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Changes

From Final Fantasy Inside

FF8/Main wm2

323 bytes added, 19:42, 20 April 2016
Structure
! style="background:rgb(204,204,204)" | Description
|-
| 0,1| int16int_12| UNKNOWN_1FieldX| Doesn't seem to do anythingOperates FieldX*
|-
| 1,2| int16int_12| UNKNOWN_2FieldY| Doesn't seem to do anythingOperates FieldY*|-| 3,4| int_12| Field_Z| Operates FieldZ*?
|-
| 4
| uint_16?int_4| Field_WalkMeshID ?UNK_1| Changing operates where party startsUnknown
|-
| 65
| uint_16
| FieldID
| ID of field
|-
| 87| 16 17 bytes| UNKNOWN_NULL?UNKNOWN| AlwaysZERO?Unknown
|}
I==Field location==The field location is obtained from three bytes.  '''Example''': 9A 00 E7 10To get X axis: 9A 00 (9A 00) Cheat engine X axis: A0 09 To get Y axis: E7 00 (E7 10) [0 is leftover, and 0 from 10] Cheat engine Y axis: 70 0E '''Another example'm not sure about Field_WalkMeshID - it's a bit more complicated probably.': 12 04 23 F7To get X axis: 12 04 (12 04) Cheat engine X axis: 20 41 To get Y axis: 23 07 (23 F7) [0 is leftover, and 7 from F7] Cheat engine Y axis: 3F 27
==Useful notes==
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