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From Final Fantasy Inside
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| section1.ESI * 8
| 8 bytes
| 8 2 * 4 bytes of encounters from scene.out
|}
Unused in-game
=== Section 6: UNKNOWN World Map Encounters (after Lunar Cry) === Same as Section 4, but patched with Lunar Cry encounters.
=== Section 7-8: roads, train track, bridge ===
Related with Section 39. Maybe scripts in section 8. (like sections 10, 12 and 32) Script format (ScriptsCount must be guessed): {| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"! style="background:rgb(204,204,204)" | Offset! style="background:rgb(204,204,204)" | Length! style="background:rgb(204,204,204)" | Description|-| 0| 4 * ScriptsCount + 4| List of script positions, not always sorted (ended with 0x00000000)|-| 4 * ScriptsCount + 4| Varies + 4| Scripts data (ended with 0x00000000)|} In script data you have 4-bytes opcodes, the first byte is the identifier, and the last two bytes are the parameter (the second by is always 0xFF).Scripts always start with 0x01 opcode, and finish with 0x16 opcode. There is always one 0x04 opcode inside.For now most is unknown, I only understood that 0x2B opcode refer to scene ID in its parameter (you can find UFO, Koyo-K and Lac Obel battles in Section 32).
=== Section 9: UNKNOWN ===
=== Section 10-11: UNKNOWN (Related to Squall model) ===
Maybe scripts in section 10. (like sections 8, 12 and 32)
=== Section 12-13: UNKNOWN ===
Maybe scripts in section 12. (like sections 8, 10 and 32)
=== Section 14: Side quests texts/tialogs ===
=== Section 36-37: UNKNOWN ===
=== Section 38: World map textures archive ===