"OK Fighter...this is the most complicated technique I've taught you thus far..." -- "Complicated technique, got it..." I love 8-Bit Theatre

Please note this post is still a work in progress - I know I'm going to have to tweak a few things but I want to write it out on the board so I can see it laid out.
I'm back to thinking about how to get rid of all the Level-Up tables in the ROM. Please correct me if I'm wrong, but the way I'm seeing it the information needed for each character is the following:
Initial Values for: HP, MP, Level, and Stats: (Str, Agl, Vit, Wis, Wil)
Growth Data (Per Level) for: HP, MP, and Stats: (Str, Agl, Vit, Wis, Wil)
& Finally
TNL DataWith the formulas I've derived I can get away with a total of 18 values stored in the ROM - The attachment has the actual values; except for MP gain, I'm still perfecting that. As discussed previously this is gonna be a bi***

to code but I wanted to make sure my logic is sound.
With the calculations for each character it will eliminate the problems with levels: Edge could calculate TNL data for levels below 25 - so you could add him to the party whenever. The other big advantage is that changing a character's data should be no trouble. You could really just mix and match the numbers from different characters to make a new one: Golbez, for example, in my hack will probably be a mix of Cid & Palom: Cid's HP, Str, Vit and Palom's MP, Agl, Wis, Wil -- or something like this.
It's actually the math I question - I'm positive that once laid out you guys will be able to code it (when time and fortitude allow)
