By Shard.

Game variables can be accessed using the PSHM family of script functions, and can be written to by using the POPM family of functions. Which one you use depends on the size of the variable. The variables are all stored in save files, with the save block starting at address 0xD10 on uncompressed PC saves. The parameter to access a variable in the game scripts is basically the offset from this point in the variable block. For example, getting main story progress (word 256, which is word 0x100 in hex) just gets the two bytes starting at address 0xD10 + 0x100 = 0xE10. The varmap is continuous in memory while the game is running as well. In the en-US version of the original and SE releases (and likely most other versions), the varblock begins at 0x18fe9b8. You can use this Cheat Engine Table to track them as you play.

Items in grey are unused by field scripts (some of them may be used in battle scripts).

Var type Var Number Description      
Byte 0-3 unused in fields (always “FF-8”)      
Long 4 Steps (used to generate random encounters)      
Long 8 Payslip      
Byte 12-15 unused in fields      
Signed Word 16 SeeD rank points?      
Byte 18-19 unused in fields      
Long 20 Battles won. (Fun fact: this affects the basketball shot in Trabia.)      
Byte 24-25 unused in fields      
Word 26 Battles escaped.      
Word 28 Enemies killed by Squall      
Word 30 Enemies killed by Zell      
Word 32 Enemies killed by Irvine      
Word 34 Enemies killed by Quistis      
Word 36 Enemies killed by Rinoa      
Word 38 Enemies killed by Selphie      
Word 40 Enemies killed by Seifer      
Word 42 Enemies killed by Edea      
Word 44 Squall death count      
Word 46 Zell death count      
Word 48 Irvine death count      
Word 50 Quistis death count      
Word 52 Rinoa death count      
Word 54 Selphie death count      
Word 56 Seifer death count      
Word 58 Edea death count      
Byte 60-67 unused in fields      
Long 68 Enemies killed      
Long 72 Amount of Gil the party currently has      
Long 76 Amount of Gil Laguna’s party has      
Long 80 Counts the number of frames since the current movie started playing.      
Word 84 Last area visited.      
Signed Byte 86 Current car rent.      
Signed Byte 87 Built-in engine variable. No idea what it does. Scripts always check if it’s equal to 0 or 10. Related to music.      
Signed Byte 88 Built-in engine variable. Used exclusively on save points. Never written to with field scripts. Related to Siren’s Move-Find ability.      
Byte 89-103 unused in fields      
Long 104 Seems related to SARALYDISPON/SARALYON/MUSICLOAD/PHSPOWER opcodes      
Long 108 Music related      
Long 112 unused in fields      
Byte 116-147 Draw points in field      
Byte 148-179 Draw points in worldmap Byte 180-243 unused in fields
Byte 244 Worldmap variant extra flags. Bit 3 (normal path) or bit 4 (Disc 4 path) OR-ins bit 6 (0x40) into the word_2036BB6 variant bitmask. Likely Balamb Garden mobile/stationary toggle.      
Byte 245 Copied into worldmap state block (+103) by sub_544860, purpose not yet verified. Read only, not investigated.      
Byte 246 Worldmap variant index. Bits 0-4 select the base tile-variant bitmask via a 5-case switch: 0→0x011D, 1→0x010D, 2→0x0101, 3→0x0100, 4→0x0180. Each bit corresponds to one entry in the trigger-rect table at .rdata:0xC763D2/0xC763EE that overrides grid segments (0-767) with alternate segments (768-834).      
Byte 247 Disc 4 worldmap sub-variant. Bits 0-1 select among three Disc 4 bitmasks (0x003E, 0x023E, 0x003F). Only used when Disc 4 code path is active (dword_203FD60 != 0).      
Byte 248-255 unused in fields      
Word 256 Main Story quest progress.      
Byte 258 not investigated      
Byte 259-260 unused in fields      
Byte 261 not investigated      
Byte 262-263 unused in fields      
Byte 264 not investigated      
Byte 265 not investigated      
Byte 266 World map version? (3=Esthar locations unlocked)      
Word 256 Main Story quest progress.      
Byte 258 not investigated      
Byte 259-260 unused in fields      
Byte 261 not investigated      
Byte 262-263 unused in fields      
Byte 264 not investigated      
Byte 265 not investigated      
Byte 266 World map version? (3=Esthar locations unlocked)      
Byte 267 unused in fields      
Byte 268 not investigated      
Byte 269 not investigated      
Byte 270 not investigated      
Byte 271 unused in fields      
Byte 272-299 SO MANY F***ING CARD GAME VARIABLES      
Byte 300 Card Queen re-cards.      
Byte 301-303 unused in fields      
Byte 304-305 Timber Maniacs issues found.      
Byte 306-319 Reserved for Hacktuar / FF8Voice      
Byte 320-332 Ultimecia Gallery related (pictures viewed?)      
Byte 333 Ultimecia Armory chest flags      
Byte 334 Ultimecia Castle seals. See SEALEDOFF for details.      
Byte 335 Card related      
Byte 336 Deling City bus related      
Byte 338-340 Deling Sewer gates opened      
Byte 341 Does lots of things.5      
Byte 342 Deling City bus system      
Byte 343 G-Garden door/event flags.      
Byte 344 B-Garden / G-Garden event flags (during GvG)      
Byte 345 G-Garden door/event flags.      
Byte 346-349 FH Instrument (346 Zell, 347 Irvine, 348 Selphie, 349 Quistis)      
Word 350-356 Health Bars (Garden mech fight)      
Byte 358 Space station talk flags, Centra ruins related (beat odin?).      
Byte 359 Centra ruins related (beat odin?).      
Long 360 Choice of FH music.      
Byte 364-368 Randomly generated code for Centra Ruins.      
Byte 369-370 Ultimecia Castle flags      
Byte 371 unused in fields      
Byte 372-376 Ultimecia boss/timer/item flags      
Byte 377 Ultimecia organ note controller      
Byte 378 Centra Ruins timer (controls blackout messages from Odin)      
Byte 379 unused in fields      
Word 380 Squall health during mech fight.      
Byte 382-383 unused in fields      
Byte 384 Something about Laguna’s time periods and GFs.      
Byte 385 Laguna dialogue in pub. Only the +2 bit is ever set. Don’t change the +1 bit.      
Byte 387 Winhill progress?      
Byte 388 Timber Maniacs HQ talk flags (main lobby)      
Byte 389 Timber Maniacs HQ talk flags (office room)      
Byte 390 Edea talk flags at her house      
Byte 391 Laguna talk flags (in his office, disc 3)      
Byte 392 unknown (used in Edea’s house and in the Balamb Garden computer system)      
Byte 393-399 unused in fields      
Long 400 and 404 Related to monsters killed in Winhill, but I don’t think it actually does anything. Will investigate.      
Byte 408 unused in fields      
Byte 409 Balamb Garden computer system      
Byte 410-431 unused in fields      
Byte 432 BG Main hall flags      
Byte 433 Flags. Switches are assigned all over BG. No idea what any of them control.      
Byte 434 Flags. Switches are assigned all over BG. No idea what any of them control.      
Byte 435 Flags. Switches are assigned all over BG. No idea what any of them control.      
Byte 436 Moomba friendship level in the prison? Some actions cause these flags to be set.      
Byte 437 In BG on Disc 2, keeps track of who’s in your party. In the prison, it’s the current floor you’re on.      
Byte 438 Cid vs Norg event flags      
Byte 439 Cid vs Norg event flags      
Byte 440 Event flags. (+1 Quad ambush, +2 quad item giver, +4/+8 Infirmary helped, +16 Nida, +64 Kadowaki Elixir, +128 Training center)      
Byte 441 Cid vs Norg event flags      
Byte 442 Rinoa Garden tour flags      
Word 443 Zell Health in Prison (Hacktuar)      
Byte 445-447 Propagator defeated flags      
Word 448 Unknown      
Byte 450-451 Various magazine/talk flags      
Byte 452 Lunatic Pandora areas visited?      
Byte 453-455 Moomba teleport variables      
Byte 456-457 unused in fields      
Byte 458-459 Used with MUSICSKIP in some Balamb Garden areas      
Byte 460 Random flags (some used for Card Club)      
Byte 461-473 unused in fields      
Byte 474 Random flags (some used for Card Club)      
Byte 475-478 CC Group variables      
Byte 479 If set to 0, disables all random battles during area loading.      
Byte 480 State of students in classroom (what they’re doing).      
Byte 481 Controls a conversation in the cafeteria.      
Signed Word 482 Error ratio of missiles      
Byte 484 Missile Base progression?      
Byte 485 ToUK Progression (initially 0b111010101, +2 on finish quest. No other pops)      
Byte 486 ToUK room? (used to control map jumps in the maze)      
Byte 487 Missile base progression (also does something in BG2F classroom)      
Byte 488 Alternate Party Flags. Irvine +1/+16, Quistis +2/+32, Rinoa +4/+64, Zell +8/+128.1      
Byte 489 Random talk flags?      
Byte 490 Cafeteria cutscene      
Byte 491 ToUK stuff      
Byte 492 I think this is a door opener for the missile base if you choose a short time limit.      
Byte 493 Missile base timer related?      
Byte 494-527 unused in fields      
Signed Word 528 Sub-story progression (it’s a progression variable for individual segments of the game)      
Byte 530 X-ATM related (defeated it in battle?)      
Byte 531 Functionally unused. Read from at dollet, only manipulated in debug rooms.      
Byte 532 Controls footstep sounds at dollet (sand to concrete)      
Byte 533 not investigated      
Byte 534 not investigated      
Byte 535 not investigated      
Byte 536 not investigated      
Byte 537 not investigated      
Byte 538 not investigated      
Byte 539 not investigated      
Byte 540-591 unused in fields      
Byte 592-593 Seems to control angles and character facing.      
Byte 594 unused in fields      
Byte 595 not investigated      
Byte 596 not investigated      
Byte 597 not investigated      
Byte 598 not investigated      
Byte 599 not investigated      
Byte 600 not investigated      
Byte 601 not investigated      
Byte 602 not investigated      
Byte 603 not investigated      
Byte 604 not investigated      
Byte 605 not investigated      
Byte 606 not investigated      
Byte 607 not investigated      
Byte 608 not investigated      
Byte 609 not investigated      
Byte 610 not investigated      
Byte 611 not investigated      
Byte 612 not investigated      
Byte 613 not investigated      
Byte 614 not investigated      
Byte 615 not investigated      
Byte 616 not investigated      
Byte 617 not investigated      
Byte 618 not investigated      
Byte 619 not investigated      
Byte 620 not investigated      
Byte 621 not investigated      
Byte 622 not investigated      
Byte 623 not investigated      
Byte 624 not investigated      
Byte 625 Balamb visited flags (+8 Zell’s room)      
Byte 626 not investigated      
Byte 627 not investigated      
Byte 628 unused in fields      
Byte 629 not investigated      
Byte 630 not investigated      
Byte 631 not investigated      
Byte 632 not investigated      
Byte 633 not investigated      
Word 634 not investigated      
Byte 636 not investigated      
Byte 637 unused in fields      
Byte 638 not investigated      
Byte 639 unused in fields      
Byte 640 not investigated      
Byte 641 not investigated      
Byte 642 not investigated      
Byte 643 not investigated      
Byte 644 not investigated      
Byte 645 not investigated      
Byte 646 not investigated      
Byte 647 not investigated      
Byte 648 not investigated      
Byte 649 not investigated      
Byte 650-655 unused in fields      
Word 656 not investigated      
Byte 658 not investigated      
Byte 659 not investigated      
Byte 660 not investigated      
Byte 661 not investigated      
Byte 662 not investigated      
Byte 663 not investigated      
Byte 664 not investigated      
Byte 665 not investigated      
Word 666 not investigated      
Byte 668 not investigated      
Byte 669-671 unused in fields      
Word 672 not investigated      
Byte 674 unused in fields      
Byte 675 not investigated      
Byte 676 unused in fields      
Byte 677 not investigated      
Byte 678 not investigated      
Byte 679 unused in fields      
Byte 680 not investigated      
Byte 681 not investigated      
Byte 682 not investigated      
Byte 683 not investigated      
Byte 684 not investigated      
Byte 685 not investigated      
Byte 686 not investigated      
Byte 687 not investigated      
Byte 688 not investigated      
Byte 689 not investigated      
Byte 690 not investigated      
Byte 691 not investigated      
Byte 692-719 unused in fields      
Byte 720 Squall’s costume (0=normal, 1=student, 2=SeeD, 3=Bandage on forehead)      
Byte 721 Zell’s Costume (0=normal, 1=student, 2=SeeD)      
Byte 722 Selphie’s costume (0=normal, 1=student, 2=SeeD)      
Byte 723 Quistis’ Costume (0=normal, 1=SeeD)      
Word 724 Dollet mission time      
Word 726 not investigated      
Byte 728 Does lots of things.3      
Byte 729 not investigated      
Byte 730 Flags (+1 Joined Garden Festival Committee, +4 Gave Selphie tour of BG, +16 Kadowaki asks for Cid, +32 and +64 Tomb of Unknown Kind hints?, +128 Beat all card people?)      
Byte 731 unused in fields      
Word 732 not investigated      
Byte 734 Split Party Flags (+1 Zell, +2 Irvine, +4 Rinoa, +8 Quistis, +16 Selphie).2      
Byte 735 not investigated      
Byte 736-751 unused in fields      
Byte 752 not investigated      
Byte 753-1023 unused in fields      
Byte Above 1023 Temporary variables used pretty much everywhere.      

Notes

  1. When the party splits in disc 2, each party member in the inactive party except Selphie has one of the eight bits changed for this variable. One member has a flag in the 4 most significant bits, and the other has a flag in the 4 least significant bits. It’s done this way so that when the characters appear, they animate towards different locations in the field, rather than stacking on top of each other.
  2. This byte contains flags for which characters are in Squall’s party when the party splits in disc 2.
  3. List of everything that 728 holds throughout the game:
    1. SeeD field exam “Conduct” score (lose points when you do something wrong at Dollet).
    2. Train job attempts (Timber)
    3. Tomb of the Unknown King student ID.
    4. Who you took to space in disc 3.
  4. The field controlling restriction unlocking in Ultimecia’s Castle uses this to figure out where to jump the party after they’ve broken a seal. It’s unknown how SETPLACE actually sets this, it’s not always related to the field ID or the SETPLACE parameter. This variable is also set at Balamb Garden’s front gate manually.:5. List of everything that 341 holds throughout the game:
    1. First flashback team
    2. Selphie’s current action when escaping from Deling’s mansion (changes the dialogue)
    3. FH Concert Crappiness
    4. Something in B-Garden classroom during the paratrooper attack.

struct GameVariables { // 0x00 - 0x03: Unused in fields (always “FF-8”) __int8 unused1[4];

// 0x04: Steps (used to generate random encounters)
__int32 Steps;

// 0x08: Payslip
__int32 Payslip;

// 0x0C - 0x0F: Unused in fields
__int8 unused2[4];

// 0x10: SeeD rank points?
__int16 SeeDRankPoints;

// 0x12 - 0x13: Unused in fields
__int8 unused3[2];

// 0x14: Battles won (affects the basketball shot in Trabia)
__int32 BattlesWon;

// 0x18 - 0x19: Unused in fields
__int8 unused4[2];

// 0x1A: Battles escaped
__int16 BattlesEscaped;

// 0x1C: Enemies killed by Squall
__int16 SquallKills;

// 0x1E: Enemies killed by Zell
__int16 ZellKills;

// 0x20: Enemies killed by Irvine
__int16 IrvineKills;

// 0x22: Enemies killed by Quistis
__int16 QuistisKills;

// 0x24: Enemies killed by Rinoa
__int16 RinoaKills;

// 0x26: Enemies killed by Selphie
__int16 SelphieKills;

// 0x28: Enemies killed by Seifer
__int16 SeiferKills;

// 0x2A: Enemies killed by Edea
__int16 EdeaKills;

// 0x2C: Squall death count
__int16 SquallDeaths;

// 0x2E: Zell death count
__int16 ZellDeaths;

// 0x30: Irvine death count
__int16 IrvineDeaths;

// 0x32: Quistis death count
__int16 QuistisDeaths;

// 0x34: Rinoa death count
__int16 RinoaDeaths;

// 0x36: Selphie death count
__int16 SelphieDeaths;

// 0x38: Seifer death count
__int16 SeiferDeaths;

// 0x3A: Edea death count
__int16 EdeaDeaths;

// 0x3C - 0x43: Unused in fields
__int8 unused5[8];

// 0x44: Enemies killed
__int32 TotalEnemiesKilled;

// 0x48: Amount of Gil the party currently has
__int32 PartyGil;

// 0x4C: Amount of Gil Laguna's party has
__int32 LagunaPartyGil;

// 0x50: Number of frames since the current movie started playing
__int32 MovieFrameCount;

// 0x54: Last area visited
__int16 LastAreaVisited;

// 0x56: Current car rent
__int8 CurrentCarRent;

// 0x57: Built-in engine variable (related to music)
__int8 EngineVar1;

// 0x58: Built-in engine variable (used on save points)
__int8 EngineVar2;

// 0x59 - 0x67: Unused in fields
__int8 unused6[15];

// 0x68: Related to SARALYDISPON/SARALYON/MUSICLOAD/PHSPOWER opcodes
__int32 OpcodeRelated1;

// 0x6C: Music related
__int32 MusicRelated;

// 0x70: Unused in fields
__int32 unused7;

// 0x74 - 0x93: Draw points in field
__int8 FieldDrawPoints[44];

// 0x94 - 0xB3: Draw points in worldmap
__int8 WorldmapDrawPoints[44];

// 0xB4 - 0xFF: Unused in fields
__int8 unused8[76];

// 0x100: Main Story quest progress
__int16 MainStoryProgress;

// 0x102: Not investigated
__int8 Unknown1;

// 0x103 - 0x104: Unused in fields
__int8 unused9[2];

// 0x105: Not investigated
__int8 Unknown2;

// 0x106 - 0x107: Unused in fields
__int8 unused10[2];

// 0x108: Not investigated
__int8 Unknown3;

// 0x109: Not investigated
__int8 Unknown4;

// 0x10A: World map version? (3 = Esthar locations unlocked)
__int8 WorldMapVersion;

// 0x10B: Unused in fields
__int8 unused11;

// 0x10C: Not investigated
__int8 Unknown5;

// 0x10D: Not investigated
__int8 Unknown6;

// 0x10E: Not investigated
__int8 Unknown7;

// 0x10F: Unused in fields
__int8 unused12;

// 0x110 - 0x12B: Card game variables
__int8 CardGameVars[28];

// 0x12C: Card Queen re-cards
__int8 CardQueenRecards;

// 0x12D - 0x12F: Unused in fields
__int8 unused13[3];

// 0x130 - 0x131: Timber Maniacs issues found
__int8 TimberManiacsIssues[2];

// 0x132 - 0x13F: Reserved for Hacktuar / FF8Voice
__int8 Reserved1[14];

// 0x140 - 0x14C: Ultimecia Gallery related (pictures viewed?)
__int8 UltimeciaGallery[13];

// 0x14D: Ultimecia Armory chest flags
__int8 UltimeciaArmory;

// 0x14E: Ultimecia Castle seals
__int8 UltimeciaSeals;

// 0x14F: Card related
__int8 CardRelated;

// 0x150: Deling City bus related
__int8 DelingBus;

// 0x152 - 0x154: Deling Sewer gates opened
__int8 DelingSewerGates[3];

// 0x155: Does lots of things
__int8 MultiPurposeVar1;

// 0x156: Deling City bus system
__int8 DelingBusSystem;

// 0x157: G-Garden door/event flags
__int8 GGardenFlags1;

// 0x158: B-Garden / G-Garden event flags (during GvG)
__int8 GGardenFlags2;

// 0x159: G-Garden door/event flags
__int8 GGardenFlags3;

// 0x15A - 0x15D: FH Instrument (Zell, Irvine, Selphie, Quistis)
__int8 FHInstruments[4];

// 0x15E - 0x164: Health Bars (Garden mech fight)
__int16 HealthBars[4];

// 0x166: Space station talk flags, Centra ruins related (beat Odin?)
__int8 SpaceStationFlags;

// 0x167: Centra ruins related (beat Odin?)
__int8 CentraRuinsFlags;

// 0x168: Choice of FH music
__int32 FHMusicChoice;

// 0x16C - 0x170: Randomly generated code for Centra Ruins
__int8 CentraRuinsCode[5];

// 0x171 - 0x172: Ultimecia Castle flags
__int8 UltimeciaCastleFlags[2];

// 0x173: Unused in fields
__int8 unused14;

// 0x174 - 0x178: Ultimecia boss/timer/item flags
__int8 UltimeciaBossFlags[5];

// 0x179: Ultimecia organ note controller
__int8 UltimeciaOrgan;

// 0x17A: Centra Ruins timer (controls blackout messages from Odin)
__int8 CentraRuinsTimer;

// 0x17B: Unused in fields
__int8 unused15;

// 0x17C: Squall health during mech fight
__int16 SquallMechHealth;

// 0x17E - 0x17F: Unused in fields
__int8 unused16[2];

// 0x180: Something about Laguna's time periods and GFs
__int8 LagunaTimePeriods;

// 0x181: Laguna dialogue in pub
__int8 LagunaPubDialogue;

// 0x183: Winhill progress?
__int8 WinhillProgress;

// 0x184: Timber Maniacs HQ talk flags (main lobby)
__int8 TimberManiacsLobby;

// 0x185: Timber Maniacs HQ talk flags (office room)
__int8 TimberManiacsOffice;

// 0x186: Edea talk flags at her house
__int8 EdeaHouseFlags;

// 0x187: Laguna talk flags (in his office, disc 3)
__int8 LagunaOfficeFlags;

// 0x188: Unknown (used in Edea's house and Balamb Garden computer system)
__int8 Unknown8;

// 0x189 - 0x18F: Unused in fields
__int8 unused17[7];

// 0x190 - 0x193: Related to monsters killed in Winhill
__int32 WinhillMonsters;

// 0x194: Unused in fields
__int8 unused18;

// 0x195: Balamb Garden computer system
__int8 BalambComputer;

// 0x196 - 0x1AF: Unused in fields
__int8 unused19[26];

// 0x1B0: BG Main hall flags
__int8 BGHallFlags;

// 0x1B1 - 0x1B3: Flags (switches assigned all over BG)
__int8 BGFlags[3];

// 0x1B4: Moomba friendship level in the prison
__int8 MoombaFriendship;

// 0x1B5: In BG on Disc 2, keeps track of who's in your party
__int8 PartyTracking;

// 0x1B6 - 0x1B7: Cid vs Norg event flags
__int8 CidNorgFlags[2];

// 0x1B8: Event flags
__int8 EventFlags;

// 0x1B9: Cid vs Norg event flags
__int8 CidNorgFlags2;

// 0x1BA: Rinoa Garden tour flags
__int8 RinoaTourFlags;

// 0x1BB: Zell Health in Prison (Hacktuar)
__int16 ZellPrisonHealth;

// 0x1BD - 0x1BF: Propagator defeated flags
__int8 PropagatorFlags[3];

// 0x1C0: Unknown
__int16 Unknown9;

// 0x1C2 - 0x1C3: Various magazine/talk flags
__int8 MagazineFlags[2];

// 0x1C4: Lunatic Pandora areas visited?
__int8 LunaticPandora;

// 0x1C5 - 0x1C7: Moomba teleport variables
__int8 MoombaTeleport[3];

// 0x1C8 - 0x1C9: Unused in fields
__int8 unused20[2];

// 0x1CA - 0x1CB: Used with MUSICSKIP in some Balamb Garden areas
__int8 MusicSkipFlags[2];

// 0x1CC: Random flags (some used for Card Club)
__int8 RandomFlags1;

// 0x1CD - 0x1DF: Unused in fields
__int8 unused21[19];

// 0x1E0: Random flags (some used for Card Club)
__int8 RandomFlags2;

// 0x1E1 - 0x1E4: CC Group variables
__int8 CCGroupVars[4];

// 0x1E5: If set to 0, disables all random battles during area loading
__int8 DisableRandomBattles;

// 0x1E6: State of students in classroom
__int8 ClassroomState;

// 0x1E7: Controls a conversation in the cafeteria
__int8 CafeteriaConversation;

// 0x1E8: Error ratio of missiles
__int16 MissileErrorRatio;

// 0x1EA: Missile Base progression?
__int8 MissileBaseProgress;

// 0x1EB: ToUK Progression
__int8 ToUKProgress;

// 0x1EC: ToUK room? (used to control map jumps in the maze)
__int8 ToUKRoom;

// 0x1ED: Missile base progression
__int8 MissileBaseProgress2;

// 0x1EE: Alternate Party Flags
__int8 AlternatePartyFlags;

// 0x1EF: Random talk flags?
__int8 RandomTalkFlags;

// 0x1F0: Cafeteria cutscene
__int8 CafeteriaCutscene;

// 0x1F1: ToUK stuff
__int8 ToUKStuff;

// 0x1F2: Door opener for the missile base
__int8 MissileBaseDoor;

// 0x1F3: Missile base timer related?
__int8 MissileBaseTimer;

// 0x1F4 - 0x20F: Unused in fields
__int8 unused22[28];

// 0x210: Sub-story progression
__int16 SubStoryProgress;

// 0x212: X-ATM related (defeated it in battle?)
__int8 XATMDefeated;

// 0x213: Functionally unused
__int8 UnusedVar1;

// 0x214: Controls footstep sounds at Dollet
__int8 DolletFootsteps;

// 0x215 - 0x21B: Not investigated
__int8 Unknown10[7];

// 0x21C - 0x24F: Unused in fields
__int8 unused23[52];

// 0x250 - 0x251: Controls angles and character facing
__int8 AngleControl[2];

// 0x252: Unused in fields
__int8 unused24;

// 0x253 - 0x267: Not investigated
__int8 Unknown11[21];

// 0x268: Balamb visited flags
__int8 BalambVisitedFlags;

// 0x269 - 0x26F: Not investigated
__int8 Unknown12[7];

// 0x270: Unused in fields
__int8 unused25;

// 0x271 - 0x27F: Not investigated
__int8 Unknown13[15];

// 0x280: Squall's costume
__int8 SquallCostume;

// 0x281: Zell's Costume
__int8 ZellCostume;

// 0x282: Selphie's costume
__int8 SelphieCostume;

// 0x283: Quistis' Costume
__int8 QuistisCostume;

// 0x284: Dollet mission time
__int16 DolletMissionTime;

// 0x286: Not investigated
__int16 Unknown14;

// 0x288: Does lots of things
__int8 MultiPurposeVar2;

// 0x289: Not investigated
__int8 Unknown15;

// 0x28A: Flags
__int8 Flags1;

// 0x28B: Unused in fields
__int8 unused26;

// 0x28C: Not investigated
__int16 Unknown16;

// 0x28E: Split Party Flags
__int8 SplitPartyFlags;

// 0x28F: Not investigated
__int8 Unknown17;

// 0x290 - 0x2FF: Unused in fields
__int8 unused27[112];

// 0x300: Not investigated
__int8 Unknown18;

// 0x301 - 0x3FF: Unused in fields
__int8 unused28[255]; };