Each battle's enemies with their equipment and drop chances, plus monsters, items, spells and class resistances, from the remake's ROM. Its tables are identical in the Japanese and USA releases. Hover anything for a preview.
Base values. Monster names are from the USA release. "Takes" lists the spell elements whose damage differs from 100%; group numbers match the slayer group of weapons that are strong against them.
The USA ROM keeps the item, spell and class name tables in Japanese, so those English names are translations written for this site, shown next to the Japanese. Bonus names the stat where it is certain (ATT, DEF, AGI, MOV and MR) and shows the raw bonus id otherwise. "Use" is the spell whose effect the item casts, with the item's own power in parentheses. The bonus slayer weapons get against their group isn't traced.
Each spell level points to an effect entry that sets its target, range, area and element. The element decides which resistance applies.
A character learns a spell when their level reaches the listed level. The check uses the level in the current class, so a spell listed above 20 can come either from extra base-class levels or after promotion.
The percent of a spell's damage the class takes, or for Sleep and Soul Steal the percent chance the spell lands. The unit's own MR is subtracted from this number; for damage it can't go below 0.
The table at $081F05F0 holds a record count and a pointer for each battle. Entry 0 points at the same list as battle 1, and 33 battles follow it. Each enemy is one record:
The game finds the monster's stats by matching its id and level in the monster table. Item bytes are the game's item ids, which a lookup at $08037104 turns into rows of the item table; the ids don't follow the table's order. At battle setup, a drop that isn't one of the equipped items goes into the monster's inventory. The last four bytes aren't decoded.
When the damage routine at $08030440 brings a monster to 0 HP, it adds the monster's gold to the battle's prize total and makes the drop roll ($0802B9F8 in the Japanese ROM). A dropped item goes on a list kept next to that total. Drops belong to each placed enemy, not to the monster type, so the same monster can drop different items, or nothing, from one battle to the next.
rand(100) is the top 16 bits of the generator's next state, modulo 100. Since 65,536 = 655 × 100 + 36, a chance of c% is exactly (655c + min(c, 36)) in 65,536. These are the chances the battles use:
At battle setup the game scales HP and MP by (100 + 20d)%, ATT, DEF, AGI, CRIT and MR by (100 + 10d)%, and adds d ÷ 2 to MOV, where d is a setting it reads from the game options; at 0 the monster table is used as is. Gold goes into the battle's prize total when the monster falls.
Most battles keep the original's enemy starting spots exactly; each battle's page names the Shining Force battle it matches and how many spots agree. Battles tagged new share fewer than half their spots with any Mega Drive battle.