/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