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From Final Fantasy Inside
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Scene.out contains no header. It is a raw list of 1024 encounters. Each encounter block consists of 128 bytes and has the following structure:
{| borderclass="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;wikitable"! style="background:rgb(204,204,204)" | Offset! style="background:rgb(204,204,204)" | Length! style="background:rgb(204,204,204)" | Description
|-
! align="left" | 0x00
| Battle scenario. The value here corresponds to the number in the a0stg???.x files (into battle.fs file). You have to convert it to hex
|-
| 1
| Refers to some battle aspects and it works like 8 binary switches (see below)
|-
| 1
| Still don't know, but I suspect that it has something to do with camera movement. If you set it to 0xFF camera will always be fixed
|-
| 1
| unkonwn
| Loaded enemies. Show the enemies that are been actually fought. Loaded enemies will attack you.
|-
| Targetable enemies. Show the enemies which will apear in the target window. Careful with this, if you put untargetable enemies battle will never end. (see "enemy switches" too)
|-
! align="left" | 0x78
| 8
| Enemy level. Each enemy level is 1 byte. Numbers from 0x0 1 to 0x64 100 are fixed levels up to 100. From 0x64 101 to 0xFF199 are max levels fixed (min level remains 1). When 255, it is disabled (standard behaviour). And 215 (Deep Sea), 210 (Deep Sea), 251 (Final Bosses), 252 (Ultimecia Castle), 254 (Scripted battles)... Still don't know because it makes weird things...
|}
In 0x01:
In 0x04, 0x05, 0x06, and 0x07
An important note: If you put an enemy that "summons" another one (Ultimecia summoning Griever, Sphinxara summoning jelleye...) it will summon the enemy from certain slot. This means that if you put that enemy in another battle, it will still summon that slot, because (I think) that summoning is scripted in its AI (in c9m???.dat)