Difference between revisions of "FF7/Battle and growth data"

From Final Fantasy Inside
< FF7
Jump to navigation Jump to search
my_wiki>NFITC1
(Stat curve record)
my_wiki>NFITC1
m (General data layout)
Line 85: Line 85:
 
| 0xE1C
 
| 0xE1C
 
| 256 bytes
 
| 256 bytes
| Random number look-up table (all numbers from 0-256 are here)
+
| Random number look-up table (all numbers from 0-255 are here)
 
|-
 
|-
 
| 0xF1C
 
| 0xF1C

Revision as of 23:45, 25 November 2008

Kernel.bin section 3

This file contains a bunch of information about character growth and battles. Table below explains it all (credits go to Terence F. for this).

General data layout

Table 1: Section 3 of kernel.bin description
Offset Length Description
0x0000 56 bytes Character data: Cloud (see below)
0x0038 56 bytes Character data: Barret
0x0070 56 bytes Character data: Tifa
0x00A8 56 bytes Character data: Aeris
0x00E0 56 bytes Character data: Red XIII
0x0118 56 bytes Character data: Yuffie
0x0150 56 bytes Character data: Cait Sith
0x0188 56 bytes Character data: Vincent
0x01C0 56 bytes Character data: Cid
0x01F8 12 x 1 byte Random bonus to primary stats
0x0204 12 x 1 byte Random bonus % to HP
0x0210 12 x 1 byte Random bonus % to MP
0x021C 37 x 16 bytes Primary stat curve 0 - 36 (see below)
0x046C 9 x 16 bytes HP stat curve 37 - 45 (Base * 40)
0x04FC 9 x 16 bytes MP stat curve 46 - 54 (Base * 2)
0x058C 9 x 16 bytes EXP stat curve 55 - 63 (Gradient is quadratic, no Base)
0x61C 1508 bytes Character AI data (see below)
0xC00 540 bytes FF padding
0xE1C 256 bytes Random number look-up table (all numbers from 0-255 are here)
0xF1C 64 bytes Scene.bin look-up table (see below)
0xF5C 56 bytes Spell order from Magic menu in battles (see below)

Character data record

Offset Length Function
0x00 1 byte Strength Level-Up Curve
0x01 1 byte Vitality Level-Up Curve
0x02 1 byte Magic Level-Up Curve
0x03 1 byte Spirit Level-Up Curve
0x04 1 byte Dexterity Level-Up Curve
0x05 1 byte Luck Level-Up Curve
0x06 1 byte HP Level-Up Curve
0x07 1 byte MP Level-Up Curve
0x08 1 byte Experience Level-Up Curve
0x09 47 bytes -Placeholder-

Stat curve record

Each entry is 16 bytes long and contains eight pairs of Gradients and Bases (1 byte each) for eight different level groups:

2-11   12-21   22-31   32-41   42-51   52-61   62-81   82-99

The general formula for primary stats to follow is:

Stat Difference = Rnd(1..8) + Base + Floor(Gradient * [Level Attained] / 100) - Current Stat

This difference is capped at 11 and the value located at &[0x01F8 + Stat Difference] is added to that Stat.

HP and MP use a similar system, but a different formula:

HP Baseline = Base * 40 +  (Level - 1) * Gradient
MP Baseline = Base * 40 + [(Level - 1) * Gradient / 10]

Difference = Rnd(1..8) + [100 * Baseline / Current Stat] - 100

In the above formulas, Base is a signed byte (between -128 and 127) so Base * 40 can range between -5120 and 5080.
Again, this difference is capped at 11 and the appropriate points are increased by (Base is now treated as an unsigned byte):

(&[0x204 + Difference] / 100) * Base for HP
(&[0x210 + Difference] / 100) * [Level * Gradient / 10] - [(Level - 1) * Gradient / 10] for MP

where &[x] is the value located at the address of this section

The Experience level curves are 16 bytes long, although only eight bytes of each are used. Experience is calculated on a need-to-level basis. This means that the total Experience needed for each character to reach the next level is calculated and stored in memory.

Needed XP = [Mod * ((Lvl-1) ^ 2) / 10]

Where Mod is the value of the byte at the point in the curve based on the level to attain. So with a Mod of 70, to get to level 13 from level 12, a character would need:

70 * ((13-1) ^ 2) /10 
70 * (144 / 10)
70 * 14.4
1008 additional XP

The savemap contains information about the needed XP to get to the next level for each character so it can be assumed that the game only performs this calculation at level up and changes the needed XP stat accordingly and compares that against the total XP the character has to determine when the next level occurs.
To calculate the total XP needed for a given level:

XP = 0
For I = 1 to Lvl-1
  XP = XP + [Mod * (I ^ 2) / 10]
Next I

Character AI data

- Placeholder -

Scene.bin Look-up file

As you may know, scene.bin file is divided into banks or sections. There are 33 total sections, and each one is 8192 long. Each section contains 5 - 20 files, based on their length. If archive is modified and one of the files is bigger than before, it must be put in the next section, which'll probably cause last file in this section to be put in next one, etc. This look-up table contains data about how many files are in each section. It begins like this:

00 0C 12 19 21 27 2D ...

Which means:

Section 1 contains 0x0C - 0x00 = 12 files
Section 2 contains 0x12 - 0x0C = 6 files
Section 3 contains 0x19 - 0x12 = 7 files
... and so on.

Everytime you modify scene.bin file, you must also keep this table updated, or you'll end with VERY random encounters (wrong battles in wrong places). You can use SceneFix program, which'll update the table for you.


Magic Order

This segment of data tells the game in what order to load the attacks into which Magic section. There are four Magic sections: Restore, Attack, Indirect, and Special. The first three can be reorganized in the battle's magic menu. When the first 56 attacks are loaded, these bytes tell the game which section and what order to be loaded in:

AAA:BBBBB
AAA - Section
BBBBB - Index within section of attack loaded

The Magic menu will only display sections 0 - 3 (Summons are section 4, E.Skills are section 5, etc.). The sections are then displayed sequentially in the field magic menu and in the order specified in the battle menu.

Eg: The fourth attack in Attack data is Regen. The fourth byte in this data segment is 08. This means load Regen into section 0 at position 8.

NOTES:

  • If a value is repeated, that attack will override the previous listing.
  • The final two bytes are NULL (0xFF) so the game moves the Attack pointer ahead to load the summon attacks.