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    Enemy Spell GameShark FAQ by S. Volo

    Version: 1.10 | Updated: 01/12/01 | Printable Version | Search This Guide

       /FFFFFFFF/II/NNNN\  /N/AAAA\      /L/   
      /FF/____ /II/NN/\NN\/N/AA/_\A\    /L/  
     /FFFFFFF//II/NN/  \NNN/AAAAAAAA\  /L/____  
    /FF/     /II/NN/    \N/AA/     \A\/LLLLLL/
        ___________    __      _____________   _________   __
       /FFFFFFF/AAA\  /NN\    /N/TTTTTTT/AAA\ /SSSSSSSS/  /Y/
      /FF/___ /A/_\A\/N/\N\  /N/  /T/  /A/_\A\SS/___ \Y\_/Y/
     /FFFFFFF/AAAAAAA\/  \N\/N/  /T/  /AAAAAAA\SSSSS/ \YYY/
    /FF/    /A/     \A\   \NN/  /T/  /A/     \A\ SS/   /Y/
        __________                        SSSSSSSS/   /Y/
       /IXIXIXIXIX/  =====---- - -  -  -  - - ----=====
      /IX/____/IX/    FINAL FANTASY IX ENEMY SPELL FAQ
     /IXIXIXIXIX/    =====---- - -  -  -  - - ----=====
     _______/IX/     by S. Volo <volo@fas.harvard.edu>
    /IXIXIXIX/       version 1.10
                     completed 12 January 2001
    
    * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
    * This FAQ is dedicated to Dr Gamewiz (1936-1999),          *
    * whose years of selfless service to the the Internet       *
    * gaming community were an inspiration to us all.  The      *
    * Doc, as he was affectionately called, ran a forum         *
    * on America Online for many years, founded on the          *
    * principle of 'gamesters helping gamesters'.  It was       *
    * the best place on AOL to find hints, codes,               *
    * walkthroughs, and altogether nice people, united by the   *
    * Gamewiz slogan, 'BOOLAH!'.  There were message boards,    *
    * newsletters, file repositories, and a weekly newsletter   *
    * -- the Doc would never miss an issue.  Everyone who       *
    * regularly visited the Gamewiz forum agreed:  there was    *
    * just something wonderful and magical about it.  Many      *
    * friendships were forged there, some of which are still    *
    * going strong.  In 1997, however, AOL terminated its       *
    * contract with the Doc, opting instead to back Antagonist  *
    * Online, a larger, more impersonal forum whose name        *
    * pretty well bespeaks its nature.  Though many Gamewiz     *
    * regulars became disaffected, the Doc, ever the            *
    * optimist, continued assiduously preparing the             *
    * newsletters and kept running his trivia games.  Even      *
    * in the face of terminal cancer, the Doc rarely missed     *
    * an issue.  On September 28, 1999, Dr Gamewiz passed       *
    * away -- even his eternal optimism could not ward off      *
    * the terrible disease.  And so, Doc, this FAQ is for       *
    * you.  Wherever you are now, I hope it makes you           *
    * smile.  Thanks for giving so much of yourself, and        *
    * know that your work does not go unappreciated.            *
    * BOOLAH!!                                                  *
    *                 ` S. Volo                                 *
    *                   formerly AeroStar13@aol.com             *
    * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
    
                                   
    +----------+
    | CONTENTS |
    +----------+
    
    Revision History
    Preface
    Part 1: Spell Selection
    Part 2: Name that Spell
    Part 3: Sixteen Bytes (customize what the spell does)
    Part 4: Appearance is Everything (customize spell graphics)
    Part 5: Examples (i.e., I did the work so you don't have to)
            > Fire to Flare Star
            > Demi to Maelstrom
            > Confuse to Grand Cross
            > Matra Magic to Blue Shockwave
            > Ice to Freeze
            > Jewel to Neutron Ring
            > Cure to Grand Cure
            > Meteor to Ultima
            > Water to Waterga
            > Thundara to Aeraga
            > Bad Breath to Curse
            > Comet to Meteorite
            > Minus Strike to Raining Swords
            > Blizzara to Snowstorm
            > Aqua Breath to Fallen One
            > LV5 Death to Dark Flare
            > Blind to Judgement Day
    
    
    +------------------+
    | REVISION HISTORY |
    +------------------+
    
    v1.10 (2001-01-12): corrected errors
                        added data to chart for EFFECT byte
                        improved list of graphical effects
                        added Snowstorm, Fallen One, Dark Flare and
                         Judgement Day to 'Examples' section
    v1.02 (2001-01-10): corrected minor errors
    v1.01 (2001-01-09): corrected typos
    v1.00 (2001-01-08): the first version!
    
    
    +---------+
    | PREFACE |
    +---------+
    
    The following instructions (and a GameShark) will allow you to use virtually 
    any spell that FF9 has to offer -- including enemy spells --
    and will even let you create your own spells!  Special thanks
    to CzarDragon <czardragon@yahoo.com> and King Edgar 0 <kingedgar0@aol.com>,
    without whose hacking expertise this FAQ would not have been possible.
    
    Here are a few things to know before you get started:
    
    - In this guide the prefix '$' before a number means that number
      is in hexadecimal.  So $10 = 10 hex = 16 decimal.
    
    - A GameShark code is composed of two sections:  the ADDRESS
      section (8 digits) and the DATA section (4 digits):
    
       801CA56A 3815
           |     |
           v     v   
        address data
    
    - A BYTE value is represented by two hex digits and can take on
      the values $00 - $FF (0 - 255 decimal).  A GameShark code 
      beginning with '30' sets a byte value.
    
    - A WORD value is two bytes long, is represented by four hex
      digits, and can take on the values $0000 - $FFFF (0 - 65535
      decimal).  A GameShark code beginning with '80' sets a word
      value.  The first two digits of the data section of the code
      will set the second byte of the word, and the last two digits
      will set the first byte of the word.
      
      IMPORTANT NOTE: the GameShark CANNOT handle word-value
      codes beginning at odd addresses (the odd hex digits are $1, $3,
      $5, $7, $9, $B, $D, and $F).  If you enter such a code, it will 
      CRASH THE PLAYSTATION.  To set a word value that begins
      at an odd address, you must use two byte ('30') codes.
    
      Ex:  801CA56A 3815  =>  okay, sets $1CA56A to $15
                                    sets $1CA56B to $38
    
           801CA56B 4138  =>  NOT OKAY. ($B is odd).
     
           To accomplish the equivalent effect of *801CA56B 4138,
           you must use two byte codes:
    
           301CA56B 0038  =>  sets $1CA56B to $38
           301CA56C 0041  =>  sets $1CA56C to $41
    
    - Final Fantasy IX reassigns memory addresses outside of battle.
      This creates a MAJOR inconvenience for the GameShark coder, because
      a conditional code is required before EACH normal code to ensure
      that the codes are only activated in battle so that the non-battle
      data in that address is not overwritten.  A conditional word ('D0') 
      code will activate the subsequent code on the list if and only if 
      the address specified by the D0 code is currently equal to the word
      value in the data portion of the D0 code.
    
      The battle check code for Final Fantasy IX is
        
                                   +---------------+ 
                                   | D01044B8 0100 |
                                   +---------------+
      
      Memorise it; you'll need to input it before every '30' or '80' code
      you enter.
    
    Enjoy the FAQ! :)
    
    ` S. Volo
    
    
    +-------------------------+
    | PART 1: SPELL SELECTION |
    +-------------------------+
    
    To create a new spell, you must use an old spell or effect as a
    template.  The addresses below, discovered by CzarDragon, will be 
    the bases for all further codes you develop.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    TABLE 1. memory addresses for spell data
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    * information derived by CzarDragon <czardragon@yahoo.com> *
    
    BaseAddr: the first byte that contains information about this spell
    Gfx1: the first graphical effect stored for this spell (see part 4)
    Gfx2: the second graphical effect stored for this spell.  If this
          is 000A, there is no second graphical effect (see part 4)
    
    BaseAddr | Gfx1 | Gfx2 | Spell
    =========================================
    80109ECC | 0000 | 000A | Void
    -----------------------------------------
    80109EDC | 0009 | 0008 | Cure
    80109EEC | 00A2 | 008D | Cura
    80109EFC | 0090 | 008E | Curaga
    80109F0C | 0020 | 000A | Regen
    80109F1C | 0011 | 000A | Life
    80109F2C | 000F | 000A | Full-Life
    80109F3C | 0083 | 000A | Scan
    80109F4C | 000C | 000A | Panacea
    80109F5C | 000D | 000A | Stona
    80109F6C | 000B | 000A | Esuna
    80109F7C | 003F | 000A | Shell
    80109F8C | 007B | 000A | Protect
    80109F9C | 0059 | 000A | Haste
    80109FAC | 007F | 002A | Silence
    80109FBC | 007C | 0019 | Mini
    80109FCC | 004F | 000A | Reflect
    80109FDC | 0061 | 0060 | Confuse
    80109FEC | 008C | 000E | Berserk
    80109FFC | 009D | 009E | Blind
    8010A00C | 004C | 001B | Float
    8010A01C | 0080 | 000A | Dispel
    8010A02C | 005A | 000A | Might
    8010A03C | 00C9 | 000A | Jewel
    8010A04C | 0057 | 000A | Holy
    -----------------------------------------
    8010A05C | 0046 | 0000 | Fire
    8010A06C | 0047 | 0002 | Fira
    8010A07C | 0048 | 0007 | Firaga
    8010A08C | 004E | 001A | Sleep
    8010A09C | 003E | 0006 | Blizzard
    8010A0AC | 004D | 0004 | Blizzara
    8010A0BC | 0098 | 0097 | Blizzaga
    8010A0CC | 007E | 000A | Slow
    8010A0DC | 0042 | 0003 | Thunder
    8010A0EC | 0049 | 0005 | Thundara
    8010A0FC | 0085 | 0018 | Thundaga
    8010A10C | 0095 | 000A | Stop
    8010A11C | 00CA | 0015 | Poison
    8010A12C | 0078 | 005D | Bio
    8010A13C | 0039 | 000A | Osmose
    8010A14C | 0084 | 000A | Drain
    8010A15C | 0063 | 0062 | Demi
    8010A16C | 0038 | 000A | Comet
    8010A17C | 005E | 000A | Death
    8010A18C | 0099 | 000A | Break
    8010A19C | 005F | 0016 | Water
    8010A1AC | 0086 | 008F | Meteor
    8010A1BC | 007D | 000A | Flare
    8010A1CC | 0134 | 000A | Doomsday
    -----------------------------------------
    8010A1DC | 0026 | 0197 | Shiva
    -----------------------------------------
    8010A1EC | 00D4 | 000A | Fire Sword
    -----------------------------------------
    8010A1FC | 0114 | 01BD | Ifrit
    -----------------------------------------
    8010A20C | 00D5 | 000A | Fira Sword
    -----------------------------------------
    8010A21C | 00BA | 019F | Ramuh
    -----------------------------------------
    8010A22C | 00D6 | 000A | Firaga Sword
    -----------------------------------------
    8010A23C | 00B8 | 01BE | Atomos
    -----------------------------------------
    8010A24C | 00DA | 000A | Blizzard Sword
    8010A25C | 00DB | 000A | Blizzara Sword
    -----------------------------------------
    8010A26C | 0105 | 01A8 | Odin
    -----------------------------------------
    8010A27C | 00DC | 000A | Blizzaga Sword
    -----------------------------------------
    8010A28C | 00B3 | 0196 | Leviathan
    -----------------------------------------
    8010A29C | 00D7 | 000A | Thunder Sword
    -----------------------------------------
    8010A2AC | 00E3 | 0195 | Bahamut
    -----------------------------------------
    8010A2BC | 00D8 | 000A | Thundara Sword
    -----------------------------------------
    8010A2CC | 017D | 01BF | Ark
    -----------------------------------------
    8010A2DC | 00D9 | 000A | Thundaga Sword
    -----------------------------------------
    8010A2EC | 00D2 | 01FC | Fenrir
    8010A2FC | 00E2 | 01FD | Fenrir
    8010A30C | 00B1 | 01F8 | Carbuncle
    8010A31C | 01EE | 01FA | Carbuncle
    8010A32C | 01ED | 01F9 | Carbuncle
    8010A33C | 01EF | 01FB | Carbuncle
    8010A34C | 00D3 | 01FE | Phoenix
    8010A35C | 00E1 | 00E1 | Rebirth Flame
    8010A36C | 00FB | 017A | Madeen
    -----------------------------------------
    8010A37C | 00DD | 000A | Bio Sword
    8010A38C | 00DE | 000A | Water Sword
    -----------------------------------------
    8010A39C | 004A | 000A | Goblin Punch
    8010A3AC | 009A | 000A | LV5 Death
    8010A3BC | 0081 | 000A | LV4 Holy
    8010A3CC | 0188 | 000A | LV3 Def-less
    8010A3DC | 00EC | 000A | Doom
    8010A3EC | 00ED | 000A | Roulette
    8010A3FC | 001C | 000A | Aqua Breath
    8010A40C | 0051 | 000A | Mighty Guard
    8010A41C | 0058 | 000A | Matra Magic
    8010A42C | 002C | 000A | Bad Breath
    8010A43C | 0052 | 000A | Limit Glove
    8010A44C | 001E | 000A | 1,000 Needles
    8010A45C | 0129 | 000A | Pumpkin Head
    8010A46C | 01F5 | 000A | Night
    8010A47C | 00B2 | 000A | Twister
    8010A48C | 0186 | 000A | Earth Shake
    8010A49C | 002D | 000A | Angel's Snack
    8010A4AC | 00E4 | 000A | Frog Drop
    8010A4BC | 0029 | 000A | White Wind
    8010A4CC | 01F4 | 000A | Vanish
    8010A4DC | 0096 | 000A | Frost
    8010A4EC | 00BB | 000A | Mustard Bomb
    8010A4FC | 0082 | 000A | Magic Hammer
    8010A50C | 008A | 000A | Auto-Life
    -----------------------------------------
    8010A51C | 00F9 | 000A | Flee
    8010A52C | 00FA | 000A | Detect
    8010A53C | 018F | 000A | What's That!?
    8010A54C | 00E5 | 000A | Soul Blade
    8010A55C | 00E9 | 000A | Annoy
    8010A56C | 00EA | 000A | Sacrifice
    8010A57C | 0138 | 000A | Lucky Seven
    8010A58C | 00E7 | 000A | Thievery
    8010A59C | 00F1 | 000A | Free Energy
    8010A5AC | 00F2 | 000A | Tidal Flame
    8010A5BC | 00F3 | 000A | Scoop Art
    8010A5CC | 00F4 | 000A | Shift Break
    8010A5DC | 00F5 | 000A | Stellar Circle 5
    8010A5EC | 00F6 | 000A | Meo Twister
    8010A5FC | 00F7 | 000A | Solution 9
    8010A60C | 00F8 | 000A | Grand Lethal
    -----------------------------------------
    8010A61C | 0191 | 000A | Lancer
    8010A62C | 00A8 | 000A | Reis's Wind
    8010A63C | 0128 | 000A | Dragon Breath
    8010A64C | 0053 | 000A | White Draw
    8010A65C | 003D | 000A | Luna
    8010A66C | 01EB | 000A | Six Dragons
    8010A67C | 0183 | 000A | Cherry Blossom
    8010A68C | 01EA | 000A | Dragon's Crest
    -----------------------------------------
    8010A69C | 0055 | 000A | Chakra
    8010A6AC | 0087 | 000A | Spare Change
    8010A6BC | 00C1 | 000A | No Mercy
    8010A6CC | 00C5 | 000A | Aura
    8010A6DC | 00C3 | 000A | Curse
    8010A6EC | 0089 | 000A | Revive
    8010A6FC | 0079 | 000A | Demi Shock
    8010A70C | 0181 | 000A | Countdown
    8010A71C | 0056 | 000A | Chakra
    8010A72C | 0088 | 000A | Spare Change
    8010A73C | 00C2 | 000A | No Mercy
    8010A74C | 00C6 | 000A | Aura
    8010A75C | 00C4 | 000A | Curse
    8010A76C | 01A5 | 000A | Revive
    8010A77C | 007A | 000A | Demi Shock
    8010A78C | 0182 | 000A | Countdown
    8010A79C | 00BC | 0199 | Darkside
    -----------------------------------------
    8010A7AC | 00BD | 019A | Minus Strike
    8010A7BC | 00BE | 019B | Iai Strike
    8010A7CC | 00D0 | 00D0 | Power Break
    8010A7DC | 005C | 005C | Armor Break
    8010A7EC | 00D1 | 00D1 | Mental Break
    8010A7FC | 002E | 002E | Magic Break
    8010A80C | 018E | 018E | Charge!
    8010A81C | 00BF | 019C | Thunder Slash
    8010A82C | 00CF | 019E | Stock Break
    8010A83C | 018D | 01A1 | Climhazzard
    8010A84C | 00C0 | 019D | Shock
    -----------------------------------------
    8010A85C | 0197 | 000A | Diamond Dust
    8010A86C | 01BD | 000A | Flames of Hell
    8010A87C | 019F | 000A | Judgement Bolt
    8010A88C | 01BE | 000A | Worm Hole
    8010A89C | 01A8 | 000A | Zantetsuken
    8010A8AC | 0196 | 000A | Tsunami
    8010A8BC | 0195 | 000A | Mega Flare
    8010A8CC | 01BF | 000A | Eternal Darkness
    -----------------------------------------
    8010A8DC | 000A | 000A | None
    8010A8EC | 000A | 000A | None
    8010A8FC | 000A | 000A | None
    8010A90C | 000A | 000A | None
    8010A91C | 000A | 000A | None
    8010A92C | 000A | 000A | None
    8010A93C | 000A | 000A | None
    8010A94C | 000A | 000A | None
    8010A95C | 000A | 000A | None
    8010A96C | 000A | 000A | None
    8010A97C | 000A | 000A | None
    -----------------------------------------
    8010A98C | 0189 | 000A | Jump
    -----------------------------------------
    8010A99C | 009F | 000A | Pyro
    8010A9AC | 0179 | 000A | Medeo
    8010A9BC | 0125 | 000A | Poly
    -----------------------------------------
    8010A9CC | 000A | 000A | Attack
    8010A9DC | 00C8 | 000A | Steal
    8010A9EC | 0189 | 000A | Jump
    8010A9FC | 000A | 000A | Defend
    8010AA0C | 000A | 000A | Flee
    8010AA1C | 00C8 | 000A | Mug
    8010AA2C | 000A | 000A | Change
    8010AA3C | 00FE | 000A | Eat
    8010AA4C | 00FF | 000A | Cook
    8010AA5C | 0184 | 000A | Spear
    8010AA6C | 0185 | 000A | Spear
    -----------------------------------------
    8010AA7C | 00FB | 00FB | Terra Homing
    -----------------------------------------
    8010AA8C | 00C7 | 000A | Focus
    -----------------------------------------
    8010AA9C | 00DF | 000A | Flare Sword
    -----------------------------------------
    8010AAAC | 000A | 000A | Throw
    -----------------------------------------
    8010AABC | 00E0 | 000A | Doomsday Sword
    
    
    +-------------------------+
    | PART 2: NAME THAT SPELL |
    +-------------------------+
    
    The next step to creating a new spell is to give it a name.  You
    can use the proper names of the spells (given in the chart in part #),
    or you can choose your own names.  A good place to store the names in
    the RAM is in the area where help text is normally stored, because it
    is immediately after the normal spell names and can therefore be 
    accessed by the text offset byte in the spell information.  Storing
    the names, however, will screw up some of the help text, so be
    forewarned.
    
    The spell name offset is stored at BaseAddr + $E.  It should always
    end in A.  You can use a word ('80') code, because this address will
    always be even.
    
    Ex:   Fire BaseAddr       8010A05C
          Fire name offset    8010A06A 0???
    
    You can use each address on the list to store the name of a different
    spell, provided you keep the names of all spells to 16 characters or
    less.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    TABLE 2. name-storing addresses & corresponding offsets
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ADDRESS 
    TO STORE 
    NAME IN   OFFSET (???)
    --------  -----------
    800F96F0  654
    800F9700  664
    800F9710  674
    800F9720  684
    800F9730  694
    800F9740  6A4
    800F9750  6B4
    800F9760  6C4
    800F9770  6D4
    800F9780  6E4
    800F9790  6F4
    800F97A0  704
    800F97B0  714
    800F97C0  724
    800F97D0  734
    800F97E0  744
    800F97F0  754
    800F9800  764
    800F9810  774
    800F9820  784
    800F9830  794
    800F9840  7A4
    800F9850  7B4
    800F9860  7C4
    800F9870  7D4
    800F9880  7E4
    800F9890  7F4
    800F98A0  804
    800F98B0  814
    800F98C0  824
    800F98D0  834
    800F98E0  844
    800F98F0  854
    800F9900  864
    800F9910  874
    800F9920  884
    800F9930  894
    800F9940  8A4
    800F9950  8B4
    800F9960  8C4
    800F9970  8D4
    800F9980  8E4
    800F9990  8F4
    800F99A0  904
    800F99B0  914
    800F99C0  924
    800F99D0  934
    800F99E0  944
    800F99F0  954
    ... and by the time you make that many codes, you shouldn't need
        my help anymore. :)
    
    Now that you've got a free memory address to place the codes in,
    you need to fill the address with something.  The digits for all
    the numbers and letters are below.  
    
    >> Note:  you must preface each code with the 'in-battle check'
              code, D01044B8 0100, so that the codes are activated
              only during battle.  The reason for this is that the
              game reuses the same memory addresses to store other
              data outside of battle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~
    TABLE 3.  the ff9 alphabet
    ~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    00: 0        10: A        30: a
    01: 1        11: B        31: b
    02: 2        12: C        32: c
    03: 3        13: D        33: d
    04: 4        14: E        34: e
    05: 5        15: F        35: f
    06: 6        16: G        36: g
    07: 7        17: H        37: h
    08: 8        18: I        38: i
    09: 9        19: J        39: j
    0A: +        1A: K        3A: k
    0B: -        1B: L        3B: l
    0C: =        1C: M        3C: m
    0D: *        1D: N        3D: n
    0E: %        1E: O        3E: o
    0F: [space]  1F: P        3F: p
                 20: Q        40: q
                 21: R        41: r
                 22: S        42: s
                 23: T        43: t
                 24: U        44: u
                 25: V        45: v
                 26: W        46: w
                 27: X        47: x
                 28: Y        48: y
                 29: Z        49: z
    
    FF: end of name indicator (required!)
    
    Two letters can be stored per 800Fxxxx code.  Simply increment
    the address by $2 to create the code for the next two letters.
    If you use the full sixteen characters, you should have 
    addresses ending in 0, 2, 4, 6, 8, A, C, and E.
    
    Keep in mind that $8 + $2 = $A, not $10!  Note that the RIGHTMOST 
    byte in the code data is read first, so to produce the string 
    'Fa', you'd enter $3015.  Also, you MUST end with a $FF character
    to terminate the string, even if it requires adding an extra code.
    Here's an example.
    
    Ex:  Change name of 'Fire' to 'Flare Star'.
         
         First we have to store the name 'Flare Star' in the
         game's memory.  We'll start at address 800F96F0. 
    
         D01044B8 0100    (battle check)
         800F96F0 3B15    'l' 'F'
         D01044B8 0100
         800F96F2 4130    'r' 'a'
         D01044B8 0100
         800F96F4 0F34    (space) 'e'
         D01044B8 0100
         800F96F6 4322    't' 'S'
         D01044B8 0100
         800F96F8 4130    'r' 'a'
         D01044B8 0100
         800F96FA FFFF    (terminate string)
    
         Hopefully by studying that code set you can get the hang
         of how it works.
    
         Now we have to apply our newly-generated string to the Fire
         spell.  Looking at part 1, we see the BaseAddr for Fire is 
         8010A05C.  Adding $E to this yields 8010A06A.  Knowing that
         we placed the string at addres 800F96F0, we can look at
         Table 2 and find that the appropriate offset value is 654.
         So we use the codes
    
         D01044B8 0100    (we still need the battle check)
         8010A06A 0654    change name offset to where we stored
                          'Flare Star'
         
         And that should do it -- enter all the codes above, and
         'Fire' should instead be called 'Flare Star'.
    
    
    +-----------------------+                          
    | PART 3: SIXTEEN BYTES |      
    +-----------------------+                            
    
    You can completely customize the effect of your new spell by
    modifying the sixteen bytes of data that comprise the BaseAddr
    and the 15 subsequent addresses.  Here is a byte-by-byte
    walkthrough.
    
    BaseAddr
    Ends in C
    Effect TARGETING
    Length BYTE (use code beginning with 3, not 8)
    This byte affects what the spell can target.  Here is a list
    of possible values (there may be others).
    
    #   possible targets                 default target  example spell
    --  -------------------------------  --------------  -------------
    00  one ally or enemy                one enemy       Scan
    02  one enemy                        one enemy       Jewel
    03  one/all ally or enemy            one enemy       Fire
        damage halved by selecting all
    08  all enemies                      all enemies     Meteor
    0C  everyone                         everyone        Roulette
    20  one enemy/ally; used for Drain   one enemy       Drain
    30  one ally or enemy                one ally        Regen
    33  one/all ally or enemy            one ally        Cure
    37  all allies                       all allies      White Wind
    40  one enemy/ally; used for Osmose  one enemy       Osmose
    91  one ally                         one ally        Auto-Life
    
    BaseAddr + $1, + $2
    Ends in D, E
    Effect GRAPHICS (MULTIPLE TARGET GRAPHICS for variable target spells)
    Length WORD (use two codes beginning with 3; odd 8 code crashes PSX)
    These two bytes affect the spell graphics.  If the spell has only
    one graphical effect, it will be stored here; if there are two
    possible effects (as with the elemental spells Fire, Fira, etc.),
    the 'multiple targets' effect will be stored here.  It is NOT
    RECOMMENDED that you edit these bytes because it requires TWO codes.
    See part 4 for a better way to change graphics, as well as a list of
    graphical modifiers.
    
    BaseAddr + $3
    Ends in F
    Effect UNKNOWN
    Length BYTE
    
    BaseAddr + $4
    Ends in 0
    Effect SPELL'S EFFECT
    Length BYTE (use a 3 code unless also altering POWER byte)
    This byte determines what will happen when you cast the spell.  Here
    is a partial list of effects; this is by no means complete.  Hopefully
    I'll continually update this as time goes on.  If you have a submission
    to it, go right ahead and e-mail it to me and you will receive credit.
    
    #   EFFECT                      NOTES
    --  --------------------------  ---------------------------------------
    09  cause magical damage        strength of spell depends on POWER byte
    0A  heal                        strength of spell depends on POWER byte
    0B  add status                  see STATUS byte
    0C  remove status               see STATUS byte
    0D  revive                      % of HP restored depends on POWER byte
    0E  kill                        instant death; STATUS byte should be 15
    0F  drain MP                    strength of spell depends on POWER byte
    10  drain HP                    strength of spell depends on POWER byte
    11  damage = % of MaxHP         percentage determined by POWER byte
                                     success rate determined by RATE byte
    12  random magical damage       strength increases with POWER byte
    13  cause physical damage       strength depends on POWER byte
    14  cause physical damage       not sure of the distinction between
                                     this and $13
    15  ???                         used for Goblin Punch
    16  add status depending on LV  LV must be divisible by RATE byte
    17  damage depending on LV      LV must be divisible by RATE byte
    18  lower def. depending on LV  LV must be divisible by RATE byte
    19  initialize roulette         causes status in STATUS byte
    1A  100 * POWER damage          multiple determined by POWER byte
    1B  cut HP to specific value    value determined by POWER byte
                                     success rate determined by RATE byte
    1C  do damage if casterHP = 1   I think... used for Limit Glove
    1D  do damage equal to (caster's MaxHP - caster's CurrentHP)
    1E  heal 1/3 of caster's MaxHP
    1F  damage MP randomly
    20  reduce caster's HP; do damage
    21  reduce defence
    22  reduce physical attack power
    23  reduce magic defence
    24  reduce magic attack power
    25  heal HP and MP              strength determined by POWER byte
    26  cause damage using Gil      strength determined by POWER byte
    27  damage HP and MP            strength determined by POWER byte
    28  damage determined by ???    used by Dragon Breath
    29  damage MP                   used by White Draw
    2B  raise physical attack pwr   increase may depend on POWER byte
    2D  kill caster; completely recover all other targets
    2E  cause status ailment that is the ADD ST of equipped weapon
    32  ???                         used by Six Dragons
    33  lower defence
    34  use 4 Remedies on party
    36  chance of resetting ATB meter to zero
    39  flee from battle
    3C  display steal-able items
    3D  makes [Near Death] party members attack enemy
    43  do damage equal to (Speed * (# of successful Steals))
    44  damage determined by # dragons killed? (used by Dragon's Crest)
    67  add beneficial status       see STATUS byte
    6C  add bad status              see STATUS byte
    
    BaseAddr + $5
    Ends in 1
    Effect POWER
    Length BYTE (use a 3 code)
    This byte has many uses:
    - Determines the damage multiplier for a damage (EFFECT = $09),
      cure (EFFECT = $08, $25), or drain (EFFECT = $0F, $10) spell.
      Some values to use for comparison:  'Fire' = $0E (= 14 dec),
      'Firaga' = $48 (= 72 dec), 'Flare' = $70 (= 112 dec).
    - Determines the percentage of the MaxHP that will be restored
      by a revive (EFFECT = $0D) spell ($64 = 100%).
    - Determines the percentage of the MaxHP that will be taken off
      by a %-of-MaxHP (EFFECT = $11) spell ($64 = all of it!).
    - Determines the number of HP left behind by a cut-HP-to-value
      (EFFECT = $1B) spell ($01 = 1 HP, $00 = bye bye!)
    - Determines the multiplier for a 100 * POWER (EFFECT = $1A)
      spell ($0A = 1000 damage, $63 = 9900 damage, $64 = 9999 damage.
      yes, that means it will _always_ do 9999 damage.)
    
    BaseAddr + $6
    Ends in 2
    Effect ELEMENTAL
    Length BYTE (use a 3 code)
    This byte determines the attack's elemental affiliation.  You can
    give an attack more than one elemental by adding the values for the
    two (or more) elementals together.
    01: Fire
    02: Ice
    04: Lightning
    08: Earth
    10: Water
    20: Wind
    40: Holy
    80: Shadow
    
    BaseAddr + $7
    Ends in 3
    Effect RATE
    Length BYTE (use a 3 code)
    This byte affects the success rate of a status-adding, %-of-MaxHP,
    or cut-HP-to-value attack.  If your spell is saying MISS a lot,
    try setting this byte to FF.  If you think your spell is hitting
    too much, lower the value of this byte.
    
    BaseAddr + $8
    Ends in 4
    Effect UNKNOWN
    Length BYTE
    I think this has something to do with the game's classification of
    the attack.  It doesn't seem to have any effect on the spell when
    it is used.
    
    BaseAddr + $9
    Ends in 5
    Effect STATUS
    Length BYTE
    This determines what status effects a spell will add.  Note that
    not only status-adding (EFFECT = $0B or $67) spells, but also
    damaging or healing spells (EFFECT = $09, $08, $25) and some others 
    will add status effects if given a nonzero value in this byte.  The 
    success rate of the status effect is determined by the RATE byte.
    
    When used with a remove-status (EFFECT = $0C) spell, this byte will
    determine which statuses the spell removes.
    
    ##  STATUS ADDED/REMOVED
    --  ---------------------------------------------------------------
    00  none
    01  add Regen
    02  remove Dead
    03  remove Poison, Venom
    04  remove Petrify
    05  remove various (used by Esuna)
    06  add Shell
    07  add Protect
    08  add Haste
    09  add Silence
    0A  add or remove Mini
    0B  add Reflect
    0C  add Confuse
    0D  add Berserk
    0E  add Blind
    0F  add Float
    10  remove Shell, Protect, Haste, Reflect, Float, Vanish, Regen
    11  add Sleep
    12  add Slow
    13  add Stop
    14  add Poison
    15  add Death
    16  add Petrify
    17  add Petrify
    18  add Vanish
    19  add Death Sentence
    1A  add Protect and Shell
    1B  add various bad status (Bad Breath)
    1C  add Freeze
    1D  add Heat
    1E  add Auto-Life
    1F  add Trouble
    20  add Auto-Life
    21  add 'MP-up' (?)
    22  add Zombie
    23  add Virus
    24  add Gradual Petrify
    25  add Venom
    26  add various bad status (Curse)
    FF  add various bad status (Grand Cross)
    
    BaseAddr +$A
    Ends in 6
    Effect MP
    Length BYTE (use a 3 code)
    This simply determines the MP needed to cast the spell.  Note
    that, as with all values, it must be entered in hex.
    
    BaseAddr +$B
    Ends in 7
    Effect WHEN USED
    Length BYTE (use a 3 code)
    Has something to do with when the spell can be used (in battle
    vs. out-of-battle).  Probably not a good idea to mess with it.
    
    BaseAddr +$C, +$D
    Ends in 8
    Effect GRAPHICS (SINGLE TARGET)
    Length WORD (use an 8 code)
    Variable target spells store their single-target graphics here.
    Summons also store their incomplete graphics here.  Don't use
    this byte to alter the graphics; see Part 4 instead.
    
    BaseAddr +$E, +$F
    Ends in A
    Effect NAME OFFSET
    Length WORD (use an 8 code)
    Determines the name offset of the spell.  See Part 2 for details.
    
    
    Ex:  Make 'Fire' spell stronger, always target all enemies, and 
         always add the 'Heat' status.
    
         > Adjust POWER byte to make Fire spell stronger.  Looking
           at Table 1, we see that the BaseAddr for Fire is 8010A05C.
    
           POWER byte = BaseAddr + $5 = 8010A061
           We want a byte-length code, so we must change the first
           digit of the code to 3, and must also preface the code with
           the battle-check code.  The following will increase Fire's
           power to 80 (= $50) (it's originally 14):
    
           D01044B8 0100
           3010A061 0050
    
         > Adjust TARGETING byte to make Fire target all enemies.
    
           TARGETING byte = BaseAddr = 8010A05C
           Again, this should be a byte-length ('3') code.  The table
           of targets tells us that all enemies corresponds to $08.
    
           D01044B8 0100
           3010A05C 0008
         
         > Adjust STATUS and RATE bytes to make Fire always add the
           'Heat' status.
    
           STATUS byte = BaseAddr + $9 = 8010A065
    
           The table of statuses lists 'Heat' as $1C, so we create
           the byte-length code,
    
           D01044B8 0100
           3010A065 001C
    
           Then we must be sure to increase the frequency with which
           'Heat' is added using the RATE byte.
    
           RATE byte = BaseAddr + $7 = 8010A063
    
           Again, we need a byte-length code,
    
           D01044B8 0100
           3010A063 00FF
    
           Putting all eight lines of code together will achieve the
           desired effects in unison.
    
    NOTE:  If you are editing two consecutive addresses, AND the
           first of those two addresses is even, then you can, at your
           option, use one word code in lieu of two byte codes.
    
    
    +----------------------------------+
    | PART 4: APPEARANCE IS EVERYTHING |
    +----------------------------------+
    
    Now's the fun part:  you can customize the way your spell looks
    (and sounds) when cast.  You _can_ change this information in
    the spell's data section, but since it's stored in an odd address,
    which requires two codes to change, it's more efficient to do it
    the way outlined below.
    
    To change the graphics for your chosen spell, enter the four
    following codes:
    
    * this address was found by King Edgar 0 <kingedgar0@aol.com> *
    
    (1)   D00FEC42 yyyy  
    (2)   800FEC42 0www      
    (3)   D00FEC42 zzzz
    (4)   D00FEC42 0xxx
    
    yyyy:  value of 'Gfx1' for the spell you want to edit (see part 1).
     www:  value from the chart below for the new spell you want to create
           (multiple targets if variable target spell)
    zzzz:  value of 'Gfx2' for the spell you want to edit (see part 1).
           if yyyy = 000A, the spell does not have a second graphic effect,
           and you do not need codes (3) or (4)
     xxx:  value from the chart below for the new spell you want to create
           (single target if variable target spell)
    
    Note that you can specify two different graphics if you are creating a
    variable target spell; the Gfx1 replacement will be the graphics for
    multiple targets, and the Gfx2 replacement will be the graphics for a
    single target.
    
    Ex:  Change graphics of 'Fire' to those of 'Flare Star'.
    
         Look up 'Fire' and part one and find
         Gfx1 = 0046
         Gfx2 = 0000
    
         Flare Star targets all enemies (and only all enemies), so our
         value of www will be equal to our value of xxx.
    
         Look up 'Flare Star' in table 4 and find value of www / xxx
         www = xxx = 1B4
    
         Sub values into codes above:
    
         D00FEC42 0046
         800FEC42 01B4
         D00FEC42 0000
         800FEC42 01B4
    
         Now 'Fire' will look like 'Flare Star'!
    
    ~~~~~~~~~~~~~~~~~~~~~~~~
    TABLE 4.  spell graphics
    ~~~~~~~~~~~~~~~~~~~~~~~~
    
    www/
    xxx  SPELL NAME (if known) NOTES
    ---  --------------------- --------------------------------------
    000  Fire                  one target 
    001  (Grand Cure)          like a huge cure spell (one target)
    002  Fira                  one target
    003  Thunder               one target
    004  Blizzara              one target
    005  Thundara              one target
    006  Blizzard              one target
    007  Firaga                one target
    008  Cure                  one target
    009  Cure                  multiple targets
    00A  [null value]
    00B  Esuna                 one target
    00C  Panacea               one target
    00D  Stona                 one target
    00E  Berserk               one target
    00F  Full-life             one target
    010  [no effect]
    011  Life                  one target
    012  [no effect]
    013  Steal                 one target
    014  Steal                 one target
    015  Poison                one target
    016  Water                 one target
    017  (Ice)                 snowflakes & icicles (one target)
    018  Thundaga              one target
    019  Mini                  one target 
    01A  Sleep                 one target
    01B  Float                 one target
    01C  Aqua Breath
    01D  (Energy Waves)        waves of energy
    01E  1000 Needles
    01F  (Exploder)            explosion (mult targets)
    020  Regen                 one target
    021  [no graphics]         sounds only
    022  [kraken arm death]    bubbles on caster
    023  Psychokinesis         bubbles / target rises in air
    024  (Energy Waves)        same as 1D
    025  [lockup]
    026  Shiva (full)          mult targets
    027  [lockup]
    028  Elixir                one target
    029  White Wind            mult targets
    02A  Silence               one target
    02B  Aerial Slash          wind attack (mult targets)
    02C  Bad Breath            one target
    02D  Angel's Snack         mult targets
    02E  Magic Break           one target
    02F  Flame                 caster spits fire at multiple targets
    030  (Sparkle)             gold sparkles
    031  (Glare)               light flash on caster; smoke on 1 target
    032  Glowing Eyes          similar to above
    033  Snort                 air vortex pushes one target away
    034  Cold Breath           ice shot at one target
    035  (Oil Shot)            oil shot at one target and ignites
    036  (Inferno)             fire engulfs entire screen
    037  Darkness              black circle (one target)
    038  Comet                 one target
    039  Osmose                one target
    03A  Earthquake            ground shakes; similar to Earth Shake
    03B  Trouble Juice         nasty yellow stuff dropped on target
    03C  (Rainbow Storm)       gusts of multicoloured wind (one target)
    03D  Luna                  everyone
    03E  Blizzard              multiple targets
    03F  Shell                 one target
    040  Bubbles               bubbles of water shot at one target
    041  (Energy Blast)        red and then blue shine on one target
    043  Ink                   black smoke on target
    044  (Odd Soundwave)       beam of coloured stuff shot at target
    045  (Energy Waves)        same as 1D
    046  Fire                  multiple targets
    047  Fira                  multiple targets
    048  Firaga                multiple targets
    049  Thundara              multiple targets
    04A  Goblin Punch          one target
    04B  Sandstorm             sand is gathered and blown at targets
    04C  Float                 one target
    04D  Blizzara              multiple targets
    04E  Sleep                 one target
    04F  Reflect               one target
    050  [lockup]
    051  Mighty Guard          multiple targets
    052  Limit Glove           one target
    053  White Draw            one target
    054  [lockup]
    055  Chakra                one target
    056  Chakra                multiple targets
    057  Holy                  one target
    058  Matra Magic           one target
    059  Haste                 one target
    05A  Might                 one target
    05B  [lockup]
    05C  Armor Break           one target
    05D  Bio                   one target
    05E  Death                 one target
    05F  Water                 multiple targets
    060  Confuse               one target
    061  Confuse               multiple targets
    062  Demi                  one target
    063  Demi                  multiple targets
    064\
    .   \
    .    > these all execute a normal physical
    .   /  attack by the caster
    077/
    078  Bio                   multiple targets
    079  Demi Shock            one target
    07A  Demi Shock            multiple targets
    07B  Protect               one target
    07C  Mini                  multiple targets
    07D  Flare                 one target
    07E  Slow                  one target
    07F  Silence               multiple targets
    080  Dispel                one target
    081  LV4 Holy              multiple targets
    082  Magic Hammer          multiple targets
    083  Scan                  one target
    084  Drain                 one target
    085  Thundaga              multiple targets
    086  Meteor (miss)         multiple targets
    087  Spare Change          one target
    088  Spare Change          multiple targets
    089  Revive                one target
    08A  Auto-life             one target
    08B  (Energy Waves)        same as 1D
    08C  Berserk               multiple targets
    08D  Cura                  one target
    08E  Curaga                one target
    08F  Meteor (hit)          multiple targets
    090  Curaga                multiple targets
    091  Entice                hearts fly at one target
    092  Hypnotize             purple spinning stuff, one target
    093  Cannon                explosion from caster & on 1 target
    094  (Prism Shot)          lots of triangles on one target
    095  Stop                  one target
    096  Frost (Freeze)        one target
    097  Blizzaga              one target
    098  Blizzaga              multiple targets
    099  Break                 one target
    09A  LV5 Death             multiple targets
    09B  Lava Gun              flaming rocks shot at one target
    09C  (Starburst)           flashes and starburst
    09D  Blind                 one target
    09E  Blind                 multiple targets
    09F  Pyro                  fire attack on one target
    0A0  String                target is ravelled in white web
    0A1  Blaster               colourful burst on target
    0A2  Cura                  multiple targets
    0A3  Electrocute           caster is electrified
    0A4  Buzz                  sound waves surround one target
    0A5  Pollen                pollen attacks multiple targets
    0A6  (Firestorm)           sand & explosions / mult targets
    0A7  Water Gun (1x)        water is shot at one target
    0A8  Reis' Wind            all targets
    0A9  Lightning             lightning shot at one target
    0AA  Snowstorm             frost is shot at multiple targets
    0AB  Maelstrom             red winds attack one target
    0AC  (Bio Breath)          poison-looking stuff on one target
    0AD  Aero Breath           high-velocity breath on one target
    0AE  Venom Breath          black & purple breath on one target
    0AF  Zombie Breath         black & white ghostly attack / 1 target
    0B0  (Autumn Leaves)       attack with leaves
    0B1  Carbuncle (full)      multiple targets
    0B2  Twister               multiple targets
    0B3  Leviathan (full)      multiple targets
    0B4  Aero                  wind attack on one target
    0B5  Rainbow Wind          multicoloured wind attack on one target
    0B6  Scorch                caster is set ablaze
    0B7  Heavy                 waves push down on one target
    0B8  Atomos (full)         multiple targets
    0B9  Sandstorm             sand is gathered & blown at mult targets
    0BA  Ramuh (full)          multiple targets
    0BB  Mustard Bomb          one target
    0BC  Darkside              one target
    0BD  Minus Strike          one target
    0BE  Iai Strike            one target
    0BF  Thunder Slash         one target
    0C0  Shock                 one target
    0C1  No Mercy              one target
    0C2  No Mercy              multiple targets
    0C3  Curse (Amarant)       one target
    0C4  Curse (Amarant)       multiple targets
    0C5  Aura                  one target
    0C6  Aura                  multiple targets
    0C7  Focus                 caster gathers power
    0C8  Mug / Steal           one target
    0C9  Jewel                 one target
    0CA  Poison                multiple targets
    0CB  (Nanoflare)           explosion, one target
    0CC  Meteorite             meteors bombard all enemies (cool!)
    0CD  Aera                  wind attack, multiple targets
    0CE  Gradual Petrify       petrify stare, one target
    0CF  Stock Break           multiple targets
    0D0  Power Break           one target
    0D1  Mental Break          one target
    0D2  Fenrir (full)         multiple targets
    0D3  Phoenix (full)        multiple targets
    0D4  Fire Sword            one target
    0D5  Fira Sword            one target
    0D6  Firaga Sword          one target
    0D7  Thunder Sword         one target
    0D8  Thundara Sword        one target
    0D9  Thundaga Sword        one target
    0DA  Blizzard Sword        one target
    0DB  Blizzara Sword        one target
    0DC  Blizzaga Sword        one target
    0DD  Bio Sword             one target
    0DE  Water Sword           one target
    0DF  Flare Sword           one target
    0E0  Doomsday Sword        one target
    0E1  Rebirth Flame         multiple targets
    0E2  Fenrir (half)         multiple targets
    0E3  Bahamut (full)        multiple targets
    0E4  Frog Drop             one target
    0E5  Soul Blade            one target
    0E6  [lockup]
    0E7  Thievery              one target
    0E8  [no name]             teleport out of battle
    0E9  Annoy                 one target
    0EA  Sacrifice             multiple targets
    0EB  Psychokinesis         one target rises and falls down
    0EC  Doom                  one target
    0ED  Roulette              everyone
    0EE  (Light Flash)         caster shines
    0EF  Red Clipper           fiery slashes on one target
    0F0  (Sand Breath)         shot of sand
    0F1  Free Energy           one target
    0F2  Tidal Flame           multiple targets
    0F3  Scoop Art             one target
    0F4  Shift Break           multiple targets
    0F5  Stellar Circle 5      one target
    0F6  Meo Twister           multiple targets
    0F7  Solution 9            one target
    0F8  Grand Lethal          multiple targets
    0F9  Flee                  multiple targets
    0FA  Detect                one target
    0FB  Terra Homing (Madeen) multiple targets
    0FC  [no name]             run from battle
    0FD  [no graphics]              
    0FE  Eat                   one target
    0FF  Cook                  one target
    100  (Purple Haze)         purple smoke on one target 
    101  Trance                trancing effect on caster
    102  Rise                  waves push one target up
    103  Mist                  white smoke on mutliple targets
    104  (Soul Out)            ghosts fly out of one target
    106  (Slime)               yellow liquid on target
    107  [lockup]
    108  [lockup]
    10A\
    .   \
    .    > various 'Throw' graphics
    .   /
    110/
    111  Steal
    112  (Devour)               caster eats one target
    113  (Light Shell)          pink explosion at one target
    114  Ifrit (full)
    115  Throw
    116  Ether
    117  some item
    118  some item
    119  some item
    11A  Remedy
    11B  some item
    11C  Aeraga                 wind attack on multiple targets
    11D  (Forcefield)           purple glow around caster
    11E  Virus Fly              swarm of flies attacks target!
    11F  Dark Matter            lightning attack
    120  ???                    fire attack
    121  some item
    122  Tent
    123  Raining Swords         attack all using swords and blue fire
    124  Ore
    125  Poly                   one target
    126  Boomerang              blades attack multiple targets
    127  (Shimmer)              bright light flash
    128  Dragon Breath          multiple targets
    129  Pumpkin Head           one target
    12A  Jet Fire               blue flame attack (one target)
    12B  Photon                 lasers attack one target (like FF8's Homing Laser)
    12C  (Magnitude 8)          big earthquake (multiple targets)
    12D  (Sinkhole)             one target sinks into the ground
    12E  [blackout]
    12F  (Page Turn)    )       papers fly at multiple targets
    130  Propeller Wind         blue cyclones make 1 or multiple targets spin
    131  (Accumulate)           caster gathers energy
    132  (Green Smoke)          green smoke, one target
    133  (Red Smoke)            red smoke, one target
    134  Doomsday               multiple targets
    135  Curse (Ozma)           green and black smoke engulfs multiple targets
    136  Absorb                 caster absorbs energy from one target
    137  Flame                  caster spits fire at multiple targets
    138  Lucky Seven            one target
    139\  
    .   \
    .    > miscellaneous weapon attacks
    .   /
    17A/
    17B  [lockup]
    17C  [lockup]
    17D  Ark (full)             multiple targets
    17E  Chestnut               nut fired from caster to one target
    17F  [lockup]               bubbles and lockup
    180  Ultima / lockup        Ultima then lockup
    181  Countdown              one target
    182  Countdown              multiple targets
    183  Cherry Blossom         multiple targets
    184  Spear                  one target
    185  Spear                  one target
    186  Earth Shake            multiple targets
    187  Fire Blades            flaming leaves fired at mult targets
    188  LV3 Def-less           multiple targets
    189  Jump                   jump in air
    18A  (Ultraviolet)          purple energy; will make caster invisible
    18B  (Rippler)              whirlpool on caster, one target
    18C  Rise                   waves force one target up into the air
    18D  Climhazzard            multiple targets
    18E  Charge!                multiple targets
    18F  What's That!?          one target
    190  (Smoke)                smoke
    191  Lancer                 one target
    192  (Smoke)                smoke on caster
    193  (Atomic Ray)           red energy surrounds target
    194  Shockwave              caster gathers light & discharges it
    195  Bahamut (half)         all targets
    196  Leviathan (half)       all targets
    197  Shiva (half)           all targets
    198  Tidal Waves            big waves attack multiple targets
    199  Darkside               one target
    19A  Minus Strike           one target
    19B  Iai Strike             one target
    19C  Thunder Slash          one target
    19D  Shock                  one target
    19E  Stock Break            one target
    19F  Ramuh (half)           mult targets
    1A0  Flaming Sword          big explosion on target
    1A1  Climhazzard            mult targets
    1A2  [lockup]
    1A3  (Yellow Shot)          yellow stuff
    1A4  [lockup]
    1A5  Revive                 all targets
    1A6  Water Gun (x3)         three shots of water at one target
    1A7  (Electricity)          electricity runs from caster to target
    1A8  Odin (full)            all targets
    1A9  Virus Powder           purple & blue dots on one target
    1AA  [lockup]
    1AB  Waterga                huge water bubble on multiple targets
    1AC  [no graphics]               
    1AD  (Green Sparkle)        green stuff
    1AE  [lockup]
    1AF  [lockup]
    1B0  [lockup]               Ozma's dying effect, lockup
    1B1  (Dust Storm)           smoke and dust
    1B2  (Lapis Laser)          blue energy attack (multiple targets)
    1B3  [blackout]             Necron's dying effect, blackout
    1B4  Flare Star             AWESOME fire attack on all targets
    1B5  Dummy                  says "Dummy".  very weird (one target)
    1B6  [lockup]
    1B7  [lockup]
    1B8  [no name]              screws with camera
    1B9  [no name]              same
    1BA  [lockup]
    1BB  [lockup]
    1BC  [lockup]
    1BD  [lockup]
    1BE  Atomos (half)
    1BF  Ark (half)
    1C0\
    .   \
    .    > [lockup]
    .   /
    1E8/
    1E9  [no name]              effect when Trance ends
    1EA  Dragon's Crest         one target
    1EB  Six Dragons            multiple targets
    1EC  Ultima / blackout      does Ultima but then blacks out
    1ED  Carbuncle              multiple targets
    1EE  Carbuncle              multiple targets
    1EF  Carbuncle              multiple targets
    1F0  [no name]              when Necron lifts you up to face him...
    1F1  [no name]              teleport out of battle
    1F2  Grand Cross            planets getting demolished, mult targets
    1F3  Neutron Ring           bright star-like attack, mult targets
    1F4  Vanish                 one target
    1F5  Night                  everyone
    1F6  Aera                   wind attack, one target
    1F7  Blue Shockwave         purple energy attack, one target
    1F8  Carbuncle (half)       multiple targets
    1F9  Carbuncle (half)       multiple targets
    1FA  Carbuncle (half)       multiple targets
    1FB  Carbuncle (half)       multiple targets
    1FC  Fenrir (half)          multiple targets
    1FD  Fenrir (half)          multiple targets
    1FE  Phoenix (half)         multiple targets
    1FF  [lockup]
    
    
    +-------------------+
    | PART 5:  EXAMPLES |
    +-------------------+
    
    Alright, I understand that making your own codes can get fairly 
    complicated and time-consuming, so here are several pre-made enemy
    spell codes for all you lazy people out there. :)
    
    Note that having too many codes on at once can cause the game to
    refuse to load from the memory card.  Turn off the effects if this
    happens, load your game, and turn them back on.  You'll also have
    to do this whenever you save.  You should be able to get away with
    two or three spell replacements without adverse effects, however.
    
      __________________          
     / Flare Star       \___________________________________________
    |  ELEM: Fire          PWR: 76     STATUS: add Heat             |
    |  TARG: all enemies    MP: 32       RATE: 32                   |
    |  MODIFIED SPELL: Fire                                         |
     ---------------------------------------------------------------
    
    D01044B8 0100      (Store name 'Flare Star')
    800F96F0 3815
    D01044B8 0100
    800F96F2 4130
    D01044B8 0100
    800F96F4 0F34
    D01044B8 0100
    800F96F6 4322
    D01044B8 0100
    800F96F8 4130
    D01044B8 0100
    800F96FA FFFF
    
    D010A06A 00A1      ('Fire' text offsets)
    8010A06A 0654
    
    D01044B8 0100      (Spell parameters)
    3010A05C 0008
    D01044B8 0100
    3010A061 004C
    D01044B8 0100
    3010A065 001D
    D01044B8 0100
    3010A066 0020
    D01044B8 0100
    3010A063 0020
    
    D00FEC42 0046      (Graphics)
    800FEC42 01B4
    D00FEC42 0000
    800FEC42 01B4
    
      __________________          
     / Maelstrom        \___________________________________________
    |  ELEM: none           EFFECT: HP lowered to 5                 |
    |  TARG: one enemy      MP: 18       RATE: 80                   |
    |  MODIFIED SPELL: Demi                                         |
     ---------------------------------------------------------------
    
    D01044B8 0100
    800F9700 301C
    D01044B8 0100
    800F9702 3B34
    D01044B8 0100
    800F9704 4342
    D01044B8 0100
    800F9706 3E41
    D01044B8 0100
    800F9708 FF3C
    D01044B8 0100
    8010A16A 0664
    
    D00FEC42 0063
    800FEC42 00AB
    D00FEC42 0062
    800FEC42 00AB
    D01044B8 0100
    3010A15C 0000
    D01044B8 0100
    8010A160 051B 
    D01044B8 0100
    3010A166 0013
    D01044B8 0100
    3010A163 0050 
    
      __________________          
     / Grand Cross      \___________________________________________
    |  ELEM: none           STATUS: a ton of bad ones               |
    |  TARG: all enemies    MP: 30       RATE: 150                  |
    |  MODIFIED SPELL: Confuse                                      |
     ---------------------------------------------------------------
    
    D01044B8 0100
    800F9720 4116
    D01044B8 0100
    800F9722 3D30
    D01044B8 0100
    800F9724 0F33
    D01044B8 0100
    800F9726 4112
    D01044B8 0100
    800F9728 423E
    D01044B8 0100
    800F972A FF42
    
    D01044B8 0100
    80109FEA 0684
    D00FEC42 0061
    800FEC42 01F2
    D00FEC42 0060
    800FEC42 01F2
    D01044B8 0100
    30109FDC 0008
    D01044B8 0100
    30109FE5 00FF 
    D01044B8 0100
    30109FE3 0096
    D01044B8 0100
    30109FE6 001E
    
      __________________
     / Blue Shockwave   \___________________________________________
    |  ELEM: none           EFFECT:  HP goes to 1                   |
    |  TARG: one enemy      MP:  8       RATE: 240                  |
    |  MODIFIED SPELL: Matra Magic                                  |
     ---------------------------------------------------------------
    
    D01044B8 0100
    800F9730 3B11
    D01044B8 0100
    800F9732 3444
    D01044B8 0100
    800F9734 220F
    D01044B8 0100
    800F9736 3E37
    D01044B8 0100
    800F9738 3A32
    D01044B8 0100
    800F973A 3046
    D01044B8 0100
    800F973C 3445
    D01044B8 0100
    300F973E 00FF
    
    D01044B8 0100
    8010A42A 0694
    D01044B8 0100
    3010A423 00E0
    D00FEC42 0058
    800FEC42 01F7
    
      __________________
     / Freeze           \___________________________________________
    |  ELEM: Ice            PWR: 14      STATUS: Freeze             |
    |  TARG: one enemy      MP:  6       RATE: 50                   |
    |  MODIFIED SPELL: Blizzard                                     |
     ---------------------------------------------------------------
    
    D01044B8 0100
    800F9760 4115
    D01044B8 0100
    800F9762 3434
    D01044B8 0100
    800F9764 3449
    D01044B8 0100
    300F9765 00FF
    D01044B8 0100
    8010A0AA 06C4
    
    D01044B8 0100
    3010A09C 0000
    D01044B8 0100
    3010A0A3 0032 
    D01044B8 0100
    3010A0A5 001C
    D00FEC42 0006
    800FEC42 0096
    D00FEC42 003E
    800FEC42 0096
    
      __________________
     / Neutron Ring     \___________________________________________
    |  ELEM: none           PWR: 114     STATUS: none               |
    |  TARG: all enemies    MP:  46      RATE: n/a                  |
    |  MODIFIED SPELL: Jewel                                        |
     ---------------------------------------------------------------
    
    D01044B8 0100
    800F9740 341D
    D01044B8 0100
    800F9742 4344
    D01044B8 0100
    800F9744 3E41
    D01044B8 0100
    800F9746 0F3D
    D01044B8 0100
    D01044B8 0100
    800F9748 3821
    D01044B8 0100
    800F974A 363D
    D01044B8 0100
    300F974C 00FF
    
    D01044B8 0100
    3010A03C 0008
    D01044B8 0100
    8010A03A 06A4
    D01044B8 0100
    8010A030 7209
    D01044B8 0100
    3010A036 002E
    D00FEC42 00C9
    800FEC42 01F3
    
      __________________
     / Grand Cure       \___________________________________________
    |  Heals HP/MP          PWR: 255     STATUS: Protect + Shell    |
    |  TARG: 1/all ally/en. MP:  68      RATE: 255                  |
    |  MODIFIED SPELL: Cure                                         |
     ---------------------------------------------------------------
    
    D01044B8 0100
    800F9770 4116
    D01044B8 0100
    800F9772 3D30
    D01044B8 0100
    800F9774 0F33
    D01044B8 0100
    800F9776 4412
    D01044B8 0100
    800F9778 3441
    D01044B8 0100
    300F9779 00FF
    D01044B8 0100
    80109EEA 06D4
    
    D01044B8 0100
    80109EE0 FF25
    D01044B8 0100
    30109EDC 0033
    D01044B8 0100
    30109EE5 001A
    D01044B8 0100
    30109EE3 00FF
    D01044B8 0100
    30109EE6 0044
    D00FEC42 0008
    800FEC42 0001
    D00FEC42 0009
    800FEC42 002D
    
      __________________
     / Ultima           \___________________________________________
    |  ELEM: none           EFFECT: deals 9900 damage to all enemies|
    |  TARG: all enemies    MP:  80      RATE: 255                  |
    |  MODIFIED SPELL: Meteor                                       |
     ---------------------------------------------------------------
    
    Note: the code below will use the graphics from Garland's
          'Shockwave' attack to create Ultima because the real
          Ultima graphics will glitch the game when used.
    
    D01044B8 0100
    800F9780 3B24
    D01044B8 0100
    800F9782 3843
    D01044B8 0100
    800F9784 303C
    D01044B8 0100
    300F9786 00FF
    D01044B8 0100
    8010A1BA 06E4
    
    D01044B8 0100
    8010A1B0 631A
    D01044B8 0100
    3010A1B6 0050
    D01044B8 0100
    3010A1B3 00FF
    D00FEC42 0086
    800FEC42 0194   -> 1EC for real one, but this will crash game
    D00FEC42 008F
    800FEC42 0194   -> 1EC for real one, but this will crash game
    
      __________________
     / Waterga          \___________________________________________
    |  ELEM: Water          PWR: 98      STATUS: none               |
    |  TARG: all enemies    MP:  34      RATE: n/a                  |
    |  MODIFIED SPELL: Water                                        |
     ---------------------------------------------------------------
    
    D01044B8 0100       
    800F9790 3026
    D01044B8 0100
    800F9792 3443
    D01044B8 0100
    800F9794 3641
    D01044B8 0100
    800F9796 FF30
    D01044B8 0100
    8010A1AA 06F4
    
    D01044B8 0100
    3010A19C 0008 
    D01044B8 0100
    3010A1A1 0062 
    D01044B8 0100
    3010A1A6 0022 
    D00FEC42 0016 
    800FEC42 01AB
    D00FEC42 005F
    800FEC42 01AB
    
      __________________
     / Aeraga           \___________________________________________
    |  ELEM: Wind           PWR: 100     STATUS: none               |
    |  TARG: all enemies    MP:  35      RATE: n/a                  |
    |  MODIFIED SPELL: Thundara                                     |
     ---------------------------------------------------------------
    
    D01044B8 0100       
    800F97A0 3410
    D01044B8 0100
    800F97A2 3041
    D01044B8 0100
    800F97A4 3036
    D01044B8 0100
    800F97A6 FFFF
    D01044B8 0100
    8010A1AA 0704
    
    D01044B8 0100
    3010A0EC 0008 
    D01044B8 0100
    3010A0F1 0064
    D01044B8 0100
    3010A0F2 0020
    D01044B8 0100
    3010A0F6 0023 
    D00FEC42 0005 
    800FEC42 011C
    D00FEC42 0049
    800FEC42 011C
    
      __________________
     / Curse            \___________________________________________
    |  ELEM: none           PWR: 85      STATUS: lots of bad ones   |
    |  TARG: all enemies    MP:  29      RATE: 144                  |
    |  MODIFIED SPELL: Bad Breath                                   |
     ---------------------------------------------------------------
     
    D01044B8 0100
    800F97B0 4412
    D01044B8 0100
    800F97B2 4241
    D01044B8 0100
    800F97B4 FF34
    D01044B8 0100
    8010A43A 0714
    
    D01044B8 0100
    3010A42C 0008
    D01044B8 0100
    8010A430 5509
    D01044B8 0100
    3010A433 0090
    D01044B8 0100
    3010A436 001D
    D00FEC42 002C
    800FEC42 0135  
    
      __________________
     / Meteorite        \___________________________________________
    |  ELEM: none           PWR: 99      STATUS: none               |
    |  TARG: all enemies    MP:  33      RATE: n/a                  |
    |  MODIFIED SPELL: Comet                                        |
     ---------------------------------------------------------------
    
    D01044B8 0100
    800F97C0 341C
    D01044B8 0100
    800F97C2 3443
    D01044B8 0100
    800F97C4 413E
    D01044B8 0100
    800F97C6 4338
    D01044B8 0100
    800F97C8 FF34
    D01044B8 0100
    8010A17A 0724
    
    D01044B8 0100
    3010A16C 0008
    D01044B8 0100
    8010A170 6309
    D01044B8 0100
    3010A176 0021
    D00FEC42 0038
    800FEC42 00CC
    
      __________________
     / Raining Swords   \___________________________________________
    |  ELEM: none           EFFECT: damage = (75% of MaxHP)         |
    |  TARG: all enemies    MP:  26      RATE: 200                  |
    |  MODIFIED SPELL: Minus Strike                                 |
     ---------------------------------------------------------------
    
    D01044B8 0100
    800F97D0 3021
    D01044B8 0100
    800F97D2 3D38
    D01044B8 0100
    800F97D4 3D38
    D01044B8 0100
    800F97D6 0F36
    D01044B8 0100
    800F97D8 4622
    D01044B8 0100
    800F97DA 413E
    D01044B8 0100
    800F97DC 4233
    D01044B8 0100
    300F97DE 00FF
    D01044B8 0100
    8010A7BA 0734
    
    D01044B8 0100
    3010A7AC 0008
    D01044B8 0100
    8010A7B0 4B11
    D01044B8 0100
    3010A7B3 00A6
    D01044B8 0100
    3010A7B6 001A
    D00FEC42 00BD
    800FEC42 0123
    D00FEC42 019A
    800FEC42 0123
    
      __________________
     / Snowstorm        \___________________________________________
    |  ELEM: Ice            PWR: 77      STATUS: add Freeze         |
    |  TARG: 1/all enemies  MP:  33      RATE: 32                   |
    |  MODIFIED SPELL: Blizzara                                     |
     ---------------------------------------------------------------
    
    D01044B8 0100
    800F97E0 3D22
    D01044B8 0100
    800F97E2 463E
    D01044B8 0100
    800F97E4 4342
    D01044B8 0100
    800F97E6 413E
    D01044B8 0100
    800F97E8 FF3C
    D01044B8 0100
    8010A0BA 0744
    
    D01044B8 0100
    3010A0B1 004D
    D01044B8 0100
    3010A0B3 0020
    D01044B8 0100
    3010A0B5 001C
    D01044B8 0100
    3010A0B6 0021
    D00FEC42 004D
    800FEC42 00AA
    D00FEC42 0004
    800FEC42 0017
    
      __________________
     / Fallen One       \___________________________________________
    |  ELEM: none           EFFECT: HP goes to 1                    |
    |  TARG: all enemies    MP:  40      RATE: 255                  |
    |  MODIFIED SPELL: Aqua Breath                                  |
     ---------------------------------------------------------------
    
    D01044B8 0100
    800F97F0 3015
    D01044B8 0100
    800F97F2 3B3B
    D01044B8 0100
    800F97F4 3D34
    D01044B8 0100
    800F97F6 1E0F
    D01044B8 0100
    800F97F8 343D
    D01044B8 0100
    800F97FA FFFF
    D01044B8 0100
    8010A40A 0754
    
    D01044B8 0100
    8010A400 011B
    D01044B8 0100
    8010A402 FF00
    D01044B8 0100
    3010A406 0028
    D00FEC42 001C
    800FEC42 01A5
    
      __________________
     / Dark Flare       \___________________________________________
    |  ELEM: Shadow         PWR: 113     STATUS: none               |
    |  TARG: all enemies    MP:  56      RATE: n/a                  |
    |  MODIFIED SPELL: LV5 Death                                    |
     ---------------------------------------------------------------
    
    note: this will use the graphics for the 'half' summon of Atomos,
          which seem quite appropriate for a Shadow-type attack spell
    
    D01044B8 0100
    800F9800 3013
    D01044B8 0100
    800F9802 3A41
    D01044B8 0100
    800F9804 150F
    D01044B8 0100
    800F9806 303B
    D01044B8 0100
    800F9808 3441
    D01044B8 0100
    300F980A 00FF
    D01044B8 0100
    8010A3BA 0764
    
    D01044B8 0100
    8010A3B0 7109
    D01044B8 0100
    8010A3B2 0080
    D01044B8 0100
    3010A3B6 0038
    D00FEC42 009A
    800FEC42 01BE
    
      __________________
     / Judgement Day    \___________________________________________
    |  ELEM: Holy           PWR: 166     STATUS: none               |
    |  TARG: all enemies    MP:  66      RATE: n/a                  |
    |  MODIFIED SPELL: Blind                                        |
     ---------------------------------------------------------------
    
    This, using the graphics from LV4 Holy, will give Dagger a
    kick-ass attack spell. :)
    
    D01044B8 0100
    800F9810 4419
    D01044B8 0100
    800F9812 3633
    D01044B8 0100
    800F9814 3C34
    D01044B8 0100
    800F9816 3D34
    D01044B8 0100
    800F9818 0F13
    D01044B8 0100
    800F981A 3012
    D01044B8 0100
    800F981C FF48
    
    D01044B8 0100
    30109FFC 0008
    D01044B8 0100
    8010A000 A009
    D01044B8 0100
    8010A002 0040
    D01044B8 0100
    3010A006 0042
    D00FEC42 009E
    800FEC42 0081
    D00FEC42 009D
    800FEC42 0081
    
    ------------------------------------------------------------------
    end of file                                              rev 1.100
    ff9enspl.txt                                    01-01-12 18:01 est