Difference between revisions of "FF7/Battle/Battle Animation/Animation Script"

From Final Fantasy Inside
< FF7‎ | Battle
Jump to navigation Jump to search
my_wiki>NFITC1
(I figured these out just now. :))
my_wiki>NFITC1
(Found a few more functions.)
Line 10: Line 10:
 
| 8E
 
| 8E
 
|
 
|
|
+
| Turns some flag on (Can only be executed once)
 
|-
 
|-
 
| 8F
 
| 8F
 
|
 
|
|
+
| Unsets whatever flag 8E sets
 
|-
 
|-
 
| 90
 
| 90
Line 21: Line 21:
 
|-
 
|-
 
| 91
 
| 91
|
+
| byte
 
|
 
|
 
|-
 
|-
 
| 92
 
| 92
 
|
 
|
|
+
| Suspend ATB (Cannot undo)
 
|-
 
|-
 
| 93
 
| 93
 
|
 
|
|
+
| Fade whole screen to black (battle still continues)
 
|-
 
|-
 
| 94
 
| 94
 
| word, word, byte
 
| word, word, byte
|
+
| Rotate [word0 - word1] units in steps of [byte] (a unit is 360/4096 degrees)
 
|-
 
|-
 
| 95
 
| 95
 
|
 
|
|
+
| Used for escaping
 
|-
 
|-
 
| 96
 
| 96

Revision as of 22:47, 5 August 2014

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.

Code Arguments Effect
8E Turns some flag on (Can only be executed once)
8F Unsets whatever flag 8E sets
90 byte (0-3 inclusive), word
91 byte
92 Suspend ATB (Cannot undo)
93 Fade whole screen to black (battle still continues)
94 word, word, byte Rotate [word0 - word1] units in steps of [byte] (a unit is 360/4096 degrees)
95 Used for escaping
96 byte, byte
97 byte, byte
98 byte
99 byte, word, word, byte
9A word, word
9B
9C
9D byte (0-6 inclusive)
9E
9F
A0 byte
A1 byte, byte
A2 byte
A3 byte Plays Midi file [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
B8
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 Queue sound to be played and target reaction in [byte] frames (for multiple strike actions)
BF byte, byte
C0 DUMMY
C1 Unconditional "Jump to C9"
C2 byte Queue damage display in [byte] frames (does not play sound)
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 (0-7 inclusive)
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
E1
E2
E3
E4
E5 Reset actor's standing position
E6
E7 byte
E8 Choose magic thread handler?
E9 word, byte
EA Display Action's name
EB
EC Pause until active magic thread completes, then run action animation
ED
EE Run Idle Animation script
EF DUMMY
F0
F1
F2
F3 decrement wait time until 0, then continue script
F4 byte Set wait period [byte] (frames?)
F5 byte
F6
F7 byte Play sound effect, queue reaction, and display damage [byte] frames from this point
F8
F9
FA Return actor to previous position
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