qޫq Final Fantasy qޫqޫqޫqޫqޫqޫ1.2
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qޫq Document qޫqޫqޫqޫqޫqޫqޫ1.2
qޫqޫqޫqޫqޫqޫqޫqޫqޫqޫ1.2


Address of Data : 3050-30AB

Character Data consits of 11 bytes.

I- Player listing byte ;
 Asumably just a mark to tell the game these are the first 6 classes.

II- HP Byte;
 these are the starting hits points of the character, 01-FF (1 to 255).

III- Strength byte;
 the Raw power of attack the Character starts with. scale of 00-FF

IV- Agility byte;
 the Raw skill of ones evasion and the stat that determines who's actions take place first.
 scale of 00-FF

V- Intelligence byte;
 the Rate at which one can learn Magic and the stat that determines the quality of the magic.
 scale of 00-FF

VI- Vitality byte;
 the Raw defensive abilities of a character. scale of 00-FF

VII- Luck byte;
 the Amount of luck a Character has determines his ability to Run away, and his ability
 to dodge some what, it also determines his aim slightly. scale of 00-FF

VIII- Damage byte;
 the amount of damage a Character can do Initialy

IX- Hit Percentage byte;
 the Initial Skill a character has at aiming. scale of 00-FF

X- Evasion Percentage byte;
 the rate at which a Character can avoid attack at first. scale of 00-FF

XI- havent the foggiest, 
 but interrestingly, they appear to be sorted by magical skill,
 the Fighter and Thief (0F) learn to cast magic later,
 the Black belt(0A) can never cast magic, and the Mages (14) always can.
 Who knows?


Player Listing
|  Hit Points
|  |  Strength
|  |  |  Agility
|  |  |  |  Intellect
|  |  |  |  |  Vitality
|  |  |  |  |  |  Luck
|  |  |  |  |  |  |  Damage
|  |  |  |  |  |  |  |  Hit%
|  |  |  |  |  |  |  |  |  Evade%
|  |  |  |  |  |  |  |  |  | ???
|  |  |  |  |  |  |  |  |  |  |   Character			   Data
|__|__|__|__|__|__|__|__|__|__|______|_______________________________|_________________________
00-23-14-05-01-0A-05-0A-0A-35-0F  Fighter   35HP, 20str, 5agi, 1int, 10vit, 5luc, 10dmg, 10h%, 53e%
01-1E-05-0A-05-05-0F-02-05-3A-0F  Thief	    30HP, 5str, 10agi, 5int, 5vit, 15luc, 2dmg, 5h%, 58e%
02-21-05-05-05-14-05-02-05-35-0A  Black B.  32HP, 5str, 5agi, 5int, 20vit, 5luc, 2dmg, 5h%, 53e%
03-1E-0A-0A-0A-05-05-05-07-3A-14  R. Mage*  30HP, 10str, 10agi, 10int, 5vit, 5luc, 5dmg, 7h%, 58e%
04-1C-05-05-0F-0A-05-02-05-35-14  W. Mage  28HP, 5str, 5agi, 15int, 10vit, 5luc, 2dmg, 5h%, 53e%
05-19-01-0A-14-01-0A-01-05-3A-14  B. Mage  25HP, 1str, 10agi, 20int, 1vit, 10luc, 1dmg, 5h%, 58e%
00-00-00-00-00-00-00-00-00-00-00  Knight 
00-00-00-00-00-00-00-00-00-00-00  Ninja  
00-00-00-00-00-00-00-00-00-00-00  Master
00-00-00-00-00-00-00-00-00-00-00  Red Wiz*
00-00-00-00-00-00-00-00-00-00-00  Wh. Wiz
00-00-00-00-00-00-00-00-00-00-00  Bl. Wiz

* Casts both magics 	 White Magic 	  Black Magic


qޫq  Changing Starting MP  qޫq

at the address 3C7E6 there should be 02. This is Starting MP for all magic users.
simple change it to what ever doohicky you wish, do mind, 2 Digit numbers dont
fit well, and it is in Hex, so 0F would display F in the Status window.


qޫq  Adding The 6 other classes.  qޫq

To add the other 6 Classes to the Selection Screen, Simply follow these Steps.

1. Add starting stats for each of the 6 classes in the lines (see above) After the Black mage,
 They should be all 00's in the hex. the first set of stats after the black mage will be Knight, 
 the Second Will be Ninja, and so on.

2. Search for hex C90690, the second occurence of it after the character data will be the correct
 one, change the 06 to the new number of characters (0C for instance if you add the 6 others
 classes to the original 6) entering 00 will make it so you can only choose the first character.

3. Run through the characters, their sprites will be mutated, but they will effectivly create
 all the classes that were added, if you creatre more than 12 classes, it makes for some
 very interresting, but fully playable, glitches.

Big thanks to Roto for this information


