Difference between revisions of "FF7/Battle/Battle scenes"
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Revision as of 03:14, 20 July 2005
Contents
Introduction
FF7 keeps each enemy battle configuration is a file called "scene.bin" This file is located in the following directories.
PSX Version | PC Version |
---|---|
/DATA/BATTLE/SCENE.BIN | /BATTLE/SCENE.BIN |
This file is exactly the same in both versions. This holds all the battle configurations for all enemies encountered in the game.
Scene.Bin file format by Fremen and others
Overview
The scene.bin file contains 256 gziped files which give us information for all the FF7 monsters. In order to find these files in scene.bin, you have to know that the file is structured with blocks exactly 0x2000 bytes in length. In the first table (scene.bin block), you will see what contains a block. Blocks are concatenated with each other to form the scene.bin file. So if you want to extract data from scene.bin, you'll need to find the correct blocks and to extract the gziped files from it. After that you simply ungzip those files and you'll find 256 files, with a length is 7808 bytes. Known information about those files can be found in the second table (The Data File specification). Because extracting file manually would be a pain, several tools was developed in order to help you. You can use SceneExplorer for example, it's a win32 tool to extract and repack scene.bin archive.
We have 1024 possible battle numbers: 0 - 1023. Each group of *4* Battle Numbers refers to a particular Scene file: for instance, Battles 0-3 refer to File 0 in Scene.bin, Battles 4-7 refer to File 1 in Scene.bin, and so forth.
General file format
Offset | Length | Description |
---|---|---|
0x0000 | 4 bytes | Pointer to first data file. You must multiply it by 4 to get actual data file offset. If the pointer is equal to FFFFFFFFh then it means that the end of block has been reached. |
0x0004 | 4 bytes | Pointer to second data file. You must multiply it by 4 to get actual data file offset. If the pointer is equal to FFFFFFFFh then it means that the end of block has been reached. |
... | ||
0x003C | 4 bytes | Last pointer, usually it equal FFFFFFFFh. |
0x0040 | 4 * (pointer2 - pointer1) bytes | First data file in block. It's a gziped file. Note: Sometimes it may finish by 0xFF bytes, because its size must be multiple of 4. |
pointer2 * 4 | 4 * (pointer3 - pointer2) bytes | Second data file in block. It's a gziped file. Note: Sometimes it may finish by 0xFF bytes, because its size must be multiple of 4. |
... | ||
lastpointer * 4 | 4 * (2000h - lastpointer) bytes | Last data file in block. Note: There are about 6 to 12 files in each block. Each block finishes by 0xFF bytes, because its length must be 2000h (8192d) bytes. |
Data file format
Offset | Length | Description |
---|---|---|
0x0000 | 2 bytes | Enemy ID 1 |
0x0002 | 2 bytes | Enemy ID 2 |
0x0004 | 2 bytes | Enemy ID 3 |
0x0006 | 2 bytes | Padding (always FFFFh) |
0x0008 | 4 * 20 bytes | Battle Setup 1 (4 records) |
0x0058 | 4 * 48 bytes | Battle Setup 2 (4 records) |
0x0118 | 6 * 16 bytes | Battle Formation 1 (6 records) |
0x0178 | 6 * 16 bytes | Battle Formation 2 (6 records) |
0x01E8 | 6 * 16 bytes | Battle Formation 3 (6 records) |
0x0238 | 6 * 16 bytes | Battle Formation 4 (6 records) |
0x0298 | 184 bytes | Enemy Data 1 (format explaination) |
0x0350 | 184 bytes | Enemy Data 2 |
0x0408 | 184 bytes | Enemy Data 3 |
0x04C0 | 32 * 28 bytes | Attack Data (32 records) |
0x0840 | 32 * 2 bytes | Attack IDs (32 records) |
0x0880 | 32 * 32 bytes | Attack Names (32 records, in FF Text format |
0x0C80 | 512 bytes | FFh Padding |
0x0E80 | 2 bytes | Enemy 1 AI Offset |
0x0E82 | 2 bytes | Enemy 2 AI Offset |
0x0E84 | 2 bytes | Enemy 3 AI Offset |
0x0E86 | varies | Beginning of AI Data (format explaination) |
Enemy data format
Offset | Length | Description |
---|---|---|
0x0000 | 32 bytes | Enemy's name (completed by FFh bytes) |
0x0020 | 1 byte | Enemy's level |
0x0021 | 1 byte | Enemy's speed |
0x0022 | 1 byte | Enemy's luck |
0x0023 | 1 byte | Enemy's evade |
0x0024 | 1 byte | Enemy's strength |
0x0025 | 1 byte | Enemy's defense |
0x0026 | 1 byte | Enemy's magic |
0x0027 | 1 byte | Enemy's magic defense |
0x0028 | 8 bytes | Element types (8 records): 00h - Fire 01h - Ice 02h - Bolt 03h - Earth 04h - Bio 05h - Gravity 06h - Water 07h - Wind 08h - Scare 09h - Health 0Ah - Cut 0Bh - Hit 0Ch - Punch 0Dh - Shoot 0Eh - Scream FFh - No element |
0x0030 | 8 bytes | Element rates for elements above, respectively (8 records): 00h - Death 02h - Double Damage 04h - Half Damage 05h - Nullify Damage 06h - Absorb 100% 07h - Full Cure FFh - Nothing |
0x0038 | 16 bytes | Unknown data |
0x0048 | 16 bytes | Enemy Attack ID's (2 bytes each) |
0x0058 | 48 bytes | Unknown data |
0x0088 | 4 bytes | Item drop/steal rates. These are chances to get items listed in next section. 1 byte per item. If the rate is lower than 80h, for e.g. 08h - then this is a drop item and has 8/63 [63 is max] chance for drop. But if rate is higher than 80h, let's say... A0h, then this is an item for steal, and chances for successful steal is A0h - 80h = 20h = 32/63. |
0x008C | 8 bytes | This is a list of Item ID's which are described above. 2 bytes per item. FFFFh means no item. |
0x0091 | 12 bytes | Unknown data |
0x009D | 2 bytes | Enemy's MP |
0x009F | 2 bytes | AP points you receive when you win the battle |
0x00A1 | 2 bytes | Enemy can be morphed into this item. FFFFh if it can't be morphed into anything. |
0x00A3 | 2 bytes | Unknown, usually 10h or FFh |
0x00A5 | 4 bytes | Enemy's HP |
0x00A9 | 4 bytes | Exp points you receive when you win the battle |
0x00AD | 4 bytes | Gil you receive when you win the battle |
0x00B1 | 8 bytes | Unknown |