General

Offset Sections Section Size
0x4A5C 2 8 bytes

Sections

Offset Ability
0x4A5C Angelo
0x4A64 Angel Wing

Section Structure

Offset Length Description
0x0000 2 bytes Offset to ability name
0x0002 2 bytes Offset to ability description
0x0004 1 byte Status window flags — see The limit-menu record
0x0005 1 byte TargetInfo
0x0006 1 byte Unused — nothing reads it (IDA: 0 xrefs to the struct member); 0xFF in both vanilla entries
0x0007 1 byte Padding (unused; IDA: 0 xrefs)

The limit-menu record

BuildLimitCommandMenu (0x48CCE0) fills a 16-entry array of 5-byte records at F_CHAR_DATA[slot] + 0x32, one record per selectable limit entry, and every character’s limit list goes through the same builder and the same layout:

Byte Meaning
+0 entry id (index into the character’s own limit table)
+1 quantity / availability (1 for Quistis and Rinoa, the ammo count for Shot)
+2 Status window flags
+3 TargetInfo
+4 UI flags — 0x01 set when the entry’s Attack flags have 0x80, 0x02 out of stock (row greyed), 0x10 hidden

Where +2 comes from, per character:

Character Source of byte +2
Quistis (Blue magic) K_BLUE_MAGIC[i].statusWindowFlagsBlue magic 0x0008
Seifer / Edea (Temp-char limits) K_TEMP_CHAR[i].statusWindowFlagsTemporary character limit breaks 0x0009
Irvine (Shot) hardcoded 0x80
Rinoa (Combine) this section, 0x0004 — written by BuildLimitMenuEntry_Rinoa (0x48CFB0)

The consumer is the same for all of them: BattleMenu_ListWindow_Update state 8 calls sub_4AB4F0(ctx, rec[3] /* TargetInfo */, rec[2] /* Status window */, rec[4], …), and sub_4AB190 stores byte +2 in the target-cursor context at +36, which is what sub_4B1E70 reads to open the ally HP/status panel. So 0x0004 is the Status window byte, not a separate flag set.

Both vanilla entries hold 0xA0: bit 0x80 (hide the ally status panel — correct for Angelo Cannon and Angel Wing, which target enemies) plus an 0x20 bit that no code reads and that no other kernel entry sets anywhere.