You wanted information on Dark Wave? You got it! (Repost from my main thread as it is pertinent to what was requested)
Dark Wave Routine -
$03/E9E9 A5 CD LDA $CD [$00:00CD] A:0003 X:000A Y:0000 P:envMxdizc - Load User's ID.
$03/E9EB 30 26 BMI $26 [$EA13] A:0000 X:000A Y:0000 P:envMxdiZc - Is it Minus? (Enemy Cecil) If so, branch to 03EA13.
$03/E9ED C2 20 REP #$20 A:0000 X:000A Y:0000 P:envMxdiZc - Reset Processor Status
$03/E9EF A6 A6 LDX $A6 [$00:00A6] A:0000 X:000A Y:0000 P:envmxdiZc - Load User's Slot.
$03/E9F1 BD 09 20 LDA $2009,x[$7E:2009] A:0000 X:0000 Y:0000 P:envmxdiZc - Load User's Max HP.
$03/E9F4 20 85 84 JSR $8485 [$03:8485] A:00C8 X:0000 Y:0000 P:envmxdizc - Jump to Subroutine
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$03/8485 4A LSR A A:00C8 X:0000 Y:0000 P:envmxdizc - /2 A.
$03/8486 4A LSR A A:0064 X:0000 Y:0000 P:envmxdizc - /2 A.
$03/8487 4A LSR A A:0032 X:0000 Y:0000 P:envmxdizc - /2 A.
$03/8488 60 RTS A:0019 X:0000 Y:0000 P:envmxdizc - Return
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$03/E9F7 85 A9 STA $A9 [$00:00A9] A:0019 X:0000 Y:0000 P:envmxdizc - Store A in A9. (Amount of HP to subtract)
$03/E9F9 38 SEC A:0019 X:0000 Y:0000 P:envmxdizc - Set Carry Flag.
$03/E9FA BD 07 20 LDA $2007,x[$7E:2007] A:0019 X:0000 Y:0000 P:envmxdizC - Load User's Current HP.
$03/E9FD E5 A9 SBC $A9 [$00:00A9] A:002C X:0000 Y:0000 P:envmxdizC - Reduce A by the value in A9 (1/8th of Max HP)
$03/E9FF 9D 07 20 STA $2007,x[$7E:2007] A:0013 X:0000 Y:0000 P:envmxdizC - Store A in User's Current HP.
$03/EA02 B0 0C BCS $0C [$EA10] A:0013 X:0000 Y:0000 P:envmxdizC - If greater than 00 branch to 03EA10.
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$03/EA04 A9 00 00 LDA #$0000 A:FFFA X:0000 Y:0000 P:eNvmxdizc - Load 0000 into A.
$03/EA07 9D 07 20 STA $2007,x[$7E:2007] A:0000 X:0000 Y:0000 P:envmxdiZc - Store A in User's Current HP.
$03/EA0A A9 80 00 LDA #$0080 A:0000 X:0000 Y:0000 P:envmxdiZc - Load 0080 into A. (Death)
$03/EA0D 9D 03 20 STA $2003,x[$7E:2003] A:0080 X:0000 Y:0000 P:envmxdizc - Store A in 7E2003.
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$03/EA10 7B TDC A:0013 X:0000 Y:0000 P:envmxdizC - Transfer Direct Page
$03/EA11 E2 20 SEP #$20 A:0000 X:0000 Y:0000 P:envmxdiZC - Set Processor Status.
$03/EA13 A9 01 LDA #$01 A:0000 X:0000 Y:0000 P:envMxdiZC - Load 01 into A.
$03/EA15 85 C1 STA $C1 [$00:00C1] A:0001 X:0000 Y:0000 P:envMxdizC - Store A in C1 (Used in the Kick Routine)
$03/EA17 4C B9 E6 JMP $E6B9 [$03:E6B9] A:0001 X:0000 Y:0000 P:envMxdizC - Jump to Routine (Most of Kick Routine)
Well that was quite a bit simpler this time around, everything was easily deciphered.
First, I've decided to make Dark Wave's death penalty more substantial...
$03/EA04 A9 00 00 LDA #$0000 A:FFF8 X:0000 Y:0000 P:eNvmxdizc - Load 0000 into A.
$03/EA07 9D 07 20 STA $2007,x[$7E:2007] A:0000 X:0000 Y:0000 P:envmxdiZc - Store A in User's HP.
$03/EA0A A9 80 00 LDA #$0080 A:0000 X:0000 Y:0000 P:envmxdiZc - Load 0080 into A.
$03/EA0D 9D 40 20 STA $2040,x[$7E:2040] A:0080 X:0000 Y:0000 P:envmxdizc - Store A in User's Creature Type (Undead)
I'm going to go out on a limb and say this is what it May have originally been, or at least planned. Because setting the HP to 0 automatically will kill the user regardless, making the Death Application superfluous. This will prevent the player from being able to revive Cecil if he killed himself with Dark Wave, as it applied the Undead-type to him.
Furthermore the jump to Kick is basically reading the entirely of the Kick Routine, meaning that you could Easily set it to the Fight Routine and have Dark Wave hit only a single target, now unfortunately, it would then only act like a normal attack without modifying the Fight Routine or Dark Wave Routine itself to compensate the new addition to it.
For instance, say you want to make Dark Wave more like Darkness in FFIV:DS, an attack that hits one enemy for Double Damage, but takes HP.
You would change...
$03/EA10 7B TDC A:0013 X:0000 Y:0000 P:envmxdizC - Transfer Direct Page
$03/EA11 E2 20 SEP #$20 A:0000 X:0000 Y:0000 P:envmxdiZC - Set Processor Status.
$03/EA13 A9 01 LDA #$01 A:0000 X:0000 Y:0000 P:envMxdiZC - Load 01 into A.
$03/EA15 85 C1 STA $C1 [$00:00C1] A:0001 X:0000 Y:0000 P:envMxdizC - Store A in C1 (Used in the Kick Routine)
$03/EA17 4C B9 E6 JMP $E6B9 [$03:E6B9] A:0001 X:0000 Y:0000 P:envMxdizC - Jump to Routine (Most of Kick Routine)
To this...
$03/EA10 E2 20 SEP #$20 A:0039 X:0000 Y:0000 P:envmxdizC - Set Processor Status (in order to have it read only one byte rather than two)
$03/EA12 A9 04 LDA #$04 A:0039 X:0000 Y:0000 P:envMxdizC - Load 04 into A. (x2 Power)
$03/EA14 8D FE 38 STA $38FE [$7E:38FE] A:0004 X:0000 Y:0000 P:envMxdizC - Store A in Damage Altering Field.
$03/EA17 4C 99 C4 JMP $C499 [$03:C499] A:0004 X:0000 Y:0000 P:envMxdizC - Jump to Fight Routine.
As long as the enemy itself has no weakness or resistance to the Elemental or Creature Type Attack, then Dark Wave will carry through as a normal attack at x2 Damage. Otherwise those variables will nullify it and replace it with an ordinary one.
Or if you want to make Dark Wave cast a Spell at 1/8th of your HP you would instead...
$03/EA10 E2 20 SEP #$20 A:0039 X:0000 Y:0000 P:envmxdizC - Set Processor Status (in order to have it read only one byte rather than two)
$03/EA12 A9 A2 LDA #$A2 A:0039 X:0000 Y:0000 P:envMxdizC - Load A2 into A. (Emission)
$03/EA14 8D D2 26 STA $26D2 [$7E:26D2] A:00A2 X:0000 Y:0000 P:envMxdizC - Store A in Next Action to take.
$03/EA17 4C 3E CD JMP $CD3E [$03:CD3E] A:00A2 X:0000 Y:0000 P:envMxdizC - Jump to Spell Routine.
But it is not that simple. The Magic Call seems to put the Caster stats above all else and will put that in initial stats at the end of the routine, meaning that if you want Dark Wave to cast a spell that hurts Cecil 1/8 HP you would also bear this in mind and change an earlier part of the routine...
Change this...
$03/E9FA BD 07 20 LDA $2007,x[$7E:2007] A:0019 X:0000 Y:0000 P:envmxdizC - Load User's Current HP.
$03/E9FD E5 A9 SBC $A9 [$00:00A9] A:002C X:0000 Y:0000 P:envmxdizC - Reduce A by the value in A9 (1/8th of Max HP)
$03/E9FF 9D 07 20 STA $2007,x[$7E:2007] A:0013 X:0000 Y:0000 P:envmxdizC - Store A in User's Current HP.
$03/EA02 B0 0C BCS $0C [$EA10] A:0013 X:0000 Y:0000 P:envmxdizC - If greater than 00 branch to 03EA10.
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$03/EA04 A9 00 00 LDA #$0000 A:FFFA X:0000 Y:0000 P:eNvmxdizc - Load 0000 into A.
$03/EA07 9D 07 20 STA $2007,x[$7E:2007] A:0000 X:0000 Y:0000 P:envmxdiZc - Store A in User's Current HP.
$03/EA0A A9 80 00 LDA #$0080 A:0000 X:0000 Y:0000 P:envmxdiZc - Load 0080 into A. (Death)
$03/EA0D 9D 03 20 STA $2003,x[$7E:2003] A:0080 X:0000 Y:0000 P:envmxdizc - Store A in 7E2003.
To this...
$03/E9FA BD 87 26 LDA $2687,x[$7E:2687] A:0019 X:0000 Y:0000 P:envmxdizC - Load Caster's Current HP.
$03/E9FD E5 A9 SBC $A9 [$00:00A9] A:0079 X:0000 Y:0000 P:envmxdizC - Subtract it by the value in A9.
$03/E9FF 8D 87 26 STA $2687,[$7E:2687] A:0060 X:0000 Y:0000 P:envmxdizC - Store A in Caster's Current HP.
$03/EA02 B0 0C BCS $0C [$EA10] A:0060 X:0000 Y:0000 P:envmxdizC - If more than 00 branch to 03EA02.
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$03/EA04 A9 00 00 LDA #$0000 A:FFFA X:0000 Y:0000 P:eNvmxdizc - Load 0000 into A. - Load 0000 into A.
$03/EA07 8D 87 26 STA $2687, [$7E:2687] A:0000 X:0000 Y:0000 P:envmxdiZc - Store A in User's Current HP. - Store A in Caster
$03/EA0A A9 80 00 LDA #$0080 A:0000 X:0000 Y:0000 P:envmxdiZc - Load 0080 into A. (Death)
$03/EA0D 8D 03 20 STA $2003, [$7E:2003] A:0080 X:0000 Y:0000 P:envmxdizc - Store A in 7E2003.
And there you have it. Two different ways to modify Dark Wave, one is to simulate Darkness from FFIV:DS and the other is to allow it to cast a spell, if one actually wanted to use something more complex than Kick's routine or normal attack modification.