Registered here just to say wow (and to dole out as much rep as it'll let me.) I did some of the work that served as the foundation for the absolutely mindblowing stuff Zarak did (I seriously cannot give that dude enough props, about the time where a debugger was required to dig any deeper is when the hyperfocus component of my ADHD wore out and he came along just in time because I fizzled out not much longer.)
I might as well be a turnip (a red one, no less, even if the status screen calls me a mandrake) when it comes to CE, but considering that I already know the inner workings of SF to a degree this might be a thing I can actually learn a bit on. (I was actually just trying to see if I could figure out where learned skills/techs are stored, assuming it's still the bit-toggle system from before, because tracking down T-Walkers when I'm practically heading to RB3 to get Magnify on 3 more Mecs is getting really, really annoying, but haven't come across that just yet. And that's how I got here.)
Anyway, likesay, mostly just had to say something because the data project was kinda my baby for awhile and it really, really makes me happy that people are still using all that information (not taking credit, mind--pretty much all I did was expedite certain things, anybody could've found the info I compiled. Hope that doesn't sound conceited or anything.) And really, really wanted to say thanks to everyone who's contributed to this table deal. I'm really, really noobish with CE but if I figure out anything useful (or at least interesting) I'll be sure and pass it along.
As far as the learned skills thing, as it worked before, there's the block of info that holds each character's info (ID, map sprite, "most recent battle action", 2 bytes, HP, 2 bytes... etc.) For example's sake, we'll say that info begins at 0x100000. So 0x100000 would be the character ID, 0x100001 would be their map sprite, etc. From there, 0x100038 is where the "known skills" info begins (this, mind, is out-of-battle info--in-battle stuff is a little different because of storing stat modifiers and such). At the Tripod site, under Waylay's site, char_status.txt (this whole block of info, but IIRC Zarak figured out a lot of the blank/unknown bytes I had) I have the skill listings, I'll try and explain that a bit.
Following the example, at 0x100038 there'll be a number from 0x00 to 0xFF (realistically only up to 7F, since you can't normally have Slash permanently learned as it's the default non-Katana sword "Attack" command. It's called Attack in the remaster--several skill names have changed, which I'll eventually document, but most of them are pretty obvious; some aren't, though, like Smash becoming Sunder.) If the character has no skills learned from that byte (such as Blue or Rouge at a new game with no carryover), it'll be 00. If they know, e.g., DoubleSlash (Double Vertical) and CrossSlash (Cross Slash) it'll be 0x24 (20 is DoubleSlash, 04 is Cross Slash.) If there are multiple skills, you'd add those values together (if you know all 7 skills at that address, it'll show 7F. In the txt, after each byte for skills known, there's another value, which is the value you'd see if you had all normally learnable skills in that byte. You could just set them to FF across the board, and literally know all the skills, but only Mecs can access the Special menu and there'd be a ton of skills in that listing, unless you also change the Race value, and even then I believe there may be some potential issues, possibly even crashing, if you just unlocked everything that way.)
Hopefully that explanation worked, and moreso that it's helpful (it's possible skills are stored differently now.) Likesay the skill values are at char_status.txt for the interested. (The "directly modifying skills" approach bypasses Talent requirements and spark trees, whereas, for instance, Annie will never have over a 1/256 chance to spark LifeSprinkler/Spray of Life regardless of enemy spark value because she lacks Talent for it.)
That brings up the possibility of modifying the unused talent list (03, where Blouge is 00, Emelia is 01, etc.) to be "has talent for everything learnable" and then assigning that to whichever characters you want to be able to spark anything (you'd still need to be using the proper skill in the spark tree, plus targetting an enemy with an appropriate spark value, but from what I gather from the thread the latter point is moot via the available table.) I'll see if I can't figure something out with that.
Anyway. Much thanks to everyone who's contributed to the table. Now that I've rambled for six pages, I'm gonna check it out and see what kinda damage we can do with that.