Sorry, I was uber-$&#*##-up last night, knee was absolutely KILLING me. 
00
01 05
02 08
03 0C
04 0D
05 10
06 0E
07 11
09 16
0A 14
0B 17
0C 11
0D 18
0E 1B
0F 1F
10 21
11 1A
12 26
13 18
14 1E
16 29
17 0C
18 2B
1C 2D
00
Meaning: 00 is the value for Slash. Then 01 is the value for StunSlash, and 05 is the difficulty of learning StunSlash from Slash. This carries on, presumably until it hits another 00, which tells it, “We’re done with this block, and now we’re moving to another one.”
Like I said on the GFAQs board we DO already have this data, but it’s interesting to know EXACTLY where it came from. I’ve never had doubts about those findings, mind you, it’s just that now we know that block of data isn’t used for something else. Narrowing the field down, if you will.
Aaaaand I just took some fairly stout cough syrup/decongestant stuff that tasted like grape Kool-aid mixed with liquefied rancid ass, so if this makes no sense a’tall let me know and I’ll try to pull something slightly less stupid outta my cognitive functions. :thud:
RAM address 2D868: where this table is copied to.
Fiddled with it a bit, made it super-easy to learn LifeSprinkler off of Slash in a very early Blue game, but the RNG foiled me, apparently. Then made it easier to learn it off of ShadowCounter (changed difficulty to 01) and learned it fighting a Lamia, first swing. I haven’t repeated the test enough to call it conclusive, but also it seems like weapon quality and/or your own stats influence tech learning in some way. Or perhaps the ‘battle counter’, or something.
I really need to just break down and take a debugger to this, but IIRC pSX has some breakpoint issues. 