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FF7/Battle/Battle Mechanics

1,052 bytes added, 21:00, 17 September 2013
Created page with "This page will be for Battle memory structures. May be pretty unstructured for a while. ==AI Structure== There is a single block of memory that holds AI information on the cu..."
This page will be for Battle memory structures. May be pretty unstructured for a while.

==AI Structure==
There is a single block of memory that holds AI information on the current running script. Each Actor "owns" this while their scripts are executing.

{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" align="center" | Offset
! style="background:rgb(204,204,204)" | Function
|-
| 0h
| Actor Index
|-
| 4h
| Script Position
|-
| 8h
| Remaining Stack Space (initially 200h)
|-
| 0Ch
| Current AI OpCode
|-
| 10h
| OpCode Lower Nybble
|-
| 14h
| OpCode Upper Nybble
|-
| 18h
| First Group Type
|-
| 1Ch
| Second Group Type
|-
| 20h
| OpCode Lower Nybble (related to group 1?)
|-
| 24h
| OpCode Lower Nybble (related to group 2?)
|-
| 28h
| Mask of ''non-null'' values in Group 1
|-
| 2Ah
| Mask of ''non-null'' values in Group 2
|-
| 2Ch - 50h
| Group 1 of variables
|-
| 54h - 78h
| Group 2 of variables
|-
| 7Ch - 27Ch
| Stack of values
|-}
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