File003: Character Stat Growth, Growth Requirements, Basic AI Scripting0x000: Cloud - Str Curve ID0x001: Cloud - Vit Curve ID0x002: Cloud - Mag Curve ID0x003: Cloud - Spr Curve ID0x004: Cloud - Dex Curve ID0x005: Cloud - Lck Curve ID0x006: Cloud - HP Curve ID0x007: Cloud - MP Curve ID0x008: Cloud - XP Curve ID0x009: Cloud - FF (padding)0x00A: Cloud - Starting Level0x00B: Cloud - FF (padding)0x00C: Cloud - Limit Command 1-10x00D: Cloud - Limit Command 1-20x00E: Cloud - Limit Command 1-3 (UNUSED)0x00F: Cloud - Limit Command 2-10x010: Cloud - Limit Command 2-20x011: Cloud - Limit Command 2-3 (UNUSED)0x012: Cloud - Limit Command 3-10x013: Cloud - Limit Command 3-20x014: Cloud - Limit Command 3-3 (UNUSED)0x015: Cloud - Limit Command 4-10x016: Cloud - Limit Command 4-2 (UNUSED)0x017: Cloud - Limit Command 4-3 (UNUSED)0x018: Cloud - Kills required for Limit Level 20x01A: Cloud - Kills required for Limit Level 30x01C: Cloud - Uses required for Limit 1-20x01E: Cloud - Uses required for Limit 1-3 (UNUSED)0x020: Cloud - Uses required for Limit 2-20x022: Cloud - Uses required for Limit 2-3 (UNUSED)0x024: Cloud - Uses required for Limit 3-20x026: Cloud - Uses required for Limit 3-3 (UNUSED)0x028: Cloud - HP Divisor for Limit Level 10x02C: Cloud - HP Divisor for Limit Level 20x030: Cloud - HP Divisor for Limit Level 30x034: Cloud - HP Divisor for Limit Level 40x038: Barret (as above)0x070: Tifa (as above)0x0A8: Aeris (as above)0x0E0: Red XIII (as above)0x118: Yuffie (as above)0x150: Cait Sith (as above)0x188: Vincent (as above)0x1C0: Cid (as above)0x1F8: Random Bonus to Primary Stats (12 records, 1 byte each)0x204: Random Bonus% to HP (12 records, 1 byte each)0x210: Random Bonus% to MP (12 records, 1 byte each)0x21C: Primary Stat Curve 0 - L 2-11 Gradient0x21D: Primary Stat Curve 0 - L 2-11 Baseline0x21E: Primary Stat Curve 0 - L12-21 Gradient0x21F: Primary Stat Curve 0 - L12-21 Baseline0x220: Primary Stat Curve 0 - L22-31 Gradient0x221: Primary Stat Curve 0 - L22-31 Baseline0x222: Primary Stat Curve 0 - L32-41 Gradient0x223: Primary Stat Curve 0 - L32-41 Baseline0x224: Primary Stat Curve 0 - L42-51 Gradient0x225: Primary Stat Curve 0 - L42-51 Baseline0x226: Primary Stat Curve 0 - L52-61 Gradient0x227: Primary Stat Curve 0 - L52-61 Baseline0x228: Primary Stat Curve 0 - L62-81 Gradient0x229: Primary Stat Curve 0 - L62-81 Baseline0x22A: Primary Stat Curve 0 - L82-99 Gradient0x22B: Primary Stat Curve 0 - L82-99 Baseline0x22C: Primary Stat Curve 10x23C: Primary Stat Curve 20x24C: Primary Stat Curve 3 .....................0x44C: Primary Stat Curve 350x45C: Primary Stat Curve 360x46C: HP Stat Curve 37 (Base multiplied by 40) .....................0x4EC: HP Stat Curve 45 (Base multiplied by 40)0x4FC: MP Stat Curve 46 (Base multiplied by 2) .....................0x57C: MP Stat Curve 54 (Base multiplied by 2)0x58C: EXP Curve 55 (Gradient is quadratic, no Base) .....................0x60C: EXP Curbe 63 (Gradient is quadratic, no Base)0x61C: Character AI Data (12 Objects, see below)0xC00: FF Padding0xE1C: Random Number Lookup Table - 256 numbers from 00 to FF used by the RNG to return pseudo-random numbers0xF1C: Scene.bin File Lookup Table - 64 bytes Each byte contains the ID of the first file in the specific 8192 byte block in Scene.bin For example, the first four bytes in this table are 00 0C 12 19 This means that the first 8192 bytes in Scene.bin holds the compressed data for files 00 to 0B, while the next 8192 holds the data for files 0C to 11 and so on Support is here for 64 blocks of 8192, and only 33 blocks are used, so there is a lot of empty space available0xF5C: Spell Order in Inbattle Magic Menu - 56 bytes This is the ID order for the way spells are displayed in battle 00-1F means Restore Magic 20-3F means Attack Magic 40-5F means Indirect Magic 60-7F means Advanced Magic (always last)*Regarding AI*Cloud, Barret, Tifa, Aeris and Yuffie have AI Data regarding Battle Affection. This adjusts a variable that starts at 100 either up or down depending on what happens in battle. This value is definitely not used in the date, and can probably be thought of as a working system whose effects have been dummied out.Vincent's Limit AI data is stored here, but is only run when his AI Mode is turned on.Sephiroth's AI data is stored here, and his AI Setup subroutine automatically turns on AI Mode at the start of every battle.There's a 12th Object, but it is both unused and there is no hint as to who it might've been meant for. Consider it padding.