< FF7 | BattleRevision as of 23:21, 17 September 2013 by my_wiki>NFITC1
This page will be for Battle memory structures. May be pretty unstructured for a while.
Command Defaults
Each command type has default execution values that can, in some cases, be overridden.
Offset
|
Default
|
0h
|
Animation
|
1h
|
Damage Calculation
|
2h
|
Command Properties
|
Queued Actions
When a command is selected either by a player character or an enemy the action gets queued in a FIFO structure while there are actions queued or one is being performed. Up to 64 actions can be queued. This does not contain Counter Attacks or Limit Breaks.
Offset
|
Value
|
0
|
Command Index
|
1
|
Command's Actor
|
2
|
Unknown
|
3
|
AI-related function parameter
|
4
|
Target Mask
|
6
|
Action Index
|
AI Structure
There is a single block of memory that holds AI information on the current running script. Each Actor "owns" this while their scripts are executing.
Offset
|
Function
|
0h
|
Actor Index
|
4h
|
Script Position
|
8h
|
Remaining Stack Space (initially 200h)
|
0Ch
|
Current AI OpCode
|
10h
|
OpCode Lower Nybble
|
14h
|
OpCode Upper Nybble
|
18h
|
First Group Type
|
1Ch
|
Second Group Type
|
20h
|
OpCode Lower Nybble (related to group 1?)
|
24h
|
OpCode Lower Nybble (related to group 2?)
|
28h
|
Mask of non-null values in Group 1
|
2Ah
|
Mask of non-null values in Group 2
|
2Ch - 50h
|
Group 1 of variables
|
54h - 78h
|
Group 2 of variables
|
7Ch - 27Ch
|
Stack of values
|
Active Character Data
This is an array that each playable character maintains an instance of. (These addresses are off)
Offset
|
Value
|
000h
|
Character ID
|
001h
|
Cover Chance
|
002h
|
Strength
|
003h
|
Vitality
|
004h
|
Magic
|
005h
|
Spirit
|
006h
|
Speed
|
007h
|
Luck
|
008h
|
Phys Attack
|
00Ah
|
Phys Def
|
00Ch
|
Mag Attack
|
00Eh
|
Mag Def
|
010h
|
Current HP
|
012h
|
Max HP
|
014h
|
Current MP
|
016h
|
Max MP
|
018h
|
Timer
|
01Ah
|
Counter Attack Action Index
|
01Ch
|
Counter Attack Chance
|
021h
|
Some sort of divisor
|
022h
|
Character Flags (Underwater, Long Range, HP<->MP, etc)
|
023h
|
Eight entries of three bytes...
|
03Ch
|
Attacking Elements
|
03Eh
|
Halved Elements
|
040h
|
Nullified Elements
|
042h
|
Absorbed Elements
|
044h
|
Attacking Elements
|
046h
|
Self Mask as a DWord
|
04Ah
|
Immune Statuses
|
04Eh
|
Enabled Command Menu (16 entries of 6 bytes)
|
0ACh
|
Limit Actions for current Limit Level
|
0B8h
|
Enabled Limit Data (three entries in Attack Data format)
|
10Ch
|
Enabled Magics (54 entries of 8 bytes)
|
0
|
Magic Index
|
1h
|
MP Cost
|
2h
|
All Count
|
3h
|
Quad Enabled?
|
4h
|
Quad Count?
|
5h
|
Target Data
|
6h
|
Properties
|
2CCh
|
Enabled Summons (format like above)
|
32Ch
|
Enabled ESkills (format like above)
|
40Ch
|
First 11 bytes of Weapon Data
|
41Ch
|
Elements added to Attacking Elements above
|
420h
|
Four sets of two DWords : (Stat to increase, Increase value)
|
43Ch
|
Gil Bonus granted by this character
|
43Dh
|
Encounter rate ""
|
43Eh
|
Chocobo Chance ""
|
43Fh
|
PreEmptive Chance ""
|