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FF7/Battle/Battle Animation/Animation Script

3,020 bytes added, 22:33, 11 February 2014
Begin page with argument list and a few rudimentary command descriptions
This page contains information related to the AB animation files of battle models.

Any code less than 8Eh is treated as a raw animation index to be executed.

{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(224,224,224)" align="center" | Code
! style="background:rgb(224,224,224)" align="center" | Arguments
! style="background:rgb(224,224,224)" align="center" | Effect
|-
| 8E
|
|
|-
| 8F
|
|
|-
| 90
| byte, word
|
|-
| 91
|
|
|-
| 92
|
|
|-
| 93
|
|
|-
| 94
| word, word, byte
|
|-
| 95
|
|
|-
| 96
| byte, byte
|
|-
| 97
| byte, byte
|
|-
| 98
| byte
|
|-
| 99
| byte, word, word, byte
|
|-
| 9A
| word, word
|
|-
| 9B
|
|
|-
| 9C
|
|
|-
| 9D
| byte
|
|-
| 9E
|
|
|-
| 9F
|
|
|-
| A0
| byte
|
|-
| A1
| byte, byte
|
|-
| A2
| byte
|
|-
| A3
| byte
|
|-
| A4
|
|
|-
| A5
|
|
|-
| A6
|
|
|-
| A7
| byte
|
|-
| A8
| byte, byte
|
|-
| A9
|
|
|-
| AA
|
|
|-
| AB
| word, word
|
|-
| AC
| byte
|
|-
| AD
| byte, word, byte, byte
|
|-
| AE
|
|
|-
| AF
| byte
|
|-
| B0
|
|
|-
| B1
|
|
|-
| B2
|
| Duplicate of C9 (unused)
|-
| B3
| byte
|
|-
| B4
|
|
|-
| B5
| word, word, word, byte, word
|
|-
| B6
| byte
|
|-
| B7
|
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|-
| B8
|
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|-
| B9
| byte
| Set camera script index to [byte]
|-
| BA
| word
|
|-
| BB
|
| DUMMY
|-
| BC
| byte
| Set idle cam index to [byte]
|-
| BD
| word, word
|
|-
| BE
| byte
|
|-
| BF
| byte, byte
|
|-
| C0
|
| DUMMY
|-
| C1
|
| Unconditional "Jump to C9"
|-
| C2
| byte
|
|-
| C3
|
|
|-
| C4
| word, byte
|
|-
| C5
|
|
|-
| C6
| byte
|
|-
| C7
| word, byte
|
|-
| C8
| word, word, byte
|
|-
| C9
|
| Jump destination
|-
| CA
|
| While Magic thread is active, jump to C9
|-
| CB
| byte, word, byte, byte, byte, byte, byte
|
|-
| CC
| byte
|
|-
| CD
|
| Jump Destination (CE only)
|-
| CE
| byte
| If actor is enemy jump to CD
|-
| CF
| word, word, word, byte, byte
|
|-
| D0
| word, byte
|
|-
| D1
| word, word, byte
|
|-
| D2
|
| DUMMY
|-
| D3
|
| DUMMY
|-
| D4
| word, byte
|
|-
| D5
| word, word, word, byte, byte
|
|-
| D6
| byte
|
|-
| D7
| byte, byte
|
|-
| D8
| byte, word
|
|-
| D9
|
| DUMMY
|-
| DA
| byte
|
|-
| DB
| word, byte, byte
|
|-
| DC
| byte, word
|
|-
| DD
| byte, byte
|
|-
| DE
| byte, byte
|
|-
| DF
|
|
|-
| E0
|
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|-
| E1
|
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|-
| E2
|
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|-
| E3
|
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|-
| E4
|
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|-
| E5
|
| Reset actor's standing position
|-
| E6
|
|
|-
| E7
| byte
|
|-
| E8
|
| Choose magic thread handler?
|-
| E9
| word, byte
|
|-
| EA
|
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|-
| EB
|
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|-
| EC
|
| Pause here until magic thread is complete, then load reaction
|-
| ED
|
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|-
| EE
|
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|-
| EF
|
| DUMMY
|-
| F0
|
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|-
| F1
|
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|-
| F2
|
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|-
| F3
|
| decrement wait time until 0, then continue script
|-
| F4
| byte
| Set wait period [byte] (frames?)
|-
| F5
| byte
|
|-
| F6
|
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|-
| F7
| byte
|
|-
| F8
|
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|-
| F9
|
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|-
| FA
|
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|-
| FB
| word, word
| Duplicate of 9A
|-
| FC
|
| Effect depends on battle formation type
|-
| FD
| word, word, word
|
|-
| FE
| byte
| If byte is C0h, End of script.
|-
| FF
|
| Duplicate of EE
|-
|}
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