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<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.ffrtt.ru/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Akari</id>
	<title>Final Fantasy Inside - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.ffrtt.ru/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Akari"/>
	<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php/Special:Contributions/Akari"/>
	<updated>2026-08-04T02:37:47Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.32.1</generator>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Field/Script/Opcodes/13_JMPBL&amp;diff=6028</id>
		<title>FF7/Field/Script/Opcodes/13 JMPBL</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Field/Script/Opcodes/13_JMPBL&amp;diff=6028"/>
		<updated>2025-09-21T12:43:55Z</updated>

		<summary type="html">&lt;p&gt;Akari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x13'''&lt;br /&gt;
* Short name: '''LBACK'''&lt;br /&gt;
* Long name: Jump back (long)&lt;br /&gt;
&lt;br /&gt;
==== Memory layout ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
! width=&amp;quot;40&amp;quot; | 0x10&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | ''A''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Arguments ====&lt;br /&gt;
&lt;br /&gt;
* '''const UShort''' ''A'': Amount to jump backwards.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Jumps backward in the current script a specified amount. The jump begins just before the jump opcode itself and then moves the current byte pointer back the specified number of bytes. Unlike [[FF7/Field/Script/Opcodes/12 JMPB|BACK]], this jump command allows jumps longer than 0xFF bytes.&lt;/div&gt;</summary>
		<author><name>Akari</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Field/Script/Opcodes/12_JMPB&amp;diff=6027</id>
		<title>FF7/Field/Script/Opcodes/12 JMPB</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Field/Script/Opcodes/12_JMPB&amp;diff=6027"/>
		<updated>2025-09-21T12:43:33Z</updated>

		<summary type="html">&lt;p&gt;Akari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x12'''&lt;br /&gt;
* Short name: '''BACK'''&lt;br /&gt;
* Long name: Jump back&lt;br /&gt;
&lt;br /&gt;
==== Memory layout ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
! width=&amp;quot;40&amp;quot; | 0x10&lt;br /&gt;
! width=&amp;quot;40&amp;quot; | ''A''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Arguments ====&lt;br /&gt;
&lt;br /&gt;
* '''const UByte''' ''A'': Amount to jump backwards.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Jumps backward in the current script a specified amount. The jump begins just before the jump opcode itself and then moves the current byte pointer back the specified number of bytes. In the following example, the [[FF7/Field/Script/Opcodes/C7 SOLID|SOLID]] and [[FF7/Field/Script/Opcodes/24 WAIT|WAIT]] lines are repeated indefinitely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SOLID (01)&lt;br /&gt;
WAIT (70,00)&lt;br /&gt;
BACK (05)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a jump longer than 0xFF is required, use [[FF7/Field/Script/Opcodes/13 JMPBL|LBACK]] instead.&lt;/div&gt;</summary>
		<author><name>Akari</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Field/Script/Opcodes/11_JMPFL&amp;diff=6026</id>
		<title>FF7/Field/Script/Opcodes/11 JMPFL</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Field/Script/Opcodes/11_JMPFL&amp;diff=6026"/>
		<updated>2025-09-21T12:42:32Z</updated>

		<summary type="html">&lt;p&gt;Akari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x11'''&lt;br /&gt;
* Short name: '''LSKIP'''&lt;br /&gt;
* Long name: Jump forward (long)&lt;br /&gt;
&lt;br /&gt;
==== Memory layout ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
! width=&amp;quot;40&amp;quot; | 0x11&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | ''A''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Arguments ====&lt;br /&gt;
&lt;br /&gt;
* '''const UShort''' ''A'': Amount to jump forward.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Jumps forward in the current script a specified amount. The jump begins just after the jump opcode itself and then skips the specified number of bytes. Unlike [[FF7/Field/Script/Opcodes/10 JMPF|SKIP]], this jump command allows jumps longer than 0xFF bytes.&lt;/div&gt;</summary>
		<author><name>Akari</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Field/Script/Opcodes/10_JMPF&amp;diff=6025</id>
		<title>FF7/Field/Script/Opcodes/10 JMPF</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Field/Script/Opcodes/10_JMPF&amp;diff=6025"/>
		<updated>2025-09-21T12:41:46Z</updated>

		<summary type="html">&lt;p&gt;Akari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x10'''&lt;br /&gt;
* Short name: '''SKIP'''&lt;br /&gt;
* Long name: Jump forward&lt;br /&gt;
&lt;br /&gt;
==== Memory layout ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
! width=&amp;quot;40&amp;quot; | 0x10&lt;br /&gt;
! width=&amp;quot;40&amp;quot; | ''A''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Arguments ====&lt;br /&gt;
&lt;br /&gt;
* '''const UByte''' ''A'': Amount to jump forward.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Jumps forward in the current script a specified amount. The jump begins just after the jump opcode itself and then skips the specified number of bytes. In the following example, the [[FF7/Field/Script/Opcodes/24 WAIT|WAIT]] line is skipped.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SKIP (04)&lt;br /&gt;
WAIT (70,00)&lt;br /&gt;
SOLID (01)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a jump longer than 0xFF is required, use [[FF7/Field/Script/Opcodes/11 JMPFL|LSKIP]] instead.&lt;/div&gt;</summary>
		<author><name>Akari</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Field/Script/Opcodes&amp;diff=6024</id>
		<title>FF7/Field/Script/Opcodes</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Field/Script/Opcodes&amp;diff=6024"/>
		<updated>2025-09-21T12:40:56Z</updated>

		<summary type="html">&lt;p&gt;Akari: /* Script Flow &amp;amp;amp; Control */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Arranged by category  ==&lt;br /&gt;
&lt;br /&gt;
===  Script Flow &amp;amp;amp; Control  ===&lt;br /&gt;
&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/00_RET|00 RET]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/01_REQ|01 REQ]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/02_REQSW|02 REQSW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/03_REQEW|03 REQEW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/04_PREQ|04 PREQ]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/05_PRQSW|05 PRQSW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/06_PRQEW|06 PRQEW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/07_RETTO|07 RETTO]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/10_JMPF|10 SKIP]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/11_JMPFL|11 LSKIP]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/12_JMPB|12 BACK]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/13_JMPBL|13 LBACK]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/14_IFUB|14 IFUB]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/15_IFUBL|15 IFUBL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/16_IFSW|16 IFSW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/17_IFSWL|17 IFSWL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/18_IFUW|18 IFUW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/19_IFUWL|19 IFUWL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/24_WAIT|24 WAIT]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/30_IFKEY|30 IFKEY]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/31_IFKEYON|31 IFKEYON]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/32_IFKEYOFF|32 IFKEYOFF]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/5F_NOP|5F NOP]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/CB_IFPRTYQ|CB IFPRTYQ]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/CC_IFMEMBQ|CC IFMEMBQ]]&lt;br /&gt;
&lt;br /&gt;
===  System &amp;amp;amp; Module Control  ===&lt;br /&gt;
&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/0E_DSKCG|0E DSKCG]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/0F_SPECIAL|0F SPECIAL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/20_MINIGAME|20 MINIGAME]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/22_BTMD2|22 BTMD2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/23_BTRLD|23 BTRLD]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/4B_BTLTB|4B BTLTB]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/60_MAPJUMP|60 MAPJUMP]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/6E_LSTMP|6E LSTMP]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/70_BATTLE|70 BATTLE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/71_BTLON|71 BTLON]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/72_BTLMD|72 BTLMD]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/D2_MPJPO|D2 MPJPO]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/FF_GAMEOVER|FF GAMEOVER]]&lt;br /&gt;
&lt;br /&gt;
===  Assignment &amp;amp;amp; Mathematics  ===&lt;br /&gt;
&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/76_PLUS!|76 PLUS!]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/77_PLUS2!|77 PLUS2!]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/78_MINUS!|78 MINUS!]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/79_MINUS2!|79 MINUS2!]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/7A_INC!|7A INC!]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/7B_INC2!|7B INC2!]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/7C_DEC!|7C DEC!]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/7D_DEC2!|7D DEC2!]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/7F_RDMSD|7F RDMSD]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/80_SETBYTE|80 SETBYTE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/81_SETWORD|81 SETWORD]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/82_BITON|82 BITON]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/83_BITOFF|83 BITOFF]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/84_BITXOR|84 BITXOR]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/85_PLUS|85 PLUS]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/86_PLUS2|86 PLUS2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/87_MINUS|87 MINUS]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/88_MINUS2|88 MINUS2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/89_MUL|89 MUL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/8A_MUL2|8A MUL2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/8B_DIV|8B DIV]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/8C_DIV2|8C DIV2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/8D_MOD|8D MOD]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/8E_MOD2|8E MOD2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/8F_AND|8F AND]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/90_AND2|90 AND2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/91_OR|91 OR]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/92_OR2|92 OR2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/93_XOR|93 XOR]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/94_XOR2|94 XOR2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/95_INC|95 INC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/96_INC2|96 INC2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/97_DEC|97 DEC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/98_DEC2|98 DEC2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/99_RANDOM|99 RANDOM]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/9A_LBYTE|9A LBYTE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/9B_HBYTE|9B HBYTE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/9C_2BYTE|9C 2BYTE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/D4_SIN|D4 SIN]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/D5_COS|D5 COS]]&lt;br /&gt;
&lt;br /&gt;
===  Windowing &amp;amp;amp; Menu  ===&lt;br /&gt;
&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/21_TUTOR|21 TUTOR]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/2E_WCLS|2E WCLS]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/2F_WSIZW|2F WSIZW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/36_WSPCL|36 WSPCL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/37_WNUMB|37 WNUMB]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/38_STTIM|38 STTIM]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/40_MESSAGE|40 MESSAGE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/41_MPARA|41 MPARA]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/42_MPRA2|42 MPRA2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/43_MPNAM|43 MPNAM]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/48_ASK|48 ASK]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/49_MENU|49 MENU]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/4A_MENU2|4A MENU2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/50_WINDOW|50 WINDOW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/51_WMOVE|51 WMOVE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/52_WMODE|52 WMODE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/53_WREST|53 WREST]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/54_WCLSE|54 WCLSE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/55_WROW|55 WROW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/56_GWCOL|56 GWCOL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/57_SWCOL|57 SWCOL]]&lt;br /&gt;
&lt;br /&gt;
===  Party &amp;amp;amp; Inventory  ===&lt;br /&gt;
&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/0A_SPTYE|0A SPTYE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/0B_GTPYE|0B GTPYE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/39_GOLDu|39 GOLDu]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/3A_GOLDd|3A GOLDd]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/3B_CHGLD|3B CHGLD]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/3C_HMPMAX1|3C HMPMAX1]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/3D_HMPMAX2|3D HMPMAX2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/3E_MHMMX|3E MHMMX]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/3F_HMPMAX3|3F HMPMAX3]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/45_MPu|45 MPu]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/47_MPd|47 MPd]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/4D_HPu|4D HPu]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/4F_HPd|4F HPd]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/58_STITM|58 STITM]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/59_DLITM|59 DLITM]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/5A_CKITM|5A CKITM]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/5B_SMTRA|5B SMTRA]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/5C_DMTRA|5C DMTRA]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/5D_CMTRA|5D CMTRA]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/74_GETPC|74 GETPC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/C8_PRTYP|C8 PRTYP]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/C9_PRTYM|C9 PRTYM]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/CA_PRTYE|CA PRTYE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/CB_IFPRTYQ|CB IFPRTYQ]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/CC_IFMEMBQ|CC IFMEMBQ]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/CD_MMBud|CD MMBud]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/CE_MMBLK|CE MMBLK]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/CF_MMBUK|CF MMBUK]]&lt;br /&gt;
&lt;br /&gt;
===  Field Models, Animation &amp;amp;amp; 3D/Walkmesh  ===&lt;br /&gt;
&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/08_JOIN|08 JOIN]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/09_SPLIT|09 SPLIT]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/26_BLINK|26 BLINK]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/28_KAWAI|28 KAWAI]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/29_KAWIW|29 KAWIW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/2A_PMOVA|2A PMOVA]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/2B_SLIP|2B SLIP]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/33_UC|33 UC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/34_PDIRA|34 PDIRA]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/35_PTURA|35 PTURA]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/6D_IDLCK|6D IDLCK]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/73_PGTDR|73 PGTDR]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/75_PXYZI|75 PXYZI]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/7E_TLKON|7E TLKON]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/A0_PC|A0 PC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/A1_CHAR|A1 CHAR]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/A2_DFANM|A2 DFANM]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/A3_ANIME1|A3 ANIME1]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/A4_VISI|A4 VISI]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/A5_XYZI|A5 XYZI]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/A6_XYI|A6 XYI]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/A7_XYZ|A7 XYZ]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/A8_MOVE|A8 MOVE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/A9_CMOVE|A9 CMOVE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/AA_MOVA|AA MOVA]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/AB_TURA|AB TURA]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/AC_ANIMW|AC ANIMW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/AD_FMOVE|AD FMOVE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/AE_ANIME2|AE ANIME2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/AF_ANIM!1|AF ANIM!1]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/B0_CANIM1|B0 CANIM1]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/B1_CANM!1|B1 CANM!1]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/B2_MSPED|B2 MSPED]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/B3_DIR|B3 DIR]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/B4_TURNGEN|B4 TURNGEN]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/B5_TURN|B5 TURN]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/B6_DIRA|B6 DIRA]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/B7_GETDIR|B7 GETDIR]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/B8_GETAXY|B8 GETAXY]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/B9_GETAI|B9 GETAI]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/BA_ANIM!2|BA ANIM!2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/BB_CANIM2|BB CANIM2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/BC_CANM!2|BC CANM!2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/BD_ASPED|BD ASPED]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/BF_CC|BF CC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/C0_JUMP|C0 JUMP]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/C1_AXYZI|C1 AXYZI]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/C2_LADER|C2 LADER]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/C3_OFST|C3 OFST]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/C4_OFSTW|C4 OFSTW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/C5_TALKR|C5 TALKR]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/C6_SLIDR|C6 SLIDR]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/C7_SOLID|C7 SOLID]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/D0_LINE|D0 LINE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/D1_LINON|D1 LINON]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/D3_SLINE|D3 SLINE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/D6_TLKR2|D6 TLKR2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/D7_SLDR2|D7 SLDR2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/DC_CCANM|DC CCANM]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/DB_FCFIX|DB FCFIX]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/DD_ANIMB|DD ANIMB]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/DE_TURNW|DE TURNW]]&lt;br /&gt;
&lt;br /&gt;
===  Background &amp;amp;amp; Palette  ===&lt;br /&gt;
&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/27_BGMOVIE|27 BGMOVIE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/2C_BGPDH|2C BGPDH]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/2D_BGSCR|2D BGSCR]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/DF_MPPAL|DF MPPAL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/E0_BGON|E0 BGON]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/E1_BGOFF|E1 BGOFF]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/E2_BGROL|E2 BGROL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/E3_BGROL2|E3 BGROL2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/E4_BGCLR|E4 BGCLR]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/E5_STPAL|E5 STPAL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/E6_LDPAL|E6 LDPAL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/E7_CPPAL|E7 CPPAL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/E8_RTPAL|E8 RTPAL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/E9_ADPAL|E9 ADPAL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/EA_MPPAL2|EA MPPAL2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/EB_STPLS|EB STPLS]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/EC_LDPLS|EC LDPLS]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/ED_CPPAL2|ED CPPAL2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/EE_RTPAL2|EE RTPAL2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/EF_ADPAL2|EF ADPAL2]]&lt;br /&gt;
&lt;br /&gt;
===  Camera, Audio &amp;amp;amp; Video  ===&lt;br /&gt;
&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/25_NFADE|25 NFADE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/5E_SHAKE|5E SHAKE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/61_SCRLO|61 SCRLO]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/62_SCRLC|62 SCRLC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/63_SCRLA|63 SCRLA]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/64_SCR2D|64 SCR2D]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/65_SCRCC|65 SCRCC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/66_SCR2DC|66 SCR2DC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/67_SCRLW|67 SCRLW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/68_SCR2DL|68 SCR2DL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/6B_FADE|6B FADE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/6C_FADEW|6C FADEW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/6F_SCRLP|6F SCRLP]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/DA_AKAO2|DA AKAO2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/F0_MUSIC|F0 MUSIC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/F1_SOUND|F1 SOUND]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/F2_AKAO|F2 AKAO]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/F3_MUSVT|F3 MUSVT]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/F4_MUSVM|F4 MUSVM]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/F5_MULCK|F5 MULCK]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/F6_BMUSC|F6 BMUSC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/F7_CHMPH|F7 CHMPH]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/F8_PMVIE|F8 PMVIE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/F9_MOVIE|F9 MOVIE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/FA_MVIEF|FA MVIEF]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/FB_MVCAM|FB MVCAM]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/FC_FMUSC|FC FMUSC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/FD_CMUSC|FD CMUSC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/FE_CHMST|FE CHMST]]&lt;br /&gt;
&lt;br /&gt;
===  Uncategorised  ===&lt;br /&gt;
&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/69_MPDSP|69 MPDSP]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/6A_VWOFT|6A VWOFT]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/9D_SETX|9D SETX]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/9E_GETX|9E GETX]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/9F_SEARCHX|9F SEARCHX]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/D8_PMJMP|D8 PMJMP]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/D9_PMJMP2|D9 PMJMP2]]&lt;br /&gt;
&lt;br /&gt;
==  Arranged by opcode  ==&lt;br /&gt;
&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/00_RET|00 RET]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/01_REQ|01 REQ]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/02_REQSW|02 REQSW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/03_REQEW|03 REQEW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/04_PREQ|04 PREQ]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/05_PRQSW|05 PRQSW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/06_PRQEW|06 PRQEW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/07_RETTO|07 RETTO]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/08_JOIN|08 JOIN]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/09_SPLIT|09 SPLIT]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/0A_SPTYE|0A SPTYE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/0B_GTPYE|0B GTPYE]]&lt;br /&gt;
 &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;0C (unused)&amp;lt;/font&amp;gt;&lt;br /&gt;
 &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;0D (unused)&amp;lt;/font&amp;gt;&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/0E_DSKCG|0E DSKCG]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/0F_SPECIAL|0F SPECIAL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/10_JMPF|10 JMPF]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/11_JMPFL|11 JMPFL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/12_JMPB|12 JMPB]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/13_JMPBL|13 JMPBL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/14_IFUB|14 IFUB]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/15_IFUBL|15 IFUBL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/16_IFSW|16 IFSW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/17_IFSWL|17 IFSWL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/18_IFUW|18 IFUW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/19_IFUWL|19 IFUWL]]&lt;br /&gt;
 &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;1A (unused)&amp;lt;/font&amp;gt;&lt;br /&gt;
 &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;1B (unused)&amp;lt;/font&amp;gt;&lt;br /&gt;
 &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;1C (unused)&amp;lt;/font&amp;gt;&lt;br /&gt;
 &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;1D (unused)&amp;lt;/font&amp;gt;&lt;br /&gt;
 &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;1E (unused)&amp;lt;/font&amp;gt;&lt;br /&gt;
 &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;1F (unused)&amp;lt;/font&amp;gt;&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/20_MINIGAME|20 MINIGAME]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/21_TUTOR|21 TUTOR]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/22_BTMD2|22 BTMD2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/23_BTRLD|23 BTRLD]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/24_WAIT|24 WAIT]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/25_NFADE|25 NFADE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/26_BLINK|26 BLINK]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/27_BGMOVIE|27 BGMOVIE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/28_KAWAI|28 KAWAI]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/29_KAWIW|29 KAWIW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/2A_PMOVA|2A PMOVA]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/2B_SLIP|2B SLIP]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/2C_BGPDH|2C BGPDH]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/2D_BGSCR|2D BGSCR]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/2E_WCLS|2E WCLS]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/2F_WSIZW|2F WSIZW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/30_IFKEY|30 IFKEY]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/31_IFKEYON|31 IFKEYON]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/32_IFKEYOFF|32 IFKEYOFF]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/33_UC|33 UC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/34_PDIRA|34 PDIRA]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/35_PTURA|35 PTURA]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/36_WSPCL|36 WSPCL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/37_WNUMB|37 WNUMB]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/38_STTIM|38 STTIM]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/39_GOLDu|39 GOLDu]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/3A_GOLDd|3A GOLDd]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/3B_CHGLD|3B CHGLD]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/3C_HMPMAX1|3C HMPMAX1]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/3D_HMPMAX2|3D HMPMAX2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/3E_MHMMX|3E MHMMX]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/3F_HMPMAX3|3F HMPMAX3]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/40_MESSAGE|40 MESSAGE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/41_MPARA|41 MPARA]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/42_MPRA2|42 MPRA2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/43_MPNAM|43 MPNAM]]&lt;br /&gt;
 &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;44 (unused)&amp;lt;/font&amp;gt;&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/45_MPu|45 MPu]]&lt;br /&gt;
 &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;46 (unused)&amp;lt;/font&amp;gt;&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/47_MPd|47 MPd]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/48_ASK|48 ASK]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/49_MENU|49 MENU]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/4A_MENU2|4A MENU2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/4B_BTLTB|4B BTLTB]]&lt;br /&gt;
 &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;4C (unused)&amp;lt;/font&amp;gt;&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/4D_HPu|4D HPu]]&lt;br /&gt;
 &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;4E (unused)&amp;lt;/font&amp;gt;&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/4F_HPd|4F HPd]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/50_WINDOW|50 WINDOW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/51_WMOVE|51 WMOVE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/52_WMODE|52 WMODE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/53_WREST|53 WREST]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/54_WCLSE|54 WCLSE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/55_WROW|55 WROW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/56_GWCOL|56 GWCOL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/57_SWCOL|57 SWCOL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/58_STITM|58 STITM]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/59_DLITM|59 DLITM]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/5A_CKITM|5A CKITM]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/5B_SMTRA|5B SMTRA]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/5C_DMTRA|5C DMTRA]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/5D_CMTRA|5D CMTRA]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/5E_SHAKE|5E SHAKE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/5F_NOP|5F NOP]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/60_MAPJUMP|60 MAPJUMP]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/61_SCRLO|61 SCRLO]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/62_SCRLC|62 SCRLC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/63_SCRLA|63 SCRLA]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/64_SCR2D|64 SCR2D]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/65_SCRCC|65 SCRCC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/66_SCR2DC|66 SCR2DC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/67_SCRLW|67 SCRLW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/68_SCR2DL|68 SCR2DL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/69_MPDSP|69 MPDSP]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/6A_VWOFT|6A VWOFT]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/6B_FADE|6B FADE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/6C_FADEW|6C FADEW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/6D_IDLCK|6D IDLCK]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/6E_LSTMP|6E LSTMP]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/6F_SCRLP|6F SCRLP]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/70_BATTLE|70 BATTLE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/71_BTLON|71 BTLON]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/72_BTLMD|72 BTLMD]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/73_PGTDR|73 PGTDR]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/74_GETPC|74 GETPC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/75_PXYZI|75 PXYZI]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/76_PLUS!|76 PLUS!]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/77_PLUS2!|77 PLUS2!]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/78_MINUS!|78 MINUS!]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/79_MINUS2!|79 MINUS2!]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/7A_INC!|7A INC!]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/7B_INC2!|7B INC2!]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/7C_DEC!|7C DEC!]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/7D_DEC2!|7D DEC2!]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/7E_TLKON|7E TLKON]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/7F_RDMSD|7F RDMSD]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/80_SETBYTE|80 SETBYTE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/81_SETWORD|81 SETWORD]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/82_BITON|82 BITON]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/83_BITOFF|83 BITOFF]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/84_BITXOR|84 BITXOR]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/85_PLUS|85 PLUS]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/86_PLUS2|86 PLUS2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/87_MINUS|87 MINUS]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/88_MINUS2|88 MINUS2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/89_MUL|89 MUL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/8A_MUL2|8A MUL2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/8B_DIV|8B DIV]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/8C_DIV2|8C DIV2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/8D_MOD|8D MOD]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/8E_MOD2|8E MOD2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/8F_AND|8F AND]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/90_AND2|90 AND2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/91_OR|91 OR]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/92_OR2|92 OR2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/93_XOR|93 XOR]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/94_XOR2|94 XOR2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/95_INC|95 INC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/96_INC2|96 INC2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/97_DEC|97 DEC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/98_DEC2|98 DEC2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/99_RANDOM|99 RANDOM]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/9A_LBYTE|9A LBYTE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/9B_HBYTE|9B HBYTE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/9C_2BYTE|9C 2BYTE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/9D_SETX|9D SETX]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/9E_GETX|9E GETX]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/9F_SEARCHX|9F SEARCHX]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/A0_PC|A0 PC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/A1_CHAR|A1 CHAR]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/A2_DFANM|A2 DFANM]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/A3_ANIME1|A3 ANIME1]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/A4_VISI|A4 VISI]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/A5_XYZI|A5 XYZI]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/A6_XYI|A6 XYI]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/A7_XYZ|A7 XYZ]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/A8_MOVE|A8 MOVE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/A9_CMOVE|A9 CMOVE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/AA_MOVA|AA MOVA]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/AB_TURA|AB TURA]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/AC_ANIMW|AC ANIMW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/AD_FMOVE|AD FMOVE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/AE_ANIME2|AE ANIME2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/AF_ANIM!1|AF ANIM!1]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/B0_CANIM1|B0 CANIM1]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/B1_CANM!1|B1 CANM!1]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/B2_MSPED|B2 MSPED]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/B3_DIR|B3 DIR]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/B4_TURNGEN|B4 TURNGEN]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/B5_TURN|B5 TURN]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/B6_DIRA|B6 DIRA]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/B7_GETDIR|B7 GETDIR]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/B8_GETAXY|B8 GETAXY]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/B9_GETAI|B9 GETAI]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/BA_ANIM!2|BA ANIM!2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/BB_CANIM2|BB CANIM2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/BC_CANM!2|BC CANM!2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/BD_ASPED|BD ASPED]]&lt;br /&gt;
 &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;BE (unused)&amp;lt;/font&amp;gt;&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/BF_CC|BF CC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/C0_JUMP|C0 JUMP]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/C1_AXYZI|C1 AXYZI]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/C2_LADER|C2 LADER]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/C3_OFST|C3 OFST]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/C4_OFSTW|C4 OFSTW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/C5_TALKR|C5 TALKR]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/C6_SLIDR|C6 SLIDR]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/C7_SOLID|C7 SOLID]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/C8_PRTYP|C8 PRTYP]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/C9_PRTYM|C9 PRTYM]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/CA_PRTYE|CA PRTYE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/CB_IFPRTYQ|CB IFPRTYQ]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/CC_IFMEMBQ|CC IFMEMBQ]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/CD_MMBud|CD MMBud]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/CE_MMBLK|CE MMBLK]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/CF_MMBUK|CF MMBUK]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/D0_LINE|D0 LINE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/D1_LINON|D1 LINON]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/D2_MPJPO|D2 MPJPO]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/D3_SLINE|D3 SLINE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/D4_SIN|D4 SIN]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/D5_COS|D5 COS]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/D6_TLKR2|D6 TLKR2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/D7_SLDR2|D7 SLDR2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/D8_PMJMP|D8 PMJMP]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/D9_PMJMP2|D9 PMJMP2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/DA_AKAO2|DA AKAO2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/DB_FCFIX|DB FCFIX]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/DC_CCANM|DC CCANM]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/DD_ANIMB|DD ANIMB]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/DE_TURNW|DE TURNW]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/DF_MPPAL|DF MPPAL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/E0_BGON|E0 BGON]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/E1_BGOFF|E1 BGOFF]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/E2_BGROL|E2 BGROL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/E3_BGROL2|E3 BGROL2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/E4_BGCLR|E4 BGCLR]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/E5_STPAL|E5 STPAL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/E6_LDPAL|E6 LDPAL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/E7_CPPAL|E7 CPPAL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/E8_RTPAL|E8 RTPAL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/E9_ADPAL|E9 ADPAL]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/EA_MPPAL2|EA MPPAL2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/EB_STPLS|EB STPLS]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/EC_LDPLS|EC LDPLS]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/ED_CPPAL2|ED CPPAL2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/EE_RTPAL2|EE RTPAL2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/EF_ADPAL2|EF ADPAL2]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/F0_MUSIC|F0 MUSIC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/F1_SOUND|F1 SOUND]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/F2_AKAO|F2 AKAO]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/F3_MUSVT|F3 MUSVT]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/F4_MUSVM|F4 MUSVM]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/F5_MULCK|F5 MULCK]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/F6_BMUSC|F6 BMUSC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/F7_CHMPH|F7 CHMPH]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/F8_PMVIE|F8 PMVIE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/F9_MOVIE|F9 MOVIE]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/FA_MVIEF|FA MVIEF]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/FB_MVCAM|FB MVCAM]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/FC_FMUSC|FC FMUSC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/FD_CMUSC|FD CMUSC]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/FE_CHMST|FE CHMST]]&lt;br /&gt;
 [[FF7/Field/Script/Opcodes/FF_GAMEOVER|FF GAMEOVER]]&lt;/div&gt;</summary>
		<author><name>Akari</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Field/Script/Opcodes/00_RET&amp;diff=6023</id>
		<title>FF7/Field/Script/Opcodes/00 RET</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Field/Script/Opcodes/00_RET&amp;diff=6023"/>
		<updated>2025-09-21T09:16:19Z</updated>

		<summary type="html">&lt;p&gt;Akari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x00'''&lt;br /&gt;
* Short name: '''RET'''&lt;br /&gt;
* Long name: Return from request / Halt&lt;br /&gt;
&lt;br /&gt;
==== Memory layout ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
! width=&amp;quot;40&amp;quot; | 0x00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Arguments ====&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
When an [[FF7/Field/Script/Actor|actor]]'s event is being executed as part of a request (function call), the return opcode will cause current execution to halt and return to whatever the actor was previously executing (at some lower [[FF7/Field/Script/Priorities|priority]]). If the execution was requested via a synchronous call ([[FF7/Field/Script/Opcodes/03 REQEW|REQEW]] or [[FF7/Field/Script/Opcodes/06 PRQEW|PRQEW]]), the completion of execution is also signalled to the calling actor which can resume execution.&lt;br /&gt;
&lt;br /&gt;
If ''return'' is used when executing at lowest priority (0x7), execution will simply halt. This is what happens in the [[FF7/Field/Scripts/Entry script|entry scripts]].&lt;/div&gt;</summary>
		<author><name>Akari</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Field/Script/Opcodes/02_REQSW&amp;diff=6022</id>
		<title>FF7/Field/Script/Opcodes/02 REQSW</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Field/Script/Opcodes/02_REQSW&amp;diff=6022"/>
		<updated>2025-09-21T09:13:34Z</updated>

		<summary type="html">&lt;p&gt;Akari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x02'''&lt;br /&gt;
* Short name: '''REQSW'''&lt;br /&gt;
* Long name: Request send wait (asynchronous execution, guaranteed)&lt;br /&gt;
&lt;br /&gt;
==== Memory layout ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
! width=&amp;quot;40&amp;quot; | 0x02&lt;br /&gt;
! width=&amp;quot;40&amp;quot; | ''E''&lt;br /&gt;
! width=&amp;quot;40&amp;quot; | ''P / F''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Arguments ====&lt;br /&gt;
* '''const UByte''' ''E'': The ID of the target [[FF7/Field/Script/Actor|actor]].&lt;br /&gt;
* '''const Bit[3]''' ''P'': The [[FF7/Field/Script/Priorities|priority]] at which we want to execute the remote script (high 3 bits of byte).&lt;br /&gt;
* '''const Bit[5]''' ''F'': The ID of the specific actors event to be executed (low 5 bits of byte).&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
Requests that a remote actor executes one of its events at a specified priority. If the specified priority is already busy with some other event (higher priority may be executing), the request will block until it becomes available and only then return. The remote execution is still carried out asynchronously, with no notification of completion.&lt;/div&gt;</summary>
		<author><name>Akari</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Field/Script/Opcodes/02_REQSW&amp;diff=6021</id>
		<title>FF7/Field/Script/Opcodes/02 REQSW</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Field/Script/Opcodes/02_REQSW&amp;diff=6021"/>
		<updated>2025-09-21T09:11:57Z</updated>

		<summary type="html">&lt;p&gt;Akari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Opcode: '''0x02'''&lt;br /&gt;
* Short name: '''REQSW'''&lt;br /&gt;
* Long name: Request remote execution (asynchronous execution, guaranteed)&lt;br /&gt;
&lt;br /&gt;
==== Memory layout ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
! width=&amp;quot;40&amp;quot; | 0x02&lt;br /&gt;
! width=&amp;quot;40&amp;quot; | ''E''&lt;br /&gt;
! width=&amp;quot;40&amp;quot; | ''P / F''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Arguments ====&lt;br /&gt;
* '''const UByte''' ''E'': The ID of the target [[FF7/Field/Script/Entity|entity]].&lt;br /&gt;
* '''const Bit[3]''' ''P'': The [[FF7/Field/Script/Priorities|priority]] at which we want to execute the remote script (high 3 bits of byte).&lt;br /&gt;
* '''const Bit[5]''' ''F'': The ID of the specific member function of ''E'' to be executed (low 5 bits of byte).&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
Requests that a remote actor executes one of its events at a specified priority. If the specified priority is already busy with some other event (higher priority may be executing), the request will block until it becomes available and only then return. The remote execution is still carried out asynchronously, with no notification of completion.&lt;/div&gt;</summary>
		<author><name>Akari</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Field/Script&amp;diff=6020</id>
		<title>FF7/Field/Script</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Field/Script&amp;diff=6020"/>
		<updated>2025-09-20T19:09:01Z</updated>

		<summary type="html">&lt;p&gt;Akari: /* Section 1 Header */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===  Section 1: Dialog and Event ([[User:Halkun|Halkun]], [[User:Lasyan|Lasyan]], [[User:Qhimm|Qhimm]] and [[User:Ficedula|Ficedula]])  ===&lt;br /&gt;
&lt;br /&gt;
The First 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 the data in this section are the same. A recap of the PSX DAT file format is later in this document.&lt;br /&gt;
&lt;br /&gt;
The data in this section also has a header with the following format.&lt;br /&gt;
&lt;br /&gt;
====  Section 1 Header  ====&lt;br /&gt;
&lt;br /&gt;
  struct FF7SCRIPTHEADER {&lt;br /&gt;
    u8 eventDataVersion                 // Release game has 0x02 (early demo has 0x01)&lt;br /&gt;
    u8 eventVersion;			// Release game has 0x05 (early demo has 0x03)&lt;br /&gt;
    char nEntities;			// Number of entities&lt;br /&gt;
    char nModels;			// Number of models&lt;br /&gt;
    u16 wStringOffset;			// Offset to strings&lt;br /&gt;
    u16 nAkaoOffsets;			// Specifies the number of Akao/tuto blocks/offsets&lt;br /&gt;
    u16 scale;                          // Scale of field. For move and talk calculation (9bit fixed point).&lt;br /&gt;
    u16 blank[3];&lt;br /&gt;
    char szCreator[8];			// Field creator (never shown)&lt;br /&gt;
    char szName[8];			// Field name (never shown)&lt;br /&gt;
    char szEntities[nEntities][8];	// Field entity names&lt;br /&gt;
    u32 dwAkaoOffsets[nAkaoOffsets];	// Akao/Tuto block offsets&lt;br /&gt;
    u16 vEntityScripts[nEntities][32];	// Entity script entry points, or more&lt;br /&gt;
 					// explicitly, subroutine offsets&lt;br /&gt;
  };&lt;br /&gt;
&lt;br /&gt;
====  Event Script Subsection  ====&lt;br /&gt;
&lt;br /&gt;
Here we have all of the pointers tables, one for each section. Pointers are 2 bytes length. Each table has a length of 64 bytes, which means a section can have 32 scripts max. Each pointer refers to the first command of the current script. The section number N begins at the offset header_length+N*64. Note: the only way to retrieve the length of a script is to subtract the position of the next script to the position of the current script.&lt;br /&gt;
&lt;br /&gt;
[[User:Cyberman|Cyberman]] 14:05, 30 Dec 2006 (CST) Unused events in the event script subsection point to a [[FF7/Field/Script/Opcodes/00_RET|00 RET]] opcode (each empty script has a unique RET opcode for it in the script). This must be strictly adhered too or the FF7 engine will crash.&lt;br /&gt;
&lt;br /&gt;
====  Event Script  ====&lt;br /&gt;
&lt;br /&gt;
The actual script follows immediately after the aforementioned pointer tables. For a list of opcodes and their arguments, see the [[FF7/Field/Script/Opcodes|opcode table]].&lt;br /&gt;
&lt;br /&gt;
====  Dialog Subsection  ====&lt;br /&gt;
&lt;br /&gt;
Right after the last script of the preceding section, we find the 2 byte dialog count, followed by the dialog pointer table. Using the dialog count, you can deduce the length of the table: number_of_dialogs*2. After these 2 bytes we have the pointers for each dialog. Be aware that the pointers are relative to the table, which means you must add the position of the table to each pointer in order to find the right position of the dialog. The dialogs begin right after the table, and the code 255 means the end of the dialog. Note: some hidden dialogs are not referenced in the table!&lt;br /&gt;
&lt;br /&gt;
====  Akao blocks  ====&lt;br /&gt;
&lt;br /&gt;
If there are any Akao offsets (as specified by nExtraOffsets and dwExtraOffsets), they follow after the dialog subsection, beginning with the four-letter AKAO. Akao blocks contain sound-related data such as the music file index for this field. In some fields (junpb_2, mds7pb_1, mds7pb_2 and msd7_w2), the Akaos are mixed with tutorials. I do not know why, but the PC version uses a separate file (junpb.tut, mds7_w.tut or mds7pb.tut) instead of these tutorials.&amp;lt;br /&amp;gt;'''Note:''' Between dialogs and akaos there may be a padding to align the akaos section.&lt;/div&gt;</summary>
		<author><name>Akari</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Field/Script&amp;diff=6019</id>
		<title>FF7/Field/Script</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Field/Script&amp;diff=6019"/>
		<updated>2025-09-20T18:40:06Z</updated>

		<summary type="html">&lt;p&gt;Akari: /* Section 1 Header */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===  Section 1: Dialog and Event ([[User:Halkun|Halkun]], [[User:Lasyan|Lasyan]], [[User:Qhimm|Qhimm]] and [[User:Ficedula|Ficedula]])  ===&lt;br /&gt;
&lt;br /&gt;
The First 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 the data in this section are the same. A recap of the PSX DAT file format is later in this document.&lt;br /&gt;
&lt;br /&gt;
The data in this section also has a header with the following format.&lt;br /&gt;
&lt;br /&gt;
====  Section 1 Header  ====&lt;br /&gt;
&lt;br /&gt;
  struct FF7SCRIPTHEADER {&lt;br /&gt;
    u8 eventDataVersion                 // Release game has 0x02&lt;br /&gt;
    u8 eventVersion;			// Release game has 0x05&lt;br /&gt;
    char nEntities;			// Number of entities&lt;br /&gt;
    char nModels;			// Number of models&lt;br /&gt;
    u16 wStringOffset;			// Offset to strings&lt;br /&gt;
    u16 nAkaoOffsets;			// Specifies the number of Akao/tuto blocks/offsets&lt;br /&gt;
    u16 scale;                          // Scale of field. For move and talk calculation (9bit fixed point).&lt;br /&gt;
    u16 blank[3];&lt;br /&gt;
    char szCreator[8];			// Field creator (never shown)&lt;br /&gt;
    char szName[8];			// Field name (never shown)&lt;br /&gt;
    char szEntities[nEntities][8];	// Field entity names&lt;br /&gt;
    u32 dwAkaoOffsets[nAkaoOffsets];	// Akao/Tuto block offsets&lt;br /&gt;
    u16 vEntityScripts[nEntities][32];	// Entity script entry points, or more&lt;br /&gt;
 					// explicitly, subroutine offsets&lt;br /&gt;
  };&lt;br /&gt;
&lt;br /&gt;
====  Event Script Subsection  ====&lt;br /&gt;
&lt;br /&gt;
Here we have all of the pointers tables, one for each section. Pointers are 2 bytes length. Each table has a length of 64 bytes, which means a section can have 32 scripts max. Each pointer refers to the first command of the current script. The section number N begins at the offset header_length+N*64. Note: the only way to retrieve the length of a script is to subtract the position of the next script to the position of the current script.&lt;br /&gt;
&lt;br /&gt;
[[User:Cyberman|Cyberman]] 14:05, 30 Dec 2006 (CST) Unused events in the event script subsection point to a [[FF7/Field/Script/Opcodes/00_RET|00 RET]] opcode (each empty script has a unique RET opcode for it in the script). This must be strictly adhered too or the FF7 engine will crash.&lt;br /&gt;
&lt;br /&gt;
====  Event Script  ====&lt;br /&gt;
&lt;br /&gt;
The actual script follows immediately after the aforementioned pointer tables. For a list of opcodes and their arguments, see the [[FF7/Field/Script/Opcodes|opcode table]].&lt;br /&gt;
&lt;br /&gt;
====  Dialog Subsection  ====&lt;br /&gt;
&lt;br /&gt;
Right after the last script of the preceding section, we find the 2 byte dialog count, followed by the dialog pointer table. Using the dialog count, you can deduce the length of the table: number_of_dialogs*2. After these 2 bytes we have the pointers for each dialog. Be aware that the pointers are relative to the table, which means you must add the position of the table to each pointer in order to find the right position of the dialog. The dialogs begin right after the table, and the code 255 means the end of the dialog. Note: some hidden dialogs are not referenced in the table!&lt;br /&gt;
&lt;br /&gt;
====  Akao blocks  ====&lt;br /&gt;
&lt;br /&gt;
If there are any Akao offsets (as specified by nExtraOffsets and dwExtraOffsets), they follow after the dialog subsection, beginning with the four-letter AKAO. Akao blocks contain sound-related data such as the music file index for this field. In some fields (junpb_2, mds7pb_1, mds7pb_2 and msd7_w2), the Akaos are mixed with tutorials. I do not know why, but the PC version uses a separate file (junpb.tut, mds7_w.tut or mds7pb.tut) instead of these tutorials.&amp;lt;br /&amp;gt;'''Note:''' Between dialogs and akaos there may be a padding to align the akaos section.&lt;/div&gt;</summary>
		<author><name>Akari</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/Field/Script&amp;diff=6018</id>
		<title>FF7/Field/Script</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/Field/Script&amp;diff=6018"/>
		<updated>2025-09-20T18:39:28Z</updated>

		<summary type="html">&lt;p&gt;Akari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===  Section 1: Dialog and Event ([[User:Halkun|Halkun]], [[User:Lasyan|Lasyan]], [[User:Qhimm|Qhimm]] and [[User:Ficedula|Ficedula]])  ===&lt;br /&gt;
&lt;br /&gt;
The First 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 the data in this section are the same. A recap of the PSX DAT file format is later in this document.&lt;br /&gt;
&lt;br /&gt;
The data in this section also has a header with the following format.&lt;br /&gt;
&lt;br /&gt;
====  Section 1 Header  ====&lt;br /&gt;
&lt;br /&gt;
  struct FF7SCRIPTHEADER {&lt;br /&gt;
    u8 eventDataVersion;		// Release game has 0x02&lt;br /&gt;
    u8 eventVersion;			// Release game has 0x05&lt;br /&gt;
    char nEntities;			// Number of entities&lt;br /&gt;
    char nModels;			// Number of models&lt;br /&gt;
    u16 wStringOffset;			// Offset to strings&lt;br /&gt;
    u16 nAkaoOffsets;			// Specifies the number of Akao/tuto blocks/offsets&lt;br /&gt;
    u16 scale;                          // Scale of field. For move and talk calculation (9bit fixed point).&lt;br /&gt;
    u16 blank[3];&lt;br /&gt;
    char szCreator[8];			// Field creator (never shown)&lt;br /&gt;
    char szName[8];			// Field name (never shown)&lt;br /&gt;
    char szEntities[nEntities][8];	// Field entity names&lt;br /&gt;
    u32 dwAkaoOffsets[nAkaoOffsets];	// Akao/Tuto block offsets&lt;br /&gt;
    u16 vEntityScripts[nEntities][32];	// Entity script entry points, or more&lt;br /&gt;
 					// explicitly, subroutine offsets&lt;br /&gt;
  };&lt;br /&gt;
&lt;br /&gt;
====  Event Script Subsection  ====&lt;br /&gt;
&lt;br /&gt;
Here we have all of the pointers tables, one for each section. Pointers are 2 bytes length. Each table has a length of 64 bytes, which means a section can have 32 scripts max. Each pointer refers to the first command of the current script. The section number N begins at the offset header_length+N*64. Note: the only way to retrieve the length of a script is to subtract the position of the next script to the position of the current script.&lt;br /&gt;
&lt;br /&gt;
[[User:Cyberman|Cyberman]] 14:05, 30 Dec 2006 (CST) Unused events in the event script subsection point to a [[FF7/Field/Script/Opcodes/00_RET|00 RET]] opcode (each empty script has a unique RET opcode for it in the script). This must be strictly adhered too or the FF7 engine will crash.&lt;br /&gt;
&lt;br /&gt;
====  Event Script  ====&lt;br /&gt;
&lt;br /&gt;
The actual script follows immediately after the aforementioned pointer tables. For a list of opcodes and their arguments, see the [[FF7/Field/Script/Opcodes|opcode table]].&lt;br /&gt;
&lt;br /&gt;
====  Dialog Subsection  ====&lt;br /&gt;
&lt;br /&gt;
Right after the last script of the preceding section, we find the 2 byte dialog count, followed by the dialog pointer table. Using the dialog count, you can deduce the length of the table: number_of_dialogs*2. After these 2 bytes we have the pointers for each dialog. Be aware that the pointers are relative to the table, which means you must add the position of the table to each pointer in order to find the right position of the dialog. The dialogs begin right after the table, and the code 255 means the end of the dialog. Note: some hidden dialogs are not referenced in the table!&lt;br /&gt;
&lt;br /&gt;
====  Akao blocks  ====&lt;br /&gt;
&lt;br /&gt;
If there are any Akao offsets (as specified by nExtraOffsets and dwExtraOffsets), they follow after the dialog subsection, beginning with the four-letter AKAO. Akao blocks contain sound-related data such as the music file index for this field. In some fields (junpb_2, mds7pb_1, mds7pb_2 and msd7_w2), the Akaos are mixed with tutorials. I do not know why, but the PC version uses a separate file (junpb.tut, mds7_w.tut or mds7pb.tut) instead of these tutorials.&amp;lt;br /&amp;gt;'''Note:''' Between dialogs and akaos there may be a padding to align the akaos section.&lt;/div&gt;</summary>
		<author><name>Akari</name></author>
		
	</entry>
</feed>