FF7/Battle/Battle scenes

From Final Fantasy Inside
< FF7‎ | Battle
Revision as of 02:47, 20 July 2005 by my_wiki>M4v3R (Data file format)
Jump to navigation Jump to search

Introduction

FF7 keeps each enemy battle configuration is a file called "scene.bin" This file is located in the following directories.

PSX Version PC Version
/DATA/BATTLE/SCENE.BIN /BATTLE/SCENE.BIN

This file is exactly the same in both versions. This holds all the battle configurations for all enemies encountered in the game.

Scene.Bin file format by Fremen and others

Overview

The scene.bin file contains 256 gziped files which give us information for all the FF7 monsters. In order to find these files in scene.bin, you have to know that the file is structured with blocks exactly 0x2000 bytes in length. In the first table (scene.bin block), you will see what contains a block. Blocks are concatenated with each other to form the scene.bin file. So if you want to extract data from scene.bin, you'll need to find the correct blocks and to extract the gziped files from it. After that you simply ungzip those files and you'll find 256 files, with a length is 7808 bytes. Known information about those files can be found in the second table (The Data File specification). Because extracting file manually would be a pain, several tools was developed in order to help you. You can use SceneExplorer for example, it's a win32 tool to extract and repack scene.bin archive.

We have 1024 possible battle numbers: 0 - 1023. Each group of *4* Battle Numbers refers to a particular Scene file: for instance, Battles 0-3 refer to File 0 in Scene.bin, Battles 4-7 refer to File 1 in Scene.bin, and so forth.

General file format

Offset Length Description
0x0000 4 bytes Pointer to first data file. You must multiply it by 4 to get actual data file offset. If the pointer is equal to FFFFFFFFh then it means that the end of block has been reached.
0x0004 4 bytes Pointer to second data file. You must multiply it by 4 to get actual data file offset. If the pointer is equal to FFFFFFFFh then it means that the end of block has been reached.
...
0x003C 4 bytes Last pointer, usually it equal FFFFFFFFh.
0x0040 4 * (pointer2 - pointer1) bytes First data file in block. It's a gziped file.
Note: Sometimes it may finish by 0xFF bytes, because its size must be multiple of 4.
pointer2 * 4 4 * (pointer3 - pointer2) bytes Second data file in block. It's a gziped file.
Note: Sometimes it may finish by 0xFF bytes, because its size must be multiple of 4.
...
lastpointer * 4 4 * (2000h - lastpointer) bytes Last data file in block.
Note: There are about 6 to 12 files in each block. Each block finishes by 0xFF bytes, because its length must be 2000h (8192d) bytes.

Data file format

Offset Length Description
0x0000 2 bytes Enemy ID 1
0x0002 2 bytes Enemy ID 2
0x0004 2 bytes Enemy ID 3
0x0006 2 bytes Padding (always FFFFh)
0x0008 4 * 20 bytes Battle Setup 1 (4 records)
0x0058 4 * 48 bytes Battle Setup 2 (4 records)
0x0118 6 * 16 bytes Battle Formation 1 (6 records)
0x0178 6 * 16 bytes Battle Formation 2 (6 records)
0x01E8 6 * 16 bytes Battle Formation 3 (6 records)
0x0238 6 * 16 bytes Battle Formation 4 (6 records)
0x0298 184 bytes Enemy Data 1 (format explaination)
0x0350 184 bytes Enemy Data 2
0x0408 184 bytes Enemy Data 3
0x04C0 32 * 28 bytes Attack Data (32 records)
0x0840 32 * 2 bytes Attack IDs (32 records)
0x0880 32 * 32 bytes Attack Names (32 records, in FF Text format
0x0C80 512 bytes FFh Padding
0x0E80 2 bytes Enemy 1 AI Offset
0x0E82 2 bytes Enemy 2 AI Offset
0x0E84 2 bytes Enemy 3 AI Offset
0x0E86 varies Beginning of AI Data (format explaination)