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C:\ff8\Data\fre\FIELD\mapdata\bc\bccent12\bccent12.inf
C:\ff8\Data\fre\FIELD\mapdata\bc\bccent12\bccent12.mim
C:\ff8\Data\fre\FIELD\mapdata\bc\bccent12\bccent12.map
C:\ff8\Data\fre\FIELD\mapdata\bc\bccent12\bccent12.id
C:\ff8\Data\fre\FIELD\mapdata\bc\bccent12\bccent12.msd
C:\ff8\Data\fre\FIELD\mapdata\bc\bccent12\bccent12.ca
C:\ff8\Data\fre\FIELD\mapdata\bc\bccent12\bccent12.jsm
C:\ff8\Data\fre\FIELD\mapdata\bc\bccent12\bccent12.mrt
C:\ff8\Data\fre\FIELD\mapdata\bc\bccent12\bccent12.rat
C:\ff8\Data\fre\FIELD\mapdata\bc\bccent12\bccent12.pmd
C:\ff8\Data\fre\FIELD\mapdata\bc\bccent12\bccent12.pmp
C:\ff8\Data\fre\FIELD\mapdata\bc\bccent12\chara.one


HP = Math.floor(number_0 * level * level / 20) + number_1 * level + number_2
EXP = number_0 * (5 * (level - level_party_avg)/level_party_avg + 4))
EXP_LAST = Math.floor(number_1 * (5 * (level - level_party_last)/level_party_last + 4))
# If the result > 255, STR = 255
STR = level * number_0 / 10 + level / number_1 - level / number_3 + number_2) / 4
MAG = Math.floor(level * number_0) + Math.floor(level/number_1) - Math.floor(Math.floor(Math.floor(level*level/2)/number_2)/4))
VIT = level * number_0 + Math.floor(level/number_1) + number_2 - Math.floor(level/number_3)
SPR = level * number_0 + Math.floor(level/number_1) + number_2 - Math.floor(level/number_3)
SPD = level * number_0 + Math.floor(level/number_1) + number_2 - Math.floor(level/number_3)
EVA = level * number_0 + Math.floor(level/number_1) + number_2 - Math.floor(level/number_3)

















struct spriteInfos {
uint16 zz0; //Always 0
int16 destX;
int16 destY;
uint16 zz1; //Inused
uint16 zz2; //Inused
uint16 srcX_1;
uint16 srcY_1;
uint16 srcX_2;
uint16 srcY_2;
uint16 width; //Inused: 16,32 or invalid value
uint16 height; //Inused: 16,32 or invalid value
uint16 paletteID;
uint16 ID; //Maybe used for Z value
uint8 parameter;
uint8 state; //flag
uint8 blending; //Boolean
uint8 zz3; //Boolean
uint16 blendingType; <----- HERE
uint16 pageID1;
uint16 pageID2; //If pageID2 > 0, use srcX_2 and srcY_2
uint16 deph;
uint32 Z;
uint32 X; //Proportionnal to srcXs
uint32 Y; //Proportionnal to srcYs
uint16 zz4; //Always 0
};struct spritePageInfos{
unsigned page_x:4; // LSB
unsigned page_y:1;
unsigned blendingType:2; <----- HERE
unsigned deph:2;
unsigned ZZ:7; // MSB
};







