ok, I've got some findings here... the answer to Dark Knight's question plus some more...
SO there
is a table that assigns a "charging" stance to each command (again, that is, what the character does in between selecting the command and actually executing it).
That's located at
$0B/E760
that's $0B/7E60,
sorry about that... Significant error (ROM w/Header). It works on a 1:1 basis with the commands as listed
here, so the first byte is for fight, the second for Item, the Third for White magic, etc.
The breakdown of what each value will do is as follows:
01:Resting
02:parry
03:Walking
04:crouching
05:right hand striking
06:left hand striking
07:getting hit
08:cheering
09:swoon
0a:chanting
0b:Charging (Chanting without motion)
0c:casting (raising arms, or whatever, no orbs)
od:raising left hand like to attack, but no motion
0e:"special" stance
0f:same
10:Resting
11 and (I assume) above:glitchNow, bear in mind that this will not change the position the character assumes while performing the action, just what s/he does before, however the values above are still important.
The stance taken for
performing each action is, unfortunately, buried in a separate subroutine for each action, so finding all of them would take a while.
To change the stance for Dart, change the value at $01/434B from 0F to whichever value you want from above. Of course, you'll notice that there is no option to simply
hold out the left hand, but you
can do a left hand swing, or raise your hand up, or fall down and play dead if you so choose!

If anybody is feeling industrious and wants to find the stance for other actions, set a breakpoint in geiger's for when the game executes $02/C048, and select each action in turn. The value that is stored into 7E:EFD0 (if the character is in slot 00, add 0x10 for each next slot up) is the value you want to change to change the action's stance.
*whew* just in time.
Off to work now!
