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FF8/BattleStructure

No change in size, 20:28, 15 January 2015
m
fixed formatting
| 1
| Battle scenario. The value here corresponds to the number in the a0stg???.x files (into battle.fs file). You have to convert it to hex
!|-
| align="left" | 0x01
| 1
| Refers to some battle aspects and it works like 8 binary switches (see below)
!|-
| align="left" | 0x02
| 1
| Still don't know, but I suspect that it has something to do with camera movement. If you set it to 0xFF camera will always be fixed
!|-
| align="left" | 0x03
| 1
| unkonwn
!|-| ! align="left" | 0x04
| 1
| Visible enemies. Shows an enemy for each bit in the byte. (see below for "enemy switches")
!|-| ! align="left" | 0x05
| 1
| Loaded enemies. Show the enemies that are been actually fought. Loaded enemies will attack you.
!|-
| align="left" | 0x06
| ! 1
| Targetable enemies. Show the enemies which will apear in the target window. Careful with this, if you put untargetable enemies battle will never end. (see "enemy switches" too)
!|-| ! align="left" | 0x07
| 1
| Number of enemies. Also works like eight binary switches. See below
!|-| ! align="left" | 0x08
| 48
| Enemy coordinates. Its a set of 6x8 bytes which describes each enemy's coordinate in (x,y,z) format. So, first 6 bytes would be enemy 1's coords, next 6 enemy 2's ones, and so on.
!|-| ! align="left" | 0x38
| 8
| Enemies. Each byte represents an enemy. To know what enemy you're working with, you can check the c0m???.dat files in battle.fs. You just have to convert it to hex and add 0x10. Be careful, if you put numbers under 0x10 as enemies, battle will crush.
!|-| ! align="left" | 0x40
| 16
| unknown
!|-| ! align="left" | 0x50
| 16
| Still under research, but this is usually the same as the previous field's value.
!|-| ! align="left" | 0x60
| 16
| unknown
!|-| ! align="left" | 0x70
| 8
| unknown
!|-| ! align="left" | 0x78
| 8
| Enemy level. Each enemy level is 1 byte. Numbers from 0x0 to 0x64 are fixed levels up to 100. From 0x64 to 0xFF... Still don't know because it makes weird things...
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