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Gil Galad

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FF6 misc ramblings
« on: February 21, 2008, 05:15:17 PM »
I made a discovery, not sure if anyone is aware of it or not. When I was messing with FF3USME, I noticed in the item editor that you can increase spell damage by 50%. This not only applies to a spell cast from an item, but also from spells cast by the user of the equipped item.  I don't have the editor in front of me as I am not at home. I do believe it's a "?" marked check box in "Special 2". It's the only unknown box in the category, so it's easy to find.

I've also been messing around with the unknown check box under the category stating if you can cast a spell from said item or if the item breaks, etc. I checked the box and it seemed like you would keep an item longer in your inventory, but still disappears as expected. This is with a ROM that does not have Lenophis' new patch. "For what Ails Ya" I think it's called.

I also have some questions for you guys.

I have decided to change W Wind to a level 2 Wind element spell. Is there a way to change the putrid looking animation to either Cyclonic or Aero?

Also, I would like to know if there is a way to switch out one of the current learnable spells with a different one. One that will show up on the magic menu and able to be learned with a percentage, showing up on the Esper learned spells, etc? I've used to recent release that Lord J posted, it allows some animation change but I haven't figured out a way to change the animation to what I want. You do have a few choices, like the interesting random animation change from Fire to Drain, that was neat, etc.

I'll be around in a few days to check the post, perhaps next coming Tuesday. Thanks for any response ahead of time.

Lenophis

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Re: FF6 misc ramblings
« Reply #1 on: February 21, 2008, 06:13:44 PM »
I made a discovery, not sure if anyone is aware of it or not. When I was messing with FF3USME, I noticed in the item editor that you can increase spell damage by 50%. This not only applies to a spell cast from an item, but also from spells cast by the user of the equipped item.  I don't have the editor in front of me as I am not at home. I do believe it's a "?" marked check box in "Special 2". It's the only unknown box in the category, so it's easy to find.
That makes sense, and it's probably the second bit the earrings use. The second bit is what makes the effect stack with itself, which makes magic insane. Never would've thought to use that on items, personally. This is a pretty neat find. :happy:

Quote
I also have some questions for you guys.

I have decided to change W Wind to a level 2 Wind element spell. Is there a way to change the putrid looking animation to either Cyclonic or Aero?
Ok, you'll need this. Drakkhen's page appeared to be down at the time, so I'll link it directly for now. Open it up, and click on the 14-byte button. Scroll down to W Wind. To use Aero's animation, make the following changes:
Animation 1: A7 01 E1
Animation 2: 8D 01 AB
Animation 3: 91 01 32
Special animation: FF FF
Sound: 7B
???: 10
Repeat speed: 18

To change to Cyclonic:
Animation 1: 97 01 E1
Animation 2: 98 01 AF
Animation 3: FF FF 00
Special animation: FF FF
Sound: 73
???: 1B
Repeat speed: 18

Quote
Also, I would like to know if there is a way to switch out one of the current learnable spells with a different one. One that will show up on the magic menu and able to be learned with a percentage, showing up on the Esper learned spells, etc? I've used to recent release that Lord J posted, it allows some animation change but I haven't figured out a way to change the animation to what I want. You do have a few choices, like the interesting random animation change from Fire to Drain, that was neat, etc.
Using Drakkhen's editor (linked above), you could rename the spells and swap animations around, which is probably the best you can do at the moment.

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assassin

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Re: FF6 misc ramblings
« Reply #2 on: February 21, 2008, 11:51:50 PM »
yup, Lenophis is right.  by "item", do you mean "weapon"?  i fail to see how an unequipped item will get or cause the damage boost.

EDIT: actually, i believe the bit you're talking about will only increase spell damage by 25%, unless you have the normal Earring effect set from another piece of equipped gear.
« Last Edit: February 22, 2008, 03:03:39 AM by assassin »

Gil Galad

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Re: FF6 misc ramblings
« Reply #3 on: February 28, 2008, 04:09:54 PM »
yup, Lenophis is right.  by "item", do you mean "weapon"?  i fail to see how an unequipped item will get or cause the damage boost.

EDIT: actually, i believe the bit you're talking about will only increase spell damage by 25%, unless you have the normal Earring effect set from another piece of equipped gear.


The checkbox that I am talking about in fact increases spell damage by %50. For example, I made a new rod called "Quarterstaff" that you can purchase in Thamasa. I only checked the box as I described, and sure enough the damage comes out as a %50 increase. Yes, you do infact have to equip said weapon in order to have it's benefits. You can use this bonus on any equippable item. When I use the term "Item", the term is used loosely to include all those items on the list in FF3USME, in the "Item" editor, not those of a consumable nature or ones that cannot be equipped.


Lenophis:

Thanks for the information. Drakkhen's page seems to be down at the moment. However, I do in fact have a copy of MDE at home. I think that I will look into this when I get home, unless he has updated his utility.

I realize that it would be simple to swap bytes around from one animation to another. But, in understanding of the data I am looking at, the bytes almost look like code. Can you verify that for me?


Now I have a couple things to mention.

The "Relic" Sniper Sight was once used to ensure that physical hits would be unblockable. This was when Mblock was used for physical and magic hits. Now, from what I understand according to the Evade bug fix, that Evade is now usable. According to my own reasoning unless this relic was factored in to the bug fix that it no longer assumes that physical hits will be unblockable, because Sniper Sight ignores Mblock.

If this is the case, would that not make Sniper Sight useless for blocking physical hits? Would this relic be more appropriate for insuring unblockable magic? Would the name for this relic no longer apply?

Another topic:

I was doing some experimenting. With Gau having a controllable Rage patch, I think it would be good to have some type of balance factored into the host of spells that he gets to use. I was wondering if it's possible for any spell that Gau or any other character uses to use MP. I have tried to change some spells for "0 MP" usage to some variable number and it doesn't make a difference.  I have also tried this with "Tools", Blitzs, etc. Changing the MP usage isn't factored in at all. Does anyone know?

Also, I am wondering if it's possible to specifically allow or not allow some characters to equip Espers. While the "Always an Esper" is a very useful patch. It allows all to equip Espers, when I only want certain ones to equip them. For example, Mog I have decided is going to be a Summoner, without the Always an Esper patch, I can't equip Espers. Celes I am debating about not allowing her to equip Espers because of the fact that she was infused with magic, doesn't necessarily mean that she can communicate with Espers. This would effectively make her more like a Red Mage, in my opinion.

That's all for now. Thanks for your guys help and replies, I appreciate it. I may be around more this weekend to check on the posts.



Deathlike2

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Re: FF6 misc ramblings
« Reply #4 on: February 28, 2008, 04:18:50 PM »
The "Relic" Sniper Sight was once used to ensure that physical hits would be unblockable. This was when Mblock was used for physical and magic hits. Now, from what I understand according to the Evade bug fix, that Evade is now usable. According to my own reasoning unless this relic was factored in to the bug fix that it no longer assumes that physical hits will be unblockable, because Sniper Sight ignores Mblock.

If you think it doesn't work, test it out on the Cactrot (or whatever that name is spelled) aka Cactaur in FF6A. That monster has natural high evade (you wouldn't have noticed since it already has a lot of MBlock to begin with). Also, most of the enemies of Mt. Zozo have a decent evade rate (the guys with a pyramid shell don't evade though IIRC).

The whole evade bug fix is for properly testing against the correct variable/value.. each equipment+relic isn't tied to individual algorithms  so Sniper Sight shouldn't be bugged after the fix.
« Last Edit: February 28, 2008, 04:26:43 PM by Deathlike2 »
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Lenophis

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Re: FF6 misc ramblings
« Reply #5 on: February 28, 2008, 05:51:45 PM »
The "Relic" Sniper Sight was once used to ensure that physical hits would be unblockable. This was when Mblock was used for physical and magic hits. Now, from what I understand according to the Evade bug fix, that Evade is now usable. According to my own reasoning unless this relic was factored in to the bug fix that it no longer assumes that physical hits will be unblockable, because Sniper Sight ignores Mblock.

If this is the case, would that not make Sniper Sight useless for blocking physical hits? Would this relic be more appropriate for insuring unblockable magic? Would the name for this relic no longer apply?
No. It sets a general-use flag that basically ensures that the strike will land (in the case for attacking, fight). If something has the effect, anything related to that command (say you give it to a sword, it'll never miss with that flag set) will always hit). At least, that's how it should work, if I understand the bit correctly.

Quote
I was doing some experimenting. With Gau having a controllable Rage patch, I think it would be good to have some type of balance factored into the host of spells that he gets to use. I was wondering if it's possible for any spell that Gau or any other character uses to use MP. I have tried to change some spells for "0 MP" usage to some variable number and it doesn't make a difference.  I have also tried this with "Tools", Blitzs, etc. Changing the MP usage isn't factored in at all. Does anyone know?
King Lettuce tried to get this to work with Blitzes long ago. He successfully managed to make Blitzes subtract MP, but the command won't stop if there isn't sufficient MP remaining. If memory serves, he just made the Blitzes cost MP, and the MP would update properly.

Quote
Also, I am wondering if it's possible to specifically allow or not allow some characters to equip Espers. While the "Always an Esper" is a very useful patch. It allows all to equip Espers, when I only want certain ones to equip them. For example, Mog I have decided is going to be a Summoner, without the Always an Esper patch, I can't equip Espers. Celes I am debating about not allowing her to equip Espers because of the fact that she was infused with magic, doesn't necessarily mean that she can communicate with Espers. This would effectively make her more like a Red Mage, in my opinion.
Oh, absolutely. You'd just want to make some changes to the patch. Something like this:

Code: [Select]
C3/F091: B90000  LDA $0000,Y    (load character index)
C3/F094: D02E      BEQ $F0xx      (branch if character is Terra)
C3/F096: C901    CMP #$01       (is character Locke?)
C3/F098: D02A    BEQ $F0xx      (branch if so)
C3/F09A: C902    CMP #$02       (is character Cyan?)
C3/F09C: D026      BEQ $F0xx      (branch if so)
C3/F09E: C903    CMP #$03       (is character Shadow?)
C3/F0A0: D022    BEQ $F0xx      (branch if so)
C3/F0A2: C904    CMP #$04       (is character Edgar?)
C3/F0A4: D01E      BEQ $F0xx      (branch if so)
C3/F0A6: C905    CMP #$05       (is character Sabin?)
C3/F0A8: D01A    BEQ $F0xx      (branch if so)
C3/F0AA: C906    CMP #$06       (is character Celes?)
C3/F0AC: D016    BEQ $F0xx      (branch if so)
C3/F0AE: C907    CMP #$07       (is character Strago?)
C3/F0B0: D012    BEQ $F0xx      (branch if so)
C3/F0B2: C908    CMP #$08       (is character Relm?)
C3/F0B4: D00E    BEQ $F0xx      (branch if so)
C3/F0B6: C909    CMP #$09       (is character Setzer?)
C3/F0B8: D00A    BEQ $F0xx      (branch if so)
C3/F0BA: C90A    CMP #$0A       (is character Mog?)
C3/F0BC: D006    BEQ $F0xx      (branch if so)
C3/F0BE: C90B    CMP #$0B       (is character Gau?)
C3/F0C0: D002    BEQ $F0xx      (branch if so)
C3/F0C2: 38      SEC            (mark esper to keep disabled)
C3/F0C3: 60      RTS

Successful branches go here
C3/F0C4: 18      CLC            (mark esper to be enabled)
C3/F0C5: 60      RTS

Now, this is a bit extreme since it's checking each character individually. You don't need to do that here. Esper by default is disabled for every character coming in, then re-enabled if the conditions are good. If you wanted specific characters to use espers, you'd only want their ID checks. So, say you just wanted Mog, Terra, and Relm, you'd want the initial BEQ, CMP #$08/BEQ, and CMP #$0A/BEQ.

If you have any questions about how to implement that, let me know.

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Gil Galad

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Re: FF6 misc ramblings
« Reply #6 on: March 04, 2008, 05:13:00 PM »
Lenophis: I haven't tried the modification to the patch so that I can be more selective about who would be able to equip Espers and who would not. I'm waiting to get to the point in the game where I have most of the characters available to do so.

In this playthrough, I just got the airship, after raiding MRF.

One thing I would like to discuss. I think that all Espers that have a damaging attack should be more powerful than a level 2 spell.  Otherwise, Espers would be less than useful after you get your level two spells, and Espers also cost a hell of a lot more to cast. So why not beef them up since they cost more. They are hardly unbalancing since you can only cast them once per battle and cost a lot to cast them.



Deathlike2

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Re: FF6 misc ramblings
« Reply #7 on: March 04, 2008, 05:27:42 PM »
One thing I would like to discuss. I think that all Espers that have a damaging attack should be more powerful than a level 2 spell.  Otherwise, Espers would be less than useful after you get your level two spells, and Espers also cost a hell of a lot more to cast. So why not beef them up since they cost more. They are hardly unbalancing since you can only cast them once per battle and cost a lot to cast them.

AFAIK, most of the Esper spell powers are relative to when you obtain them. It is the only logical/rational explanation for most of their suckage.
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assassin

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Re: FF6 misc ramblings
« Reply #8 on: March 04, 2008, 09:32:06 PM »
EDIT: actually, i believe the bit you're talking about will only increase spell damage by 25%, unless you have the normal Earring effect set from another piece of equipped gear.

The checkbox that I am talking about in fact increases spell damage by %50. For example, I made a new rod called "Quarterstaff" that you can purchase in Thamasa. I only checked the box as I described, and sure enough the damage comes out as a %50 increase.

I just tested, and stand by my original statement of 25%.

Deathlike2

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Re: FF6 misc ramblings
« Reply #9 on: March 04, 2008, 09:39:17 PM »
Is it possible that another piece of equipment has the magic piece of equipment has the boost? That magic power boost is doubled when paired.. AFAIK.
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Gil Galad

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Re: FF6 misc ramblings
« Reply #10 on: March 09, 2008, 03:06:38 PM »
I've once again tinkered with the magic boost checkbox that I had mentioned earlier.  It appears that in fact magic damage is increased by 25% most of the time.  Sometimes damage is a little higher, thus leading me to believe that damage was increased by 50%. I tried using a Quarterstaff by itself, with no other equipment having a magic boost and it came out to a 25% increase most of the time. When used with "Raise Magic Dam.", damage came out consistently at about %50.  When used with a pair of Earrings, damage was raised another 25%, but was not consistant. Then I added another pair of Earrings and damage was not consistant at all.

1108 no boost

1368 checked box

1575 checked box and raise magic damage.

1683 with a pair of earrings.

1554 with two pairs of Earrings.

1734 with two pairs of Earrings.

It's possible that I had the Quarterstaff and one of my Crystals equipped at the same time, that could be the reason why damage was increased by 50%. Yes, Assassin is right about the box being a 25% increase in spell damage.


Ok and I have a question for you guys.  Damage is really high from a spell that is cast directly from an item. From what I understand, steps 6 and 7 are skipped when calculating damage. I would like to know if it's possible for a spell that is cast from an item to calculate defense so that the damage is not so high. To see what I mean, take any of the three element rods and cast the spell from the item, which could be Bolt 2, Fire 2 and Ice 2 respectively. The damage is high and I'm pretty sure that defense is ignored.

Thanks for any answers in advance.



Lenophis

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Re: FF6 misc ramblings
« Reply #11 on: March 09, 2008, 03:18:04 PM »
Ok and I have a question for you guys.  Damage is really high from a spell that is cast directly from an item. From what I understand, steps 6 and 7 are skipped when calculating damage. I would like to know if it's possible for a spell that is cast from an item to calculate defense so that the damage is not so high. To see what I mean, take any of the three element rods and cast the spell from the item, which could be Bolt 2, Fire 2 and Ice 2 respectively. The damage is high and I'm pretty sure that defense is ignored.
Ignores defense, ignores reflect, and I think doubles damage. It's extremely overpowering. To answer the question, yes. Most likely you can, I'm just unsure of the steps to do so at this time. :sad:

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Deathlike2

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Re: FF6 misc ramblings
« Reply #12 on: March 09, 2008, 03:24:17 PM »
Ok and I have a question for you guys.  Damage is really high from a spell that is cast directly from an item. From what I understand, steps 6 and 7 are skipped when calculating damage. I would like to know if it's possible for a spell that is cast from an item to calculate defense so that the damage is not so high. To see what I mean, take any of the three element rods and cast the spell from the item, which could be Bolt 2, Fire 2 and Ice 2 respectively. The damage is high and I'm pretty sure that defense is ignored.
Ignores defense, ignores reflect, and I think doubles damage. It's extremely overpowering. To answer the question, yes. Most likely you can, I'm just unsure of the steps to do so at this time. :sad:

I didn't use the Rods often enough to care (although, it coves a lot of elementals and should've gotten a complete elemental set for coolness sake). The Holy Lance was my favorite weapon to expose this behavior (add with Jump for good measure).

It's probably doable anyways.... I would've suggested Lenophis having the answer, but eh... d'oh.
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Gil Galad

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Re: FF6 misc ramblings
« Reply #13 on: March 10, 2008, 04:38:39 AM »
Ignores defense, ignores reflect, and I think doubles damage. It's extremely overpowering. To answer the question, yes. Most likely you can, I'm just unsure of the steps to do so at this time. :sad:

I am hardly familiar with the ROM's inner workings, code, data, etc. Would you have any suggestions as to what banks I could look through and the methods that you use to debug SNES games. As some of you may know, NES/Famicom is my forte. Thanks in advance.


Lenophis

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Re: FF6 misc ramblings
« Reply #14 on: March 10, 2008, 01:26:10 PM »
Code: [Select]
Tools
C2/1885: A5 B6        LDA $B6
C2/1887: E9 A2        SBC #$A2    (carry was clear, so subtract 163)
C2/1889: 85 B6        STA $B6     (save unique Tool index.  0 = NoiseBlaster,
                                   1 = Bio Blaster, etc.)
C2/188B: 80 11        BRA $189E

Throw
C2/188D: A9 02        LDA #$02
C2/188F: 85 BD        STA $BD     (Increment damage by 100%)
C2/1891: A9 10        LDA #$10
C2/1893: 14 B3        TRB $B3     (Clear ignore increment on ignore defense)
C2/1895: 80 07        BRA $189E

Item
C2/1897: 9C 14 34     STZ $3414   (Set ignore damage modification)
C2/189A: A9 80        LDA #$80
C2/189C: 14 B3        TRB $B3     (Set Ignore Clear)
C2/189E: BB           TYX
C2/189F: A9 01        LDA #$01
C2/18A1: 8D 12 34     STA $3412
C2/18A4: AD 7D 3A     LDA $3A7D
C2/18A7: 20 C1 19     JSR $19C1
C2/18AA: A9 10        LDA #$10
C2/18AC: 14 B1        TRB $B1     (clear "don't deplete from Item inventory" flag)
C2/18AE: D0 05        BNE $18B5   (branch if it was set)
C2/18B0: A9 FF        LDA #$FF
C2/18B2: 9D F4 32     STA $32F4,X  (null item index to add to inventory.  this means
                                    the item will stay deducted from your inventory.)
C2/18B5: BD 18 30     LDA $3018,X
C2/18B8: 0C 8C 3A     TSB $3A8C      (set this character's "add item to inventory" bit)
C2/18BB: A5 B5        LDA $B5    (Command #)
C2/18BD: 90 24        BCC $18E3  (Carry is set (by the $19C1 call) for:
  - Skeans/Tools that don't use a spell
                                  - normal Item usage
                                  which means it isn't set for:
                                  - Equipment Magic or Skeans/Tools that do use a spell )
 
C2/18BF: C9 02        CMP #$02   (Carry will be set if Command >=2, which means it'll
                                  be set for Throw and Tools, but not plain Item --
                                  or apparently Item Magic, which also uses Command 1)

C2/18C1: AD 11 34     LDA $3411
C2/18C4: 20 37 2A     JSR $2A37
C2/18C7: AD AA 11     LDA $11AA
C2/18CA: 89 C2        BIT #$C2    (Check if Dead, Petrify or Zombie attack)
C2/18CC: D0 12        BNE $18E0   (if so, branch)
C2/18CE: C2 20        REP #$20    (Set 16-bit Accumulator)
C2/18D0: AD 74 3A     LDA $3A74
C2/18D3: 0D 42 3A     ORA $3A42
C2/18D6: 25 B8        AND $B8
C2/18D8: 85 B8        STA $B8
C2/18DA: E2 20        SEP #$20    (Set 8-bit Accumulator)
C2/18DC: A9 04        LDA #$04
C2/18DE: 14 B3        TRB $B3
C2/18E0: 4C 7B 31     JMP $317B

C2/18E3: C9 01        CMP #$01    (is command Item?)
C2/18E5: D0 07        BNE $18EE   
C2/18E7: E6 B5        INC $B5     (if so, bump it up to Magic, as we've reached this
                                   point thanks to Equipment Magic)
C2/18E9: AD 10 34     LDA $3410
C2/18EC: 85 B6        STA $B6
C2/18EE: 64 BD        STZ $BD
C2/18F0: 20 51 29     JSR $2951
C2/18F3: A9 02        LDA #$02
C2/18F5: 0C A3 11     TSB $11A3   (Set Not reflectable)
C2/18F8: A9 20        LDA #$20
C2/18FA: 0C A4 11     TSB $11A4   (Set unblockable)
C2/18FD: A9 08        LDA #$08
C2/18FF: 14 BA        TRB $BA     (Clear "can target dead/hidden targets")
C2/1901: 9C A5 11     STZ $11A5   (Set MP cost to 0)
C2/1904: 4C 7B 31     JMP $317B

The code at C2/317B executes a person's turn. It looks like it'll be easier than even I thought. I wasn't entirely sure the settings were being set here. :tongue: Ok, so if you wanted to remove the "ignore reflect" and "unblockable" properties, it looks like a series of NOP's are in order from C2/18F5 to C2/18FC.

assassin and Terii Senshi documented a lot about the C2 bank (the second bank that involves battle, C1 handles a lot of animation stuff, so this could be considered the guts). Last time it was updated? I dunno, you'd have to ask assassin.

119 bugs fixed and counting.