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Every single byte is regionID used for example in section1 for encounters.
=== Section 3: World Map Encounters unknown Rates ===
One byte per encounter group in section 4. Unknown for nowMaybe Rates, if 0, battle is disabled (railways/roads).
=== Section 4: World Map Encounters ===
Squall makes step on worldmap, game gets Squall position and tests it with section2 containing region, then loops through section1 and tests groundID and regionID to find ESI multiplier, if random number generates battle, then game gets to section4 using ESI determined earlier with Squall step on world map and plays randomly one of the eight encounters (because one ESI/encounterEntry is 16 bytes, where first four words are the most common, other 2 medium and last 2 rarest)
=== Section 5: UNUSED Encounter Rates (after Lunar Cry) ===
Unused in-game
One byte (always 0x08 here) per encounter group in section 6. Unknown for now. Analog to section 3, but for Lunar Cry encounters.
=== Section 6: World Map Encounters (after Lunar Cry) ===