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  • ...t section holds the Field Script logic and Dialog data for that particular field file. The first section of the PSX DAT file (excluding the DAT header) and u16 scale; // Scale of field. For move and talk calculation (9bit fixed point).
    3 KB (530 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script]]
    30 bytes (4 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes]]
    38 bytes (5 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/01 REQ]]
    45 bytes (6 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/02 REQSW]]
    47 bytes (6 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/03 REQEW]]
    47 bytes (6 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/04 PREQ]]
    46 bytes (6 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/05 PRQSW]]
    47 bytes (6 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/06 PRQEW]]
    47 bytes (6 words) - 05:14, 23 May 2019
  • ...t section holds the Field Script logic and Dialog data for that particular field file. The first section of the PSX DAT file (excluding the DAT header) and u16 scale; // Scale of field. For move and talk calculation (9bit fixed point).
    3 KB (530 words) - 05:14, 23 May 2019
  • === Script Flow & Control === [[FF7/Field/Script/Opcodes/00_RET|00 RET]]
    24 KB (3,637 words) - 05:14, 23 May 2019
  • ...nchronous call ([[FF7/Field/Script/Opcodes/03 REQEW|REQEW]] or [[FF7/Field/Script/Opcodes/06 PRQEW|PRQEW]]), the completion of execution is also signalled to ...on will simply halt. This is what happens in the [[FF7/Field/Scripts/Entry script|entry scripts]].
    974 bytes (138 words) - 05:14, 23 May 2019
  • * '''const UByte''' ''E'': The ID of the target [[FF7/Field/Script/Entity|entity]]. .../Field/Script/Priorities|priority]] at which we want to execute the remote script (high 3 bits of byte).
    986 bytes (136 words) - 05:14, 23 May 2019
  • * '''const UByte''' ''E'': The ID of the target [[FF7/Field/Script/Entity|entity]]. .../Field/Script/Priorities|priority]] at which we want to execute the remote script (high 3 bits of byte).
    1,015 bytes (140 words) - 05:14, 23 May 2019
  • * '''const UByte''' ''E'': The ID of the target [[FF7/Field/Script/Entity|entity]]. .../Field/Script/Priorities|priority]] at which we want to execute the remote script (high 3 bits of byte).
    862 bytes (117 words) - 05:14, 23 May 2019
  • .../Field/Script/Priorities|priority]] at which we want to execute the remote script (high 3 bits of byte).
    1 KB (144 words) - 05:14, 23 May 2019
  • .../Field/Script/Priorities|priority]] at which we want to execute the remote script (high 3 bits of byte).
    1 KB (148 words) - 05:14, 23 May 2019
  • .../Field/Script/Priorities|priority]] at which we want to execute the remote script (high 3 bits of byte).
    916 bytes (125 words) - 05:14, 23 May 2019
  • .../Field/Script/Priorities|priority]] at which we want to execute the remote script (high 3 bits of byte). ...xt execution position and returning the current op index to index for each script.
    987 bytes (150 words) - 23:19, 23 November 2020
  • * Long name: Party Field Join ...back together again; that is, only the party leader becomes visible on the field. This should be called if a previous SPLIT has completed (the party members
    1 KB (210 words) - 17:14, 26 October 2020
  • * Long name: Party Field Split ...ave an action or dialog to perform and must be individually visible in the field. As well as specifying final coordinates for the two other party characters
    3 KB (504 words) - 17:14, 26 October 2020
  • Sets the current party, using the [[FF7/Field/Character ID|Character ID]] values found at the banks and addresses specifi ...nt, that requires specific characters that have been set using [[FF7/Field/Script/Opcodes/CA PRTYE|PRTYE]], has completed. An example would be the party bein
    1 KB (206 words) - 05:14, 23 May 2019
  • Retrieves the current party's [[FF7/Field/Character ID|Character ID]]s into the banks and addresses specified for eac ...configuration can then be set back to its original setup using [[FF7/Field/Script/Opcodes/0A SPTYE|SPTYE]].
    1 KB (189 words) - 05:14, 23 May 2019
  • ...ontinues as normal. If the disk is subsequently ejected on this field, the field is instantly hidden, and a one-line dialog box is shown asking the user to
    978 bytes (151 words) - 05:14, 23 May 2019
  • * '''const UByte''' ''SUBOP'': Special suboperation for field script execution. Special is a multibyte opcode extension, mostly for game specific opcodes to FF7. The first argument specifies the type of operation and must be from the va
    2 KB (329 words) - 17:12, 2 September 2020
  • 812 bytes (117 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/0F SPECIAL/F5 ARROW]]
    58 bytes (9 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/0F SPECIAL/F8 GMSPD]]
    58 bytes (9 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/0F SPECIAL/F8 SMSPD]]
    58 bytes (9 words) - 05:14, 23 May 2019
  • * Long name: Special: Set Field Message Speed * '''const UByte''' ''S'': Field message speed.
    586 bytes (76 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/0F SPECIAL/F9 FLMAT]]
    58 bytes (9 words) - 05:14, 23 May 2019
  • 425 bytes (53 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/0F SPECIAL/FA FLITM]]
    58 bytes (9 words) - 05:14, 23 May 2019
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  • #REDIRECT [[FF7/Field/Script/Opcodes/0F SPECIAL/FB BTLCK]]
    58 bytes (9 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/0F SPECIAL/FC MVLCK]]
    58 bytes (9 words) - 05:14, 23 May 2019
  • ...ovie lock is set to on (1), movies will not be played with the [[FF7/Field/Script/Opcodes/F9_MOVIE|MOVIE]] opcode.
    542 bytes (71 words) - 05:14, 23 May 2019
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  • #REDIRECT [[FF7/Field/Script/Opcodes/0F SPECIAL/FF CLITM]]
    58 bytes (9 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/0F SPECIAL/FF RMITM]]
    58 bytes (9 words) - 05:14, 23 May 2019
  • ...s the specified number of bytes. In the following example, the [[FF7/Field/Script/Opcodes/24 WAIT|WAIT]] line is skipped. If a jump longer than 0xFF is required, use [[FF7/Field/Script/Opcodes/11 JMPFL|JMPFL]] instead.
    730 bytes (97 words) - 05:16, 23 May 2019
  • ...de itself and then skips the specified number of bytes. Unlike [[FF7/Field/Script/Opcodes/10 JMPF|JMPF]], this jump command allows jumps longer than 0xFF byt
    609 bytes (79 words) - 05:16, 23 May 2019
  • ...g example, the [[FF7/Field/Script/Opcodes/C7 SOLID|SOLID]] and [[FF7/Field/Script/Opcodes/24 WAIT|WAIT]] lines are repeated indefinitely. If a jump longer than 0xFF is required, use [[FF7/Field/Script/Opcodes/13 JMPBL|JMPBL]] instead.
    825 bytes (111 words) - 05:16, 23 May 2019
  • ...urrent byte pointer back the specified number of bytes. Unlike [[FF7/Field/Script/Opcodes/12 JMPB|JMPB]], this jump command allows jumps longer than 0xFF byt
    640 bytes (84 words) - 05:16, 23 May 2019
  • ...jump value argument itself. This, combined with an appropriate [[FF7/Field/Script/Opcodes/10 JMPF|jump forward]], is used to implement if/else functionality ...red is negative, the [[FF7/Field/Script/Opcodes/16 IFSW|IFSW]]/[[FF7/Field/Script/Opcodes/17 IFSWL|IFSWL]] variants are used.
    4 KB (614 words) - 05:16, 23 May 2019
  • This is similar to the [[FF7/Field/Script/Opcodes/14 IFUB|IFUB]] opcode, but it allows a jump of more than 0xFF if th
    1 KB (157 words) - 05:16, 23 May 2019
  • This is similar to the [[FF7/Field/Script/Opcodes/18 IFUW|IFUW]] opcode, but the value compared to may be negative.
    994 bytes (140 words) - 05:16, 23 May 2019
  • This is similar to the [[FF7/Field/Script/Opcodes/16 IFSW|IFSW]] opcode in allowing the comparison value to be negati
    1 KB (157 words) - 05:16, 23 May 2019
  • This is similar to the [[FF7/Field/Script/Opcodes/14 IFUB|IFUB]] opcode, but it allows the value to be larger than 0x
    1,002 bytes (142 words) - 05:16, 23 May 2019
  • This is similar to the [[FF7/Field/Script/Opcodes/18 IFUW|IFUW]] opcode, but allows for a jump on comparison failure
    1 KB (147 words) - 05:16, 23 May 2019
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  • ...s the tutorial specified. The tutorial with the given ID must exist in the field file (PlayStation) or inside the flevel.lgp archive (PC), or the menu will
    960 bytes (141 words) - 05:16, 23 May 2019
  • * '''const ULong''' ''B'': Bit field representing battle modes. Sets properties for the battle module. The argument is a bit field with bits that can be ORd together to set multiple battle properties.
    2 KB (339 words) - 05:16, 23 May 2019
  • Stores the result of the last [[FF7/Field/Script/Opcodes/70_BATTLE|BATTLE]] to an address in memory. The resulting value can ...eld/Script/Opcodes/22 BTMD2|battle mode]] must be set to avoid [[FF7/Field/Script/Opcodes/FF GAMEOVER|game over]]).
    1 KB (160 words) - 05:16, 23 May 2019
  • ...nce the game runs at 30fps, WAIT(0x1E) (or WAIT(30) in decimal) will pause script execution for 1 second, WAIT(0x96) will pause for 5 seconds, and so on.
    712 bytes (98 words) - 05:16, 23 May 2019
  • See [[FF7/Field/Script/Opcodes/6B_FADE|FADE]] op code page for full details.
    1 KB (195 words) - 20:12, 30 October 2020
  • ...is refers to, this opcode must be placed in the correct character entity's script. ...r shut the character's eyes (change the eye texture used), use [[FF7/Field/Script/Opcodes/28 KAWAI|KAWAI]].
    712 bytes (93 words) - 05:16, 23 May 2019
  • 429 bytes (48 words) - 19:18, 14 February 2021
  • [[FF7/Field/Script/Opcodes/28 KAWAI/00 EYETX|00 EYETX]] [[FF7/Field/Script/Opcodes/28 KAWAI/01 TRNSP|01 TRNSP]]
    1 KB (156 words) - 05:16, 23 May 2019
  • Makes the whole field object, associated with the entity in which script this opcode resides, semi-transparent.
    635 bytes (76 words) - 05:16, 23 May 2019
  • ...pt/Opcodes/28 KAWAI|KAWAI]] operation has completed, such as a [[FF7/Field/Script/Opcodes/28 KAWAI/06 LIGHT|LIGHT]] movement.
    459 bytes (55 words) - 05:16, 23 May 2019
  • ...party member specified by ''P''. When the object reaches its destination, script execution continues.
    560 bytes (71 words) - 05:16, 23 May 2019
  • This should be used in combination with a [[FF7/Field/Script/Opcodes/D0 LINE|LINE]] to specify the line along which the player may not '
    1 KB (154 words) - 05:16, 23 May 2019
  • 913 bytes (129 words) - 05:16, 23 May 2019
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  • * '''const UByte''' ''I'': [[FF7/Field/Script/Opcodes/50 WINDOW|WINDOW]] ID to resize. ...On the next [[FF7/Field/Script/Opcodes/40 MESSAGE|MESSAGE]] or [[FF7/Field/Script/Opcodes/48 ASK|ASK]], the window will be positioned and sized with the new
    973 bytes (125 words) - 05:16, 23 May 2019
  • * '''const UShort (Bit field)''' ''B'': Button ID to check for. ...current IFKEY). If the checked button fails the condition check, then the script pointer moves ahead ''A'' bytes.
    2 KB (308 words) - 12:21, 11 September 2020
  • * '''const UShort (Bit field)''' ''B'': Button ID to check for. ...aluates to false, and the "if" statement body does not execute, moving the script pointer forward by ''A''.
    1 KB (204 words) - 05:16, 23 May 2019
  • * '''const UShort (Bit field)''' ''B'': Button ID to check for. Similar to [[FF7/Field/Script/Opcodes/31_IFKEYON|IFKEYON]]. Rather than check if this is the first time t
    840 bytes (123 words) - 05:16, 23 May 2019
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  • ...to 2 for the third in the party), but a Character ID (like in [[FF7/Field/Script/Opcodes/CD MMBud|MMBud]]). If the specified character ID is not in your party, the field object will turn to the main character.
    787 bytes (116 words) - 05:16, 23 May 2019
  • Rotates (turns) the field object to face the party member specified by '''P''' (from 0 to 2), at the
    747 bytes (96 words) - 05:16, 23 May 2019
  • * '''const UByte''' ''W'': [[FF7/Field/Script/Opcodes/50 WINDOW|WINDOW]] ID to apply the change to. ...ow you to create a numerical display in the top-left of the window without field dialog hidden behind it. Alternatively, dialog can be shown along with the
    2 KB (256 words) - 05:16, 23 May 2019
  • ...ing function, [[FF7/Field/Script/Opcodes/38_STTIM|STTIM]], the [[FF7/Field/Script/Opcodes/50_WINDOW|WINDOW]] ID must be given for this opcode.
    2 KB (247 words) - 05:16, 23 May 2019
  • Sets the clock, as found in the [[FF7/Field/Script/Opcodes/36 WSPCL|WSPCL]] opcode.
    2 KB (316 words) - 05:16, 23 May 2019
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  • An alias for [[FF7/Field/Script/Opcodes/3F HMPMAX3|HMPMAX3]].
    343 bytes (41 words) - 05:16, 23 May 2019
  • An alias for [[FF7/Field/Script/Opcodes/3F HMPMAX3|HMPMAX3]].
    343 bytes (41 words) - 05:16, 23 May 2019
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  • * '''const UByte''' ''D'': The zero-based index of the [[FF7/Field/Script|dialog]] that will be displayed. Displays a dialog in the [[FF7/Field/Script/Opcodes/50 WINDOW|WINDOW]] that has previously been initialised to display
    612 bytes (77 words) - 05:16, 23 May 2019
  • * '''const UByte''' ''W'': [[FF7/Field/Script/Opcodes/50 WINDOW|WINDOW]] ID for this parameter. * '''const UByte''' ''I'': ID of the "[[FF7/Field/Variable Dialog|Variable]]" dialog code that this value will replace.
    2 KB (323 words) - 05:16, 23 May 2019
  • * '''const UByte''' ''W'': [[FF7/Field/Script/Opcodes/50 WINDOW|WINDOW]] ID for this parameter. * '''const UByte''' ''I'': ID of the "[[FF7/Field/Variable Dialog|Variable]]" dialog code that this value will replace.
    1,018 bytes (143 words) - 05:16, 23 May 2019
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  • | FF7 Credits
    2 KB (317 words) - 05:16, 23 May 2019
  • ...s to the main menu through the [MENU] key/button. Transitioning to another field will re-enable the menu.
    495 bytes (60 words) - 05:16, 23 May 2019
  • Switches between the two sets of encounter data that may exist in a field file, depending on the ID given.
    487 bytes (63 words) - 05:16, 23 May 2019
  • 810 bytes (115 words) - 05:16, 23 May 2019
  • 812 bytes (115 words) - 05:16, 23 May 2019
  • ...o show [[FF7/Field/Script/Opcodes/40 MESSAGE|dialog]], present [[FF7/Field/Script/Opcodes/48 ASK|choices]] and so on, each of which reference the window's ID
    2 KB (228 words) - 10:53, 8 September 2020
  • * '''const UByte''' ''I'': [[FF7/Field/Script/Opcodes/50 WINDOW|WINDOW]] ID to resize. ...next time a [[FF7/Field/Script/Opcodes/40 MESSAGE|MESSAGE]] or [[FF7/Field/Script/Opcodes/48 ASK|ASK]], referencing this window, is issued.
    777 bytes (98 words) - 05:17, 23 May 2019
  • Changes properties associated with the [[FF7/Field/Script/Opcodes/50 WINDOW|WINDOW]] whose ID is specified. The mode byte sets the st ...played with [[FF7/Field/Script/Opcodes/40 MESSAGE|MESSAGE]] or [[FF7/Field/Script/Opcodes/48 ASK|ASK]], or the changes will not be visible unless the window
    1 KB (180 words) - 05:17, 23 May 2019

Page text matches

  • * [[FF7/History|History]] * [[FF7/Engine_basics|Engine Basics]]
    3 KB (413 words) - 13:41, 31 May 2020
  • ...actual AI data. Each script block follows the same AI data found in the [[FF7/Battle/Battle_scenes#AI_Data|Battle Scenes]]. ...this table we must understand the structure of the compressed and packed [[FF7/Battle/Battle_scenes|scene.bin]] file. It is divided into blocks of 8K in s
    11 KB (1,825 words) - 05:11, 23 May 2019
  • |style="background:rgb(0,255,0)" | /FIELD/*.DAT |style="background:rgb(0,255,0)" | /DATA/FIELD/FLEVEL.LGP
    14 KB (2,009 words) - 02:49, 13 July 2019
  • ...of these battle configurations; these tables may be switched between using field scripting. The two encounter tables are contiguous and follow directly afte ...er data. This is used in-game to allow two levels of difficulty within one field, so that if the player revisits an area in a later part of the game (such a
    4 KB (547 words) - 05:14, 23 May 2019
  • ...e with the [[FF7/Field/Script/Opcodes/60_MAPJUMP|MAPJUMP]] and [[FF7/Field/Script/Opcodes/6E_LSTMP|LSTMP]] opcodes. == Field Table ==
    34 KB (5,087 words) - 05:14, 23 May 2019
  • ...t section holds the Field Script logic and Dialog data for that particular field file. The first section of the PSX DAT file (excluding the DAT header) and u16 scale; // Scale of field. For move and talk calculation (9bit fixed point).
    3 KB (530 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script]]
    30 bytes (4 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes]]
    38 bytes (5 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/01 REQ]]
    45 bytes (6 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/02 REQSW]]
    47 bytes (6 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/03 REQEW]]
    47 bytes (6 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/04 PREQ]]
    46 bytes (6 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/05 PRQSW]]
    47 bytes (6 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/06 PRQEW]]
    47 bytes (6 words) - 05:14, 23 May 2019
  • ...t section holds the Field Script logic and Dialog data for that particular field file. The first section of the PSX DAT file (excluding the DAT header) and u16 scale; // Scale of field. For move and talk calculation (9bit fixed point).
    3 KB (530 words) - 05:14, 23 May 2019
  • === Script Flow & Control === [[FF7/Field/Script/Opcodes/00_RET|00 RET]]
    24 KB (3,637 words) - 05:14, 23 May 2019
  • ...nchronous call ([[FF7/Field/Script/Opcodes/03 REQEW|REQEW]] or [[FF7/Field/Script/Opcodes/06 PRQEW|PRQEW]]), the completion of execution is also signalled to ...on will simply halt. This is what happens in the [[FF7/Field/Scripts/Entry script|entry scripts]].
    974 bytes (138 words) - 05:14, 23 May 2019
  • * '''const UByte''' ''E'': The ID of the target [[FF7/Field/Script/Entity|entity]]. .../Field/Script/Priorities|priority]] at which we want to execute the remote script (high 3 bits of byte).
    986 bytes (136 words) - 05:14, 23 May 2019
  • * '''const UByte''' ''E'': The ID of the target [[FF7/Field/Script/Entity|entity]]. .../Field/Script/Priorities|priority]] at which we want to execute the remote script (high 3 bits of byte).
    1,015 bytes (140 words) - 05:14, 23 May 2019
  • * '''const UByte''' ''E'': The ID of the target [[FF7/Field/Script/Entity|entity]]. .../Field/Script/Priorities|priority]] at which we want to execute the remote script (high 3 bits of byte).
    862 bytes (117 words) - 05:14, 23 May 2019
  • .../Field/Script/Priorities|priority]] at which we want to execute the remote script (high 3 bits of byte).
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  • .../Field/Script/Priorities|priority]] at which we want to execute the remote script (high 3 bits of byte).
    1 KB (148 words) - 05:14, 23 May 2019
  • .../Field/Script/Priorities|priority]] at which we want to execute the remote script (high 3 bits of byte).
    916 bytes (125 words) - 05:14, 23 May 2019
  • .../Field/Script/Priorities|priority]] at which we want to execute the remote script (high 3 bits of byte). ...xt execution position and returning the current op index to index for each script.
    987 bytes (150 words) - 23:19, 23 November 2020
  • * Long name: Party Field Join ...back together again; that is, only the party leader becomes visible on the field. This should be called if a previous SPLIT has completed (the party members
    1 KB (210 words) - 17:14, 26 October 2020
  • Sets the current party, using the [[FF7/Field/Character ID|Character ID]] values found at the banks and addresses specifi ...nt, that requires specific characters that have been set using [[FF7/Field/Script/Opcodes/CA PRTYE|PRTYE]], has completed. An example would be the party bein
    1 KB (206 words) - 05:14, 23 May 2019
  • Retrieves the current party's [[FF7/Field/Character ID|Character ID]]s into the banks and addresses specified for eac ...configuration can then be set back to its original setup using [[FF7/Field/Script/Opcodes/0A SPTYE|SPTYE]].
    1 KB (189 words) - 05:14, 23 May 2019
  • * '''const UByte''' ''SUBOP'': Special suboperation for field script execution. Special is a multibyte opcode extension, mostly for game specific opcodes to FF7. The first argument specifies the type of operation and must be from the va
    2 KB (329 words) - 17:12, 2 September 2020
  • #REDIRECT [[FF7/Field/Script/Opcodes/0F SPECIAL/F5 ARROW]]
    58 bytes (9 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/0F SPECIAL/F8 GMSPD]]
    58 bytes (9 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/0F SPECIAL/F8 SMSPD]]
    58 bytes (9 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/0F SPECIAL/F9 FLMAT]]
    58 bytes (9 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/0F SPECIAL/FA FLITM]]
    58 bytes (9 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/0F SPECIAL/FB BTLCK]]
    58 bytes (9 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/0F SPECIAL/FC MVLCK]]
    58 bytes (9 words) - 05:14, 23 May 2019
  • ...ovie lock is set to on (1), movies will not be played with the [[FF7/Field/Script/Opcodes/F9_MOVIE|MOVIE]] opcode.
    542 bytes (71 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/0F SPECIAL/FF CLITM]]
    58 bytes (9 words) - 05:14, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/0F SPECIAL/FF RMITM]]
    58 bytes (9 words) - 05:14, 23 May 2019
  • ...s the specified number of bytes. In the following example, the [[FF7/Field/Script/Opcodes/24 WAIT|WAIT]] line is skipped. If a jump longer than 0xFF is required, use [[FF7/Field/Script/Opcodes/11 JMPFL|JMPFL]] instead.
    730 bytes (97 words) - 05:16, 23 May 2019
  • ...de itself and then skips the specified number of bytes. Unlike [[FF7/Field/Script/Opcodes/10 JMPF|JMPF]], this jump command allows jumps longer than 0xFF byt
    609 bytes (79 words) - 05:16, 23 May 2019
  • ...g example, the [[FF7/Field/Script/Opcodes/C7 SOLID|SOLID]] and [[FF7/Field/Script/Opcodes/24 WAIT|WAIT]] lines are repeated indefinitely. If a jump longer than 0xFF is required, use [[FF7/Field/Script/Opcodes/13 JMPBL|JMPBL]] instead.
    825 bytes (111 words) - 05:16, 23 May 2019
  • ...urrent byte pointer back the specified number of bytes. Unlike [[FF7/Field/Script/Opcodes/12 JMPB|JMPB]], this jump command allows jumps longer than 0xFF byt
    640 bytes (84 words) - 05:16, 23 May 2019
  • ...jump value argument itself. This, combined with an appropriate [[FF7/Field/Script/Opcodes/10 JMPF|jump forward]], is used to implement if/else functionality ...red is negative, the [[FF7/Field/Script/Opcodes/16 IFSW|IFSW]]/[[FF7/Field/Script/Opcodes/17 IFSWL|IFSWL]] variants are used.
    4 KB (614 words) - 05:16, 23 May 2019
  • This is similar to the [[FF7/Field/Script/Opcodes/14 IFUB|IFUB]] opcode, but it allows a jump of more than 0xFF if th
    1 KB (157 words) - 05:16, 23 May 2019
  • This is similar to the [[FF7/Field/Script/Opcodes/18 IFUW|IFUW]] opcode, but the value compared to may be negative.
    994 bytes (140 words) - 05:16, 23 May 2019
  • This is similar to the [[FF7/Field/Script/Opcodes/16 IFSW|IFSW]] opcode in allowing the comparison value to be negati
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  • This is similar to the [[FF7/Field/Script/Opcodes/14 IFUB|IFUB]] opcode, but it allows the value to be larger than 0x
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  • This is similar to the [[FF7/Field/Script/Opcodes/18 IFUW|IFUW]] opcode, but allows for a jump on comparison failure
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  • * '''const ULong''' ''B'': Bit field representing battle modes. Sets properties for the battle module. The argument is a bit field with bits that can be ORd together to set multiple battle properties.
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  • Stores the result of the last [[FF7/Field/Script/Opcodes/70_BATTLE|BATTLE]] to an address in memory. The resulting value can ...eld/Script/Opcodes/22 BTMD2|battle mode]] must be set to avoid [[FF7/Field/Script/Opcodes/FF GAMEOVER|game over]]).
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  • See [[FF7/Field/Script/Opcodes/6B_FADE|FADE]] op code page for full details.
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  • ...is refers to, this opcode must be placed in the correct character entity's script. ...r shut the character's eyes (change the eye texture used), use [[FF7/Field/Script/Opcodes/28 KAWAI|KAWAI]].
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  • [[FF7/Field/Script/Opcodes/28 KAWAI/00 EYETX|00 EYETX]] [[FF7/Field/Script/Opcodes/28 KAWAI/01 TRNSP|01 TRNSP]]
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  • ...pt/Opcodes/28 KAWAI|KAWAI]] operation has completed, such as a [[FF7/Field/Script/Opcodes/28 KAWAI/06 LIGHT|LIGHT]] movement.
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  • This should be used in combination with a [[FF7/Field/Script/Opcodes/D0 LINE|LINE]] to specify the line along which the player may not '
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  • * '''const UByte''' ''I'': [[FF7/Field/Script/Opcodes/50 WINDOW|WINDOW]] ID to resize. ...On the next [[FF7/Field/Script/Opcodes/40 MESSAGE|MESSAGE]] or [[FF7/Field/Script/Opcodes/48 ASK|ASK]], the window will be positioned and sized with the new
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  • * '''const UShort (Bit field)''' ''B'': Button ID to check for. ...current IFKEY). If the checked button fails the condition check, then the script pointer moves ahead ''A'' bytes.
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  • * '''const UShort (Bit field)''' ''B'': Button ID to check for. ...aluates to false, and the "if" statement body does not execute, moving the script pointer forward by ''A''.
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  • * '''const UShort (Bit field)''' ''B'': Button ID to check for. Similar to [[FF7/Field/Script/Opcodes/31_IFKEYON|IFKEYON]]. Rather than check if this is the first time t
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  • ...to 2 for the third in the party), but a Character ID (like in [[FF7/Field/Script/Opcodes/CD MMBud|MMBud]]). If the specified character ID is not in your party, the field object will turn to the main character.
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  • * '''const UByte''' ''W'': [[FF7/Field/Script/Opcodes/50 WINDOW|WINDOW]] ID to apply the change to. ...ow you to create a numerical display in the top-left of the window without field dialog hidden behind it. Alternatively, dialog can be shown along with the
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  • ...ing function, [[FF7/Field/Script/Opcodes/38_STTIM|STTIM]], the [[FF7/Field/Script/Opcodes/50_WINDOW|WINDOW]] ID must be given for this opcode.
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  • Sets the clock, as found in the [[FF7/Field/Script/Opcodes/36 WSPCL|WSPCL]] opcode.
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  • An alias for [[FF7/Field/Script/Opcodes/3F HMPMAX3|HMPMAX3]].
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  • An alias for [[FF7/Field/Script/Opcodes/3F HMPMAX3|HMPMAX3]].
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  • * '''const UByte''' ''D'': The zero-based index of the [[FF7/Field/Script|dialog]] that will be displayed. Displays a dialog in the [[FF7/Field/Script/Opcodes/50 WINDOW|WINDOW]] that has previously been initialised to display
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  • * '''const UByte''' ''W'': [[FF7/Field/Script/Opcodes/50 WINDOW|WINDOW]] ID for this parameter. * '''const UByte''' ''I'': ID of the "[[FF7/Field/Variable Dialog|Variable]]" dialog code that this value will replace.
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  • * '''const UByte''' ''W'': [[FF7/Field/Script/Opcodes/50 WINDOW|WINDOW]] ID for this parameter. * '''const UByte''' ''I'': ID of the "[[FF7/Field/Variable Dialog|Variable]]" dialog code that this value will replace.
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  • ...o show [[FF7/Field/Script/Opcodes/40 MESSAGE|dialog]], present [[FF7/Field/Script/Opcodes/48 ASK|choices]] and so on, each of which reference the window's ID
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  • * '''const UByte''' ''I'': [[FF7/Field/Script/Opcodes/50 WINDOW|WINDOW]] ID to resize. ...next time a [[FF7/Field/Script/Opcodes/40 MESSAGE|MESSAGE]] or [[FF7/Field/Script/Opcodes/48 ASK|ASK]], referencing this window, is issued.
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  • Changes properties associated with the [[FF7/Field/Script/Opcodes/50 WINDOW|WINDOW]] whose ID is specified. The mode byte sets the st ...played with [[FF7/Field/Script/Opcodes/40 MESSAGE|MESSAGE]] or [[FF7/Field/Script/Opcodes/48 ASK|ASK]], or the changes will not be visible unless the window
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  • ...cript/Opcodes/55 WROW|WROW]] or even the initial values set by [[FF7/Field/Script/Opcodes/50 WINDOW|WINDOW]]; * Background type, set by [[FF7/Field/Script/Opcodes/52 WMODE|WMODE]];
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  • * '''const UByte''' ''N'': The ID of the [[FF7/Field/Script/Opcodes/50 WINDOW|WINDOW]] whose height will be set.
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  • * '''const UShort''' ''T'': [[FF7/Field/Script/Item ID|Type of item]] to add, or source address to retrieve item type from
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  • * '''const UShort''' ''T'': [[FF7/Field/Script/Item ID|Type of item]] to delete, or source address to retrieve item type f
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  • * '''const UByte''' ''T'': [[FF7/Field/Script/Materia ID|Type of materia]] to add, or source address 1.
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  • * '''const UByte''' ''T''<nowiki>: </nowiki>[[FF7/Field/Script/Materia_ID|Type of materia]] to remove, or source address 1. ...in the PC version of the game. In addition, it is only used once, in the [[FF7/Debug_Rooms|Debug Rooms]].
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  • * '''const UByte''' ''T''<nowiki>: </nowiki>[[FF7/Field/Script/Materia_ID|Type of materia]] to check, or source address 1.
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  • ...d op codes (eg, [[FF7/Field/Script/Opcodes/66_SCR2DC|SCR2DC]], [[FF7/Field/Script/Opcodes/63_SCRLA|SCRLA]] etc) and player movement. This camera movement rem
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  • * Long name: Change Field * '''const UShort''' ''I'': [[FF7/Field/Field List|Field ID]] of the map to jump to.
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  • ...ts exist for [[FF7/Field/Script/Opcodes/68 SCR2DL|linear]] and [[FF7/Field/Script/Opcodes/66 SCR2DC|smooth]] scrolling.
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  • Similar to [[FF7/Field/Script/Opcodes/64 SCR2D|SCR2D]], except the scroll is not instantaneous and is per
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  • Similar to [[FF7/Field/Script/Opcodes/64 SCR2D|SCR2D]], except the scroll to the coordinates is linear; t
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  • Halts execution of the current script for a preceding [[FF7/Field/Script/Opcodes/6B_FADE|FADE]] command, issued by any entity, to fully complete bef
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  • * '''const UByte''' ''T'': [[FF7/Field/Script/Opcodes/63 SCRLA|Type]] of scroll. Similar to [[FF7/Field/Script/Opcodes/63 SCRLA|SCRLA]], except the scroll moves towards the given party m
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  • * '''const UShort''' ''B'': Bit field representing battle modes. Sets properties for the battle module. The argument is a bit field with bits that can be ORd together to set multiple battle properties.
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  • Seeds the random number generator used by [[FF7/Field/Script/Opcodes/99 RANDOM|RANDOM]]. The lower four bits of the arguments are used a
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  • * '''const UByte''' ''A'': Animation ID for this entity's field object. ...opcode indirectly changes the animation being played, such as [[FF7/Field/Script/Opcodes/A8 MOVE|MOVE]].
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  • * '''const Short''' ''X'': X-coordinate of the field object, or address of X-coordinate if ''B1'' is non-zero. * '''const Short''' ''Y'': Y-coordinate of the field object, or address of Y-coordinate if ''B2'' is non-zero.
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  • * '''const Short''' ''X'': X-coordinate of the field object, or address of X-coordinate if ''B1'' is non-zero. * '''const Short''' ''Y'': Y-coordinate of the field object, or address of Y-coordinate if ''B2'' is non-zero.
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  • ...object's standard walk animation is used, found with animation ID 1 in the field object associated with this entity.
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  • ...VE|MOVE]], but the field object won't play its animation whilst it moves. Field object will not be rotated according to movement (it will move without chan
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  • ...OVE|MOVE]], but the field object won't play its animation whilst it moves. Field object will be rotated according to movement.
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  • * '''const UByte''' ''A'': Animation ID for this entity's field object. ...' for the current entity's field object. However, in contrast, the current script's execution is '''not''' halted whilst the animation is played.
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  • * '''const UByte''' ''A'': Animation ID for this entity's field object. ...t the speed marked by ''S''. However, when the animation is completed, the field object stays posed in the last frame of the animation.
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  • * '''const UByte''' ''A'': Animation ID for this entity's field object. Exactly the same as [[FF7/Field/Script/Opcodes/AE ANIME2|ANIME2]], but allow set first and last frame of given ani
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  • * '''const UByte''' ''A'': Animation ID for this entity's field object. Exactly the same as [[FF7/Field/Script/Opcodes/AF ANIM!1|ANIM!1]], but allow set first and last frame of given ani
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  • ...the field object towards the entity with the given ID. As with [[FF7/Field/Script/Opcodes/AA_MOVA|MOVA]], the entity ID is an offset in the entire entity lis
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  • * '''const UByte''' ''A'': Animation ID for this entity's field object. ...ty's field object, at the speed marked by ''S''. However, in contrast, the field object stays posed in the last frame of the animation played.
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  • * '''const UByte''' ''A'': Animation ID for this entity's field object. Exactly the same as [[FF7/Field/Script/Opcodes/A3 ANIME1|ANIME1]], but allow set first and last frame of given ani
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