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From Final Fantasy Inside

FF7/WorldMap Module/Script/Opcodes/318

1,135 bytes added, 08:44, 3 February 2019
Crucial findings for field jumps
|-
| Stack
| Field Table Id?| Related to Id of the record inside the WM* fieldsFIELD.TBL file
|-
| Stack
| Script Id?Scenario| [0=Default 1=Alternate scenario? Or Script to execute?]
|}
==== Notes ====
Transitions to the field module. The Field parameter seems Table Id is a reference to be the Field Id record number inside the [[FIELD.TBL]] file. This file contains 64 records of 24 bytes each, they correspond to the 64 WM* field fields, but they work in the opposite direction. Each 24 byte record contains 2 scenarios, which is used to exit fields are 12 bytes a piece, and return to indicated by the world map.second parameter. There must be logic or a table somewhere that references Each scenario contains the Field Id for the appropriate field map that it should jump to, this is at offset 0x6. For instance, when walking into North Corel, there are two possible fields that it can jump to; if you fail the Corel Train mission, it will jump to ncorel2 map instead of ncorel. The Variant/Script field other data in this record is often 0unknown, but sometimes it is 1, does contains coordinates within the field to which indicates an alternate scenario to execute (for your character will be initiated. For instance, the Chocobo Farm can be entered from the bottom or from the side, depending on certain flags set within your file game save. Offset to scenario record = (Field Table Id) * 24 + (Scenario * 12)Length = ALWAYS 12 bytes Another note of interest: As mentioned, there are 64 entries in FIELD.TBL, which correspond with the 64 WM fields. As known, when transitioning from field maps to the world map, the game uses 64 dummy-type fields to indicate 64 different points of entry (per coordinates) to the world map (some of which are relative coordinates to where you last were on the world map). There must be a script somewhere The coordinates that also defines these alternate scenariosit transports to are currently unknown, but likely contained within FIELD.TBL. I suspect It is also important to note that all entry points map exactly to the field mapping and alternate scripts exit points; that is, when you leave Midgar, you are defined in map mds5_5 and it MAPJUMPs to wm0, which puts you on the WM*south side of Midgar, but when you walk into Midgar from the world map, it'll be record 0 in FIELD.DAT files somewhereTBL.
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