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FF7/WorldMap Module/Script

474 bytes added, 11:04, 10 November 2021
Functions: Expand system functions section
This table is probably not complete.
There is also a set of 32 system functions that are executed in response to certain events which . First 10 are called by the game's executable (subroutine at address 0x7640BC in the PC version), while the remaining ones are not related called by the "[[FF7/WorldMap Module/Script/Opcodes/204|run function]]" WM opcode with Model ID parameter set to a certain model;0xFFFF.
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse"
| 2
| Tick
| Called each frame(only does a check if Zolom should be reset)
|-
| 3
| UnknownDummy function (copy of Function ID 2)
|
|-
| 4
| UnknownDummy function (copy of Function ID 2)
|
|-
| 5
| UnknownDummy function (copy of Function ID 2)
|
|-
| 6
| Unknown
| Enter highwind interior?
|-
| 7
| Midgar Zolom
| Called when the player touches the midgar zolom in the swamp.
|-
| 8
| Dummy function (copy of Function ID 2)
|
|-
| 9
| Northern Cave landing
| Checks if Highwind can land in the crater switches to Highwind Deck map
|}
 
This table is not complete either.
And finally there is a set of functions which are called when the player steps on a walkmesh triangle that is designated to trigger a script. Which function is executed depends on the mesh coordinates of the player (0-35, 0-27) as well as the function ID [[FF7/WorldMap_Module#Triangle|from the MAP file]]. Each mesh can trigger up to 5 different functions with ids from 0 to 4. In theory there can be more than 2000 unique combinations so no list will be given for these functions :) Fortunately, not all functions need to be implemented, as will become apparent in the next section, functions that do nothing do not need to be implemented at all. Most of the mesh functions handle entering field levels from the world map.
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