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From Final Fantasy Inside

FF7/Battle/Battle Scenes/Battle Script

570 bytes added, 05:10, 23 May 2019
m
20 revisions imported
|-
| align="center" | 1Xh
| [[FF7/Battle/Battle_Scenes/Battle_AI_Addresses| Address]]
|-
| align="center" | 2Xh
|
| One of any type
| If pop is Type 01, Type 01 with count of number of bits set in pop<br/>If pop is Type 02, Type 02 filled with value of first non-null value in pop
|-
| 84h
|
| One of type 1X, one of type 00
| If second pop is 1, takes value at local address 2010 and writes value at [[FF7/Savemap#Save_Memory_Bank_1.2F2|memory bank1bank 1/2 ]] at offset specified by first pop<br/> otherwise If second pop is 0, data at memory bank1/2 at offset specified by first pop is stored at local address 2010.<br/>Otherwise, command is ignored.
|-
| 96h
*Commands 74h and A1h are never used, but have been documented as valid commands.
*Commands 75h and 96h only appear in the Character AI found in the KERNEL.BIN.
*Commands of group 2X, BX, CX, DX, EX, and FX are treated as NOPs. The script will ignore them and continue processing. Also, any 5X, 6X, 7X, 8X, and 9X value that isn't listed above appear to be treated the same way, but it's safest to use a value from the 2X group. An incorrect 0X, 1X, 3X, or 4X will have unintended side-effects.
0X & 1X CODES NOTES: