/FFFFFFFF/II/NNNN\ /N/AAAA\ /L/
/FF/____ /II/NN/\NN\/N/AA/_\A\ /L/
/FFFFFFF//II/NN/ \NNN/AAAAAAAA\ /L/____
/FF/ /II/NN/ \N/AA/ \A\/LLLLLL/
___________ __ _____________ _________ __
/FFFFFFF/AAA\ /NN\ /N/TTTTTTT/AAA\ /SSSSSSSS/ /Y/
/FF/___ /A/_\A\/N/\N\ /N/ /T/ /A/_\A\SS/___ \Y\_/Y/
/FFFFFFF/AAAAAAA\/ \N\/N/ /T/ /AAAAAAA\SSSSS/ \YYY/
/FF/ /A/ \A\ \NN/ /T/ /A/ \A\ SS/ /Y/
__________ SSSSSSSS/ /Y/
/IXIXIXIXIX/ =====---- - - - - - - ----=====
/IX/____/IX/ FINAL FANTASY IX ENEMY SPELL FAQ
/IXIXIXIXIX/ =====---- - - - - - - ----=====
_______/IX/ by S. Volo <
[email protected]>
/IXIXIXIX/ version 1.10
completed 12 January 2001
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* This FAQ is dedicated to Dr Gamewiz (1936-1999), *
* whose years of selfless service to the the Internet *
* gaming community were an inspiration to us all. The *
* Doc, as he was affectionately called, ran a forum *
* on America Online for many years, founded on the *
* principle of 'gamesters helping gamesters'. It was *
* the best place on AOL to find hints, codes, *
* walkthroughs, and altogether nice people, united by the *
* Gamewiz slogan, 'BOOLAH!'. There were message boards, *
* newsletters, file repositories, and a weekly newsletter *
* -- the Doc would never miss an issue. Everyone who *
* regularly visited the Gamewiz forum agreed: there was *
* just something wonderful and magical about it. Many *
* friendships were forged there, some of which are still *
* going strong. In 1997, however, AOL terminated its *
* contract with the Doc, opting instead to back Antagonist *
* Online, a larger, more impersonal forum whose name *
* pretty well bespeaks its nature. Though many Gamewiz *
* regulars became disaffected, the Doc, ever the *
* optimist, continued assiduously preparing the *
* newsletters and kept running his trivia games. Even *
* in the face of terminal cancer, the Doc rarely missed *
* an issue. On September 28, 1999, Dr Gamewiz passed *
* away -- even his eternal optimism could not ward off *
* the terrible disease. And so, Doc, this FAQ is for *
* you. Wherever you are now, I hope it makes you *
* smile. Thanks for giving so much of yourself, and *
* know that your work does not go unappreciated. *
* BOOLAH!! *
* ` S. Volo *
* formerly
[email protected] *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
+----------+
| CONTENTS |
+----------+
Revision History
Preface
Part 1: Spell Selection
Part 2: Name that Spell
Part 3: Sixteen Bytes (customize what the spell does)
Part 4: Appearance is Everything (customize spell graphics)
Part 5: Examples (i.e., I did the work so you don't have to)
> Fire to Flare Star
> Demi to Maelstrom
> Confuse to Grand Cross
> Matra Magic to Blue Shockwave
> Ice to Freeze
> Jewel to Neutron Ring
> Cure to Grand Cure
> Meteor to Ultima
> Water to Waterga
> Thundara to Aeraga
> Bad Breath to Curse
> Comet to Meteorite
> Minus Strike to Raining Swords
> Blizzara to Snowstorm
> Aqua Breath to Fallen One
> LV5 Death to Dark Flare
> Blind to Judgement Day
+------------------+
| REVISION HISTORY |
+------------------+
v1.10 (2001-01-12): corrected errors
added data to chart for EFFECT byte
improved list of graphical effects
added Snowstorm, Fallen One, Dark Flare and
Judgement Day to 'Examples' section
v1.02 (2001-01-10): corrected minor errors
v1.01 (2001-01-09): corrected typos
v1.00 (2001-01-08): the first version!
+---------+
| PREFACE |
+---------+
The following instructions (and a GameShark) will allow you to use virtually
any spell that FF9 has to offer -- including enemy spells --
and will even let you create your own spells! Special thanks
to CzarDragon <
[email protected]> and King Edgar 0 <
[email protected]>,
without whose hacking expertise this FAQ would not have been possible.
Here are a few things to know before you get started:
- In this guide the prefix '$' before a number means that number
is in hexadecimal. So $10 = 10 hex = 16 decimal.
- A GameShark code is composed of two sections: the ADDRESS
section (8 digits) and the DATA section (4 digits):
801CA56A 3815
| |
v v
address data
- A BYTE value is represented by two hex digits and can take on
the values $00 - $FF (0 - 255 decimal). A GameShark code
beginning with '30' sets a byte value.
- A WORD value is two bytes long, is represented by four hex
digits, and can take on the values $0000 - $FFFF (0 - 65535
decimal). A GameShark code beginning with '80' sets a word
value. The first two digits of the data section of the code
will set the second byte of the word, and the last two digits
will set the first byte of the word.
IMPORTANT NOTE: the GameShark CANNOT handle word-value
codes beginning at odd addresses (the odd hex digits are $1, $3,
$5, $7, $9, $B, $D, and $F). If you enter such a code, it will
CRASH THE PLAYSTATION. To set a word value that begins
at an odd address, you must use two byte ('30') codes.
Ex: 801CA56A 3815 => okay, sets $1CA56A to $15
sets $1CA56B to $38
801CA56B 4138 => NOT OKAY. ($B is odd).
To accomplish the equivalent effect of *801CA56B 4138,
you must use two byte codes:
301CA56B 0038 => sets $1CA56B to $38
301CA56C 0041 => sets $1CA56C to $41
- Final Fantasy IX reassigns memory addresses outside of battle.
This creates a MAJOR inconvenience for the GameShark coder, because
a conditional code is required before EACH normal code to ensure
that the codes are only activated in battle so that the non-battle
data in that address is not overwritten. A conditional word ('D0')
code will activate the subsequent code on the list if and only if
the address specified by the D0 code is currently equal to the word
value in the data portion of the D0 code.
The battle check code for Final Fantasy IX is
+---------------+
| D01044B8 0100 |
+---------------+
Memorise it; you'll need to input it before every '30' or '80' code
you enter.
Enjoy the FAQ! :)
` S. Volo
+-------------------------+
| PART 1: SPELL SELECTION |
+-------------------------+
To create a new spell, you must use an old spell or effect as a
template. The addresses below, discovered by CzarDragon, will be
the bases for all further codes you develop.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TABLE 1. memory addresses for spell data
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* information derived by CzarDragon <
[email protected]> *
BaseAddr: the first byte that contains information about this spell
Gfx1: the first graphical effect stored for this spell (see part 4)
Gfx2: the second graphical effect stored for this spell. If this
is 000A, there is no second graphical effect (see part 4)
BaseAddr | Gfx1 | Gfx2 | Spell
=========================================
80109ECC | 0000 | 000A | Void
-----------------------------------------
80109EDC | 0009 | 0008 | Cure
80109EEC | 00A2 | 008D | Cura
80109EFC | 0090 | 008E | Curaga
80109F0C | 0020 | 000A | Regen
80109F1C | 0011 | 000A | Life
80109F2C | 000F | 000A | Full-Life
80109F3C | 0083 | 000A | Scan
80109F4C | 000C | 000A | Panacea
80109F5C | 000D | 000A | Stona
80109F6C | 000B | 000A | Esuna
80109F7C | 003F | 000A | Shell
80109F8C | 007B | 000A | Protect
80109F9C | 0059 | 000A | Haste
80109FAC | 007F | 002A | Silence
80109FBC | 007C | 0019 | Mini
80109FCC | 004F | 000A | Reflect
80109FDC | 0061 | 0060 | Confuse
80109FEC | 008C | 000E | Berserk
80109FFC | 009D | 009E | Blind
8010A00C | 004C | 001B | Float
8010A01C | 0080 | 000A | Dispel
8010A02C | 005A | 000A | Might
8010A03C | 00C9 | 000A | Jewel
8010A04C | 0057 | 000A | Holy
-----------------------------------------
8010A05C | 0046 | 0000 | Fire
8010A06C | 0047 | 0002 | Fira
8010A07C | 0048 | 0007 | Firaga
8010A08C | 004E | 001A | Sleep
8010A09C | 003E | 0006 | Blizzard
8010A0AC | 004D | 0004 | Blizzara
8010A0BC | 0098 | 0097 | Blizzaga
8010A0CC | 007E | 000A | Slow
8010A0DC | 0042 | 0003 | Thunder
8010A0EC | 0049 | 0005 | Thundara
8010A0FC | 0085 | 0018 | Thundaga
8010A10C | 0095 | 000A | Stop
8010A11C | 00CA | 0015 | Poison
8010A12C | 0078 | 005D | Bio
8010A13C | 0039 | 000A | Osmose
8010A14C | 0084 | 000A | Drain
8010A15C | 0063 | 0062 | Demi
8010A16C | 0038 | 000A | Comet
8010A17C | 005E | 000A | Death
8010A18C | 0099 | 000A | Break
8010A19C | 005F | 0016 | Water
8010A1AC | 0086 | 008F | Meteor
8010A1BC | 007D | 000A | Flare
8010A1CC | 0134 | 000A | Doomsday
-----------------------------------------
8010A1DC | 0026 | 0197 | Shiva
-----------------------------------------
8010A1EC | 00D4 | 000A | Fire Sword
-----------------------------------------
8010A1FC | 0114 | 01BD | Ifrit
-----------------------------------------
8010A20C | 00D5 | 000A | Fira Sword
-----------------------------------------
8010A21C | 00BA | 019F | Ramuh
-----------------------------------------
8010A22C | 00D6 | 000A | Firaga Sword
-----------------------------------------
8010A23C | 00B8 | 01BE | Atomos
-----------------------------------------
8010A24C | 00DA | 000A | Blizzard Sword
8010A25C | 00DB | 000A | Blizzara Sword
-----------------------------------------
8010A26C | 0105 | 01A8 | Odin
-----------------------------------------
8010A27C | 00DC | 000A | Blizzaga Sword
-----------------------------------------
8010A28C | 00B3 | 0196 | Leviathan
-----------------------------------------
8010A29C | 00D7 | 000A | Thunder Sword
-----------------------------------------
8010A2AC | 00E3 | 0195 | Bahamut
-----------------------------------------
8010A2BC | 00D8 | 000A | Thundara Sword
-----------------------------------------
8010A2CC | 017D | 01BF | Ark
-----------------------------------------
8010A2DC | 00D9 | 000A | Thundaga Sword
-----------------------------------------
8010A2EC | 00D2 | 01FC | Fenrir
8010A2FC | 00E2 | 01FD | Fenrir
8010A30C | 00B1 | 01F8 | Carbuncle
8010A31C | 01EE | 01FA | Carbuncle
8010A32C | 01ED | 01F9 | Carbuncle
8010A33C | 01EF | 01FB | Carbuncle
8010A34C | 00D3 | 01FE | Phoenix
8010A35C | 00E1 | 00E1 | Rebirth Flame
8010A36C | 00FB | 017A | Madeen
-----------------------------------------
8010A37C | 00DD | 000A | Bio Sword
8010A38C | 00DE | 000A | Water Sword
-----------------------------------------
8010A39C | 004A | 000A | Goblin Punch
8010A3AC | 009A | 000A | LV5 Death
8010A3BC | 0081 | 000A | LV4 Holy
8010A3CC | 0188 | 000A | LV3 Def-less
8010A3DC | 00EC | 000A | Doom
8010A3EC | 00ED | 000A | Roulette
8010A3FC | 001C | 000A | Aqua Breath
8010A40C | 0051 | 000A | Mighty Guard
8010A41C | 0058 | 000A | Matra Magic
8010A42C | 002C | 000A | Bad Breath
8010A43C | 0052 | 000A | Limit Glove
8010A44C | 001E | 000A | 1,000 Needles
8010A45C | 0129 | 000A | Pumpkin Head
8010A46C | 01F5 | 000A | Night
8010A47C | 00B2 | 000A | Twister
8010A48C | 0186 | 000A | Earth Shake
8010A49C | 002D | 000A | Angel's Snack
8010A4AC | 00E4 | 000A | Frog Drop
8010A4BC | 0029 | 000A | White Wind
8010A4CC | 01F4 | 000A | Vanish
8010A4DC | 0096 | 000A | Frost
8010A4EC | 00BB | 000A | Mustard Bomb
8010A4FC | 0082 | 000A | Magic Hammer
8010A50C | 008A | 000A | Auto-Life
-----------------------------------------
8010A51C | 00F9 | 000A | Flee
8010A52C | 00FA | 000A | Detect
8010A53C | 018F | 000A | What's That!?
8010A54C | 00E5 | 000A | Soul Blade
8010A55C | 00E9 | 000A | Annoy
8010A56C | 00EA | 000A | Sacrifice
8010A57C | 0138 | 000A | Lucky Seven
8010A58C | 00E7 | 000A | Thievery
8010A59C | 00F1 | 000A | Free Energy
8010A5AC | 00F2 | 000A | Tidal Flame
8010A5BC | 00F3 | 000A | Scoop Art
8010A5CC | 00F4 | 000A | Shift Break
8010A5DC | 00F5 | 000A | Stellar Circle 5
8010A5EC | 00F6 | 000A | Meo Twister
8010A5FC | 00F7 | 000A | Solution 9
8010A60C | 00F8 | 000A | Grand Lethal
-----------------------------------------
8010A61C | 0191 | 000A | Lancer
8010A62C | 00A8 | 000A | Reis's Wind
8010A63C | 0128 | 000A | Dragon Breath
8010A64C | 0053 | 000A | White Draw
8010A65C | 003D | 000A | Luna
8010A66C | 01EB | 000A | Six Dragons
8010A67C | 0183 | 000A | Cherry Blossom
8010A68C | 01EA | 000A | Dragon's Crest
-----------------------------------------
8010A69C | 0055 | 000A | Chakra
8010A6AC | 0087 | 000A | Spare Change
8010A6BC | 00C1 | 000A | No Mercy
8010A6CC | 00C5 | 000A | Aura
8010A6DC | 00C3 | 000A | Curse
8010A6EC | 0089 | 000A | Revive
8010A6FC | 0079 | 000A | Demi Shock
8010A70C | 0181 | 000A | Countdown
8010A71C | 0056 | 000A | Chakra
8010A72C | 0088 | 000A | Spare Change
8010A73C | 00C2 | 000A | No Mercy
8010A74C | 00C6 | 000A | Aura
8010A75C | 00C4 | 000A | Curse
8010A76C | 01A5 | 000A | Revive
8010A77C | 007A | 000A | Demi Shock
8010A78C | 0182 | 000A | Countdown
8010A79C | 00BC | 0199 | Darkside
-----------------------------------------
8010A7AC | 00BD | 019A | Minus Strike
8010A7BC | 00BE | 019B | Iai Strike
8010A7CC | 00D0 | 00D0 | Power Break
8010A7DC | 005C | 005C | Armor Break
8010A7EC | 00D1 | 00D1 | Mental Break
8010A7FC | 002E | 002E | Magic Break
8010A80C | 018E | 018E | Charge!
8010A81C | 00BF | 019C | Thunder Slash
8010A82C | 00CF | 019E | Stock Break
8010A83C | 018D | 01A1 | Climhazzard
8010A84C | 00C0 | 019D | Shock
-----------------------------------------
8010A85C | 0197 | 000A | Diamond Dust
8010A86C | 01BD | 000A | Flames of Hell
8010A87C | 019F | 000A | Judgement Bolt
8010A88C | 01BE | 000A | Worm Hole
8010A89C | 01A8 | 000A | Zantetsuken
8010A8AC | 0196 | 000A | Tsunami
8010A8BC | 0195 | 000A | Mega Flare
8010A8CC | 01BF | 000A | Eternal Darkness
-----------------------------------------
8010A8DC | 000A | 000A | None
8010A8EC | 000A | 000A | None
8010A8FC | 000A | 000A | None
8010A90C | 000A | 000A | None
8010A91C | 000A | 000A | None
8010A92C | 000A | 000A | None
8010A93C | 000A | 000A | None
8010A94C | 000A | 000A | None
8010A95C | 000A | 000A | None
8010A96C | 000A | 000A | None
8010A97C | 000A | 000A | None
-----------------------------------------
8010A98C | 0189 | 000A | Jump
-----------------------------------------
8010A99C | 009F | 000A | Pyro
8010A9AC | 0179 | 000A | Medeo
8010A9BC | 0125 | 000A | Poly
-----------------------------------------
8010A9CC | 000A | 000A | Attack
8010A9DC | 00C8 | 000A | Steal
8010A9EC | 0189 | 000A | Jump
8010A9FC | 000A | 000A | Defend
8010AA0C | 000A | 000A | Flee
8010AA1C | 00C8 | 000A | Mug
8010AA2C | 000A | 000A | Change
8010AA3C | 00FE | 000A | Eat
8010AA4C | 00FF | 000A | Cook
8010AA5C | 0184 | 000A | Spear
8010AA6C | 0185 | 000A | Spear
-----------------------------------------
8010AA7C | 00FB | 00FB | Terra Homing
-----------------------------------------
8010AA8C | 00C7 | 000A | Focus
-----------------------------------------
8010AA9C | 00DF | 000A | Flare Sword
-----------------------------------------
8010AAAC | 000A | 000A | Throw
-----------------------------------------
8010AABC | 00E0 | 000A | Doomsday Sword
+-------------------------+
| PART 2: NAME THAT SPELL |
+-------------------------+
The next step to creating a new spell is to give it a name. You
can use the proper names of the spells (given in the chart in part #),
or you can choose your own names. A good place to store the names in
the RAM is in the area where help text is normally stored, because it
is immediately after the normal spell names and can therefore be
accessed by the text offset byte in the spell information. Storing
the names, however, will screw up some of the help text, so be
forewarned.
The spell name offset is stored at BaseAddr + $E. It should always
end in A. You can use a word ('80') code, because this address will
always be even.
Ex: Fire BaseAddr 8010A05C
Fire name offset 8010A06A 0???
You can use each address on the list to store the name of a different
spell, provided you keep the names of all spells to 16 characters or
less.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TABLE 2. name-storing addresses & corresponding offsets
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ADDRESS
TO STORE
NAME IN OFFSET (???)
-------- -----------
800F96F0 654
800F9700 664
800F9710 674
800F9720 684
800F9730 694
800F9740 6A4
800F9750 6B4
800F9760 6C4
800F9770 6D4
800F9780 6E4
800F9790 6F4
800F97A0 704
800F97B0 714
800F97C0 724
800F97D0 734
800F97E0 744
800F97F0 754
800F9800 764
800F9810 774
800F9820 784
800F9830 794
800F9840 7A4
800F9850 7B4
800F9860 7C4
800F9870 7D4
800F9880 7E4
800F9890 7F4
800F98A0 804
800F98B0 814
800F98C0 824
800F98D0 834
800F98E0 844
800F98F0 854
800F9900 864
800F9910 874
800F9920 884
800F9930 894
800F9940 8A4
800F9950 8B4
800F9960 8C4
800F9970 8D4
800F9980 8E4
800F9990 8F4
800F99A0 904
800F99B0 914
800F99C0 924
800F99D0 934
800F99E0 944
800F99F0 954
.. and by the time you make that many codes, you shouldn't need
my help anymore. :)
Now that you've got a free memory address to place the codes in,
you need to fill the address with something. The digits for all
the numbers and letters are below.
>> Note: you must preface each code with the 'in-battle check'
code, D01044B8 0100, so that the codes are activated
only during battle. The reason for this is that the
game reuses the same memory addresses to store other
data outside of battle.
~~~~~~~~~~~~~~~~~~~~~~~~~~
TABLE 3. the ff9 alphabet
~~~~~~~~~~~~~~~~~~~~~~~~~~
00: 0 10: A 30: a
01: 1 11: B 31: b
02: 2 12: C 32: c
03: 3 13: D 33: d
04: 4 14: E 34: e
05: 5 15: F 35: f
06: 6 16: G 36: g
07: 7 17: H 37: h
08: 8 18: I 38: i
09: 9 19: J 39: j
0A: + 1A: K 3A: k
0B: - 1B: L 3B: l
0C: = 1C: M 3C: m
0D: * 1D: N 3D: n
0E: % 1E: O 3E: o
0F: [space] 1F: P 3F: p
20: Q 40: q
21: R 41: r
22: S 42: s
23: T 43: t
24: U 44: u
25: V 45: v
26: W 46: w
27: X 47: x
28: Y 48: y
29: Z 49: z
FF: end of name indicator (required!)
Two letters can be stored per 800Fxxxx code. Simply increment
the address by $2 to create the code for the next two letters.
If you use the full sixteen characters, you should have
addresses ending in 0, 2, 4, 6, 8, A, C, and E.
Keep in mind that $8 + $2 = $A, not $10! Note that the RIGHTMOST
byte in the code data is read first, so to produce the string
'Fa', you'd enter $3015. Also, you MUST end with a $FF character
to terminate the string, even if it requires adding an extra code.
Here's an example.
Ex: Change name of 'Fire' to 'Flare Star'.
First we have to store the name 'Flare Star' in the
game's memory. We'll start at address 800F96F0.
D01044B8 0100 (battle check)
800F96F0 3B15 'l' 'F'
D01044B8 0100
800F96F2 4130 'r' 'a'
D01044B8 0100
800F96F4 0F34 (space) 'e'
D01044B8 0100
800F96F6 4322 't' 'S'
D01044B8 0100
800F96F8 4130 'r' 'a'
D01044B8 0100
800F96FA FFFF (terminate string)
Hopefully by studying that code set you can get the hang
of how it works.
Now we have to apply our newly-generated string to the Fire
spell. Looking at part 1, we see the BaseAddr for Fire is
8010A05C. Adding $E to this yields 8010A06A. Knowing that
we placed the string at addres 800F96F0, we can look at
Table 2 and find that the appropriate offset value is 654.
So we use the codes
D01044B8 0100 (we still need the battle check)
8010A06A 0654 change name offset to where we stored
'Flare Star'
And that should do it -- enter all the codes above, and
'Fire' should instead be called 'Flare Star'.
+-----------------------+
| PART 3: SIXTEEN BYTES |
+-----------------------+
You can completely customize the effect of your new spell by
modifying the sixteen bytes of data that comprise the BaseAddr
and the 15 subsequent addresses. Here is a byte-by-byte
walkthrough.
BaseAddr
Ends in C
Effect TARGETING
Length BYTE (use code beginning with 3, not 8)
This byte affects what the spell can target. Here is a list
of possible values (there may be others).
# possible targets default target example spell
-- ------------------------------- -------------- -------------
00 one ally or enemy one enemy Scan
02 one enemy one enemy Jewel
03 one/all ally or enemy one enemy Fire
damage halved by selecting all
08 all enemies all enemies Meteor
0C everyone everyone Roulette
20 one enemy/ally; used for Drain one enemy Drain
30 one ally or enemy one ally Regen
33 one/all ally or enemy one ally Cure
37 all allies all allies White Wind
40 one enemy/ally; used for Osmose one enemy Osmose
91 one ally one ally Auto-Life
BaseAddr + $1, + $2
Ends in D, E
Effect GRAPHICS (MULTIPLE TARGET GRAPHICS for variable target spells)
Length WORD (use two codes beginning with 3; odd 8 code crashes PSX)
These two bytes affect the spell graphics. If the spell has only
one graphical effect, it will be stored here; if there are two
possible effects (as with the elemental spells Fire, Fira, etc.),
the 'multiple targets' effect will be stored here. It is NOT
RECOMMENDED that you edit these bytes because it requires TWO codes.
See part 4 for a better way to change graphics, as well as a list of
graphical modifiers.
BaseAddr + $3
Ends in F
Effect UNKNOWN
Length BYTE
BaseAddr + $4
Ends in 0
Effect SPELL'S EFFECT
Length BYTE (use a 3 code unless also altering POWER byte)
This byte determines what will happen when you cast the spell. Here
is a partial list of effects; this is by no means complete. Hopefully
I'll continually update this as time goes on. If you have a submission
to it, go right ahead and e-mail it to me and you will receive credit.
# EFFECT NOTES
-- -------------------------- ---------------------------------------
09 cause magical damage strength of spell depends on POWER byte
0A heal strength of spell depends on POWER byte
0B add status see STATUS byte
0C remove status see STATUS byte
0D revive % of HP restored depends on POWER byte
0E kill instant death; STATUS byte should be 15
0F drain MP strength of spell depends on POWER byte
10 drain HP strength of spell depends on POWER byte
11 damage = % of MaxHP percentage determined by POWER byte
success rate determined by RATE byte
12 random magical damage strength increases with POWER byte
13 cause physical damage strength depends on POWER byte
14 cause physical damage not sure of the distinction between
this and $13
15 ??? used for Goblin Punch
16 add status depending on LV LV must be divisible by RATE byte
17 damage depending on LV LV must be divisible by RATE byte
18 lower def. depending on LV LV must be divisible by RATE byte
19 initialize roulette causes status in STATUS byte
1A 100 * POWER damage multiple determined by POWER byte
1B cut HP to specific value value determined by POWER byte
success rate determined by RATE byte
1C do damage if casterHP = 1 I think... used for Limit Glove
1D do damage equal to (caster's MaxHP - caster's CurrentHP)
1E heal 1/3 of caster's MaxHP
1F damage MP randomly
20 reduce caster's HP; do damage
21 reduce defence
22 reduce physical attack power
23 reduce magic defence
24 reduce magic attack power
25 heal HP and MP strength determined by POWER byte
26 cause damage using Gil strength determined by POWER byte
27 damage HP and MP strength determined by POWER byte
28 damage determined by ??? used by Dragon Breath
29 damage MP used by White Draw
2B raise physical attack pwr increase may depend on POWER byte
2D kill caster; completely recover all other targets
2E cause status ailment that is the ADD ST of equipped weapon
32 ??? used by Six Dragons
33 lower defence
34 use 4 Remedies on party
36 chance of resetting ATB meter to zero
39 flee from battle
3C display steal-able items
3D makes [Near Death] party members attack enemy
43 do damage equal to (Speed * (# of successful Steals))
44 damage determined by # dragons killed? (used by Dragon's Crest)
67 add beneficial status see STATUS byte
6C add bad status see STATUS byte
BaseAddr + $5
Ends in 1
Effect POWER
Length BYTE (use a 3 code)
This byte has many uses:
- Determines the damage multiplier for a damage (EFFECT = $09),
cure (EFFECT = $08, $25), or drain (EFFECT = $0F, $10) spell.
Some values to use for comparison: 'Fire' = $0E (= 14 dec),
'Firaga' = $48 (= 72 dec), 'Flare' = $70 (= 112 dec).
- Determines the percentage of the MaxHP that will be restored
by a revive (EFFECT = $0D) spell ($64 = 100%).
- Determines the percentage of the MaxHP that will be taken off
by a %-of-MaxHP (EFFECT = $11) spell ($64 = all of it!).
- Determines the number of HP left behind by a cut-HP-to-value
(EFFECT = $1B) spell ($01 = 1 HP, $00 = bye bye!)
- Determines the multiplier for a 100 * POWER (EFFECT = $1A)
spell ($0A = 1000 damage, $63 = 9900 damage, $64 = 9999 damage.
yes, that means it will _always_ do 9999 damage.)
BaseAddr + $6
Ends in 2
Effect ELEMENTAL
Length BYTE (use a 3 code)
This byte determines the attack's elemental affiliation. You can
give an attack more than one elemental by adding the values for the
two (or more) elementals together.
01: Fire
02: Ice
04: Lightning
08: Earth
10: Water
20: Wind
40: Holy
80: Shadow
BaseAddr + $7
Ends in 3
Effect RATE
Length BYTE (use a 3 code)
This byte affects the success rate of a status-adding, %-of-MaxHP,
or cut-HP-to-value attack. If your spell is saying MISS a lot,
try setting this byte to FF. If you think your spell is hitting
too much, lower the value of this byte.
BaseAddr + $8
Ends in 4
Effect UNKNOWN
Length BYTE
I think this has something to do with the game's classification of
the attack. It doesn't seem to have any effect on the spell when
it is used.
BaseAddr + $9
Ends in 5
Effect STATUS
Length BYTE
This determines what status effects a spell will add. Note that
not only status-adding (EFFECT = $0B or $67) spells, but also
damaging or healing spells (EFFECT = $09, $08, $25) and some others
will add status effects if given a nonzero value in this byte. The
success rate of the status effect is determined by the RATE byte.
When used with a remove-status (EFFECT = $0C) spell, this byte will
determine which statuses the spell removes.
## STATUS ADDED/REMOVED
-- ---------------------------------------------------------------
00 none
01 add Regen
02 remove Dead
03 remove Poison, Venom
04 remove Petrify
05 remove various (used by Esuna)
06 add Shell
07 add Protect
08 add Haste
09 add Silence
0A add or remove Mini
0B add Reflect
0C add Confuse
0D add Berserk
0E add Blind
0F add Float
10 remove Shell, Protect, Haste, Reflect, Float, Vanish, Regen
11 add Sleep
12 add Slow
13 add Stop
14 add Poison
15 add Death
16 add Petrify
17 add Petrify
18 add Vanish
19 add Death Sentence
1A add Protect and Shell
1B add various bad status (Bad Breath)
1C add Freeze
1D add Heat
1E add Auto-Life
1F add Trouble
20 add Auto-Life
21 add 'MP-up' (?)
22 add Zombie
23 add Virus
24 add Gradual Petrify
25 add Venom
26 add various bad status (Curse)
FF add various bad status (Grand Cross)
BaseAddr +$A
Ends in 6
Effect MP
Length BYTE (use a 3 code)
This simply determines the MP needed to cast the spell. Note
that, as with all values, it must be entered in hex.
BaseAddr +$B
Ends in 7
Effect WHEN USED
Length BYTE (use a 3 code)
Has something to do with when the spell can be used (in battle
vs. out-of-battle). Probably not a good idea to mess with it.
BaseAddr +$C, +$D
Ends in 8
Effect GRAPHICS (SINGLE TARGET)
Length WORD (use an 8 code)
Variable target spells store their single-target graphics here.
Summons also store their incomplete graphics here. Don't use
this byte to alter the graphics; see Part 4 instead.
BaseAddr +$E, +$F
Ends in A
Effect NAME OFFSET
Length WORD (use an 8 code)
Determines the name offset of the spell. See Part 2 for details.
Ex: Make 'Fire' spell stronger, always target all enemies, and
always add the 'Heat' status.
> Adjust POWER byte to make Fire spell stronger. Looking
at Table 1, we see that the BaseAddr for Fire is 8010A05C.
POWER byte = BaseAddr + $5 = 8010A061
We want a byte-length code, so we must change the first
digit of the code to 3, and must also preface the code with
the battle-check code. The following will increase Fire's
power to 80 (= $50) (it's originally 14):
D01044B8 0100
3010A061 0050
> Adjust TARGETING byte to make Fire target all enemies.
TARGETING byte = BaseAddr = 8010A05C
Again, this should be a byte-length ('3') code. The table
of targets tells us that all enemies corresponds to $08.
D01044B8 0100
3010A05C 0008
> Adjust STATUS and RATE bytes to make Fire always add the
'Heat' status.
STATUS byte = BaseAddr + $9 = 8010A065
The table of statuses lists 'Heat' as $1C, so we create
the byte-length code,
D01044B8 0100
3010A065 001C
Then we must be sure to increase the frequency with which
'Heat' is added using the RATE byte.
RATE byte = BaseAddr + $7 = 8010A063
Again, we need a byte-length code,
D01044B8 0100
3010A063 00FF
Putting all eight lines of code together will achieve the
desired effects in unison.
NOTE: If you are editing two consecutive addresses, AND the
first of those two addresses is even, then you can, at your
option, use one word code in lieu of two byte codes.
+----------------------------------+
| PART 4: APPEARANCE IS EVERYTHING |
+----------------------------------+
Now's the fun part: you can customize the way your spell looks
(and sounds) when cast. You _can_ change this information in
the spell's data section, but since it's stored in an odd address,
which requires two codes to change, it's more efficient to do it
the way outlined below.
To change the graphics for your chosen spell, enter the four
following codes:
* this address was found by King Edgar 0 <
[email protected]> *
(1) D00FEC42 yyyy
(2) 800FEC42 0www
(3) D00FEC42 zzzz
(4) D00FEC42 0xxx
yyyy: value of 'Gfx1' for the spell you want to edit (see part 1).
www: value from the chart below for the new spell you want to create
(multiple targets if variable target spell)
zzzz: value of 'Gfx2' for the spell you want to edit (see part 1).
if yyyy = 000A, the spell does not have a second graphic effect,
and you do not need codes (3) or (4)
xxx: value from the chart below for the new spell you want to create
(single target if variable target spell)
Note that you can specify two different graphics if you are creating a
variable target spell; the Gfx1 replacement will be the graphics for
multiple targets, and the Gfx2 replacement will be the graphics for a
single target.
Ex: Change graphics of 'Fire' to those of 'Flare Star'.
Look up 'Fire' and part one and find
Gfx1 = 0046
Gfx2 = 0000
Flare Star targets all enemies (and only all enemies), so our
value of www will be equal to our value of xxx.
Look up 'Flare Star' in table 4 and find value of www / xxx
www = xxx = 1B4
Sub values into codes above:
D00FEC42 0046
800FEC42 01B4
D00FEC42 0000
800FEC42 01B4
Now 'Fire' will look like 'Flare Star'!
~~~~~~~~~~~~~~~~~~~~~~~~
TABLE 4. spell graphics
~~~~~~~~~~~~~~~~~~~~~~~~
www/
xxx SPELL NAME (if known) NOTES
--- --------------------- --------------------------------------
000 Fire one target
001 (Grand Cure) like a huge cure spell (one target)
002 Fira one target
003 Thunder one target
004 Blizzara one target
005 Thundara one target
006 Blizzard one target
007 Firaga one target
008 Cure one target
009 Cure multiple targets
00A [null value]
00B Esuna one target
00C Panacea one target
00D Stona one target
00E Berserk one target
00F Full-life one target
010 [no effect]
011 Life one target
012 [no effect]
013 Steal one target
014 Steal one target
015 Poison one target
016 Water one target
017 (Ice) snowflakes & icicles (one target)
018 Thundaga one target
019 Mini one target
01A Sleep one target
01B Float one target
01C Aqua Breath
01D (Energy Waves) waves of energy
01E 1000 Needles
01F (Exploder) explosion (mult targets)
020 Regen one target
021 [no graphics] sounds only
022 [kraken arm death] bubbles on caster
023 Psychokinesis bubbles / target rises in air
024 (Energy Waves) same as 1D
025 [lockup]
026 Shiva (full) mult targets
027 [lockup]
028 Elixir one target
029 White Wind mult targets
02A Silence one target
02B Aerial Slash wind attack (mult targets)
02C Bad Breath one target
02D Angel's Snack mult targets
02E Magic Break one target
02F Flame caster spits fire at multiple targets
030 (Sparkle) gold sparkles
031 (Glare) light flash on caster; smoke on 1 target
032 Glowing Eyes similar to above
033 Snort air vortex pushes one target away
034 Cold Breath ice shot at one target
035 (Oil Shot) oil shot at one target and ignites
036 (Inferno) fire engulfs entire screen
037 Darkness black circle (one target)
038 Comet one target
039 Osmose one target
03A Earthquake ground shakes; similar to Earth Shake
03B Trouble Juice nasty yellow stuff dropped on target
03C (Rainbow Storm) gusts of multicoloured wind (one target)
03D Luna everyone
03E Blizzard multiple targets
03F Shell one target
040 Bubbles bubbles of water shot at one target
041 (Energy Blast) red and then blue shine on one target
043 Ink black smoke on target
044 (Odd Soundwave) beam of coloured stuff shot at target
045 (Energy Waves) same as 1D
046 Fire multiple targets
047 Fira multiple targets
048 Firaga multiple targets
049 Thundara multiple targets
04A Goblin Punch one target
04B Sandstorm sand is gathered and blown at targets
04C Float one target
04D Blizzara multiple targets
04E Sleep one target
04F Reflect one target
050 [lockup]
051 Mighty Guard multiple targets
052 Limit Glove one target
053 White Draw one target
054 [lockup]
055 Chakra one target
056 Chakra multiple targets
057 Holy one target
058 Matra Magic one target
059 Haste one target
05A Might one target
05B [lockup]
05C Armor Break one target
05D Bio one target
05E Death one target
05F Water multiple targets
060 Confuse one target
061 Confuse multiple targets
062 Demi one target
063 Demi multiple targets
064\
\
> these all execute a normal physical
/ attack by the caster
077/
078 Bio multiple targets
079 Demi Shock one target
07A Demi Shock multiple targets
07B Protect one target
07C Mini multiple targets
07D Flare one target
07E Slow one target
07F Silence multiple targets
080 Dispel one target
081 LV4 Holy multiple targets
082 Magic Hammer multiple targets
083 Scan one target
084 Drain one target
085 Thundaga multiple targets
086 Meteor (miss) multiple targets
087 Spare Change one target
088 Spare Change multiple targets
089 Revive one target
08A Auto-life one target
08B (Energy Waves) same as 1D
08C Berserk multiple targets
08D Cura one target
08E Curaga one target
08F Meteor (hit) multiple targets
090 Curaga multiple targets
091 Entice hearts fly at one target
092 Hypnotize purple spinning stuff, one target
093 Cannon explosion from caster & on 1 target
094 (Prism Shot) lots of triangles on one target
095 Stop one target
096 Frost (Freeze) one target
097 Blizzaga one target
098 Blizzaga multiple targets
099 Break one target
09A LV5 Death multiple targets
09B Lava Gun flaming rocks shot at one target
09C (Starburst) flashes and starburst
09D Blind one target
09E Blind multiple targets
09F Pyro fire attack on one target
0A0 String target is ravelled in white web
0A1 Blaster colourful burst on target
0A2 Cura multiple targets
0A3 Electrocute caster is electrified
0A4 Buzz sound waves surround one target
0A5 Pollen pollen attacks multiple targets
0A6 (Firestorm) sand & explosions / mult targets
0A7 Water Gun (1x) water is shot at one target
0A8 Reis' Wind all targets
0A9 Lightning lightning shot at one target
0AA Snowstorm frost is shot at multiple targets
0AB Maelstrom red winds attack one target
0AC (Bio Breath) poison-looking stuff on one target
0AD Aero Breath high-velocity breath on one target
0AE Venom Breath black & purple breath on one target
0AF Zombie Breath black & white ghostly attack / 1 target
0B0 (Autumn Leaves) attack with leaves
0B1 Carbuncle (full) multiple targets
0B2 Twister multiple targets
0B3 Leviathan (full) multiple targets
0B4 Aero wind attack on one target
0B5 Rainbow Wind multicoloured wind attack on one target
0B6 Scorch caster is set ablaze
0B7 Heavy waves push down on one target
0B8 Atomos (full) multiple targets
0B9 Sandstorm sand is gathered & blown at mult targets
0BA Ramuh (full) multiple targets
0BB Mustard Bomb one target
0BC Darkside one target
0BD Minus Strike one target
0BE Iai Strike one target
0BF Thunder Slash one target
0C0 Shock one target
0C1 No Mercy one target
0C2 No Mercy multiple targets
0C3 Curse (Amarant) one target
0C4 Curse (Amarant) multiple targets
0C5 Aura one target
0C6 Aura multiple targets
0C7 Focus caster gathers power
0C8 Mug / Steal one target
0C9 Jewel one target
0CA Poison multiple targets
0CB (Nanoflare) explosion, one target
0CC Meteorite meteors bombard all enemies (cool!)
0CD Aera wind attack, multiple targets
0CE Gradual Petrify petrify stare, one target
0CF Stock Break multiple targets
0D0 Power Break one target
0D1 Mental Break one target
0D2 Fenrir (full) multiple targets
0D3 Phoenix (full) multiple targets
0D4 Fire Sword one target
0D5 Fira Sword one target
0D6 Firaga Sword one target
0D7 Thunder Sword one target
0D8 Thundara Sword one target
0D9 Thundaga Sword one target
0DA Blizzard Sword one target
0DB Blizzara Sword one target
0DC Blizzaga Sword one target
0DD Bio Sword one target
0DE Water Sword one target
0DF Flare Sword one target
0E0 Doomsday Sword one target
0E1 Rebirth Flame multiple targets
0E2 Fenrir (half) multiple targets
0E3 Bahamut (full) multiple targets
0E4 Frog Drop one target
0E5 Soul Blade one target
0E6 [lockup]
0E7 Thievery one target
0E8 [no name] teleport out of battle
0E9 Annoy one target
0EA Sacrifice multiple targets
0EB Psychokinesis one target rises and falls down
0EC Doom one target
0ED Roulette everyone
0EE (Light Flash) caster shines
0EF Red Clipper fiery slashes on one target
0F0 (Sand Breath) shot of sand
0F1 Free Energy one target
0F2 Tidal Flame multiple targets
0F3 Scoop Art one target
0F4 Shift Break multiple targets
0F5 Stellar Circle 5 one target
0F6 Meo Twister multiple targets
0F7 Solution 9 one target
0F8 Grand Lethal multiple targets
0F9 Flee multiple targets
0FA Detect one target
0FB Terra Homing (Madeen) multiple targets
0FC [no name] run from battle
0FD [no graphics]
0FE Eat one target
0FF Cook one target
100 (Purple Haze) purple smoke on one target
101 Trance trancing effect on caster
102 Rise waves push one target up
103 Mist white smoke on mutliple targets
104 (Soul Out) ghosts fly out of one target
106 (Slime) yellow liquid on target
107 [lockup]
108 [lockup]
10A\
\
> various 'Throw' graphics
/
110/
111 Steal
112 (Devour) caster eats one target
113 (Light Shell) pink explosion at one target
114 Ifrit (full)
115 Throw
116 Ether
117 some item
118 some item
119 some item
11A Remedy
11B some item
11C Aeraga wind attack on multiple targets
11D (Forcefield) purple glow around caster
11E Virus Fly swarm of flies attacks target!
11F Dark Matter lightning attack
120 ??? fire attack
121 some item
122 Tent
123 Raining Swords attack all using swords and blue fire
124 Ore
125 Poly one target
126 Boomerang blades attack multiple targets
127 (Shimmer) bright light flash
128 Dragon Breath multiple targets
129 Pumpkin Head one target
12A Jet Fire blue flame attack (one target)
12B Photon lasers attack one target (like FF8's Homing Laser)
12C (Magnitude 8) big earthquake (multiple targets)
12D (Sinkhole) one target sinks into the ground
12E [blackout]
12F (Page Turn) ) papers fly at multiple targets
130 Propeller Wind blue cyclones make 1 or multiple targets spin
131 (Accumulate) caster gathers energy
132 (Green Smoke) green smoke, one target
133 (Red Smoke) red smoke, one target
134 Doomsday multiple targets
135 Curse (Ozma) green and black smoke engulfs multiple targets
136 Absorb caster absorbs energy from one target
137 Flame caster spits fire at multiple targets
138 Lucky Seven one target
139\
\
> miscellaneous weapon attacks
/
17A/
17B [lockup]
17C [lockup]
17D Ark (full) multiple targets
17E Chestnut nut fired from caster to one target
17F [lockup] bubbles and lockup
180 Ultima / lockup Ultima then lockup
181 Countdown one target
182 Countdown multiple targets
183 Cherry Blossom multiple targets
184 Spear one target
185 Spear one target
186 Earth Shake multiple targets
187 Fire Blades flaming leaves fired at mult targets
188 LV3 Def-less multiple targets
189 Jump jump in air
18A (Ultraviolet) purple energy; will make caster invisible
18B (Rippler) whirlpool on caster, one target
18C Rise waves force one target up into the air
18D Climhazzard multiple targets
18E Charge! multiple targets
18F What's That!? one target
190 (Smoke) smoke
191 Lancer one target
192 (Smoke) smoke on caster
193 (Atomic Ray) red energy surrounds target
194 Shockwave caster gathers light & discharges it
195 Bahamut (half) all targets
196 Leviathan (half) all targets
197 Shiva (half) all targets
198 Tidal Waves big waves attack multiple targets
199 Darkside one target
19A Minus Strike one target
19B Iai Strike one target
19C Thunder Slash one target
19D Shock one target
19E Stock Break one target
19F Ramuh (half) mult targets
1A0 Flaming Sword big explosion on target
1A1 Climhazzard mult targets
1A2 [lockup]
1A3 (Yellow Shot) yellow stuff
1A4 [lockup]
1A5 Revive all targets
1A6 Water Gun (x3) three shots of water at one target
1A7 (Electricity) electricity runs from caster to target
1A8 Odin (full) all targets
1A9 Virus Powder purple & blue dots on one target
1AA [lockup]
1AB Waterga huge water bubble on multiple targets
1AC [no graphics]
1AD (Green Sparkle) green stuff
1AE [lockup]
1AF [lockup]
1B0 [lockup] Ozma's dying effect, lockup
1B1 (Dust Storm) smoke and dust
1B2 (Lapis Laser) blue energy attack (multiple targets)
1B3 [blackout] Necron's dying effect, blackout
1B4 Flare Star AWESOME fire attack on all targets
1B5 Dummy says "Dummy". very weird (one target)
1B6 [lockup]
1B7 [lockup]
1B8 [no name] screws with camera
1B9 [no name] same
1BA [lockup]
1BB [lockup]
1BC [lockup]
1BD [lockup]
1BE Atomos (half)
1BF Ark (half)
1C0\
\
> [lockup]
/
1E8/
1E9 [no name] effect when Trance ends
1EA Dragon's Crest one target
1EB Six Dragons multiple targets
1EC Ultima / blackout does Ultima but then blacks out
1ED Carbuncle multiple targets
1EE Carbuncle multiple targets
1EF Carbuncle multiple targets
1F0 [no name] when Necron lifts you up to face him...
1F1 [no name] teleport out of battle
1F2 Grand Cross planets getting demolished, mult targets
1F3 Neutron Ring bright star-like attack, mult targets
1F4 Vanish one target
1F5 Night everyone
1F6 Aera wind attack, one target
1F7 Blue Shockwave purple energy attack, one target
1F8 Carbuncle (half) multiple targets
1F9 Carbuncle (half) multiple targets
1FA Carbuncle (half) multiple targets
1FB Carbuncle (half) multiple targets
1FC Fenrir (half) multiple targets
1FD Fenrir (half) multiple targets</pre><pre id="faqspan-2">
1FE Phoenix (half) multiple targets
1FF [lockup]
+-------------------+
| PART 5: EXAMPLES |
+-------------------+
Alright, I understand that making your own codes can get fairly
complicated and time-consuming, so here are several pre-made enemy
spell codes for all you lazy people out there. :)
Note that having too many codes on at once can cause the game to
refuse to load from the memory card. Turn off the effects if this
happens, load your game, and turn them back on. You'll also have
to do this whenever you save. You should be able to get away with
two or three spell replacements without adverse effects, however.
__________________
/ Flare Star \___________________________________________
| ELEM: Fire PWR: 76 STATUS: add Heat |
| TARG: all enemies MP: 32 RATE: 32 |
| MODIFIED SPELL: Fire |
---------------------------------------------------------------
D01044B8 0100 (Store name 'Flare Star')
800F96F0 3815
D01044B8 0100
800F96F2 4130
D01044B8 0100
800F96F4 0F34
D01044B8 0100
800F96F6 4322
D01044B8 0100
800F96F8 4130
D01044B8 0100
800F96FA FFFF
D010A06A 00A1 ('Fire' text offsets)
8010A06A 0654
D01044B8 0100 (Spell parameters)
3010A05C 0008
D01044B8 0100
3010A061 004C
D01044B8 0100
3010A065 001D
D01044B8 0100
3010A066 0020
D01044B8 0100
3010A063 0020
D00FEC42 0046 (Graphics)
800FEC42 01B4
D00FEC42 0000
800FEC42 01B4
__________________
/ Maelstrom \___________________________________________
| ELEM: none EFFECT: HP lowered to 5 |
| TARG: one enemy MP: 18 RATE: 80 |
| MODIFIED SPELL: Demi |
---------------------------------------------------------------
D01044B8 0100
800F9700 301C
D01044B8 0100
800F9702 3B34
D01044B8 0100
800F9704 4342
D01044B8 0100
800F9706 3E41
D01044B8 0100
800F9708 FF3C
D01044B8 0100
8010A16A 0664
D00FEC42 0063
800FEC42 00AB
D00FEC42 0062
800FEC42 00AB
D01044B8 0100
3010A15C 0000
D01044B8 0100
8010A160 051B
D01044B8 0100
3010A166 0013
D01044B8 0100
3010A163 0050
__________________
/ Grand Cross \___________________________________________
| ELEM: none STATUS: a ton of bad ones |
| TARG: all enemies MP: 30 RATE: 150 |
| MODIFIED SPELL: Confuse |
---------------------------------------------------------------
D01044B8 0100
800F9720 4116
D01044B8 0100
800F9722 3D30
D01044B8 0100
800F9724 0F33
D01044B8 0100
800F9726 4112
D01044B8 0100
800F9728 423E
D01044B8 0100
800F972A FF42
D01044B8 0100
80109FEA 0684
D00FEC42 0061
800FEC42 01F2
D00FEC42 0060
800FEC42 01F2
D01044B8 0100
30109FDC 0008
D01044B8 0100
30109FE5 00FF
D01044B8 0100
30109FE3 0096
D01044B8 0100
30109FE6 001E
__________________
/ Blue Shockwave \___________________________________________
| ELEM: none EFFECT: HP goes to 1 |
| TARG: one enemy MP: 8 RATE: 240 |
| MODIFIED SPELL: Matra Magic |
---------------------------------------------------------------
D01044B8 0100
800F9730 3B11
D01044B8 0100
800F9732 3444
D01044B8 0100
800F9734 220F
D01044B8 0100
800F9736 3E37
D01044B8 0100
800F9738 3A32
D01044B8 0100
800F973A 3046
D01044B8 0100
800F973C 3445
D01044B8 0100
300F973E 00FF
D01044B8 0100
8010A42A 0694
D01044B8 0100
3010A423 00E0
D00FEC42 0058
800FEC42 01F7
__________________
/ Freeze \___________________________________________
| ELEM: Ice PWR: 14 STATUS: Freeze |
| TARG: one enemy MP: 6 RATE: 50 |
| MODIFIED SPELL: Blizzard |
---------------------------------------------------------------
D01044B8 0100
800F9760 4115
D01044B8 0100
800F9762 3434
D01044B8 0100
800F9764 3449
D01044B8 0100
300F9765 00FF
D01044B8 0100
8010A0AA 06C4
D01044B8 0100
3010A09C 0000
D01044B8 0100
3010A0A3 0032
D01044B8 0100
3010A0A5 001C
D00FEC42 0006
800FEC42 0096
D00FEC42 003E
800FEC42 0096
__________________
/ Neutron Ring \___________________________________________
| ELEM: none PWR: 114 STATUS: none |
| TARG: all enemies MP: 46 RATE: n/a |
| MODIFIED SPELL: Jewel |
---------------------------------------------------------------
D01044B8 0100
800F9740 341D
D01044B8 0100
800F9742 4344
D01044B8 0100
800F9744 3E41
D01044B8 0100
800F9746 0F3D
D01044B8 0100
D01044B8 0100
800F9748 3821
D01044B8 0100
800F974A 363D
D01044B8 0100
300F974C 00FF
D01044B8 0100
3010A03C 0008
D01044B8 0100
8010A03A 06A4
D01044B8 0100
8010A030 7209
D01044B8 0100
3010A036 002E
D00FEC42 00C9
800FEC42 01F3
__________________
/ Grand Cure \___________________________________________
| Heals HP/MP PWR: 255 STATUS: Protect + Shell |
| TARG: 1/all ally/en. MP: 68 RATE: 255 |
| MODIFIED SPELL: Cure |
---------------------------------------------------------------
D01044B8 0100
800F9770 4116
D01044B8 0100
800F9772 3D30
D01044B8 0100
800F9774 0F33
D01044B8 0100
800F9776 4412
D01044B8 0100
800F9778 3441
D01044B8 0100
300F9779 00FF
D01044B8 0100
80109EEA 06D4
D01044B8 0100
80109EE0 FF25
D01044B8 0100
30109EDC 0033
D01044B8 0100
30109EE5 001A
D01044B8 0100
30109EE3 00FF
D01044B8 0100
30109EE6 0044
D00FEC42 0008
800FEC42 0001
D00FEC42 0009
800FEC42 002D
__________________
/ Ultima \___________________________________________
| ELEM: none EFFECT: deals 9900 damage to all enemies|
| TARG: all enemies MP: 80 RATE: 255 |
| MODIFIED SPELL: Meteor |
---------------------------------------------------------------
Note: the code below will use the graphics from Garland's
'Shockwave' attack to create Ultima because the real
Ultima graphics will glitch the game when used.
D01044B8 0100
800F9780 3B24
D01044B8 0100
800F9782 3843
D01044B8 0100
800F9784 303C
D01044B8 0100
300F9786 00FF
D01044B8 0100
8010A1BA 06E4
D01044B8 0100
8010A1B0 631A
D01044B8 0100
3010A1B6 0050
D01044B8 0100
3010A1B3 00FF
D00FEC42 0086
800FEC42 0194 -> 1EC for real one, but this will crash game
D00FEC42 008F
800FEC42 0194 -> 1EC for real one, but this will crash game
__________________
/ Waterga \___________________________________________
| ELEM: Water PWR: 98 STATUS: none |
| TARG: all enemies MP: 34 RATE: n/a |
| MODIFIED SPELL: Water |
---------------------------------------------------------------
D01044B8 0100
800F9790 3026
D01044B8 0100
800F9792 3443
D01044B8 0100
800F9794 3641
D01044B8 0100
800F9796 FF30
D01044B8 0100
8010A1AA 06F4
D01044B8 0100
3010A19C 0008
D01044B8 0100
3010A1A1 0062
D01044B8 0100
3010A1A6 0022
D00FEC42 0016
800FEC42 01AB
D00FEC42 005F
800FEC42 01AB
__________________
/ Aeraga \___________________________________________
| ELEM: Wind PWR: 100 STATUS: none |
| TARG: all enemies MP: 35 RATE: n/a |
| MODIFIED SPELL: Thundara |
---------------------------------------------------------------
D01044B8 0100
800F97A0 3410
D01044B8 0100
800F97A2 3041
D01044B8 0100
800F97A4 3036
D01044B8 0100
800F97A6 FFFF
D01044B8 0100
8010A1AA 0704
D01044B8 0100
3010A0EC 0008
D01044B8 0100
3010A0F1 0064
D01044B8 0100
3010A0F2 0020
D01044B8 0100
3010A0F6 0023
D00FEC42 0005
800FEC42 011C
D00FEC42 0049
800FEC42 011C
__________________
/ Curse \___________________________________________
| ELEM: none PWR: 85 STATUS: lots of bad ones |
| TARG: all enemies MP: 29 RATE: 144 |
| MODIFIED SPELL: Bad Breath |
---------------------------------------------------------------
D01044B8 0100
800F97B0 4412
D01044B8 0100
800F97B2 4241
D01044B8 0100
800F97B4 FF34
D01044B8 0100
8010A43A 0714
D01044B8 0100
3010A42C 0008
D01044B8 0100
8010A430 5509
D01044B8 0100
3010A433 0090
D01044B8 0100
3010A436 001D
D00FEC42 002C
800FEC42 0135
__________________
/ Meteorite \___________________________________________
| ELEM: none PWR: 99 STATUS: none |
| TARG: all enemies MP: 33 RATE: n/a |
| MODIFIED SPELL: Comet |
---------------------------------------------------------------
D01044B8 0100
800F97C0 341C
D01044B8 0100
800F97C2 3443
D01044B8 0100
800F97C4 413E
D01044B8 0100
800F97C6 4338
D01044B8 0100
800F97C8 FF34
D01044B8 0100
8010A17A 0724
D01044B8 0100
3010A16C 0008
D01044B8 0100
8010A170 6309
D01044B8 0100
3010A176 0021
D00FEC42 0038
800FEC42 00CC
__________________
/ Raining Swords \___________________________________________
| ELEM: none EFFECT: damage = (75% of MaxHP) |
| TARG: all enemies MP: 26 RATE: 200 |
| MODIFIED SPELL: Minus Strike |
---------------------------------------------------------------
D01044B8 0100
800F97D0 3021
D01044B8 0100
800F97D2 3D38
D01044B8 0100
800F97D4 3D38
D01044B8 0100
800F97D6 0F36
D01044B8 0100
800F97D8 4622
D01044B8 0100
800F97DA 413E
D01044B8 0100
800F97DC 4233
D01044B8 0100
300F97DE 00FF
D01044B8 0100
8010A7BA 0734
D01044B8 0100
3010A7AC 0008
D01044B8 0100
8010A7B0 4B11
D01044B8 0100
3010A7B3 00A6
D01044B8 0100
3010A7B6 001A
D00FEC42 00BD
800FEC42 0123
D00FEC42 019A
800FEC42 0123
__________________
/ Snowstorm \___________________________________________
| ELEM: Ice PWR: 77 STATUS: add Freeze |
| TARG: 1/all enemies MP: 33 RATE: 32 |
| MODIFIED SPELL: Blizzara |
---------------------------------------------------------------
D01044B8 0100
800F97E0 3D22
D01044B8 0100
800F97E2 463E
D01044B8 0100
800F97E4 4342
D01044B8 0100
800F97E6 413E
D01044B8 0100
800F97E8 FF3C
D01044B8 0100
8010A0BA 0744
D01044B8 0100
3010A0B1 004D
D01044B8 0100
3010A0B3 0020
D01044B8 0100
3010A0B5 001C
D01044B8 0100
3010A0B6 0021
D00FEC42 004D
800FEC42 00AA
D00FEC42 0004
800FEC42 0017
__________________
/ Fallen One \___________________________________________
| ELEM: none EFFECT: HP goes to 1 |
| TARG: all enemies MP: 40 RATE: 255 |
| MODIFIED SPELL: Aqua Breath |
---------------------------------------------------------------
D01044B8 0100
800F97F0 3015
D01044B8 0100
800F97F2 3B3B
D01044B8 0100
800F97F4 3D34
D01044B8 0100
800F97F6 1E0F
D01044B8 0100
800F97F8 343D
D01044B8 0100
800F97FA FFFF
D01044B8 0100
8010A40A 0754
D01044B8 0100
8010A400 011B
D01044B8 0100
8010A402 FF00
D01044B8 0100
3010A406 0028
D00FEC42 001C
800FEC42 01A5
__________________
/ Dark Flare \___________________________________________
| ELEM: Shadow PWR: 113 STATUS: none |
| TARG: all enemies MP: 56 RATE: n/a |
| MODIFIED SPELL: LV5 Death |
---------------------------------------------------------------
note: this will use the graphics for the 'half' summon of Atomos,
which seem quite appropriate for a Shadow-type attack spell
D01044B8 0100
800F9800 3013
D01044B8 0100
800F9802 3A41
D01044B8 0100
800F9804 150F
D01044B8 0100
800F9806 303B
D01044B8 0100
800F9808 3441
D01044B8 0100
300F980A 00FF
D01044B8 0100
8010A3BA 0764
D01044B8 0100
8010A3B0 7109
D01044B8 0100
8010A3B2 0080
D01044B8 0100
3010A3B6 0038
D00FEC42 009A
800FEC42 01BE
__________________
/ Judgement Day \___________________________________________
| ELEM: Holy PWR: 166 STATUS: none |
| TARG: all enemies MP: 66 RATE: n/a |
| MODIFIED SPELL: Blind |
---------------------------------------------------------------
This, using the graphics from LV4 Holy, will give Dagger a
kick-ass attack spell. :)
D01044B8 0100
800F9810 4419
D01044B8 0100
800F9812 3633
D01044B8 0100
800F9814 3C34
D01044B8 0100
800F9816 3D34
D01044B8 0100
800F9818 0F13
D01044B8 0100
800F981A 3012
D01044B8 0100
800F981C FF48
D01044B8 0100
30109FFC 0008
D01044B8 0100
8010A000 A009
D01044B8 0100
8010A002 0040
D01044B8 0100
3010A006 0042
D00FEC42 009E
800FEC42 0081
D00FEC42 009D
800FEC42 0081
------------------------------------------------------------------
end of file rev 1.100
ff9enspl.txt 01-01-12 18:01 est