Search results

Jump to navigation Jump to search

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 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
  • 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
  • 2 KB (221 words) - 05:16, 23 May 2019
  • ...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
  • 1 KB (174 words) - 05:16, 23 May 2019
  • * '''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
  • 641 bytes (81 words) - 05:16, 23 May 2019
  • ...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
  • 996 bytes (130 words) - 05:16, 23 May 2019
  • 989 bytes (131 words) - 05:16, 23 May 2019
  • 833 bytes (113 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
  • An alias for [[FF7/Field/Script/Opcodes/3F HMPMAX3|HMPMAX3]].
    343 bytes (41 words) - 05:16, 23 May 2019
  • 429 bytes (55 words) - 05:16, 23 May 2019
  • 463 bytes (64 words) - 05:16, 23 May 2019
  • * '''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
  • 485 bytes (68 words) - 05:16, 23 May 2019
  • 810 bytes (114 words) - 05:16, 23 May 2019
  • 812 bytes (114 words) - 05:16, 23 May 2019
  • 1 KB (142 words) - 05:16, 23 May 2019
  • | 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
  • ...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]];
    1 KB (138 words) - 05:17, 23 May 2019
  • 375 bytes (43 words) - 05:17, 23 May 2019
  • * '''const UByte''' ''N'': The ID of the [[FF7/Field/Script/Opcodes/50 WINDOW|WINDOW]] whose height will be set.
    872 bytes (134 words) - 05:17, 23 May 2019
  • 1 KB (204 words) - 05:17, 23 May 2019
  • 2 KB (249 words) - 05:17, 23 May 2019
  • * '''const UShort''' ''T'': [[FF7/Field/Script/Item ID|Type of item]] to add, or source address to retrieve item type from
    1 KB (195 words) - 05:17, 23 May 2019
  • * '''const UShort''' ''T'': [[FF7/Field/Script/Item ID|Type of item]] to delete, or source address to retrieve item type f
    1 KB (168 words) - 05:17, 23 May 2019
  • * '''const UShort''' ''I'': [[FF7/Field/Item ID|Item ID]] to check.
    606 bytes (77 words) - 05:17, 23 May 2019
  • * '''const UByte''' ''T'': [[FF7/Field/Script/Materia ID|Type of materia]] to add, or source address 1.
    2 KB (364 words) - 05:17, 23 May 2019
  • * '''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]].
    1 KB (213 words) - 05:17, 23 May 2019
  • * '''const UByte''' ''T''<nowiki>: </nowiki>[[FF7/Field/Script/Materia_ID|Type of materia]] to check, or source address 1.
    2 KB (232 words) - 05:17, 23 May 2019
  • ...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
    4 KB (617 words) - 16:34, 23 November 2020
  • 296 bytes (33 words) - 05:17, 23 May 2019
  • * Long name: Change Field * '''const UShort''' ''I'': [[FF7/Field/Field List|Field ID]] of the map to jump to.
    1 KB (164 words) - 05:17, 23 May 2019
  • 351 bytes (40 words) - 17:51, 31 October 2020
  • ...block whilst the camera movement is active but returns control to the next script operation. | No effect - Camera does not move, returns script, camera still follows the playable character is it did before
    2 KB (276 words) - 17:50, 31 October 2020
  • ...with a particular style, ''T''. If an entity is given that does not have a field object, the view centers on the walkmesh origin. If the object is moving as ...any subsequent movements from this entity are also followed by the camera (field: nvdum3).
    2 KB (248 words) - 15:59, 24 November 2020
  • ...ts exist for [[FF7/Field/Script/Opcodes/68 SCR2DL|linear]] and [[FF7/Field/Script/Opcodes/66 SCR2DC|smooth]] scrolling.
    1 KB (157 words) - 05:17, 23 May 2019
  • 393 bytes (45 words) - 05:17, 23 May 2019
  • Similar to [[FF7/Field/Script/Opcodes/64 SCR2D|SCR2D]], except the scroll is not instantaneous and is per
    1 KB (169 words) - 05:17, 23 May 2019
  • Halts execution of the current script for a preceding scroll to have reached its destination coordinates before c
    403 bytes (47 words) - 05:17, 23 May 2019
  • Similar to [[FF7/Field/Script/Opcodes/64 SCR2D|SCR2D]], except the scroll to the coordinates is linear; t
    1 KB (157 words) - 05:17, 23 May 2019
  • ...ield colors to a light coloured overlay, but once finish, reset to back to field backgrounds. The overlay sits infront of field models and background (apart from any special models with KAWAI or SHINE ef
    8 KB (1,069 words) - 20:10, 30 October 2020
  • 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
    567 bytes (78 words) - 05:17, 23 May 2019
  • 716 bytes (99 words) - 05:17, 23 May 2019
  • ...field, will not cause the world map ID to be retrieved; rather, that same field ID will be loaded.
    844 bytes (126 words) - 05:17, 23 May 2019
  • * '''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
    875 bytes (118 words) - 05:17, 23 May 2019
  • 770 bytes (105 words) - 05:17, 23 May 2019
  • ...field does not have any [[FF7/Field/Encounter|Encounter Data]] set in its field file, battles will not occur regardless of the argument passed with this op
    588 bytes (77 words) - 05:17, 23 May 2019
  • * '''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.
    2 KB (280 words) - 05:17, 23 May 2019
  • Fetches the orientation of the party member specified by ''P'' on the field, into the bank and address specified by ''B'' and ''D''.
    646 bytes (80 words) - 05:17, 23 May 2019
  • Gets the standard [[FF7/Field/Character ID|Character ID]] for the party member, referenced by ''C''. This
    885 bytes (126 words) - 05:17, 23 May 2019
  • 1 KB (174 words) - 05:17, 23 May 2019
  • 909 bytes (123 words) - 05:17, 23 May 2019
  • 1 KB (145 words) - 05:17, 23 May 2019
  • 941 bytes (125 words) - 05:17, 23 May 2019
  • 1 KB (150 words) - 05:17, 23 May 2019
  • 555 bytes (66 words) - 05:17, 23 May 2019
  • 559 bytes (66 words) - 05:17, 23 May 2019
  • 553 bytes (66 words) - 05:17, 23 May 2019
  • 559 bytes (67 words) - 05:17, 23 May 2019
  • ...is pressed and the player is facing the entity's object. If set to on, the script will execute, as normal.
    718 bytes (102 words) - 05:17, 23 May 2019
  • Seeds the random number generator used by [[FF7/Field/Script/Opcodes/99 RANDOM|RANDOM]]. The lower four bits of the arguments are used a
    782 bytes (112 words) - 05:17, 23 May 2019
  • 995 bytes (135 words) - 05:17, 23 May 2019
  • 1,001 bytes (139 words) - 05:17, 23 May 2019
  • 874 bytes (128 words) - 05:17, 23 May 2019
  • 880 bytes (128 words) - 05:17, 23 May 2019
  • 892 bytes (128 words) - 05:17, 23 May 2019
  • 930 bytes (125 words) - 05:17, 23 May 2019
  • 931 bytes (125 words) - 05:17, 23 May 2019
  • 957 bytes (126 words) - 05:17, 23 May 2019
  • 958 bytes (126 words) - 05:17, 23 May 2019
  • 965 bytes (125 words) - 05:17, 23 May 2019
  • 969 bytes (127 words) - 05:17, 23 May 2019
  • 927 bytes (121 words) - 05:17, 23 May 2019
  • 965 bytes (126 words) - 05:17, 23 May 2019
  • 877 bytes (111 words) - 05:17, 23 May 2019
  • 1 KB (120 words) - 05:17, 23 May 2019
  • 888 bytes (123 words) - 05:17, 23 May 2019
  • 1,002 bytes (145 words) - 05:17, 23 May 2019
  • 882 bytes (122 words) - 05:18, 23 May 2019
  • 997 bytes (144 words) - 05:18, 23 May 2019
  • 888 bytes (122 words) - 05:18, 23 May 2019
  • 1,006 bytes (145 words) - 05:18, 23 May 2019
  • 693 bytes (95 words) - 05:18, 23 May 2019
  • 520 bytes (62 words) - 05:18, 23 May 2019
  • 693 bytes (95 words) - 05:18, 23 May 2019
  • 520 bytes (62 words) - 05:18, 23 May 2019
  • 544 bytes (64 words) - 05:18, 23 May 2019
  • 843 bytes (115 words) - 05:18, 23 May 2019
  • 906 bytes (128 words) - 05:18, 23 May 2019
  • 1 KB (157 words) - 05:18, 23 May 2019
  • 1 KB (185 words) - 05:18, 23 May 2019
  • ...ple, creating a visible entity and inserting PC(0) into its initialisation script will associate this entity with character ID 0.
    678 bytes (85 words) - 05:18, 23 May 2019
  • ...h a field object, and thus displayed on the walkmesh, as defined in [[/FF7/Field/Object_Loader|Section 3]]. ...vide an index into the field object array as you might expect. Infact, the field object that this CHARacter will use is related solely to the position of th
    2 KB (223 words) - 05:18, 23 May 2019
  • * '''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]].
    878 bytes (114 words) - 14:27, 20 October 2020
  • * '''const UByte''' ''A'': Animation ID for this entity's field object. ...object, at the speed marked by ''S''. When the animation is completed, the field object returns to its original state.
    940 bytes (129 words) - 14:27, 20 October 2020
  • Sets whether this entity's field object is visible.
    404 bytes (43 words) - 05:18, 23 May 2019
  • * '''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.
    1 KB (231 words) - 05:18, 23 May 2019
  • * '''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.
    1 KB (193 words) - 05:18, 23 May 2019
  • * '''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.
    1 KB (192 words) - 05:18, 23 May 2019
  • ...object's standard walk animation is used, found with animation ID 1 in the field object associated with this entity.
    1 KB (165 words) - 05:18, 23 May 2019
  • ...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
    1,013 bytes (146 words) - 05:18, 23 May 2019
  • ...ty list, not just the visible entity list. However, attempting to move the field object to an entity that is not visible will fail, in that the MOVA opcode
    1,004 bytes (158 words) - 19:15, 26 October 2020
  • This opcode will be called until turn is over and then continue script execution.
    934 bytes (121 words) - 05:18, 23 May 2019
  • 388 bytes (45 words) - 05:18, 23 May 2019
  • ...OVE|MOVE]], but the field object won't play its animation whilst it moves. Field object will be rotated according to movement.
    966 bytes (139 words) - 05:18, 23 May 2019
  • * '''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.
    889 bytes (117 words) - 14:28, 20 October 2020
  • * '''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.
    926 bytes (124 words) - 14:30, 20 October 2020
  • * '''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
    941 bytes (121 words) - 14:31, 20 October 2020
  • * '''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
    914 bytes (116 words) - 14:33, 20 October 2020
  • 682 bytes (83 words) - 14:44, 12 November 2020
  • Instantaneously turns the field object for this entity to the direction specified by ''D''. The direction i
    652 bytes (85 words) - 05:18, 23 May 2019
  • This opcode will be called until turn is over and then continue script execution.
    1 KB (138 words) - 05:18, 23 May 2019
  • * '''const Short''' ''ignored'': Although this is set in script it is compleatly ignored by opcode. This is deprecated opcode, only 4 field in game use it.
    1 KB (186 words) - 05:18, 23 May 2019
  • ...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
    673 bytes (92 words) - 05:18, 23 May 2019
  • 787 bytes (100 words) - 05:18, 23 May 2019
  • 938 bytes (125 words) - 05:18, 23 May 2019
  • 808 bytes (107 words) - 05:18, 23 May 2019
  • * '''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.
    951 bytes (127 words) - 14:30, 20 October 2020
  • * '''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
    941 bytes (120 words) - 14:32, 20 October 2020
  • * '''const UByte''' ''A'': Animation ID for this entity's field object. Exactly the same as [[FF7/Field/Script/Opcodes/BA ANIM!2|ANIM!2]], but allow set first and last frame of given ani
    914 bytes (115 words) - 14:33, 20 October 2020
  • 714 bytes (89 words) - 14:42, 12 November 2020
  • ...st, not a field object offset; attempting to pass control to a non-visible field object will have no effect.
    818 bytes (114 words) - 05:18, 23 May 2019
  • ...de such as [[FF7/Field/Script/Opcodes/A2 DFANM|DFANM]], and a [[FF7/Field/Script/Opcodes/F1 SOUND|SOUND]] played, before the jump.
    3 KB (480 words) - 05:18, 23 May 2019
  • * '''const UByte''' ''A'': Entity ID whose field object will have its position retrieved from. ...ield object offset; as such, if an entity ID is given that does not have a field object, this opcode will store zero in each of the four address specified.
    1 KB (205 words) - 05:18, 23 May 2019
  • * '''const UByte''' ''A'': Animation ID for the field object's movement animation. ...use unpredictable behaviour. The animation ID specifies an offset into the field object's animation list; this animation is played at the speed specified by
    4 KB (670 words) - 05:18, 23 May 2019
  • ...e, but at a certain distance away from the normal walkmesh position. Other field objects are unaffected, and their position or movements are maintained on t ...ted until the gradual offset has been completed. For this, see [[FF7/Field/Script/Opcodes/C4 OFSTW|OFSTW]].
    4 KB (592 words) - 13:08, 18 October 2022
  • Halts current script execution until a previous [[FF7/Field/Script/Opcodes/C3 OFST|OFST]] has completed. This is only of use if the offset typ
    447 bytes (57 words) - 05:18, 23 May 2019
  • ...in question is increased, so that the button press script for the object's field entity is activated by a button press that is further away than normal. For ranges larger than one byte, [[FF7/Field/Script/Opcodes/D6_TLKR2|TLKR2]] may be used.
    860 bytes (122 words) - 05:18, 23 May 2019
  • Adjusts the range of the collision circle for the entity's field object, changing the distance threshold for collisions between the object,
    738 bytes (97 words) - 05:18, 23 May 2019
  • Switches the solidity of the field object associated with this entity; that is, turns collision detection on o
    729 bytes (105 words) - 05:18, 23 May 2019
  • ...added in the first given empty party slot (which can be set by [[FF7/Field/Script/Opcodes/CA_PRTYE|PRTYE]] and an argument of FE for a slot). If there are no
    984 bytes (150 words) - 05:18, 23 May 2019
  • 1,014 bytes (120 words) - 05:18, 23 May 2019
  • 2 KB (217 words) - 05:18, 23 May 2019
  • * '''const UByte''' ''C'': [[FF7/Field/Character ID|Character ID]] to check. ...ately following this opcode and argument list will execute; otherwise, the script pointer is advanced by the second argument and execution continues.
    729 bytes (94 words) - 05:18, 23 May 2019
  • * '''const UByte''' ''C'': [[FF7/Field/Character ID|Character ID]] to check. ...ately following this opcode and argument list will execute; otherwise, the script pointer is advanced by the second argument and execution continues.
    817 bytes (106 words) - 05:18, 23 May 2019
  • ...Script/Opcodes/CC IFMEMBQ|IFMEMBQ]], the comparison will not hold, and the script will jump to the second argument of IFMEMBQ.
    2 KB (212 words) - 05:18, 23 May 2019
  • ...er into or out of the party. The character IDs can be found in [[FF7/Field/Script/Opcodes/CD MMBud|MMBud]]. ...e, that is, the character will still be locked when transitioning to a new field or to the world map and using the PHS.
    733 bytes (107 words) - 05:18, 23 May 2019
  • ...er into or out of the party. The character IDs can be found in [[FF7/Field/Script/Opcodes/CD MMBud|MMBud]]. ...hat is, the character will still be switchable when transitioning to a new field or to the world map and using the PHS.
    738 bytes (106 words) - 05:18, 23 May 2019
  • ...ines in the current field can be turned on or off by using the [[FF7/Field/Script/Opcodes/D1 LINON|LINON]] opcode. * script index 2 -> S1 - [OK]
    4 KB (707 words) - 17:43, 21 October 2020
  • ...t/Opcodes/D0 LINE|LINE]] that was registered by this entity in the current field. If set to off, the line will not be triggered by the character walking thr
    558 bytes (74 words) - 13:30, 14 October 2020
  • ...combination of [[FF7/Field/Script/Opcodes/D0_LINE|LINE]]s and [[FF7/Field/Script/Opcodes/60 MAPJUMP|MAPJUMP]] could still achieve this.
    730 bytes (102 words) - 05:19, 23 May 2019
  • Alters the two points of a previously defined [[FF7/Field/Script/Opcodes/D0_LINE|LINE]]. In addition to allowing a line to be adjusted after
    2 KB (341 words) - 22:11, 9 September 2020
  • 1 KB (183 words) - 16:45, 16 September 2020
  • 1 KB (183 words) - 16:56, 16 September 2020
  • Similar to [[FF7/Field/Script/Opcodes/C5 TALKR|TALKR]], but allows a two-byte range value to be used.
    565 bytes (73 words) - 05:19, 23 May 2019
  • Similar to [[FF7/Field/Script/Opcodes/C6 SLIDR|SLIDR]], but allows a two-byte range value to be used.
    566 bytes (73 words) - 05:19, 23 May 2019
  • * Long name: Prepare Field Change * '''const UShort''' ''I'': [[FF7/Field/Field List|Field ID]] of the map to prepare to jump to.
    518 bytes (67 words) - 05:19, 23 May 2019
  • [[FF7/Field/Script/Opcodes/F2_AKAO#Operation_list|Opcode list]]
    2 KB (224 words) - 05:19, 23 May 2019
  • 464 bytes (56 words) - 05:19, 23 May 2019
  • 709 bytes (95 words) - 05:19, 23 May 2019
  • 442 bytes (54 words) - 05:19, 23 May 2019
  • Halts execution of the current script for a preceding turn to complete. When the object has fully turned, executi
    532 bytes (69 words) - 05:19, 23 May 2019
  • 1 KB (198 words) - 05:19, 23 May 2019
  • Turns on the portion of background whose [[FF7/Field/Sprite|background sprite]] belongs to the scripted area and state specified ...hen a trigger is crossed and a closed door otherwise by simply [[FF7/Field/Script/Opcodes/E1 BGOFF|turning off]] the "closed door" background and turning on
    1 KB (228 words) - 05:19, 23 May 2019
  • ...ON]], only this opcode turns ''off'' the portion of background whose [[FF7/Field/Sprite|background sprite]] specifies it as belonging to the scripted area a
    991 bytes (143 words) - 05:19, 23 May 2019
  • ...y ''A''. For example, if background area 3 is currently set to [[FF7/Field/Script/Opcodes/E0 BGON|display layer]] 1 for that particular area, a call to BGROL
    918 bytes (132 words) - 05:19, 23 May 2019
  • Similar to [[FF7/Field/Script/Opcodes/E2 BGROL|BGROL]], except the roll runs backwards through layers, ra
    747 bytes (99 words) - 05:19, 23 May 2019
  • 691 bytes (93 words) - 05:19, 23 May 2019
  • 992 bytes (143 words) - 05:19, 23 May 2019
  • 962 bytes (139 words) - 05:19, 23 May 2019
  • 838 bytes (108 words) - 05:19, 23 May 2019
  • 1 KB (186 words) - 05:19, 23 May 2019
  • ...nst UByte''' ''I''<nowiki>: ID for the music file that has been set in the field file. </nowiki> ...is an index beyond the size of the list of music files set in the current field file, the game will crash.
    707 bytes (108 words) - 05:19, 23 May 2019
  • * '''const UShort''' ''I'': [[FF7/Field/Sound ID Table|Sound ID]] to play, or lower byte indicating address and hig
    1 KB (159 words) - 05:19, 23 May 2019
  • Operations 0x10/14/18/19 do not work on the PSX game from field script [CURRENTLY CHECKING THIS].<br> .../CA are not implemented in the PSX version or PC version despite the field script calling them.<br>
    7 KB (1,081 words) - 05:19, 23 May 2019
  • ...e''' ''id'': Integer referencing the music file reference as loaded in the field scripts. ...AKAO segment of the flevel field script. Subsequent replaying of the main field music is does by checking if the MUSVT is still playing (CHMST) and then un
    827 bytes (120 words) - 12:54, 28 August 2020
  • Locks the [[FF7/Field/Script/Opcodes/F0 MUSIC|MUSIC]] to the current selection. Subsequent calls to chan
    529 bytes (65 words) - 05:19, 23 May 2019
  • * '''const UByte''' ''I'': ID of the music file to play, as set in the field file. ...music for the current field's encounters, or even switched between in the script.
    838 bytes (128 words) - 05:19, 23 May 2019
  • ...ie file that will be played at a future point in the script by [[FF7/Field/Script/Opcodes/F9_MOVIE|MOVIE]]. ==== FF7 Movie ID List ====
    5 KB (650 words) - 05:19, 23 May 2019
  • ...ments may be [[FF7/Field/Script/Opcodes/33_UC|frozen]] first. In addition, field music currently playing will continue to do so unless explicitly instructed ...ven after the movie has finished playing. To re-enable it, use [[FF7/Field/Script/Opcodes/0F_SPECIAL/F5_POINT|SPECIAL: POINT]].
    942 bytes (134 words) - 05:19, 23 May 2019
  • Stores the frame number of the current [[FF7/Field/Script/Opcodes/F9_MOVIE|MOVIE]] that is being displayed, in the bank and address s
    582 bytes (73 words) - 05:19, 23 May 2019
  • ...vie file, that will be played at a future point in the script. If off, the field camera remains in use. If set to on, the camera defined in the movie file i
    644 bytes (93 words) - 05:19, 23 May 2019
  • * Long name: Field Music * '''const UByte''' ''I'': ID of the music file to play, as set in the field file.
    920 bytes (142 words) - 16:17, 28 August 2020
  • * '''const UByte''' ''I'': Ref to music files for the field (field flevel->script->AKAO[]
    1 KB (166 words) - 15:55, 28 August 2020
  • 547 bytes (64 words) - 05:19, 23 May 2019
  • ...ously ends the current game, displaying the 'Game Over' screen; subsequent script commands are not executed. As per a normal game over, after the user presse
    492 bytes (62 words) - 05:19, 23 May 2019
  • #REDIRECT [[FF7/Field/Script/Opcodes/0F SPECIAL/F8 FMSSP]]
    58 bytes (9 words) - 05:19, 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 &amp; 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
  • 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
  • [[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
  • ...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
  • 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
  • * '''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
  • ...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
  • * '''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
  • 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
  • * '''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
  • ...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
  • ...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]];
    1 KB (138 words) - 05:17, 23 May 2019
  • * '''const UByte''' ''N'': The ID of the [[FF7/Field/Script/Opcodes/50 WINDOW|WINDOW]] whose height will be set.
    872 bytes (134 words) - 05:17, 23 May 2019
  • * '''const UShort''' ''T'': [[FF7/Field/Script/Item ID|Type of item]] to add, or source address to retrieve item type from
    1 KB (195 words) - 05:17, 23 May 2019
  • * '''const UShort''' ''T'': [[FF7/Field/Script/Item ID|Type of item]] to delete, or source address to retrieve item type f
    1 KB (168 words) - 05:17, 23 May 2019
  • * '''const UByte''' ''T'': [[FF7/Field/Script/Materia ID|Type of materia]] to add, or source address 1.
    2 KB (364 words) - 05:17, 23 May 2019
  • * '''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]].
    1 KB (213 words) - 05:17, 23 May 2019
  • * '''const UByte''' ''T''<nowiki>: </nowiki>[[FF7/Field/Script/Materia_ID|Type of materia]] to check, or source address 1.
    2 KB (232 words) - 05:17, 23 May 2019
  • ...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
    4 KB (617 words) - 16:34, 23 November 2020
  • * Long name: Change Field * '''const UShort''' ''I'': [[FF7/Field/Field List|Field ID]] of the map to jump to.
    1 KB (164 words) - 05:17, 23 May 2019
  • ...ts exist for [[FF7/Field/Script/Opcodes/68 SCR2DL|linear]] and [[FF7/Field/Script/Opcodes/66 SCR2DC|smooth]] scrolling.
    1 KB (157 words) - 05:17, 23 May 2019
  • Similar to [[FF7/Field/Script/Opcodes/64 SCR2D|SCR2D]], except the scroll is not instantaneous and is per
    1 KB (169 words) - 05:17, 23 May 2019
  • Similar to [[FF7/Field/Script/Opcodes/64 SCR2D|SCR2D]], except the scroll to the coordinates is linear; t
    1 KB (157 words) - 05:17, 23 May 2019
  • 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
    567 bytes (78 words) - 05:17, 23 May 2019
  • * '''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
    875 bytes (118 words) - 05:17, 23 May 2019
  • * '''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.
    2 KB (280 words) - 05:17, 23 May 2019
  • Seeds the random number generator used by [[FF7/Field/Script/Opcodes/99 RANDOM|RANDOM]]. The lower four bits of the arguments are used a
    782 bytes (112 words) - 05:17, 23 May 2019
  • * '''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]].
    878 bytes (114 words) - 14:27, 20 October 2020
  • * '''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.
    1 KB (193 words) - 05:18, 23 May 2019
  • * '''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.
    1 KB (192 words) - 05:18, 23 May 2019
  • ...object's standard walk animation is used, found with animation ID 1 in the field object associated with this entity.
    1 KB (165 words) - 05:18, 23 May 2019
  • ...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
    1,013 bytes (146 words) - 05:18, 23 May 2019
  • ...OVE|MOVE]], but the field object won't play its animation whilst it moves. Field object will be rotated according to movement.
    966 bytes (139 words) - 05:18, 23 May 2019
  • * '''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.
    889 bytes (117 words) - 14:28, 20 October 2020
  • * '''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.
    926 bytes (124 words) - 14:30, 20 October 2020
  • * '''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
    941 bytes (121 words) - 14:31, 20 October 2020
  • * '''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
    914 bytes (116 words) - 14:33, 20 October 2020
  • ...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
    673 bytes (92 words) - 05:18, 23 May 2019
  • * '''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.
    951 bytes (127 words) - 14:30, 20 October 2020
  • * '''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
    941 bytes (120 words) - 14:32, 20 October 2020
  • * '''const UByte''' ''A'': Animation ID for this entity's field object. Exactly the same as [[FF7/Field/Script/Opcodes/BA ANIM!2|ANIM!2]], but allow set first and last frame of given ani
    914 bytes (115 words) - 14:33, 20 October 2020
  • ...de such as [[FF7/Field/Script/Opcodes/A2 DFANM|DFANM]], and a [[FF7/Field/Script/Opcodes/F1 SOUND|SOUND]] played, before the jump.
    3 KB (480 words) - 05:18, 23 May 2019
  • * '''const UByte''' ''A'': Animation ID for the field object's movement animation. ...use unpredictable behaviour. The animation ID specifies an offset into the field object's animation list; this animation is played at the speed specified by
    4 KB (670 words) - 05:18, 23 May 2019
  • ...e, but at a certain distance away from the normal walkmesh position. Other field objects are unaffected, and their position or movements are maintained on t ...ted until the gradual offset has been completed. For this, see [[FF7/Field/Script/Opcodes/C4 OFSTW|OFSTW]].
    4 KB (592 words) - 13:08, 18 October 2022
  • Halts current script execution until a previous [[FF7/Field/Script/Opcodes/C3 OFST|OFST]] has completed. This is only of use if the offset typ
    447 bytes (57 words) - 05:18, 23 May 2019
  • ...in question is increased, so that the button press script for the object's field entity is activated by a button press that is further away than normal. For ranges larger than one byte, [[FF7/Field/Script/Opcodes/D6_TLKR2|TLKR2]] may be used.
    860 bytes (122 words) - 05:18, 23 May 2019
  • ...added in the first given empty party slot (which can be set by [[FF7/Field/Script/Opcodes/CA_PRTYE|PRTYE]] and an argument of FE for a slot). If there are no
    984 bytes (150 words) - 05:18, 23 May 2019
  • * '''const UByte''' ''C'': [[FF7/Field/Character ID|Character ID]] to check. ...ately following this opcode and argument list will execute; otherwise, the script pointer is advanced by the second argument and execution continues.
    729 bytes (94 words) - 05:18, 23 May 2019
  • * '''const UByte''' ''C'': [[FF7/Field/Character ID|Character ID]] to check. ...ately following this opcode and argument list will execute; otherwise, the script pointer is advanced by the second argument and execution continues.
    817 bytes (106 words) - 05:18, 23 May 2019
  • ...Script/Opcodes/CC IFMEMBQ|IFMEMBQ]], the comparison will not hold, and the script will jump to the second argument of IFMEMBQ.
    2 KB (212 words) - 05:18, 23 May 2019
  • ...er into or out of the party. The character IDs can be found in [[FF7/Field/Script/Opcodes/CD MMBud|MMBud]]. ...e, that is, the character will still be locked when transitioning to a new field or to the world map and using the PHS.
    733 bytes (107 words) - 05:18, 23 May 2019
  • ...er into or out of the party. The character IDs can be found in [[FF7/Field/Script/Opcodes/CD MMBud|MMBud]]. ...hat is, the character will still be switchable when transitioning to a new field or to the world map and using the PHS.
    738 bytes (106 words) - 05:18, 23 May 2019
  • ...ines in the current field can be turned on or off by using the [[FF7/Field/Script/Opcodes/D1 LINON|LINON]] opcode. * script index 2 -> S1 - [OK]
    4 KB (707 words) - 17:43, 21 October 2020
  • ...t/Opcodes/D0 LINE|LINE]] that was registered by this entity in the current field. If set to off, the line will not be triggered by the character walking thr
    558 bytes (74 words) - 13:30, 14 October 2020
  • ...combination of [[FF7/Field/Script/Opcodes/D0_LINE|LINE]]s and [[FF7/Field/Script/Opcodes/60 MAPJUMP|MAPJUMP]] could still achieve this.
    730 bytes (102 words) - 05:19, 23 May 2019
  • Alters the two points of a previously defined [[FF7/Field/Script/Opcodes/D0_LINE|LINE]]. In addition to allowing a line to be adjusted after
    2 KB (341 words) - 22:11, 9 September 2020
  • Similar to [[FF7/Field/Script/Opcodes/C5 TALKR|TALKR]], but allows a two-byte range value to be used.
    565 bytes (73 words) - 05:19, 23 May 2019
  • Similar to [[FF7/Field/Script/Opcodes/C6 SLIDR|SLIDR]], but allows a two-byte range value to be used.
    566 bytes (73 words) - 05:19, 23 May 2019
  • * Long name: Prepare Field Change * '''const UShort''' ''I'': [[FF7/Field/Field List|Field ID]] of the map to prepare to jump to.
    518 bytes (67 words) - 05:19, 23 May 2019
  • [[FF7/Field/Script/Opcodes/F2_AKAO#Operation_list|Opcode list]]
    2 KB (224 words) - 05:19, 23 May 2019
  • Turns on the portion of background whose [[FF7/Field/Sprite|background sprite]] belongs to the scripted area and state specified ...hen a trigger is crossed and a closed door otherwise by simply [[FF7/Field/Script/Opcodes/E1 BGOFF|turning off]] the "closed door" background and turning on
    1 KB (228 words) - 05:19, 23 May 2019
  • ...ON]], only this opcode turns ''off'' the portion of background whose [[FF7/Field/Sprite|background sprite]] specifies it as belonging to the scripted area a
    991 bytes (143 words) - 05:19, 23 May 2019
  • ...y ''A''. For example, if background area 3 is currently set to [[FF7/Field/Script/Opcodes/E0 BGON|display layer]] 1 for that particular area, a call to BGROL
    918 bytes (132 words) - 05:19, 23 May 2019
  • Similar to [[FF7/Field/Script/Opcodes/E2 BGROL|BGROL]], except the roll runs backwards through layers, ra
    747 bytes (99 words) - 05:19, 23 May 2019
  • Locks the [[FF7/Field/Script/Opcodes/F0 MUSIC|MUSIC]] to the current selection. Subsequent calls to chan
    529 bytes (65 words) - 05:19, 23 May 2019
  • * '''const UByte''' ''I'': ID of the music file to play, as set in the field file. ...music for the current field's encounters, or even switched between in the script.
    838 bytes (128 words) - 05:19, 23 May 2019
  • ...ie file that will be played at a future point in the script by [[FF7/Field/Script/Opcodes/F9_MOVIE|MOVIE]]. ==== FF7 Movie ID List ====
    5 KB (650 words) - 05:19, 23 May 2019
  • ...ments may be [[FF7/Field/Script/Opcodes/33_UC|frozen]] first. In addition, field music currently playing will continue to do so unless explicitly instructed ...ven after the movie has finished playing. To re-enable it, use [[FF7/Field/Script/Opcodes/0F_SPECIAL/F5_POINT|SPECIAL: POINT]].
    942 bytes (134 words) - 05:19, 23 May 2019
  • Stores the frame number of the current [[FF7/Field/Script/Opcodes/F9_MOVIE|MOVIE]] that is being displayed, in the bank and address s
    582 bytes (73 words) - 05:19, 23 May 2019
  • * Long name: Field Music * '''const UByte''' ''I'': ID of the music file to play, as set in the field file.
    920 bytes (142 words) - 16:17, 28 August 2020
  • #REDIRECT [[FF7/Field/Script/Opcodes/0F SPECIAL/F8 FMSSP]]
    58 bytes (9 words) - 05:19, 23 May 2019
  • | style="background: rgb(0,255,0)" | /FIELD/*.DAT | style="background: rgb(0,255,0)" | /DATA/FIELD/FLEVEL.LGP
    12 KB (1,805 words) - 02:46, 13 July 2019
  • ...all the variables for the entire game. This entire image is called the "[[FF7/Savemap|Savemap]]". When it's time to save a game, this section of memory i ...on for 256 bytes for temporary field variables. These are not used between field files and are not saved.
    6 KB (982 words) - 01:57, 13 July 2019
  • ...it also can be placed in "Tutorial mode". This mode, when called from the field module will "play" prerecorded menu selections for the player. ...the Menu has access to every single variable in the system, excluding the script temporary variables.
    14 KB (2,154 words) - 02:14, 13 July 2019
  • |+ '''Table 1: FF7 Save Slot''' '''Save Preview'''<nowiki>: Lead character's name, </nowiki>[[FF7/FF_Text|FF Text format]] , terminated with 0xFF
    121 KB (16,808 words) - 18:06, 27 January 2023
  • The entries in this section are to enable you to play [[FF7|Final Fantasy VII]] should you encounter issues in running the game. ! align="left" | FF7/FF8 OpenGL Driver
    23 KB (3,224 words) - 20:49, 22 December 2020
  • This file contains the definition of what field map should be loaded and also the coordinates to which the character should ...instead of ncorel. The other data in this record is coordinates within the field to which your character will be initiated and also the starting direction y
    2 KB (409 words) - 10:49, 10 November 2021
  • == Script Engine == ...te data, such instructions are clearly marked in the [[FF7/WorldMap_Module/Script/Opcodes|opcode list]].
    10 KB (1,602 words) - 11:15, 8 February 2022
  • [[FF7/WorldMap_Module/Script/Opcodes/015|015 push neg]] [[FF7/WorldMap_Module/Script/Opcodes/017|017 push logicnot]]
    7 KB (911 words) - 11:11, 10 November 2021
  • There are 21 different special variables accessible to the script engine. There are several opcodes that access these variables in the same w | Scenario parameter when entering WM from a field (see [[FF7/WorldMap_Module/Script/Opcodes/318|opcode 0x318]])
    2 KB (256 words) - 23:35, 14 October 2021
  • ...there is only one window so no ID is necessary. Dialog is taken from the [[FF7/WorldMap Module/Dialog|mes]] file. ...nto a special variable that can be accessed with the [[FF7/WorldMap Module/Script/Opcodes/117|push special]] instruction.
    871 bytes (115 words) - 05:21, 23 May 2019
  • Final Fantasy VIII came after the mega hit [[FF7|Final Fantasy VII]], it in itself was a very successful game release for Sq * [[FF8/BS_list|[X]]] Battle Field List.
    4 KB (506 words) - 16:00, 29 March 2023
  • <li>[[FF7|Final Fantasy VII]] <li>[[FF7:CC|Final Fantasy VII:Crisis Core]]
    2 KB (321 words) - 17:33, 23 May 2019