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Messages - Grimoire LD

271
Gaming Discussion / Re: Final Fantasy IV (SNES) Info Request
« on: May 07, 2015, 10:20:59 PM »
It is done! I have sent the hack to Bahamut ZERO and it is working to my exactions, nearly exactly what I set out to do which is all too rare for me. I have long desired to put in a Dissidia style of free-switching for the Dark Knight and Paladin, but I knew that none of my hacks would really make use of it and it wasn't ever really requested, while this request really got the creative juices flowing for me.

How it Works:

When you start a new game, custom code saves a copy of Character 1 (with the expectations that this character is Dark Knight Cecil with the Doom Sword) along with the Demon Armor and Doom Sword into unused SRam space at 7E14A0.

The "Crash the Game" command became the Morph Command which uses free space without removing anything by default.

Dark Knight Cecil starts out with the Morph command, but if it is used before the Event Flag FF is triggered...



Ideally this Flag would be triggered somewhere after the Paladin event.

If the flag is on, an animation will play depending on whether Cecil is transforming into a Dark Knight or Paladin.

Then we come to the biggest part of it by far, the code that was spliced into the Status Check routine.

First the game checks whether a byte was activated from the Morph Routine and then checks to see if that character has used the Morph command. If they have it continues on.

It then checks to see whether it is the Dark Knight transforming into a Paladin or vice-versa, implementing proper palette and graphic change. (inadvertently one of my favorite graphic changes are through this. The Dark Knight Cecil glows white for a moment before transforming into a Paladin, almost reminiscent of his event transformation into a Paladin.



The Paladin's palette changes into something else, which looks offsetting, but hey he is absorbing Dark Power after all to revert to a Dark Knight, so it works for me...

Next comes the large part which gave me many headaches trying to line up, but in the end it all worked out... This switches Cecil's commands to his other form, while getting rid of his White and Black Magic command (for code-failure reasoning) and for the initial battle they are morphed they will have a different command in place of that.

The initial character data is placed in unused Ram and the character data in Unused SRam replaces the data in the character's slot with its own. The character data in unused Ram is then saved to the Unused SRam to be drawn at a moment's notice.

Finally the weapons for the new character is stored into their proper hands (yes, just placing it from data is not enough for FFIV, it needs a special section for the hands) and that does it!

While not sounding like a lot of work, it was a Lot of work and is probably my most technologically impressive hack when all is said and done.


I'll be releasing a standalone patch for this down the line. As it is a bit too hefty to go with many of my large-scale hacks.


272
Looks like everything is work a-okay once more!

I do have to say that "Summoners, those who can use Summons" does seem a little redundant. But then again I imagine this is a literal change from the original text that was there. I take it you're likely going to avoid the term Eidolon or Espers?

Ah, I noticed you improved the power of the Soldiers and Captain slightly, dealing 18-23 damage to Cecil. A good first use of Poison and Blind then to mitigate the damage while taking out the captain. Good on you giving Venom an actual attack stat instead of that quizzical "1" the original game used.

Wooden Rod, Iron Ring in the left hand and Gloves equipped, let's see here... Wooden Rod increases Wisdom by 3 and the Iron Ring increases Vitality by 3. Rather neat, Rydia has 9 Defense in comparison to Cecil's 16, it does reduce the gap and could balance enemy's attacks so that they aren't killing Rydia in one blow, but at the same time are still dealing decent damage to Cecil.

"Someone picked up a sick girl from Baron fainting." Something... seems off about the composition of that sentence, I can't put my finger on it though.

Wow, very different Armor Shop. Let's see here...

Ah, the RubyRing increase Wisdom by 3. That is a tough decision... for early levels Rydia likely needs the defense so she isn't killed in one attack.

Bard's Robe decreases Magic Defense by 1, but I bet it still prevents Silence.

The Defense Gloves give no Magic Defense but give a nice boost to Vitality making it so that Rydia can have Just as much Defense as Cecil... was that intended?

I also noticed that Cecil can equip a lot of this Cloth items, meaning that he can have a respectable magic Defense score, if desired.

Ah, new Weapon Shop as well! A Broadsword, a Dagger, the Dreamer Harp, Short Bow and Wooden Arrows (instead of Iron, interesting FFIII reference)

I'll pick up a dagger, maybe Tellah can equip it, but I imagine it's probably for Edward as an alternative to the Harp.

Looks as if no one but Rosa (so far) can equip Bows and Arrows, FFIV DS reference?

15 Attack compared to 10, not a bad deal, but I imagine that there will still be enemies weak to the Dark Sword, so I'll hold onto it.

Ah! You changed the way Dark Wave worked to apply to only the Dark Swords, nice touch!

Oh, Rydia starts with Imp, eh? How peculiar...

Hmm? Changed Animation on Mage Arrows? Well... they do look more like Arrows now in any event.

Ah... it seems as if Poison doesn't Actually Poison? I imagine it's a Dark Elemental attack, all the same though.

I just noticed that Rydia lost her Black and White Magic, that does make her play extraordinarily differently. It does mean that her Will stat is rather useless though as with her Wisdom for the start of the game since Mage Arrows will always be the better choice than Imp. Granted once she gains some MP "Help!" will have some definite use.

I see, Poison inflicts Sap on the foe.

Wha? A Lit-Bolt from Larva and WingMoths? I'm always glad to see Drop Tables being adjusted!

Oh. Level 5 Rydia learns Chocobo, nevermind she's good to go then.

Already Cecil has stopped one-hit killing foes. Good. It takes a lucky high range hit to kill the EvilShells.

Ice-Ball from the EvilShell's hmm? Again it makes battles worth fighting.

The EvilShell's damage though may leave something to be desired. Looks as if Damage Tables may not have been touched, possibly while HP was adjusted at least.

Imp does eventually do respectable enough damage for 2 MP, making it superior to Mage Arrows.

Tellah starts with a Lot more magic than before! But notable his MP pool has been cut in half as you've said before. I noticed you took away Osmose though so you have That much magic until you get to a save point or use an Ether, it's very much in line with classic FF spell charges in some respects.

Hmm, did you re-include Magic Evasion? I noticed that Goblin Punch against an EvilShell seemed to have a range of 8-64!

Whoa. Was not expecting Rydia to learn Shiva at Level 10!

So the Ice Rod now has a +5 Wisdom bonus? Quite a lot there. But I somewhat imagine this +5 will hold true for every basic elemental rod.

It's interesting to see Cecil being useful against Flan with his Poison magic.

The Darkness Sword also increases Wisdom by 3. Full upgrade then.

Mythril instead of Hades, eh? Ah well, looks like it has the same functionality.

The Darkness sword can Blind, good to know.

Looks as if Octomammoth doesn't lose legs anymore and though he attacks often, he doesn't have much of a hit. Also Cecil is dealing 400-500 damage with his normal attack! I guess Octomammoth is x4 weak to Dark?

And after Berserking Cecil he lasted for two more attacks.

Bit of a different treasure set up in Damcyan with a Bardrobe instead of a RubyRing.

Oh I see, Magic Gloves replaced the Rune Ring with the same bonuses to Wisdom and Will in any case.

Hmm, possibly a glitch, the soldier who is supposed to vanish to access the storeroom continues to exist even after the Damcyan events. I looked for another way to there, but there doesn't seem to be.

The Dagger provides a nice Agility boost for Edward, if nothing else.

Well I think this seems a good place to call it for now, I don't want to overload too much and overwhelm you with an enormous wall of text.

273
Hmm, beginning seems normal enough, I see that Cecil starts with a fair amount of different armor though only maintaining the Shadow Sword. The Shadow Sword gives Cecil 3 Wisdom, very nice and because of that it is clearly worth hanging onto.

Rosa became an Archer to be of help, eh? Only instance of text changing I've seen so far, but it is a good attention to detail.

Ah, the opening treasure chests were changed from 480 GP and an Ether to 300 GP and a Tent, interesting changes.

Looks like Kain also comes with new equipment. Much the same as Cecil except for a Wooden Spear.

It seems as if you've kept the Remedy over Everything style of game, it keeps it closest to the US SNES Version I suppose.

You cut down on the Training Room... outside soldier's text. Likely to make room elsewhere.

Ah slight continuity error, the woman in the Item Shop still says to take "Cure1 and "Heal Potions" Instead of Potions and Remedy.

Oh, Cecil starts with some status magic, very nice.

I have to say I love the Dark Slash graphic, how did you change the color of the slashes? Or... were they tied to the weapon palette all along?

Oh, the Eyemoths can put to sleep when they hit. A nice early game touch.

Hmm, looks as if the Mist Dragon deals only 1 damage to Cecil, about 20 to Kain. Was her attacks made Holy Elemental or something? Or did you not alter the attack of the Mist Dragon? Since it seems Vanilla for the most part thus far, I'll assume she hasn't been changed.

Um... I walk into Mist and am attacked by the Eight Elemental Fiends in a battle, Milon uses Quake and that's all she wrote. I think I'll need to go into triggers and fix that...

Yes, in FF4kster it looked as if it was somehow switched to "Lugae Battles"....

Hrm! When I try to fix it, it shows up fine in the program and if I exit the program and re-enter it is still changed, but in-game it is still the Fiends battle. It's as if it's not actually saving (even though the time it was last modified does change) somehow and because of this there's nothing more I can actually do.



274
Maybe I can give you guys an unfinished Alpha version of the ROM? I've been thinking about giving you guys an early release to help iron out any technical issues before the public release if you're interested; this seems like as good an excuse as any to go ahead with it.

If it would help, here it is. The zip contains the patch for an unheadered 1.1 rom, the FF4kster config file, and a save file with slot 2 next to the final battle that's causing the issues:

http://timecave.net/ff4kster/crisis/Unprecedented%20Crisis%200.1%20Alpha.zip

By all means have at 'er, and even try the game out if you like and let me know any feedback you may have. It's still quite unpolished but the core gameplay is there. There are a couple of minor sidequests missing or not quite complete, but all the character-related ones are there and working, and the main story is more or less all there save for the ending. There are definitely some places where the NPC dialogue isn't finished (or in some cases, started) so there will be some people saying strange things or just saying "T". Besides those though, it should be more or less good to go.

Christmas has come early! I'll definitely see if I can't get the issues fixed and once that is done (since that is the most pressing issue) I will play the game in earnest and give you my feedback on it in the same style I have with Chillyfeez's Threat from Within.

 :edit: Alright! Just as I had thought it is a unique check that occurs every few moments in the Zeromus battle. To get rid of this you would change...

$03/A37B   AD 00 18   LDA $1800  [$7E:1800]   A:0003   X:0000   Y:0012   P:envMxdizc
$03/A37E   C9 B7   CMP #$B7   A:00B7   X:0000   Y:0012   P:eNvMxdizc

That second value to any other number that is not Zeromus, my suggestion is to change it to FF since that battle formation is normally unused.

In ROM this is...

001A37B.

And there you go! I fought the entire battle and noticed anything go amiss by changing this.

Now that the main problem is solved my next posts will include my thoughts on the mod itself!


275
Hmm, I think you're all onto something when it comes to the friend visions being the reason why turns aren't coming up. It is probably a special conditional within the final battle itself that looks to see if all of this has been executed before ending. If you wanted you could switch the index (I think!) and all you would lose... or rather gain is Protect/Shell actually working. Since you don't have the "shake till doomsday" portion of the fight that check is rather egregious now.


276
Game Modification Station / Re: New patch: Save Point Glitch fix
« on: May 06, 2015, 12:02:28 AM »
FFVI, while an astounding game... is a very, Very glitchy game, which isn't surprising seeing how much they tried to do with it. Keep up the good fight on getting rid of those bugs. Perhaps one day we will have a version of FFVI with no bugs at all.

277
Oh yes, especially considering Confusion is such a small part of the game. If you have bigger fish you want to fry than I would say that's for the best. After all what was meant to be a short side-project kind of ended up supplanting Combat Boost's original version and now I am trying to think of ways to align the new ideas with what I've already accomplished or if to just release that as the new Combat Boost.

278
I just realized something... You're thinking about the status as "charmed," and I'm thinking about it as "confused."
In later FF games, they are disparate, but in FFIV they are treated as one and the same.

Generally, when cast on the party, the visuals suggest charm... I'm thinking about the technique used by Lamia-types where the heart floats toward the character, then the character literally faces the opposite way and starts fighting for the enemy.
What few visuals we have for the status as cast on monsters suggests confusion more - with the little bird  flying in a circle.
However, the spell is called "Charm," and the default FFIV effect on monsters suggests charm more than confusion.
The thing is, I like the idea of confusion more than charm. Erratic behavior by the confused fighter lends itself to the potential for extended status effects - if the chosen action is fight, then there's only a 50% chance that the fighter's own side is targeted, then of course the chance that self still isn't the target. Furthermore, there's a possible downside for the caster to confusion - if a monster casts a full cure on one ally under certain circumstances, there exists the possibility it might full-cure its whole party, just as there exists the possibility a confused Behemoth might Storm your party at any moment unprovoked. Charm status - simply flipping the "enemy" and "ally" bytes - would always benefit the caster greatly (pending success), since un-charmed monsters can't choose to whack their ally out of it, and the potential to abuse the system as in your behemoth example.
That being said, what you're suggesting (option 2, I mean, option 1 really would provide no gameplay benefits) would definitely be far easier to assemble...

Targeting bytes are bitwise, BTW, so the first monster in the battle - the one whose stats are stored at 7E2280 - is always "80," even if it's that monster acting. Whereas 00 works as "target self" for the party, I'm not positive it works that way for monsters. I struggle to think of any monster techniques that have a necessary self target (like "Hide").

I don't know, I guess I'll have to think about it a bit before I finalize the plan...

Anyone else reading this who might want to chime in thoughts and opinions?

It is ironic. FF1's Confusion works exactly as you described. The afflicted will choose to attack an enemy or itself.
FFII is the first game to have it be closer to FFIV's Charm status, except there's something interesting here. FFII's Confusion status on allies will only have them attack allies. What's even more humorous about this is that Confusion is not removed by attacking an ally... meaning there is no reason ever to attack an ally in FFII, yet this oversight causes one of the biggest gamebreaking bugs for the game. Ironic.

But monsters are even more interesting. You'd expect older technology would just let them attack allies with physical attacks, right? Since it works that way for players? Well that's not true here. They can use one of their spells from their random AI pattern on their own side. Another irony.

FFV and VI seems to take this model...

Again FFIV is the odd one out wasting Tons of space with these "If Confused..." scripts. which, while entertaining at times, doesn't seem reasonable in a game where we're struggling for space as is. My Random AI routine hack will get around this by just having one or two AI scripts devoted to "If confused - normally attack allies" "If confused - Use Random AI routine on allies".

Ironically FFV and VI do just this for their enemies Confused Status, a special list of commands that the player can gain access to with Manipulate.

279
Final Fantasy IV Research & Development / Re: Graphics info
« on: May 03, 2015, 07:15:23 PM »
Wha- Tellah?! At the end game?! Your patch may have gotten even more awesome, if such a thing were possible!

Galaxy... is that Galaxy Stop from FFT? Stop on all foes? And what does Comet look like? (Probably... like Comet... right.) Harm... right... I do need to make that custom routine for you still. Question is, where would you want it, and what would it replace?

Hmm, for "Bird" I would suggest "Roc" it's... a slight pun, but that's also what the enemy's were called in FFII as I recall. 

Magic Gloves, hmm? Interesting to see what is normally "gauntlet" symbols equipped to Tellah there.

Right... the Break Blade... that's not just a rename of the Stone Blade is it? If so that has a game breaking glitch associated with it. If it is literally Break, afflicting Petrify on hit then there's no worry.

Apollo Harp, I am always glad to see more Harps added to FFIV for Edward!

Whoa! This is an enormous spoiler! I love it, but it's such a head-turner to those who know FFIV like the back of their hand.

That moment when Golbez revives all of the Eight Fiends is awesome! Very well set up!

Chakra... ahem... right. I'll get to that too. Again though I would need to know what you want replaced for those requests. In a hack that doesn't move pointers around I can't utilize any empty table space because, there is very little or none (there is two blank ones for Commands though. Cid's "Crash the Game" skill and a blank one that closes out the table and one copy in Spell Routines which is a copy of Count's Pointer.)

When it comes to my hack I'm now in the battle-programming section of it, so once I finish with the Dark Knight/Paladin switch in-battle for Bahamut ZERO I can get to your requests.

I have noticed that every other team member you have here is those who believe to have died when Leviathan attacked or Actually died... were these four revived somehow? I noticed their absence in other videos, but I wasn't sure whether it was just coincidence or not.

Hmm, looks like Rubicante's portion could use a little bit more Spell Power, since he dealt only 11-50 damage with a full party Fire2.

Wait, wait...! Your Rydia has "Help!" as well?! Haha! I was making the new commands for her base class and one is a skill that she can only use when in Critical that would call a random Summon and could only be used once per battle. I imagine yours may be what became of Recall though? Random chance to call a random Summon at it's proper MP Cost?

(Though if you had mentioned it before I likely subconsciously stole the idea, eh heh)

Ouch, Tellah has less MP in this than he does in the original! I guess that's the price paid for having access to all of both magics.

Ah you gave Edward an entire Bard skillset, very nice.

Is Bio now Dark Elemental? It dealt a ton of damage to the Holy Elemental Fiend.

Cagnazzo packs a bit of a punch! 500-700 damage per attack on the back row!

A Fairy Harp, hmm? Is that in reference to him saying that he learned a tune that could drive off evil fairies?

Malacoda seems so much more difficult here, likely because of the randomness of her targets and the power of that Bolt 3. Very nicely done.

Wow. Globe 199. This girl doesn't fool around in this second round.

Ah just read the "not your final party, quests will decide your final party" layout. So it was just a coincidence, heh.

That was an amazing and intense battle! Eight forms to fight through really ups the ante and they aren't slouches either.

Now as for those glitches... I know nothing about graphics so maybe Chillyfeez knows what is happening there.

But applying weakness to Wind *In Battle* does not give the enemy Float. DeathLike2 took notice of this long ago that enemy's that are summoned into battle that have weakness to air do not have the float status. An easy solution is to chain Float into their attack chains, but removing the Float Spell would be tricky, unless you have a free slot left that would be a dummy spell that would only Purely remove Float and chain this invisible Float-Dispel into their Attack Patterns.

I think the name "Unprecedented Crisis" is a really strong name from what I've seen of this mod.

280
Gaming Discussion / Re: Final Fantasy IV (SNES) Info Request
« on: May 02, 2015, 02:20:57 PM »
The only potential promlem I could see from this is perhaps DK Cecil relearning black magic spells, but if that turns out to be the case, I could always add his spells in stealthily through eventing :D.

Although it would epic if there were a way to access his shadow slot (as that shadow slot would still be gaining exp throughout the game) I'm fine with some releveling. Would he need to be releveled each time he's morphed to?


In any case, PM me your email and I'll happily send you a copy of my project for experimentation.

The Shadow Slot is a problem because of the limited amount of data stored in it. Meaning that his current HP would not be loaded (on both accounts) and this would have the problem of storing it back into the appropriate Shadow Slots and it would just be a Ton of programming where if I store it in the unused SRAM this allows me to keep a perfect track of the two and use a lot less bytes in the process.

But no, he would not releveled. The game start code will store a copy of Default Dark Knight Cecil into the unused SRAM which will then be accessed eventually by the Paladin's Morph Command who will then trade his spot for the Dark Knight making all changes to the Dark Knight from thereon out, permanent.

I will send you my e-mail and I will get to work on the routine then.

281
Gaming Discussion / Re: Final Fantasy MQ gets an HD remake
« on: May 01, 2015, 09:02:59 PM »
Well the game does exist by any measure. It's surprisingly brutal, perhaps even more so than your Rebirth hack JCE. And there are a few neat touches to make it more inline with every other RPG (except for respawning enemies and treasure chests, there are none of those so you need to make your blows and Gil count) The character graphics... are quite clearly RPG Maker, but for what its worth I would have paid 5 dollars for it. There are a few glitches with it though. You can de-quip your guests (which is almost a necessity due to how fragile Benjamin is) and this can lead to Kaeli giving you her Axe after you've already taken it from her...

Combat seems more strategic with Status Ailments (of which none existed in the original really against foes) being imperative and magic is learned by leveling up rather than just being taken.

I made it through Level Forest, forgot to save went to a Battlefield, and got into an unwinnable encounter. And I apparently had not saved since the start... whoops. I'll revisit it another day, but it's really not that bad. I can see though why Square rejected it though, if they had done up the environment and the character graphics a bit more I think they could have made it work, but alas. They didn't seem to put as much effort into it as they should have.

Again, still worth 5 dollars, so they can keep what I sent them through Paypal.

Only way I would remake FFMQ would be on FFIV's engine. But... there's so much there that could go wrong. Enemy Sprites not changing would be one thing (three sprites for each enemy, no thanks!) and the action portions of the game don't work by default in FFIV unless a Lot of custom coding is done to the overworld which I think is beyond anyone's ken as of now.

282
Gaming Discussion / Re: Final Fantasy IV (SNES) Info Request
« on: May 01, 2015, 08:06:44 PM »
Hrm.... I'm sorry Bahamut ZERO, I tried to get the Shadow Slot load from in-battle to read the Dark Knight and a Paladin's stats but everything continued to get really askewed, since it's using Chillyfeez's Shadow Party Mod, I wonder if he could shed some light on how that is done in this? All I would technically need to do at this point is know how he draws allies back since his shadow party hack doesn't appear to include the "To Level Up" exp. so that must be calculated with the routine, but I'm having trouble locating said routine.


 :edit: I do have a plan though which is slightly more ambitious...

 There may be a way to sidestep all of this ugly Shadow Slot business, now that I really think on it it will utilize the 40 unused SRAM Bytes. (14A0-14FF)

I can create a custom jump in the start-of-game info to store Dark Knight Cecil into this unused SRAM. When the Morph command is used, the character's data is temporarily stored to unused RAM and the data at 14A0 placed over the first 40 bytes of the character's data (Commands and everything else will be dealt with separately) and the character in the unused RAM will then be saved to the unused SRam.

This will mean two things... you will need to raise the Dark Knight from Level 10 again, as his stats when Morph will be his default stats (and equipment... but I can actually leave his equipment bare. If you'd like)

I like this idea much more than drawing from the Shadow Slot personally and offers you a little more freedom in how you want this to work, (but I don't think I should be using test roms of my own for this purpose as you are using a rom with many different hacks and it is important that this mesh will with all of them. May I ask you for a copy of your in-progress mod? With that I should be able to transfer the data quickly and try out these experiments in earnest. (This means I should also be able to put together the Morph command for you.)

283
That is Really neat! I am glad to see that concept worked out. It really makes Aero into its own unique and powerful status, especially if you allow Float to be cast on enemies for a powerful combo attack. I am also glad that you got rid of that idiotic (is the enemy weak to Air? Then they're flying and avoiding Quake) check that FFIV does for some bizarre reason. What if I don't Want Birds weak to all Arrows and Spears, game? Eh, well at least you've dealt with this issue fully.

284
Quote
If I can ever grasp what Chillyfeez did with changing Summon Monsters, I would even plan on changing Imp, Bomb, Roc, and Mage summons for something else to mix it up.  Ideally I would also like to turn Asura into different summons, but that would involve finding out what causes her summon formation to cycle through her masks in the first place, which sounds like a lot of work.

Lemme know if I can help you understand it. It's mind-bendingly complicated at first, but once you get a grasp of it it's not so bad.

Regarding Asura's changing, it's essentially the same principle used by sylph, Odin, bahamut, any summoned monster that changes its image during the summon. She has three different sprite arrangements, and the AV routine controls the rotation between them.

If I could have six new summons (2 for replacing Asura, 4 for the original monster summons) I would be quite happy! I'm just surprised the matter is so complicated. Her AV routine you say? Well I can test something out on that...

No, her face continues to shift even if its not her proper Effect, I thought if maybe I switched the effect to one that didn't alter sprite like any of the four monsters it would not change the mask. I was wrong. How peculiar... but you must know something about this, since Summons seem tied to their hex byte, I've had no luck locating its location though.

In any event I would love to ask for you help on this eventually, but I should probably wait until it becomes pertinent. So far there's more important things to iron out...

Well I've made good on my newest information, I now have the means to create unique glows, (I use the term "glow loosely, it's more a changing of a character's outer palette which gives it  a glow-like effect) through the status graphic info above, meaning that statuses like Protect/Shell/Ruse/Elemental Shield/Lock/Sharp/Dull/Temper/and Saber can all have their own unique glows! Here's a sample...

Now I should note the one side effect of this is that the character will no longer continually shine when their turn arrives. But seeing their Command Skillset and their name light up should be enough of an idea of whose turn it is.





What's neat about this is that with a handy tool I found by another person who was having trouble understanding the 2 byte colors...


https://gbatemp.net/threads/4-digit-hex-colours.339549/

You can set whatever outer palette (or inner palette) that you like!

Now if I can somehow apply this to enemies and I'll be golden...




285
Thanks fellows! With the Job System raring to go I'm now in the progress of creating the routine for the 72 new spells (note, this does not mean 72 new routines, or else I would be at that step forever...) to make sure each character will be receiving a robust spell book where each character will feel and play unique. (I'm hoping). With Rydia, what I'm likely going to do is have several of her summons learned through her Jobs, things like Chocobo, the three Elemental Summons, and Titan for instance. If I can ever grasp what Chillyfeez did with changing Summon Monsters, I would even plan on changing Imp, Bomb, Roc, and Mage summons for something else to mix it up.  Ideally I would also like to turn Asura into different summons, but that would involve finding out what causes her summon formation to cycle through her masks in the first place, which sounds like a lot of work.

As for now I'm looking at another lesser explored portion, that which decides what graphics or palettes to attach to characters when falling under status.

What I've learned...

7EF015-18 looks to be what the game looks at (for the first slot) to determine what state that character is in and from there I can distinguish all else...

In any case this is some great fodder for new additions for FF4kster!

Status Graphical Effects on Characters



Code: [Select]
$02/DE9A B9 15 F0 LDA $F015,y[$7E:F015] A:0001 X:0000 Y:0000 P:envMxdIzC - Load Status Byte 1 into A.
$02/DE9D 85 0E STA $0E    [$00:000E] A:0001 X:0000 Y:0000 P:envMxdIzC - Store it in 0E (rinse and repeat thrice more)
$02/DE9F B9 16 F0 LDA $F016,y[$7E:F016] A:0001 X:0000 Y:0000 P:envMxdIzC
$02/DEA2 85 0F STA $0F    [$00:000F] A:0000 X:0000 Y:0000 P:envMxdIZC
$02/DEA4 B9 17 F0 LDA $F017,y[$7E:F017] A:0000 X:0000 Y:0000 P:envMxdIZC
$02/DEA7 85 10 STA $10    [$00:0010] A:0000 X:0000 Y:0000 P:envMxdIZC
$02/DEA9 B9 18 F0 LDA $F018,y[$7E:F018] A:0000 X:0000 Y:0000 P:envMxdIZC
$02/DEAC 85 11 STA $11    [$00:0011] A:0000 X:0000 Y:0000 P:envMxdIZC
$02/DEAE A5 0E LDA $0E    [$00:000E] A:0000 X:0000 Y:0000 P:envMxdIZC - Load Status Byte 1 from 0E.
$02/DEB0 29 80 AND #$80 A:0001 X:0000 Y:0000 P:envMxdIzC - Is it KO'ed?
$02/DEB2 F0 0A BEQ $0A    [$DEBE] A:0000 X:0000 Y:0000 P:envMxdIZC - If not, branch.
------------------------------------------------------------------------------------------------------
$02/DEB4 E6 64 INC $64    [$00:0064] A:0080 X:0000 Y:0000 P:eNvMxdIzC - Add +1 to 64.
$02/DEB6 A9 09 LDA #$09 A:0080 X:0000 Y:0000 P:envMxdIzC - Load Swoon into A
$02/DEB8 9D D0 EF STA $EFD0,x[$7E:EFD0] A:0009 X:0000 Y:0000 P:envMxdIzC - Store A in Pose Byte.
$02/DEBB 4C DB DF JMP $DFDB  [$02:DFDB] A:0009 X:0000 Y:0000 P:envMxdIzC - Ignore all other Status Graphics.
-----------------------------------------------------------------------------------------------------------
$02/DEBE A5 0E LDA $0E    [$00:000E] A:0000 X:0000 Y:0000 P:envMxdIZC - Load Status Byte 1.
$02/DEC0 29 40 AND #$40 A:0001 X:0000 Y:0000 P:envMxdIzC - Is it Stone?
$02/DEC2 F0 0E BEQ $0E    [$DED2] A:0000 X:0000 Y:0000 P:envMxdIZC - If not, branch.
---------------------------------------------------------------------------------------
$02/DEC6 A9 03 LDA #$03 A:0040 X:0000 Y:0000 P:envMxdIzc - Load something into A. (It colors the body, gray, but different values have different shades of coloration)
$02/DEC8 9D CC EF STA $EFCC,x[$7E:EFCC] A:0003 X:0000 Y:0000 P:envMxdIzc - Store A in Stone-Color Area?
$02/DECB 1A INC A A:0003 X:0000 Y:0000 P:envMxdIzc - +1 to A.
$02/DECC 9D D0 EF STA $EFD0,x[$7E:EFD0] A:0004 X:0000 Y:0000 P:envMxdIzc - Store Pose of Crouching into Pose Byte.
$02/DECF 4C DB DF JMP $DFDB  [$02:DFDB] A:0004 X:0000 Y:0000 P:envMxdIzc - Ignore all other status graphics.
-----------------------------------------------------------------------------------
$02/DED2 A5 0F LDA $0F    [$00:000F] A:0000 X:0000 Y:0000 P:envMxdIZC - Load Status Byte 2
$02/DED4 29 03 AND #$03 A:0000 X:0000 Y:0000 P:envMxdIZC - Keep 1/3 and 2/3 Petrified.
$02/DED6 9D CC EF STA $EFCC,x[$7E:EFCC] A:0000 X:0000 Y:0000 P:envMxdIZC - Store A in 7EEFCC
$02/DED9 A5 0E LDA $0E    [$00:000E] A:0000 X:0000 Y:0000 P:envMxdIZC - Load Status Byte 1 into A
$02/DEDB 29 01 AND #$01 A:0001 X:0000 Y:0000 P:envMxdIzC - Is it Poison?
$02/DEDD F0 08 BEQ $08    [$DEE7] A:0001 X:0000 Y:0000 P:envMxdIzC - If not, branch.
---------------------------------------------------------------------------------------------
$02/DEDF 20 D9 DA JSR $DAD9  [$02:DAD9] A:0001 X:0000 Y:0000 P:envMxdIzC - Jump to Subroutine
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$02/DAD9 DA PHX A:0001 X:0000 Y:0000 P:envMxdIzC - Push X onto Stack
$02/DADA A5 47 LDA $47    [$00:0047] A:0001 X:0000 Y:0000 P:envMxdIzC - Load A from 47.
$02/DADC 18 CLC A:0000 X:0000 Y:0000 P:envMxdIZC - Clear Carry.
$02/DADD 69 09 ADC #$09 A:0000 X:0000 Y:0000 P:envMxdIZc - Add 09 into A.
$02/DADF C2 20 REP #$20 A:0009 X:0000 Y:0000 P:envMxdIzc - Set A to 16 Bits
$02/DAE1 0A ASL A A:0009 X:0000 Y:0000 P:envmxdIzc
$02/DAE2 0A ASL A A:0012 X:0000 Y:0000 P:envmxdIzc
$02/DAE3 0A ASL A A:0024 X:0000 Y:0000 P:envmxdIzc
$02/DAE4 0A ASL A A:0048 X:0000 Y:0000 P:envmxdIzc
$02/DAE5 0A ASL A A:0090 X:0000 Y:0000 P:envmxdIzc A x20
$02/DAE6 AA TAX A:0120 X:0000 Y:0000 P:envmxdIzc - Transfer A to X.
$02/DAE7 A9 7D F6 LDA #$F67D A:0120 X:0120 Y:0000 P:envmxdIzc - Load Changed Skin Palette into A..
$02/DAEA 9D 56 ED STA $ED56,x[$7E:EE76] A:F67D X:0120 Y:0000 P:eNvmxdIzc - Store A in ?Palette Area?
$02/DAED A9 30 7D LDA #$7D30 A:F67D X:0120 Y:0000 P:eNvmxdIzc - Load 2nd Changed Skin Palette into A.
$02/DAF0 9D 58 ED STA $ED58,x[$7E:EE78] A:7D30 X:0120 Y:0000 P:envmxdIzc - Store A in ?Palette Area?
$02/DAF3 7B TDC A:7D30 X:0120 Y:0000 P:envmxdIzc - Set A to 00 (normally)
$02/DAF7 E2 20 SEP #$20 A:0000 X:0120 Y:0000 P:envmxdIZc - Set A to 8 Bits.
$02/DAF9 FA PLX A:0000 X:0120 Y:0000 P:envMxdIZc - Pull X
$02/DAFA 60 RTS A:0000 X:0000 Y:0000 P:envMxdIZc - Return
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$02/DEE2 A9 04 LDA #$04 A:0000 X:0000 Y:0000 P:envMxdIZc - Load !Pose! into A. (Finally! Poison should not be enough to kneel!)
$02/DEE4 9D D0 EF STA $EFD0,x[$7E:EFD0] A:0004 X:0000 Y:0000 P:envMxdIzc - Store A in (what must be the poses area)
-----------------------------------------------------------------------------------------------------------
$02/DEE7 A5 10 LDA $10    [$00:0010] A:0001 X:0000 Y:0000 P:envMxdIzc - Load Status Byte 3 into A.
$02/DEE9 29 01 AND #$01 A:0000 X:0000 Y:0000 P:envMxdIZc - Is it Count?
$02/DEEB F0 12 BEQ $12    [$DEFF] A:0000 X:0000 Y:0000 P:envMxdIZc - If not, branch.
----------------------------------------------------------------------------------------------------------
$02/DEED 5A PHY A:0001 X:0000 Y:0000 P:envMxdIzc - Push Y onto Stack.
$02/DEEE A5 47 LDA $47    [$00:0047] A:0001 X:0000 Y:0000 P:envMxdIzc - Load A from 47.
$02/DEF0 A8 TAY A:0000 X:0000 Y:0000 P:envMxdIZc - Transfer A to Y.
$02/DEF1 B9 AF F0 LDA $F0AF,y[$7E:F0AF] A:0000 X:0000 Y:0000 P:envMxdIZc - Load F0AF into A.
$02/DEF4 D0 08 BNE $08    [$DEFE] A:0000 X:0000 Y:0000 P:envMxdIZc - If not 00, branch.
-----------------------------------------------------------------------------------------
$02/DEF6 7A PLY A:0000 X:0000 Y:0000 P:envMxdIZc - Pull Y from Stack.
$02/DEF7 22 AE EA 01 JSL $01EAAE[$01:EAAE] A:0000 X:0000 Y:0000 P:envMxdIZc - Jump Long to Subroutine
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$01/EAAE DA PHX A:0000 X:0000 Y:0000 P:envMxdIZc - Push X onto Stack
$01/EAAF A5 47 LDA $47    [$00:0047] A:0000 X:0000 Y:0000 P:envMxdIZc - Load A from 47.
$01/EAB1 AA TAX A:0000 X:0000 Y:0000 P:envMxdIZc - Transfer A to X.
$01/EAB2 BF 17 FD 0D LDA $0DFD17,x[$0D:FD17] A:0000 X:0000 Y:0000 P:envMxdIZc - Load A from 0DFD17.
$01/EAB6 AA TAX A:0000 X:0000 Y:0000 P:envMxdIZc - Transfer A to X.
$01/EAB7 BD 16 2A LDA $2A16,x[$7E:2A16] A:0000 X:0000 Y:0000 P:envMxdIZc - Load A from 7E2A16.
$01/EABA AA TAX A:0000 X:0000 Y:0000 P:envMxdIZc - Transfer A to X.
$01/EABB 86 1C STX $1C    [$00:001C] A:0000 X:0000 Y:0000 P:envMxdIZc - Store X in 1C.
$01/EABD A2 0A 00 LDX #$000A A:0000 X:0000 Y:0000 P:envMxdIZc - Load 000A into X.
$01/EAC0 86 1E STX $1E    [$00:001E] A:0000 X:000A Y:0000 P:envMxdIzc - Store X in 1E.
$01/EAC2 20 7D EA JSR $EA7D  [$01:EA7D] A:0000 X:000A Y:0000 P:envMxdIzc - Jump to Subroutine (Cleaning)
$01/EAC5 A5 22 LDA $22    [$00:0022] A:0000 X:000A Y:0000 P:envMxdIzc - Load A from 22.
$01/EAC7 18 CLC A:0000 X:000A Y:0000 P:envMxdIZc - Clear Carry.
$01/EAC8 69 70 ADC #$70 A:0000 X:000A Y:0000 P:envMxdIZc - Add 70 onto a. (Base graphic number of the 1st Doom Digit)
$01/EACA 8D 7A F0 STA $F07A  [$7E:F07A] A:0070 X:000A Y:0000 P:envMxdIzc - Store A in F07A.
$01/EACD A5 20 LDA $20    [$00:0020] A:0070 X:000A Y:0000 P:envMxdIzc - Load A from 20.
$01/EACF 18 CLC A:0000 X:000A Y:0000 P:envMxdIZc - Clear Carry.
$01/EAD0 69 70 ADC #$70 A:0000 X:000A Y:0000 P:envMxdIZc - Add 70 onto A. (Basic graphic number of the 2nd Doom Digit.
$01/EAD2 8D 79 F0 STA $F079  [$7E:F079] A:0070 X:000A Y:0000 P:envMxdIzc - Store A in F079.
$01/EAD5 FA PLX A:0070 X:000A Y:0000 P:envMxdIzc - Pull X from Stack.
$01/EAD6 A9 04 LDA #$04 A:0070 X:0000 Y:0000 P:envMxdIZc - Load Crouching into A.
$01/EAD8 9D D0 EF STA $EFD0,x[$7E:EFD0] A:0004 X:0000 Y:0000 P:envMxdIzc - Store A in Pose Byte.
$01/EADB A9 09 LDA #$09 A:0004 X:0000 Y:0000 P:envMxdIzc - Load Count Numbers above head into A.
$01/EADD 8D 78 F0 STA $F078  [$7E:F078] A:0009 X:0000 Y:0000 P:envMxdIzc - Store A in Status Special Graphic Display.
$01/EAE0 6B RTL A:0009 X:0000 Y:0000 P:envMxdIzc - Return from Long.
$02/DEFB 4C CD DF JMP $DFCD  [$02:DFCD] A:0009 X:0000 Y:0000 P:envMxdIzc - Ignore all other Status Graphics.
------------------------------------------------------------------------------------------------------------
$02/DEFF A5 10 LDA $10    [$00:0010] A:0000 X:0000 Y:0000 P:envMxdIZc - Load Status Byte 3 into A.
$02/DF01 29 80 AND #$80 A:0000 X:0000 Y:0000 P:envMxdIZc  - Is it Magnetized?
$02/DF03 F0 0B BEQ $0B    [$DF10] A:0000 X:0000 Y:0000 P:envMxdIZc - If not, branch.
---------------------------------------------------------------------------------------------------------
$02/DF05 A9 04 LDA #$04 A:0080 X:0000 Y:0000 P:eNvMxdIzc - Load Crouching into A.
$02/DF07 9D D0 EF STA $EFD0,x[$7E:EFD0] A:0004 X:0000 Y:0000 P:envMxdIzc - Store A in Pose Byte.
$02/DF0A 8D 78 F0 STA $F078  [$7E:F078] A:0004 X:0000 Y:0000 P:envMxdIzc - Store A in Special Status Graphic Byte.
$02/DF0D 4C CD DF JMP $DFCD  [$02:DFCD] A:0004 X:0000 Y:0000 P:envMxdIzc - Ignore all other Status Graphics.
---------------------------------------------------------------------------------------------------------
$02/DF10 A5 0E LDA $0E    [$00:000E] A:0000 X:0000 Y:0000 P:envMxdIZc - Load Status Byte 1 into A.
$02/DF12 29 04 AND #$04 A:0001 X:0000 Y:0000 P:envMxdIzc - Is it Mute?
$02/DF14 F0 0D BEQ $0D    [$DF23] A:0000 X:0000 Y:0000 P:env - If not, branch.
---------------------------------------------------------------------------------------------------------
$02/DF16 A9 04 LDA #$04 A:0004 X:0000 Y:0000 P:envMxdIzc - Load Crouching into A.
$02/DF18 9D D0 EF STA $EFD0,x[$7E:EFD0] A:0004 X:0000 Y:0000 P:envMxdIzc - Store A in Pose Byte. 
$02/DF1B A9 01 LDA #$01 A:0004 X:0000 Y:0000 P:envMxdIzc - Load 01 into A.
$02/DF1D 8D 78 F0 STA $F078  [$7E:F078] A:0001 X:0000 Y:0000 P:envMxdIzc - Store A in Special Status Graphic.
$02/DF20 4C CD DF JMP $DFCD  [$02:DFCD] A:0001 X:0000 Y:0000 P:envMxdIzc - Ignore all other Status Graphics.
-------------------------------------------------------------------------------------------------------------
$02/DF23 A5 0E LDA $0E    [$00:000E] A:0000 X:0000 Y:0000 P:envMxdIZc - Load Status Byte 1 into A.
$02/DF25 29 02 AND #$02 A:0001 X:0000 Y:0000 P:envMxdIzc - Is it Blind?
$02/DF27 F0 0D BEQ $0D    [$DF36] A:0000 X:0000 Y:0000 P:envMxdIZc - If not, branch.
-----------------------------------------------------------------------------------------------------------
$02/DF29 A9 04 LDA #$04 A:0002 X:0000 Y:0000 P:envMxdIzc - Load Crouching into A.
$02/DF2B 9D D0 EF STA $EFD0,x[$7E:EFD0] A:0004 X:0000 Y:0000 P:envMxdIzc - Store A in Pose Byte.
$02/DF2E A9 02 LDA #$02 A:0004 X:0000 Y:0000 P:envMxdIzc - Load Blind Eyes into A
$02/DF30 8D 78 F0 STA $F078  [$7E:F078] A:0002 X:0000 Y:0000 P:envMxdIzc - Store A in Special Status Graphic.
$02/DF33 4C CD DF JMP $DFCD  [$02:DFCD] A:0002 X:0000 Y:0000 P:envMxdIzc - Ignore all other Status Graphic.
------------------------------------------------------------------------------------------------------------
$02/DF36 A5 0F LDA $0F    [$00:000F] A:0000 X:0000 Y:0000 P:envMxdIZc - Load Status Byte 2 into A.
$02/DF38 29 80 AND #$80 A:0000 X:0000 Y:0000 P:envMxdIZc - Is it Curse?
$02/DF3A F0 0C BEQ $0C    [$DF48] A:0000 X:0000 Y:0000 P:envMxdIZc - If not, branch.
-----------------------------------------------------------------------------------------------------------
$02/DF3C A9 04 LDA #$04 A:0080 X:0000 Y:0000 P:eNvMxdIzC - Load Crouching into A.
$02/DF3E 9D D0 EF STA $EFD0,x[$7E:EFD0] A:0004 X:0000 Y:0000 P:envMxdIzC - Store A in Pose Byte.
$02/DF41 0A ASL A A:0004 X:0000 Y:0000 P:envMxdIzC - x2 A (Skull)
$02/DF42 8D 78 F0 STA $F078  [$7E:F078] A:0008 X:0000 Y:0000 P:envMxdIzc - Store A in Special Status Graphic.
$02/DF45 4C CD DF JMP $DFCD  [$02:DFCD] A:0008 X:0000 Y:0000 P:envMxdIzc - Ignore all other Status Graphic.
----------------------------------------------------------------------------------------------------------
$02/DF49 A5 47 LDA $47    [$00:0047] A:0000 X:0000 Y:0000 P:envMxdIZc - Load A from 0047.
$02/DF4B A8 TAY A:0000 X:0000 Y:0000 P:envMxdIZc - Transfer A to Y.
$02/DF4C B9 AF F0 LDA $F0AF,y[$7E:F0AF] A:0000 X:0000 Y:0000 P:envMxdIZc - Load A from 7EF0AF.
$02/DF4F F0 04 BEQ $04    [$DF55] A:0000 X:0000 Y:0000 P:envMxdIZc - Branch if 00.
----------------------------------------------------

------------------------------------------------------
$02/DF55 7A PLY A:0000 X:0000 Y:0000 P:envMxdIZc - Pull Y from Stack
$02/DF56 A5 0F LDA $0F    [$00:000F] A:0000 X:0000 Y:0000 P:envMxdIZc - Load Status Byte 2 into A.
$02/DF58 29 20 AND #$20 A:0000 X:0000 Y:0000 P:envMxdIZc - Is it Paralyze?
$02/DF5A F0 0D BEQ $0D    [$DF69] A:0000 X:0000 Y:0000 P:envMxdIZc - If not, branch.
----------------------------------------------------
$02/DF5C E6 64 INC $64    [$00:0064] A:0020 X:0000 Y:0000 P:envMxdIzc - +1 to 64.
$02/DF5E A9 04 LDA #$04 A:0020 X:0000 Y:0000 P:envMxdIzc - Load Crouching/Paralysis Waves into A.
$02/DF60 9D D0 EF STA $EFD0,x[$7E:EFD0] A:0004 X:0000 Y:0000 P:envMxdIzc - Store A in Pose Byte.
$02/DF63 8D 78 F0 STA $F078  [$7E:F078] A:0004 X:0000 Y:0000 P:envMxdIzc - Store A in Special Status Graphic
$02/DF66 4C CD DF JMP $DFCD  [$02:DFCD] A:0004 X:0000 Y:0000 P:envMxdIzc - Ignore other Status Graphics.
-----------------------------------------------
$02/DF69 A5 0F LDA $0F    [$00:000F] A:0000 X:0000 Y:0000 P:envMxdIZc - Load Status Byte 2 into A.
$02/DF6B 29 10 AND #$10 A:0000 X:0000 Y:0000 P:envMxdIZc - Is it Sleep?
$02/DF6D F0 0E BEQ $0E    [$DF7D] A:0000 X:0000 Y:0000 P:envMxdIZc - Branch if not.
-----------------------------------
$02/DF6F E6 64 INC $64    [$00:0064] A:0010 X:0000 Y:0000 P:envMxdIzc - +1 to 64.
$02/DF71 A9 04 LDA #$04 A:0010 X:0000 Y:0000 P:envMxdIzc - Load Crouching into A.
$02/DF73 9D D0 EF STA $EFD0,x[$7E:EFD0] A:0004 X:0000 Y:0000 P:envMxdIzc - Store A in Pose Byte.
$02/DF76 1A INC A A:0004 X:0000 Y:0000 P:envMxdIzc - +1 to A (Sleep Bubble)
$02/DF77 8D 78 F0 STA $F078  [$7E:F078] A:0005 X:0000 Y:0000 P:envMxdIzc - Store A in Special Graphic Data.
$02/DF7A 4C CD DF JMP $DFCD  [$02:DFCD] A:0005 X:0000 Y:0000 P:envMxdIzc - Ignore Other Status (except now they're wasting bytes, since they can Branch to them since they're now in range)
------------------------------------
$02/DF7D A5 0F LDA $0F    [$00:000F] A:0000 X:0000 Y:0000 P:envMxdIZc- Load Status Byte 2.
$02/DF7F 29 08 AND #$08 A:0000 X:0000 Y:0000 P:envMxdIZc - Is it Charm?
$02/DF81 F0 0A BEQ $0A    [$DF8D] A:0000 X:0000 Y:0000 P:envMxdIZc - If not, branch.
--------------------------------
$02/DF83 E6 64 INC $64    [$00:0064] A:0008 X:0000 Y:0000 P:envMxdIzc - +1 to 64.
$02/DF85 A9 07 LDA #$07 A:0008 X:0000 Y:0000 P:envMxdIzc - Load Confusion Circles into A.
$02/DF87 8D 78 F0 STA $F078  [$7E:F078] A:0007 X:0000 Y:0000 P:envMxdIzc - Store A in Special Status Graphic.
$02/DF8A 4C CD DF JMP $DFCD  [$02:DFCD] A:0007 X:0000 Y:0000 P:envMxdIzc - Ignore Other Status (Copy and paste fellows, copy and paste...)
-----------------------------------
$02/DF8D A5 0F LDA $0F    [$00:000F] A:0000 X:0000 Y:0000 P:envMxdIZc - Load Status Byte 2.
$02/DF8F 29 40 AND #$40 A:0000 X:0000 Y:0000 P:envMxdIZc - Is it Float?
$02/DF91 F0 2B BEQ $2B    [$DFBE] A:0000 X:0000 Y:0000 P:envMxdIZc - Branch if not.
--------------------------------------------
02/DF93 AD 2D 35 LDA $352D  [$7E:352D] A:0040 X:0000 Y:0000 P:envMxdIzc - Load A from 7E352D into A.
$02/DF96 D0 26 BNE $26    [$DFBE] A:0000 X:0000 Y:0000 P:envMxdIZc -  - If not 00, branch.
$02/DF98 A5 64 LDA $64    [$00:0064] A:0000 X:0000 Y:0000 P:envMxdIZc - Load A from 64.
$02/DF9A D0 22 BNE $22    [$DFBE] A:0000 X:0000 Y:0000 P:envMxdIZc - If not 00, branch.
$02/DF9C DA PHX A:0000 X:0000 Y:0000 P:envMxdIZc - Push X onto Stack.
$02/DF9D A9 04 LDA #$04 A:0000 X:0000 Y:0000 P:envMxdIZc - Load 04 into A. (Velocity of the bouncing with Float)
$02/DF9F 85 1E STA $1E    [$00:001E] A:0004 X:0000 Y:0000 P:envMxdIzc - Store A in 1E.
$02/DFA1 A5 47 LDA $47    [$00:0047] A:0004 X:0000 Y:0000 P:envMxdIzc - Load A from 47.
$02/DFA3 0A ASL A A:0000 X:0000 Y:0000 P:envMxdIZc - x2 A
$02/DFA4 0A ASL A A:0000 X:0000 Y:0000 P:envMxdIZc - x2 A
$02/DFA5 18 CLC A:0000 X:0000 Y:0000 P:envMxdIZc - Clear Carry.
$02/DFA6 6D 13 18 ADC $1813  [$7E:1813] A:0000 X:0000 Y:0000 P:envMxdIZc - Add... something from some out of battle area?
$02/DFA9 0A ASL A A:0062 X:0000 Y:0000 P:envMxdIzc - x6 A.
$02/DFAA 0A ASL A A:00C4 X:0000 Y:0000 P:eNvMxdIzc
$02/DFAB 0A ASL A A:0088 X:0000 Y:0000 P:eNvMxdIzC
$02/DFAC 20 15 E0 JSR $E015  [$02:E015] A:0010 X:0000 Y:0000 P:envMxdIzC - Jump to Subroutine (???)
$02/DFAF FA PLX A:0000 X:0010 Y:0000 P:envMxdIZc - Pull X from Stack.
$02/DFB0 18 CLC A:0000 X:0000 Y:0000 P:envMxdIZc - Clear Carry Flag.
$02/DFB1 69 F8 ADC #$F8 A:0000 X:0000 Y:0000 P:envMxdIZc - Add F8 (How elevated the character floating is from their starting point).
$02/DFB3 9D C8 EF STA $EFC8,x[$7E:EFC8] A:00F8 X:0000 Y:0000 P:eNvMxdIzc - Store A in Character Position?
$02/DFB6 A9 06 LDA #$06 A:00F8 X:0000 Y:0000 P:eNvMxdIzc - Load Floating Shadow into A.
$02/DFB8 8D 78 F0 STA $F078  [$7E:F078] A:0006 X:0000 Y:0000 P:envMxdIzc - Store A in Special Status Graphic.
$02/DFBB 4C CD DF JMP $DFCD  [$02:DFCD] A:0006 X:0000 Y:0000 P:envMxdIzc - Ignore other Status.
---------------------------------------------
$02/DFBE A5 11 LDA $11    [$00:0011] A:0000 X:0000 Y:0000 P:envMxdIZc - Load Status Byte 4 into A.
$02/DFC0 29 01 AND #$01 A:0000 X:0000 Y:0000 P:envMxdIZc - Is it Critical?
$02/DFC2 F0 09 BEQ $09    [$DFCD] A:0000 X:0000 Y:0000 P:envMxdIZc - If not, branch.
-------------------------------------------
$02/DFC4 A9 04 LDA #$04 A:0001 X:0000 Y:0000 P:envMxdIzc - Load Crouching into A.
$02/DFC6 9D D0 EF STA $EFD0,x[$7E:EFD0] A:0004 X:0000 Y:0000 P:envMxdIzc - Store A in Pose Byte.
$02/DFC9 3A DEC A A:0004 X:0000 Y:0000 P:envMxdIzc - -1 from A (Critical Sweat)
$02/DFCA 8D 78 F0 STA $F078  [$7E:F078] A:0003 X:0000 Y:0000 P:envMxdIzc - Store A in Special Status Graphic
-------------------------------------------
$02/DFCD A5 0F LDA $0F    [$00:000F] A:0000 X:0000 Y:0000 P:envMxdIZc - Load Status Byte 2 into A.
$02/DFCF 29 08 AND #$08 A:0000 X:0000 Y:0000 P:envMxdIZc - Is it Charm? (Hmm? But that's above?)
$02/DFD1 F0 05 BEQ $05    [$DFD8] A:0000 X:0000 Y:0000 P:envMxdIZc - Branch if not.
------------------------------------------
02/DFD3 20 D7 DB JSR $DBD7  [$02:DBD7] A:0008 X:0000 Y:0000 P:envMxdIzc - Jump to Subroutine
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~````
$02/DBD7 DA PHX A:0008 X:0000 Y:0000 P:envMxdIzc - Push X onto Stack.
$02/DBD8 A5 47 LDA $47    [$00:0047] A:0008 X:0000 Y:0000 P:envMxdIzc - Load A from 47.
$02/DBDA AA TAX A:0000 X:0000 Y:0000 P:envMxdIZc - Transfer A to X.
$02/DBDB BD BC F2 LDA $F2BC,x[$7E:F2BC] A:0000 X:0000 Y:0000 P:envMxdIZc - Load A from 7EF2BC
$02/DBDE D0 05 BNE $05    [$DBE5] A:0000 X:0000 Y:0000 P:envMxdIZc - Branch if not 00.
$02/DBE0 BD AF F0 LDA $F0AF,x[$7E:F0AF] A:0000 X:0000 Y:0000 P:envMxdIZc - Load A from F0AF
$02/DBE3 F0 02 BEQ $02    [$DBE7] A:0000 X:0000 Y:0000 P:envMxdIZc - Branch if 00.
-------------------

---------------------
$02/DBE7 FA PLX A:0000 X:0000 Y:0000 P:envMxdIZc - Pull X.
$02/DBE8 BD CE EF LDA $EFCE,x[$7E:EFCE] A:0000 X:0000 Y:0000 P:envMxdIZc - Load A from 7EEFCE.
$02/DBEB 29 0F AND #$0F A:0001 X:0000 Y:0000 P:envMxdIzc - Get rid of Bits.
$02/DBED 9D CE EF STA $EFCE,x[$7E:EFCE] A:0001 X:0000 Y:0000 P:envMxdIzc - Store A in 7EEFCE.
$02/DBF0 BD C5 EF LDA $EFC5,x[$7E:EFC5] A:0001 X:0000 Y:0000 P:envMxdIzc - Load A from 7EEFC5.
$02/DBF3 C9 B0 CMP #$B0 A:00B0 X:0000 Y:0000 P:eNvMxdIzc - It is B0? (When set to other values will be closer or further away when they move to join the enemy)
$02/DBF5 F0 4F BEQ $4F    [$DC46] A:00B0 X:0000 Y:0000 P:envMxdIZC - Branch if so.
---------------------

------------------------
$02/DC46 BD CE EF LDA $EFCE,x[$7E:EFCE] A:00B0 X:0000 Y:0000 P:envMxdIZC - Load A from 7EEFCE
$02/DC49 09 01 ORA #$01 A:0001 X:0000 Y:0000 P:envMxdIzC - Get rid of Bits. (When set to 02 Character will face enemies)
$02/DC4B 9D CE EF STA $EFCE,x[$7E:EFCE] A:0001 X:0000 Y:0000 P:envMxdIzC - Store A in 7EEFCE
$02/DC4E 60 RTS A:0001 X:0000 Y:0000 P:envMxdIzC - Return
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$02/DFD6 80 03 BRA $03    [$DFDB] A:0001 X:0000 Y:0000 P:envMxdIzC - Branch to 3 bytes away.
------------------------------------------
$02/DFD8 20 4F DC JSR $DC4F  [$02:DC4F] A:0000 X:0000 Y:0000 P:envMxdIZc - Jump to Subroutine (???)

$01/EADB   A9 09   LDA #$09   A:0004   X:0000   Y:0000   P:envMxdIzc - Load Count Numbers above head into A.
$01/EADD   8D 78 F0   STA $F078  [$7E:F078]   A:0009   X:0000   Y:0000   P:envMxdIzc - Store A in Status Special Graphic Display.

Ah? New list to compile then...

00 - Nothing
01 - Mute
02 - Blind
03 - Critical
04 - Paralysis
05 - Sleeping
06 - Floating (I think, shadow shows on the floor)
07 - Confusion
08 - Curse
09 - Count

And that's it... hmm, a little disappointing, but at least that's there now.


Alright, now there's a bit from a basic hackers standpoint here that could easily be utilized if they wanted to change some things, most importantly for someone delving into new statuses (myself) would be some graphical representation. While I can't use any of the Special Status Graphics, I can manipulate the way Poison's works to create status ailments which changes the characters palette (could even throw in an exception to add Berserk to it all.

But here is the easily manipulable info...


KO'd
$02/DEB6   A9 09   LDA #$09   A:0080   X:0000   Y:0000   P:envMxdIzC - Load Swoon into A
$02/DEB8   9D D0 EF   STA $EFD0,x[$7E:EFD0]   A:0009   X:0000   Y:0000   P:envMxdIzC - Store A in Pose Byte.


Poison
$02/DAE7   A9 7D F6   LDA #$F67D   A:0120   X:0120   Y:0000   P:envmxdIzc - Load Changed Skin Palette into A..
$02/DAEA   9D 56 ED   STA $ED56,x[$7E:EE76]   A:F67D   X:0120   Y:0000   P:eNvmxdIzc - Store A in ?Palette Area?
$02/DAED   A9 30 7D   LDA #$7D30   A:F67D   X:0120   Y:0000   P:eNvmxdIzc - Load 2nd Changed Skin Palette into A.
$02/DAF0   9D 58 ED   STA $ED58,x[$7E:EE78]   A:7D30   X:0120   Y:0000   P:envmxdIzc - Store A in ?Palette Area?
$02/DEE2   A9 04   LDA #$04   A:0000   X:0000   Y:0000   P:envMxdIZc - Load !Pose! into A. (Finally! Poison should not be enough to kneel!)
$02/DEE4   9D D0 EF   STA $EFD0,x[$7E:EFD0]   A:0004   X:0000   Y:0000   P:envMxdIzc - Store A in (what must be the poses area)

Count
$01/EAD6   A9 04   LDA #$04   A:0070   X:0000   Y:0000   P:envMxdIZc - Load Crouching into A.
$01/EAD8   9D D0 EF   STA $EFD0,x[$7E:EFD0]   A:0004   X:0000   Y:0000   P:envMxdIzc - Store A in Pose Byte.

Magnetized
$02/DF05   A9 04   LDA #$04   A:0080   X:0000   Y:0000   P:eNvMxdIzc - Load Crouching into A.
$02/DF07   9D D0 EF   STA $EFD0,x[$7E:EFD0]   A:0004   X:0000   Y:0000   P:envMxdIzc - Store A in Pose Byte.

Mute
$02/DF16   A9 04   LDA #$04   A:0004   X:0000   Y:0000   P:envMxdIzc - Load Crouching into A.
$02/DF18   9D D0 EF   STA $EFD0,x[$7E:EFD0]   A:0004   X:0000   Y:0000   P:envMxdIzc - Store A in Pose Byte.