RS3 English version
ZSNES save-state hacking information
Revision 1.0

This is a joint project by Mana Sword, Qing and Thundergod.  Regardless of
what the website hosting it may say, we all did work on it, and we all give
credit to each other.

Unpublished work Copyright 2000 Mana Sword, Qing and Thundergod

This FAQ is for private and personal use only.  It can only be reproduced
electronically, and if placed on a web page or site, may be altered as long
as this disclaimer and the above copyright notice appears in full.  This FAQ
is not to be used for profitable/promotional purposes; this includes being
used by publishers of magazines, guides, books, etc. or being incorporated
into magazines, etc. in ANY way. This FAQ was created and is owned by Mana
Sword, Qing and Thundergod. All copyrights and trademarks are acknowledged
that are not specifically mentioned in this FAQ.  Please give credit where it
is due.

Notes:
1. Only the name of the main character is in save-state.  Don't expect
   that you can change the name for every character.
2. Hex codes for any tech/magic can be found in the Tech Table.
3. Hex codes for any item/weapon/armor can be found in the Item Table.
4. 16-bit numbers or 32-bit numbers are in Little Endian format.

**********************************************************************
1. Pro-Action Replay (PAR) codes:

This document is originally written by Mana Sword to hack ZSNES
save-states, but considering the fact that many people have no
idea how to use a hex-editor, and because of Thundergod's heroic
effort, the complete PAR codes is calculated and listed as an
alternate way to cheat.

In any case, the PAR code is calculated from the ZSNES offset and
a formula, which is listed below.  People with knowledge on Math
and hacking skill can easily use the provided info to generate
PAR codes which do the same thing as changing the ZSNES save-state
using a hex editor.  It's for reference only, as looking for
specific codes listed is easier than doing the calculation again.

The offsets given below are the relative offsets in a RS3 ZSNES
save state.  Use the following equation to give the PAR code.
Do all additions and subtractions in hexadecimal.  If you don't even
know what hexadecimal numbers are, you are not in a position to do
hacking. Read some basic hacking docs or ask your Math teacher about
hexadecimal numbers, and at least learn how to do such a calculation
using a calculator.  And for some multibytes hacking, you need to know
how to reverse the bytes so that they are in Little Endian format.

Generic code:
$7EFXXXYY

XXX = ZSNES_save_state_offset - $FC13
YY = value to be changed to

Example 1: To change first character's max TP to 100
Now, XXX = $FC2E (this value obtained below) - $FC13 = $01B
Change 100 decimal number to hexadecimal = $64

Therefore, the Game Genie code is $7EF01B64

Example 2: To change the 4th character's max HP to 999
In this case, HP is represented by two bytes, and from the info below
the offsets for this data are at $FDA9, $FDAA.  To change 2 bytes, you
need 2 GG codes.

First, change 999 to hex = $3E7
Convert this to Little Endian gives $E7, $03, so we want $FDA9=$E7,
$FDAA=$03
Now for 1st GG code, XXX = $FDA9-$FC13 = $196, YY=$E7
and for 2nd GG code, XXX = $FDAA-$FC13 = $197, YY=$03
So the two codes are $7EF196E7 and $7EF19703.  Both must be active
simultaneously.  ZSNES allows up to 10 codes to be active
simultaneously.

Example 2 shows the codes to change the HP to exactly 999.  However,
we can do things brutally and still get the max HP.  A way to do
this is to change $FDAA to $FF (so this will give a code $7EF197FF).
The actual thing we are doing is to change the HP to $FF??, which
is about 65000 in decimal.  However, since the game only allow a max HP
of 999, it will shrink the value back to 999 after a battle.  So we can
still achieve what we want with one single code.  However, to change
the HP to exactly 999, two codes are needed.

______________________
Main character's data:
(Better avoid changing this, or the game may be unstable)

Name offset: 7EF300XX to 7EF307XX
Rank: 7EF308XX
Weapon specialized: 7EF309XX

______________________
1st Character's stats:

Identity: 7EF000XX
Character image/sprite: 7EF001XX (see sprite table)
Job: 7EF002XX (see job table)
Sex: 7EF003XX (MSB=0: F; MSB=1: M)

HP offset: 7EF014XX, 7EF015XX (Current), 7EF016XX, 7EF017XX (Max)
LP offset: 7EF018XX (Current), 7EF019XX (Max)
TP offset: 7EF01AXX (Current), 7EF01BXX (Max)
MP offset: 7EF01CXX (Current), 7EF01DXX (Max)
Pwr  offset: 7EF01EXX
Dex  offset: 7EF01FXX
Spd  offset: 7EF020XX
Con  offset: 7EF021XX
Int  offset: 7EF022XX
Will offset: 7EF023XX
Char offset: 7EF024XX

Weapon Level offset:
Sword      offset: 7EF025XX
Axe/Mace   offset: 7EF026XX
Spear/Epee offset: 7EF027XX
Bow        offset: 7EF028XX
Fist       offset: 7EF029XX

Magic level offset:
Wind magic: 7EF02AXX
Fire Magic: 7EF02BXX
Earth Magic: 7EF02CXX
Water Magic: 7EF02DXX
Sun  Magic: 7EF02EXX
Moon Magic: 7EF02FXX

Equipped techniques: 7EF037XX to 7EF03EXX (8 bytes, 1 tech per byte)
Magic offset starts: 7EF03FXX to 7EF046XX (8 bytes, 1 magic per byte)

Equipped weapons/items: 7EF047XX to 7EF04AXX (4 bytes, 1 item per byte)
Equipped armors/rings: 7EF04BXX to 7EF04EXX (4 bytes, 1 item per byte)

______________________
2nd Character's stats:

Identity: 7EF080XX
Character image/sprite: 7EF081XX (see sprite table)
Job: 7EF082XX (see job table)
Sex: 7EF083XX (MSB=0: F; MSB=1: M)

HP offset: 7EF094XX, 7EF095XX (Current), 7EF096XX, 7EF097XX (Max)
LP offset: 7EF098XX (Current), 7EF099XX (Max)
TP offset: 7EF09AXX (Current), 7EF09BXX (Max)
MP offset: 7EF09CXX (Current), 7EF09DXX (Max)
Pwr  offset: 7EF09EXX
Dex  offset: 7EF09FXX
Spd  offset: 7EF0A0XX
Con  offset: 7EF0A1XX
Int  offset: 7EF0A2XX
Will offset: 7EF0A3XX
Char offset: 7EF0A4XX

Weapon Level offset:
Sword      offset: 7EF0A5XX
Axe/Mace   offset: 7EF0A6XX
Spear/Epee offset: 7EF0A7XX
Bow        offset: 7EF0A8XX
Fist       offset: 7EF0A9XX

Magic level offset:
Wind magic: 7EF0AAXX
Fire Magic: 7EF0ABXX
Earth Magic: 7EF0ACXX
Water Magic: 7EF0ADXX
Sun  Magic: 7EF0AEXX
Moon Magic: 7EF0AFXX

Equipped techniques: 7EF0B7XX to 7EF0BEXX (8 bytes, 1 tech per byte)
Magic offset starts: 7EF0BFXX to 7EF0C6XX (8 bytes, 1 magic per byte)

Equipped weapons/items: 7EF0C7XX to 7EF0CAXX (4 bytes, 1 item per byte)
Equipped armors/rings: 7EF0CBXX to 7EF0CEXX (4 bytes, 1 item per byte)

______________________
3rd Character's stats:

Identity: 7EF100XX
Character image/sprite: 7EF101XX (see sprite table)
Job: 7EF102XX (see job table)
Sex: 7EF103XX (MSB=0: F; MSB=1: M)

HP offset: 7EF114XX, 7EF115XX (Current), 7EF116XX, 7EF117XX (Max)
LP offset: 7EF118XX (Current), 7EF119XX (Max)
TP offset: 7EF11AXX (Current), 7EF11BXX (Max)
MP offset: 7EF11CXX (Current), 7EF11DXX (Max)
Pwr  offset: 7EF11EXX
Dex  offset: 7EF11FXX
Spd  offset: 7EF120XX
Con  offset: 7EF121XX
Int  offset: 7EF122XX
Will offset: 7EF123XX
Char offset: 7EF124XX

Weapon Level offset:
Sword      offset: 7EF125XX
Axe/Mace   offset: 7EF126XX
Spear/Epee offset: 7EF127XX
Bow        offset: 7EF128XX
Fist       offset: 7EF129XX

Magic level offset:
Wind magic: 7EF12AXX
Fire Magic: 7EF12BXX
Earth Magic: 7EF12CXX
Water Magic: 7EF12DXX
Sun  Magic: 7EF12EXX
Moon Magic: 7EF12FXX

Equipped techniques: 7EF137XX to 7EF13EXX (8 bytes, 1 tech per byte)
Magic offset starts: 7EF13FXX to 7EF146XX (8 bytes, 1 magic per byte)

Equipped weapons/items: 7EF147XX to 7EF14AXX (4 bytes, 1 item per byte)
Equipped armors/rings: 7EF14BXX to 7EF14EXX (4 bytes, 1 item per byte)

______________________
4th Character's stats:

Identity: 7EF180XX
Character image/sprite: 7EF181XX (see sprite table)
Job: 7EF182XX (see job table)
Sex: 7EF183XX (MSB=0: F; MSB=1: M)

HP offset: 7EF194XX, 7EF195XX (Current), 7EF196XX, 7EF197XX (Max)
LP offset: 7EF198XX (Current), 7EF199XX (Max)
TP offset: 7EF19AXX (Current), 7EF19BXX (Max)
MP offset: 7EF19CXX (Current), 7EF19DXX (Max)
Pwr  offset: 7EF19EXX
Dex  offset: 7EF19FXX
Spd  offset: 7EF1A0XX
Con  offset: 7EF1A1XX
Int  offset: 7EF1A2XX
Will offset: 7EF1A3XX
Char offset: 7EF1A4XX

Weapon Level offset:
Sword      offset: 7EF1A5XX
Axe/Mace   offset: 7EF1A6XX
Spear/Epee offset: 7EF1A7XX
Bow        offset: 7EF1A8XX
Fist       offset: 7EF1A9XX

Magic level offset:
Wind magic: 7EF1AAXX
Fire Magic: 7EF1ABXX
Earth Magic: 7EF1ACXX
Water Magic: 7EF1ADXX
Sun  Magic: 7EF1AEXX
Moon Magic: 7EF1AFXX

Equipped techniques: 7EF1B7XX to 7EF1BEXX (8 bytes, 1 tech per byte)
Magic offset starts: 7EF1BFXX to 7EF1C6XX (8 bytes, 1 magic per byte)

Equipped weapons/items: 7EF1C7XX to 7EF1CAXX (4 bytes, 1 item per byte)
Equipped armors/rings: 7EF1CBXX to 7EF1CEXX (4 bytes, 1 item per byte)

______________________
5th Character's stats:

Identity: 7EF200XX
Character image/sprite: 7EF201XX (see sprite table)
Job: 7EF202XX (see job table)
Sex: 7EF203XX (MSB=0: F; MSB=1: M)

HP offset: 7EF214XX, 7EF215XX (Current), 7EF216XX, 7EF217XX (Max)
LP offset: 7EF218XX (Current), 7EF219XX (Max)
TP offset: 7EF21AXX (Current), 7EF21BXX (Max)
MP offset: 7EF21CXX (Current), 7EF21DXX (Max)
Pwr  offset: 7EF21EXX
Dex  offset: 7EF21FXX
Spd  offset: 7EF220XX
Con  offset: 7EF221XX
Int  offset: 7EF222XX
Will offset: 7EF223XX
Char offset: 7EF224XX

Weapon Level offset:
Sword      offset: 7EF225XX
Axe/Mace   offset: 7EF226XX
Spear/Epee offset: 7EF227XX
Bow        offset: 7EF228XX
Fist       offset: 7EF229XX

Magic level offset:
Wind magic: 7EF22AXX
Fire Magic: 7EF22BXX
Earth Magic: 7EF22CXX
Water Magic: 7EF22DXX
Sun  Magic: 7EF22EXX
Moon Magic: 7EF22FXX

Equipped techniques: 7EF237XX to 7EF23EXX (8 bytes, 1 tech per byte)
Magic offset starts: 7EF23FXX to 7EF246XX (8 bytes, 1 magic per byte)

Equipped weapons/items: 7EF247XX to 7EF24AXX (4 bytes, 1 item per byte)
Equipped armors/rings: 7EF24BXX to 7EF24EXX (4 bytes, 1 item per byte)

______________________
6th Character's stats:

Identity: 7EF280XX
Character image/sprite: 7EF281XX (see sprite table)
Job: 7EF282XX (see job table)
Sex: 7EF283XX (MSB=0: F; MSB=1: M)

HP offset: 7EF294XX, 7EF295XX (Current), 7EF296XX, 7EF297XX (Max)
LP offset: 7EF298XX (Current), 7EF299XX (Max)
TP offset: 7EF29AXX (Current), 7EF29BXX (Max)
MP offset: 7EF29CXX (Current), 7EF29DXX (Max)
Pwr  offset: 7EF29EXX
Dex  offset: 7EF29FXX
Spd  offset: 7EF2A0XX
Con  offset: 7EF2A1XX
Int  offset: 7EF2A2XX
Will offset: 7EF2A3XX
Char offset: 7EF2A4XX

Weapon Level offset:
Sword      offset: 7EF2A5XX
Axe/Mace   offset: 7EF2A6XX
Spear/Epee offset: 7EF2A7XX
Bow        offset: 7EF2A8XX
Fist       offset: 7EF2A9XX

Magic level offset:
Wind magic: 7EF2AAXX
Fire Magic: 7EF2ABXX
Earth Magic: 7EF2ACXX
Water Magic: 7EF2ADXX
Sun  Magic: 7EF2AEXX
Moon Magic: 7EF2AFXX

Equipped techniques: 7EF2B7XX to 7EF2BEXX (8 bytes, 1 tech per byte)
Magic offset starts: 7EF2BFXX to 7EF2C6XX (8 bytes, 1 magic per byte)

Equipped weapons/items: 7EF2C7XX to 7EF2CAXX (4 bytes, 1 item per byte)
Equipped armors/rings: 7EF2CBXX to 7EF2CEXX (4 bytes, 1 item per byte)

___________
Items held:
Offset: 7EF32AXX to 7EF369XX
       Format: 32 pairs of codes, each represent an item in your
             inventory.  Note that you can hold at most 32 items
             with you.
       Examples: 7EF32AXX and 7EF32BYY is the first pair.  Put the
             item code (from item table) to XX, and the number of
             items to YY.  e.g. 7EF32A00 and 7EF32B08 will replace
             your first item slot with 8 Salve 1.

_________________
Items in storage:
Offset: 7EF36AXX to 7EF469XX
       Format: 256 bytes storing the amount of each item (00 to
             FF) in the Storeroom.  For example, 7EF36A05 will
             give you 5 Salve 1, and 7EF36B04 will give you
             5 Salve 2.

________
Flags 1:
Offset: 7EF46AXX to 7EF4E9XX
       Don't touch these unless you want to screw up your game.

________
Flags 2:
Offset: 7EF4EAXX to 7EF509XX
       Don't touch these unless you want to screw up your game.

______________
Mastered tech:
Offset: 7EF50AXX to 7EF529XX
       Format: 256 bits, 1 bit per tech (0: not mastered; 1: mastered)
Note: Special techs, magic and a few weapon-associated techs
     are mastered at the very beginning (set to 1).  Reserved
     techs are set to 0 by default, but setting them to 1 doesn't
     seem to have any adverse effect.  Change all 32 bytes to FF
     if you want to master all the techs.

___________________
Learned Group tech:
Offset: 7EF52AXX to 7EF531XX
       Format: 64 bits, 1 bit per tech (0: not learned; 1: learned)
     Change all 8 codes to FF if you want to master all group techs.
       Note: the 4 special group techs that are found in the treasure
     chests in the 4 gate dungeons are not affected by these codes.

_______
Others:
Money offset: 7EF31AXX, 7EF31BXX (16-bit number, Max 10000)
Money in bank/Ruling game: 7EF31CXX to 7EF31FXX (32-bit number)

Good XX values for the above codes:

32 = 50 (for weapon/magic skills)
FA = 250 (for TP/MP)
E7, 03 = 999 (for HP)
10, 27 = 10000 (for money)

**********************************************************************
2. ZSNES save-state offsets and meanings

An offset represents the address of a byte.  I assume people who read
this knows what "address", "byte" and other technical terms mean.
Also the user should be able to use a hex editor to change a byte
provided he knows the offset.

An advantage of hacking the ZSNES save-state directly using a
hex-editor is that you can change a lot of value simultaneously
and easily.  PAR codes are good for amateurs, but one can only
make 10 active codes at the same time.

Use common sense.  If you want to change a tech in your tech slot,
go look for the hexcode of the tech in the Tech Table.  If you are
changing a weapon to another, look for the weapon in the Item Table.
If you are just change numbers like TP, convert your number to
hexadecimal and replace the original number with your desired number.
The tables can be found at the end of this document.

Don't try to get to my secret hack by cheating (like getting a Mana's
icon by a PAR code).  I have specially designed it so that it won't
work.  Unless you are an expert hacker or you know as much as I do
about the game's code, it is probably easier for you to get to my secret
place by the normal and proper way. :)

______________________
Main character's data:
(Better avoid changing this, or the game may be unstable)

Name offset: $FF13 to $FF1A
Rank: $FF1B
Weapon specialized: $FF1C

______________________
1st Character's stats:

Identity: $FC13
Character image/sprite: $FC14 (see sprite table)
Job: $FC15 (see job table)
Sex: $FC16 (MSB=0: F; MSB=1: M)

HP offset: $FC27, $FC28 (Current), $FC29, $FC2A (Max)
LP offset: $FC2B (Current), $FC2C (Max)
TP offset: $FC2D (Current), $FC2E (Max)
MP offset: $FC2F (Current), $FC30 (Max)
Pwr  offset: $FC31
Dex  offset: $FC32
Spd  offset: $FC33
Con  offset: $FC34
Int  offset: $FC35
Will offset: $FC36
Char offset: $FC37

Weapon Level offset:
Sword      offset: $FC38
Axe/Mace   offset: $FC39
Spear/Epee offset: $FC3A
Bow        offset: $FC3B
Fist       offset: $FC3C

Magic level offset:
Wind magic:  $FC3D
Fire Magic:  $FC3E
Earth Magic: $FC3F
Water Magic: $FC40
Sun  Magic:  $FC41
Moon Magic:  $FC42

Equipped techniques: $FC4A to $FC51 (8 bytes, 1 tech per byte)
Magic offset starts: $FC52 to $FC59 (8 bytes, 1 magic per byte)

Equipped weapons/items: $FC5A to $FC5D (4 bytes, 1 item per byte)
Equipped armors/rings: $FC5E to $FC61 (4 bytes, 1 item per byte)

____________________
2nd Character stats:

Identity: $FC93
Character image/sprite: $FC94 (see sprite table)
Job: $FC95 (see job table)
Sex: $FC96 (MSB=0: F; MSB=1: M)

HP offset: $FCA7, $FCA8 (Current), $FCA9, $FCAA (Max)
LP offset: $FCAB (Current), $FCAC (Max)
TP offset: $FCAD (Current), $FCAE (Max)
MP offset: $FCAF (Current), $FCB0 (Max)
Pwr  offset: $FCB1
Dex  offset: $FCB2
Spd  offset: $FCB3
Con  offset: $FCB4
Int  offset: $FCB5
Will offset: $FCB6
Char offset: $FCB7

Weapon Level offset:
Sword offset: $FCB8
Axe   offset: $FCB9
Spear offset: $FCBA
Bow   offset: $FCBB
Fist  offset: $FCBC

Magic level offset:
Wind magic:  $FCBD
Fire Magic:  $FCBE
Earth Magic: $FCBF
Water Magic: $FCC0
Sun  Magic:  $FCC1
Moon Magic:  $FCC2

Equipped techniques: $FCCA to $FCD1 (8 bytes, 1 tech per byte)
Magic offset starts: $FCD2 to $FCD9 (8 bytes, 1 magic per byte)

Equipped weapons/items: $FCDA to $FCDD (4 bytes, 1 item per byte)
Equipped armors/rings: $FCDE to $FCE1 (4 bytes, 1 item per byte)

____________________
3rd character stats:

Identity: $FD13
Character image/sprite: $FD14 (see sprite table)
Job: $FD15 (see job table)
Sex: $FD16 (MSB=0: F; MSB=1: M)

HP offset: $FD27, $FD28 (Current), $FD29, $FD2A (Max)
LP offset: $FD2B (Current), $FD2C (Max)
TP offset: $FD2D (Current), $FD2E (Max)
MP offset: $FD2F (Current), $FD30 (Max)
Pwr  offset: $FD31
Dex  offset: $FD32
Spd  offset: $FD33
Con  offset: $FD34
Int  offset: $FD35
Will offset: $FD36
Char offset: $FD37

Weapon Level offset:
Sword      offset: $FD38
Axe/Mace   offset: $FD39
Spear/Epee offset: $FD3A
Bow        offset: $FD3B
Fist       offset: $FD3C

Magic level offset:
Wind magic:  $FD3D
Fire Magic:  $FD3E
Earth Magic: $FD3F
Water Magic: $FD40
Sun  Magic:  $FD41
Moon Magic:  $FD42

Equipped techniques: $FD4A to $FD51 (8 bytes, 1 tech per byte)
Magic offset starts: $FD52 to $FD59 (8 bytes, 1 magic per byte)

Equipped weapons/items: $FD5A to $FD5D (4 bytes, 1 item per byte)
Equipped armors/rings: $FD5E to $FD61 (4 bytes, 1 item per byte)

____________________
4th character stats:

Identity: $FD93
Character image/sprite: $FD94 (see sprite table)
Job: $FD95 (see job table)
Sex: $FD96 (MSB=0: F; MSB=1: M)

HP offset: $FDA7, $FDA8 (Current), $FDA9, $FDAA (Max)
LP offset: $FDAB (Current), $FDAC (Max)
TP offset: $FDAD (Current), $FDAE (Max)
MP offset: $FDAF (Current), $FDB0 (Max)
Pwr  offset: $FDB1
Dex  offset: $FDB2
Spd  offset: $FDB3
Con  offset: $FDB4
Int  offset: $FDB5
Will offset: $FDB6
Char offset: $FDB7

Weapon Level offset:
Sword offset: $FDB8
Axe   offset: $FDB9
Spear offset: $FDBA
Bow   offset: $FDBB
Fist  offset: $FDBC

Magic level offset:
Wind magic:  $FDBD
Fire Magic:  $FDBE
Earth Magic: $FDBF
Water Magic: $FDC0
Sun  Magic:  $FDC1
Moon Magic:  $FDC2

Equipped techniques: $FDCA to $FDD1 (8 bytes, 1 tech per byte)
Magic offset starts: $FDD2 to $FDD9 (8 bytes, 1 magic per byte)

Equipped weapons/items: $FDDA to $FDDD (4 bytes, 1 item per byte)
Equipped armors/rings: $FDDE to $FDE1 (4 bytes, 1 item per byte)

____________________
5th character stats:

Identity: $FE13
Character image/sprite: $FE14 (see sprite table)
Job: $FE15 (see job table)
Sex: $FE16 (MSB=0: F; MSB=1: M)

HP offset: $FE27, $FE28 (Current), $FE29, $FE2A (Max)
LP offset: $FE2B (Current), $FE2C (Max)
TP offset: $FE2D (Current), $FE2E (Max)
MP offset: $FE2F (Current), $FE30 (Max)
Pwr  offset: $FE31
Dex  offset: $FE32
Spd  offset: $FE33
Con  offset: $FE34
Int  offset: $FE35
Will offset: $FE36
Char offset: $FE37

Weapon Level offset:
Sword      offset: $FE38
Axe/Mace   offset: $FE39
Spear/Epee offset: $FE3A
Bow        offset: $FE3B
Fist       offset: $FE3C

Magic level offset:
Wind magic:  $FE3D
Fire Magic:  $FE3E
Earth Magic: $FE3F
Water Magic: $FE40
Sun  Magic:  $FE41
Moon Magic:  $FE42

Equipped techniques: $FE4A to $FE51 (8 bytes, 1 tech per byte)
Magic offset starts: $FE52 to $FE59 (8 bytes, 1 magic per byte)

Equipped weapons/items: $FE5A to $FE5D (4 bytes, 1 item per byte)
Equipped armors/rings: $FE5E to $FE61 (4 bytes, 1 item per byte)

____________________
6th character stats:

Identity: $FE93
Character image/sprite: $FE94 (see sprite table)
Job: $FE95 (see job table)
Sex: $FE96 (MSB=0: F; MSB=1: M)

HP offset: $FEA7, $FEA8 (Current), $FEA9, $FEAA (Max)
LP offset: $FEAB (Current), $FEAC (Max)
TP offset: $FEAD (Current), $FEAE (Max)
MP offset: $FEAF (Current), $FEB0 (Max)
Pwr  offset: $FEB1
Dex  offset: $FEB2
Spd  offset: $FEB3
Con  offset: $FEB4
Int  offset: $FEB5
Will offset: $FEB6
Char offset: $FEB7

Weapon Level offset:
Sword offset: $FEB8
Axe   offset: $FEB9
Spear offset: $FEBA
Bow   offset: $FEBB
Fist  offset: $FEBC

Magic level offset:
Wind magic:  $FEBD
Fire Magic:  $FEBE
Earth Magic: $FEBF
Water Magic: $FEC0
Sun  Magic:  $FEC1
Moon Magic:  $FEC2

Equipped techniques: $FECA to $FED1 (8 bytes, 1 tech per byte)
Magic offset starts: $FED2 to $FED9 (8 bytes, 1 magic per byte)

Equipped weapons/items: $FEDA to $FEDD (4 bytes, 1 item per byte)
Equipped armors/rings: $FEDE to $FEE1 (4 bytes, 1 item per byte)

___________
Items held:
Offset: $FF3D to $FF7C
       Format: 64 bytes; 2 bytes per item; byte1=item code, byte2=amount
             Totally maximum 32 items

_________________
Items in storage:
Offset: $FF7D to $1007C
       Format: 256 bytes; each byte corresponds to item code 00
             to FF; the byte represents the amount of that item.
             e.g. if address $FF7D contains $05, this means
             there are 5 Salve 1 (item code 00) in the storage.

________
Flags 1:
Offset: $1007D to $100FC
       Don't touch these unless you want to screw up your game.

________
Flags 2:
Offset: $100FD to $1011C
       Don't touch these unless you want to screw up your game.

______________
Mastered tech:
Offset: $1011D to $1013C
       Format: 256 bits, 1 bit per tech (0: not mastered; 1: mastered)
Note: Special techs, magic and a few weapon-associated techs
     are mastered at the very beginning (set to 1).  Reserved
     techs are set to 0 by default, but setting them to 1 doesn't
     seem to have any adverse effect.  Change all 32 bytes to FF
     if you want to master all the techs.

___________________
Learned Group tech:
Offset: $1013D to $10144
       Format: 64 bits, 1 bit per tech (0: not learned; 1: learned)
     Change all 8 bytes to FF if you want to master all group techs.
       Note: the 4 special group techs that are found in the treasure
     chests in the 4 gate dungeons are not affected by these bytes.

_______
Others:
Money offset: $FF2D, $FF2E (16-bit number, Max 10000)
Money in bank/Ruling game: $FF2F to FF32 (32-bit number)


**********************************************************************
3. Tables

________________
Technique Table:
Notes:
1. There are reserved codes which contains no valid tech.  They
  should not be used.
2. Special techs are available to certain characters only.
3. Techs associated with a special weapon should not be put to
  the tech slots.  They can be put to the magic slots, but will
  be a bit glitchy.
4. Each magic group has a "basic" magic which automatically
  exists whenever you learn that kind of magic.  They cannot
  be added or removed.
5. The list is in this format: Value #: Technique/Spell Name (WP/JP Cost.)

Reserved:
00 to 0C: tech type names or empty
27: Group sword (?)
47 to 48, 6C to 6D, 81, 93, A6, A9, D8 to DB, F9 to FE: reserved
FF: empty

Specials:
1E: Demi rune (Harid only) (1)
1F: Demi echo (Harid only) (4)
94: Forever ice! (Snowman? only) (0)
95: Everyone's song (Poet only) (0)
A7: Shield rush (Herman/Black only)
A8: Julian block (only in Monica scenario when Julian blocks the
   first attack of a boss monster in Godwin's cave)

Sword:
0D: Final strike (tech associated with a special weapon) (All)
0E: Final strike (tech associated with a special weapon) (All)
0F: Parry (0)
10: Sweep down (0)
11: Double mist (2)
12: Rude sword (1)
13: Cross slash (4)
14: Flying water cut (4)
15: Backstab (7)
16: Dragon tail (6)
17: Gushing wind (8)
18: Holo sword (4)
19: Dimension cut (3)
1A: Satsuki rain (10)
1B: Split body (7)
1C: Sword flash (9)
1D: Golden dragon (12)
20: Spider net (tech associated with a special weapon) (1)
21: Blade net (tech associated with a special weapon) (3)
22: Ice stare (tech associated with a special weapon) (3)
23: Charm stare (tech associated with a special weapon) (3)
24: Scare voice (tech associated with a special weapon) (4)
25: Star burst (tech associated with a special weapon) (7)
26: Star stream (tech associated with a special weapon) (7)

Broad Sword:
28: Blunt strike (0)
29: Rollup strike (1)
2A: Chop down (4)
2B: Smash (4)
2C: Sweep draw (3)
2D: Earth run (4)
2E: Shadow move (2)
2F: Brook rush (6)
30: Stealing hands (7)
31: Reverse wind (7)
32: Nature dance (11)
33: Earth cresent (9)
34: Moulin rouge (tech associated with a special weapon) (3)
35: Exorcist (tech associated with a special weapon) (5)
36: Misty ice (tech associated with a special weapon) (9)
37: Dancing sword (tech associated with a special weapon) (3)

Axe:
38: Tomahawk (1)
39: Skull crush (3)
3A: Big logs chop (4)
3B: War cry (1)
3C: Hyper hammer (4)
3D: Axel turn (5)
3E: Blade roll (5)
3F: Megahawk (6)
40: Dimension cut (6)
41: Dynamic hit (8)
42: Sky drive (9)
43: Deadly spin (10)
44: Yoyo (tech associated with a special weapon) (5)
45: Genghis Khan (tech associated with a special weapon) (3)
46: Orbit borer (tech associated with a special weapon) (11)

Mace:
49: Brain split (1)
4A: Hard hit (3)
4B: Just meet (2)
4C: Rotation hit (4)
4D: Bone crush (4)
4E: Earthquake hit (6)
4F: Aerobit (3)
50: Stone cut (7)
51: Gravity break (6)
52: Grand slam (9)
53: Shell split (11)
54: Bless (tech associated with a special weapon) (1)
55: Power heal (tech associated with a special weapon) (0)
56: Escape out (tech associated with a special weapon) (5)
57: Werebuster (tech associated with a special weapon) (1)
58: Spell enhance (tech associated with a special weapon) (1)
59: Draw sword (tech associated with a special weapon) (3)
5A: Midas hand (tech associated with a special weapon) (4)
5B: Swallow hit (tech associated with a special weapon) (7)
5C: Shatter staff (tech associated with a special weapon) (1)

Epee:
5D: Feint (0)
5E: Axel sniper (1)
5F: Imprison (1)
60: Mindstare (2)
61: Snake shot (4)
62: Bolt pierce (5)
63: Matador (3)
64: Screwdriver (7)
65: Southern cross (7)
66: Firecracker (10)
67: Final letter (9)
68: Awakening (tech associated with a special weapon) (1)
69: Were buster (tech associated with a special weapon) (1)
6A: Nurse heal (tech associated with a special weapon) (2)
6B: Snake sword (tech associated with a special weapon) (7)

Spear:
6E: Leg sweep (0)
6F: Stone stab (0)
70: Double stab (2)
71: Aiming (2)
72: Windmill (3)
73: Brain split (2)
74: Charge (3)
75: Dragon hit (3)
76: Spiral charge (7)
77: Double dragon (6)
78: Beast god stab (6)
79: Great wheel (5)
7A: Triple thrust (10)
7B: Meteor thrust (9)
7C: Swing (tech associated with a special weapon) (2)
7D: Round slicer (tech associated with a special weapon) (7)
7E: Victory song (tech associated with a special weapon) (3)
7F: Psycho buster (tech associated with a special weapon) (5)
80: Trishooter (tech associated with a special weapon) (1)

Bow:
82: Shadow sew (1)
83: Random arrow (2)
84: Id break (3)
85: Beast chaser (3)
86: Quick arrow (5)
87: Flash arrow (4)
88: Sidewinder (5)
89: Shot wave (6)
8A: Provoke shot (2)
8B: Plasma shot (8)
8C: Continue shot (7)
8D: Shadow kill (4)
8E: Million dollar (10)
8F: Fairy arrow (tech associated with a special weapon) (2)
90: Resona weep (tech associated with a special weapon) (1)
91: Inner eye (Use Random arrow when blind) (18)
92: Death arrow (tech associated with a special weapon) (5)

Fist:
96: Kick (0)
97: Saming (0)
98: Focus (0)
99: Counter (1)
9A: Air throw (1)
9B: Giant swing (3)
9C: Bolt kick (3)
9D: Instant power (4)
9E: Niagara buster (8)
9F: Reverse throw(5)
A0: Evil breaker (6)
A1: S dimension (6)
A2: Meteor kick (8)
A3: Powerup fist (7)
A4: Tiger break (12)
A5: Dragon inferno (15)

Wind magic:
AA: Wind dart (basic) (1)
AB: Nap (3)
AC: Dancing leaf (5)
AD: Sewn bind (4)
AE: Suction (5)
AF: Tornado (8)
B0: Dragon god (18)

Fire magic:
B1: Air slash (basic) (1)
B2: Hard Fire (2)
B3: Self burning (5)
B4: Feather seal (3)
B5: Bard Song (3)
B6: Fire Wall (7)
B7: Reviver (16)

Earth magic:
B8: Stone ballet (basic) (1)
B9: Berserk (3)
BA: Crack (4)
BB: Stone skin (3)
BC: Earth Heal (4)
BD: Touch gold (6)
BE: Super gravity (9)

Water:
BF: Squall (basic) (1)
C0: Life water (1)
C1: Mystic Water (3)
C2: Water Ball (6)
C3: Sparkling mist (2)
C4: Thunder clap (7)
C5: Quick Time (All)

Sun Magic:
C6: Sunshine (basic) (1)
C7: Heat Wave (4)
C8: Star Fixer (5)
C9: Day Break (7)
CA: Sun wind (9)
CB: Revival light (7)
CC: Illusion sun (11)

Moon Magic:
CD: Shadow bolt (basic) (1)
CE: Moonglow (2)
CF: Soul Freeze (6)
D0: Moon Shine (5)
D1: Moon read (2)
D2: Charm light (3)
D3: Shadow servant (10)

Vampire Magic:
D4: Blood Suck (0)
D5: Stare (4)
D6: Control undead (8)
D7: Gentle touch (12)

Evade Tech:
DC: Net
DD: Slicing slash
DE: Multi attack
DF: Rollup strike
E0: Smash
E1: Far hit
E2: Multiway
E3: Thousand bird
E4: Bone crush
E5: Blade roll
E6: Freezebarrier
E7: Earthquake
E8: Feint
E9: Axel sniper
EA: Screwdriver
EB: Leg sweep
EC: Aiming
ED: Shadow sew
EE: Random arrow
EF: Tentacle
F0: Trample
F1: Body hit
F2: Bolt kick
F3: Hypnotize
F4: Death sickle
F5: Lifesteal
F6: Pheromone
F7: Stare
F8: Brain split

_________________
Group tech table:

Reserved values: 00 to 1F, 3A, 3B, 4D, 4F

20: Time gap atk
21: X attack
22: Twin rush
23: High speed
24: Shiva triangle
25: Cross driver
26: Axel driver
27: Jack knife
28: Double  X
29: Nature moon
2A: External bind
2B: Kibaryu dance
2C: Shinryu dance
2D: Thousand hand god
2E: Triplet
2F: Water stream
30: Mavelous cannon
31: Deflect
32: Spell deflect
33: Multicounter
34: Arrow storm
35: Crossbow
36: Shadow arrow
37: Dragon shock
38: Dinofang
39: Dbl impact
3C: Zodiac fall
3D: Star virus
3E: Cat and dog
3F: 3 cramp
40: Time gap atk
41: Twin rush
42: Cross driver
43: Crossbow
44: Shadow arrow
45: High speed
46: Jack knife
47: Nature moon
48: Time gap atk
49: Crossbow
4A: Cross driver
4B: High speed
4C: Jack knife
4E: Time gap atk
50: Zodiac fall
51: Wormhole
52: Galaxy
53: Crimson flare
54: Light wall
55: Tempest
56: Light wing
57: Sunshine
58: Shadow bolt
59: Morning moon
5A: Star virus
5B: Rabbit storm
5C: Black dragon hit
5D: Rising flame
5E: Dopler roar
5F: Tidal wave

___________
Item Table:
Notes:
1. The list is in this format: Value #: Equipment/Item Name (see below.)
2. If it is a weapon, the number is the weapon's attack power.
3. If it is a piece of armor (any type), the numbers are the
   armor's defense, followed by the armor's magic defense.
4. If it is a big shield, the numbers are how much the shield
   adds to your defense, followed by the percentage chance of this
happening.
5. If it is a small shield, the number is the percentage chance
   of the shield blocking (small shields block all damage,
   but less frequently than big shields.)
6. Equipment marked with a '*' after the name cannot be removed
   after being equipped.  To remove them, 'erase' them with the
   value FF, or replace them with another piece of equipment.
7. Any sword with a 'K' after the name means that it is a Kamsheen
   sword, which Harid can equip in his first weapon slot (others
   can equip them as well, but Harid can ONLY have one of these
   swords in his first weapon slot.)
8. The good Dusk Robe is what Leonid wears.  The wearer is immune
   to status attacks, fatal attacks, and regenerates HP every turn.
   However, the wearer becomes weak against sun magic, can only
   equip rings, and cannot take it off (but who would want to?)
   IMO, this is the best armor in the game!  On the other hand,
   the bad Dusk Robe makes you weak against everything, so don't use it!

Items:
00: Salve 1 (Restores 100 HP)
01: Salve 2 (Restores 400 HP)
02: Salve 3 (Restores 800 HP)
03: Remedy (Restores 200 HP, cures all status problems except petrify)
04: Soft (Restores 200 HP, cures petrify)
05: Spirit stone
06: Sand of Mars
07: Eternal ice

Swords:
08: Long sword (8)
09: Broad sword (14)
0A: Silver sword (25)
0B: Curve sword (12) - K
0C: Falchion (23) - K
0D: Bloody (19)*
0E: Spider (20)
0F: Screamer (28)
10: Evil eye (34)
11: Dragon scale (43)
12: Invoker (39)
13: Seven star (35)

Big Swords:
14: Big sword (10)
15: Two handed (18)
16: Kamsheen (41)
17: Bastard sword (17)
18: Flamberge (34)
19: Victory (27)
1A: Beauty (43)
1B: Ice sword (40)
1C: Yoto ryuko (13)
1D: Triple (33)

Axes:
1E: Hand axe (9)
1F: Battle axe (21)
20: Brover (36)
21: Francisca (25)
22: Viking (17)
23: Hawk wind (34)
24: Buster (30)
25: Devil King (42)

Hammer:
26: Bat. Hammer (8)
27: Twister (22)
28: Poet fidl
29: Club (15)
2A: Slit hammer (30)
2B: Golden bat (19)
2C: Glory staff (20)
2D: Rune staff (13)
2E: Life cane (10)
2F: Training cane (16)

Epee:
30: Foil (7)
31: Rapier (13)
32: Estoc (28)
33: Gladius (23)
34: Masquerade (9)
35: Silver foil (17)
36: Nitingale (12)
37: Kris naga (37)
38: Triple (transformed) (22)

Spear:
39: Long spear (11)
3A: Amen tomb (27)
3B: Partisan (15)
3C: Halberd (20)
3D: B. lancer (38)
3E: Lucerne (23)
3F: Will spear (30)
40: Beastman (34)
41: Holy King (37)
42: Dragon spear (45)

Bow:
43: Hunter (7)
44: Long (15)
45: Catalpa (26)
46: Elder (22)
47: Canary (25)
48: Fairy (30)
49: Death (42)
4A: Enhanced (34)
4B: Dobi (27)
4C: Seven star (transformed) (60)
4D: Masquerade (transformed) (35)
4E: Training cane (transformed) (10)
4F: Holy grail (0)

Note: transformed weapons are the ones which are not supposed to be
found outside of battles.  During battles, the Seven Star, Masquerade, the
Training Cane and the Triple Sword will transform into another weapon
after using a certain tech (Star burst, Awakening, Draw Sword and
Dancing Sword respectively).  Say, the original Masquerade is an epee with
attack power 9.  After using Awakening, it turns into a Big Sword with attack
power 35 and the build-in tech Moulin Rouge.  Although this is not as
obvious in the case of the Seven Star Sword and the Training Cane, they
indeed do change.  Seven Star Sword will turn into a sword with attack power
60 and has the build-in tech Star Stream after Star Burst is used.  Training
Cane will turn into an Epee with attack power 10 and no build-in tech.
Normally these weapons will return to the normal one after battle, but if you
hack the game and equip the a player with a transformed weapon, it will
remain
transformed even after battle (unless you use a special tech to change
it back to normal).

In case you are using the Training Cane or a Triple sword and find your
Epee skill level up, this is the reason.

Shield:
50: Small (10, 40)
51: Large (16, 40)
52: Knight (25, 40)
53: Spike (18, 35)
54: Flame beast (20, 35)
55: Water mirror (30, 40)
56: Dragonscale (35, 35)
57: Devil King
58: Light (15)
59: Smart (20)
5A: Excel (30)
5B: Buckler (18)
5C: Target (22)
5D: Earth (25)
5E: Will (20)
5F: Wonder bangle (99)

Armors/shirts:
60: Soldier (14, 6)
61: Knight (18, 8)
62: Silver trail (22, 16)
63: White silver (28, 18)
64: Fish scale (20, 10)
65: Star (27, 16)
66: Devil King (20, 40)
67: Star trail (32, 24)
68: Lord (24, 18)
69: War God (35, 8)
6A: Dragonscale (37, 15)
6B: B. dragon (20, 20)
6C: Firebird (15, 25)
6D: White tiger (25, 15)
6E: Sea tortoise (30, 10)
6F: Gold dragon (25, 25)
70: Teddy bear (2, 2)*
71: Eternal Ice (4, 1)*
72: Cotton (3, 6)*
73: Flame beast (12, 12)
74: Magic beast (16, 13)
75: Hidora (20, 10)
76: Chain vest (12, 6)
77: Bone breast (18, 10)
78: Undead mail (12, 24)
79: Bone mail (26, 20)
7A: Beast (14, 7)
7B: Nut vest (14, 14)
7C: Tree (16, 12)
7D: Headband (13, 4)
7E: Slime skin (18, 8)
7F: Ghost coat (24, 16)
80: Gelatin suit (35, 12)
81: Fish scale (16, 8)
82: Snakeskin (16, 10)
83: Heat res. (12, 6)*
84: Evil (25, 12)
85: Soul cap (18, 8)
86: Scarf (1, 7)*
87: Lobster (25, 5)*
88: Fire mantle (8, 10)
89: Force mantle (8, 15)
8A: Lovers (8, 10)
8B: Clear love (13, 0)
8C: Protector (0, 0)
8D: Protector (20, 20)
8E: Protector (15, 10)
8F: Protector (10, 10)
90: Leather (9, 4)
91: Hard leather (13, 6)
92: Brigandy (22, 9)
93: Raw leather (8, 4)
94: Pretty ring (0, 5)
95: Beast leather (21, 16)
96: Hid. leather (32, 18)
97: Crocodile (18, 7)
98: Magician (8, 12)
99: Sorcerer (12, 15)
9A: Lake (14, 18)
9B: Fire (22, 16)
9C: Moon (14, 27)
9D: Stardust (18, 21)
9E: Dusk robe (42, 42) – Bad
9F: Dusk robe (42, 42) – Good*
A0: Soldier (25, 10)
A1: Protect (30, 16)
A2: Enhanced (26, 14)
A3: Fort (45, 26)
A4: Titan (35, 22)
A5: Combat (30, 30)
A6: Mobile (32, 24)
A7: Mystery (32, 30)
A8: Tunic (4, 2)
A9: Silk (3, 3)
AA: Martial (9, 5)
AB: Fur vest (7, 6)
AC: Worn cloth (5, 5)
AD: Demon belt (6, 6)
AE: Nut (8, 12)
AF: E. martial (14, 9)

Helmets:
B0: Full face (6, 3)
B1: Close (10, 5)
B2: Psycho (8, 1)
B3: Horned (9, 3)
B4: Headband (1, 6)
B5: Knight (3, 4)
B6: Evil mask (5, 10)
B7: Holy King (8, 8)

Gloves:
B8: Gauntlet (7, 4)
B9: Vambrace (12, 5)
BA: Shell blazer (6, 3)
BB: Power glove (9, 5)
BC: Duel master (7, 7)
BD: Ghost hand (16, 4)
BE: Bone ring (8, 8)
BF: Silver hand (7, 7)

Shoes:
C0: Leather (4, 3)
C1: Power (12, 7)
C2: Shoes (4, 2)
C3: Clown (4, 4)
C4: Hurricane (1, 6)
C5: Plastic (3, 10)
C6: Feather (5, 12)
C7: Holy King (7, 7)

Necklaces/rings/special items:
C8: Bone cross (6, 6)
C9: Moon bone (2, 10)
CA: Dead heart (0, 12)
CB: Kris knife (0, 8)
CC: Clear pattern (0, 10)
CD: Witch's eye (0, 13)
CE: Troll stone (0, 14)
CF: Guard ring (8, 8)
D0: Candy ring (0, 6)
D1: Fang charm (3, 3)
D2: Wing charm (3, 3)
D3: Hair orna. (1, 7)
D4: Water claw (4, 12)
D5: Fairy ring (0, 7)
D6: Fog ring (0, 12)
D7: Dolphin stat (0, 1)
D8: Royal ring (0, 5)
D9: Death ring (9, 9)
DA: Tiny feather (2, 2)
DB: Fishscales (2, 6)
DC: Drgn scales (2, 12)
DD: Gold medal (0, 4)
DE: Heartache (0, 9)
DF: Dream gem (0, 18)

Restore items:
E0: Tpotion
E1: Tpotion 2
E2: Tpotion 3
E3: Heliotrope
E4: Edelweiss
E5: Mpotion
E6: Mpotion 2
E7: Mpotion 3
E8: Life potion
E9: Barrier stone
EA: Wild herbs
EB: Snake scent
EC: Pidon Jewel
ED: Fairy herb
EE: Mana's icon
EF: Earl's tears

Special items:
F0: Rat poison
F1: Meteo frag
F2: Death frag
F3: Fur pelt
F4: Card
F5: Chocobo crd
F6: <not used>
F7: <not used>
F8: <not used>
F9: <not used>
FA: <not used>
FB: <not used>
FC: <not used>
FD: <not used>
FE: Life elemnt
FF: <empty>

___________
Name/Identity Table:
Notes:
1. A character's stats are linked to their name.  Thus, the only
   way to change a character's stats is to change their name.

00: Julian
01: Ellen
02: Sara
03: Thomas
04: Harid
05: Mikhail
06: Monica
07: Katrina
08: Leonid
09: Young boy
0A: Tiberius
0B: Wood
0C: Paul
0D: Robin
0E: Robin
0F: Muse
10: Sharl
11: Poet
12: Tatyana
13: Yan Fan
14: Undine
15: Zhi Lin
16: Herman
17: Fullbright
18: Bai Meiling
19: Nora
1A: Black
1B: Katherine
1C: Fairy
1D: Boston
1E: Elephant
1F: Snowman
20: Therese
21: Sherbert
22: Mille feui
23: Candy
24: Crepe
25: Souffle
26: Bavarois
27: Eclair
28: Tart
29: Sagittarius
2A: Libra
2B: Taurus
2C: Gemini
2D: Capricorn
2E: Cygnus
2F: Klax
30: Godwin
31: Goblin king
32: Tommy Zom
33: Gbln prince
34: ? ? ? ? ?
35: Libra
36: Taurus
37: Clemens
38: Ludwig
39: Klax
3A: Jason
3B: Pupenheim
3C: Vlad
3D: Razal
3E: Yan Fan
3F: Galbaldi
40: Sharl
41: Hianyu
42: Gamma
43: Bradley
44: Collins
45: Patton
46: Byahl
47: Dianeira
48: Rabbit
49: Fox
4A: Bear
4B: Duma
4C: Duma
4D: Klax
4E: Jason
4F: Bonaparte
50: Pancho
51: Pancho
52: Yan Youchun
53: Acute
54: Hannibal
55: Devil leader
56: Edwin
57: Windseed
58: Warenstein
59: Tancredo
5A: Dabo
5B: Marbala
5C: Hannibal
5D: Epaminond
5E: Gustav
5F: Belisarius
60: Minerva
61: Luna
62: Juno
63: Celes
64: Aurora
65: Fury
66: Victoria
67: Diana
68: Shigen
69: Hakuyak
6A: Tanpuk
6B: Tutach
6C: Kokin
6D: Hakugen
6E: Motok
6F: Komei
70: Jubei
71: Tesshu
72: Jusak
73: Ganryu
74: Toshi
75: Renya
76: Bokuden
77: Soji
78: Sulkan
79: Neman
7A: Tandan
7B: Sahariar
7C: Abulhasan
7D: Marzwan
7E: Almanos
7F: Sliman
80: Ludwig
81: Clemens
82: Nina
83: Franz
84: Volcano
85: Altemesia
86: Buco
87: Tomoe
88: Hamuba
89: Kuu
8A: Mujugu
8B: Bai
8C: Osei
8D: Rangary
8E: Kecheu
8F: Gadafum
90: Altan
91: Galdan
92: Bazoo
93: Ethan
94: Dayan
95: Akuda
96: Aboki
97: Bokutosh
98: Fatima
99: Besma
9A: Aria
9B: Mizura
9C: Agisa
9D: Donea
9E: Nozuhato
9F: Saharasad
A0: George
A1: Peter
A2: Paul
A3: Jacob
A4: Benedict
A5: Valentine
A6: Urban
A7: Christoph
A8: Sophia
A9: Agatha
AA: Monica
AB: Gertrude
AC: Barbara
AD: Matilda
AE: Magdalena
AF: Maria
B0: Natalia
B1: Malaia
B2: Janice
B3: Olivia
B4: Kate
B5: Sara
B6: Debbie
B7: Linda
B8: Eriken
B9: Mazeran
BA: Gama
BB: Mahan
BC: Fischer
BD: Tielpitz
BE: Tei
BF: Drake
C0: Eric
C1: Halfagar
C2: Palna
C3: Ambjorn
C4: Egil
C5: Olav
C6: Cygles
C7: Sunori
C8: Karl
C9: Fritz
CA: Dynamite
CB: Terry
CC: Bruiser
CD: Vader
CE: Hase
CF: Rygar
D0: Sparrow
D1: Crow
D2: Robin
D3: Pigeon
D4: Starling
D5: Swift
D6: Slash
D7: Falcon
D8: Cat
D9: Beaver
DA: Badger
DB: Mouse
DC: Rabbit
DD: Ferret
DE: Weasel
DF: Fox
E0: Kerut
E1: Tanbora
E2: Garngan
E3: Au
E4: Meripe
E5: Agun
E6: Soptan
E7: Papandaya
E8: Siero
E9: Lego
EA: Cherno
EB: Podo
EC: Rato
ED: Gray
EE: Bertie
EF: Bernie
F0: Tethys
F1: Pelusa
F2: Russianasa
F3: Merite
F4: Ampitorite
F5: Nausitoe
F6: Saoh
F7: Glatia
F8: Windy
F9: Claudia
FA - FF: Reserved Values

___________
Sprite Table:
Notes:
1. Party member sprite are all valid, usable sprites, which have
   animations for all activities.
2. General NPC sprites are reserved for the random people on the
   streets.  They do not have animations for techs, magic, running,
   or anything other than their usual aimless walking, so don't
   expect much if you plan on using them to make new characters.
3. Unique NPC sprites are, well, unique.  They look fine in the menu
   screen, but are glitchy in battle (except for some, like Katrina's
   noble woman outfit).  These are used for named characters, like
   the Professor and Nina, that affect the story but never join your party.
4. A * indicates that a sprite was never used in the game, to the
   best of my knowledge.  NPC sprites only
Party Member Sprites:

00: Monica
01: Julien
02: Mikhail
03: Thomas
04: Ellen
05: Sarah
06: Harid
07: Katrina
08: Young Boy
09: Tiberius
0A: Leonid
0B: Fat Robin
0C: Thin Robin
0D: Herman
0E: Wood
0F: Muse
10: Sharl
11: Poet
12: Tatyana
13: Paul
14: Undine
15: Fullbright
16: Zhi Ling
17: Nora
18: Yan Fan
19: Bai Mei Niang
1A: Zo (Blue Elephant)
1B: Boston
1C: Fairy
1D: Snowman

General NPC Sprites:

1E: Glitchy
1F: Desert Woman
20: Desert Man (Old)
21: Desert Man (Young)*
22: Desert Child (Boy)
23: Desert Child (Girl)*
24: Lance Woman (Young)
25: Lance Man (Mustache)
26: Lance Man (Blue Beard, Purple Robes)
27: Lance Woman (Old, Purple Hair)
28: Kidlanto Woman
29: Kidlanto Man (Wolfskins)
2A: Kidlanto Man (Red Hat)
2B: Kidlanto Child
2C: Ake Man (Young)
2D: Ake Man (Old)
2E: Ake Woman (Young)
2F: Ake Woman (Young)
30: Ake Child (Girl)
31: Ake Child (Boy)
32: Eastern Man (Yellow Clothes)
33: Eastern Woman (Young)
34: Eastern Child (Purple Clothes)
35: Eastern Child (Orange Clothes)*
36: Eastern Man (Orange Clothes)
37: Eastern Woman (Old)
38: City Woman
39: Rural Woman
3A: Barmaid (Gold Clothes)*
3B: Nun
3C: Girl (Pink Dress)
3D: Old Woman
3E: Warrior Woman
3F: Dancer*
40: Young Man (Green Shirt)
41: Blacksmith
42: Old Man (Purple Vest)
43: Young Man (Blue Vest)
44: Purple Mage
45: Boy (Blue Clothes)
46: Soldier
47: Old Man (Blue Robes)
48: Old Man (Green Clothes, Cane)
49: Barmaid
4A – 5C: Glitchy
5D: Fatima (Harid's Princess)
5E - 69: Glitchy

Unique NPC Sprites:

6A: Monica (Pink Costume)
6B: Fat Robin (No Costume)
6C: Katrina (Purple Dress)
6D: Scholar (Anna's Brother)
6E: Duke Zweig
6F: Green-Armored Warrior*
70: Nina
71: Anna
72: Glitchy
73: Thin Robin (No Costume)
74 - 90: Glitchy
91: The Professor
92 - 9A: Glitchy
9B: Black
9C - FF: Glitchy

___________
Job Table:
Notes:
1. Do not enter values higher than 1B for a character's job.
   It may cause unexpected problems if you do.

00: Settler
01: Wanderer
02: Marquis
03: Princess
04: Noble
05: Vampire Earl
06: ????
07: Church Head
08: Man From North
09: Ex - Thief
0A: The Mask
0B: A Young Lady
0C: Magic Warrior
0D: Scholar
0E: Wandering Girl
0F: General
10: Water Magician
11: Mung Girl
12: Ex - Pirate
13: Merchant
14: Fairy
15: Lobster
16: Snowman
17: Wandering Girl
18: East Magician
19: Craftsman
1A: Rashkutan
1B: Ex - Sailor