Yeah, I know. I've taken a look at those conversion guides, and it would take awhile to figure the methodology out.
I've just taken a look at Geiger's NA offsets guide, and judging from the section of the ROM where tech MP cost values are stored, the techs are stored in the order we'd logically conclude: Cyclone through Luminaire, Crono -> Marle -> Lucca (perhaps the other way around with the ladies) ... -> Magus (ending with Dark Matter). I'm seeing a very interesting pattern at another point in the ROM:
00307400 01 02 03 04 05 06 07
00307410 08 00 09 0A 0B 0C 0D 0E-0F 10 00 11 12 13 14 15
00307420 16 17 18 00 19 1A 1B 1C-1D 1E 1F 20 00 21 22 23
00307430 24 25 26 27 28 00 29 2A-2B 2C 2D 2E 2F 30 00 31
00307440 32 33 34 35 36 37 38 00-39 3A 3B 3C 3D 3E 3F 40
00307450 00 41 42 43 44 45 46 47-48 00 49 4A 4B 4C 4D 4E
00307460 4F 50 20 51 52 53 54 55-10 06 59 5A 00
I thought perhaps it could be a tech pointer list, starting with Cyclone and going through Dark Matter with 00 bytes in between each character's tech list. The list goes all haywire after address 0x307468 though. And plus, Geiger already lists this offset range as part of the location map data, so I dunno. I'll give changing Magus' potential Lightning2 value (31 @ 0x30743F) a go when I fire up
Prophet's Guile next time to see if anything happens.
Ack, another list just like it:
003407F0 01 02 03
00340800 04 05 06 07 08 00 09 0A-0B 0C 0D 0E 0F 10 00 11
00340810 12 13 14 15 16 17 18 00-19 1A 1B 1C 1D 1E 1F 20
00340820 00 21 22 23 24 25 26 27-28 00 29 2A 2B 2C 2D 2E
00340830 2F 30 00 31 32 33 34 35-36 37 38 00 39 3A 3B 3C
00340840 3D 3E 3F 40 00 41 42 43-44 45 46 47 48 00 49 4A
00340850 4B 4C 4D 4E 4F 50 00 51-52 53 54 55 56 57 58 00
00340860 59 5A 5B 5C 5D 5E 5F 60-00 61 62 63 64 65 66 67
00340870 68 00 69 6A 6B 6C 6D 6E-6F 70 00 71 72 73 74 75
00340880 76 77 78 00 79 7A 7B 7C-7D 7E 7F 00
The patterns are so similar that we can either a.) guess that a list exists for the enemies in the same format as for player characters (which is somewhat inexplicable given that no enemy has that many attacks, I think?) or b.) write both these lists off as graphics packet info for the tilesets.
EDIT: Nope, doesn't seem to change anything at all when I alter the "31"s to "03"s; that should have made Magus cast Lightning as opposed to Lightning2, but no such luck. I suppose that's more evidence against a simple list of tech pointers in the ROM.Ah, looks like the tech pointers of the type I'm looking for would be between offsets C1C00 and C37FF according to the posts Justin, LegacyCrono, jsondag2, and others made in this thread:
http://www.chronocompendium.com/Forums/index.php/topic,3004.60.htmlSeems the data corrupter LegacyCrono used makes Marle learn Kiss instead of Provoke. Very intriguing!
Some of the effects you guys have described in the linked post seem reminiscent of the effects of these codes, but maybe that's just my mind jumping to conclusions. Justin, you've gathered a wealth of info in that thread! Looks like you've already just about cracked the tech stuff. To my understanding, you haven't yet found pointers that would allow Magus to learn, say, Cure instead of Dark Bomb, is that correct? I'm just wondering where I should focus my own investigation on this matter now that I'm interested.