Select X
Select Y
Select ID
Target X
Target Y
Camera X
Camera Y
Key Input

Cell New
Cell Ptr
Cell X
Cell Y
Cell Terrain
Cell Terrain New
Cell Terrain Ptr
Cell Terrain Tmp
Cell ID
Cell Range
Cell MAX ID
(Cell Page Clear)

## Terrain Buffer 200 units

Allies ID START
Allies ID END
Foes ID START
FOES ID END

Path ID
Path Value
Path Best ID
Path Best Value
Path Best Dir Ptr

## Path Buffer 50000 units

Heap Child A Index
Heap Child B Index
Heap Parent Index
Heap Child A Ptr
Heap Child B Ptr
Heap Parent Ptr
Heap Child A Value
Heap Child B Value
Heap Parent Value
Heap Swap

## Heap Element Buffer 1000 units

Dijk X
Dijk Y
Dijk ID tmp
Dijk Tr tmp
Dijk Value This
Dijk ID
Dijk New ID
Dijk Grid Ptr
Dijk Grid Offset
Dijk Width
Dijk Height
Dijk Tmp Value
Dijk Move Bound
Dijk Trace Ptr
Dijk Value
Dijk Best Grid Ptr
Dijk Best Value
Dijk Best Dir Ptr
Dijk Target Low
Dijk Target High

## Grid Buffer (Width x Height) 250,000 units
## Path Buffer

Call Coordinates
Call SetPosition
Call Cell Clear
Call Range
Call Move
Call SetFace
Call GetFace
Call Flash
Call Attack
Call Attacked
Call AI Value
Call AI Stat
Call Active
Call Health

Object Parameter
Object Return
Object Range
Object ATK
Object RATK Low
Object RATK High
Object Face
Object Ptr
Object Tmp
Object ATK ID
Attack ID

Enemy killed
Heroes killed
Enemy turn

InnerLoop
OuterLoop

AI Tmp X
AI Tmp Y
AI Tmp Range
AI Dijkstra Itr
AI inRange List Ptr
AI inRange List Tmp
Itr ID
Itr List Ptr
Itr List Tmp
Itr List End
Best Value
Best Target

## Object Hash
## Object Hp

## Object Stats