FF7/Battle/Battle Animation/Animation Script
From Final Fantasy Inside
< FF7 | Battle
Revision as of 06:47, 20 February 2014 by my_wiki>NFITC1 (Can't make up my mind. Pretty sure this is right.)
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 until active magic thread completes, then run action animation | |
ED | ||
EE | Run Idle Animation script | |
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 |