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asmmap_FE6.en.txt
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asmmap_FE6.en.txt
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//This data is made with the aim of being readable by machine fast.
//
//address name RET=return r0=arg0 //Argument Return value is not yet used and should not trust so much.
//address @STRUCTNAME name //struct STRUCTNAME name;
//address @STRUCTNAME@[size] name //struct STRUCTNAME name[size];
//address :address2 name //range data from address to address2
//
//@STRUCTNAME@OFFSET1 TYPE name //struct STRUCTNAME{ TYPE name
//@STRUCTNAME@OFFSET2 TYPE name // TYPE name };
//
08013ca4 LZ77 Decompression of compressed data void r0=Compressed data r1=Extracted location {J}
0800105c Palette adaptation.
0202AA50 Gold {J}
0202AA56 MAP ID {J}
0202A404 The last displayed string ID {J}
//thank you Tiki
//BIOS ARM(not thumb)
080D6364 ArcTan2 {J}
080D6368 BgAffineSet {J}
080D636C CPUFastSet {J}
080D6370 CPUSet {J}
080D6374 Div {J}
080D637C Mod {J}
080D638C HuffUnComp {J}
080D6390 LZ77UnCompVram {J}
080D6394 LZ77UnCompWram {J}
080D6398 MultiBoot {J}
080D63A0 ObjAffineSet {J}
080D63A4 RLUnCompVram {J}
080D63A8 RLUnCompWram {J}
080D63C4 SoundBiasReset {J}
080D63CC SoundBiasSet {J}
080D63D4 Sqrt {J}
080D63D8 VBlankIntrWait {J}
// Spell Anmations
//thumb
//08056BC8 NoneSpellAnimation void int a1 {J}
//08056C40 ThrowingAxeSpellAnimation void int a1 {J}
//08056F98 ArrowSpellAnimation void int a1 {J}
//08057120 Javelin1SpellAnimation void int a1 {J}
//0805717C Javelin2SpellAnimation void int a1 {J}
//080571D8 Javelin3SpellAnimation void int a1 {J}
//08057234 Javelin4SpellAnimation void int a1 {J}
//08057290 Javelin5SpellAnimation void int a1 {J}
//080572EC Javelin6SpellAnimation void int a1 {J}
//08057348 Javelin7SpellAnimation void int a1 {J}
//080573A4 Javelin8SpellAnimation void int a1 {J}
//08057400 Javelin9SpellAnimation void int a1 {J}
//0805745C Javelin10SpellAnimation void int a1 {J}
//080574B8 Javelin11SpellAnimation void int a1 {J}
//08057664 DancePlay1SpellAnimation void int a1 {J}
//08057924 DancePlay2SpellAnimation void int a1 {J}
//08057A6C BalistaArrowSpellAnimation void int a1 {J}
//08057C24 ExaccusWaveSpellAnimation void int a1 {J}
//08057F84 SoSFireSpellAnimation void int a1 {J}
//08058120 FlametongueSpellAnimation void int a1 {J}
//0805843C FaHolyDragonStoneSpellAnimation void int a1 {J}
//08058584 IdunDarkDragonStoneSpellAnimation void int a1 {J}
//08058B28 FireSpellAnimation void int a1 {J}
//08058B6C ElfireSpellAnimation void int a1 {J}
//0805ABD8 ForblazeSpellAnimation void int a1 {J}
//0805882C ThunderSpellAnimation void int a1 {J}
//0805979C BoltingSpellAnimation void int a1 {J}
//08059138 FimbulvetrSpellAnimation void int a1 {J}
//08059BF0 AircaliburSpellAnimation void int a1 {J}
//08059BF4 FluxSpellAnimation void int a1 {J}
//0805A090 NosferatuSpellAnimation void int a1 {J}
//0805A60C LightningSpellAnimation void int a1 {J}
//0805A838 PurgeSpellAnimation void int a1 {J}
//0805BA78 AureolaSpellAnimation void int a1 {J}
//0805B678 DivineSpellAnimation void int a1 {J}
//0805C3D4 ApocalypseSpellAnimation void int a1 {J}
//0805C3D8 EclipseSpellAnimation void int a1 {J}
//0805CA38 FenrirSpellAnimation void int a1 {J}
//0805D1D8 HealSpellAnimation void int a1 {J}
//0805D328 MendSpellAnimation void int a1 {J}
//0805D4CC RecoverSpellAnimation void int a1 {J}
//0805D670 PhysicSpellAnimation void int a1 {J}
//0805DEC0 FortifySpellAnimation void int a1 {J}
//0805DEF0 FortifyGreenSpellAnimation void int a1 {J}
//0805E3B0 RestoreSpellAnimation void int a1 {J}
//0805E650 SilenceSpellAnimation void int a1 {J}
//0805E8E8 SleepSpellAnimation void int a1 {J}
//0805EC08 HammerneSpellAnimation void int a1 {J}
//0805EE84 BerserkSpellAnimation void int a1 {J}
//0805F48C BarrierSpellAnimation void int a1 {J}
//0805F6F8 ShineSpellAnimation void int a1 {J}
//0805FBE8 LunaSpellAnimation void int a1 {J}
//080605A4 ExcaliburSpellAnimation void int a1 {J}
//08060E70 GespenstSpellAnimation void int a1 {J}
//080615C4 AuraSpellAnimation void int a1 {J}
//08061BE0 LuceSpellAnimation void int a1 {J}
//08062350 ErishkigalAnimation void int a1 {J}
//08062AAC FillaMight1SpellAnimation void int a1 {J}
//08062AE8 NinisGraceSpellAnimation void int a1 {J}
//08062B24 ThorIreSpellAnimation void int a1 {J}
//08062B60 SetLitanySpellAnimation void int a1 {J}
// Spell Animation Engine
//arm
//8004370 SpellCallBack void *funcSequence, signed int callNum {J}
//804EC74 ScrollScreen int a1, unsigned __int16 a2 {J}
//80689D0 PlaySFX int SFXID, int a2, int a3, int a4 {J}
//80017E8 memClear2K void void *mem, int num {J}
//8001188 LCDIOMapSync {J}
//8001320 GetBGnCNTBufferAddr u16* u16 *result {J}
//80016C4 BGMapBGPaletteSync void {J}
//8000FD4 SetBGMapSyncFlag void u8 flag {J}
//8000FF0 EnableBGMapSync void u8 n {J}
//8001034 EnableBGPaletteSync void {J}
//8001048 DisablePaletteSync void {J}
//800105C OutputToBGPaletteBuffer void void *src, signed int paletteOffset, signed int len {J}
//80010CC OutputToBGPaletteBufferWithAlpha void _WORD *src, signed int paletteOffset, int len, int alpha {J}
//8003054 TileTransferInfoSync void {J}
//8002EB8 TileTransferInfoClear void {J}
//8002F54 TileTransferInfoAdd void void *src, void *dst, int len {J}
//8002FD8 TileIntializeInfoAdd void void *src, void *dst, int len {J}
//8003214 OAM1BufferSync void {J}
//80031BC OAM2BufferSync void {J}
//8003108 OAMBufferSyncInfoInitialize void int SpriteNum1 {J}
//80031A4 GetSpriteNum1 int {J}
//8003264 SetOBJAttribute void int OBJIndex, __int16 Attribute0, __int16 Attribute1, __int16 Attribute2, __int16 RSParameter {J}
8012F94 OutputBitmapToVRAM void unsigned int *bitmap, void *dst {J}
8013008 AutoCopyOrDecompressImageToVRAM void _BYTE *src, int dst {J}
80131BC writePlainTSA void u16 *TSABufferInWRAM, int tileIndexAndPaletteIndex, int height, int width {J}
80130AC changeTiles void void *src, void *dst, int width, int height {J}
//80C0C28 writeTemplateTSA _WORD _WORD *TSABufferInWRAM, _WORD *TSATemplate, __int16 TSABaseValue {J}
8005330 AddSprite void int priorityInLinkedList, s16 x, s16 y, int templateAddr, s16 tileNo {J}
//8001D64 setBGnPosition void unsigned __int16 n, __int16 x, __int16 y {J}
805D0F4 loadArrowOBJ void void *AIS {J}
8055C78 loadSpellCast void {J}
8056220 reduceHPBar void void *targetAIS, bool ifMiss {J}
80563C0 suckBloodAnimation void int a1, int ifMiss {J}
805AF2C checkIfCritical int void *AIS {J}
806ED0C criticalAttackEffect void int a1 {J}
//8062E9C normalAttackEffect void int a1 {J}
//8068500 playHitSound int void *AIS {J}
80100CC eventCodeFunc_DF int struct context *parent {J}
//807D314 loadIceCrystal void int a1 {J}
//8C11370 efxResire {J}
//8C11388 efxResireBG {J}
//8C113B8 efxResireBG2 {J}
//8C11568 efxResireRST {J}
805E9B4 loadResireBG2 void int a1 {J}
80605B0 loadResireBG void int a1, u8 ifMiss {J}
805C1A4 loadResireRST5 context* int a1, int a2, int a3, int a4, int a5 {J}
8060938 loadResireRST3 void int a1, struct context *a2, u16 a3 {J}
//8C108A0 efxRestWINH {J}
805C5D8 loadRestWINH void int a1, int a2, u16 a3, u32 a4 {J}
805C6EC loadRestWINH1 void int a1, int a2, u32 a3 {J}
// 8C11FA4 efxHazymoon {J}
// 8C11FBC efxHazymoonBG {J}
// 8C120AC efxHazymoonOBJ2 {J}
// 8C120F4 efxHazymoonOBJ3 {J}
// 8C12124 efxHazymoonOBJ3RND {J}
8061540 loadHazymoonBG1 void void *AIS {J}
8060D90 loadHazymoonOBJ3 void void *AIS {J}
// 805C624 loadHazymoonBG2 void void *AIS {J}
8061614 loadHazymoonBG3 void void *AIS {J}
80616E8 loadHazymoonOBJ2 void void *AIS {J}
// 8000BB8 geneateRN65536 int {J}
// 8000DDC geneateRN100 int {J}
// 8000E08 geneateRNRange int int range {J}
805B058 getTargetAIS void int a1 {J}
80D63D8 loadFlashBG {J}
0806ed34 Status 1 parameter
0806efe0 Status 2 possessed item
0806f324 Status 3 Weapon Level
0807030C R menu settings
08018A88 Map palette loading
08018B00 Map palette load 2
0809E0B4 divisionRound down (Div)
0809DD00 RegisterRamReset
0809DF4C divisionRound down (Div)
0809BB1C umul3232H32
0809BB2C SoundMain
0809BBB0 SoundMainRAM
0809BF54 SoundMainBTM
0809BF6C RealClearChain
0809BF8C ply_fine
0809BFBC MPlayJumpTableCopy
0809BFF0 ld_r3_tp_adr_i
0809BFFC ply_goto
0809C01C ply_patt
0809C038 ply_pend
0809C04C ply_rept
0809C07C ply_prio
0809C088 ply_tempo
0809C09C ply_keysh
0809C0B0 ply_voice
0809C0E0 ply_vol
0809C0F4 ply_pan
0809C108 ply_bend
0809C11C ply_bendr
0809C130 ply_lfodl
0809C13C ply_modt
0809C154 ply_tune
0809C168 ply_port
0809C180 m4aSoundVSync
0809C1CC MPlayMain
0809C434 TrackStop
0809C478 ChnVolSetAsm
0809C4A8 ply_note
0809C6A8 ply_endtie
0809C6E8 clear_modM
0809C710 ply_lfos
0809C724 ply_mod
0809C738 MidiKeyToFreq
0809C79C UnusedDummyFunc
0809C7A0 MPlayContinue
0809C7BC MPlayFadeOut
0809C7DC m4aSoundInit
0809C854 m4aSoundMain
0809C860 m4aSongNumStart
0809C88C m4aSongNumStartOrChange
0809C88C m4aSongNumStartOrContinue
0809C92C m4aSongNumStop
0809C92C m4aSongNumContinue
0809C994 m4aMPlayAllStop
0809C9C0 m4aMPlayContinue
0809C994 m4aMPlayAllContinue
0809C9F8 m4aMPlayFadeOut
0809CA08 m4aMPlayFadeOutTemporarily
0809CA28 m4aMPlayFadeIn
0809CA50 m4aMPlayImmInit
0809CA98 MPlayExtender
0809CBB0 MusicPlayerJumpTableCopy
0809CBB4 ClearChain
0809CBB4 Clear64byte
0809CBDC SoundInit
0809CCD4 SampleFreqSet
0809CD78 m4aSoundMode
0809CE10 SoundClear
0809CE64 m4aSoundVSyncOff
0809CEE0 m4aSoundVSyncOn
0809CF1C MPlayOpen
0809CF94 MPlayStart
0809D078 m4aMPlayStop
0809D0B8 FadeOutBody
0809D180 TrkVolPitSet
0809D234 MidiKeyToCgbFreq
0809D2DC CgbOscOff
0809D394 CgbSound
0809D7E0 m4aMPlayTempoControl
0809D808 m4aMPlayVolumeControl
0809D870 m4aMPlayPitchControl
0809D8E4 m4aMPlayPanpotControl
0809D94C ClearModM
0809D96C m4aMPlayModDepthSet
0809D9E0 m4aMPlayLFOSpeedSet
0809DA54 ply_memacc
0809DBAC ply_xcmd
0809DBCC ply_xxx
0809DBE0 ply_xwave
0809DC28 ply_xtype
0809DC3C ply_xatta
0809DC50 ply_xdeca
0809DC64 ply_xsust
0809DC78 ply_xrele
0809DC8C ply_xiecv
0809DC98 ply_xiecl
0809DCA4 ply_xleng
0809DCB8 ply_xswee
0809DBE0 ply_xcmd_0D
0809DD04 SoftReset
0809DD2C Sqrt
0809DF10 _call_via_r0
0809DF14 _call_via_r1
0809DF18 _call_via_r2
0809DF1C _call_via_r3
0809DF20 _call_via_r4
0809DF24 _call_via_r5
0809DF28 _call_via_r6
0809DF2C _call_via_r7
0809DF30 _call_via_r8
0809DF34 _call_via_r9
0809DF38 _call_via_sl
0809DF3C _call_via_fp
0809DF40 _call_via_ip
0809DF44 _call_via_sp
0809DF48 _call_via_lr
0809DF4C __divsi3
0801C134 __fixunssfsi
0809DFE4 __modsi3
0809F908 __muldi3
0802C160 __udivdi3
0809E0B4 __udivsi3
0809E12C __umodsi3
0809E1EC __pack_d
0809E334 __unpack_d
0809E678 __adddf3
0809E6A8 __subdf3
0809E6E0 __muldf3
0809E988 __divdf3
0809EB10 __fpcmp_parts_d
0809EC10 __cmpdf2
0809EC3C __eqdf2
0809EC88 __nedf2
0809ECD4 __gtdf2
0809ED20 __gedf2
0809ED6C __ltdf2
0809EDB8 __ledf2
0809EE04 __floatsidf
0809EE80 __fixdfsi
0809EEF4 __negdf2
0809EF1C __make_dp
0809EF44 __truncdfsf2
0809EF88 __pack_f
0809F040 __unpack_f
0809F238 __addsf3
0809F264 __subsf3
0809F298 __mulsf3
0809F3FC __divsf3
0809F4E8 __fpcmp_parts_f
0809F5CC __cmpsf2
0809F5F4 __eqsf2
0809F63C __nesf2
0809F684 __gtsf2
0809F6CC __gesf2
0809F714 __ltsf2
0809F75C __lesf2
0809F7A4 __floatsisf
0809F804 __fixsfsi
0809F86C __negsf2
0809F890 __make_fp
0809F8A8 __extendsfdf2
0809F8D4 __lshrdi3
0809F978 __negdi2
0809F990 memcpy
0809F9F0 memset
@Unit@00 pointer UnitPointer
@Unit@04 pointer ClassPointer
@Unit@08 byte Level
@Unit@09 byte EXP
@Unit@0A byte Recovery mode
@Unit@0B byte UnitTableID
@Unit@0C byte State +1=??,+2=acted,+4=death,+8=non sortie,+10=rescuing,+20=rescuing,+40=??,+80=??
@Unit@0D byte State2
@Unit@0E byte X coordinate
@Unit@0F byte Y coordinate
@Unit@10 byte MAX HP
@Unit@11 byte Current HP
@Unit@12 byte Power or Magic
@Unit@13 byte Skil
@Unit@14 byte Spd
@Unit@15 byte Def
@Unit@16 byte Ref
@Unit@17 byte Luck
@Unit@18 byte Physique correction(5bit)
@Unit@19 byte Holds Unit ID
@Unit@1A byte ?(tmp)
@Unit@1B byte Move correction(5bit)
@Unit@1C byte ItemID1
@Unit@1D byte ItemStock1
@Unit@1E byte ItemID2
@Unit@1F byte ItemStock2
@Unit@20 byte ItemID3
@Unit@21 byte ItemStock3
@Unit@22 byte ItemID4
@Unit@23 byte ItemStock4
@Unit@24 byte ItemID5
@Unit@25 byte ItemStock5
@Unit@26 byte Sword EXP
@Unit@27 byte Lance EXP
@Unit@28 byte Axs EXP
@Unit@29 byte Bow EXP
@Unit@2A byte Staff EXP
@Unit@2B byte Rule EXP
@Unit@2C byte Light EXP
@Unit@2D byte Dark EXP
@Unit@2E byte state and number of turns
@Unit@2F byte PureWaterTourch
@Unit@30 byte Support1
@Unit@31 byte Support2
@Unit@32 byte Support3
@Unit@33 byte Support4
@Unit@34 byte Support5
@Unit@35 byte Support6
@Unit@36 byte Support7
@Unit@37 byte Support8
@Unit@38 byte Support9
@Unit@39 byte Support10
@Unit@3A byte SupportFlag
@Unit@3B byte ??
@Unit@3C pointer MapSprite
@Unit@40 byte AI 3
@Unit@41 byte AI 4
@Unit@42 byte AI 1
@Unit@43 byte AI 1 Counter
@Unit@44 byte AI 2
@Unit@45 byte AI 2 Counter
@Unit@46 byte ??
@Unit@47 byte ??
0202AA57 フェイズ 0=Your army, 0x40 = ally, 0x80 = enemy army
0202AA58 Number of turns
0809FA44 strcpy
08036804 _malloc_trim_r
@Unit@00 pointer UnitPointer
@Unit@04 pointer ClassPointer
@Unit@08 byte Level
@Unit@09 byte EXP
@Unit@0A byte Recovery mode
@Unit@0B byte UnitTableID
@Unit@0C byte State +1=??,+2=acted,+4=death,+8=non sortie,+10=rescuing,+20=rescuing,+40=??,+80=??
@Unit@0D byte State2
@Unit@0E byte X coordinate
@Unit@0F byte Y coordinate
@Unit@10 byte MAX HP
@Unit@11 byte Current HP
@Unit@12 byte Power or Magic
@Unit@13 byte Skil
@Unit@14 byte Spd
@Unit@15 byte Def
@Unit@16 byte Ref
@Unit@17 byte Luck
@Unit@18 byte Physique correction(5bit)
@Unit@19 byte Holds Unit ID
@Unit@1A byte ?(tmp)
@Unit@1B byte Move correction(5bit)
@Unit@1C byte ItemID1
@Unit@1D byte ItemStock1
@Unit@1E byte ItemID2
@Unit@1F byte ItemStock2
@Unit@20 byte ItemID3
@Unit@21 byte ItemStock3
@Unit@22 byte ItemID4
@Unit@23 byte ItemStock4
@Unit@24 byte ItemID5
@Unit@25 byte ItemStock5
@Unit@26 byte Sword EXP
@Unit@27 byte Lance EXP
@Unit@28 byte Axs EXP
@Unit@29 byte Bow EXP
@Unit@2A byte Staff EXP
@Unit@2B byte Rule EXP
@Unit@2C byte Light EXP
@Unit@2D byte Dark EXP
@Unit@2E byte state and number of turns
@Unit@2F byte PureWaterTourch
@Unit@30 byte Support1
@Unit@31 byte Support2
@Unit@32 byte Support3
@Unit@33 byte Support4
@Unit@34 byte Support5
@Unit@35 byte Support6
@Unit@36 byte Support7
@Unit@37 byte Support8
@Unit@38 byte Support9
@Unit@39 byte Support10
@Unit@3A byte SupportFlag
@Unit@3B byte ??
@Unit@3C byte ??
@Unit@3D byte ??
@Unit@3E byte ??
@Unit@3F byte ??
@Unit@40 byte AI 3
@Unit@41 byte AI 4
@Unit@42 byte AI 1
@Unit@43 byte AI 1 Counter
@Unit@44 byte AI 2
@Unit@45 byte AI 2 Counter
@Unit@46 byte ??
@Unit@47 byte ??
0202AB78 @Unit@[33] Player
0202BCE8 @Unit@[32] Enemy
030044B0 &Unit Pointer to the work memory of the operation character
08013AD0 GetStringFromIndex
02021B08 gBG0TilemapBuffer BG 0 wram buffer
02021B88 gBG1TilemapBuffer BG 1 wram buffer
02021C08 gBG2TilemapBuffer BG 2 wram buffer
02021C88 gBG3TilemapBuffer BG 3 wram buffer
02003108 Stat screen data
@StatusMenuText@00 short start tile index (relative to Font root)
@StatusMenuText@02 byte current local x cursor (in pixels)
@StatusMenuText@03 byte current text color id
@StatusMenuText@04 byte Text tile width (usually only half the actual used tile amount!)
@StatusMenuText@05 bool Uses Double Buffer
@StatusMenuText@06 byte current buffer id (0 or 1)
@StatusMenuText@07 byte idk (maybe unused? initialized to 0)
2003140 @StatusMenuText Skill
2003148 @StatusMenuText Speed
2003150 @StatusMenuText Luck
2003158 @StatusMenuText Def
2003160 @StatusMenuText Ref
2003168 @StatusMenuText Mov
2003170 @StatusMenuText Con
2003178 @StatusMenuText Aid
2003180 @StatusMenuText Trv
2003188 @StatusMenuText Affin
2003190 @StatusMenuText Cond
20031C8 @StatusMenuText Atk
20031D0 @StatusMenuText Hit
20031C0 @StatusMenuText Rng
20031D8 @StatusMenuText Crit
20031E0 @StatusMenuText Avoid
20031E8 @StatusMenuText Weapon1
20031F0 @StatusMenuText Weapon2
20031F8 @StatusMenuText Weapon3
2003200 @StatusMenuText Weapon4
@DrawFont@00 pointer root output VRAM pointer
@DrawFont@04 pointer pointer to glyphs
@DrawFont@08 pointer pointer to glyph drawing routine (ex: 08004218+1, 08004268+1)
@DrawFont@0C pointer pointer to current VRAM tile offset getter (ex: 080041E8+1)
@DrawFont@10 short base value for text tiles (containing base tile index & palette mask)
@DrawFont@12 short current tile index (local/relative to root)
@DrawFont@14 short palette index
@DrawFont@16 byte idk (set from byte at 02028E74, which is initialized at 1 at the start of the game and never changed again. My guess is that it denotes whenever to use Japanses (Shift-JS, 0) or English (ascii, 1) string format, since it is checked in various routines related to strings and glyphs)
@DrawFont@17 byte idk
@GameData@00 byte Unknown1
@GameData@01 byte 6C Main 2 Skip Counted (Main 2 6C Exec will be skipped if this is non 0)
@GameData@02 byte Unknown2
@GameData@03 byte GameData State bitfield &0x01:? &0x02:? &0x04:? &0x08:? &0x10:? &0x20:? &0x40:When set, prevents things like gaining wexp, leveling up or recieving support bonuses (Link Arena Flag Maybe?) &0x80:?
@GameData@04 short VerticalCounter (IOReg:04000006) state at the end of the last main loop iteration
@GameData@0C word Current Real Camera Pos?
@GameData@10 word Unknown3
@GameData@14 word Target Map Camera Pos?
@GameData@18 word Unknown4
@GameData@1C word Another Real Camera Pos?
@GameData@20 word ANOTHER Real Camera Pos.
@GameData@24 word Some Real Camera *Offset* (Used When Setting Up Backgrounds)
0202AA08 @GameData GameData //maybe
@KeyStatusBuffer@00 byte FirstTickDelay
@KeyStatusBuffer@01 byte NextTickDelay
@KeyStatusBuffer@02 byte TickDownCounter (decreased by one each frame, reset to FirstTickDelay when Presses change and NextTickDelay when reaches 0)
@KeyStatusBuffer@03 byte unused
@KeyStatusBuffer@04 short Current
@KeyStatusBuffer@06 short TickPresses 1 For Press|Tick&Pressed, 0 Otherwise
@KeyStatusBuffer@08 short NewPresses: 1 For Press, 0 Otherwise
@KeyStatusBuffer@0A short Previous
@KeyStatusBuffer@0C short LastPressState: Current, but set only if NewPresses is not null
@KeyStatusBuffer@0E short Release 1 for Release (A B L R Only), 0 Otherwise
@KeyStatusBuffer@10 short Another NewPresses?
@KeyStatusBuffer@12 short Time since last Non-Start Non-Select Button was pressed
02023B20 @KeyStatusBuffer KeyStatusBuffer
0858E578 KeyStatusBuffer Pointer
@MapSize@0 short Width
@MapSize@2 short Height
0202D200 @MapSize MapSize
@BattleStats@00 short Seems to be a bitfield (0x2 seems to be 'battle hasn't started yet') (0x20 is arena)
@BattleStats@02 short Type of animation? No idea, really. -Appears to be range
@BattleStats@04 short Damage (Attack - defense)
@BattleStats@06 short Attack
@BattleStats@08 short Defense
@BattleStats@0A short Battle hit
@BattleStats@0C short Battle crit
@BattleStats@0E short Lethality chance
@BattleStats@10 &Unit taUnitA
@BattleStats@14 &Unit taUnitB
02039200 @BattleStats BattleStats //maybe
@BattleRound@00 byte Option1 0x01=Critical 0x02=Miss 0x04=? 0x08=? 0x10=Brave 0x20=? 0x40=Poison 0x80=Devil
@BattleRound@01 byte Option2 0x01=Steal HP 0x02=? 0x04=Triangle attack 0x08=Lethality 0x10=? 0x20=Petrified 0x40=Sure Shot 0x80=Great Shield
@BattleRound@02 byte Option3 0x01=Pierce 0x02=? 0x04=? 0x08=End Battle 0x10=?
@BattleRound@03 byte Damage
@ActionBattleStruct@06 byte Apparently sometimes has the item id
@ActionBattleStruct@0C byte Current character's allegiance
@ActionBattleStruct@0D byte Target's allegiance Target's allegiance byte (once selected)
@ActionBattleStruct@0E byte moved-to X Current character's moved-to x coordinate
@ActionBattleStruct@0F byte moved-to Y Current character's moved-to y coordinate
@ActionBattleStruct@10 byte Squares moved this turn
@ActionBattleStruct@11 byte Action taken this turn 0x01=Wait 0x02=Combat (Attack) 0x03=Staff 0x04=Dance/Play 0x05=Unused? 0x06=Steal 0x07=Summon 0x08=DK Summoning (I think) 0x09=Rescue 0x0A=Drop 0x0B=Take 0x0C=Give 0x0D=Unused? (I use this for auto-promotions) 0x0E=Talk 0x0F=Support 0x10=Visit 0x11=Seize 0x12=Door 0x13=Unused? 0x14=Chest 0x15=Pick 0x16=Unused? 0x17=Bought something from shop/armory/(presumably) secret shop 0x18=Unused? 0x19=Arena 0x1A=Use item 0x1B=Unused? (stored at 2D774) 0x1C=Unused? (stored at 9E3BA/9E8F2) 0x1D=Trade/Supply 0x1E=Wait due to finding an enemy in fog 0x1F=Backing out of an action, under certain circumstances 0x20=? 0x21=Ride (ballista) 0x22=Exit (ballista)
@ActionBattleStruct@12 Inventory slot number (0-4)
203956C @ActionBattleStruct ActionBattleStruct
@ChapterData@08 word Money
@ChapterData@0D byte Vision Range (0 if there's no fog)
@ChapterData@0E byte Chapter ID
@ChapterData@0F byte Phase (0x0=player, 0x40=allied, 0x80=enemy)
@ChapterData@10 short Turn number
@ChapterData@12 byte Cursor x position (only when displaying a menu?)
@ChapterData@13 byte Cursor y position (only when displaying a menu?)
@ChapterData@14 byte Chapter Stuff &01=Stat screen page 1 (Inventory) (0=stats) (these are set after backing out of the stat menu) &02=Stat screen page 2 (Difficulty) &10=Set when on prep screen &40=Set for hard mode &80=Don't gain weapon exp (not sure what this is for)
@ChapterData@15 byte Weather (0=clear, 1=snow, 2=snowstorm, 4=rain) (funnily enough, if non-zero, arena battles take support bonuses into account)
@ChapterData@16 short Number of support points gained this chapter?
@ChapterData@1B byte Mode (1=prologue-8, 2=Eirika 3=Ephraim)
@ChapterData@1C byte Option1 &02=Terrain window (set=off, not set=on) &04=Unit window (set=burst, not set=panel) &08=Unit window (set=off, not set=panel) &10=Autocursor (set=off, not set=on)
&20=Text speed (set=normal, not set=slow) &40=Text speed (set=fast, not set=slow, set + 0x20 also set=max) &80=Game speed (set=fast, not set=normal)
@ChapterData@1D byte Option2 &01=Music (set=off, not set=on) &02=Sound effects (set=off, not set=on) &04=Window color (set=orange, not set=blue) &08=Window color (set=green, not set=blue, set + 0x08 also set=black) &10=Something about displaying B/W/L on the stat screen &40=Autoend turns (set=off, not set=on) &80=Subtitle help (set=off, not set=on)
@ChapterData@1E byte Option3 &01=Show objective (set=off, not set=on) &02=Combat animations off (if both 2 and 4 are set, combat animations are on with backgrounds on) &04=Combat animations solo (if both 2 and 4 are not set, combat animations are on with backgrounds off) &08=Combat info window (set=detail, not set=strat) &10=Combat info window (set=off, not set=strat)
202AA48 @ChapterData ChapterData
@CharacterBattleStatistic@00 byte Losses
@CharacterBattleStatistic@01 short Number of times a unit performs an action (seems to increase by 2) (non-aligned halfword)
@CharacterBattleStatistic@03 byte Number of times selected (caps at 199)
@CharacterBattleStatistic@04 byte Number of times viewed in stat screen (caps at 199)
@CharacterBattleStatistic@05 short Lower 4 bits are the (most recent) chapter number they died on, upper 4 bits (along with byte 0x6) are the turn number they died on
@CharacterBattleStatistic@09 short Top 4 bits, along with 0xA, is exp gained this chapter
@CharacterBattleStatistic@0B byte Along with bottom 2 bits of 0xC, wins
@CharacterBattleStatistic@0C short Bottom 2 bits are wins, top 6 bits, along with the bottom 6 bits of 0xD, are battles
@CharacterBattleStatistic@0E byte Character number of the most recent killer
@CharacterBattleStatistic@0F byte Unknown F
203D524 @CharacterBattleStatistic@[46] Unit
@ClearTurn@00 short Chapter ID and number of turns Number of turns<<7+Chapter ID
@ClearTurn@02 short Clear time seconds
@ITEMSTOCK@00 byte Item ID
@ITEMSTOCK@01 byte Number of items
2039430 @ITEMSTOCK@[64] Storage
08029734 Pointer to the contents of the transport team
0801860C Get_Char_Data Given the allegiance byte (0xB in unit data), returns the beginning of said data. Used for looping through units. RET=RAM character data pointer r0=allegiance byte
08017ABC Get_Char_Data_From_ID Searchs all factions RET=Pointer to character data r0=character id to search for
08017358 Get_Item_Data This function is (at least, in fe8) literally never used RET=Pointer to item data r0=item id/uses short
080184D0 Def_Getter RET=Character's defense r0=ram char data ptr
080180FC Aid_Getter RET=Character's aid r0=ram char data ptr
080184A8 Res_Getter RET=Character's resistance r0=ram char data ptr
08016988 Get_Equipped_Weapon RET=equipped weapon id/uses halfword r0=ram char data ptr
08020A16 Compare_Allegiance_Func1 True if both units are of the same allegiance r0=allegiance bytes (0xB of RAM char data ptr) r1=same
08020A04 Compare_Allegiance_Func2 RET=True if both units are either both enemies or are both blue/green r0=allegiance bytes (0xB of RAM char data ptr) r1=same
08017ABC Find_Character Useful for supports, I guess. RET=Ram char data ptr r0=character number (rom character, that is)
0800105C Write_Palette r0=pointer to palette
08020A7A Add_Gold_To_Cashpile r0=amount of gold
08017578 Create_Unit Creates a unit with the given characteristics RET=number of units made r0=pointer to list of UNIT data
08018960 Fill_Map Used for clearing maps (unit, range, movement, fog, etc). Also stores r0 to 30049A0 void r0=map's row pointer table, r1=byte to fill with
08016D0A Unit_Has_Item RET=inventory slot, or -1 if unit doesn't have said item r0=char data ptr, r1=item id to search for
//https://www.dropbox.com/sh/zymc1h221nnxpm9/AACrgal3LFRvbDKL-5qDxF3-a/Tequila/Teq%20Doq?dl=0&preview=Useful+functions.txt
0801860C Get_Char_Data Given the allegiance byte (0xB in unit data), returns the beginning of said data. Used for looping through units. RET=RAM character data pointer r0=allegiance byte
08017ABC Get_Char_Data_From_ID Searchs all factions RET=Pointer to character data r0=character id to search for
08017358 Get_Item_Data This function is (at least, in fe8) literally never used RET=Pointer to item data r0=item id/uses short
080184D0 Def_Getter RET=Character's defense r0=ram char data ptr
080180FC Aid_Getter RET=Character's aid r0=ram char data ptr
080184A8 Res_Getter RET=Character's resistance r0=ram char data ptr
08016988 Get_Equipped_Weapon RET=equipped weapon id/uses halfword r0=ram char data ptr
08020A16 Compare_Allegiance_Func1 True if both units are of the same allegiance r0=allegiance bytes (0xB of RAM char data ptr) r1=same
08020A04 Compare_Allegiance_Func2 RET=True if both units are either both enemies or are both blue/green r0=allegiance bytes (0xB of RAM char data ptr) r1=same
08017ABC Find_Character Useful for supports, I guess. RET=Ram char data ptr r0=character number (rom character, that is)
0800105C Write_Palette r0=pointer to palette
08020A7A Add_Gold_To_Cashpile r0=amount of gold
08017578 Create_Unit Creates a unit with the given characteristics RET=number of units made r0=pointer to list of UNIT data
08018960 Fill_Map Used for clearing maps (unit, range, movement, fog, etc). Also stores r0 to 30049A0 void r0=map's row pointer table, r1=byte to fill with
08016D0A Unit_Has_Item RET=inventory slot, or -1 if unit doesn't have said item r0=char data ptr, r1=item id to search for
086076A0 UnitsID:0
//https://doc.feuniverse.us/static/stan/HiddenMapFlags.txt
0202D218 maps to each tile a set of flags &0x01 <=> A unit is hidden here &0x02 <=> A trap is hidden here?
//https://doc.feuniverse.us/static/stan/HardcodedChecks.txt
0802B788 Item checks for Magic Swords
080169B6 IsItemCoveringRange Item Table is read directly for range
0203CD80 RAM pointer to unit data to attacker (to 02039214) {J}
0203CD7C RAM pointer to unit data to defenser (to 02039290) {J}
02003108 Stat Screens StatScreenStruct
08056DB4 Battle animation scriptC26 (throw shield) / C27 (throw sword) command judgment
080478DC PrepAIS Special movement of tiles Called from C26 / C27 r0=ParentProcs r1=FrameDataMeleeLeft r2=FrameDataMeleeRight r3=FrameDataRangedLeft [sp+0]=FrameDataRangedRight
08279d28 :08279e60 Japanese notation of terrain
08279e60 :0827a924 The terrain and the name of the character are entered in ASCII
0827a924 :0827B018 The staff role is entered in ASCIINot used
0827B018 :0827b188 String of MAPIDNot used
080417D4 LoadNewUIGraphics
08016694 Drawing a sale item column in a store
08026EB0 ApplyMapChangesById void r0=Map Change Id
08026e18 Obtain address of designated map change r0=Map Change Id
0806BA48 Flag setting function r0=Flag to set: FLAG
0806BA74 Function to flag void r0=Declining flag: FLAG
0806BA5C Flag status confirmation function RET=Result BOOL r0=Flag to check: FLAG
08049D98 Get indirect effect animation of weapons
080731D8 Numbers and HPRead frequently used status images such as poison
080003A8 ARM_FillRect arm_func
08001482 FlushBackgrounds
08002A70 Call6C_02CallAndContinue
08002912 Call6C_0ESleep
08013C16 CopyString
08013C30 CopyDirect
08013CA4 UnLZ77Decompress
08013CE4 FilterR0ForRawCopy
08013D48 RegisterObjectTileGraphics
08013D74 CopyTileGfxForObj
080149B0 ContinueUntilSomeTransistion6CExists
08014BAC NewBlockingTimer
08014BC8 Timer6C_Countdown
08014D50 DeleteAllPaletteAnimator
08014D60 NewPaletteAnimator
08014DB4 NewPaletteAnimator_
0801515C FutureCall2_Loop
08015180 FutureCall_Loop
080151A8 SetupFutureCall2
080151C4 SetupFutureCall
080153CC RerangeSomething
080153F2 PlaySpacialSoundMaybe
080158C0 GeneralVBlankHandler
08015910 SomeUpdateRoutine
08015A18 MakePhaseController6C
08015A6C NewPlayerPhase6C
08015ACE SetupBackgroundForWeatherMaybe
08015B44 LoadObjUIGfx
08015B80 LoadGameCoreGfx
08015BA0 HandleCursorMovement
08015CC4 MoveCameraByStepMaybe
08015E44 GetSomeAdjustedCameraX
08015E88 GetSomeAdjustedCameraY
08015F1C DisplayCursor
080160AC Init6C_GENS
08016140 Loop6C_GENS
080161C0 EnsureCameraOntoPosition
08016250 ShouldMoveCameraPosSomething
08016958 GetUnitEquippedWeapon
08016988 GetUnitEquippedWeaponSlot
08016B84 GetWRankText
08016BAC GetWTypeTextInStandardBuffer
08016D0A GetUnitItemSlot
08016DA2 GetWeaponRangeMask
08017364 ClearUnits
08017394 ClearUnitStruct r0=@Unit
080173BC CopyUnitStruct r0=@Unit r1=@Unit
080173D8 GetNextFreeUnitStructPtr RET=@Unit r0=faction
080174AA UnitAddItem
080174CC RemoveUnitBlankItems
08017578 LoadUnits
08017868 IncreaseUnitStatsByLevelCount
08017ABC GetUnitByCharId
08017AF8 CanUnitRescue
08017BA8 UpdateRescueData
08017C04 HandleAllegianceChange
08017C5E ApplyUnitMovement
080180D8 ValidateUnitItem
080180FC GetUnitAid
08018258 GetUnitUseFlags
080183E8 GetUnitPower
08018688 InitChapterMap
08018920 SetupMapRowPointers
08018960 ClearMapWith
08018A28 LoadChapterMap
08018A88 LoadChapterMapGfx
08018B20 FlushTilesFromBuffer
08018BE0 FlushTerrainData
08018C6C UpdateGameTileGfx
08018D90 UpdateGameTilesGraphics
080192C4 GetTerrainHealAmount
080192D4 GetTerrainRestoreBadStatus
08019384 FillMovementMapForUnitAndMovement
08019454 FillMovementMapForUnitAt
080194A4 FillMovementMap
08019A34 MapAddInRange
0801A564 FillRangeMap
0801A7D4 DebugMapMenu_DisplayInfoIdle
0801A820 DebugMapMenu_DisplayInfoEffect
0801A826 DebugMenu_WeatherDraw
0801AA70 DebugMenu_ClearEffect
0801AAE2 DEBUGONLY_Startup
0801AEB8 DebugMenu_FogEffect
0801AEC8 DebugMenu_GNightEffect
0801B366 DisplayUnitEffectRange
0801B90C TryMakeCantoUnit
0801B9B0 RunPotentialWaitEvents
0801B9CC EnsureCameraOntoActiveUnitPosition
0801BAF0 PlayerPhase_ApplyUnitMovement
0801BD38 MoveLimitViewChange_OnInit
0801BD88 MoveLimitViewChange_OnLoop
0801BF68 MoveLimitView_OnLoop
0801BFD4 MoveLimitView_OnEnd
0801C02C DisplayMoveRangeGraphics
0801C15E GetSomeFacingDirection
0801C188 Make6CMOVEUNITForUnitBeingRescued
0801C264 Make6CKOIDOAMM
0801C380 Destruct6CBMXFADE
0801C39C NewBMXFADE
0801C39E MakeNew6CBMXFADE2
0801C620 SendToConvoyMenu_Draw
0801C62C MenuCommand_DrawExtraItem
0801C6FE FillWarpRangeMap
0801D680 ChangeActiveUnitFacing
0801EB38 GenericSelection_BackToUM
0801EC1C GenericSelection_BackToUM_CamWait
0801ECCC RescueEffect
0801ED38 DropEffect
0801ED58 DropSelection_OnSelect
0801ED7C TakeUsability
0801ECCC TakeEffect
0801ED7C GiveUsability
0801ECCC GiveEffect
0801EE80 TakeSelection_OnSelect
0801EE80 GiveSelection_OnSelect
0801F6A8 ItemCommandEffect
0801F7D0 ItemSelectMenu_Effect
0801FD30 FillBallistaRange
0801FEE8 StaffItemSelect_Usability
0801FF20 StaffItemSelect_Effect
0801FF60 StaffItemSelect_TextDraw
0801FF6C StaffItemSelect_OnHover
08020438 StealCommandUsability
08020794 StealTargetSelection_OnInit
080205EC StealItemMenuCommand_Draw
080207B4 RescueSelection_OnChange
080207D8 DropSelection_OnConstruction
08020A04 AreUnitsAllied
08020A16 IsSameAllegience
08020A98 ForEachUnitInRange
08020B70 ForEachPosInRange
08020BC8 ForEachAdjacentUnit
08020BC8 ForEachAdjacentPosition
08020C30 ForEachPosIn12Range
08020D44 AddUnitToTargetListIfNotAllied
08020E5C MakeTradeTargetList
08020F64 TryAddToDropTargetList
08020FF0 TryAddRescuedUnitToTakeTargetList
08021198 MakeTargetListForSupport
08021278 FillBallistaRangeMaybe
080212E0 TryAddClosedDoorToTargetList
08021320 TryAddBridgeToTargetList
08021360 MakeTargetListForDoorAndBridges
080215E4 TryAddUnitToHealTargetList
0802166C MakeTargetListForRangedHeal
080216B8 TryAddUnitToRestoreTargetList
0802173C TryAddUnitToBarrierTargetList
080217C0 TryAddUnitToRescueStaffTargetList
080217C0 TryAddUnitToWarpTargetList
08021A1C TryAddUnitToHammerneTargetList
08021B98 SetupMapSpritesPalettes
08021BD0 SMS_ClearUsageTable
08021C3A SMS_SomethingGmapUnit
08021C38 SMS_RegisterUsage
08021D08 SomethingSMS_16x16_0
08021D9C SomethingSMS_16x32
08021E8C SomethingSMS_32x32
08021F80 SMS_FlushDirect
08021FE8 SMS_FlushIndirect
080221EC SMS_GetNewInfoStruct
08022378 DisplayUnitAdditionalBlinkingIcons
08022A38 HideUnitSMS
08022A92 GetROMUnitSupportingId
08022AA6 GetUnitSupportingUnit
08022B14 GetUnitTotalSupportLevels
08022C0E GetUnitStartingSupportValue
08022C28 GetSupportDataIdForOtherUnit
08022DD6 StoreAddedAffinityBonusesForSupportLevel
08022E3C GetUnitSupportBonuses
08022FBC CanUnitUseItem
08023620 IsGeneratedTargetListEmpty
08023634 CanUseHealingItem
08023700 CanUseDoorKey
08023714 CanOpenBridge
080237F4 CanUseStatBooster
080238C8 EndItemEffectSelectionThing
08023914 PrepareTargetSelectionForRescueStaff
08023912 SetupTargetSelectionForGenericStaff
08023954 WarpTargetPosSelect_Init
08023A08 WarpTargetPosSelect_Loop
08023B34 WarpTargetPosSelect_Confirm
08023BA4 WarpTargetPosSelect_Destruct
08023BB8 WarpTargetSelection_OnSelect
08023914 SetupWarpTargetSelection
08023912 PrepareTargetSelectionForMineAndLightRune
08023CA4 HammerneTargetSelection_OnSelect
08023D4C HammerneTargetSelection_OnChange
08023D70 HammerneTargetSelection_OnInit
080243F8 CopyUnitToBattleStruct
0802440C CopyUnitToBattleStructRawStats
08024748 SetupBattleBallistaWeaponData
08024790 FillPreBattleStats
080247D0 FillBattleStats
08024AB4 MakeBattle
08024BBC MakeBattleRound
08024C18 GetBattleHitCount
08024C50 CheckForTriangleAttack
08024DF0 UpdateBattleTriangleAttackData
08024E68 CurrentRound_ComputeWeaponEffects
080250B0 GetStatIncrease
080250D4 GetAutoleveledStat
080254CC SaveUnitsFromBattle
08025608 BattleUnit_DidWRankGoUp
0802593C GetBattleUnitStaffExp
08025C7C BeginBattleAnimations
08025E98 SaveInstigatorFromBattle
08084414 GetSaveDataOffsetPointer
08084628 SaveLocalEventIndexes
08084648 SaveGlobalEventIndexes
08084668 LoadLocalEventIds
08084668 LoadGlobalEventIds
0808483C LoadBWLEntries
08084884 SaveBWLEntries
080848BC GetChapterWinDataEntry
08084F4C BWL_GetEntry
08093468 Make6C_savemenu2
080946DA FadeInOut_DisableGfx
02023B08 an array of 4 pointers (one for each BG) that contain where in VRAM will the BG Maps be written to.
0202D204 BaseRowPointer This is part of a system for getting elements on the map. It begins with two shorts that go 0xXX 0xXX 0xYY 0xYY followed by a pointer to the first 'row pointer'. The .set value above is this pointer to the first row pointer. I think an example would demonstrate better.
086781D4 MMBStructType This is the type of 0x6C struct used when drawing the box.
085C5280 RAMSlotTable This is a table of pointers, with one for every deployment slot in RAM
02003238 gBG0TilemapBuffer This is the BG buffer dedicated to window tilemaps, such as the tilemaps for the terrain window, goal window, and minimug box
02003738 MMBTilemapRAMBuffer This is where the box's tilemap is written to to accomplish the scrolling effect
03006320 WRAMRoutinePointer
08000540 CharSizeTable
0801AB7C MinimugGetter Determines a unit's minimug
085C39A0 :085C3BAF OAMTable This is a table of size/shape data and number of sprites to draw
0800043C TilemapWriter This is an ARM routine. that draws a tilemap. For some reason, this isn't run from RAM r0=destination r1=tilemap r2=base tile
08085824 MMBPalSelect Routine selects a palette and writes it based on the unit's allegiance after ANDing the unit's number with 0xF0 you'll get 0x00, 0x40, 0x80 which are ally, npc, and enemy, respectively
020391F4 UnkEntryPtr
02038D44 UnkOAMTablePtr
02002770 When in the item menu
0203D40C HelpTextHandles
02000444 Main Menu
02017640 In battles
0203C758 Link Arena
02001000 Link Arena point assignment
02000468 Sound Room
085C5234 Tutorial Text
02027BB4 World Map menu
080410CA Cleared Japanese menu loading routine
08279E48 :827AB5C Cleared beta class list
0827A924 :827B018 Cleared FE6 credits
0831906C :0831908B MMBAllyPalette
0831908C :083190AB MMBEnemyPalette
083190AC :083190CB MMBNPCPal
03004898 flag0x01 - 0x8
03004899 flag0x09 - 0x10
0300489A flag0x11 - 0x18
0300489B flag0x19 - 0x20
0300489C flag0x21 - 0x 28
03004890 flag0x65 - 0x6C
03004891 flag0x6D - 0x74
03004892 flag0x75 - 0x7C
03004893 flag0x7D - 0x84
03004894 flag0x85 - 0x8C
03004895 flag0x8D - 0x94
03004896 flag0x95 - 0x9C
03004897 flag0x9D - 0xA4
0202AA64 Terrain Window+ 00 = on+ 02 = off/Unit window + 00 = panel+ 04 = balloon+ 08 = off/ Auto cursor+ 00 = on+ 10 = off/Message speed+ 00 = slow+ 20 = normal+ 40 = Fast+ 60 = fastest/Game speed+ 00 = Fast+ 80 = normal
0202AA65 BGM +00=on+ 01 = off/Sound effect+ 00 = on+ 02 = off/Window panel+ 00 = blue+ 04 = red+ 08 = ash+ 0 C = green/Auto turn end+ 00 = on+ 40 = off/Subtitle help+ 00 = on+ 80 = off
0202AA66 アニメ設定+00=usually+ 01 = off+ 02 = individual+ 03 = with background/Combat Information Window+ 00 = simplified+ 04 = Details+ 08 = off
0806C62C Tutorial judgment
0806C0B8 Determine whether to release a reeler
0806BF38 Decide whether to issue Ginevia
0806C0C8 Decide whether to issue Marcus
0806C0D8 Decide whether to issue Marinas
0805bf1a sound of 85 command
0806E278 Have you stabbed a stop with a seal sword?
0806D17C Make Karel's village a village
0806D41C ch 8 xArrangement of flame traps
0806D568 ch 12 xPoison gas setting
0806D6D8 ch21xArrangement of landmine traps
0806C540 Whether the gold money is over 10000 gold
0806C55C Is there a possession of 6000 gold or more
0806C578 Is there a possession of 5000 gold or more
0806BAA0 Hard mode judgment
0806CFD0 BGM at ASM: 2A playing
08012798 Process to mute BGM (1)
0806CFB8 BGM at ASM: 2 B playing
08012780 Process to mute BGM (2)
080127B0 Process to make BGM [2A] muted in the middle from playing
0806D620 ch 14xSetting ups and downs scaffolds
0806D000 Shed stormy BGS
0806D01C Stop BGS of sandstorm
0806BFC0 Process to stop sandstorm
0806DDD4 Processing to remove fog
0806D648 ch16x Setting of God's arrow
0806D064 Something after leopards
0806D3E0 ch 18Reinforcement from private houses with random numbers
080146BC Darken the screen
0806C2F8 Defeat all(Rout) Condition
08084798 ResetIconGraphics
0809dcdc CPUSet
0800DEDC EventEngine_Loop
0804C898 StartSpellAnimation
0805BE7C Command85
0858E62C :0858EE2B Font image for debugging
08018AF0 LoadChapterMapPaletteOnly
08028304 SetupGameVBlank6C_TileAnimations
08028E44 LoadTitleAnimations2Only
0802BB74 GetChapterMapChangesPointer
0802BBA0 GetChapterEventDataPointer
080930D4 LoadWorldMapEventPLIST
0802BB30 Examine the address of the stage map GetChapterMapPointer
080F9798 :080F9D7F mask_point HUFFMAN TREE
08017128 GetItemIndex
0866AC6C &EVENT EventGameOver
08018388 GetUnitCurrentHP
080183c8 GetUnitMaxHP
0809dce0 Div
08022A94 GetROMUnitSupportingId
08022AA8 GetUnitSupportingUnit
08021164 Something in supportive relationship r0=&UNIT
085C3A60 :085C3A79 Something about face image related OAM 1
085C3A7A :085C3A93 Something about face image related OAM 2
085C3A94 :085C3AB9 Facial image OAM
085C3ABA :085C3ADF Something about face image related OAM 3