Disable victory fanfare (battle music keeps playing after win/loss).
0x4
Inherit countdown timer from field.
0x8
No Item/XP Gain?
0x10
Use current music as battle music.
0x20
Force preemptive attack.
0x40
Force back attack.
0x80
Unknown.
Monster info byte flag
Byte 0
Bit Position
Flag (Hex)
Description
0 (LSB)
0x01
UNKNOWN0
1
0x02
UNKNOWN1
2
0x04
UNKNOWN2
3
0x08
UNKNOWN3
4
0x10
UNKNOWN4
5
0x20
UNKNOWN5
6
0x40
UNKNOWN6
7 (MSB)
0x80
UNKNOWN7
Byte 1
Bit Position
Flag (Hex)
Description
0 (LSB)
0x01
Zombie
1
0x02
Fly
2
0x04
zz1
3
0x08
LvUp-Down Immunity
4
0x10
HP Hidden
5
0x20
Auto-Reflect
6
0x40
Auto-Shell
7 (MSB)
0x80
Auto-Protect
Byte 2
Bit Position
Flag (Hex)
Description
0 (LSB)
0x01
Increase SurpriseRNG
1
0x02
Decrease SurpriseRNG
2
0x04
SurpriseAttack Immunity
3
0x08
unused
4
0x10
unused
5
0x20
unused
6
0x40
Gravity Immunity
7 (MSB)
0x80
Always obtains card
Menu flags
Byte 0x05 of a Battle command — a battle-menu/UI descriptor, purely UI and never read by battle logic. Copied at battle setup into the character’s per-slot command data (ResetAndParseBattleAndFieldCharacter / linkedStockFieldCharData) and consumed by BattleMenu_ExecuteSelectedCommand (0x4BC770) and the target-selection cursor. More on the surrounding battle UI: Battle UI (HUD and command menu).
Bits
Meaning
0x80
Hide the ally status window while the target cursor is up. When clear (only Recover 0x20, Revive 0x20, Treatment 0x60), targeting an ally opens the party HP/status panel
0x40
Status-window detail mode — the panel lists status ailments instead of HP digits (only meaningful when 0x80 is clear; used by Treatment)
0x20
Instant command — no submenu; confirming the command goes straight to target selection (Attack, Devour, Defend, Card, Doom, …)
0x1F
Submenu type, used only when 0x20 is clear (table below)
The last four route through a shared “4-row special list” helper, BattleMenu_OpenSpecialListWindow (0x4C7D00), each with its own list-id.
Id
Submenu
Opener function
Address
0
Magic list
BattleMenu_OpenMagicWindow
0x4C8840
1
GF list
BattleMenu_OpenGFWindow
0x4C8280
2
Item list
BattleMenu_OpenItemWindow (BattleMenu_OpenItemWindow_Alt when opened from a non-Item command)
0x4C87A0 / 0x4C8550
3
Draw window
BattleMenu_OpenDrawWindow
0x4ADD10
4
Shot ammo list
BattleMenu_OpenShotWindow
0x4C8220
5
Slot
BattleMenu_OpenSlotWindow
0x4C7920
6
Blue Magic list
BattleMenu_OpenBlueMagicWindow
0x4C81C0
7
Limit list (Fire Cross / Sorcery / Limit)
BattleMenu_OpenLimitListWindow
0x4C8190
8
Combine
BattleMenu_OpenCombineWindow
0x4C81F0
any other
none — falls through straight to target selection
BattleMenu_OpenTargetSelection
0x4C7030
Magic list id 0 also carries a mode argument read from the command itself: Double opens it in ×2 mode, Triple in ×3 mode, everything else (including the plain Magic command) in ×1 mode.
Status window flags
Entries picked from a submenu carry their own copy of bits 0x80/0x40 (the ally-status-window pair above): Magic byte 0x09, Junctionable GF byte 0x08, Blue Magic byte 0x08, Shot byte 0x09 and Temporary-character limit breaks byte 0x09 (the last two were long documented as the “inert high byte” of a 2-byte animation value — Battle_applyDamage indeed ignores it, but BuildLimitCommandMenu reads it into the limit list entry’s status-window slot). When the player confirms a spell/GF/limit in the list, that byte is passed to the target cursor in the same slot a command’s Menu flags byte goes (confirm path: list entry → target-cursor struct +36 → sub_4B1E70 → BattleHUD_StatusWinOpenRequest/DetailMode; the low 6 bits are dead on this path).
Retail values are deliberate design, matching each spell’s purpose:
Value
Meaning
Retail users
0x00
Show the party HP panel while targeting
Cure, Cura, Curaga, Life, Full-life, Regen
0x40
Show the panel in ailment-detail mode (cycles each character’s active statuses)