FF7/Battle/Battle Animation/Animation Script
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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 | ||
| 8F | ||
| 90 | byte (0-3 inclusive), word | |
| 91 | ||
| 92 | ||
| 93 | ||
| 94 | word, word, byte | |
| 95 | ||
| 96 | byte, byte | |
| 97 | byte, byte | |
| 98 | byte | |
| 99 | byte, word, word, byte | |
| 9A | word, word | |
| 9B | ||
| 9C | ||
| 9D | byte (0-6 inclusive) | |
| 9E | ||
| 9F | ||
| A0 | byte | |
| A1 | byte, byte | |
| A2 | byte | |
| A3 | byte | Plays Midi file [byte] |
| A4 | ||
| A5 | ||
| A6 | ||
| A7 | byte | |
| A8 | byte, byte | |
| A9 | ||
| AA | ||
| AB | word, word | |
| AC | byte | |
| AD | byte, word, byte, byte | |
| AE | ||
| AF | byte | |
| B0 | ||
| B1 | ||
| B2 | Duplicate of C9 (unused) | |
| B3 | byte | |
| B4 | ||
| B5 | word, word, word, byte, word | |
| B6 | byte | |
| B7 | ||
| B8 | ||
| B9 | byte | Set camera script index to [byte] |
| BA | word | |
| BB | DUMMY | |
| BC | byte | Set idle cam index to [byte] |
| BD | word, word | |
| BE | byte | |
| BF | byte, byte | |
| C0 | DUMMY | |
| C1 | Unconditional "Jump to C9" | |
| C2 | byte | |
| C3 | ||
| C4 | word, byte | |
| C5 | ||
| C6 | byte | |
| C7 | word, byte | |
| C8 | word, word, byte | |
| C9 | Jump destination | |
| CA | While Magic thread is active, jump to C9 | |
| CB | byte, word, byte, byte, byte, byte, byte | |
| CC | byte | |
| CD | Jump Destination (CE only) | |
| CE | byte | If actor is enemy jump to CD |
| CF | word, word, word, byte, byte | |
| D0 | word, byte (0-7 inclusive) | |
| D1 | word, word, byte | |
| D2 | DUMMY | |
| D3 | DUMMY | |
| D4 | word, byte | |
| D5 | word, word, word, byte, byte | |
| D6 | byte | |
| D7 | byte, byte | |
| D8 | byte, word | |
| D9 | DUMMY | |
| DA | byte | |
| DB | word, byte, byte | |
| DC | byte, word | |
| DD | byte, byte | |
| DE | byte, byte | |
| DF | ||
| E0 | ||
| E1 | ||
| E2 | ||
| E3 | ||
| E4 | ||
| E5 | Reset actor's standing position | |
| E6 | ||
| E7 | byte | |
| E8 | Choose magic thread handler? | |
| E9 | word, byte | |
| EA | Display Action's name | |
| EB | ||
| EC | Pause here until magic thread is complete, then load reaction | |
| ED | ||
| EE | ||
| EF | DUMMY | |
| F0 | ||
| F1 | ||
| F2 | ||
| F3 | decrement wait time until 0, then continue script | |
| F4 | byte | Set wait period [byte] (frames?) |
| F5 | byte | |
| F6 | ||
| F7 | byte | |
| F8 | ||
| F9 | ||
| FA | Return actor to previous position | |
| FB | word, word | Duplicate of 9A |
| FC | Effect depends on battle formation type | |
| FD | word, word, word | |
| FE | byte | If byte is C0h, End of script. |
| FF | Duplicate of EE |