Tech Data Notes
Contents
List of Techs
- 01 - Cyclone
- 02 - Slash
- 03 - Lightning
- 04 - Spincut
- 05 - Lightning 2
- 06 - life
- 07 - confuse
- 08 - Luminaire
- 09 - Aura
- 0A - Provoke
- 0B - Ice
- 0C - Cure
- 0D - Haste
- 0E - Ice 2
- 0F - Marle's Cure 2
- 10 - Marle's Life 2
- 11 - Flame Toss
- 12 - Hypno Wave
- 13 - Fire
- 14 - Napalm
- 15 - Protect
- 16 - Fire 2
- 17 - MegaBomb
- 18 - Lucca's Flare
- 19 - Rocket Punch
- 1A - Cure Beam
- 1B - Laser Spin
- 1C - Robo Tackle
- 1D - Heal Beam
- 1E - Uzzi Punch
- 1F - Area Bomb
- 20 - Robo's Shock
- 21 - Slurp
- 22 - Slurpcut
- 23 - Water
- 24 - Heal
- 25 - Leap Slash
- 26 - Water 2
- 27 - Frog's Cure 2
- 28 - Frog Summon
- 29 - Kiss
- 2A - Rollo Kick
- 2B - Cat Attack
- 2C - Rock Throw
- 2D - Charm
- 2E - Tail Spin
- 2F - Dino Tail
- 30 - Triple Kick
- 31 - Lightning 2
- 32 - Ice 2
- 33 - Fire 2
- 34 - Dark Bomb
- 35 - Magic Wall
- 36 - Dark Mist
- 37 - Black Hole
- 38 - Dark Matter
- 39 - Aura Whirl
- 3A - Dual Ice Slash
- 3B - Dual Ice Slash 2
- 3C - Dual Flame Whirl
- 3D - Dual Fire Sword
- 3E - Dual Fire Sword 2
- 3F - Dual Rocket Roll
- 40 - Dual Max Cyclone
- 41 - Dual Super Volt
- 42 - Dual X-Strike
- 43 - Sword Stream
- 44 - Dual Spire
- 45 - Dual Drill Kick
- 46 - Dual Volt Bite
- 47 - Dual Falcon Hit
- 48 - Dual AntiPod
- 49 - Dual AntiPod 2
- 4A - Dual AntiPod 3
- 4B - Dual Aura Beam
- 4C - Dual Ice Tackle
- 4D - Dual Cure Touch
- 4E - Dual Ice Water
- 4F - Dual Glacier
- 50 - Dual Double Cure
- 51 - Dual Twin Charm
- 52 - Dual Ice Toss
- 53 - Dual Cube Toss
- 54 - Dual Fire Punch
- 55 - Dual Fire Tackle
- 56 - Dual Double Bomb
- 57 - Dual Flame Kick
- 58 - Dual Flame Whirl
- 59 - Dual Blaze Kick
- 5A - Dual Blade Toss
- 5B - Dual Bubble Snap
- 5C - Dual Cure Wave
- 5D - Dual Boogie
- 5E - Dual Spin Kick
- 5F - Dual Beast Toss
- 60 - Dual Slurp Kiss
- 61 - Dual Bubble Hit
- 62 - Dual Drop Kick
- 63 - Dual Red Pin
- 64 - Dual Line Bomb
- 65 - Dual Frong Flare
- 66 - Triple Delta Force
- 67 - Triple Life Line
- 68 - Triple Arc Impulse
- 69 - Triple Gatling Kick
- 6A - Triple Fire Zone
- 6B - Triple Delta Storm
- 6C - Triple Final Kick
- 6D - Triple Triple Raid
- 6E - Triple Twister
- 6F - Triple 3D Attack
- 70 - Triple Dark Eternal
- 71 - Triple Omega Flare
- 72 - Triple Spin Strike
- 73 - Triple Pogozo Dance
- 74 - Triple Grand Dream
- 75 -
- 76 -
- 77 -
- 78 -
- 79 -
- 7A - Angel Attack
- 7B -
- 7C -
- 7D -
- 7E -
- 7F -
- 80 -
Special Thanks to chakrafire for the tech list!
Tech Animation Commands
00 Return - marks the end of an object. 01 End Tech - stops processing tech data. 02 aa Load Animation aa. loop 03 aa Load Animation aa, play once 04 aa Load Animation aa, play first frame. 05 aa Load Animation aa (same as 04) 06 aa Load Animation aa (same as 04) 07 Set Default Speed 08 Set speed (slowest) 09 Set speed (slow) 0A Set speed (medium) 0B Set speed (fast) 0C Set speed (fastest) 0D Set speed (fastest, short distance) - Distance used by movement commands will change. 0E Set speed (fastest, shorter distance) 0F Set speed (fastest, shortest distance) 10 xx yy Slide Sprite to Coordinates xx yy 11 Slide sprite to stored coordinates - set by store coordinates command. 12 tt Slide sprite to target tt - Uses target routine list 13 cc xx yy Spiral Sprite to Coordinates - cc = 1 for clockwise, xx yy coordinates. 14 cc Spiral Sprite to Stored Coordinates - cc = 1 for clockwise 15 cc tt Spiral Sprite to Target - cc = 1 for clockwise 16 xx yy Move X, then Y to coordinates 17 Move X, then Y to stored coordinates 18 Move X, then Y to target 19 xx yy Teleport to coordinates xx yy 1A Teleport to stored coordinates 1B tt Teleport to target 1C oo Link effect Object to target or caster object oo. Used for movement, like Cyclone's sword effect 1D Unlink Object 1E ss perform super command ss (example cyclone) 1F Return from super command - signifies end of super command data 20 tt pause for time tt 21 Return from super command if counter 0x1F (Y coordinate) is zero. 22 cc vv Wait for counter cc to reach value vv 23 vv Wait for counter 0x1C (flow control) to reach value vv 24 vv Wait for counter 0x1D (flow control) to reach value vv 25 xx Return if target (xx + 1) is not present. 26 aa ff Load frame of animation aa - animation ff - frame 27 Unknown 28 Unknown 29 Hide Caster or Target Object 2A Show Caster or Target Object 2B Unknown 2C Unknown 2D Unknown 2E Unknown 2F End Tech - identical to 01 30 cc vv Set counter cc to value vv 31 vv Set counter 0x1C to value vv 32 vv Set counter 0x1D to value vv 33 tt Store Coordinates of Target tt 34 cc Increment counter cc 35 increment counter 0x1C 36 increment counter 0x1D 37 cc Decrement counter cc 38 Decrement counter 0x1C 39 Decrement counter 0x1D 3A cc vv Add value vv to counter cc 3B vv Increase Counter 0x1C by vv 3C oo Increase Counter 0x1D by value, offset by oo. Details unknown 3D tt Load sprite at target tt (00 caster, 01 caster 2, 02 caster 3, 03 target 1 etc) 3E tt Load sprite at target tt (00 caster, 01 caster 2, 02 caster 3, 03 target 1 etc) (Differences Unknown) 3F tt Load sprite at target tt (00 caster, 01 caster 2, 02 caster 3, 03 target 1 etc) (Differences Unknown) 40 tt Load sprite at target tt (00 caster, 01 caster 2, 02 caster 3, 03 target 1 etc) (Differences Unknown) 41 c1 c2 Copy Counter c1 to Counter c2 42 cc Copy Counter 0x1c to Counter cc 43 tt xx yy Store Coordinates of target tt, plus or minus xx and yy. 44 Store Coordinates of Current Object 45 tt Load sprite at target tt (00 caster, 01 caster 2, 02 caster 3, 03 target 1 etc) (Differences Unknown) 46 tt Load sprite at target tt (00 caster, 01 caster 2, 02 caster 3, 03 target 1 etc) (Differences Unknown) 47 tt Store Target tt to RAM at $7E:A4EC 48 tt Store Target tt to RAM at $7E:A4ED 49 cc mv Add or Subtract value mv (max 0x7F) to/from counter cc. mv 0x80 - Subtract. 4A Swap Counters 0x1C and 0x1D 4B End Tech - Same as 01 4C End Tech - Same as 01 4D Swap Counters 0x1C and 0x1D 4E Swap Counters 0x1C and 0x1E - X Coordinate 4F Swap Counters 0x1C and 0x1F - Y Coordinate 50 Show Damage 51 Show Damage (Differences are Unknown) 52 Show Damage (Differences are Unknown) 53 Show Damage (Differences are Unknown) 54 Show Damage (Differences are Unknown) 55 Show Damage (Differences are Unknown) 56 End Tech - Same as 01 57 End Tech - Same as 01 58 End Tech - Same as 01 59 End Tech - Same as 01 5A End Tech - Same as 01 5B End Tech - Same as 01 5C End Tech - Same as 01 5D Draw target or caster object (differences between this and 2a are unknown) 5E Hide target or caster object (differences between this and 29 are unknown) 5F nn Empty Command - Does nothing 60 pp switch to pallette pp 61 xx yy zz Unknown 62 xx yy zz Unknown (Variant of 61) 63 xx yy zz Unknown (Variant of 61) 64 xx yy zz Unknown (Variant of 61) 65 Turn off 61 66 Turn off 62 67 Turn off 63 68 Turn off 64 69 pp Set Object Palette pp. Palettes start at 0x114D90, 0x18 bytes each 6A Reset Object Palette to normal 6B xx Unknown 6C pp dd Flash Object Palette with palette pp, delay of dd. Same palettes as 69 6D Unknown 6E Draw All Effect Objects 6F Hide All Effect Objects 70 Draw Effect Object 71 Hide Effect Object 72 xx Set Object Facing. 00 North, 01 South, 02 West, 03 East, others unknown 73 xx Set Priority, 00 in front of sprite, 02 behind sprite, 03 in front of sprite, 04 behind sprite, others unknown. 74 xx Set Priority (Differences from 73 unknown) 75 oo Set Angle, Copy from Object oo. 76 t1 t2 Set Angle, Target t1 as source position, Target t2 as object to face. 77 aa Set Angle, add aa to current Angle 78 ss Play Sound ss 79 ss Play Sound ss 7A ss yy Play Sound ss 7B ss yy Play Sound ss 7C Play Regular/Ranged weapon sound 7D Play Critical/Melee weapon sound 7E End Tech - Same as 01 7F End Tech - Same as 01 80 ul vv Flash Screen Color (Variable length command) ul - Unknown 0xF0, length - 1 0x0F, vv - variable length data, details unknown. 81 tt Store Target tt to RAM at $7E:A4E8 82 tt Store Target tt to RAM at $7E:A4E9 83 tt Store Target tt to RAM at $7E:A4EA 84 tt Store Target tt to RAM at $7E:A4EB 85 aa Set Angle Absolute aa - angle 86 End Tech - Same as 01 87 End Tech - Same as 01 88 End Tech - Same as 01 89 End Tech - Same as 01 8A End Tech - Same as 01 8B End Tech - Same as 01 8C End Tech - Same as 01 8D End Tech - Same as 01 8E End Tech - Same as 01 8F End Tech - Same as 01 90 End Tech - Same as 01 91 End Tech - Same as 01 92 End Tech - Same as 01 93 End Tech - Same as 01 94 End Tech - Same as 01 95 End Tech - Same as 01 96 End Tech - Same as 01 97 End Tech - Same as 01 98 tt xx Move To (0x98 variants) tt - Target 99 Move To Stored Coordinates (0x98 variants) 9A tt xx Move To (0x98 variants) tt - Target 9B Move To Stored Coordinates (0x98 variants) 9C tt xx Move To (0x98 variants) tt - Target 9D Move To Stored Coordinates (0x98 variants) 9E End Tech - Same as 01 9F End Tech - Same as 01 A0 End Tech - Same as 01 A1 End Tech - Same as 01 A2 Move Forward Fixed distance. A3 End Tech - Same as 01 A4 ll tt Draw Copies ll - length (Distance between copies?) tt - Transparency) A5 Reset Copies A6 End Tech - Same as 01 A7 End Tech - Same as 01 A8 dd Move Forward dd - Distance A9 dd Move Forward dd - Distance AA End Tech - Same as 01 AB End Tech - Same as 01 AC End Tech - Same as 01 AD End Tech - Same as 01 AE End Tech - Same as 01 AF End Tech - Same as 01 B0 End Tech - Same as 01 B1 End Tech - Same as 01 B2 End Tech - Same as 01 B3 End Tech - Same as 01 B4 End Tech - Same as 01 B5 End Tech - Same as 01 B6 End Tech - Same as 01 B7 End Tech - Same as 01 B8 End Tech - Same as 01 B9 End Tech - Same as 01 BA End Tech - Same as 01 BB End Tech - Same as 01 BC End Tech - Same as 01 BD End Tech - Same as 01 BE End Tech - Same as 01 BF End Tech - Same as 01 C0 ww xx yy zz Circular Sprite Movement C1 ww xx yy Circular Sprite Movement C2 ww xx yy zz Circular Sprite Movement C3 ww xx yy Circular Sprite Movement C4 xx yy C5 End Tech - Same as 01 C6 End Tech - Same as 01 C7 End Tech - Same as 01 C8 End Tech - Same as 01 C9 End Tech - Same as 01 CA End Tech - Same as 01 CB End Tech - Same as 01 CC End Tech - Same as 01 CD End Tech - Same as 01 CE End Tech - Same as 01 CF End Tech - Same as 01 D0 Draw Shadow D1 Hide Shadow D2 xx Unknown D3 Unknown D4 Unknown D5 Unknown D6 Unknown D7 xx yy D8 xx ss nn Shake Sprite nn times at speed ss. xx is undocumented D9 xx Load Graphics Packet 1. DA xx Unknown
The 1E XX Command
1E XX is a series of commands called by a tech. These "super commands" can be called by multiple techs for the same purpose. Sometimes it's animated in which case you must call the animation command before the 1E XX command. Here are confirmed XX's
- 00,01 get hit
- 02-04 get hit darker
- 05-09 get hit side
- 0A run to enemy
- 0B hit side
- 0C hit top, freeze
- 0D-0E run up run up
- 0F falls to ground
- 10 - 11 fall down goes to enemy
- 12 - flashes
- 13 charges enemy hands out
- 14 flashes
- 16 sound effect freezes game
- 17 toward enemy then to side x strike sound effect
- 18 flash animation
- 19 glitchy
- 1a freezes
- 1b flashes
- 1c freezes
- 1D darkens screen
- 1E darkens screen comes back
- 1F cyclone movement with sound
- 20 move towards enemy with animation
- 21 Move towards enemy quickly
- 22 move across screen with animation
- 23 animated quick circle
- 24 sprint away from enemy
- 26 freezes
- 27 28 19 animated disappears didn't come back
- 2A falls to ground
- 2B spins to enemy then attacks
- 2C down then up
- 2D spins to enemy
- 2E off screen
- 2F jumps up shadow belo
- 30 - freezes
- 31- spins then animated
- 32 off screen
- 33 jump higher
- 34 goes off screen and reappears on top animated
- 35 freezes
Counters
Below is a list of counters used by the counter commands.
- 00 Flash Object related
- 01 Unknown
- 02 Unknown
- 03 Unknown
- 04 Unknown
- 05 Unknown
- 06 Unknown
- 07 Unknown
- 08 Unknown
- 09 Unknown
- 0A Unknown
- 0B Unknown
- 0C Unknown
- 0D Unknown
- 0E Unknown
- 0F Unknown
- 10 Unknown
- 11 Unknown
- 12 Unknown
- 13 Unknown
- 14 Unknown
- 15 Unknown
- 16 Unknown
- 17 Unknown
- 18 Unknown
- 19 Unknown
- 1A Process Draw Geometry flag?
- 1B Process Layer 3 flag
- 1C Flow Control
- 1D Flow Control
- 1E X Coordinate
- 1F Y Coordinate
- 20 Unknown
- 21 Unknown
- 22 Unknown
- 23 Unknown
- 24 Unknown
- 25 Unknown
- 26 Unknown
Tech Control Header
Control headers set the basic properties of how a tech performs. They are 11 bytes long, and vary slightly in function depending the type of tech.
Byte 1: Varies depending on tech type. Player Attack or Tech: Determines Performance Group. Bit 0x80 is unused. Enemy Tech: Unused. Enemy Attack: Bits 8-0x80 are unknown flags, with 8-0x20 and 0x80 being possibly unused. Bits 1-4 form an unknown value. Byte 2: Unknown. Testing appeared to have in impact on damage. Player Techs and Attacks: Bits 1-4: Unknown. Bit 8: Unused. Bit 0x10: Unused. Bit 0x20: Don't compare bits of byte 11 with enemy data 0x14. Applies to entire tech, not just a specific effect header. Bit 0x40: Ignore Hit and evade. Applies to entire tech, not just a specific effect header. Bit 0x80: Unused. Enemy Attacks: Possibly unused. Enemy Techs: Bits 1-4: Unknown. Bit 8: Unused Bit 0x10: Unused. Bit 0x20: Unused. Bit 0x40: Ignore Hit and evade. Applies to entire tech, not just a specific effect header. Bit 0x80: Unused. Byte 3: Tech or Attack Type. Bits 1-8: Unknown. Bit 10: Enemy Vs Enemy Attack. Set on enemy attacks that target other enemies. Bit 20: Unknown. Bit 40: Tech. Set on every item in enemy and player techs. Bit 80: Player attack. Byte 4: Bitflags. Relates to AI and element. A tech can only have one element. Bit 1: Unknown. Bit 2: Magical Attack, as used in AI. Bit 4: Physical Attack, as used in AI. A tech can be both magical and physical in AI checks. Bit 8: Unknown. Bit 0x10: Fire elemental. Bit 0x20: Water elemental. Bit 0x40: Shadow elemental. Bit 0x80: Lightning elemental. Byte 5: Unused. Byte 6: Effect Header and MP Cost 1. For player techs, setting bit 80 will ignore the effect header and only load the MP cost. For enemy techs, this is done by setting a value of 0xFF. Byte 7: Effect Header and MP Cost 2. Byte 8: Effect Header and MP Cost 3. Byte 9: Hit Effect 1. This loads the same data as weapon and armor effects. Byte 10: Hit Effect 2. Byte 11: Hit Effect 3.
The location in the ROM for each varies depending on the type. Offsets are listed in the following order: Japanese, English, Pre-release.
Player Techs: 0xC18A8, 0xC1BEB,0xC1B64
Player Attacks: At the end of Player Techs
Enemy Techs: 0x0C6FC9, 0x0C6FC9, 0x0CF608
Enemy Attacks: 0x0C8801, 0x0C88CA, 0x0C7B80
Effect Header
Each tech has certain properties associated with it. They start at 0x0C213F and are 12 bytes each.
Set Name Byte Offset Bits Bytes Description Modified Effect 00 FF 1 Mode* 2023.01.21 Effect 07 02 1 Has steal chance (bugged)** 2023.01.21 Effect 07 04 1 Inflicts negative status 2023.01.21 Effect 07 10 1 No Miss conditions? 2023.01.21 Effect 07 20 1 Ignore Hit and Evade 2023.01.21 Effect 07 40 1 Ignore Physical Defense 2023.01.21 Effect 07 80 1 Ignore Magical Defense 2023.01.21 Effect 07 09 1 ??? 2023.01.21 Effect 08 03 1 Damage Modifier (not fully explored) 2023.01.21 Effect 08 80 1 Load weapon effect of equipped weapon 2023.01.21 Effect 08 7C 1 ??? 2023.01.21 Effect 0A 02 1 Fails if airborne 2023.01.21 Effect 0A 04 1 Fails if immune to physical 2023.01.21 Effect 0A 20 1 Fails if immune to movement (Slurp Cut) 2023.01.21 Effect 0A 40 1 Fails if immune to movement (Rock Throw) 2023.01.21 Effect 0A 40 1 Fails if immune to instant death 2023.01.21 Effect 0B 40 1 Unknown animation flag 2023.01.21 Effect 0B 80 1 Has "miss" animation 2023.01.21 Effect 0B 3F 1 ??? 2023.01.21
* Changes the effect of all bytes in this section
** Gets reset before steal calculation. Not used by tech type 06
Mode 03 - Damage
Effect 01 FF 1 % chance of negative status 2023.01.21 Effect 02 01 1 Blind 2023.01.21 Effect 02 02 1 Sleep 2023.01.21 Effect 02 04 1 Confused 2023.01.21 Effect 02 08 1 Lock 2023.01.21 Effect 02 10 1 Seizure (Lose HP gradually) 2023.01.21 Effect 02 20 1 Slow 2023.01.21 Effect 02 40 1 Poison 2023.01.21 Effect 02 80 1 Stop 2023.01.21
Mode 08 - Multi-Hit
Effect 01 FF 1 Number of attacks 2023.01.21
Mode 03 and Mode 08 shared
Effect 03 FF 1 Index of byte used for hit value 2023.01.21 Effect 04 FF 1 Index of byte used for evade value 2023.01.21 Effect 05 FF 1 Index of damage formula 2023.01.21 Effect 06 FF 1 Index of byte used for defense value 2023.01.21 Effect 09 FF 1 Attack Power 2023.01.21
Byte index should use the 0x36-0x3E version of the stat in Battle Data Format
Status Bits
For techs which impact status the 3rd byte of the Tech Properties will determine which statuses changed. Each bit in that byte corresponds to a status these are listed below:
positive/negative Bit 1(80): beserk/stop Bit 2(40): shell/poison Bit 3(20): regen/unknown Bit 4(10): unknown/doom Bit 5(08): unknown/silence Bit 6(04): protect/confused Bit 7(02): unknown/sleep Bit 8(01): unknown/blind
Graphics Header
Graphics headers have all the graphics data for techs. They are 7 bytes long, with the exception of enemy attacks, which are 6 bytes long, and player attacks, which are 5 bytes long.
Graphics headers are unique to each player tech, enemy tech, and item. Enemy attacks use one of two graphics headers, depending on the attack index. Player attacks use a header determined by the weapon equipped and attack type (ranged, melee, or critical).
Byte 1: Animation Index. This controls which set of animation and sound data is loaded. This is not part of the header for player attacks. It instead loads one of three attack bytes. Byte 2: Sprite Packet 1. This determines which sprites are available to effect objects. Byte 3: Sprite Packet 2. Byte 4: Assembly Packet. This controls sprite animation and assembly for packets 1 and 2. Byte 5: Unknown Byte 6: Sprite Palette. Byte 7: Layer 3 Packet. This controls all properties for layer 3 effects, such as *Lightning's lightning bolt. This is not used for player or enemy attacks.
The location in the ROM for each varies depending on the type. Offsets are listed in the following order: Japanese, English, Pre-release.
Player Techs: 0xD45A6, 0xD45A6, 0xD45A6
Player Attacks: 0x0D4015, 0x0D4015, 0x0D4015
Player Ranged Attack Byte: 0x0D4000, 0x0D4000, 0x0D4000
Player Melee Attack Byte: 0x0D4007, 0x0D4007, 0x0D4007
Player Critical Attack Byte: 0x0D400E, 0x0D400E, 0x0D400E
Enemy Techs: 0x0D5526, 0x0D5526, 0x0D5526
Enemy Attacks Set 1: 0x0D4926, 0x0D4926, 0x0D4926
Enemy Attacks Set 2: 0x0D4F26, 0x0D4F26, 0x0D4F26
Targeting Data
Two byte targeting data used to determine the behavior of the target selection. Enemy Targeting mostly relies on AI, using byte 1 to find a fallback target.
Byte 1: Bit 80: Hide tech selection menu when choosing target Bits 7F: Type of targeting at menu selection. Byte 2: Type of targeting at attack start.
Byte 1 values for PCs
00 One PC 01 All PCs 02 Self 03 One Fallen PC 04 All PCs 05 Ayla 06 Frog 07 One Enemy (different from others) 08 All Enemies 09 All PCs, All Enemies 0A All PCs 0B All in line 0C Line (up to target) 0D Area around Enemy - Robo only 0E One Enemy 0F Horizontal Line 10 One Enemy 11 Area around character 12 Area around enemy 13 Area Around Robo 14 Area Around Robo (different from 13) 15 One Enemy 16 One Enemy (no fallback) 17 One Enemy 18 Area around enemy (different from 12) 19 One Enemy 1A Area around enemy (different from 18) 1B Area Around Magus 1C One Enemy (no fallback) 1D One Enemy (no fallback) 1E One Enemy (no fallback) 1F One Enemy (no fallback) 20 One Enemy (no fallback)
Byte 1 values for enemies
00 One 01 Multiple 02 Unknown 03 One 04 Multiple 05 One 06 One 07 Unknown 08 Multiple 09 Unknown 0A Multiple 0B Unknown 0C Unknown 0D Unknown 0F Unknown 10 Unknown 11 Unknown 12 Unknown 13 Unknown 14 Unknown 15 Unknown 1A Unknown 1B Unknown 32 Unknown
Byte 2 values
Tested on PCs, behavior on enemies unknown.
00 None 01 Line (All) 02 Area Around Caster 03 Area Around Enemy 04 Unknown 05 Line (Up to target) 06 Unknown 07 Unknown (unused) 08 Unknown 09 Unknown 0A Unknown 0B Line (Horizontal)
Offsets Pertinent to Techs
All offsets given in terms of an unheadered Chrono Trigger ROM.
0x02BD40 ~ 0x?????: Tech names and descriptions that appear in the character status menus. The data are arranged like so: FF NN FF: Tech index of a character's first tech. NN: First tech index of the next character's first tech. Thus, Crono's data is 01 09; 01 is the index of Cyclone, and 09 is the index of Marle's Aura. Magus' techs are encompassed by 31 39; perhaps 39 pertains to the double tech Aura Whirl? 0xC0230 ~ 0xC0236: Tech learning progress (00 - 08) Index of last tech learned. 0xC0237 ~ 0xC023D: Techs learned (bitflags) Techs learned in the current group. 80 - tech 1. 0x0C15CF ~ 0x0C1ACA: Tech names (11 bytes each) See the alphabet section for appropriate values. Tech names are supported in Temporal Flux as well. 0x0C23EB ~ 0x0C247A: Some extra data for 12 combo techs. (4th = Crono's Confuse power, 5th = Triple Kick power, 9th = Double Cure?, 10th = Grand Dream, 11th = Twin Charm?, 12th = Slurp Kiss) 0x0C253C ~ 0x0C2573: Tech MP cost (1 byte per tech) 56 techs total (Cyclone through Dark Matter) 0x0C2577 ~ 0x0C257F: Redundant MP Costs (Confuse, Triple Kick, Life2, Charm, Slurp Cut, Cure2, Frog Squash, Charm, Kiss) 0x0C29D7 ~ 0x0C2AD6: "Stat increase" values (The "Item Secondary" byte "04" points to this array): 128 elements, 2 bytes per element Byte 1 = Stats to change: Power ~ 80 Speed ~ 40 Stamina ~ 20 Hit ~ 10 Evade ~ 8 Magic ~ 4 Magic Defense ~ 2 You can combine stats to change, but they will all be changed by the same amount. Byte 2 = Change: 00 - 7F: Increase by 0 to 127 80 - FF: Decrease by 128 to 1 0x3DA89D ~ 0x?????: Tech names and descriptions that appear in the character battle menus. The data are arranged like so: FF NN FF: Tech index of a character's first tech. NN: First tech index of the next character's first tech. Thus, Crono's data is 01 09; 01 is the index of Cyclone, and 09 is the index of Marle's Aura. Magus' techs are encompassed by 31 39; perhaps 39 pertains to the double tech Aura Whirl?
Lots of people need to be thanked for this, including Justin3009, Mauron, Maelstrom, and AdNova. The list will grow...
Tech Name Alphabet
2F - Spell "Star" Symbol Capital Letters A0 - A A1 - B A2 - C A3 - D A4 - E A5 - F A6 - G A7 - H A8 - I A9 - J AA - K AB - L AC - M AD - N AE - O AF - P B0 - Q B1 - R B2 - S B3 - T B4 - U B5 - V B6 - W B7 - X B8 - Y B9 - Z Lower Case Letters BA - a BB - b BC - c BD - d BE - e BF - f C0 - g C1 - h C2 - i C3 - j C4 - k C5 - l C6 - m C7 - n C8 - o C9 - p CA - q CB - r CC - s CD - t CE - u CF - v D0 - w D1 - x D2 - y D3 – z Numbers D4 - 0 D5 - 1 D6 - 2 D7 - 3 D8 - 4 D9 - 5 DA - 6 DB - 7 DC - 8 DD – 9 Grammatical stuff DE - ! DF - ? E0 - / E1 - `` E2 - `` (going left) E3 - : Random Symbols E4 - % E5 - ( E6 - ) E7 - ' Grammatical E8 - . E9 - , Math Stuff EA - = EB - - EC - + ED - \ FF - Blank Space
Layer 3 Packets
00 - Screen flashes blue and red from middle vertically, waves and large explosions (Antipode 3) 01 - Screen flashes blue, green lines extend from center, green orb forms and disappears (*Luminaire) 02 - Spinning yellow triangles with lightning effects (*Lightning 2) 03 - Rainbow circle extends outward, party temporarily glows rainbow (Aura Whirl) 04 - Bubble triangles form into star (Hexagon Mist - Zeal) 05 - Dark blue circle appears (Blue Mist attack?) 06 - Tornado effect (Tail Spin) 07 - Circle of alternating green waves (Hypno Wave) 08 - Light circle expands, followed by dark circle, collapses (*Black Hole) 09 - Blue beams appear, rotate (Laser Spin) 0A - Red circle appears (Fire Whirl - Crono and Lucca) 0B - Triangle of light opens from top of screen (unused) 0C - Casters sparkle and screen flickers black (unused) 0D - Multiple red ovals appear on center of screen (*Flare) 0E - Tail appears from top of screen (Dino Tail) 0F - Ice block appears with explosions (Antipode) 10 - Yellow Circle expands outward (Energy Release / Yes Indeed! - Masa & Mune) 11 - Delta Attack (Guardian + Bits)??? 12 - Blue Square extends from below target (unused) 13 - Red and green flashing, rotating triangles (Poyozo Dance) 14 - Yellow, blue, and purple lines shoot to upper right from target (unused) 15 - Three red circles expand outward (Fire Zone) 16 - Wide circle expands outward (Rocket Roll) 17 - Spinning blue pillar (Water Rise - Giga Gaia - Right Arm) 18 - Red triangular pillar (Delta Force) 19 - Small red circle (Doom, doom, doom, doom.... - Zombor) 1A - Large blue circle, party sparkles (Cure Touch) 1B - Rotating triangles form pyramid, circle expands (Dreamless - Lavos Core - Center Bit) 1C - Thin red circle expands, explosions (*Fire 2) 1D - Orange spotlight appears on target (*Life) 1E - White rotating triangle inside dark rotating triangle (Dark Matter) 1F - Yellow circle extends, yellow cylindar rises (MP Buster - Sentry) 20 - Red half circle forms and grows (Mega Bomb) 21 - Black half circle forms and grows (*Dark Bomb) 22 - 3D pyramid outline with electricity (Shock) 23 - Blue tinted screen with black circle (Chaotic Zone - Tera Mutant - Top) 24 - Blue circle extends and clears outward (Blue Circle Attack?) 25 - Multiple blue ovals (Blue Circle Attack? - Retinite - Top) 26 - Falling frog with red ovals (Frog Flare) 27 - Blue circle with black waves appears below target (unused) 28 - Blue tinted screen, blue shimmer on party (Double Cure) 29 - Wave lighting effect (Steal Steam / HP Down - Giga Mutant - Bottom) 2A - Triangle of blue light opens from top of screen (unused) 2B - Dark clouds appear on screen (Burp - Dalton) 2C - Circular lightning with screen flash (Electric attack?) 2D - Rotating blue shaded circle (Water Cyclone - Heckran) 2E - Black wavy orb expands and contracts (Lock All - Boss Orb) 2F - Dark wave moves from bottom of screen to top (Dark Mist) 30 - Double Bomb 31 - Sword Stream 32 - *Water 2 33 - White circle on ground (unused) 34 - Antipode 2 35 - *Life 2 36 - Fire Whirl (Ayla and Lucca) 37 - instant death attack? (Alien) 38 - Flash target and screen (unused) 39 - Lifeline 3A - Poison Beam (Flea) 3B - "1"s in boxes fill screen (unused) 3C - Twister 3D - Lighting Release (Golem) 3E - Triangle of lightning (unused) 3F - Laser Beams / Doors of Doom Open (Lavos - Right Arm) 40 - Fades background, doesn't return (unused) 41 - Frog Squash 42 - FireSword 2 43 - Fire Tackle 44 - *Ice 45 - *Lightning 46 - X Strike 47 - Delta Storm 48 - Super Volt 49 - *Napalm 4A - Fire Punch 4B - Explosion (Ozzie) 4C - Shining Bit (Giga Mutant - Top) 4D - Ice Toss 4E - Blue dome (unused) 4F - Quick red circle (unused) 50 - Area Bomb 51 - Red circle (unused) 52 - Quick blue circle (unused) 53 - blue circle (unused) 54 - large blue circle (unused) 55 - Explosion? (Giga Mutant - Top) 56 - *Haste 57 - *Ice 2 58 - *Heal 59 - Heal Beam 5A - Cure Beam 5B - Lavos's singing attack 5C - Ice Tackle 5D - Point Flare (M. Machine) 5E - Dark cicle (doesn't fade?) (unused) 5F - Multiple Lighting bolts strike (Spire) 60 - Cube Toss 61 - GaiaMagnade (Giga Gaia - Right Arm) 62 - Pair Blaster (Giga Gaia - Right Arm) 63 - 3D Attack 64 - Dark Gear (Zeal) 65 - Shadow Doom Blaze (Lavos - Second Form) 66 - Explosion (Lavos - Second Form) 67 - Invading Light (Lavos Core - Left Bit) 68 - Teleports a Rock (Azala) 69 - Ice Sword 2 6A - Slurp Kiss 6B - Ice Water 6C - GatlingKick 6D - Triple Raid 6E - Telepathy (Azala) 6F - Mutant Gas (Giga Mutant - Top) 70 - Mutant Gas (Giga Mutant - Bottom) 71 - Fire/lighting/ice triple tech effect? (unused) 72 - Dark Plasma (Giga Gaia) 73 - Multiple lightning bolts merge into one large one (Crying Heavens - Lavos Core - Center Bit) 74 - Falcon Hit 75 - Evil Star (Lavos Core - Center Bit) 76 - Arc Impulse 77 - Destruction Rains from the Heavens (Lavos) 78 - Grand Stone (Lavos Core - Center Bit) 79 - Delta Force (Scouter / Red Scout / Blue Scout) 7A - Boogie 7B - Time Warp (Prehistoric) 7C - Time Warp (Leene Square) 7D - Time Warp (Lab 16?) 7E - Time Warp (Magus's Castle) 7F - Time Warp (M. Machine) 80 - Sand Cylcone (Mohavor) 82 - Black/Blue/Red floating triangles on star background (unused) 81 - Omega Flare 82 - Dark Eternal 83 - Spin Strike 84 - Nothing? (unused) 85 - Time Warp (???) (Lavos - Second Form) 86 - Background blurs and fades into nothing, reappears without target (unused) 87 - Background fades to white, doesn't return (unused) 88 - Lavos Core Revives Bits 89 - Layer 2 disappears, reappears (unused) 8A - Layer 2 disappears, reappears (unused) FF - No Layer 3 Graphics
Each packet contains 2 graphics options and 2 palettes.
Layer 3 Header 00 FF 1 Graphics and Sound 1 2018.04.14 Layer 3 Header 01 FF 1 Graphics and Sound 2 2018.04.14 Layer 3 Header 02 FF 1 Palette 1 2018.04.14 Layer 3 Header 03 FF 1 Palette 2 2018.04.14
This is the currently known data for Layer 3 Packets:
116002 - Layer 3 palettes, 8 bytes each, 2 wasted bytes. 116240 - Layer 3 header, 4 bytes each. 11646C - Local pointers to layer 3 graphics and sound.
Limited information on the Layer 3 animation commands.
00-7E - Value * 0x200 + 0xD000 = Source Address for DMA transfer from bank $7E 7F - Special Command 80 - 2 bytes - Jump to subroutine (29 total) 81 - 2 bytes 82 - 2 bytes - 1F - value - E0 subroutine. 83 - 2 bytes 84 - 2 bytes 85 - 2 bytes 86 - ? bytes - Alters value of current data pointer. 87 - 2 bytes 88 - 2 bytes 89 - 4 bytes 8A - 4 bytes 8B - 2 bytes? 8C - 2 bytes - Jump to subroutine (4 total) 8D - 2 bytes - Jump to subroutine (4 total) (opposite of 8C) 8E - 8 bytes 8F - 4 bytes 90 - 2 bytes 91 - 2 bytes 92 - 2 bytes 93 - 4 bytes 94 - 2 bytes 95 - 2 bytes 96 - 2 bytes 97 - 4 bytes 98 - 2 bytes 99 - 2 bytes 9A - 2 bytes 9B - 2 bytes 9C - 3 bytes 9D - 2 bytes 9E - 3 bytes 9F - 2 bytes A0 - 2 bytes A1 - 2 bytes - Prepare $2180 register. A2 - 5 bytes A3 - 8 bytes A4 - 8 bytes A5 - 2 bytes A6 - 2 bytes - related to A5 A7 - 5 bytes A8 - 10 bytes A9 - 3 bytes - might move position backwards. AA - 2 bytes AB - 2 bytes AC - 3 bytes AD - 2 bytes? AE - 2 bytes - related to A1 AF - 2 bytes B0 - 2 bytes B1 - 3 bytes B2 - 2 bytes B3 - 2 bytes B4 - 2 bytes B5 - 2 bytes B6 - 2 bytes (same as B5) B7 - 2 bytes B8 - 2 bytes B9 - 2 bytes - palette related BA - 2 bytes - runs AE after processing. BB - 2 bytes - partial overlap with BA, runs AE. BC - 6 bytes BD - 2 bytes BE - 2 bytes - partial overlap with BA, runs AE. BF - 2 bytes C0 - 9 bytes C1 - 2 bytes - wait for vertical scanline XX while in h-blank C2 - 6 bytes C3 - 1 byte - Increment $5D8F. C4 - 2 bytes - Valid values for byte 2 0-1 C5 - 2 bytes - Partial overlap with C4, runs AA. Valid values for byte 2 0-1 C6 - 8 bytes C7 - 2 bytes C8 - 2 bytes - Partial overlap with 82 subroutine 7/E0 C9 - 1 byte CA - 3 bytes - Set address of next command. CB - 2/3 bytes? - Skip a byte if $7E:99D2 is 1? CC - 2 bytes CD - 2 bytes - 0xFFFF / value is stored in some places, 0xFFFF in others. CE - 2 bytes - byte 2 unused CF - 2 bytes D0 - 2 bytes - Modifies current read address. D1 - 2 bytes - Modifies current read address. Partial overlap with D0. D2 - 2 bytes - palette related - Partial overlap with B9 D3 - 2 bytes D4 - 2 bytes D5 - 3 bytes - Might modify current read address. D6 - 3 bytes - Might modify current read address. Partial overlap with D6. D7 - 2 bytes - Might call an 82 subroutine D8 - 3 bytes D9 - 3 bytes - Partial overlap with AC. DA - 3 bytes DB - 2 bytes - byte 2 unused. DC - 2 bytes DD - 2 bytes DE - 2 bytes DF - 4 bytes - random values are used. E0 - 2 bytes E1 - 2 bytes - byte 2 unused E2 - 2 bytes E3 - 2 bytes E4 - 2 bytes E5 - 2 bytes E6 - 2 bytes E7 - 2 bytes E8 - 2 bytes E9 - 2 bytes EA - 3 bytes - bytes 2 and 3 are one 16-bit value EB - 2 bytes EC - 2 bytes - byte 2 unused ED - 2 bytes EE - 2 bytes EF - 1 byte F0 - 2 bytes F1 - 2 bytes - subtract byte 2 from current position. F2 - 2 bytes F3 - 2 bytes - partial overlap with EB. F4 - 2 bytes F5 - 2 bytes F6 - 2 bytes - alters current position. F7 - 2 bytes F8 - 3 bytes F9 - 3 bytes - reads first byte of next command? FF - Terminator. Commands FA-FE do not exist.
From: Modification