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- * The loading and parsing of the field files- * The display of the 2D background ands related special effects- * The display of 3D elements in the field such as the camera, perspective and and entities- * The running of the Field Script to display events and to get user input- * The on-demand loading of other modules when needed
→Field Overview
The field module is the core of the game to which everything else is spawned. It is tied very closely with the kernel and contains many low-level calls to it. The field system also contains a self-contained bytecode language called commonly called "Field Script". The field module is responsible for the following:
The Field module loads modular "Field Files". In the PC version, the Field File is a single file with nine sections. In the PSX version, there are three files with the same name but with different extensions that do the same thing. The three files are MIM (Mutiple Image Maps, or the backgrounds), DAT (Field Script Data), and BSX (3D data).
When the PSX version of FF7 is ran in higher resolutions via emulation with texture filtering on, often the lower layers will "bleed" outside the upper layer and make artifacts. This was also the reason why the field files were not re-rendered for the PC version of the game. It would of required "re-cutting" the layers again in the higher resolution.
Another last thing to note is in the middle of the bottom texture cache there are a sea of eyes. These blink at random times and reflect the random blinking of the characters in the game.
== Field Format (PC) ==