Enemy battle groups formations FF3us, written by Lord J lord_j@hotmail.com, http://www.angelfire.com/pq/jumparound/index.html Basing ourself on the indexed list of monsters, we can construct battle group templates. Just know that the 9th bit (values>=0x100 == boss) is not interpreted, because there are switches that handles this (the last byte of a template) Practice yourself with the very first template (0xF6400), it is the Lobo dog hidden in a treasure chest in the training room of Narshe. Base: 0xF6400 Lenght: 15 bytes per template Number of templates: 576 Note: Is the same for both FF3 & FF6j, except for the padding bytes Padding at the end: 64 bytes, set to 0xFF for FF3, values increase for FF6j. Analysis on 4xMesosaur formation, found in forests around Kefka's Tower Base: 0xF6F9A Offsets from base: 00: 4 msb: sprite type (height and withd 'mould'): 4 lsb: ??? values: 10= short (like Mesosaurs), 30/60: tall sprites (Siegfried) 01: presence of 6 enemies, 1==present, 2 msb not decoded, lsb=enemy #1 02: enemy #1 03: enemy #2 04: enemy #3 05: enemy #4 06: enemy #5 07: enemy #6 08: disposition enemy 1, much like an X/Y, msb=X & lsb=Y 09: disposition enemy 2 0A: disposition enemy 3 0B: disposition enemy 4 0C: disposition enemy 5 0D: disposition enemy 6 0E: boss switches, 1==boss, 2 msb not decoded, lsb=enemy #1 'mould' compatibility list: 0: 1: Mesosaurs, proto armors, m-tek bosses armors 2: 3: siegfried, normal m-tek armors 4: 5: 6: most of the bosses c: same as 1 d: illegal? e: illegal? f: whoa... dizzy