006ad14: 0006ad18 - 0006af78: 0006af7c - 0006b95c: 0006b960 - 0006b990: 0006b994 - 0006ba34: 0006ba38 - 0006bad4: Palette adjustment based on Tile Type 0006bad8 - 0006bbf8: 0006bbfc - 0006bce0: Store Coordinate,Mount,Animation Data | ? 0x6bbfc 0006bce4 - 0006bda4: 0006bda8 - 0006be88: 0006be8c - 0006c020: 0006c024 - 0006c2b8: ? 0x6c024 0006c2bc - 0006c31c: 0006c320 - 0006c3d4: 0006c3d8 - 0006c418: 0006c41c - 0006c4f4: 0006c4f8 - 0006c78c: 0006c790 - 0006c874: 0006c878 - 0006c948: 0006c94c - 0006ca38: 0006ca3c - 0006cacc: test 0006cad0 - 0006cbb4: 0006cbb8 - 0006cc90: 0006cc94 - 0006d05c: Some Knockback Handling 0006d060 - 0006d19c: 0006d1a0 - 0006d284: 0006d288 - 0006d340: 0006d344 - 0006d430: 0006d434 - 0006d594: 0006d598 - 0006d798: 0006d79c - 0006d7c0: 0006d7c4 - 0006d7e0: Call Initialize Units Coordinates, Animation, Facing 0006d7e4 - 0006d814: 0006d818 - 0006db0c: Process Single Unit Movement 0006db10 - 0006dc88: Knockback Processing 0006dc8c - 0006dda8: Knockback with bows? 0006ddac - 0006dde8: Transfer Target Coordinates (knockback) knockback with bows? 0006ddec - 0006e558: free cursor input related 0006e55c - 0006e5bc: Store Name and data of unit selected by cursor 0006e5c0 - 0006e630: Store Name and Data of unit selected by cursor 2 0006e634 - 0006e6ac: Store Casting Units Name and Data selected by cursor 0006e6b0 - 0006e7c4: Free Cursor Selection Routine 0006e7c8 - 0006eed8: 0006eedc - 0006eeec: Set Game Flow Variable to 1 0006eef0 - 0006eefc: Set Game Flow Variable to 0 0006ef00 - 0006f138: 0006f13c - 0006f170: Rotate Map (Counterclockwise?) 2 L1 controller input 0006f174 - 0006f1a4: Rotate Map (Counterclockwise?) 0006f1a8 - 0006f1dc: Rotate Map (Clockwise?) 2 R1 Controller input 0006f1e0 - 0006f214: Rotate Map (Clockwise?) 0006f218 - 0006f288: L1 and R1 rotation 0006f28c - 0006f31c: 0006f320 - 0006f4ac: 0006f4b0 - 0006f5b8: Change Map Zoom 2 0006f5bc - 0006f630: Player Camera Zoom (L1 Button) 0006f634 - 0006f674: Change Map Zoom (L2 Controller Input) 0006f678 - 0006f7c0: Camera Zoom Related (0x6f678) 0006f7c4 - 0006f8c4: Tilt Map/Zoom 2 0006f8c8 - 0006f964: 0006f968 - 0006f9a8: Tilt Map/Zoom(R2 Controller Input) 0006f9ac - 0006fb4c: 0006fb50 - 0006fc04: 0006fc08 - 0006fc64: 0006fc68 - 0006fdf4: 0006fdf8 - 0006fe54: 0006fe58 - 000700b8: 000700bc - 000702e0: 000702e4 - 0007063c: 00070640 - 000707c0: 000707c4 - 0007081c: Process Unit Movement 00070820 - 00070994: Some Tile - map rotation interaction 00070998 - 000709f8: Set casting unit ID = FF 2 000709fc - 00070a34: Set casting unit ID = FF 1 00070a38 - 00070b78: Some system routines for ramza crystal, ability CT resolution 00070b7c - 00070c00: Store ENTD flags into misc data w/o control flag 00070c04 - 00070c74: Set next script = action menusPressed confirm while not highlighting any unit, also happens after completing move // Stores Script 0x03 00070c78 - 00070cd8: 00070cdc - 00070d14: Store next Battle flow script = 1 (Select pressed during free cursor) 00070d18 - 00070dd8: 00070ddc - 00070e20: 00070e24 - 00070e68: 00070e6c - 00071004: In between turn events mimic, ability cast, traps, etc. 00071008 - 000711a0: - ???? happened for me before and after Mimic action // Stores Script 0x27 000711a4 - 000712d4: - This happened after music started. I believe the map had not been shown yet. Was in mid-rotation of map if i remember correctly. Please test. // Stores Script 0x27 000712d8 - 00071348: 0007134c - 0007139c: Highlight units based on team (Square pressed during free cursor) 000713a0 - 00071430: Menu stuff? - selecting the active unit. // Stores Script 0x04 00071434 - 000714f0:- every time you select a unit, and there are choices. For example, selecting one of your own non active units, or checking enemy unit status. Number does not change if you go deeper into the menus // Stores Script 0x04 000714f4 - 000715a4: Menu stuff 000715a8 - 000715e4:- pressing select to read further information on an action command or status screen. Basically any time while the above is true- Pressing Cancel on a unit to check how far they can move. // Stores Script 0x06, 0x07 000715e8 - 00071664: 00071668 - 00071698:- Pressing Triangle to bring up the AT, Unit list and Options. Does not change if you go deeper into the menus unless you select a unit in AT list. // Stores Script 0x08 0007169c - 000716d8: 000716dc - 00071718:- pressing select while in the AT, Unit list and Options. Pressing Select while in Unit List does not change number. // Stores Script 0x09 0007171c - 000717c8: Get next acting unit? - Selecting a unit in the AT list. // Stores Script 0x0a 000717cc - 00071820:- Pressed "Move" Command // Stores Script 0x0c 00071824 - 00071878: 0007187c - 00071928:- Pressed Circle to remove the reminder on how to move a unit, also after removing "Select within movable range" box // Stores Script 0x0d 0007192c - 00071980:- "select within movable range" box appeared. selected tree (unpathable) as movement location. works for spaces outside of range as well // Stores Script 0x0f 00071984 - 00071a78: - selected a spot within legal distance (blue square) // Stores Script 0x10 00071a7c - 00071ab4: 00071ab8 - 00071b48:- blue squares disappeared, unit walks to location // Stores Script 0x11 00071b4c - 00071c88: - unit finishes walking to location "are you sure you want to move here?" box appears // Stores Script 0x12 00071c8c - 00071ce8: - happens right after confirming move command, attack command // Stores Script 0x25 00071cec - 00071de4: 00071de8 - 00071e64: 00071e68 - 00071ee4:Post Movement Display- confirm move command 00071ee8 - 000723d0: Main Post Movement // Stores Script 0x15 000723d4 - 0007245c: Post Movement Display Prep 00072460 - 00072540: - begin choosing facing for Wait // Stores Script 0x13 00072544 - 00072670: - Choose Wait action, or Move/Act used up // Stores Script 0x14 00072674 - 00072708: 0007270c - 00072738: Turn sprite towards attack 0007273c - 00072924: Movement/action direction setting? 00072928 - 00072a0c: Rider/Mount X/Y/Facing Setting? 00072a10 - 00072a84: 00072a88 - 00072acc: Check if Facing Needs Changed? 00072ad0 - 00072b10: - also happens after confirming move command or attack command, happens after 0x71c9c // Stores Script 0x26 00072b14 - 00072b4c: 00072b50 - 00072bec: Range 1 Ability Used // Stores Script 0x16 - happens right after 0x73bac, unit attacks, this section will happen twice for 2 swords attacks // Stores Script 0x2d 00072bf0 - 00072ce4: Set item/throw stone ability display stuff? 00072ce8 - 00072d88:- unit stands straight, break happened twice in a row, goes back to 0x73bac for 2 swords ori r2,r0,0x2f // Stores SCript 0x2f 00072d8c - 00073160: Set_Post_Effect_Messages_data 00073164 - 000731d4 :Prep_Targets_Post_Action_message 000731d8 - 0007324c: 00073250 - 000732c4: 000732c8 - 000734c8: Battle Message Display- attack finishes, this section will happen twice for 2 swords attacks // Stores Script 0x2e 000734cc - 00073634:- finish Attack command, happened 3x in a row // Stores Script 0x28 00073638 - 000736d0: 000736d4 - 000739c8: Ability effect calculations critical hit, reflect, etc. 000739cc - 00073b98: Action phase control- ???? Something about Mimic- also happens after executing command, happens after 0x7418c // Stores Script 0x29 // Stores Script 0x29 00073b9c - 00073ee8: set some target coordinates/attacker animation, others - unit status compltely gone, unit is about to attack, this section will happen twice for 2 swords attacks // Stores Script 0x2c 00073eec - 00073fb4: Set damage display type based on ability - ???? Only during Mimic // Stores Script 0x2b (Return from mimic?) 00073fb8 - 00073fdc:- happens after 0x73a78, unit status at bottom of screen almost completely disappeared. Means one of the previous menus was to hide the unit status // Stores Script 0x2a 00073fe0 - 00074064: Store animation and facing based on animation flag 1- Execute action chosen // Stores Script 0x1c 00074068 - 000740d0: 000740d4 - 00074200: - happens right after choosing Execute // Stores Script 0x1e 00074204 - 000742c4:- ????happened during Mimic // Stores Script 0x1e 000742c8 - 00074304: 00074308 - 0007446c: Select Target Tile | - choosing valid location (red box) // Stores Script 0x19 00074470 - 000744c4:- choosing out of range target location // Stores Script 0x18 000744c8 - 000745a8: - happens right before red boxes appear for targetting // Stores Script 0x17 000745ac - 000746a8: - confirming location, "Executing action" box appears // Stores Script 0x1b 000746ac - 000747b4: 000747b8 - 00074810: 00074814 - 00074858: 0007485c - 0007492c: 00074930 - 000749c4: 000749c8 - 00074a38: 00074a3c - 00074abc: 00074ac0 - 00074af4: 00074af8 - 00074b14: - Something about Mimic // Stores Script 0x17 00074b18 - 00074b34: 00074b38 - 00074b64: 00074b68 - 00074ba8: 00074bac - 00074bf4: Free Cursor Controller Input 00074bf8 - 00074dcc: // Script 0x00 00074dd0 - 00074e28: Get Tile Information when Select is pressed // Script 0x01 00074e2c - 00074e90: Controller input related // Script 0x02 00074e94 - 00074f58: Action Menus // Script 0x03 00074f5c - 0007530c: Decide what to do based on skillset/ability selections? // Script 0x04 00075310 - 000755f8: Set move/act based on skillset mainly for defend/eq.change - also sets other flags // Script 0x05 000755fc - 0007568c: // Script 0x06 00075690 - 00075718: has more controller input // Script 0x07 0007571c - 000757c0: has more controller input // Script 0x08 000757c4 - 0007581c: // Script 0x09 00075820 - 00075878: has more controller input // Script 0x0a 0007587c - 0007590c: // Script 0x0f 00075910 - 00075c30: // Script 0x10 00075c34 - 00075c9c: // Script 0x11 00075ca0 - 00075d08: // Script 0x12 00075d0c - 00075dac: // Script 0x13 00075db0 - 00075e64: // Script 0x14 00075e68 - 00075f0c: 00075f10 - 00076018: 0007601c - 000761c8: 000761cc - 00076298: // Script 0x15 0007629c - 00076354: // Script 0x17 00076358 - 0007642c: 00076430 - 00076654: // Script 0x16 00076658 - 00076918: has learn from crystal, move XX up // Script 0x18 0007691c - 000769ac: // Script 0x19 000769b0 - 00076b78: while unit is moving? // Script 0x1a 00076b7c - 00076be4: // Script 0x1b 00076be8 - 00076c4c: Sets next script = 1? // Script 0x1d 00076c50 - 00076d80: // Script 0x1c 00076d84 - 00076f0c: stores animation/facing based on ability flags 1 // Script 0x1e 00076d84 - 00076f10: 00076f14 - 00076fcc: // Script 0x1f - 00076fd0 - 00077094: // Script 0x20 00077098 - 00077130: Action occurring // Script 0x21 - 00077134 - 0007719c: action related // Script 0x22 000771a0 - 00077310: action related // Script 0x23 00077314 - 00077374: loads effect LBA sector // Script 0x24 00077378 - 000773b0: Item, throw stone hardcoding // script 0x25 000773b4 - 000773f4: 000773f8 - 0007775c: ? 0x773f8 | Big action/ability display // Script 0x26 00077760 - 000777e8: // Script 0x27 000777ec - 0007799c: action related // Script 0x28 000779a0 - 00077b54: // Script 0x29 00077b58 - 00077bd4: 00077bd8 - 00077c04: small one // Script 0x2a 00077c08 - 00077c34: also small // Script 0x2b 00077c38 - 00077ca0: // Script 0x2c 00077ca4 - 00077e18: controller input checked // Script 0x2d 00077e1c - 00077e84: // Script 0x2e 00077e88 - 00077f64: AI target processing? // Script 0x2f 00077f68 - 0007802c: // Script 0x30 00078030 - 0007809c: Controller input checked // Script 0x31 000780a0 - 00078144: // Script 0x0b 00078148 - 00078324: Copy 0x16e in unit data to misc data, display processing // Script 0x0e 00078328 - 00078438: // Script 0x0d 0007843c - 00078500: // Script 0x0e 00078504 - 000785a8: this one looks cool // Script 0x32 000785ac - 000787d8: checks each unit for something and controller input // Script 0x33 000787dc - 000787f8: 000787fc - 00078960: // Script 0x34 00078964 - 00078ac8: // Script 0x37 00078acc - 00078bf0: // Script 0x3a 00078bf4 - 00078d1c: // Script 0x35 00078d20 - 00078e54: // Script 0x38 00078e58 - 00078fb0: // Script 0x36 00078fb4 - 000791e4: // Script 0x39 000791e8 - 00079294: 00079298 - 00079a94: 00079a98 - 0007a1d0: Main BATTLE.BIN Loop | Game Flow Control routine *Game Flow Control Return Addresses 0007a1d4 - 0007a214: Get casting unit's misc data data that matches 0x9112c 0007a218 - 0007a258: Get Source Unit Misc Data Pointer | Get Casting units Misc Data 0007a25c - 0007a2b4: Get Misc Data of unit that matches register inputs 0007a2b8 - 0007a3f4: Find Unit at Coordinates (Misc Data) (0x7a2b8) | Check if unit is on panel? 0007a3f8 - 0007a4f0: Get misc data of unit that matches register inputs that isn't crystal/treasure 0007a4f4 - 0007a5cc: Some thing wtih check if chocobo is on panel 0007a5d0 - 0007a6e0: Get Overlapping Unit Misc Data Pointer 0007a6e4 - 0007a720: Get Unit Misc Data Pointer | Find Current Misc Unit Data Pointer (external ID)? 0007a724 - 0007a770: Get Unit Misc Data Pointer By Battle Unit Index | Find Misc Unit Data Pointer (checking for specific unit)? | Get unit misc data that matches r4 ID 0007a774 - 0007a7b4: Count number of WEP sheets loaded? 0007a7b8 - 0007a83c: 0007a840 - 0007a964: 0007a968 - 0007a9ac: 0007a9b0 - 0007aa30: 0007aa34 - 0007abcc: 0007abd0 - 0007ac5c: Initialize some display data 0007ac60 - 0007aca8: Unit RGB/Sprite Type/? Initialization 0007acac - 0007ad04: Initialize WEP1 sprite RGB 0007ad08 - 0007adb0: Initialize RGB and some more stuff 0007adb4 - 0007ae44: Initialize Status bubble sprite displays 0007ae48 - 0007aec8: Initialize item sprite display 0007aecc - 0007af04: Call store screen offsets to GTE 0007af08 - 0007af40: 0007af44 - 0007b4e8: Display Related? (0x7af44) 0007b4ec - 0007b52c: Store Sprite Display Data 0007b530 - 0007b550: 0007b554 - 0007b588: 0007b58c - 0007b684: 0007b688 - 0007b6a4: 0007b6a8 - 0007b6c4: 0007b6c8 - 0007b928: 0007b92c - 0007b948: 0007b94c - 0007b968: 0007b96c - 0007b9cc: Store vx, vy, vz vectors 0007b9d0 - 0007c440: 0007c444 - 0007c808: 0007c80c - 0007cff4: Slope Calculations (HUGE) 0007cff8 - 0007d09c: 0007d0a0 - 0007d0d0: 0007d0d4 - 0007d2d8: 0007d2dc - 0007d34c: 0007d350 - 0007d3f0: 0007d3f4 - 0007d474: 0007d478 - 0007d518: 0007d51c - 0007d5cc: 0007d5d0 - 0007db18: 0007db1c - 0007e300: 0007e304 - 0007e728: 0007e72c - 0007e9a4: 0007e9a8 - 0007eb88: 0007eb8c - 0007eebc: Determine Status Bubble Parameters 0007eec0 - 0007f1d0: Display Status Bubble 0007f1d4 - 0007f23c: ? 0x7f1d4 (Status Bubble Related?) 0007f240 - 0007f2a8: 0007f2ac - 0007f3fc: 0007f400 - 0007f458: 0007f45c - 0007f508: Store Item's Display Data 0007f50c - 0007f5f4: 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* 00080f04 - 00080f40: Something to do with palette? 00080f44 - 00080fe8: Prep for Displaying Earned Exp/JP 00080fec - 000810a0: Activate numerical sprite data? 000810a4 - 00081974: More post action display? 00081978 - 00081984: Store unit animation and facing value 00081988 - 000819a4: Store unit animation/facing/someothervalue 000819a8 - 00081a04: Get some Spritesheet data address 00081a08 - 00081a54: 00081a58 - 00081a90: 00081a94 - 00081acc: 00081ad0 - 00081adc: r2 = 0x800b669c 00081ae0 - 00081aec: r2 = 0x800b6edc 00081af0 - 00081b08: Get Spritesheet Graphic Height 00081b0c - 00081b84: Store some coordinate data 00081b88 - 00081c18: Store some movement coordinate data 00081c1c - 00081c5c: 00081c60 - 00081d50: Save Spritesheet ID to spritesheet data 00081d54 - 0008210c: Weather/time of day/tile palette modification 00082110 - 000822b8: Special spritesheet ID palette mods? 000822bc - 00082464: palette mod by status 00082468 - 00082504: check for tile, status palette mod 00082508 - 0008254c: Determine Status Bubble Activation Byte | Status/? Misc ID checks 00082550 - 00082588: Transparent Check (for opacity?) 0008258c - 0008261c: Set some display/anim data for weapon/evade types 00082620 - 00082788: This routine still needs documenting 0008278c - 00082888: Movement validation - float/fly? 0008288c - 00082a40: Target spritesheet calculations? 00082a44 - 00082b18: Set animation for Item abilities 00082b1c - 00082b7c: Store attack animation flags and facing 1 00082b80 - 00082c0c: Set attack animation flags and facing 2 00082c10 - 00082cc0: Set attack animation flags and facing 3 00082cc4 - 00082d4c: Set Level up/Job level up animations? 00082d50 - 00082df4: Set Animation Based On Unit Mounted State 00082df8 - 00082ee8: 00082eec - 000831b4: Set Animation Based On Unit Status | Set Animation based on status 000831b8 - 00083468: More animation based on status, death sound effects 0008346c - 0008356c: Poach/Morbol Transformation Can change spritesheet ID here 00083570 - 00083754: Sprite changing stuff? crystal, frog, etc. 00083758 - 00083850: Set thrown item graphic/palette also throw stone 00083854 - 00083870: 00083874 - 00083974: Set attacker animation for shield block 00083978 - 00083c54: Set targets animation based on attack type 00083c58 - 00083cd0: Sprite display setting for all units based on attack 00083cd4 - 00083e0c: 00083e10 - 00083f14: 00083f18 - 00084210: these are the same routineUpdate Sprite display data 00084214 - 000846ac: this routine still needs documenting 000846b0 - 00084754: Something to do with unit facing? 00084758 - 0008476c: 00084770 - 00084814: 00084818 - 00085230: Load Unit graphics from sprite sheet 00085234 - 00085268: 0008526c - 00085a14: Load WEP graphic from WEP1 Sheet 00085a18 - 00085b9c: 00085ba0 - 00085c08: 00085c0c - 000865a0: 000865a4 - 0008663c: Process Status Bubble Display 00086640 - 00086b40: 00086b44 - 00086dc0: 00086dc4 - 00086f28: 00086f2c - 00087060: 00087064 - 000870a8: 000870ac - 00087198: 0008719c - 000871f0: 000871f4 - 000872e8: 000872ec - 000873b8: 000873bc - 000875ec: 000875f0 - 00087700: 00087704 - 000878a0: 000878a4 - 000879b4: 000879b8 - 00087a24: 00087a28 - 00088014: Misc unit data initialization 00088018 - 0008812c: 00088130 - 00088804: Load unit SHP & SEQ data to RAM 00088808 - 0008883c: Perform Animate All Units 3 times 00088840 - 00088864: 00088868 - 00088900: 00088904 - 00088ee8: Load lucavi SHP & SEQ data to RAM 00088eec - 000890b4: 000890b8 - 00089248: 0008924c - 00089380: 00089384 - 00089458: 0008945c - 00089524: 00089528 - 00089550: 00089554 - 00089578: 0008957c - 000895c0: 000895c4 - 00089634: 00089638 - 00089744: 00089748 - 000897d8: 000897dc - 0008989c: 000898a0 - 00089b9c: 00089ba0 - 00089d9c: 00089da0 - 00089dbc: 00089dc0 - 00089ddc: 00089de0 - 00089dfc: 00089e00 - 00089e1c: 00089e20 - 00089f20: 00089f24 - 0008a114: 0008a118 - 0008a348: 0008a34c - 0008a358: 0008a35c - 0008a4a8: 0008a4ac - 0008a6d4: 0008a6d8 - 0008a6fc: 0008a700 - 0008a77c: 0008a780 - 0008a7fc: 0008a800 - 0008a880: 0008a884 - 0008a920: 0008a924 - 0008ab30: 0008ab34 - 0008adf4: 0008adf8 - 0008b0c4: 0008b0c8 - 0008b230: 0008b234 - 0008b288: 0008b28c - 0008b2c0: 0008b2c4 - 0008b2f8: 0008b2fc - 0008b308: 0008b30c - 0008b334: 0008b338 - 0008b3c8: 0008b3cc - 0008b43c: 0008b440 - 0008b4b4: 0008b4b8 - 0008b4ec: 0008b4f0 - 0008b524: 0008b528 - 0008b534: 0008b538 - 0008b560: 0008b564 - 0008b628: 0008b62c - 0008b6e0: 0008b6e4 - 0008b7b0: 0008b7b4 - 0008b7e8: 0008b7ec - 0008b820: 0008b824 - 0008b830: 0008b834 - 0008b85c: Set Camera Zoom Parameters 0008b860 - 0008b8f0: Set Camera Rotation Values 0008b8f4 - 0008b964: 0008b968 - 0008b9dc: 0008b9e0 - 0008ba14: 0008ba18 - 0008ba4c: 0008ba50 - 0008ba5c: 0008ba60 - 0008ba88: 0008ba8c - 0008bb1c: 0008bb20 - 0008bb90: 0008bb94 - 0008bc08: 0008bc0c - 0008bc40: 0008bc44 - 0008bca8: 0008bcac - 0008bcb8: 0008bcbc - 0008bd08: 0008bd0c - 0008bde0: 0008bde4 - 0008be00: Update Status/Sprite/Animation Display By Unit Misc ID (Wrapper Function) 0008be04 - 0008be28: Set Animation Based On Unit Mounted State From Unit Misc ID 0008be2c - 0008be50: 0008be54 - 0008be78: Set Animation Based On Unit Status From Unit Misc ID 0008be7c - 0008beb8: Set Specific Animation Value From Unit Misc ID 0008bebc - 0008bf10: 0008bf14 - 0008bf80: 0008bf1c - 0008bf80: 0x8bf1c 0008bf84 - 0008bff8: 0008bffc - 0008c050: 0008c054 - 0008c0a8: 0008c0ac - 0008c110: 0008c114 - 0008c188: 0008c18c - 0008c1e0: 0008c1e4 - 0008c264: 0008c268 - 0008c2a0: 0008c2a4 - 0008c2d8: 0008c2dc - 0008c31c: 0008c320 - 0008c360: 0008c364 - 0008c39c: Store script = 0x3a This happened after I accepted a team at Formation. Music had not started yet. (FFM) 0008c3a0 - 0008c3e0: 0008c3e4 - 0008c40c: 0008c410 - 0008c438: Get Unit Screen Location Data Pointer 0008c43c - 0008c464: 0008c468 - 0008c514: 0008c518 - 0008c54c: 0008c550 - 0008c5e4: 0008c5e8 - 0008c660: 0008c664 - 0008c7c8: Walk To 0008c7cc - 0008c8e0: 0008c8e4 - 0008c93c: 0008c940 - 0008c9c0: 0008c9c4 - 0008ca44: 0008ca48 - 0008ca78: 0x8ca48 | get misc data, do something else if none found 0008ca7c - 0008cbb0: 0008cbb4 - 0008cbd4: Does Misc Unit Exist With ID 0008cbd8 - 0008cc10: 0008cc14 - 0008cc4c: 0008cc50 - 0008cc7c: 0008cc80 - 0008cca8: 0008ccac - 0008cce4: 0008cce8 - 0008cd20: 0008cd24 - 0008cd54: 0008cd58 - 0008cd90: 0008cd94 - 0008cdcc: 0008cdd0 - 0008ce1c: Get Battle Unit Index By Unit Misc ID 0008ce20 - 0008ce74: Get Unit Misc ID By Unit Index 0008ce78 - 0008cecc: 0008ced0 - 0008cef8: Find Unit's Misc Data Pointer (+0x15c) 0008cefc - 0008cf38: 0008cf3c - 0008cf74: 0008cf78 - 0008d058: 0008d05c - 0008d100: 0008d104 - 0008d134: 0008d138 - 0008d188: store mimicking misc data, existence/entd checks 0008d18c - 0008d1c4: Reset Misc Unit Graphic Trigger 0008d1c8 - 0008d224: Reset Jumping Unit Graphic Triggers 0008d228 - 0008d268: 0008d26c - 0008d29c: 0008d2a0 - 0008d5c4: 0008d5c8 - 0008d64c: 0008d650 - 0008d6a4: 0008d6a8 - 0008d704: 0008d708 - 0008d8e0: 0008d8e4 - 0008d94c: 0008d950 - 0008d994: 0008d998 - 0008dabc: 0008dac0 - 0008db50: 0008db54 - 0008dc20: 0008dc24 - 0008dc70: Get Unit's Spritesheet Value 0008dc74 - 0008dc98: 0008dc9c - 0008dcc0: Find Unit's Misc Data Pointer and Load Spritesheet Value 0008dcc4 - 0008dd0c: 0008dd10 - 0008dda4: Start New Effect 0008dda8 - 0008ddc8: 0008ddcc - 0008dde8: 0008ddec - 0008ddf8: 0008ddfc - 0008de84: 0008de88 - 0008de9c: 0008dea0 - 0008dec4: 0008dec8 - 0008ded4: 0008ded8 - 0008dee4: 0008dee8 - 0008df0c: Set Event Speed Inner 0008df10 - 0008df44: Store Selected Tile Coordinates 0008df48 - 0008df74: Store Map Max Coordinates 0008df78 - 0008dfa8: Get Tile Data Pointer From Unit Misc ID 0008dfac - 0008dfdc: 0008dfe0 - 0008e064: 0008e068 - 0008e090: 0008e094 - 0008e0b8: 0008e0bc - 0008e0ec: 0008e0f0 - 0008e118: 0008e11c - 0008e14c: 0008e150 - 0008e178: 0008e17c - 0008e1f4: ? 0x8e17c 0008e1f8 - 0008e230: 0008e234 - 0008e2c4: 0008e2c8 - 0008e300: 0008e304 - 0008e314: 0008e318 - 0008e324: 0008e328 - 0008e344: 0008e348 - 0008e354: 0008e358 - 0008e464: 0008e468 - 0008e53c: 0008e540 - 0008e6cc: 0008e6d0 - 0008e7b4: 0008e7b8 - 0008e808: 0008e80c - 0008ea68: 0008ea6c - 0008ec6c: 0008ec70 - 0008ef20: 0008ef24 - 0008ef40: 0008ef44 - 0008ef78: 0008ef7c - 0008efb0: 0008efb4 - 0008f12c: Color Screen Related (0x8efb4) 0008f130 - 0008f204: 0008f208 - 0008f31c: 0008f320 - 0008f494: 0008f498 - 0008f538: 0008f53c - 0008f638: 0008f63c - 0008f70c: 0008f710 - 00090044: Palette Modification 00090048 - 000901f4: 000901f8 - 00090254: 00090258 - 00090698: 0009069c - 000907f8: 000907fc - 0009083c: 00090840 - 00090c44: Map Darkness 00090c48 - 00090da4: 00090da8 - 00090de8: 00090dec - 000911f0: 000911f4 - 00091244: 00091248 - 0009127c: 00091280 - 000912a0: 000912a4 - 00092598: 0009259c - 0009261c: 00092620 - 000926d4: Extract Colors Data | Extract RGB+Alpha from Palette 000926d8 - 000927b8: Extract Palette Data | Get Palette Data 000927bc - 00092d48: 00092d4c - 00092dbc: 00092dc0 - 00092e94: 00092e98 - 00092f14: 00092f18 - 00092f94: 00092f98 - 00093044: ? 0x92f98 00093048 - 00093114: 00093118 - 00093140: 00093144 - 0009316c: 00093170 - 000931c0: Color Field 000931c4 - 000933c0: 000933c4 - 00093498: 0009349c - 000934cc: 000934d0 - 00093500: Map Darkness Wrapper 00093504 - 00093534: 00093538 - 00093560: 00093564 - 000935f0: 000935f4 - 00093610: 00093614 - 00093630: 00093634 - 00093650: 00093654 - 000937f4: ? 0x93654 000937f8 - 00093868: 0009386c - 00093a94: 00093a98 - 00093bec: 00093bf0 - 00093c94: 00093c98 - 000e729c: 000e72a0 - 000e7678: 000e767c - 000e77b4: 000e77b8 - 000e78bc: 000e78c0 - 000e818c: 000e8190 - 000e8408: 000e840c - 000ec714: Background Tile Color For Targeting/Movement 000ec718 - 000ee100: Background Tile Color For Targeting/Movement (Partial Tiles) 000ee104 - 000ee434: 000ee438 - 000ee958: 000ee95c - 000eeaf4: 000eeaf8 - 000eeec8: 000eeecc - 000ef69c: 000ef6a0 - 000ef6ec: 000ef6f0 - 000f0bdc: 000f0be0 - 000f1200: 000f1204 - 000f2290: 000f2294 - 000f2614: 000f2618 - 000f26b8: 000f26bc - 000f34c0: 000f34c4 - 000f3634: 000f3638 - 000f36c0: 000f36c4 - 000f3714: 000f3718 - 000f4ac8: 000f4acc - 000f4dd0: 000f4dd4 - 000f5574: 000f5578 - 000f5980: 000f5984 - 000f59ec: 000f59f0 - 000f5a28: 000f5a2c - 000f5a60: 000f5a64 - 000f5ae8: 000f5aec - 0011467c: 00114680 - 0011474c: Math Skill targeting calculations 00114750 - 0012cce4: 0011acdc - 0011aeec: Throw Determination Routine 0012cc54 - 0012cf40: Set Tile Background Color (Partial Tiles) 0012cf44 - 0012d2b0: Set Tile Background Color 0012d2b4 - 0012d874: 0012d8e4 - 0012da08: Process Inflict Status Event Commands 0012da0c - 0012dafc: Set Specific Unit Animation Value When Battle Init 0012db00 - 0012db8c: 0012db90 - 0012dbd8: 0012dbdc - 0012dc2c: 0012dc30 - 0012dc80: 0012dc84 - 0012dca8: 0012dcac - 0012dcf4: Get Battle Unit Index By ENTD Unit ID 0012dcf8 - 0012dd08: 0012dd0c - 0012dd18: 0012dd1c - 0012dd2c: 0012dd30 - 0012dd40: 0012dd44 - 0012dd54: 0012dd58 - 0012dd68: 0012dd6c - 0012dd90: 0012dd94 - 0012ddc0: 0012ddc4 - 0012dde4: 0012dde8 - 0012df08: Battle Camera Initialize 0012df0c - 0012df3c: 0012df40 - 0012df64: 0012df68 - 0012df94: 0012df98 - 0012e18c: ? 0x12df98 0012e190 - 0012e240: 0012e244 - 0012e2b4: 0012e2b8 - 0012e31c: 0012e320 - 0012e344: 0012e348 - 0012e598: 0012e59c - 0012e648: 0012e64c - 0012e658: 0012e65c - 0012e9bc: 0012e9c0 - 0012e9f8: 0012e9fc - 0012ec8c: 0012ec90 - 0012ee38: 0012ee3c - 0012eeac: 0012eeb0 - 0012f028: 0012f02c - 0012f048: 0012f04c - 0012f108: ? 0x12f04c 0012f10c - 0012f35c: 0012f360 - 0012f3c8: 0012f3cc - 0012f450: 0012f454 - 0012f4dc: 0012f4e0 - 0012f658: 0012f65c - 0012f6ac: 0012f6b0 - 0012f6d0: 0012f6d4 - 0012fd1c: 0012fd20 - 0012fd88: 0012fd8c - 00130188: 0013018c - 00130624: 00130628 - 00130714: 00130718 - 001307d0: 001307d4 - 00130870: 00130874 - 001308bc: 001308c0 - 00132820: 00132824 - 00132858: Prep for Loading Text 0013285c - 001328a8: 001328ac - 00132910: 00132914 - 00132bc0: 00132bc4 - 00132e4c: 00132e50 - 00132e70: 00132e74 - 00132f98: 00132f9c - 00132fec: 00132ff0 - 00133044: 00133048 - 00133084: 00133088 - 001330e0: 001330e4 - 0013312c: Copy Unit Screen Location Data 00133130 - 0013314c: 00133150 - 00133154: jr r31 00133158 - 00133490: Get misc ID (goes through a bunch of event command checks and more) 00133494 - 001334a0: 001334a4 - 00133564: 00133568 - 00133584: 00133588 - 00133750: Store level,exp, HP/MP hardcoding, store CT 00133754 - 00133c94: Store units small in battle display data 00133c98 - 00133ce8: Has Status Effect (For Status Window) 00133cec - 00133eec: Display Inner Character Window 00133ef0 - 00133f74: 00133f78 - 00133fe4: 00133fe8 - 0013401c: 00134020 - 00134070: 00134074 - 001340a8: 001340ac - 0013417c: Dismiss Unit Event Instruction 00134180 - 00134220: 00134224 - 00134244: 00134248 - 001342c8: 001342cc - 001343b8: 001343bc - 001343cc: 001343d0 - 001343dc: 001343e0 - 0013442c: 00134438 - 001346f0: Display Height 001346f4 - 0013493c: Height Number Display Setup 00134940 - 00134a68: 00134a74 - 001352b8: Display Projected Action Effect 001352bc - 00136124: 00136128 - 00136184: 00136188 - 001361e4: 001361e8 - 00136320: 00136324 - 001363d8: 001363dc - 00136b0c: 00136b10 - 00136bcc: Get Item Graphic Data 00136bd0 - 00136d30: 00136d34 - 001370a0: 001370a4 - 00137b8c: 00137b90 - 00137c0c: 00137c10 - 00137ed0: Handle Menu Action 00137ed4 - 00137f80: 00137f84 - 00138090: 00138094 - 00138170: ? 0x138094 00138174 - 001383c4: ? 0x138174 001383c8 - 00138410: 00138414 - 0013845c: 00138460 - 001384dc: 001384e0 - 0013856c: 00138570 - 00138718: 0013871c - 00138768: 0013876c - 00138908: 0013890c - 00138ad8: 00138adc - 00138b0c: 00138b10 - 00138b60: 00138b64 - 00138ed4: 00138ed8 - 001390b8: Display Simple Selection Menu | Move/Act/Wait menu Idle routine 00136b10 - 00136bcc: Get Item Graphic Data 001390bc - 00139578: 0013957c - 001395a8: 001395ac - 001398f8: 001398fc - 00139bd8: 00139bdc - 00139be8: 00139bec - 0013aed8: 0013aedc - 0013aee8: 0013aeec - 0013b008: 0013b00c - 0013b27c: 0013b280 - 0013b4f8: 0013b4fc - 0013b58c: 0013b590 - 0013b640: Get Script Variable 0013b644 - 0013b6e0: Set Script Variable 0013b6e4 - 0013b894: 0013b898 - 0013ba64: 0013ba68 - 0013bb6c: 0013bb70 - 0013bbe8: ? 0x13bb70 0013bbec - 0013bc10: 0013bc14 - 0013bcb8: Load File (0x13bc14) 0013bcbc - 0013bd60: 0013bd64 - 0013bd90: 0013bd94 - 0013bdc0: 0013bdc4 - 0013bf28: 0013bf2c - 0013bf58: 0013bf5c - 0013bf88: 0013bf8c - 0013bfb8: 0013bfbc - 0013c024: Display Triangle Selection Menu 0013c028 - 0013c12c: 0013c130 - 0013c230: 0013c234 - 0013c280: 0013c284 - 0013c2d8: ? 0x13c284 0013c2dc - 0013c3a0: 0013c3a4 - 0013c568: Equip Change Routine 0013c56c - 0013c664: 0013c668 - 0013c70c: 0013c710 - 0013c73c: Show Graphic (Outer Routine) 0013c740 - 0013c7c0: 0013c7c4 - 0013c8a4: 0013c8a8 - 0013c9bc: 0013c9c0 - 0013ca6c: Load Event 0013ca70 - 0013cac0: 0013cac4 - 0013caf0: 0013caf4 - 0013cbd8: 0013cbdc - 0013ccc8: 0013cccc - 0013cce8: 0013ccec - 0013cf54: 0013cf58 - 0013d0a8: menu Routine 0013d0ac - 0013d184: 0013d188 - 0013d198: 0013d19c - 0013d1ec: 0013d1f0 - 0013d22c: 0013d230 - 0013d274: 0013d278 - 0013d31c: 0013d320 - 0013d4d8: 0013d4dc - 0013d574: 0013d578 - 0013d60c: 0013d610 - 0013d620: 0013d624 - 0013d630: 0013d634 - 0013d700: Store unit names and some event block data 0013d704 - 0013d9fc: 0013da00 - 0013da24: Set Event Speed 0013da28 - 0013da5c: 0013da60 - 0013da6c: 0013da70 - 0013da7c: 0013da80 - 0013dae0: 0013dae4 - 0013db98: 0013db9c - 0013dfac: Camera Fusion Event Instruction 0013dfb0 - 0013e544: Camera Fusion Inner Routine 0013e548 - 0013e580: 0013e584 - 0013e5bc: 0013e5c0 - 0013e658: Walk To Event Instruction 0013e65c - 0013e6c0: 0013e6c4 - 0013e704: 0013e708 - 0013e7cc: 0013e7d0 - 0013e818: 0013e81c - 0013e870: 0013e874 - 0013e8d0: 0013e8d4 - 0013e900: 0013e904 - 0013edd4: Block Start Event Instruction 0013edd8 - 0013efa8: 0013efac - 0013eff0: 0013eff4 - 0013f07c: 0013f080 - 0013f0bc: 0013f0c0 - 0013f164: 0013f168 - 0013f208: 0013f20c - 0013f3f8: 0013f3fc - 0013f49c: 0013f4a0 - 0013f4f4: 0013f4f8 - 0013f51c: 0013f520 - 0013f664: Data setting from menu selections 0013f668 - 0013f768: Store Selected Tile Data 0013f76c - 0013f7a8: Initialize menu counters 0013f7ac - 0013f8b0: 0013f7b4 - 0013f8b0: Store some data for menus 0013f8b4 - 0013f8fc: 0013f900 - 0013f974: 0013f978 - 0013f984: 0013f988 - 0013f9c0: 0013f9c4 - 0013f9fc: 0013fa00 - 0013fa34: 0013fa38 - 0013fa68: 0013fa6c - 00140224: Main Skillset/ability loading (abilities greyed/blinking red) 00140228 - 001404c8: 001404cc - 00140728: Main act menu loading 0014072c - 00140888: 0014088c - 00140904: 00140908 - 0014097c: 00140980 - 001409a0: 001409a4 - 001409e8: 001409ec - 00140a2c: 00140a30 - 00140b00: Disable Move/Act based on menu ID 00140b04 - 00140cd0: 00140cd4 - 00140ed0: Ability selected routine (Good grief, can any of you put these in the right spot?) 00140ed4 - 0014115c: 00141160 - 001411b0: 001411b4 - 00141460: Set used item based on skillset *Bad name for this routine, I think it does much more important shit **Change loaded skillset here to make non-default abilities work in default skillset 00141464 - 00141650: Store message/menu type 00141654 - 0014169c: 001416a0 - 00141718: 0014171c - 00141758: Store main target ID/auto battle 0014175c - 001419b4: Spell Quote determination 001419b8 - 00141a88: System function setup routine 00141a8c - 00141b08: 00141b0c - 00142504: System function routine *00141c14 - 00141cb8: Gameover checks (both) *00141db0 - 00141e24: Gameover (party incapacitated) checks *00142074 - 001420e0: Calculator skillset loading? *0014227c - 001422f4: recieve item whos quantity = 99 (increase gil) *001422f8 - 00142334: Increment item quantity 00142508 - 001425ac: Get Battle Unit By Unit ID (For scenario conditionals?) 001425b0 - 00142688: Process Scenario Conditionals 00142694 - 00142b58: Process Scenario Conditional 00142b5c - 00142ba0: 0x142b5c 00142ba4 - 00142bcc: 00142bd0 - 00142c20: ? 0x142bd0 00142c24 - 00142ca4: ? 0x142c24 00142ca8 - 00142d28: ? 0x142ca8 00142d2c - 00142d54: ? 0x142d2c 00142d58 - 001433a8: 0x142d58 001433ac - 001433e4: 001433e8 - 00143414: 00143418 - 001439bc: ? 0x143418 001439c0 - 00143a98: 00143a9c - 00143b64: 00143b68 - 00143b7c: 00143b80 - 00143ba4: 00143ba8 - 00143bcc: 00143bd0 - 00145f74: 00143bd8 - 001449f8: Event Instruction Main Routine 1 001449fc - 00145750: Event Instruction Main Routine 2 *00145268 - 00145298: Event Instruction 0x76: DarkScreen *001452d8 - 00145320: Event Instruction 0x78: DisplayConditions *001455d8 - 00145648: Event Instruction 0x44: Draw 00145754 - 00145f70: Event Instruction Main Routine 3 *00145964 - 001459c4: Event Instruction 0xe5: WaitForInstruction *001459e8 - 00145a34: Event Instruction 0xf1: Wait *00145e10 - 00145e68: Event Instruction 0x91: ShowMapTitle 00145f78 - 00146000: Load Next Event 00146004 - 00146074: 00146078 - 00146090: Load Halfword | Load event command bytes 00146094 - 001460a0: Store Halfword 001460a4 - 001460e0: 001460e4 - 0014610c: 00146110 - 001466b0: Camera Event Instruction 001466b4 - 00146728: Map Darkness (Async) 0014672c - 001467d8: 001467dc - 0014693c: Color Screen Event Instruction 00146940 - 00146ee0: Sprite Move 00146ee4 - 00146f1c: Sprite Move (Outer) 00146f20 - 00146f58: Sprite Move Beta 00146f5c - 00147018: 0014701c - 00147038: 0014703c - 001472d8: Map Light (Async) 001472dc - 00147314: 00147318 - 001474a0: 001474a4 - 00147580: ? 0x1474a4 00147584 - 0014777c: Focus Event Instruction 00147780 - 00147914: Focus Speed Event Instruction 00147918 - 00147924: 00147928 - 001479a8: Try Get Unit Misc Data By Unit ID 001479ac - 00147bcc: Process Unit Misc State Value 00147bd0 - 00147ca4: 00147ca8 - 00147cec: 00147cf0 - 00147d94: 00147d98 - 00147e5c: 00147e60 - 00147fa8: Warp Unit 00147fac - 00148080: 00148084 - 00148280: 00148284 - 00148484: 00148488 - 00148538: 0014853c - 0014857c: 00148580 - 001488a4: Update Unit Status And Staged Status Data 001488a8 - 00148cd4: Apply Staged Status Data To Unit 00148cd8 - 00148e84: Process Unit Staged Status Data 00148e88 - 001490fc: Inflict Status Event Command 00149100 - 001491d4: Inflict Unit Status By ENTD Unit ID 001491d8 - 00149394: 00149398 - 0014948c: Unit Anim 00149490 - 00149528: 0014952c - 001495dc: 001495e0 - 00149688: Color Unit Event Instruction 0014968c - 00149730: 00149734 - 00149788: 0014978c - 001498f8: 001498fc - 001499a8: 001499ac - 00149a50: 00149a54 - 00149b34: 00149b38 - 00149be0: 00149bec - 00149c44: Get Next Available Thread ID 00149c48 - 00149cb8: 00149cbc - 00149d44: Get Thread Running Task 00149d48 - 00149d68: Set Thread Task ID 00149d6c - 00149eb8: Event Jump 00149ebc - 00149f0c: Find Event Instruction Byte Offset 00149f10 - 0014a014: 0014a018 - 0014a2e8: Run Script Variable CommandJumped to from subroutines of steal routine - Calculate party inventory?0014a2ec - 0014a398: 0014a39c - 0014a3f4: 0014a3f8 - 0014a460: Wait Value Event Instruction 0014a464 - 0014a488: 0014a48c - 0014a4d4: 0014a4d8 - 0014a518: 0014a51c - 0014a574: 0014a578 - 0014a594: 0014a598 - 0014a5e4: 0014a5e8 - 0014a65c: Image Loading Setup (0x14a5e8) 0014a660 - 0014a6a0: 0014a6a4 - 0014a6c8: 0014a6cc - 0014a6e0: ? 0x14a6cc 0014a6e4 - 0014a7a4: 0014a7a8 - 0014a818: 0014a81c - 0014a828: 0014a82c - 0014a830: jr r31 0014a834 - 0014aa78: Image loading setup? (0x14a834) 0014aa7c - 0014ab54: 0014ab58 - 0014ac2c: 0014ac30 - 0014aebc: 0014aec0 - 0014b260: 0014b264 - 0014b2ec: 0014b2f0 - 0014b31c: Display Menu Text Entry 0014b320 - 0014b34c: Display Menu Text Entry (Unused?) 0014b350 - 0014b390: Display Specific Menu Text 0014b394 - 0014ba24: Display Menu Text | Giant message/menu loading routine 0014ba28 - 0014bae0: Find Next Text Character 0014bae4 - 0014bd84: 0014bd88 - 0014bed4: 0014bed8 - 0014bf50: 0014bf54 - 0014bf78: Copy Bytes (0x14bf54) 0014bf7c - 0014bfc0: 0014bfc4 - 0014c010: 0014c014 - 0014c160: 0014c164 - 0014c188: 0014c18c - 0014c4a4: 0014c4a8 - 0014c754: ? 0x14c4a8 0014c758 - 0014c854: 0014c858 - 0014c89c: Wait (Switch To Next Thread Multiple Times) 0014c8a0 - 0014c920: Initialize Thread 0014c924 - 0014c93c: Mark Thread As Running 0014c940 - 0014c954: Mark Thread As Stopped 0014c958 - 0014c990: Stop Current Thread 0014c994 - 0014c9cc: 0014c9d0 - 0014ca18: Wait For Thread 0014ca1c - 0014ca34: 0014ca38 - 0014ca54: Store Thread Function ParametersStore event command bytes0014ca58 - 0014ca7c: Store Thread Parameters (0x14ca58)Store event command bytes 20014ca80 - 0014cbb0: Switch To Next ThreadSome event data setting routine runs many many times, jr r31's to a new location0014cbb4 - 0014cbbc: Return Global Pointer 0014cbc0 - 0014cbf0: Get First Thread Parameter | Get menu address? 0014cbf4 - 0014cc24: Get Second Thread Parameter 0014cc28 - 0014cc58: 0014cc5c - 0014cc90: 0014cc94 - 0014ccb4: Check Thread Running Status 0014ccb8 - 0014ce04: 0014ce08 - 0014ce74: 0014ce78 - 0014ceb0: Find Text ID's Location 0014ceb4 - 0014cf54: Call Inner Subroutine *0014cf28 - 0014cf54: 0014cf58 - 0014cf64: 0014cf68 - 001743c4: 00174068 - 00174294: Return addresses 00174298: nop 0017429c - 001742fc: Return addresses : reaction abilities for Perform_reaction_abilities 00174300: nop 00174304 - 00174340: Return addresses : action menu for Store_used_weapon 00174344 - 0017436c: Return addresses : action menu for Pre_Formula_Setup_(FDC) 001743c8 - 0017442c: Chocobo Check 00174430 - 00174b88: Store movement stuff into scratch pad 00174b8c - 00174df4: Set_Reachable_Tiles 00174df8 - 00174e80: Disable_Tile_Flag_0x10_For_Dead_and_Jumping_Units 00174e84 - 00175284: Set_Tile_Flags_for_Pathfinding 00175288 - 001754cc: Set_Reachable_Tile_Flag 001754d0 - 001754f0: Spread_Move_to_East_Preset 001754f4 - 00175518: Spread_Move_to_North_Preset 0017551c - 0017553c: Spread Move to West Preset 00175540 - 00175564: Spread Move to South Preset 001755a8 - 001755e4: Transfer_Tiles_Height_Halves_and_Slope_in_Scratch_Pad 001755e8 - 00175614: Set_spreading_Tile_X_and_Y_coordinates 00175618 - 00175678: Check_Spreading_Tile_Coordinates 0017567c - 00175954: Set_Origin_Height_Data 00175958 - 00175e9c: Movement routine Highlights panels blue 00175ea0 - 00175fa0: Check_and_Spread_Movement_One_Tile_Around 00175fa4 - 00176160: 00176164 - 00176228: Calculate_Tile_Ceiling 0017622c - 001764d4: Check_Horizontal_Jump_option 001764d8 - 001766b0: Spread_Horizontal_Jump 001766b4 - 00176c0c: 00176c10 - 00176c8c: Contains teleport chances 00176c90 - 0017717c: 00177180 - 001773b4: 001773b8 - 00177790: 00177794 - 001779d8: 001779dc - 00177b60: 00177b64 - 00177c04: 00177c08 - 00177e60: 00177e64 - 00178094: 00178098 - 001780e8: 001780ec - 00178138: Calculate WalkTo Pathing 0017813c - 00178ca0: Calculate Pathing 00178ca4 - 00179200: 00179204 - 00179258: Moldball Virus Depth Check 0017925c - 001792a0: Clear Some stuff for Untargetable Terrain 001792a4 - 001793fc: Check Vert Tolerance and if Tiles can be Chosen 00179400 - 00179420: Null some Tile Data (192dd9) 00179424 - 00179514: Remove Close Range Routine 00179518 - 00179638: Calculate Tiles Hit by Ability 0017963c - 001797b0: Calculate Possible AoE Tiles 001797b4 - 001798ac: Depth Calculation 001798b0 - 00179a1c: Set initial panels 00179a20 - 00179b54: Set targeting for weapon attack? 00179b58 - 00179c98: Striking/lunging modification 00179c9c - 00179d80: Depth Calculation 2??? 00179d84 - 00179dc4: Remove ???? targets 00179dc8 - 0017a168: Set Ability Targeting? 0017a16c - 0017a28c: calculate ability range with map parameters? 0017a290 - 0017a514: Set panels affected by ability? 0017a518 - 0017a5b8: Set targeting for weapon attack 2 0017a5bc - 0017a648: Set all panels targeted if targetable 0017a64c - 0017a6d8: Remove Selection state of all panels 0017a6dc - 0017a7b8: Set target state for all units panels 0017a7bc - 0017a8bc: another targeting routine 0017a8c0 - 0017aaf4: Calculate Target PanelsCalculate ability range based on action menu byte0017aaf8 - 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: Find Unit at Specified Coordinates | 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: Calculate Projected Action Effect 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: Load ENTD Units | Big ENTD unit loading routine 0017fbec - 0017fcc4: Add Unique Value to List 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 Base Class | Ramza Causes Game Over 00180c90 - 00180dac: Find Unit Data Pointer For ENTD Unit ID | Unit Existence/crystaltreasure check Uses 0x183 byte, 0x161 ENTD ID 00180db0 - 00180dfc: Party level XX modification? 00180e00 - 00180f3c: Find War Trophies and Bonus Money | Store some ENTD Data(War Trophy, gil), party level calculation 00180f40 - 00180fe0: 00180fe4 - 0018109c: Prep for Special Status Flag Enabling 001810a0 - 001810d0: Map Location Calculation 001810d4 - 00181110: Get Existent Battle Unit Pointer | Load unit Data (exists check within) 00181114 - 00181148: Find Active Unit Data Pointer? 0018114c - 001811f4: Get Menu ID based on mount, moveable/actable 001811f8 - 00181308: Player Control Routine? 0018130c - 001813bc: Weapon Guard Usability (Check if Unit can React) 001813c0 - 00181580: Setup Act Menu | Player Skill Set 00181584 - 0018171c: Skillset Loading? 00181720 - 001817bc: Get Number of Turns to Resolve | Ability Loading? 001817c0 - 00181b6c: Get Unit Skillset Ability Data | Load ability data for skillset (MP, CT, req. sword booleans) 00181b70 - 00181b90: Item Inventory Ability Display 00181b94 - 00181cb4: Item Ability Loading 00181cb8 - 00181cd8: Throw 00181cdc - 00181eec: Throw Determination Routine 00181ef0 - 00181f10: Math Skill Ability Display 00181f14 - 00181f34: Math skill ability loading routine 00181f38 - 00182064: 00182068 - 001821c8: Math Skill ability loading 001821cc - 001822c8: Elemental ability loading 001822cc - 0018242c: Monster skill, frog attack ability loading 00182430 - 00182504: Monster Skill check prep 00182508 - 00182660: Monster Skill check 00182664 - 00182684: Draw Out 00182688 - 00182784: Draw Out 2 (main routine) 00182788 - 001827b0: Call ??? Skillset Loading 001827b4 - 001827ec: ??? Skillset Loading 001827f0 - 00183074: In between turn control routine *0018282c - 001828ac: Initialize data? *001828b0 - 00182920: Validate mime action? *00182924 - 00182978: Set active turn *001829b8 - 00182a40: Next clocktick - CT increment *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 Mime bytes *00182d50 - 00182d88: Clear Mime bytes *00182d8c - 00182dfc: Find highest CT *00182e00 - 00182e6c: Validate units turn *00182e70 - 00182ea8: Poison and regen *00182eac - 00182ee4: Poison marsh *00182ee8 - 00182f30: Transparent Removal *00182f34 - 00182fa0: Check if mimicable ability occurred *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: Check Battle Outcome | Gameover by party incapacitated 001834bc - 00183540: Check some list for Unit Battle ID 00183544 - 001835a4: Calculate AT List and Get Specific Unit ID 001835a8 - 001835f4: Unit doesn't exist/deadcrystaltreasurepetrify/being ridden check 001835f8 - 00183708: AT List Preview? 0018370c - 00183ac8: Calculate AT List 00183acc - 00183ba4: AT List Sorting 00183ba8 - 00183bc8: Set Only Action Taken 00183bcc - 00183bec: Set Only Movement Taken 00183bf0 - 00183c68: Set move/act flags used in defend/equip change routines 00183c6c - 00183d0c: End of Turn 00183d10 - 00183d6c: Able to move/act checks (Menu?) 00183d70 - 00183ddc: Change of Turn check 00183de0 - 00183dfc: Enable/disable acting status 00183e00 - 00183e38: another intermediate routine 00183e3c - 00183e90: Unit exists checks 00183e94 - 00183e9c: Activates move/act 00183ea0 - 00183f5c: something involving map coordinates 00183f60 - 00183fb0: Load Move Find-Item data to Current Map 00183fb4 - 00184018: Get Tile Data Pointer | Deals with map coordinates 1 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: Cause Action Miss | Force Attack Miss? 00184360 - 001843e8: 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: Modify Status Inflictions | Validate Status Changes 00184e40 - 00184e94: Nullify Action | Elemental Nullification 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 - 00185cfc: Base XA and YA for MA + Y / 2 00185d00 - 00185d3c: 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: 3A +Brave (Y) 00186d2c - 00186d54: 39 +SP (Y) 00186d58 - 00186db8: 3B +Brave (X) +PA/MA/SP (Y) 00186dbc - 00186e24: 3C Heal (CasMaxHP*2/5) DmgCas (CasMaxHP/5) 00186e28 - 00186e50: 43 Dmg (CasMaxHP-CasCurHP) 00186e54 - 00186e74: 44 Dmg (TarCurMP) 00186e78 - 00186ea0: 45 Dmg (TarMaxHP-TarCurHP) 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: Use Specific Action Hit Percentage | Set XA*YA as hit% 001875bc - 001875f8: Dragon Check 001875fc - 00187634: Sleep Check 00187638 - 0018768c: Maintenance 00187690 - 001876e0: Conditional Status Proc Roll (19%) Inner Routine 001876e4 - 0018772c: Store Reaction/Proc ID and Target 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 0018871c - 00188740: Elemental Absorb and status roll 19% conditional status 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 00188888 - 00188960: Calculate Accuracy as User Faith * (MA + X)% 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 00188b64 - 00188ba0:01 Dmg_(Weapon) 00188ba4 - 00188be0:02 Dmg_(Weapon) 00188be4 - 00188c20:03 Dmg_(WP^2) 00188c24 - 00188c98:04 Magic Gun 00188c9c - 00188cf0: 05 Dmg (Weapon) 00188cf4 - 00188d38: 06 AbsHP (Weapon) 00188d3c - 00188d80: 07 Heal (Weapon) 00188d84 - 00188df0: 08 Dmg F(MA*Y) 00188df4 - 00188e74: 09 Dmg (Y/100)% Hit F(MA+X)% 00188e78 - 00188eb4: 0A Hit F(MA+X)% 00188eb8 - 00188ef4: 0B Hit F(MA+X)% 00188ef8 - 00188f34: 0C Heal F(MA*Y) 00188f38 - 00188f8c: 0D Heal (Y)% Hit F(MA+X)% 00188f90 - 00189080: 0E Dmg (Y)% Hit F(MA+X)% 100% Status Hide Status 00189084 - 001890d8: 0F AbsMP (Y)% Hit F(MA+X)% 001890dc - 00189120: 10 AbsHP (Y)% Hit F(MA+X)% 00189124 - 00189160: 11 (does nothing), 12 Set Quick Hit F(MA+X)% 00189164 - 001891a8: 13 (does nothing), 14 Set Golem Hit CasF/100*(MA+X)% 001891ac - 00189200: 15 Set CT00 Hit F(MA+X)% 00189204 - 00189258: 16 DmgMP (TarCurMP) Hit F(MA+X)% 0018925c - 00189298: 17 Dmg (TarCurHP-1) Hit F(MA+X)% 0018929c - 001892a8: 18, 19 (does nothing) 001892ac - 00189338: 1A Hit F(MA+Y)% // -PA/MA/SP (X) 0018933c - 00189378: 1B DmgMP (MA+Y)% Hit F(X)% 0018937c - 001893d4: 1C Hit (X)% Sing 001893d8 - 00189430: 1D Hit (X)% Dance 00189434 - 00189460: 1E Dmg ((MA+Y)*MA/2) 00189464 - 001895c0: 1F Dmg ((100-CasF)*(100-TarF)*(MA+Y)*MA/2) 001895c4 - 001895f0: 20 Dmg (MA*Y) Draw Out 001895f4 - 00189650: 21 DmgMP (MA*Y) Draw Out 00189654 - 00189678: 22 Draw Out Hit 100% 0018967c - 001896b0: 23 Heal (MA*Y) Draw Out 001896b4 - 001896e8: 24 Dmg ((PA+Y)/2*MA) 001896ec - 00189790: 25 Equipped: Break Hit (PA+WP+X)% 00189794 - 00189824: 26 Equipped: Steal Hit (SP+X)% 00189828 - 0018986c: 27 StealGil (CasLVL*SP) Hit (SP+X)% 00189870 - 0018990c: 28 StealExp (Lowest of TarCurExp & SP+Y) Hit (SP+X)% 00189910 - 001899a0: 29 OppositeSex: Hit (MA+X)% 001899a4 - 00189a8c: 2A Hit (MA+X)% // AffectBraveOrFaith(Y) 00189a90 - 00189ad4: 2B Hit (PA+X)% // -PA/MA/SP (X) 00189ad8 - 00189b1c: 2C DmgMP (X)% Hit (PA+Y)% 00189b20 - 00189b90: 2D Dmg (PA*(WP+Y)) 100% Status 00189b94 - 00189c4c: 2E Equipped:Break Dmg (PA*WP) 00189c50 - 00189c8c: 2F AbsMP (PA*WP) 00189c90 - 00189ccc: 30 AbsHP (PA*WP) 00189cd0 - 00189d70: 31 Dmg ((PA+Y)/2*PA) 00189d74 - 00189e24: 32 Dmg (Rdm(1…X)*(PA*3+Y)) 00189e28 - 00189e90: 33 Hit (PA+X)% 00189e94 - 00189f04: 34 Heal (PA*Y) HealMP (PA*Y/2) 00189f08 - 00189f80: 35 Heal (Y)% Hit (PA+X)% 00189f84 - 00189fc8: 37 Dmg (Rdm(1…Y)*PA) 00189fcc - 0018a008: 3D Hit (MA+X)% 0018a00c - 0018a028: 3E Dmg (TarMaxHP-1) 0018a02c - 0018a084: 3F Hit (SP+X)% 0018a088 - 0018a110: 40 Undead: Hit (SP+X)% 0018a114 - 0018a178: 41 Hit (MA+X)% 0018a17c - 0018a214: 42 Dmg (PA*Y) DmgCas (PA*Y/X) 0018a218 - 0018a24c: 46 (doesn't work), 47 AbsHP (Y)% 100% Status 0018a250 - 0018a2a0: 48 Heal (Z*10) 0018a2a4 - 0018a2c0: 49 HealMP (Z*10) 0018a2c4 - 0018a2e8: Formula 4a - Elixir 0018a2ec - 0018a39c: 4B Heal (Rdm(1..9)) 100% Status 0018a3a0 - 0018a3cc: 4C Heal (MA*Y) 0018a3d0 - 0018a41c: 4D AbsHP (Y)% Hit (MA+X)% 0018a420 - 0018a454: 4E Dmg (MA*Y) 0018a458 - 0018a49c: 4F Dmg (CasMaxHP-CasCurHP) Hit (PA+X)% 0018a4a0 - 0018a4e4: 50 Hit (MA+X)% 0018a4e8 - 0018a550: 51 Hit (MA+X)% 0018a554 - 0018a5e0: 52 Dmg (CasMaxHP-CasCurHP) 100% Add Status Caster in AoE: DmgSelf (CasCurHP) 0018a5e4 - 0018a664: 53 Dmg (X)% Hit (MA+X)% 0018a668 - 0018a694: 54 HealMP (MA*Y) 0018a698 - 0018a6f4: 55 –PA (Y) Hit (MA+X)% 0018a6f8 - 0018a754: 56 –MA (Y) Hit (MA+X)% 0018a758 - 0018a820: 57 +Lvl(1) NS 100% Add Status on Caster 0018a824 - 0018a904: 58 Generic: Set Morbol: Hit(MA+X)% 0018a908 - 0018a97c: 59 –Lvl(1) Hit (MA+X)% 0018a980 - 0018a9c0: 5A Dragon: Hit(100)% 0018a9c4 - 0018aa0c: 5B Dragon: Heal (Y)% 100% Add Status 0018aa10 - 0018aa50: 5C Dragon: +Brave (X) +PA/MA/SP(Y) 0018aa54 - 0018aa94: 5D Dragon: Set Quick 0018aa98 - 0018aac4: 5E Dmg ((MA+Y)/2*MA) 0018aac8 - 0018aaf4: 5F Dmg ((MA+Y)/2*MA) 0018aaf8 - 0018ab14: 60 Dmg ((MA+Y)/2*MA) 6.25 Status 0018ab18 - 0018ab54: 61 –Brave (Y) Hit F(MA+X)% 0018ab58 - 0018ab94: 62 –Brave (Y) Hit (MA+X)% 0018ab98 - 0018ac40: 63 Dmg (SP*WP) 0018ac44 - 0018ac70: 64 Dmg (PA * WP); if using Spear (PA * 3/2 * WP); if weaponless (PA * Brave /100 * WP) 0018ac74 - 0018acd8: remove transparent status if Jump is used? 0018acdc - 0018ad54: Apply Status and Check Undead |Pheonix down on undead0018ad58 - 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: Remove Knockback Flag | ?Nullify steal item? 0018bd74 - 0018bdd0: Current Action Data Nulling 0018bdd4 - 0018be04: Null Some Status Data 0018be08 - 0018c67c: Main Reaction Routine - performs ability effects 0018c680 - 0018c754: Poach Inventory Routine 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: Process Expiring Statuses | status CT decrement and innate statuses? 0018da04 - 0018da40: Set Action Target Variables | 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 0018df0c - 0018dff4: Prep gained exp/jp/level/job level + other stuff? 0018dff8 - 0018e078: Main Reaction subroutine - ENTD/ID stuff - Calculate Unlocked Jobs/set ability element = dark? 0018e07c - 0018e1ac: Some status hardcoding dead hp=0, remove ability CT, remove player control 0018e1b0 - 0018e244: Remove control based on status 0018e248 - 0018e30c: Inflicted status CT setting, xfer last used CT 0018e310 - 0018e5e0: Store status,modified ENTD for current attack 0018e5e4 - 0018e624: Transfer Considered Action Data to AI 0018e628 - 0018e65c: Store current attack data into AI? 0018e660 - 0018e6b4: Used by Weather Elemental effects routine 0018e6b8 - 0018e8a8: Process Learn on Hit | Learn on hit 1 0018e8ac - 0018e9b8: Learn Used Ability | Learn on hit 2 0018e9bc - 0018e9e4: Enable Special Status Flags | Determine if Status Flags can be Enabled 0018e9e8 - 0018ea94: Item quantity increment for steal/break? 0018ea98 - 0018eb4c: Add price of item / 4 to total gil 0018eb50 - 0018ec0c: Handle Steal Exp | Apply Exp gain / Level up 0018ec10 - 0018ec40: Store targeting/executing state, call 18e07c 0018ec44 - 0018ed78: Apply Unit Action Status Removal | More status infliction/removal also deals with innate status 0018ed7c - 0018edf4: Sort target list at 80193868 0018edf8 - 0018ee20: Store ability data 80193868 + 0x10 bytes 0018ee24 - 0018ee64: Count number of targets hit by ability 0018ee68 - 0018ee9c: store 8019837c if not reacting? 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)) 0018ef2c - 0018ef30: jr r31 0018ef34 - 0018f034: Current Action Attacker Data Setting 0018f038 - 0018f2ac: Mimic ability setting 0018f2b0 - 0018f4c4: Map Max X,Y, targetable panel checks 0018f4c8 - 0018f4d4: Load last used ability 0018f4d8 - 001941f4: 0018f510 - 0018f610: ????? Table 0018f624 - 0018f7a0: Formula Table 00193d48 - 00193e4c: AI Return addresses 00193e50 - 001941f4: Main AI action setup? 001941f8 - 00194310: Acting Unit's Data Setup (AI?) 00194314 - 0019456c: Set type of target for all targets 00194570 - 00194718: Some targetability setting 0019471c - 00194908: Set AI flags for target consideration 0019490c - 00194940: Store main target ID and focus on target flag 00194944 - 00194e54: AI movement/panel data setting 00194e58 - 001957bc: Set AI ability considerations for all units and self 001957c0 - 00195874: Some type of checking algorithm 00195878 - 00195d90: AI Ability Data Setting *This is called when ability is chosen by AI, r4 = address of move in units move list 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 00195d94 - 00195f68: 00195f6c - 00195f88: Initialize some AI Data (mount, base hit %) 00195f8c - 00196198: set current ability CT/status change 0019619c - 0019629c: Non-Specific AI AutoBattle (Enemies) 001962a0 - 00196308: Get Longest Range Ability or Move 0019630c - 00196388: 0019638c - 00196898: Map movement decision/data setting 0019689c - 00196904: 00196908 - 00196938: 0019693c - 00196ad8: 00196adc - 00196c88: 00196c8c - 00196ce4: Check target type (r2 = 1 if target can't be targeted/dead without? reraise) 00196ce8 - 00196dac: Check if Unit can be Targeted (Cryst/Trea/Mount/Trans) 00196db0 - 00196e1c: 00196e20 - 00196ef0: 00196ef4 - 00196fc0: 00196fc4 - 001970b8: 001970bc - 001971b4: 001971b8 - 00197534: Set chosen ability/target for AI status (berserk, blood suck, confuse, frog, chicken) 00197538 - 001978e0: Store ability/skillset data, set AI settings for ability? 001978e4 - 00197958: Find Direction of Target 0019795c - 00197b28: Range Calculation? 00197b2c - 00197c64: 00197c68 - 00197d08: Checks map max X and Y 00197d0c - 00197e5c: Find which units are active? 00197e60 - 00197f10: Chose Move from Move List? 00197f14 - 00197ff0: Auto Battle Handling 00197ff4 - 001982d4: Choose Target and Set a bunch of stuff 001982d8 - 001984e8: 001984ec - 00198818: 0019881c - 00198b00: 00198b04 - 00198d7c: Find Peril Most Unit (00198b04) 00198d80 - 00198dec: Check for 0x00 status 00198df0 - 00198e5c: 00198e60 - 00199058: 0019905c - 00199120: 00199124 - 00199368: Calculate Physical? Target 0019936c - 0019939c: Calculate Distance Between Units 001993a0 - 00199494: 00199498 - 001994f4: 001994f8 - 00199718: See if able to move to target? 0019971c - 001998c4: Check for good units to target (based on distance,status,coordinate) 001998c8 - 001999c4: Check if Regen/Charm/DM/Reraise/DA Can be Inflicted 001999c8 - 00199b94: 00199b98 - 00199c84: Calculate Clockticks Until Unit Acts 00199c88 - 00199d1c: Get number of clockticks till able to revive dead unit 00199d20 - 00199ec4: Store hardcoded AI stuff (blood suck, frog, berserk abilities) 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 - 0019aa4c: Usable Ability Setting 0019a63c - 0019a66c: Part of the Weapon Inventory 0019a670 - 0019aa4c: Ability Loading 0019aa50 - 0019ab04: Load Known Ability Flag 0019ab08 - 0019ab44: Transfer Halfword Values 0019ab48 - 0019ab74: Transfer Byte Values 0019ab78 - 0019abb0: Word Nulling 0019abb4 - 0019ad70: Some Map calculations - height diff., coordinates 0019ad74 - 0019ae2c: Determine if Height Difference < 3 0019ae30 - 0019ae54: 0019ae58 - 0019aeec: 0019aef0 - 0019af14: 0019af18 - 0019b308: AI ability use control routine 0019b30c - 0019b4f0: 0019b4f4 - 0019b6ac: 0019b6b0 - 0019b750: Calculate Height Difference Between Units 0019b754 - 0019b7b4: See if elemental ability can be used 0019b7b8 - 0019bb1c: 0019bb20 - 0019bbb8: Check Unit for Crystal or Treasure Status 0019bbbc - 0019bf28: 0019bf2c - 0019c208: Find Highest Target Priority in Ability Range (0019bf2c) 0019c20c - 0019c27c: 0019c280 - 0019c3d0: Start searching for Highest Target Priority (0019c280) 0019c3d4 - 0019c8e8: Evaluate Linear Ability Behaviors 0019c8ec - 0019cb90: Check if Linear Ability hits anything (0019c8ec) 0019cb94 - 0019cd98: Some height/Map coordinate calculation for all units 0019cd9c - 0019d214: 0019d218 - 0019d290: See if any units are on target panel 0019d294 - 0019d304: Find Unit at Coordinates (0x19d294) | Get unit that matches coordinates 0019d308 - 0019d378: 0019d37c - 0019db7c: AI End of turn, in between turn, etc. 0019db80 - 0019dca8: 0019dcac - 0019dcb8: Store Skillset = 0 0019dcbc - 0019dd88: Call AI Ability Processing 0019dd8c - 0019e15c: AI ability processing 0019e160 - 0019e374: Transfer Unit Data to AI Data 0019e378 - 0019e53c: Transfer AI Data to Unit Data 0019e540 - 0019e5d4: See if any unit decided to use an ability 0019e5d8 - 0019ef20: AI Abiltiy Use Decisions 0019ef24 - 0019efac: Check if Status Should/Can be Added 0019efb0 - 0019f018: 0019f01c - 0019f0d4: Set unit untargetable based on 19f0d8 routine 0019f0d8 - 0019f158: See if ability should be used based on CT 0019f15c - 0019f254: Status/CT based decision 0019f258 - 0019f2a0: Save Coordinates to Temp Unit | Store units coordinates 0019f2a4 - 0019f2f0: Transfer Unit Coordinates to AI 001a0e80 - 001a0f6c: Effect Palette Setup 001a0f70 - 001a0f84: 001a0f88 - 001a0f9c: 001a0fa0 - 001a0fd0: Set Effect Frame Data Pointer | Get Start of Frame Pointers Address 001a0fa0 - 001a0fd4: 001a0fd4 - 001a100c: Get Start of Parameter Sets Address 001a0fd8 - 001a100c: 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 001a10ec - 001a1194: Some sound effect prep 001a1198 - 001a11c8: Get ??? Data Address 001a11cc - 001a11fc: 001a1200 - 001a1240: 001a1244 - 001a1284: 001a1288 - 001a12a0: 001a12a4 - 001a12d8: Load LBA sector and Byte length of effect 001a12dc - 001a1300: 001a1304 - 001a1324: 001a1328 - 001a1348: 001a134c - 001a13b8: 001a13bc - 001a15b0: Effect Related (0x1a13bc) | Effect prep, default to cure if invalid LBA Sector 001a15b4 - 001a1810: Ability animation uses animation flags (Ball Hardcoding) 001a1814 - 001a1850: Load ability effect Stores pre-cast effects, has some hardcodings. Also transfers lots of important effect data to 0x1bad0c 001a1854 - 001a187c: Check if ability is Item ability Checks 0x0800 flag, returns 1 if not item effect 001a1880 - 001a18a0: Play Effect | Increment effect section address loading directive 801b63e8 001a18a4 - 001a18c4: 001a18c8 - 001a18d4: 001a18d8 - 001a1c3c: Effect Stage Processing | Effect Control Routine | Load Effect section addresses 001a1c40 - 001a1c8c: Effect Cycle Processing 001a1c90 - 001a1d24: Effect Related (0x1a1c90) 001a1d28 - 001a1d98: Effect Related (0x1a1d28) 001a1d9c - 001a2080: Effect Related (0x1a1d9c) 001a2084 - 001a20b0: Clear some data in temp effect data 001a20b4 - 001a20e4: Clear some data in temp effect data 2 001a20e8 - 001a2210: Effect Related (0x1a20e8) | Initialize temp effect data? 001a2214 - 001a2234: [[Effect code script >= 2E]] 001a2238 - 001a2258: Effect code script 00 - Store next half as new counter, return 0 This byte creates a loop in the header section 001a225c - 001a227c: Effect code script 01 - store next half as new counter, return 1 001a2280 - 001a22f4: Effect code script 02 001a22f8 - 001a2368: Effect code script 03 001a236c - 001a2370: Effect code script 04 End effect? 001a236c - 001a23a4: 001a2374 - 001a23a4: Effect Code Script 0x05 | Effect code script 05 - Increment counter, store 2nd byte / 4 at 801bf000 001a23a8 - 001a2410: Effect code script 06 001a2414 - 001a2484: Effect code script 07 001a2488 - 001a2520: Effect code script 08 001a2524 - 001a255c: Effect code script 09 001a2560 - 001a2598: Effect code script 0A 001a259c - 001a2628: Effect code script 0B 001a262c - 001a2664: Effect code script 0C 001a2668 - 001a26a0: Effect code script 0D 001a26a4 - 001a2730: Effect code script 0E 001a2734 - 001a276c: Effect code script 0F 001a2770 - 001a27ac: Effect code script 10 001a27b0 - 001a280c: Effect code script 11 001a2810 - 001a286c: Effect code script 12 001a2870 - 001a28d0: Effect code script 13 001a28d4 - 001a2934: Effect code script 14 001a2938 - 001a2994: Effect code script 15 001a2998 - 001a29dc: Effect Code Script 0x16 | Effect code script 16 - check counter against 0x1c in temp effect data // Sets next half as counter if check is true, jumps out of loop 001a29e0 - 001a2a28: Effect code script 17 001a2a2c - 001a2a78: Effect code script 18 001a2a7c - 001a2b14: Effect code script 19 001a2b18 - 001a2b6c: Effect code script 1A 001a2b70 - 001a2bc4: Effect code script 1B 001a2bc8 - 001a2c24: Effect code script 1C 001a2c28 - 001a2c78: Effect Code Script 0x1d | Effect code script 1D - check timer against effect duration *jump out of loop if timer > effect duration 001a2c7c - 001a2cf8: Effect code script 1E - check all timing bytes // Seems to deal with time in between moving to next target primarily 001a2cfc - 001a2d44: Effect code script 1F - go to end if hit counter = 0? 001a2d48 - 001a2d90: Effect code script 20 001a2d94 - 001a2ddc: Effect code script 21 001a2de0 - 001a2e28: Effect code script 22 001a2e2c - 001a2e74: Effect code script 23 001a2e78 - 001a2eb0: Effect code script 24 001a2eb4 - 001a30e8: Effect code script 25 - Runs effect? 001a30ec - 001a3144: Effect code script 26 001a3148 - 001a31a4: Effect code script 27 - store first 4 words of on hit effects data 001a31a8 - 001a32e4: Effect text/transformation/animation display timing 001a32e8 - 001a3404: On-Hit effect sounds like when the healing is displayed in moogle 001a3408 - 001a3d2c: Effect code script 28 - huge big ol' routine Handles timing 001a3d30 - 001a3ffc: 001a4000 - 001a419c: Effect Related (0x1a4000) 001a41a0 - 001a4368: 001a436c - 001a4448: 001a444c - 001a45c4: 001a45c8 - 001a4788: 001a478c - 001a4834: 001a4838 - 001a4c40: Effect code script 29 - 'nother huge routine 001a4c44 - 001a4c80: Effect code script 2A - clear some temp effect data 001a4c84 - 001a4cbc: Effect code script 2B - clear some temp effect data 2 001a4cc0 - 001a4cd4: Effect code script 2C - Increment counter Useful for editing 001a4cd8 - 001a4cec: Effect code script 2D - duplicate of 2C 001a4cf0 - 001a4d98: Run Effect Block | Effect code script loop 001a4d9c - 001a4de4: 001a4de8 - 001a4e98: 0x1a4de8 001a4e9c - 001a4fd0: 001a4fd4 - 001a510c: 001a5110 - 001a51b8: 001a51bc - 001a5218: 001a521c - 001a5228: 001a522c - 001a52b0: 001a52b4 - 001a52ec: 001a52f0 - 001a5338: 001a533c - 001a5390: 001a5394 - 001a5794: 001a5798 - 001a5b44: 001a5b48 - 001a5c38: 001a5c3c - 001a5d70: 0x1a5c3c 001a5d74 - 001a5ea0: 001a5ea4 - 001a600c: 001a6010 - 001a601c: 001a6020 - 001a60a8: 001a60ac - 001a7f58: Effect Graphics | Emitter Control Routine 001a7f5c - 001a8668: 001a866c - 001a868c: 001a8690 - 001a8738: 001a873c - 001a87d4: 001a87d8 - 001a8830: 001a8834 - 001a8894: 001a8898 - 001a88cc: 001a88d0 - 001a8948: 001a894c - 001a89ac: 001a89b0 - 001a8a10: 001a8a14 - 001a8a40: 001a8a44 - 001a8a68: 001a8a6c - 001a8ae4: 001a8ae8 - 001a8b48: 001a8b4c - 001a8bac: 001a8bb0 - 001a8bdc: 001a8be0 - 001a8bf4: 001a8bf8 - 001a8c10: Modify Data 1 001a8c14 - 001a8c88: 001a8c8c - 001a8d00: 001a8d04 - 001a8d78: Modify Data 2 001a8d7c - 001a8df0: 001a8df4 - 001a8e70: 001a8e74 - 001a8f10: 001a8f14 - 001a90cc: 001a90d0 - 001a9314: Get Effect Screen Location Data From Unit Data | Modify based on first word of timing section header 001a9318 - 001a936c: 001a9370 - 001a9390: 001a9394 - 001a93b4: 001a93b8 - 001a93e8: 001a93ec - 001a941c: 001a9420 - 001a9450: 001a9454 - 001a9490: 001a9494 - 001a94d0: 001a94d4 - 001a9510: 001a9514 - 001a95e4: 001a95e8 - 001a96c4: 001a96c8 - 001a971c: 001a9720 - 001a97e4: 001a97e8 - 001a9830: 001a9834 - 001a9844: 001a9848 - 001a9858: 001a985c - 001a986c: 001a9870 - 001a9880: 001a9884 - 001a98c0: 001a98c4 - 001a9900: 001a9904 - 001a9940: 001a9944 - 001a9980: 001a9984 - 001a99a8: Store first section of on hit effects data 001a99ac - 001a99b8: 001a99bc - 001a99ec: 001a99f0 - 001a9a20: 001a9a24 - 001a9a38: 001a9a3c - 001a9a50: 001a9a54 - 001a9bac: 001a9bb0 - 001a9f40: Matrix / effect mathematics? 001a9f44 - 001aa004: 001aa008 - 001aa0e4: 001aa0e8 - 001aa19c: 001aa1a0 - 001aa1f4: Some parameter set stuff 001aa1f8 - 001aa7c0: Composite frame loading for parameter sets 001aa7c4 - 001aa7d8: 001aa7dc - 001aa8e4: 001aa8e8 - 001aa91c: 001aa920 - 001aaaf8: 001aaafc - 001aab40: 001aab44 - 001aab8c: 001aab90 - 001aac24: 0x1aab90 001aac28 - 001aad2c: 001aad30 - 001aad38: 001aad3c - 001aad94: 001aad98 - 001ab1d0: Effect Camera Rotation 001ab1d4 - 001ab58c: Effect Camera Movement 001ab590 - 001ab720: 001ab724 - 001aca54: Effect Related (0x1ab724) 001aca58 - 001acb04: 001acb08 - 001acf8c: 001acf90 - 001ad194: 0x1acf90 001ad198 - 001ad628: 0x1ad198 001ad62c - 001ad824: 001ad828 - 001ad940: Effect Related (0x1ad828) 001ad944 - 001adadc: 001adae0 - 001adb08: 001adb0c - 001adb38: 001adb3c - 001adc20: 001adc24 - 001add50: 001add54 - 001ade78: Effect Related (0x1add54) 001ade7c - 001adfa8: 001adfac - 001adfe8: Get Ninja Ball effect based on weapons element. Only valid entries for fire,water,lightning 001adfec - 001ae1a4: 001ae1a8 - 001ae2c4: 001ae2c8 - 001ae33c: 001ae340 - 001af104: 001af108 - 001af3a0: 001af3a4 - 001af3d8: 001af3dc - 001af598: Maths For Arcing Trajectory 001af59c - 001af6d4: Trajectory/Vectors maths routines (for arcing weapons) 001af6d8 - 001af730: 001af734 - 001af76c: Give Gravity Impact 001af770 - 001af8b0: List targeting data of all valid units 001af8b4 - 001afb34: Seek Obstacle On Trajectory 001afb38 - 001afd8c: Set Arcing Trajectory 001afd90 - 001aff14: 001aff18 - 001b045c: Set and Validate Arc Trajectory 001b0460 - 001b04d8: Arctan angle mod stuff 001b04dc - 001b06cc: 001b06d0 - 001b0814: 001b0818 - 001b0a8c: 001b0a90 - 001b0c84: 001b0c88 - 001b0cec: 001b0cf0 - 001b0f04: 001b0f08 - 001b0fe8: 001b0fec - 001b0ff8: 001b0ffc - 001b1538: 001b153c - 001b1ae8: 001b1aec - 001b1c00: 001b1c04 - 001b27d8: 001b27dc - 001b2848: 001b284c - 001b2964: 001b2970 - 001b2a84: 001b2a88 - 001b2bf8: 001b2c0c - 001b2d24: 001b2d28 - 001b2e5c: 001b2e68 - 001b3114: 001b3120 - 001b33d0: 001b33d4 - 001b381c: 001b3820 - 001b3934: 001b3938 - 001b40f4: 001b40f8 - 001b4230: 001b4234 - 001b47dc: 001b47e0 - 001b48cc: Effect Related (0x1b47e0) END