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 | Turns some flag on (Can only be executed once) | |
8F | Unsets whatever flag 8E sets | |
90 | byte, word | Something specific for Emerald weapon's eyes. |
91 | byte | |
92 | Suspend ATB (Cannot undo) | |
93 | Fade whole screen to black (battle still continues) | |
94 | word, word, byte | Rotate [word0 - word1] units in steps of [byte] (a unit is 360/4096 degrees) |
95 | Used for escaping | |
96 | byte, byte | Barret's muzzle flash beginning in byte0 frames lasting for byte1 frames |
97 | byte, byte | |
98 | byte | Displays action's name in [byte] frames |
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 | Queue sound to be played and target reaction in [byte] frames (for multiple strike actions) |
BF | byte, byte | |
C0 | DUMMY | |
C1 | Unconditional "Jump to C9" | |
C2 | byte | Queue damage display in [byte] frames (does not play sound) |
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 | Play sound effect, queue reaction, and display damage [byte] frames from this point |
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 |