Search results
Jump to navigation
Jump to search
Create the page "FF7/Field script" on this wiki! See also the search results found.
Page title matches
- ...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 members1 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 characters3 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 bein1 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 to978 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 va2 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
- 497 bytes (69 words) - 05:14, 23 May 2019
- 634 bytes (86 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
- 511 bytes (64 words) - 05:14, 23 May 2019
- 444 bytes (54 words) - 05:14, 23 May 2019
- 361 bytes (40 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 byt609 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 byt640 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 th1 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
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 s11 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.LGP14 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 a4 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).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 members1 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 bein1 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 va2 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 byt609 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 byt640 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 th1 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 negati1 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 0x1,002 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 failure1 KB (147 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