Difference between revisions of "FF7/Field/Script"

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m (U16 -> char)
my_wiki>Synergy Blades
m
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     u16 unknown1;
 
     u16 unknown1;
 
     char nEntities; // Number of entities
 
     char nEntities; // Number of entities
     char unknown2; // Always less than nEntities; possibly visible entities?
+
     char unknown2; // Number of visible entities
 
     u16 wStringOffset; // Offset to strings
 
     u16 wStringOffset; // Offset to strings
     u16 nExtraOffsets; // An optional number of extra offsets... unknown
+
     u16 nExtraOffsets; // Specifies the number of Akao blocks/offsets
 
     u16 unknown4[4];
 
     u16 unknown4[4];
 
     char szCreator[8]; // Field creator (never shown)
 
     char szCreator[8]; // Field creator (never shown)
 
     char szName[8]; // Field name (never shown)
 
     char szName[8]; // Field name (never shown)
 
     char szEntities[nEntities][8]; // Field entity names
 
     char szEntities[nEntities][8]; // Field entity names
     u32 dwExtraOffsets[nExtraOffsets]; // Said extra offsets... unknown
+
     u32 dwExtraOffsets[nExtraOffsets]; // Akao block offsets
 
     u16 vEntityScripts[nEntities][32]; // Entity script entry points, or more
 
     u16 vEntityScripts[nEntities][32]; // Entity script entry points, or more
 
  // explicitly, subroutine offsets
 
  // explicitly, subroutine offsets
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Here we have all of the pointers tables, one for each section. Pointers are 2 bytes length.  Each table has a length of 64 bytes, which means a section can have 32 scripts max. Each pointer refers to the first command of the current script.  The section number N begins at the offset header_length+N*64. Note: the only way to retrieve the length of a script is to subtract the position of the next script to the position of the current script.
 
Here we have all of the pointers tables, one for each section. Pointers are 2 bytes length.  Each table has a length of 64 bytes, which means a section can have 32 scripts max. Each pointer refers to the first command of the current script.  The section number N begins at the offset header_length+N*64. Note: the only way to retrieve the length of a script is to subtract the position of the next script to the position of the current script.
 +
 +
==== Event Script ====
 +
 +
The actual script follows immediately after the aforementioned pointer tables. For a list of opcodes and their arguments, see the [[FF7/Field/Script/Opcodes|opcode table]].
  
 
==== Dialog Subsection ====
 
==== Dialog Subsection ====
  
Right after the last script of the last section, we find the pointer's table of the dialogs. The first 2 bytes show the number of dialogs in the file, so you can deduct the length of the table: number_of_dialogs*2. After these 2 bytes we have the pointers for each dialog. Be aware that the pointers are relative to the table, which means you must add the position of the table to each pointer in order to find the right position of the dialog.  The dialogs begin right after the table, and the code 255 means the end of the dialog. Note: some hidden dialogs are not referenced in the table!
+
Right after the last script of the preceding section, we find the 2 byte dialog count, followed by the dialog pointer table. Using the dialog count, you can deduce the length of the table: number_of_dialogs*2. After these 2 bytes we have the pointers for each dialog. Be aware that the pointers are relative to the table, which means you must add the position of the table to each pointer in order to find the right position of the dialog.  The dialogs begin right after the table, and the code 255 means the end of the dialog. Note: some hidden dialogs are not referenced in the table!
 +
 
 +
==== Akao blocks ====
 +
 
 +
If there are any Akao offsets (as specified by nExtraOffsets and dwExtraOffsets), they follow after the dialog subsection, beginning with the four-letter AKAO. Akao blocks contain sound-related data such as the music file index for this field.

Revision as of 03:30, 2 August 2006

Section 1: Dialog and Event (Halkun, Lasyan, Qhimm and Ficedula)

The First section holds the Field Script logic and Dialog data for that particular field file. The first section of the PSX DAT file (excluding the DAT header) and the data in this section are the same. A recap of the PSX DAT file format is later in this document.

The data in this section also has a header with the following format.

Section 1 Header

<cpp> struct FF7SCRIPTHEADER {

   u16 unknown1;
   char nEntities;			// Number of entities
   char unknown2;			// Number of visible entities
   u16 wStringOffset;			// Offset to strings
   u16 nExtraOffsets;			// Specifies the number of Akao blocks/offsets
   u16 unknown4[4];
   char szCreator[8];			// Field creator (never shown)
   char szName[8];			// Field name (never shown)
   char szEntities[nEntities][8];	// Field entity names
   u32 dwExtraOffsets[nExtraOffsets];	// Akao block offsets
   u16 vEntityScripts[nEntities][32];	// Entity script entry points, or more
					// explicitly, subroutine offsets

}; </cpp>

Event Script Subsection

Here we have all of the pointers tables, one for each section. Pointers are 2 bytes length. Each table has a length of 64 bytes, which means a section can have 32 scripts max. Each pointer refers to the first command of the current script. The section number N begins at the offset header_length+N*64. Note: the only way to retrieve the length of a script is to subtract the position of the next script to the position of the current script.

Event Script

The actual script follows immediately after the aforementioned pointer tables. For a list of opcodes and their arguments, see the opcode table.

Dialog Subsection

Right after the last script of the preceding section, we find the 2 byte dialog count, followed by the dialog pointer table. Using the dialog count, you can deduce the length of the table: number_of_dialogs*2. After these 2 bytes we have the pointers for each dialog. Be aware that the pointers are relative to the table, which means you must add the position of the table to each pointer in order to find the right position of the dialog. The dialogs begin right after the table, and the code 255 means the end of the dialog. Note: some hidden dialogs are not referenced in the table!

Akao blocks

If there are any Akao offsets (as specified by nExtraOffsets and dwExtraOffsets), they follow after the dialog subsection, beginning with the four-letter AKAO. Akao blocks contain sound-related data such as the music file index for this field.