Difference between revisions of "FF7/Battle/Battle Animation/Animation Script"

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Line 18: Line 18:
 
| 90
 
| 90
 
| byte, word
 
| byte, word
| Something specific for Emerald weapon's eyes.
+
| Change color [byte] in texture of currently used CLUT to [word] (Might apply to all textures or just first texture. Not sure. It was written with the understanding that it's only going to be used on Emerald Weapon's eyes. ie, it will only affect enemy slots 2-6)
 
|-
 
|-
 
| 91
 
| 91
 
| byte
 
| byte
|  
+
| After a [byte] frame delay, do ???
 
|-
 
|-
 
| 92
 
| 92
Line 86: Line 86:
 
| A1
 
| A1
 
| byte, byte
 
| byte, byte
|
+
| Do [byte0?] at [byte1] frame intervals (byte1 definitely increases frequency of damage counter appearance during multi-hit actions)
 
|-
 
|-
 
| A2
 
| A2
 
| byte
 
| byte
|
+
| Performs transformation a la Vincent's Limit Break set by AC and play animation script [byte] of new model
 
|-
 
|-
 
| A3
 
| A3
 
| byte
 
| byte
| Plays Midi file [byte]
+
| Looks like it should change effect volume to [byte]/128, but in practice seems to mute them.
 
|-
 
|-
 
| A4
 
| A4
 
|
 
|
|
+
| E.Skill charge effect (remains stationary on actor's position when called)
 
|-
 
|-
 
| A5
 
| A5
 
|
 
|
|
+
| Summon charge effect (remains stationary on actor's position when called)
 
|-
 
|-
 
| A6
 
| A6
 
|
 
|
|
+
| Return defending actor to original position (slightly different from FA)
 
|-
 
|-
 
| A7
 
| A7
Line 114: Line 114:
 
| A8
 
| A8
 
| byte, byte
 
| byte, byte
|
+
| Wait for [byte0] frames then interpolate actor's current position back to original position in [byte1] frames
 
|-
 
|-
 
| A9
 
| A9
 
|
 
|
|
+
| Used in idle animations* (A9[][00] this increment script pointer by 2 and execute animation on second pointer.)
 
|-
 
|-
 
| AA
 
| AA
 
|
 
|
|
+
| Continue camera scripts (if it was paused before).
 
|-
 
|-
 
| AB
 
| AB
 
| word, word
 
| word, word
|
+
| Move to position [word0, 0] relative to target of current action (word1 is ignored; used during "Cover")
 
|-
 
|-
 
| AC
 
| AC
 
| byte
 
| byte
|
+
| Set character transformation to [byte]
 
|-
 
|-
 
| AD
 
| AD
 
| byte, word, byte, byte
 
| byte, word, byte, byte
|
+
| AD[joint XX][distance XXXX][start XX][end XX] Attach effect machinegun to given joint with given distanse from this joint which starts and ends at given number of frames. Always machingun fire. If end 0x80 byte is set then we do not add shell effect.
 
|-
 
|-
 
| AE
 
| AE
 
|
 
|
|
+
| Removes target from battle and resets some things
 
|-
 
|-
 
| AF
 
| AF
Line 146: Line 146:
 
| B0
 
| B0
 
|
 
|
|
+
| No noticeable effect while used in a script
 
|-
 
|-
 
| B1
 
| B1
 
|
 
|
|
+
| Almost identical to B0, still no effect
 
|-
 
|-
 
| B2
 
| B2
 
|
 
|
| Duplicate of C9 (unused)
+
| Duplicate of C9; could be considered a NOP
 
|-
 
|-
 
| B3
 
| B3
| byte
+
|  
|
+
| If actor does not have Small, loop until B2 is found (never used)
 
|-
 
|-
 
| B4
 
| B4
 
|
 
|
|
+
| If Back attack or Pincer attack, make actor face appropriate direction.
 
|-
 
|-
 
| B5
 
| B5
| word, word, word, byte, word
+
| word, word, word, byte, word, word
|
+
| Only used by Mu and Trick Play. Something about positioning.
 
|-
 
|-
 
| B6
 
| B6
 
| byte
 
| byte
|
+
| Pause camera scripts and play animation [byte] one time. Used to smoothly finish idle animation before start of anything else. Camera paused because we want camera be sync with start of action (this is just finish animation that was already started).
 
|-
 
|-
 
| B7
 
| B7
 
|
 
|
|
+
| Forces Death Animation (actor is still present and can function)
 
|-
 
|-
 
| B8
 
| B8
Line 182: Line 182:
 
| B9
 
| B9
 
| byte
 
| byte
| Set camera script index to [byte]
+
| Run init battle cam script [byte]
 
|-
 
|-
 
| BA
 
| BA
 
| word
 
| word
|
+
| Forces idle rotation to [word0]?
 
|-
 
|-
 
| BB
 
| BB
 
|
 
|
| DUMMY
+
| DUMMY; treated like animation script (might crash)
 
|-
 
|-
 
| BC
 
| BC
Line 202: Line 202:
 
| BE
 
| BE
 
| byte
 
| byte
| Queue sound to be played and target reaction in [byte] frames (for multiple strike actions)
+
| Queue sound to be played and target reaction in [byte] frames (for multiple strike actions [unless Frog status?]) (after wait time ends execute hurt action, effect, sound. This will NOT display damage and barriers effect.)
 
|-
 
|-
 
| BF
 
| BF
Line 210: Line 210:
 
| C0
 
| C0
 
|
 
|
| DUMMY
+
| DUMMY; treated like animation script (might crash)
 
|-
 
|-
 
| C1
 
| C1
 
|
 
|
| Unconditional "Jump to C9"
+
| Unconditional "Jump to first C9 from start of script"
 
|-
 
|-
 
| C2
 
| C2
Line 226: Line 226:
 
| C4
 
| C4
 
| word, byte
 
| word, byte
|
+
| In each of the next [byte] frames, move [word] units along the X-axis
 
|-
 
|-
 
| C5
 
| C5
 
|
 
|
|
+
| Sets the wait timer to a predetermined amount (15 by default)
 
|-
 
|-
 
| C6
 
| C6
 
| byte
 
| byte
|
+
| Sets the predetermined wait time (see C5) to [byte]
 
|-
 
|-
 
| C7
 
| C7
Line 242: Line 242:
 
| C8
 
| C8
 
| word, word, byte
 
| word, word, byte
|
+
| Set actor's position to [word0,word1] in [byte] frames
 
|-
 
|-
 
| C9
 
| C9
Line 250: Line 250:
 
| CA
 
| CA
 
|
 
|
| While Magic thread is active, jump to C9
+
| While background load thread is active, jump to C9 (used to load additional magic effect from separate files)
 
|-
 
|-
 
| CB
 
| CB
Line 258: Line 258:
 
| CC
 
| CC
 
| byte
 
| byte
|
+
| Travel from current position to location that goes between center of enemy party(?) in [byte] frames
 
|-
 
|-
 
| CD
 
| CD
 
|
 
|
| Jump Destination (CE only)
+
| Jump Destination (CE only); DUMMY; treated like animation script (might crash)
 
|-
 
|-
 
| CE
 
| CE
 
| byte
 
| byte
| If actor is enemy jump to CD
+
| If actor is enemy jump to CD (Used for frog status)
 
|-
 
|-
 
| CF
 
| CF
 
| word, word, word, byte, byte
 
| word, word, word, byte, byte
|
+
| Move to [word0,word1,word2] relative to target in [byte1] frames. (byte0 ignored?)
 
|-
 
|-
 
| D0
 
| D0
 
| word, byte (0-7 inclusive)
 
| word, byte (0-7 inclusive)
|
+
| Move to position [word, 0] relative to target in either 5 (if byte is < 4) or 8 (if byte > 3 and < 7) or 0 (otherwise) frames
 
|-
 
|-
 
| D1
 
| D1
 
| word, word, byte
 
| word, word, byte
|
+
| Move to position [word0, word1] relative to target in [byte] frames
 
|-
 
|-
 
| D2
 
| D2
 
|
 
|
| DUMMY
+
| DUMMY; treated like animation script (might crash)
 
|-
 
|-
 
| D3
 
| D3
 
|
 
|
| DUMMY
+
| DUMMY; treated like animation script (might crash)
 
|-
 
|-
 
| D4
 
| D4
 
| word, byte
 
| word, byte
|
+
| Move to position [word0,0] relative to self in [byte] frames
 
|-
 
|-
 
| D5
 
| D5
 
| word, word, word, byte, byte
 
| word, word, word, byte, byte
|
+
| Move to [word0,word1,word2] relative to self in [byte1] frames. (byte0 ignored?)
 
|-
 
|-
 
| D6
 
| D6
 
| byte
 
| byte
|
+
| Delay for [byte] frames, then do ??? (similar to 91, but does something else)
 
|-
 
|-
 
| D7
 
| D7
 
| byte, byte
 
| byte, byte
|
+
| After [byte0] delay, play sound [byte1] (only used with Grangalan and probably deprecated in favor of D8)
 
|-
 
|-
 
| D8
 
| D8
 
| byte, word
 
| byte, word
|
+
| After [byte] delay, play sound with attackers settings [word]
 
|-
 
|-
 
| D9
 
| D9
 
|
 
|
| DUMMY
+
| DUMMY; treated like animation script (might crash)
 
|-
 
|-
 
| DA
 
| DA
 
| byte
 
| byte
|
+
| Set animation index to [byte] and force command to be magic (UNUSED)
 
|-
 
|-
 
| DB
 
| DB
 
| word, byte, byte
 
| word, byte, byte
|
+
| Like 96 and AD without the first byte (UNUSED)
 
|-
 
|-
 
| DC
 
| DC
 
| byte, word
 
| byte, word
|
+
| Set some value with [byte] as an index (0-1 inclusive) to [word] (Eagle Gun is the only one that uses this)
 
|-
 
|-
 
| DD
 
| DD
 
| byte, byte
 
| byte, byte
|
+
| Directly related to DC. Sets some data for an upcoming Effect.
 
|-
 
|-
 
| DE
 
| DE
 
| byte, byte
 
| byte, byte
|
+
| Nearly identical to DD, but uses different data to set the same data that DC uses.
 
|-
 
|-
 
| DF
 
| DF
 
|
 
|
|
+
| Calculates an angle from the actor to the center of the opposing team's formation.
 
|-
 
|-
 
| E0
 
| E0
 
|
 
|
|
+
| Limit charge effect (remains stationary on actor's position when called)
 
|-
 
|-
 
| E1
 
| E1
Line 362: Line 362:
 
| E6
 
| E6
 
|
 
|
|
+
| Magic charge effect (remains stationary on actor's position when called)
 
|-
 
|-
 
| E7
 
| E7
Line 370: Line 370:
 
| E8
 
| E8
 
|
 
|
| Choose magic thread handler?
+
| start load requested effect during attack (attack type id and attack id are used to determinate what effect to load).
 
|-
 
|-
 
| E9
 
| E9
Line 386: Line 386:
 
| EC
 
| EC
 
|
 
|
| Pause until active magic thread completes, then run action animation
+
| If effect not loaded we will call this opcode until it does. For magic, summon, limit, enemy skill and enemy attack we execute loaded effect. All effects are hardcoded so they can do whatever they want (play sounds, display damage, request hurt for target and so on).
 
|-
 
|-
 
| ED
 
| ED
Line 398: Line 398:
 
| EF
 
| EF
 
|
 
|
| DUMMY
+
| DUMMY; treated like animation script (might crash)
 
|-
 
|-
 
| F0
 
| F0
 
|
 
|
|
+
| set effect (foot_dust).
 
|-
 
|-
 
| F1
 
| F1
Line 418: Line 418:
 
| F4
 
| F4
 
| byte
 
| byte
| Set wait period [byte] (frames?)
+
| Set frames to wait [byte]
 
|-
 
|-
 
| F5
 
| F5
Line 426: Line 426:
 
| F6
 
| F6
 
|
 
|
|
+
| play die effect (depends on die type) if unit is dead. Used in enemy hurt actions.
 
|-
 
|-
 
| F7
 
| F7
 
| byte
 
| byte
| Play sound effect, queue reaction, and display damage [byte] frames from this point
+
| Play sound effect, queue reaction, and display damage [byte] frames from this point. This will display damage and barriers effect.
 
|-
 
|-
 
| F8
 
| F8
|
+
| byte
|
+
| Advance texture animation (among other things?)
 
|-
 
|-
 
| F9
 
| F9
Line 450: Line 450:
 
| FC
 
| FC
 
|
 
|
| Effect depends on battle formation type
+
| set direction for targets (delayed) and attacker acording to situation.
 
|-
 
|-
 
| FD
 
| FD
Line 465: Line 465:
 
|-
 
|-
 
|}
 
|}
 +
 +
NOTES:
 +
A9 - This skips the next byte and causes it to play the animation in the byte afterwards before moving the script pointer to the third byte. It looks like this does some "clear state" action every time the idle script is executed, but the idle scripts all cause loops so this is executed after returning from any other animation. Most enemy idle scripts are
 +
A9 C9 00 C1
 +
while a few enemies and all playable character's idle scripts read
 +
00 FE C0
 +
They seem to translate to the same thing.

Latest revision as of 05:10, 23 May 2019

This page contains information related to the AB animation files of battle models.

Any code less than 8Eh is treated as a raw animation index to be executed.

Code Arguments Effect
8E Turns some flag on (Can only be executed once)
8F Unsets whatever flag 8E sets
90 byte, word Change color [byte] in texture of currently used CLUT to [word] (Might apply to all textures or just first texture. Not sure. It was written with the understanding that it's only going to be used on Emerald Weapon's eyes. ie, it will only affect enemy slots 2-6)
91 byte After a [byte] frame delay, do ???
92 Suspend ATB (Cannot undo)
93 Fade whole screen to black (battle still continues)
94 word, word, byte Rotate [word0 - word1] units in steps of [byte] (a unit is 360/4096 degrees)
95 Used for escaping
96 byte, byte Barret's muzzle flash beginning in byte0 frames lasting for byte1 frames
97 byte, byte
98 byte Displays action's name in [byte] frames
99 byte, word, word, byte Used only by some of Yuffie's and Cid's Limit breaks?
9A word, word Unused, but same as FB
9B Sets a flag that BD also sets (unknown effect)
9C Sets min;max volume to 1;127
9D byte (0-6 inclusive) Something to do with Tifa's limits
9E Pause here until all animation/damage handlers are finished.
9F Unused to unset flag that 9B and BD set
A0 byte Used by Carry Armor's Left Arm's 'Grab'
A1 byte, byte Do [byte0?] at [byte1] frame intervals (byte1 definitely increases frequency of damage counter appearance during multi-hit actions)
A2 byte Performs transformation a la Vincent's Limit Break set by AC and play animation script [byte] of new model
A3 byte Looks like it should change effect volume to [byte]/128, but in practice seems to mute them.
A4 E.Skill charge effect (remains stationary on actor's position when called)
A5 Summon charge effect (remains stationary on actor's position when called)
A6 Return defending actor to original position (slightly different from FA)
A7 byte
A8 byte, byte Wait for [byte0] frames then interpolate actor's current position back to original position in [byte1] frames
A9 Used in idle animations* (A9[][00] this increment script pointer by 2 and execute animation on second pointer.)
AA Continue camera scripts (if it was paused before).
AB word, word Move to position [word0, 0] relative to target of current action (word1 is ignored; used during "Cover")
AC byte Set character transformation to [byte]
AD byte, word, byte, byte AD[joint XX][distance XXXX][start XX][end XX] Attach effect machinegun to given joint with given distanse from this joint which starts and ends at given number of frames. Always machingun fire. If end 0x80 byte is set then we do not add shell effect.
AE Removes target from battle and resets some things
AF byte Used by Carry Armor's Right Arm's 'Grab'
B0 No noticeable effect while used in a script
B1 Almost identical to B0, still no effect
B2 Duplicate of C9; could be considered a NOP
B3 If actor does not have Small, loop until B2 is found (never used)
B4 If Back attack or Pincer attack, make actor face appropriate direction.
B5 word, word, word, byte, word, word Only used by Mu and Trick Play. Something about positioning.
B6 byte Pause camera scripts and play animation [byte] one time. Used to smoothly finish idle animation before start of anything else. Camera paused because we want camera be sync with start of action (this is just finish animation that was already started).
B7 Forces Death Animation (actor is still present and can function)
B8
B9 byte Run init battle cam script [byte]
BA word Forces idle rotation to [word0]?
BB DUMMY; treated like animation script (might crash)
BC byte Set idle cam index to [byte]
BD word, word
BE byte Queue sound to be played and target reaction in [byte] frames (for multiple strike actions [unless Frog status?]) (after wait time ends execute hurt action, effect, sound. This will NOT display damage and barriers effect.)
BF byte, byte
C0 DUMMY; treated like animation script (might crash)
C1 Unconditional "Jump to first C9 from start of script"
C2 byte Queue damage display in [byte] frames (does not play sound)
C3
C4 word, byte In each of the next [byte] frames, move [word] units along the X-axis
C5 Sets the wait timer to a predetermined amount (15 by default)
C6 byte Sets the predetermined wait time (see C5) to [byte]
C7 word, byte Force enemy in relative formation position [word] to perform their [byte] animation script
C8 word, word, byte Set actor's position to [word0,word1] in [byte] frames
C9 Jump destination
CA While background load thread is active, jump to C9 (used to load additional magic effect from separate files)
CB byte, word, byte, byte, byte, byte, byte
CC byte Travel from current position to location that goes between center of enemy party(?) in [byte] frames
CD Jump Destination (CE only); DUMMY; treated like animation script (might crash)
CE byte If actor is enemy jump to CD (Used for frog status)
CF word, word, word, byte, byte Move to [word0,word1,word2] relative to target in [byte1] frames. (byte0 ignored?)
D0 word, byte (0-7 inclusive) Move to position [word, 0] relative to target in either 5 (if byte is < 4) or 8 (if byte > 3 and < 7) or 0 (otherwise) frames
D1 word, word, byte Move to position [word0, word1] relative to target in [byte] frames
D2 DUMMY; treated like animation script (might crash)
D3 DUMMY; treated like animation script (might crash)
D4 word, byte Move to position [word0,0] relative to self in [byte] frames
D5 word, word, word, byte, byte Move to [word0,word1,word2] relative to self in [byte1] frames. (byte0 ignored?)
D6 byte Delay for [byte] frames, then do ??? (similar to 91, but does something else)
D7 byte, byte After [byte0] delay, play sound [byte1] (only used with Grangalan and probably deprecated in favor of D8)
D8 byte, word After [byte] delay, play sound with attackers settings [word]
D9 DUMMY; treated like animation script (might crash)
DA byte Set animation index to [byte] and force command to be magic (UNUSED)
DB word, byte, byte Like 96 and AD without the first byte (UNUSED)
DC byte, word Set some value with [byte] as an index (0-1 inclusive) to [word] (Eagle Gun is the only one that uses this)
DD byte, byte Directly related to DC. Sets some data for an upcoming Effect.
DE byte, byte Nearly identical to DD, but uses different data to set the same data that DC uses.
DF Calculates an angle from the actor to the center of the opposing team's formation.
E0 Limit charge effect (remains stationary on actor's position when called)
E1
E2
E3
E4
E5 Reset actor's standing position
E6 Magic charge effect (remains stationary on actor's position when called)
E7 byte
E8 start load requested effect during attack (attack type id and attack id are used to determinate what effect to load).
E9 word, byte
EA Display Action's name
EB
EC If effect not loaded we will call this opcode until it does. For magic, summon, limit, enemy skill and enemy attack we execute loaded effect. All effects are hardcoded so they can do whatever they want (play sounds, display damage, request hurt for target and so on).
ED
EE Run Idle Animation script
EF DUMMY; treated like animation script (might crash)
F0 set effect (foot_dust).
F1
F2
F3 decrement wait time until 0, then continue script
F4 byte Set frames to wait [byte]
F5 byte
F6 play die effect (depends on die type) if unit is dead. Used in enemy hurt actions.
F7 byte Play sound effect, queue reaction, and display damage [byte] frames from this point. This will display damage and barriers effect.
F8 byte Advance texture animation (among other things?)
F9
FA Return actor to previous position
FB word, word Move to [word, word] position relative to target
FC set direction for targets (delayed) and attacker acording to situation.
FD word, word, word
FE byte If byte is C0h, End of script.
FF Duplicate of EE

NOTES: A9 - This skips the next byte and causes it to play the animation in the byte afterwards before moving the script pointer to the third byte. It looks like this does some "clear state" action every time the idle script is executed, but the idle scripts all cause loops so this is executed after returning from any other animation. Most enemy idle scripts are

A9 C9 00 C1

while a few enemies and all playable character's idle scripts read

00 FE C0

They seem to translate to the same thing.