================================================================= 7B700-7B727: Pointers for level up data (by character): ================================================================= FB B4: Dark Knight Cecil 2F B6: Kain 1 90 B7: Rydia (Kid) 92 B8: Tellah 1 DF B9: Gilbert 13 BB: Rosa 1 47 BC: Yang 1 7B BD: Palom AF BE: Porom 10 C0: Paladin Cecil 92 B8: Tellah 2 47 BC: Yang 2 12 C1: Cid 2F B6: Kain 2 13 BB: Rosa 2 90 B7: Rydia (Adult) FB C1: Edge 67 C2: FuSoYa 2F B6: Kain 3 ================================================================= 7B728-7C5C8: Main Bank (5 bytes per level in Level Data): ================================================================= 7B728-7B853: Dark Knight Cecil Level Data (11-70) 7B854-7B85B: Dark Knight Cecil Random Attribute Bonuses (71-99) 7B85C-7B987: Kain Level Data (11-70) 7B988-7B98F: Kain Random Attribute Bonuses (71-99) 7B990-7BAE9: Rydia Level Data (02-70) 7BAEA-7BAF0: Rydia Random Attribute Bonuses (71-99) 7BAF1-7BBEA: Tellah Level Data (21-70) 7BBEB-7BBF1: Tellah Random Attribute Bonuses (71-99) 7BBF2-7BD37: Glibert Level Data (06-70) 7BD38-7BD3F: Gilbert Random Attribute Bonuses (71-99) 7BD40-7BE6B: Rosa Level Data (11-70) 7BE6C-7BE73: Rosa Random Attribute Bonuses (71-99) 7BE74-7BF9F: Yang Level Data (11-70) 7BFA0-7BFA7: Yang Random Attribute Bonuses (71-99) 7BFA8-7C0D3: Palom Level Data (11-70) 7C0D4-7C0DB: Palom Random Attribute Bonuses (71-99) 7C0DC-7C207: Porom Level Data (11-70) 7C208-7C20F: Porom Random Attribute Bonuses (71-99) 7C210-7C368: Paladin Cecil Level Data (02-70) 7C369-7C370: Paladin Cecil Random Attribute Bonuses (71-99) 7C371-7C46A: Cid Level Data (21-70) 7C46B-7C472: Cid Random Attribute Bonuses (71-99) 7C473-7C553: Edge Level Data (25-70) 7C554-7C55B: Edge Random Attribute Bonuses (71-99) 7C55C-7C5BF: FuSoYa Level Data (51-70) 7C5C0-7C5C7: FuSoYa Random Attribute Bonuses (71-99) Quote from: Details ================================================================= Level Data bytes: ================================================================= Byte 1: Attribute Bonus: ------------------------ 01: Add +1 to all activated bonuses 02: Add +2 to all activated bonuses 04: Add +4 to all activated bonuses 08: Activates Will 10: Activates Wisdom 20: Activates Vitality 40: Activates Agility 80: Activates Strength ------------------------ Byte 2: Hit Point Gain Byte 3: Magic Point Gain; also, around the 50th level gained or so (varies for each character), the ROM begins adding $20, $40, or ($20 + $40) for each subsequent entry for this byte. This may have something to do with how your HP/MP/Exp needed data is updated after you pass level 70. Byte 4: Lower byte for Exp needed to gain a level. Byte 5: Upper byte for Exp needed to gain a level. ================================================================= Random Attribute Bonus Bytes: ================================================================= ------------------------ 01: Add +1 to all activated bonuses 02: Add +2 to all activated bonuses 04: Add +4 to all activated bonuses (Putting 01, 02, and 04 together seems to give a -1 instead; the game never uses 02 and 04 together. Putting 01 and 02 together simply gives +3, as expected) 08: Activates Will 10: Activates Wisdom 20: Activates Vitality 40: Activates Agility 80: Activates Strength ------------------------ changed $7B728's value from E1 (raise Strength, Agility, and Vitality 1 point) to E6 (previously unknown) for Dark Knight Cecil's 11th level, and when I ran a new game on the ROM/had DKC level up, it raised the indicated values by 6 points instead of the previous 1. So adding 02 and 04 together gives +6. Using E5 instead gives a +5 modification. It seems only having 01, 02, and 04 all at the same time produces the -1.