all memory addresses are from mGBA memory viewer, and for the jp version. they may be different for eu/us versions for bizhawk, if it starts with 0300, you want iwram (use last 4 digits) if it starts 02, you want ewram (use last 6 digits) Player order is always same as turn order, regardless of player colours. rng: 0x03001fd4 fog of war: 0x030040dd On non-jp versions (certainly US), the following addresses are 110 later star power on 3 player map: p1: 0x020231d0 p2: 0x0202320c p3: 0x02023248 p4: 0x02023284 (untested) p1 unit data starts at 0x02022580 p2 unit data starts at 0x02022880 p3 unit data starts at 0x02022b80 p4 unit data starts at 0x02022e80 (untested for 3 and 4, but should be correct) 12 bytes per unit example: (1st yc mech in AMD) 02 00 04 03 E4 01 46 00 00 00 00 00 1) 02 is unit ID (02 is mech) 2) has it been moved, transport stuff, not relevant 3) x pos (starts from 00 in top left) 4) y pos 5+6) hp, capture and ammo lower 7 bits of 5 are hp, in this example the mach has 100 (64 in hex) lower 3 bits of 6, and top bit of 5 are ammo (0011)=3 in this case upper 5 bits of 6 are capture progress (0 in this example) 7) fuel (70 in this example) 8+9) blank? 10) something for AI, no idea, seems blank most of the time 11) something for AI, actually used on some maps 12) for built units, this is the AI Unit AIs 00 don't move unless repair mode (only for pre-deployed) 01 target enemy hq 02 ground/air: target footsoldier sea: target lander 03 target properties 04 target enemy units 05 defensive 06 all-around smart 07 target own hq, stays 2 away at first