Well here's an addendum. It seems I was so certain that the Load 05 into X up there was effecting the power of Cry that I didn't give it a second thought and didn't test it as vigilantly as I should have.
Turns out I was wrong. That 05 is an interesting little value which might be worth further exploration.... but for now here's the Real way to make Cry useful...
Relevant Cry Code
03EAF2 - BD 2F 20 (LDA from 7E202F) - Load A from "Run Strength" (to properly decrement later in the routine)
03EB0B - BD 2F 20 (LDA from 7E202F) - As above. It is safe to change both to assure there is no data discrepancy.
03EB0E - E5 A9 - (SBC A by Value in A9 (05)) - A nuisance of an instruction (Since to my knowledge it is always a Static 05 anyhow)... it's not necessary to keep so change it to...
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03EB0E - E9 05 - (SBC A by 05) - It keeps the original function but gets rid of the extraneous A9 check.
This will allow you to change this in any way you like.
03EB16 - 9D 2F 20 - (STA 7E202F) - Put the new value into Enemy "Run Strength"
Say you wanted it to act like Complete Collection's Cry you would change the values to...
03EAF2 - BD 04 20 (LDA from 7E2004) - Load A from "Status Byte 2" (to properly decrement later in the routine)
03EB0B - BD 04 20 (LDA from 7E2004) - As above. It is safe to change both to assure there is no data discrepancy.
03EB0E - E9 00 - (SBC 00) - An invalid instruction now, only put in place to assure that a Charm status'd opponent not have their status changed by the command. (And by virtue can only be effected by Cry if they have no other Status Ailments currently inflicting them, in addition you cannot use Cry to inflict Charm if any of the Enemy team are inflicted with a status ailment. Thereby making it less broken than it is in FFIV:CC.
03EB14 - A9 08 - (LDA 01) - Load 01 into A... This assures that the value will be static and not add or subtract which makes sense for statuses. In most normal cases 03EB14 is skipped over and is only accessed if the value in question reads 00. (To be used in the normal routine where an enemy's "Run Strength" cannot be 00 and reverts to 01)
03EB16 - 2D 04 20 - (STA 7E2004) - Load 08 into Status Byte 2 (Charm).
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Now the only issue with this is that there is no Status Protection included, meaning that you will be able to charm enemies that normally couldn't be charmed... which makes very little difference since generally enemies that are immune to Charm have no Charm scripts (except Flan type enemies for whatever reason)[/code]
This was all in LoRom/HiRom obviously, in ROM you would want to change these values to give you "FFIV:CC Cry" and the general information all together...
1ECF2 - BD 2F 20 (LDA from 7E202F) - Load A from "Run Strength" (to properly decrement later in the routine)
1ED0B - BD 2F 20 (LDA from 7E202F) - As above. It is safe to change both to assure there is no data discrepancy.
1ED0E - E5 A9 - (SBC A by Value in A9 (05)) - A nuisance of an instruction (Since to my knowledge it is always a Static 05 anyhow)... it's not necessary to keep so change it to...
----------------------
1ED0E - E9 05 - (SBC A by 05) - It keeps the original function but gets rid of the extraneous A9 check.
This will allow you to change this in any way you like.
1ED16 - 9D 2F 20 - (STA 7E202F) - Put the new value into Enemy "Run Strength"
Say you wanted it to act like Complete Collection's Cry you would change the values to...
1ECF2 - BD 04 20 (LDA from 7E2004) - Load A from "Status Byte 2" (to properly decrement later in the routine)
1ED0B - BD 04 20 (LDA from 7E2004) - As above. It is safe to change both to assure there is no data discrepancy.
1ED0E - E9 00 - (SBC 00) - An invalid instruction now, only put in place to assure that a Charm status'd opponent not have their status changed by the command. (And by virtue can only be effected by Cry if they have no other Status Ailments currently inflicting them, in addition you cannot use Cry to inflict Charm if any of the Enemy team are inflicted with a status ailment. Thereby making it less broken than it is in FFIV:CC.
1ED14 - A9 08 - (LDA 01) - Load 01 into A... This assures that the value will be static and not add or subtract which makes sense for statuses. In most normal cases 1ECB14 is skipped over and is only accessed if the value in question reads 00. (To be used in the normal routine where an enemy's "Run Strength" cannot be 00 and reverts to 01)
1ED16 - 2D 04 20 - (STA 7E2004) - Load 08 into Status Byte 2 (Charm).
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Now the only issue with this is that there is no Status Protection included, meaning that you will be able to charm enemies that normally couldn't be charmed... which makes very little difference since generally enemies that are immune to Charm have no Charm scripts (except Flan type enemies for whatever reason)
And there you have it. A completely new command made up of older parts. (Nowe we just need to targetting and we will be Set.)