There are a bunch of areas of the available decomp that get thrown off by large data structures or the occasional missed SEP/REP #20.
I've never worked with the FF5A code (or any GBA game before) but the two tables look to be laid out mostly the same. Have either of you looked looked at the available RAM space on the GBA? I'd consider moving to it if it ends up being easier to add things (ie, if there's more available RAM).
FF5's timer stuff is mostly laid out in blocks of twelve sets of eleven bytes: one set of eleven timer bytes for each character, in order. From what I've gathered (all for SNES):
7E/3CF1: Timer Status Flags (132b) - 01 for "on", 00 for "off", 80 for "ending" (really 81, since it's still considered on while ending)
7E/3D75: Timer Remaining Duration (132b) - self explanatory, decreased by one for each timer decrement duration, see below
7E/3DF9: Timer Initial Duration (132b) - Used by Poison and Regen to reset statuses that "tick"
7E/3ED9: Timer Decrement Duration (11b) - Certain timers do not decrement every frame. These values are held in D1/2976, and are [00 02 04 0E 01 00 00 01 00 00 00]. This timer gets decremented, and if it is zero, the
actual remaining duration gets decremented.
7E/3EE4: Process Timer Flag (11b) - Set when the decrement timer is zero; true when processing, false when not needed
7E/3E88: Process Ending Timer Flag (11b) - Set when
any creature's timer reached zero. The code only handles ending one creature per status each frame.
7E/3EB7: Creature Timer Ending (11b) - Set to whichever creature number's timer is ending this frame.
7E/3E93: Random Creature List (12b) - A randomized list of each creature position (0-B), generated when battle starts at C2/1FD2.
7E/3E7D: Creature List Counter (11b) - A counter used to rotate through each creature in the list above.
There's also a set at 7E/3E9F that I haven't yet figured out.
BTW how Doom work? Obviously you dont die in 49 ticks ... maybe every 49 ticks you get Coundown -1 (which is initialized by 30)
Good guess! It only gets decremented every 15 frames, so it's really 15 * 30 for the duration.