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From Final Fantasy Inside

FF7/WorldMap Module/Script/Opcodes/117

1,643 bytes added, 09:38, 5 August 2014
Created page with "* Opcode: '''0x117''', '''0x11b''' & '''0x11f''' * Name: push special * Two-word opcode: Yes ==== Parameters ==== {| border="1" cellspacing="1" cellpadding="3" style="border..."
* Opcode: '''0x117''', '''0x11b''' & '''0x11f'''
* Name: push special
* Two-word opcode: Yes

==== Parameters ====

{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse; text-align:center"
! style="background:rgb(204,204,204)" align="center" | Location
! style="background:rgb(204,204,204)" align="center" | Name
! style="background:rgb(204,204,204)" align="center" | Description
|-
| Code
| Address
| "Address" to the special variables
|}

==== Notes ====

There are 21 different special variables accessible to the script engine. There are several opcodes that access these variables in the same way, presumably they were supposed to be bit, byte and word versions of the instruction but there is absolutely no difference.

The variables you can access through this instruction are:

{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse; text-align:center"
! style="background:rgb(204,204,204)" align="center" | Address
! style="background:rgb(204,204,204)" align="center" | Description
|-
| 0
| Active entity X mesh coordinate
|-
| 1
| Active entity Y mesh coordinate
|-
| 2
| Active entity X coordinate in mesh
|-
| 3
| Active entity Y coordinate in mesh
|-
| 4
| Unknown
|-
| 5
| Unknown
|-
| 6
| Unknown
|-
| 7
| Unknown
|-
| 8
| Model ID of entity at top of entity list
|-
| 9
| Model ID of active entity
|-
| 10
| Wild chocobo type
|-
| 11
| Battle result
|-
| 12
| Unknown
|-
| 13
| Prompt window result
|-
| 14
| Unknown
|-
| 15
| Unknown
|-
| 16
| Unknown
|-
| 17
| Unknown
|-
| 18
| Unknown
|-
| 19
| Unknown
|-
| 20
| Unknown
|}
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