FF7/Battle/Battle Mechanics
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Revision as of 21:00, 17 September 2013 by my_wiki>NFITC1 (Created page with "This page will be for Battle memory structures. May be pretty unstructured for a while. ==AI Structure== There is a single block of memory that holds AI information on the cu...")
This page will be for Battle memory structures. May be pretty unstructured for a while.
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 |