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ff12doc's Issues

/ps2data/plan_master/in/plan_map/xxx_x/area

The .ard file in there seem to handle information about (at least) enemies in the areas.

The files are divided in 4, each part starts with the 73 74 32 35... header.

First part: ?

Second part: appears to handle things like name/behavior/loot in such a manner:

enemy_ard.zip

Third part: appears to handle the stats of the enemy (at least health/damage).

Fourth part: ?

/ps2data/image/ff12/katano

Holds the Game Saves, and a Event.bin which i believe is based on where you are at in the Story. Might Possibly be able to be Modifed if you can find the Event Values.
event

*.ebp files

are they the script files???????????

do they control whether/when guests join or leave the party?

modify equipment properties

ATK stat, charge time, stat boosts, additional effects, which damage formula a weapon uses, etc. being modifiable would be great.

/ps2data/image/ff12/test_battle/in/binaryfile/chr_data.bin

Handles some character data this way:

chr_data.zip

As usual you need to make the changes in the localized battle_pack.bin.

Some notes so far:

For equipment, the character needs to have the license to equip it or else you just get a weird version of unarmed that deals 0 damage. If you remove starting license, also replace weapons there with 0010 for unarmed or some weapon that requires no license.

For the stats the first entry is base stat, second is growth.

In the items you have gambits (xx60) and maps (xx80)

I'm not sure how the model works, just that changing the first byte without the third crashes the game. You can swap between party members freely I think and you can find some enemy models in the .ard files, I'll explain that there later.

camera zoom / FOV

seems we can modify this for the monster browser.. but what about the base game itself?

text -> fonts

anyone figure out the mapping of spoken text to the fonts? or figured out the fonts themselves?

Modify Abilities

Being able to modify abilities (in particular, Technicks) would be a great boon- as would being able to edit abilities to give more Water/Earth skills to the player.

some item data

found some item data. Hopefully it can be used to find license data, since usually in RPGs the way the data is presented for say, items, is configured like other entries so can be used to search for stuff. I'd do a pull request but it seems better as an issue until more can be committed to what everything does.

in: /ps2data/image/ff12/test_battle/in/binaryfile: eitm_data.bin:

address 0x00007b7c: mirage vest

20 03 00 00 00 00 0a 0a 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
^ note that this reads "backwards" for doubles
each item entry is 24 xx's long

what I've figured out so far: the order goes:
hpA, hpB, mpA, mpB, strength, magic power, vitality, speed, xx, xx, equip: status effect, xx, xx, xx, xx, xx, xx, immunity, half-damage, weakness, potency, xx, xx, xx
xx = haven't figured it out yet.

elements:
01 - fire
02 - lightning
04 - ice
10 - water
20 - wind
40 - holy
80 - dark

statuses:
04 - protect
20 - bravery
80 - reflect

so to give it 800 hp, 120 mp, etc etc just count out the number of times you need to move after finding the values you need in the gear around it (it more or less follows the wiki). I should note that this area of the file does NOT seem to have defense, magick resist, evasion, sales price, license requirements, models/gearwindow sprites, internal ID pointers, whether-or-not-it's-metal, the "counter" bonus from genji gear, and probably other stuff I haven't thought of yet - anywhere around it.

unused items

anyone figure out what the actual IDs are? the xml files under additional section might inform that

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