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From Final Fantasy Inside

FF7/Battle/Battle Animation/Animation Script

2,511 bytes added, 05:10, 23 May 2019
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25 revisions imported
| 90
| byte, word
| Something specific for Change color [byte] in texture of currently used CLUT to [word] (Might apply to all textures or just first texture. Not sure. It was written with the understanding that it's only going to be used on Emerald weaponWeapon's eyes.ie, it will only affect enemy slots 2-6)
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| 91
| byte
| After a [byte] frame delay, do ???
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| 92
| A9
|
| Used in idle animations*(A9[][00] this increment script pointer by 2 and execute animation on second pointer.)
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| AA
|
| Enables Continue camera scripts(if it was paused before).
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| AB
| AD
| byte, word, byte, byte
| Causes muzzle flashes, but AD[joint XX][distance XXXX][start XX][end XX] Attach effect machinegun to given joint with given distanse from this joint which starts and ends at given number of frames. Always machingun fire. If end 0x80 byte is set then we do not sure what the arguments meanadd shell effect.
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| AE
| B6
| byte
| Pause camera scripts and play animation [byte] one time. Used to smoothly finish idle animation before start of anything else. Camera paused because we want camera be sync with start of action (this is just finish animation that was already started).
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| B7
| BE
| byte
| Queue sound to be played and target reaction in [byte] frames (for multiple strike actions [unless Frog status?]) (after wait time ends execute hurt action, effect, sound. This will NOT display damage and barriers effect.)
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| BF
| C1
|
| Unconditional "Jump to first C9from start of script"
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| C2
| CA
|
| While Magic background load thread is active, jump to C9(used to load additional magic effect from separate files)
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| CB
| D0
| word, byte (0-7 inclusive)
|Move to position [word, 0] relative to target in either 5 (if byte is < 4) or 8 (if byte > 3 and < 7) or 0 (otherwise) frames
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| D1
| word, word, byte
|Move to position [word0, word1] relative to target in [byte] frames
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| D2
| D4
| word, byte
|Move to position [word0,0] relative to self in [byte] frames
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| D5
| word, word, word, byte, byte
|Move to [word0,word1,word2] relative to self in [byte1] frames. (byte0 ignored?)
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| D6
| byte
|Delay for [byte] frames, then do ??? (similar to 91, but does something else)
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| D7
| byte, byte
|After [byte0] delay, play sound [byte1] (only used with Grangalan and probably deprecated in favor of D8)
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| D8
| byte, word
|After [byte] delay, play sound with attackers settings [word]
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| D9
| DA
| byte
|Set animation index to [byte] and force command to be magic (UNUSED)
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| DB
| word, byte, byte
|Like 96 and AD without the first byte (UNUSED)
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| DC
| byte, word
|Set some value with [byte] as an index (0-1 inclusive) to [word] (Eagle Gun is the only one that uses this)
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| DD
| byte, byte
|Directly related to DC. Sets some data for an upcoming Effect.
|-
| DE
| byte, byte
|Nearly identical to DD, but uses different data to set the same data that DC uses.
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| DF
|
|Calculates an angle from the actor to the center of the opposing team's formation.
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| E0
| E8
|
| Choose magic thread handler?start load requested effect during attack (attack type id and attack id are used to determinate what effect to load).
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| E9
| EC
|
| Pause If effect not loaded we will call this opcode until active it does. For magic thread completes, then run action animationsummon, limit, enemy skill and enemy attack we execute loaded effect. All effects are hardcoded so they can do whatever they want (play sounds, display damage, request hurt for target and so on).
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| ED
| F0
|
|set effect (foot_dust).
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| F1
| F4
| byte
| Set frames to wait period [byte] (frames?)
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| F5
| F6
|
|play die effect (depends on die type) if unit is dead. Used in enemy hurt actions.
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| F7
| byte
| Play sound effect, queue reaction, and display damage [byte] frames from this point. This will display damage and barriers effect.
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| F8
|byte|Advance texture animation (among other things?)
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| F9
| FC
|
| Effect depends on battle formation typeset direction for targets (delayed) and attacker acording to situation.
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| FD