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FF7/Command data

964 bytes removed, 05:11, 23 May 2019
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== KERNEL.BIN - Section 1: Command data format == This section contains the data for Menu commands.<br />
This section contains the data for Menu commands.<br>
There are 32 entries of 8 bytes in the following format:
 {| border="0" cellpaddingclass="3" cellspacing="1" style="background: rgb(0,0,0)wikitable" ! style="background:rgb(204,204,204); width:50px;" align="center" | Offset! style="background:rgb(204,204,204); width:50px;" | Length! style="background:rgb(204,204,204); width:275px;" colspan="2" | Description
|-
|style="background:rgb(255,255,255)" align="center" | 0x00|style="background:rgb(255,255,255)" | 1 byte|style="background:rgb(255,255,255)" | Initial Cursor Action*
|-
|style="background:rgb(255,255,255)" align="center" | 0x01|style="background:rgb(255,255,255)" | 1 byte|style="background:rgb(255,255,255)" [[FF7/Battle/Targeting_Data| Force Targeting**Target Flags]]
|-
|style="background:rgb(255,255,255204)" align="center" | 0x02|style="background:rgb(255,255,255204)" | 2 bytes|style="background:rgb(255,255,255204)" | Unknown (Always [FFhFFFFh])
|-
|style="background:rgb(255,255,255)" align="center" | 0x04|style="background:rgb(255,255,255)" | 2 bytes|style="background:rgb(255,255,255)" [[FF7/Battle/Camera_Movement_Id_List| Single Target Camera Movement IndexId]] for single target.
|-
|style="background:rgb(255,255,255)" align="center" | 0x06|style="background:rgb(255,255,255)" | 2 bytes|style="background:rgb(255,255,255)" [[FF7/Battle/Camera_Movement_Id_List| Multiple Targets Camera Movement IndexId]] for multiple targets.
|}
<nowiki>*Initial Cursor Action:</nowiki>
The different values will tell it what to do or what menu to bring up:
<br /> *Initial Cursor Action: The different values will tell it what to do or what menu to bring up: {|borderclass="1wikitable"|-!style="background:rgb(204,204,204);" align="center" |Value!style="background:rgb(204,204,204);" align="center" |Effect
|-
|0h 00h|Perform command, using selected targetdata
|-
|1h01h|Magic Menu
|-
|2h02h|Summon Menu
|-
|3h03h|Item Menu
|-
|4h04h|E.Skill Menu
|-
|5h05h|Throw Menu
|-
|6h06h|Limit Menu
|-
|7h07h|Start on enemyEnable Target Selection via Cursor
|-
|8h08h|W-Item Magic Menu
|-
|9h09h|W-Magic Summon Menu
|-
|Ah0Ah|W-Summon Item Menu
|-
|Bh0Bh|Coin Menu
|}
Note: If this value is 0h The commands themselves are hard-coded into the Battle Engine and Target is NULL (FFh) then the action will their actions cannot be performed without showing changed via editing the cursorKERNELBIN<nowikibr />** Targeting dataExample of what this means:</nowiki>This is If the summon command was changed to bring up the targeting data used throughout magic menu and Cure was selected, the battle engine to determine which battle participant (PCs and monsters alike) to would perform damage calculation uponChoco/Mog summon instead. It Why? Because The Battle Engine is stored as an 8-bit bitmask:{|border="1"|-!style="background:rgb(204,204,204); " align="center" |Bitmask!style="background:rgb(204,204,204); " align="center" |Effect|-|01h|Enable selection. Without this, the target cannot be changed expecting summon data from the participant performing the command03h.|-|02h|Start on Enemies. This will default While the target to was considered based on the first member targeting information of Cure, which has the opposing row.|-|04h|Multiple by default. This will select all targets on a row.|-|08h|Multiple "toggle". This will enable toggling between a single target or multiple targets.Magics that have this enabled must be linked to an "All" to be multiple. Commands must have a Mega-All.|-|10h|One side only. This will not let you choose another row other than same magic index as Choco/Mog has summon index, the one defined by 02h.|-|20h|Long ranged enemy can be targeted.|-|40h|All participants. Targets all available targets in attack the battle.|-|80h|Random target. Choose, from among Battle Engine selected targets, one to perform damage calculation uponwas Summon attack 00h which is Choco/Mog.|}