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Changes

From Final Fantasy Inside

FF7/Battle/Battle Scenes/Battle Script

351 bytes added, 16:56, 20 May 2009
m
Clarifying
| 2 byte Address
|
| Argument Type 1XAddress value with a scope of X
|-
! style="background:rgb(224,224,224)" align="center" colspan = "4" | Mathematical and Bit-wise Operators
| style="background:rgb(255,255,204);" |
| style="background:rgb(255,255,204);" | One of any type
| style="background:rgb(255,255,204);" | Unknown Effect(Not used)
|-
| 75h
|
| Two of any type
| First pop is attack ID to perform. Second pop action type (0x20 - enemy attack or 0x24 - display string, command index in case of character AI)
|-
| 93h
| style="background:rgb(255,255,204);" | ?
| style="background:rgb(255,255,204);" | ?
| style="background:rgb(255,255,204);" | ?(Not used)
|-
|}
<br/>
GENERAL NOTES:
*Commands Command 90h and 95h are is overloaded.
*If a type 2X is popped and any type is accepted, only the first value will be considered.
*If specific type is expected and that type is not available, the game with either crash or ignore that entire line.
*TRUE and FALSE are stored as type 00 as '1' and '0' respectively.
*Commands 74h and A1h are never used, but have been documented as valid commands.
*Commands 75h and 96h only appear in the Character AI found in the KERNEL.BIN.
 
0X & 1X CODES NOTES:
*Valid values for X are 0, 1, 2, and 3.
**These will store a bit, byte, word, and dword respectively.
3X CODES NOTES:
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