Difference between revisions of "FF7/Attack data"
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my_wiki>Akari (→KERNEL.BIN - Section 2: Attack data format) |
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− | + | ''(Note:This information has been provided by NFITC1)'' | |
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− | + | This section contains the data for Menu commands. There are 32 entries of 8 bytes in the following format: | |
− | + | ||
− | + | <TABLE border=1 CELLSPACING=1 Cellpadding=3 FRAME=VOID align="center" rules=all frame=box> | |
− | + | <TR style="background:#CCCCCC" align="center"> | |
− | + | <TD><b>Offset</b></TD> | |
− | + | <TD><b>Length</b></TD> | |
− | + | <TD colspan=2><b>Function</b></TD> | |
− | + | </TR> | |
− | + | <TR> | |
− | + | <TD align="center">0x00</TD> | |
− | + | <TD>1 byte</TD> | |
− | + | <TD colspan=2>Initial Cursor Action (see below)</TD> | |
− | + | </TR> | |
− | + | <TR> | |
− | + | <td style="background:rgb(204,204,255)" align="center" colspan="2" rowspan="12"></TD> | |
− | + | <TD align="center">00h </TD> | |
− | + | <TD>Perform command using target data</TD> | |
− | + | </TR> | |
− | + | <TR> | |
− | + | <TD align="center">01h </TD> | |
− | + | <TD>Magic Menu</TD> | |
− | + | </TR> | |
− | + | <TR> | |
− | + | <TD align="center">02h </TD> | |
− | + | <TD>Summon Menu</TD> | |
− | + | </TR> | |
− | + | <TR> | |
− | + | <TD align="center">03h </TD> | |
− | + | <TD>Item Menu</TD> | |
− | + | </TR> | |
− | + | <TR> | |
− | + | <TD align="center">04h </TD> | |
− | + | <TD>E.Skill Menu</TD> | |
− | + | </TR> | |
− | + | <TR> | |
− | + | <TD align="center">05h </TD> | |
− | + | <TD>Throw Menu</TD> | |
− | + | </TR> | |
− | + | <TR> | |
− | + | <TD align="center">06h </TD> | |
− | + | <TD>Limit Menu (Character Specific)</TD> | |
− | + | </TR> | |
− | + | <TR> | |
− | + | <TD align="center">07h </TD> | |
− | + | <TD>Cursor moves to battle field and obeys target data</TD> | |
− | + | </TR> | |
− | + | <TR> | |
− | + | <TD align="center">08h </TD> | |
− | + | <TD>W-Item</TD> | |
− | + | </TR> | |
− | + | <TR> | |
− | + | <TD align="center">09h </TD> | |
− | + | <TD>W-Magic</TD> | |
− | + | </TR> | |
− | + | <TR> | |
− | + | <TD align="center">0Ah </TD> | |
− | + | <TD>W-Summon</TD> | |
− | + | </TR> | |
− | + | <TR> | |
− | + | <TD align="center">0Bh </TD> | |
− | + | <TD>Coin Menu</TD> | |
− | + | </TR> | |
− | + | <TR> | |
− | + | <TD align="center">0x01</TD> | |
− | + | <TD>1 byte</TD> | |
− | + | <TD colspan=2>Force Targeting (see below)</TD> | |
− | + | </TR> | |
− | + | <TR> | |
− | + | <td style="background:rgb(204,204,255)" align="center" colspan="2" rowspan="8"></TD> | |
− | + | <TD>01h </TD> | |
− | + | <TD>Enable Selection</TD> | |
− | + | </TR> | |
− | + | <TR> | |
− | + | <TD>02h </TD> | |
− | + | <TD>Cursor Starts on Enemies</TD> | |
− | + | </TR><TR> | |
− | + | <TD>04h </TD> | |
− | + | <TD>Multiple targets as default</TD> | |
− | + | </TR><TR> | |
− | + | <TD>08h </TD> | |
− | + | <TD>Toggle Multiple/single target(s)</TD> | |
− | + | </TR> | |
− | + | <TR> | |
− | + | <TD>10h </TD> | |
− | + | <TD>One Row only</TD> | |
− | + | </TR> | |
− | + | <TR> | |
− | + | <TD>20h </TD> | |
− | + | <TD>Long range targets take normal damage to physical "elements"</TD> | |
− | + | </TR><TR> | |
− | + | <TD>40h </TD> | |
− | + | <TD>Both Sides</TD> | |
− | + | </TR><TR> | |
− | + | <TD>80h </TD> | |
− | + | <TD>Random Target</TD> | |
− | + | </TR> | |
− | + | <TR style="background:rgb(255,255,204);" > | |
− | + | <TD align="center">0x02</TD> | |
− | + | <TD>2 bytes</TD> | |
− | + | <TD colspan=2>Unknown (Always FFh)</TD> | |
− | + | </TR><TR> | |
− | + | <TD align="center">0x04</TD> | |
− | + | <TD>2 bytes</TD> | |
− | + | <TD colspan=2>Single Target Camera Movement index</TD> | |
− | + | </TR><TR> | |
− | + | <TD align="center">0x06</TD> | |
− | + | <TD>2 bytes</TD> | |
− | + | <TD colspan=2>Multiple Targets Camera Movement index</TD> | |
− | + | </TR> | |
− | + | </TABLE> | |
− | + | ||
− | + | <br /> | |
− | + | ''Notes'': A menu (except the Coin menu?) will return only the index of the selection on that menu to the battle engine. Then battle engine then performs the action based on that index, not the object selected. | |
− | + | (ie. if magic is edited to display the Summon menu and Titan (04h) is selected to be summoned, the character will perform Poisona (04h) instead because the battle engine knows that it was the magic command that gave that index.) | |
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Revision as of 09:17, 19 October 2008
(Note:This information has been provided by NFITC1)
This section contains the data for Menu commands. There are 32 entries of 8 bytes in the following format:
Offset | Length | Function | |
0x00 | 1 byte | Initial Cursor Action (see below) | |
00h | Perform command using target data | ||
01h | Magic Menu | ||
02h | Summon Menu | ||
03h | Item Menu | ||
04h | E.Skill Menu | ||
05h | Throw Menu | ||
06h | Limit Menu (Character Specific) | ||
07h | Cursor moves to battle field and obeys target data | ||
08h | W-Item | ||
09h | W-Magic | ||
0Ah | W-Summon | ||
0Bh | Coin Menu | ||
0x01 | 1 byte | Force Targeting (see below) | |
01h | Enable Selection | ||
02h | Cursor Starts on Enemies | ||
04h | Multiple targets as default | ||
08h | Toggle Multiple/single target(s) | ||
10h | One Row only | ||
20h | Long range targets take normal damage to physical "elements" | ||
40h | Both Sides | ||
80h | Random Target | ||
0x02 | 2 bytes | Unknown (Always FFh) | |
0x04 | 2 bytes | Single Target Camera Movement index | |
0x06 | 2 bytes | Multiple Targets Camera Movement index |
Notes: A menu (except the Coin menu?) will return only the index of the selection on that menu to the battle engine. Then battle engine then performs the action based on that index, not the object selected.
(ie. if magic is edited to display the Summon menu and Titan (04h) is selected to be summoned, the character will perform Poisona (04h) instead because the battle engine knows that it was the magic command that gave that index.)