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→Section 2-13: UNKNOWN
Every single byte is regionID used for example in section1 for encounters.
=== Section 2-133: UNKNOWN ===
UNKNOWN
=== Section 4: World Map Encounters ===
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Offset
! style="background:rgb(204,204,204)" | Length
! style="background:rgb(204,204,204)" | Description
|-
| section1.ESI * 8
| 8 bytes
| 8 bytes of encounters from scene.out
|}
It's as simple as that:
Squall makes step on worldmap, game gets Squall position and tests it with section2 containing region, then loops through section1 and tests groundID and regionID to find ESI multiplier, if random number generates battle, then game gets to section4 using ESI determined earlier with Squall step on world map and plays randomly one of the eight encounters (because one ESI/encounterEntry is 8 bytes, where first four are the most common, other 2 medium and last 2 rarest)
=== Section 5-13: UNKNOWN ===
=== Section 14: Side quests texts/tialogs ===