here is what i have so far just for the enhanced version. not the classic:
the hearts mod uses two different tactics, but they are in the same area, so use 1 or the other, not both.
same for the unit pointer, they both use the same data location, so 1 or the other, but not both,
*the unlock all job abilities code is experimental, i dont know if the enemy can do the same or not.
for advanced users, i have included a bookmark-able code ("data trace") to trace and modify, IF you know what you are doing.
because it used a different register, it should not actually overwrite anything.
the offsets for the pointer will be here:
note: i do not have the offset in code form yet.
004-Friend or Foe status (asm byte check / does not force alignment / its also what the pointer uses to check for friend or foe. thanks to @khuong for finding this byte.)
007-hearts remaining (when starting, its 3, if unit==guest, this value is 0xFF. so guest dont get them?)
030-hp(u16)
032-max hp(u16)
034-mp(u16)
036-max mp(u16)
040-speed(u8) *this helps determine your place in the combat timeline
042-movement(u8) *how far you can go. (i think max might be 20?)
043-jump(u8) *how high you can go. (i think max might be 20? heh dragoon got nothing on me.)
061*-undead(10),KO(20)
062*-Confusion(10),blindness(20),traitor(40),stone(80)
063*-invisible(10),reraise(20),float(40),oil(80)
*i working on mapping the rest.
1B9-can move again(u8) *re-setting this to 0 and then either accessing the status menu, or i think press B might work, note: it appears to not work for some movements.
1BA-can attack again(u8) *this is tricky, i have noticed this byte always being a 1 or 3 after attacking, so i think i on the right track.
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the hearts mod uses two different tactics, but they are in the same area, so use 1 or the other, not both.
same for the unit pointer, they both use the same data location, so 1 or the other, but not both,
*the unlock all job abilities code is experimental, i dont know if the enemy can do the same or not.
for advanced users, i have included a bookmark-able code ("data trace") to trace and modify, IF you know what you are doing.
because it used a different register, it should not actually overwrite anything.
the offsets for the pointer will be here:
note: i do not have the offset in code form yet.
004-Friend or Foe status (asm byte check / does not force alignment / its also what the pointer uses to check for friend or foe. thanks to @khuong for finding this byte.)
007-hearts remaining (when starting, its 3, if unit==guest, this value is 0xFF. so guest dont get them?)
030-hp(u16)
032-max hp(u16)
034-mp(u16)
036-max mp(u16)
040-speed(u8) *this helps determine your place in the combat timeline
042-movement(u8) *how far you can go. (i think max might be 20?)
043-jump(u8) *how high you can go. (i think max might be 20? heh dragoon got nothing on me.)
061*-undead(10),KO(20)
062*-Confusion(10),blindness(20),traitor(40),stone(80)
063*-invisible(10),reraise(20),float(40),oil(80)
*i working on mapping the rest.
1B9-can move again(u8) *re-setting this to 0 and then either accessing the status menu, or i think press B might work, note: it appears to not work for some movements.
1BA-can attack again(u8) *this is tricky, i have noticed this byte always being a 1 or 3 after attacking, so i think i on the right track.
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Last edited by Gamerjin,






