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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
  • 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 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

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).
    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
  • 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
    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
  • * '''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

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