Difference between revisions of "Tech Data Notes"

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(Started update of tech animation commadns)
(Updated animation commands up to 3A)
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<pre>
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00 Return - marks the end of an object.
 
01 End Tech - stops processing tech data.
 
01 End Tech - stops processing tech data.
 
02 aa Load Animation aa. loop
 
02 aa Load Animation aa. loop
Line 153: Line 154:
 
11 Slide sprite to stored coordinates - set by store coordinates command.
 
11 Slide sprite to stored coordinates - set by store coordinates command.
 
12 tt Slide sprite to target tt - Uses target routine list
 
12 tt Slide sprite to target tt - Uses target routine list
13 xx yy zz Unknown
+
13 xx yy zz Unknown - similar to 14 and 15
14 xx Unknown
+
14 xx Unknown - similar to 13 and 15
15 xx yy Unknown
+
15 xx yy Unknown - similar to 13 and 14
16 Unknown
+
16 xx yy Unknown - similar to 17 and 18
17 Unknown
+
17 Unknown - similar to 16 and 18
18 Unknown
+
18 xx Unknown - similar to 16 and 17
 
19 xx yy Teleport to coordinates xx yy
 
19 xx yy Teleport to coordinates xx yy
1A Draw at coordinates (requires set coordinates command be done previously)
+
1A Teleport to stored coordinates
1B tt Load sprite at target tt (00 caster, 01 caster+1, 02 caster+2, 03 enemy 1 etc)
+
1B tt Teleport to target
 
1C tt Load sprite at target tt (00 caster, 01 caster+1, 02 caster+2, 03 enemy 1 etc)
 
1C tt Load sprite at target tt (00 caster, 01 caster+1, 02 caster+2, 03 enemy 1 etc)
 
1D Unknown
 
1D Unknown
 
1E ss perform super command ss (example cyclone)
 
1E ss perform super command ss (example cyclone)
1F Unknown
+
1F Return from super command - signifies end of super command data
 
20 tt pause for time tt
 
20 tt pause for time tt
21 unknown
+
21 Return from super command if counter 0x1F (Y coordinate) is zero.
22 tt pause for time tt
+
22 cc vv Wait for counter cc to reach value vv
23 ss waits for subsection ss to be hit (used for synchronization between objects)
+
23 vv Wait for counter 0x1C (flow control) to reach value vv
24 ss waits for section ss to be hit (used for synchronization between objects)
+
24 vv Wait for counter 0x1D (flow control) to reach value vv
25 xx Unknown
+
25 xx Return if target (xx + 1) is not present.
26 aa bb Loads static animation aa bb not well documented thought to be animation/frame
+
26 aa ff Load frame of animation aa - animation ff - frame
 
27 Unknown
 
27 Unknown
 
28 Unknown
 
28 Unknown
Line 181: Line 182:
 
2D Unknown
 
2D Unknown
 
2E Unknown
 
2E Unknown
2F Unknown
+
2F End Tech - identical to 01
30 aa mm Displace on axis aa for magnitude mm.  Make sure you call SetObjectCoordinates after this.  Absolute. 3A is relative version of this
+
30 cc vv Set counter cc to value vv
31 xx Unknown
+
31 vv Set counter 0x1C to value vv
32 xx unknown
+
32 vv Set counter 0x1D to value vv
33 oo set at object oo (00 PC, 01 PC+1, 02 PC+2, etc)
+
33 tt Store Coordinates of Target tt
34 xx Loads the Graphic associated with byte 7 in the graphics handler.  xx = 1A hide xx = 1B show
+
34 cc Increment counter cc
35 increment subsection
+
35 increment counter 0x1C
36 increment section
+
36 increment counter 0x1D
37 xx Unknown
+
37 cc Decrement counter cc
38 Unknown
+
38 Decrement counter 0x1C
39 Unknown
+
39 Decrement counter 0x1D
3A aa mm Displace on axis aa for magnitude mm.  Make sure you call SetObjectCoordinates after this.  Relative. 3A is absolute version of this
+
3A cc vv Add value vv to counter cc
 
3B xx Unknown
 
3B xx Unknown
 
3C xx Unknown
 
3C xx Unknown

Revision as of 03:49, 14 November 2017

List of Techs

  • 01 - Cyclone
  • 02 - Slash
  • 03 - Lightning
  • 04 - Spincut
  • 05 - Lightning 2
  • 06 - life
  • 07 - confuse
  • 08 - Luminaire
  • 09 - Aura
  • 0A - Provoke
  • 0B - Ice
  • 0C - Cure
  • 0D - Haste
  • 0E - Ice 2
  • 0F - Marle's Cure 2
  • 10 - Marle's Life 2
  • 11 - Flame Toss
  • 12 - Hypno Wave
  • 13 - Fire
  • 14 - Napalm
  • 15 - Protect
  • 16 - Fire 2
  • 17 - MegaBomb
  • 18 - Lucca's Flare
  • 19 - Rocket Punch
  • 1A - Cure Beam
  • 1B - Laser Spin
  • 1C - Robo Tackle
  • 1D - Heal Beam
  • 1E - Uzzi Punch
  • 1F - Area Bomb
  • 20 - Robo's Shock
  • 21 - Slurp
  • 22 - Slurpcut
  • 23 - Water
  • 24 - Heal
  • 25 - Leap Slash
  • 26 - Water 2
  • 27 - Frog's Cure 2
  • 28 - Frog Summon
  • 29 - Kiss
  • 2A - Rollo Kick
  • 2B - Cat Attack
  • 2C - Rock Throw
  • 2D - Charm
  • 2E - Tail Spin
  • 2F - Dino Tail
  • 30 - Triple Kick
  • 31 - Lightning 2
  • 32 - Ice 2
  • 33 - Fire 2
  • 34 - Dark Bomb
  • 35 - Magic Wall
  • 36 - Dark Mist
  • 37 - Black Hole
  • 38 - Dark Matter
  • 39 - Aura Whirl
  • 3A - Dual Ice Slash
  • 3B - Dual Ice Slash 2
  • 3C - Dual Flame Whirl
  • 3D - Dual Fire Sword
  • 3E - Dual Fire Sword 2
  • 3F - Dual Rocket Roll
  • 40 - Dual Max Cyclone
  • 41 - Dual Super Volt
  • 42 - Dual X-Strike
  • 43 - Sword Stream
  • 44 - Dual Spire
  • 45 - Dual Drill Kick
  • 46 - Dual Volt Bite
  • 47 - Dual Falcon Hit
  • 48 - Dual AntiPod
  • 49 - Dual AntiPod 2
  • 4A - Dual AntiPod 3
  • 4B - Dual Aura Beam
  • 4C - Dual Ice Tackle
  • 4D - Dual Cure Touch
  • 4E - Dual Ice Water
  • 4F - Dual Glacier
  • 50 - Dual Double Cure
  • 51 - Dual Twin Charm
  • 52 - Dual Ice Toss
  • 53 - Dual Cube Toss
  • 54 - Dual Fire Punch
  • 55 - Dual Fire Tackle
  • 56 - Dual Double Bomb
  • 57 - Dual Flame Kick
  • 58 - Dual Flame Whirl
  • 59 - Dual Blaze Kick
  • 5A - Dual Blade Toss
  • 5B - Dual Bubble Snap
  • 5C - Dual Cure Wave
  • 5D - Dual Boogie
  • 5E - Dual Spin Kick
  • 5F - Dual Beast Toss
  • 60 - Dual Slurp Kiss
  • 61 - Dual Bubble Hit
  • 62 - Dual Drop Kick
  • 63 - Dual Red Pin
  • 64 - Dual Line Bomb
  • 65 - Dual Frong Flare
  • 66 - Triple Delta Force
  • 67 - Triple Life Line
  • 68 - Triple Arc Impulse
  • 69 - Triple Gatling Kick
  • 6A - Triple Fire Zone
  • 6B - Triple Delta Storm
  • 6C - Triple Final Kick
  • 6D - Triple Triple Raid
  • 6E - Triple Twister
  • 6F - Triple 3D Attack
  • 70 - Triple Dark Eternal
  • 71 - Triple Omega Flare
  • 72 - Triple Spin Strike
  • 73 - Triple Pogozo Dance
  • 74 - Triple Grand Dream
  • 75 -
  • 76 -
  • 77 -
  • 78 -
  • 79 -
  • 7A - Angel Attack
  • 7B -
  • 7C -
  • 7D -
  • 7E -
  • 7F -
  • 80 -

Special Thanks to chakrafire for the tech list!

Tech Animation Commands

00 Return - marks the end of an object.
01 End Tech - stops processing tech data.
02 aa Load Animation aa. loop
03 aa Load Animation aa, play once
04 aa Load Animation aa, play first frame.
05 aa Load Animation aa (same as 04)
06 aa Load Animation aa (same as 04)
07 Unknown
08 Set speed (slowest)
09 Set speed (slow)
0A Set speed (medium)
0B Set speed (fast)
0C Set speed (fastest)
0D Set speed (fastest, short distance) - Distance used by movement commands will change.
0E Set speed (fastest, shorter distance)
0F Set speed (fastest, shortest distance)
10 xx yy Slide Sprite to Coordinates xx yy 
11 Slide sprite to stored coordinates - set by store coordinates command.
12 tt Slide sprite to target tt - Uses target routine list
13 xx yy zz Unknown - similar to 14 and 15
14 xx Unknown - similar to 13 and 15
15 xx yy Unknown - similar to 13 and 14
16 xx yy Unknown - similar to 17 and 18
17 Unknown - similar to 16 and 18
18 xx Unknown - similar to 16 and 17
19 xx yy Teleport to coordinates xx yy
1A Teleport to stored coordinates
1B tt Teleport to target
1C tt Load sprite at target tt (00 caster, 01 caster+1, 02 caster+2, 03 enemy 1 etc)
1D Unknown
1E ss perform super command ss (example cyclone)
1F Return from super command - signifies end of super command data
20 tt pause for time tt
21 Return from super command if counter 0x1F (Y coordinate) is zero.
22 cc vv Wait for counter cc to reach value vv
23 vv Wait for counter 0x1C (flow control) to reach value vv
24 vv Wait for counter 0x1D (flow control) to reach value vv
25 xx Return if target (xx + 1) is not present.
26 aa ff Load frame of animation aa - animation ff - frame
27 Unknown
28 Unknown
29 Thought to be hide PC
2A Thought to be show PC
2B Unknown
2C Unknown
2D Unknown
2E Unknown
2F End Tech - identical to 01
30 cc vv Set counter cc to value vv
31 vv Set counter 0x1C to value vv
32 vv Set counter 0x1D to value vv
33 tt Store Coordinates of Target tt
34 cc Increment counter cc
35 increment counter 0x1C
36 increment counter 0x1D
37 cc Decrement counter cc 
38 Decrement counter 0x1C
39 Decrement counter 0x1D
3A cc vv Add value vv to counter cc
3B xx Unknown
3C xx Unknown
3D tt Load sprite at target tt (00 caster, 01 caster+1, 02 caster+2, 03 enemy 1 etc)
3E xx Unknown
3F xx Unknown
40 xx Unknown
41 xx yy Unknown
42 xx Unknown 
43 xx yy zz Unknown
44 Unknown
45 xx Unknown 
46 xx Unknown
47 ss Unknown
48 xx Unknown
49 xx yy Unknown
4A Unknown
4B Unknown 
4C Unknown
4D Unknown
4E Unknown
4F Unknown
50 Unknown
51 Unknown
52 Unknown
53 Unknown
54 Unknown
55 Unknown
56 Unknown
57 Unknown
58 Unknown
59 Unknown
5A Unknown
5B Unknown
5C Unknown
5D Unknown
5E Unknown
5F Unknown
60 pp switch to pallette pp (Maybe?) 
61 aa bb cc Morphs pallette not well documented
62 xx yy zz Unknown possibly pallette morph related
63 xx yy zz Unknown possibly pallette morph related
64 xx yy zz Unknown possibly pallette morph related
65 Unknown
66 Unknown
67 Unknown
68 Unknown
69 xx Unknown
6A Unknown
6B xx Unknown 
6C xx yy 
6D Unknown
6E Unknown
6F Unknown
70 Unknown
71 Unknown
72 xx Unknown
73 xx Unknown
74 xx Unknown
75 Reset Screen Color
76 xx yy 
77 xx Unknown
78 xx Unknown
79 xx Unknown 
7A xx yy 
7B xx yy 
7C Play weapon sound
7D Unknown
7E Unknown
7F Unknown
80 xx yy Possibly change screen color
81 xx Unknown 
82 xx Unknown 
83 xx Unknown 
84 xx Unknown 
85 xx Possibly set facing
86 Unknown
87 Unknown
88 Unknown
89 Unknown
8A Unknown
8B Unknown
8C Unknown
8D Unknown
8E Unknown
8F Unknown
90 Unknown
91 Unknown
92 Unknown
93 Unknown
94 Unknown
95 Unknown
96 Unknown
97 Unknown
98 xx yy 
99 Unknown
9A xx yy 
9B Unknown
9C xx yy 
9D Unknown
9E Unknown
9F Unknown
A0 Unknown
A1 Unknown
A2 Unknown
A3 Unknown
A4 xx yy 
A5 Unknown
A6 Unknown
A7 Unknown
A8 xx Unknown
A9 xx Unknown
AA Unknown
AB Unknown
AC Unknown
AD Unknown
AE Unknown
AF Unknown
B0 Unknown
B1 Unknown
B2 Unknown
B3 Unknown
B4 Unknown
B5 Unknown
B6 Unknown
B7 Unknown
B8 Unknown
B9 Unknown
BA Unknown
BB Unknown
BC Unknown
BD Unknown
BE Unknown
BF Unknown
C0 ww xx yy zz Unknown
C1 ww xx yy Unknown
C2 ww xx yy zz Unknown
C3 ww xx yy Unknown
C4 xx yy 
C5 Unknown
C6 Unknown
C7 Unknown
C8 Unknown
C9 Unknown
CA Unknown
CB Unknown
CC Unknown
CD Unknown
CE Unknown
CF Unknown
D0 Unknown
D1 Unknown
D2 xx Unknown
D3 Unknown
D4 Unknown
D5 Unknown
D6 Unknown
D7 xx yy
D8 xx ss nn Shake Sprite nn times at speed ss.  xx is undocumented 
D9 xx Unknown
DA xx Unknown
DB Unknown


The 1E XX Command

1E XX is like a tech in itself, it has scene manipulation sprite movement and sound all in one. Sometimes it's animated in which case you must call the animation command before the 1E XX command. Here are confirmed XX's

  • 00,01 get hit
  • 02-04 get hit darker
  • 05-09 get hit side
  • 0A run to enemy
  • 0B hit side
  • 0C hit top, freeze
  • 0D-0E run up run up
  • 0F falls to ground
  • 10 - 11 fall down goes to enemy
  • 12 - flashes
  • 13 charges enemy hands out
  • 14 flashes
  • 16 sound effect freezes game
  • 17 toward enemy then to side x strike sound effect
  • 18 flash animatin
  • 19 glitchy
  • 1a freezes
  • 1b flashes
  • 1c freezes
  • 1D darkens screen
  • 1E darkens screen comes back
  • 1F cyclone movement with sound
  • 20 move towards enemy with animation
  • 21 Move towards enemy quickly
  • 22 move accross screen with animatoin
  • 23 animated quick circle
  • 24 sprint away from enemy
  • 26 freezes
  • 27 28 19 animated dissapears didn't come back
  • 2A falls to ground
  • 2B spins to enemy then attacks
  • 2C down then up
  • 2D spins to enemy
  • 2E off screen
  • 2F jumps up shadow belo
  • 30 - freezes
  • 31- spins then animated
  • 32 off screen
  • 33 jump higher
  • 34 goes off screen and reappears on top animated
  • 35 freezes

Tech Properties

Each tech has certain properties associated with it. They start at 0x0C214B and are 12 bytes each.

Byte 01: Mgc Type, 01 Status Negative,  03 Time, 04 Status Positive, 46 steal.  Other values Magic Power if TechType= magic or numHits if techType=multihit 
Byte 02: Tech Type, 00 Healing, 01 Status Positive, 02 Status Negative, 03 Damage, 06 Stealing, 08 Multi Hit
Byte 03: If Tech Type is status related the bits of this determine which status gets added
Byte 04: Insignificant part of two byte hit%
Byte 05: Significant part of two byte hit%
Byte 06: Unknown
Byte 07: Higher values = less damage
Byte 08: Unknown
Byte 09: Higher values = more damage
Byte 10: Higher values make magic techtypes do more damage
Byte 11: Higher values make physical tech types do more damage
Byte 12: Unknown


Status Bits

For techs which impact status the 3rd byte of the Tech Properties will determine which statuses changed. Each bit in that byte corresponds to a status these are listed below:


           positive/negative
Bit 1(80): beserk/stop
Bit 2(40): shell/poison
Bit 3(20): regen/unknown
Bit 4(10): unknown/doom
Bit 5(08): unknown/silence
Bit 6(04): protect/confused
Bit 7(02): unknown/sleep
Bit 8(01): unknown/blind

Offsets Pertinent to Techs

All offsets given in terms of an unheadered Chrono Trigger ROM.

0x02BD40 ~ 0x?????: Tech names and descriptions that appear in the character status menus.
 The data are arranged like so: FF NN
  FF: Tech index of a character's first tech.
  NN: First tech index of the next character's first tech.
  Thus, Crono's data is 01 09; 01 is the index of Cyclone, and 09 is the index of Marle's Aura.
  Magus' techs are encompassed by 31 39; perhaps 39 pertains to the double tech Aura Whirl?

0xC0230 ~ 0xC0236: Tech learning progress (00 - 08)
 The effects of this offset range have not yet been explored thoroughly.

0xC0237 ~ 0xC023D: Techs learned (00, 80, C0, E0, F0, F8, FC, FE, FF)
 The effects of this offset range have not yet been explored thoroughly.

0x0C15CF ~ 0x0C1ACA: Tech names (11 bytes each)
 See the alphabet section for appropriate values.
 Tech names are supported in Temporal Flux as well.

0x0C1ACD ~ 0x0?????: Tech targeting. 2 bytes each.
 Some common values are:
  07 00: One enemy (Example: Confuse, Charm)
  08 00: All enemies (Example: Dark Matter, Ice 2, Luminaire)
  80 00: One ally (Example: Cure, Aura)
  81 00: All allies (Example: Heal Beam, Aura Whirl)
  03 00: One fallen ally (Example: Life)
  04 00: All fallen allies 
  12 03: Enemy area (Example: Cyclone, Dark Bomb)
  0B 01: Enemy line (Example: Slash)
  0C 05: Enemy line (Example: Flame Toss)
  11 02: Area around character (Example: Area Bomb, Tail Spin)
  1B 0A: Area around character (Example: Black Hole)
  13 02: Area around character (Example: Max Cylone, Fire Zone)
  0F 0B: Horizontal line (Example: Falcon Hit)
  00 00: One ally status (Example: Haste, Magic Wall)
  01 00: All allies status (Example: Life Line)
  13 06: (Example: Double Bomb)
  0D 01: (Example: Blade Toss)

0x0C214B ~ 0x0C23EA: ST Tech power: 12 bytes per tech, 8 techs per character.  
  If the tech heals, 2nd byte affects power. For attack techs, 10th byte affects power.
0xC214B = cyclone attack
0xC2157 = Slash
0xC2163 = Lightning 
0xC216F = Spincut 
0xC217B = Lightning 2
0xC2187 = life 
0xC2193 = confuse
0xC219F = lumiaire
0xC21AB = aura
0xC21B7 = provoke
0xC21C3 = ice
...

0x0C23EB ~ 0x0C247A: Some extra data for 12 combo techs.  
 (4th = Crono's Confuse power, 5th = Triple Kick power, 9th = Double Cure?, 
  10th = Grand Dream, 11th = Twin Charm?, 12th = Slurp Kiss)

0x0C253C ~ 0x0C2573: Tech MP cost (1 byte per tech)
 56 techs total (Cyclone through Dark Matter)

0x0C2577 ~ 0x0C257F: Redundant MP Costs (Confuse, Triple Kick, Life2, Charm, Slurp Cut, Cure2, Frog Squash, Charm, Kiss)

0x0C29D7 ~ 0x0C2AD6: "Stat increase" values 
 (The "Item Secondary" byte "04" points to this array): 128 elements, 2 bytes per element
 Byte 1 = Stats to change:
  Power ~ 80
  Speed ~ 40
  Stamina ~ 20
  Hit ~ 10
  Evade ~ 8
  Magic ~ 4
  Magic Defense ~ 2

 You can combine stats to change, but they will all be changed by the same amount.

 Byte 2 = Change:
  00 - 7F: Increase by 0 to 127
  80 - FF: Decrease by 128 to 1


0x0D45AD ~ 0x0D4925: Unknown tech data; 7 bytes each (127 techs). May point to graphics and sound data.
 The bytes are structured as follows: aa bb cc dd ee ff gg
  aa = An unknown tech index. May point to two-byte "slots" beginning at address 0x0D5EF0
  bb = 
  cc =
  dd =
  ee =
  ff =
  gg = 
 Crono's first tech, Cyclone, will be used to illustrate. Its 7 bytes in this region are: 01 DA EF 20 01 01 FF
  01: Points to the second "slot" in offset range 0x0D5EF0 ~ 0x??????

0x0D5EF0 ~ 0x0D5FDB: Possible pointers to sound and personal tech animations. 2 bytes per tech.
 These do not seem to pertain to spell graphics packets (i.e., exchanging Cyclone data for
Lightning causes the Lightning sound to be played and causes Crono to act as if he is casting
Lightning, but the sparkles and Lightning bolt graphics are still Cyclone slashes).
 The extent of this data is unclear. The ending point may not occur until 0xD612F.

0x3DA89D ~ 0x?????: Tech names and descriptions that appear in the character battle menus.
 The data are arranged like so: FF NN
  FF: Tech index of a character's first tech.
  NN: First tech index of the next character's first tech.
  Thus, Crono's data is 01 09; 01 is the index of Cyclone, and 09 is the index of Marle's Aura.
  Magus' techs are encompassed by 31 39; perhaps 39 pertains to the double tech Aura Whirl?

Lots of people need to be thanked for this, including Justin3009, Maelstrom, and AdNova. The list will grow...

Tech Name Alphabet


2F - Spell "Star" Symbol

Capital Letters

A0 - A
A1 - B
A2 - C
A3 - D
A4 - E
A5 - F
A6 - G
A7 - H
A8 - I
A9 - J
AA - K
AB - L
AC - M
AD - N
AE - O
AF - P
B0 - Q
B1 - R
B2 - S
B3 - T
B4 - U
B5 - V
B6 - W
B7 - X
B8 - Y
B9 - Z


Lower Case Letters

BA - a
BB - b
BC - c
BD - d
BE - e
BF - f
C0 - g
C1 - h
C2 - i
C3 - j
C4 - k
C5 - l
C6 - m
C7 - n
C8 - o
C9 - p
CA - q
CB - r
CC - s
CD - t
CE - u
CF - v
D0 - w
D1 - x
D2 - y
D3 – z

Numbers

D4 - 0
D5 - 1
D6 - 2
D7 - 3
D8 - 4
D9 - 5
DA - 6
DB - 7
DC - 8
DD – 9

Grammatical stuff

DE - !
DF - ?
E0 - /
E1 - ``
E2 - `` (going left)
E3 - :
Random Symbols

E4 - %
E5 - (
E6 - )
E7 - '

Grammatical

E8 - .
E9 - ,

Math Stuff

EA - =
EB - -
EC - +
ED - \

FF - Blank Space

Tech Addresses

Crono


CD5EE6: 09 09 - (CD45AC)Cyclone 9C 09 - Slash CD5EF6: 64 0A - (CD45C1)*Lightning B2 0B - Spin Cut 94 0C - *Lightning 2 02 0E - *Life 96 0E - Confuse (Rainbow Light 64 0a) 90 0F - Luminaire


Marle/Nadia


CD5EF6 (End Part): Aura - D7 0F Provoke - 6F 10 CD5F06: AB 10 - *Cure (cd45F2 - cd4600 - For Graphics)*Ice - 36 11 *Haste- D3 11 *Cure 2 - 3D 12 *Ice 2 - E1 12 *Life 2 - 5E 13


Lucca


CD5F06 (End Part): 38 14 - Flame Toss 4A 15 - Hypno Wave CD5F16: 6D 15 - *Fire 81 16 - Napalm E3 17 - *Protect 64 18 - *Fire 2 FA 18 - Mega Bomb B4 1A - Flare


Robo/R-66Y


CD5F16 (End Part): (cd4655)B3 1C - RocketPunch 0E 1E - Cure Beam CD5F26: AE 1E - Laser Spin 6A 12 - Heal Beam? 12 12 - Robo Tackle A5 20 - Uzzi Punch E4 21 - Area Bomb? 46 23 - Shock


Frog/Glenn


CD5F26 (End Part): 8F 23 - Slurp 97 24 - Slurp Cut CD5F36: B9 26 - *Water 81 27 - *Heal 22 28 - Leap Slash 11 29 - *Water 2 EE 29 - *Cure 2 13 2A - Frog Squash


Ayla


CD5F36 (End Part): 93 2A - Kiss 00 2B - Rollo Kick? CD5F46: F2 2B - Cat Attack 67 2C - Rock Throw F6 2C - Charm 98 2D - Triple Kick 72 2E - Tail Spin F9 2E - Dino Tail


Magus(Janus)


CD5F46 (End Part): 2E 2F - *Lightning 2 74 2F - *Dark Mist CD5F56: E1 2F - *Fire 2 2A 30 - *Dark Bomb A3 30 - *Ice 2 D7 30 - *Magic Wall 2F 31 - *Black Hole C9 31 - *Dark Matter


Double Techs


CD5F56 (End Part): 0E 32 - Aura Whirl 0D 33 - Ice Sword (3a)

CD5F66: 9B 34 - Ice Sword 2 A9 35 - Fire Whirl cd474A - cd474f(3c) 2F 37 - Fire Sword E6 38 - Fire Sword 2 95 3A - Rocket Roll 57 3B - Max Cyclone E7 3B - Super Volt 9A 3C - X-Strike CD5F76: 19 3D - Sword Stream D3 3D - Spire 75 3F - Drill Kick 74 40 - Volt Bite 09 43 - Falcon Hit 4C 44 - Antipode 7E 45 - Antipode 2 F8 46 - Antipode 3

CD5F86: (50) E6 47 - Aura Beam 19 48 - Ice Tackle F3 48 - Cure Touch FE 49 - Ice Water FE 94 - Frog/Crono Unused Tech? C4 4B - Glacier 4A 4D - Double Cure 1C 4F - Twin Charm D8 4F - Ice Toss

CD5F96: 6E 51 - Cube toss DE 52 - Fire Punch 03 55 - Fire Tackle 49 56 - DoublevBomb E6 58 - Flame Kick AB 5A - Blaze Kick B7 5B - Unused Tech (Fire Twister?) (5f) 86 5D - Blade Toss

CD5FA6: 48 5E - Bubble Snap 42 5F - Cure Wave? 76 5F - Boogie F6 60 - Spin Kick B0 61 - Beast Toss 49 63 - Slurp Kiss BD 64 - Bubble Hit 1B 65 - Drop Kick

CD5FC6 - 86 76 - Unused Fire Sword FB 77 - Line Bomb B6 79 - Flare Frog


Triple Techs


CD5FB6: 69 66 - Delta Force 31 68 - Life Line B7 69 - Arc Impluse AF 6B - Final Kick AD 6D - Fire Zone 8C 6F - Delta Storm 26 70 - GatlingKick 4F 72 - Triple Raid

CD5FC6: 33 73 - Twister 80 75 - 3D Attack 1E 7A - Eternal Dream 14 7B - Omega Laser 85 7C - Ice Sword 3?

CD5FD6: 85 7E - Poyozo Dance (79) A7 7F - Unused One E0 81 - Life?

Unknown


E0 81 - ??? 6F 15 - Fire Walk? 73 36 - ??? 79 D5 - Screen Fades to Dark Red as in Flare's 85 F2 - Boss Death (Game Freezes) 00 2B - Ayla Attack?

From: Offsets (Chrono Trigger)