ASM Glossary BRA = Branch Always BNE = Branch if Not Equal to zero BEQ = Branch if Equal to zero BCS = Branch if Carry Flag is Set BCC = Branch if Carry Flag is Clear BPL = Branch if < 80h BMI = Branch if >= 80h CMP (Accumulator with Value): if Accumulator >= Value, Carry Flag = Set if Accumulator < Value, Carry Flag = Clear $04F2 = Terrain type $2000 = Row (0 = Front, 80h = Back) $2002 = Level $2003,4 = Experience $2006,7 = Current HP $2008,9 = Max HP $200A,B = Current MP $200C,D = Max MP $200E = Headgear $200F = Bodywear $2010 = Accessory $2011 = Right Hand Shield $2012 = Left Hand Shield $2013 = Right Hand Weapon $2014 = Left Hand Weapon $2015 = Caught Monster $201A = Status Effect 1 $201B = Status Effect 2 $201C = Status Effect 3 $201D = Status Effect 4: 01h: Hidden 04h: Singing 08h: HP Leak 10h: Countdown 20h: Controlled 40h: False Image 80h: Erased $201E = 08h: If Flirted 10h: If Jumping 40h: If Guarding 80h: If Defending $201F = Damage Modifier: 80h: Auto hit 40h: Damage = Damage * 2 20h: Damage = Damage / 2 10h: M = M * 2 8h: M = M / 2 4h: Defense = 0 $2020 = 01h:Passages 02h:Pitfalls 04h:DamageFloor 08h:Dash 10h:Learning 20h:Barrier 40h:Evade 80h:Counter $2021 = 01h:2-Handed 02h:Pre-Emptive 04h:Caution 08h:Berserk 10h:Medicine 20h:Double Grip 40h:Brawl 80h:Cover $2022 = Magic Element Up $2023 = Equipment Weight $2024 = Strength $2025 = Agility $2026 = Vitality $2027 = Magic Power $2028 = Strength $2029 = Agility $202A = Vitality $202B = Magic Power $202C = Evade% $202D = Defense $202E = Magic Evade% $202F = Magic Defense $2030 = Elemental Absorb $2032 = Elemental Immunity $2033 = Elemental Half $2034 = Elemental Weakness $2035 = Status Immune 1 $2036 = Status Immune 2 $2037 = Status Immune 3 $2039 = Weapon Special Effect Byte $2039 = Armour Special Effect Byte $2044 = Attack (Right Hand) (Goblin Punch Damage) $2045 = Attack (Left Hand) (Goblin Punch Damage) $2050 = Level 1 Magic Sword Element (Fire, Ice, Bolt, Venom) $2051 = Level 2 Magic Sword Element (Fire2, Ice2, Bolt2) $2052 = Level 3 Magic Sword Element (Fire3, Ice3, Bolt3, Bio, Holy) $2053 = Status 1 Magic Sword $2054 = Status 2 Magic Sword $2055 = Status 3 Magic Sword (40h = Drain, 20h = Psyche) $2057 = 4Eh for BuildUp = 4Fh for Jump = 50h for Interceptor Rocket $2058 = Cursor Select 1 $2059 = Cursor Select 2 $205A = Cursor Select 3 $2062 = Monster Attack Multiplier $2064 = Can't Evade Byte? $2065 = Creature Type $2066 = Immunity to HP Scan, Catch, Control $206E = Specialty Effect $206F = Song being sung $2070 = Status Effect 1 $2071 = Status Effect 2 $2072 = Status Effect 3 $2073 = Status Effect 4 $2074 = Bonus Strength due to Power Song $2075 = Bonus Agility due to Speed Song $2077 = Bonus Magic due to Magic Song $2078 = Bonus Level due to Hero Song $207A = Parameter 1 of Magic type 03h, 04, 05h (Magic Sword) $2640 = (Default AI Script) $2720 = (AI Attack Chosen?) $3D75 = Status Timer (Fast) $3D77 = Status Timer (Slow) $3D79 = Status Timer (Mute Magic Sword, player 1) $3D7F = ATB $3ED6 = Wait Delay for ATB $3ED8 = Status Duration $3EF0 = Flee Chance = 80h if Can't Run $3EFE = 40h if Can't use Void $4020, $4021 = Monster Index (2 bytes required for 384 monsters) $41D5 = Command entered (character 1) Attacking weapon/spell $79FC = Parameter 1 $79FD = Parameter 2 $79FE = Parameter 3 $79FF = Parameter 4 $7A00 = Parameter 5 $7A01 = Parameter 6 $7A02 = Parameter 7 $7A03 = Parameter 8 $7A04 = Parameter 9 $7A05 = Parameter 10 $7A06 = Parameter 11 $7A07 = Parameter 12 $7AFC, $7AFD = Targets selected $7BE1 = Attacker's Strength $7BE2 = Attacker's Agility $7BE3 = Attacker's Vitality $7BE4 = Attacker's Magic Power $7BE5 = Attacker's Level $7BE6 = 40h if Void $7B69 = Final Damage $7B6B = Final Damage $7B6D = Final Damage (if = 0?, for Undead?) $7B6F = Final Damage (for Undead?) $7B71 = Final Damage (for Healing?) $7B73 = Final Damage to MP (For Undead?) $7B75 = Final Damage to MP? $7B77 = Final Damage to MP? $7B79 = Final Damage to MP (For Undead?) $7C1E = Earth Wall Current HP $7C1F = Earth Wall Current HP $7C51 = 3h if Quick $7C59 = > 0 if Giant Drink used already $7C64 = Current HP (16-bit) $7C75 = Numbers of Times Escaped $7C85 = Records whether you've fought certain battles 04h for Gilgamesh (Morphed) 08h for Sekmet 30h for Golem 40h for Shoat 80h for Ramuh $7C86 = Records whether you've fought certain battles 80h for Exdeath (solo battle vs. Galuf) $2A = Net Damage = Damage - Defense $2C = Net Attack Multiplier $32 = Attacker offset (16-bit) Offset = 0h for 1st character 80h for 2nd character 100h for 3rd character 180h for 4th character 200h for 1st monster 280h for 2nd monster 300h for 3rd monster 380h for 4th monster $34, $36 = Enemy graphics? (16-bit) $39 = Attacker offset2 (smaller?) $47 = Attacker number: 0 for 1st character 1 for 2nd character 2 for 3rd character 3 for 4th character 4 for 1st monster 5 for 2nd monster $48 = Target number: (Same targetting as $47) $49 = Target offset (Same as offsets as $32) $4D = Base Hit% $4E = Final Hit% $4F = Evade or Magic Evade $50 = Base Damage = (Attack + (0..(Attack/8))) $51 = (Spell Power + (0..(Spell Power/8))) $52 = Multiplier $54 = Defense or Magic Defense $56 = Greater than 0 means attacks has missed $57 = Parameter 1 $58 = Parameter 2 Spell Power $59 = Parameter 3 Spell Parameter $5A = 1 ( $5B = 2 ( $5C = 3 (Elf Cape Animation) $5D = 6 (Miss Animation) $5E = 5 (Evade Animation) $61 = 1 = dead? $62 = Damage or Heal? $65 = Target of Attack Monster parameters $D00000 = Speed $D00001 = Attack $D00002 = Attack Multiplier $D00003 = Evade $D00004 = Defense $D00005 = Magic Power $D00006 = Magic Defense $D00007 = Magic Evade $D00008 = HP $D00009 = HP $D0000A = MP $D0000B = MP $D0000C = Exp $D0000D = Exp $D0000E = Gil $D0000F = Gil $D00010 = Attack Animation $D00011 = Elemental Immunity $D00012 = Status Immune 1 $D00013 = Status Immune 2 $D00014 = Status Immune 3 $D00015 = Elemental Absorb $D00016 = Can't Evade $D00017 = Elemental Weakness $D00018 = Creature Type $D00019 = Immunities $D0001A = Initial Status 1 $D0001B = Initial Status 2 $D0001C = Initial Status 3 $D0001D = ?? $D0001E = ?? $D0001F = Level $D05000 = Steal (Rare) $D05001 = Steal (Common) $D05002 = Drop (Rare) $D05003 = Drop (Common) Final Fantasy V is Copyright Square This document was created by InstructrTrepe, Copyright 2004. 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