===============================================================================
BYTE ASSIGNMENTS (values in [] are indexed below)
===============================================================================
MONSTER STATS <390226-391146>
Byte 1,2   HP
Byte 3     Speed
Byte 4     Attack
Byte 5     Defense
Byte 6     Magic Attack
Byte 7     Magic Defense
Byte 8     FP
Byte 9     Evade %
Byte 10    Magic Evade %
Byte 11    Special Attribute [13]
Byte 12    lower bits: Special Defense [12]
           upper bits: Attack Sound (hit) [17]
Byte 13    Ineffective Element(s) [9]
Byte 14    lower bits: Attack Sound (approach) [18]
           upper bits: Elemental Weaknesses [9]
Byte 15    Ineffective Ailment(s) [10]
Byte 16    lower bits: Entrance Style [15]
           upper bits: Elevation, Coin Animation [15]
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MONSTER SPECIAL ATTACK STATS <391226 - 391425> 5 Bytes each
Byte 1 E0->F8,FB  attack flags [5]
Byte 2 E1->FA  hit rate
Byte 3 ??->??  status ailment [10]
Byte 4 ??->??  status enhancement [11]
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MONSTER STATS <39162A - 391C29>
Byte 1,2   EXP
Byte 3     Coins
Byte 4     Yoshi Cookie
Byte 5     Item Win
Byte 6     Rare Item Win
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ALLY STARTING STATS <3A002C - 3A008F>
Byte 1	   Level
Byte 2,3   Current HP
Byte 4,5   Max HP
Byte 6     Speed
Byte 7     Attack
Byte 8     Defense
Byte 9     Magic Attack
Byte 10    Magic Defense
Byte 11,12 Experience
Byte 13    Starting Weapon
Byte 14    Starting Armor
Byte 15    Starting Accessory
Byte 16    ????
Byte 17-20 Spell list [16]
---------------------------------------------------------------
ITEM STATS <3A014D - 3A134C> 18 Bytes each
Byte 1  E0->?? lower bits: item type [1]
               upper bits: use flags [1]
Byte 2  E1->?? lower bits: status flags (affects byte 8 & 9) [4]
               upper bits: cursor behavior [4]
Byte 3  E2->?? who can equip [2]
Byte 4  E3->?? targetting [8]
Byte 5  E4->?? element [9]
Byte 6  E5->?? ineffective elements (used for armor/accessories) [9]
Byte 7  E6->?? elemental strengths (used for armor/accessories) [9] (NOTE: Labeled "elemental weaknesses" in LS)
Byte 8  E7->?? status ailment [10]
Byte 9  E8->?? status enhancement [11]
Byte 10 E9->?? Speed
Byte 11 EA->?? Attack
Byte 12 EB->?? Defense
Byte 13 EC->?? Magic Attack
Byte 14 ED->?? Magic Defense
Byte 15 EE->?? Attack Range: item's Attack Power - and + specified value
Byte 16 EF->?? heal/damage amount
Byte 17 F0->?? attack flags (affects byte 16) [6]
Byte 18 F1->F8 hide digits if damage (bit 2)
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MAGIC STATS <3A20F1 - 3A26F0> 12 Bytes each
Byte 1  E0->F8  special flags [3]
Byte 2  E1->F9  attack flags (affects byte 7 & 8) [7]
Byte 3  E2->??  FP cost
Byte 4  E3->??  targetting [8]
Byte 5  E4->FD  element [9]
Byte 6  E5->FB  Magic Power
Byte 7  E6->FA  Hit %
Byte 8  E7->FE  status ailment [10]
Byte 9  E8->FF  status enhancement [11]
Byte 10 E9->--  ___unused
Byte 11 EA->CC special function [14]
Byte 12 EB->F8 digit display (bit 2 - hide)
---------------------------------------------------------------
SHOP STATS <3A44DF - 3A565E> 16 bytes each
Byte 1
 bit 0   buy only w/Frog Coins, only one product each
 bit 1   buy only w/Frog Coins
 bit 2   buy only
 bit 3   buy only
 bit 4   6% discount
 bit 5   12% discount
 bit 6   25% discount
 bit 7   50% discount
Byte 2-16  items for sale

===========================================================================
BYTE VALUES INDEX
===========================================================================
F8. SPECIAL FLAGS
bit 0  read from attack & defense of allies/monsters
bit 1  ignore defense
bit 2  is item?
bit 3  
bit 4  
bit 5  checks mortality protection
bit 6  hide digit display
bit 7  useable on overworld
---------------------------------------------------------------
F9. ATTACK FLAGS
bit 0  heal
bit 1  inflict
bit 2  nullify
bit 3  9999 damage
bit 4  ___weird attribute that divides
bit 5  9999 damage too
bit 6  is weapon
bit 7  is spell
---------------------------------------------------------------
1. ITEM TYPE, ITEM USAGE (items only)
zero	 weapon
bit 0    armor
bit 1    accessory
bit 0,1  item
bit 2	 ----
bit 3    usable in battle menu
bit 4    usable in overworld menu
bit 5    reusable
bit 6    ----
bit 7    prevents instant death
---------------------------------------------------------------
2. WHO CAN EQUIP (items only)
bit 0  Mario
bit 1  Toadstool
bit 2  Bowser
bit 3  Geno
bit 4  Mallow
---------------------------------------------------------------
3. SPECIAL FLAGS (magic only)
bit 0  read from attack & defense of allies/monsters
bit 1  ignore defense
bit 2  ??? is item?
bit 3  ---
bit 4  ---
bit 5  check if target has mortality protection
bit 6  hide digit display
bit 7  usable in overworld menu
---------------------------------------------------------------
4. STATUS FLAGS, CURSOR BEHAVIOR (items only)
bits 5-7 only apply to the overworld menu cursor behavior;
they do not indicate WHAT to replenish
bit 0   status protection
bit 1   status infliction
bit 2   status nullify
bit 3   ----
bit 4   ----
bit 5   direct cursor to FP
bit 6   restore only if FP not maxed out
bit 7   restore only if HP not maxed out
 default cursor to HP, if bit 5 not set
---------------------------------------------------------------
5. ATTACK FLAGS (special attacks only)
bit 0-2 attack level (0-7)
	0 = x1
	1 = x1.5
	2 = x2
	3 = x4
	4 = x8
	5 = x16
	6 = x32
	7 = x64
bit 3   9999 dmg/instant death
bit 4   no damage
bit 5   hide damage digits
bit 6   no damage
bit 7   ----
---------------------------------------------------------------
6. ATTACK FLAGS (items only)
#$01    revive
#$02    FP
#$03	__add attributes to character
#$04    HP
#$05    all HP/FP
#$06    max FP +1
#$07    destroy
#$FF    damage
---------------------------------------------------------------
7. ATTACK FLAGS (magic only)
bit 0   heal
bit 1   inflict
bit 2   nullify
bit 3   9999 damage
bit 4   ___if heal b0 set, divide MAX HP by Magic Power. If heal b0 clear, divide CURRENT HP by Magic Power. 
        (weird results, heal b0 set w/ 1000 HP and 10 mg.attack, dealt 625 HP as healing)
bit 5   9999 damage too
bit 6	is an equipped weapon
bit 7	is a spell
---------------------------------------------------------------
8. TARGETTING
bit 0  ----
bit 1  usable on any ally
bit 2  usable on enemy
bit 3  ----
bit 4  usable on all
bit 5  usable on wounded
bit 6  usable on one party only
bit 7  usable on other allies only
---------------------------------------------------------------
9. ELEMENT / MONSTER STRIKE SOUNDS
bit 0  used for other sounds
bit 1  used for other sounds
bit 2  used for other sounds
bit 3  used for other sounds
bit 4  Ice
bit 5  Thunder
bit 6  Fire
bit 7  Jump
---------------------------------------------------------------
10. STATUS AILMENT
bit 0  Mute
bit 1  Sleep
bit 2  Poison
bit 3  Fear
bit 4  *Confuse (cannot be applied unless through ASM hacking. Look at asm_bank-c2.txt for more details)
bit 5  Mushroom
bit 6  Scarecrow
bit 7  Invincibility
---------------------------------------------------------------
11. STATUS ENHANCEMENT
bit 3  Magic Attack Up
bit 4  Attack Up
bit 5  Magic Defense Up
bit 6  Defense Up
---------------------------------------------------------------
12. SPECIAL DEFENSE (monsters only)
bit 0    invulnerable
bit 1    mortality protection against instant death
bit 2-3  ratio of success to failure of morph items (sheep, cookies)
 #$04 bit 2    1:3
 #$08 bit 3    2:3
 #$0C bit 2,3  3:3 (100% success)
 if no bits set, 100% failure
---------------------------------------------------------------
13. SPECIAL ATTRIBUTE (monsters only)
bit 0   if set, wait for battle script to remove monster
bit 1   affects palette? used by the four Crystals
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14. SPECIAL FUNCTION (magic only)
#$00   scan current HP and show
#$01   miss
#$02   no damage/heal
#$03   revive + heal 3/4 max HP
#$04   add Jump counter to base damage
#$FF   none
---------------------------------------------------------------
15. ENTRANCE STYLE, COIN ANIMATION (monsters only)
bit 0-3   entrance style
x0	none
x1	slide in
x2	long jump
x3	hop 3 times
x4	drop from above
x5	zoom in from right
x6	zoom in from left
x7	spread out from back
x8	hover in
x9	ready to attack
xA	fade in
xB	slow drop from above
xC	wait, then appear
xD	spread out from front
xE	spread out from middle
xF	ready to attack

bit 4,5   height from ground (up to 3 units)
bit 6     small coin
bit 7     big coin
---------------------------------------------------------------
16. MAGIC BYTES (ally starting stats / spell mods only)
Byte 1
 bit 0 / 00 - Jump
 bit 1 / 01 - Fire Orb
 bit 2 / 02 - Super Jump
 bit 3 / 03 - Super Flame
 bit 4 / 04 - Ultra Jump
 bit 5 / 05 - Ultra Flame
 bit 6 / 06 - Therapy
 bit 7 / 07 - Group Hug
Byte 2
 bit 0 / 08 - Sleepy Time
 bit 1 / 09 - Come Back
 bit 2 / 0A - Mute
 bit 3 / 0B - Psych Bomb
 bit 4 / 0C - Terrorize
 bit 5 / 0D - Poison Gas
 bit 6 / 0E - Crusher
 bit 7 / 0F - Bowser Crush
Byte 3
 bit 0 / 10 - Geno Beam
 bit 1 / 11 - Geno Boost
 bit 2 / 12 - Geno Whirl
 bit 3 / 13 - Geno Blast
 bit 4 / 14 - Geno Flash
 bit 5 / 15 - Thunderbolt
 bit 6 / 16 - HP Rain
 bit 7 / 17 - Psychopath
Byte 4
 bit 0 / 18 - Shocker
 bit 1 / 19 - Snowy
 bit 2 / 1A - Star Rain
 bit 3 / 1B - Dummy
 bit 4 / 1C - Dummy
 bit 5 / 1D - Dummy
 bit 6 / 1E - Dummy
 bit 7 / 1F - Dummy
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17. ATTACK SOUND (hit) (monsters only)
0* = bite
1* = pierce
2* = claw strike
3* = Metallic Jab
4* = Slap
5* = Shell Knock
6* = Smash
7* = Deep Knock
8* = Punch
9* = Bonk
A* = Flopping
B* = Deep Jab
---------------------------------------------------------------
18. ATTACK SOUND (approach) (monsters only)
*0 = None
*1 = Starslap, Spikey
*2 = Goomba tumble
*3 = Amanita shrivel
*4 = Guerrilla cry
*5 = Pulsar
*6 = Bones head spin
*7 = Torte rant
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SHOP BYTES
00  Mushroom Kingdom
01  Rose Town Items
02  Rose Town Armor
03  Frog Disciple Shop
04  Moleville Shop
05  Marrymore Shop
06  Frog Coin Emporium
07  Sea Item shop
08  Seaside Town Items (before yarid)
09  Juice Bar (no card)
0A  Juice Bar (alto card)
0B  Juice Bar (tenor card)
0C  Juice Bar (soprano card)
0D  Seaside Weapons
0E  Seaside Armor
0F  Seaside Accessory
10  Seaside Health Foods
11  Monstro Town shop
12  Nimbus Land shop
13  Hinopio's Shop
14  Baby Goomba shop
15  Nimbus Land Item/Weapon
16  Croco's Shop 1
17  Croco's Shop 2
18  Toad's Shop
19-21	empty, unused shops