Technically, it'd probably just require you to change one routine to increase the exp monsters give, but that's getting into asm edits and not data edits. There's a big table in one of the files that the game uses to calculate monster stats, including their exp payout, but unless you really want to edit all 50 or so levels (I'm assuming they skip
quite a few levels in terms of what monsters actually can be), that's a bit obnoxious!
Macman wrote:Not to mention Dulk Fakis wasn't affected by the edit, he was still only level 140.
Each zone has its own base level, and each boss is on its own zone. You'd have the same problem if you tried to change the levels for, for instance, story missions (anywhere between 1 and 10 zones), MAG' (3 zones; 0-0-1-0-1-0-1, with zone 2 used for the cake sisters), Crimson Beast (3 zones; 0 RELICS, 1 Raffon, 2 De Ragan). Simplest rules for zones: If you change area type (Raffon->HIVE), each will be on its own zone. If you have two of the same map (Phantom Ruins duplicates one of the ruins blocks), the second time must be on a different zone. If you have a boss, it will be in its own zone; if you have two or more, they will each have one (with the exception of the Dark Falz test mission, which has two phases sharing one).
I swear I intended to make the actual documentation public, but it slipped my mind. Better
late than never, I guess. (Calculated pointers in memory have the actual memory address they point to, so they're very convenient for memory editing. And yes, I know I have _very_ few set objects identified in that file; we have a more complete list... somewhere.)
EDIT: Whoops, forgot
this. The enemy file breakdown kinda needs it.