Users browsing this thread: 1 Guest(s)
All About Battle Events

#1
Posts: 831
Threads: 41
Thanks Received: 20
Thanks Given: 12
Joined: Nov 2009
Reputation: 18
Status
None
Battle Event Locations

Thanks to a document recovered by Zeemis, I was able to -finally- find the Bank that has the battle events in it, along with the pointer table. Big thanks to Zeemis and the author of the document, as I wouldn't have been able to find this data without them.
Later on I might work on the event battle commands, since they seem different from the regular event commands.

Pointers to Battle Events (D0 Bank, In construction) - D0/9800 - D0/9873
The code in [] is the command that needs to be used in the monster script to call the battle event.
Code:
[F7 00] D0/9800: 42 98       (D0/9842)   0E 12 (Jumps to D0/120E)
[F7 01] D0/9802: F0 CE       (D0/CEF0)   ??????
[F7 02] D0/9804: 7B BD       (D0/BD7B)   Relm joins party during Ultros's third encounter in Esper Mountain
[F7 03] D0/9806: F0 CE       (D0/CEF0)   ??????
[F7 04] D0/9808: 26 9C       (D0/9C26)   Biggs/Wedge/Terra with Tritoch
[F7 05] D0/980A: 77 9E       (D0/9E77)   Biggs/Wedge with the Whelk
[F7 06] D0/980C: E5 9E       (D0/9EE5)   Edgar & Locke see Terra cast magic for the first time
[F7 07] D0/980E: 9D A4       (D0/A49D)  Sabin appears on the fight with Vargas

[F7 08] D0/9810: B4 A6       (D0/A6B4)   After Vargas hits Sabin with Death Sentence
[F7 09] D0/9812: FB A6       (D0/A6FB)   After Sabin uses pummel on Vargas
[F7 0A] D0/9814: AA A1       (D0/A1AA)  Sabin jumps after ultros in Lete River
[F7 0B] D0/9816: 51 A8       (D0/A851)   Shadow Leaves the party Randomly
[F7 0C] D0/9818: 1A A7       (D0/A71A)  Kefka during the sealed gate, "I feel so anxious!"    
[F7 0D] D0/981A: 21 AA       (D0/AA21)  Gau is fed some Dried Meat?
[F7 0E] D0/981C: 51 A7       (D0/A751)   Locke steals clothing from a soldier in South Figaro
[F7 0F] D0/981E: D1 A7       (D0/A7D1)   Locke steals clothing from a merchant in South Figaro

[F7 10] D0/9820: C4 A8       (D0/A8C4)   Celes & Locke vs. TunnelArmor, Locke's Scenario
[F7 11] D0/9822: B4 9B       (D0/9BB4)   Kefka during terra's flashback, before locke joins the party
[F7 12] D0/9824: D1 A8       (D0/A8D1)   Terra vs. Tritoch (She morphs for the first time)
[F7 13] D0/9826: BA B4       (D0/B4BA)   Kefka during the sealed gate
[F7 14] D0/9828: 10 B6       (D0/B610)   Espers fly through the sealed gate
[F7 15] D0/982A: 24 BA       (D0/BA24)   Airship event after Terra opens the sealed gate (Airship crashes into maranda)
[F7 16] D0/982C: 7B BD       (D0/BD7B)   ??????
[F7 17] D0/982E: 33 C1       (D0/C133)   Kefka kills leo in thamasa

[F7 18] D0/9830: 82 C3       (D0/C382)   Espers break through the sealed gate to go to thamasa
[F7 19] D0/9832: 1D C5       (D0/C51D)   ???
[F7 1A] D0/9834: D8 C7       (D0/C7D8)   Kefka vs. Esper in thamasa
[F7 1B] D0/9836: F1 A9       (D0/A9F1)   Gau appears on the Veldt after a monster battle
[F7 1C] D0/9838: 21 B4       (D0/B421)   Gau runs away after you hit him once, before he joins in sabin's scenario
[F7 1D] D0/983A: 9E CD       (D0/CD9E)   Kefka vs. Sabin at imperial camp

[F7 1E] D0/983C: 38 C8       (D0/C838)   Kefka vs. Gestahl, Floating Continent
[F7 1F] D0/983E: 45 CF       (D0/CF45)   Wrexsoul text, Cyan's Dream

[F7 20] D0/9840: 84 CE       (D0/CE84)   Kefka's Text, Final Battle
[F7 21] D0/9842: 0E 12       (D0/120E)   AC 21 44 AA (??????)
[F7 22] D0/9844: 7B 98       (D0/987B)  
[F7 23] D0/9846: 94 98       (D0/9894)
[F7 24] D0/9848: C4 98       (D0/98C4)
[F7 25] D0/984A: F4 98       (D0/98F4)
[F7 26] D0/984C: 1B 99       (D0/991B)
[F7 27] D0/984E: 3B 99       (D0/993B)

[F7 28] D0/9850: 63 99       (D0/9963)
[F7 29] D0/9852: 85 99       (D0/9985)
[F7 2A] D0/9854: B5 99       (D0/99B5)
[F7 2B] D0/9856: F5 99       (D0/99F5)
[F7 2C] D0/9858: 26 9A       (D0/9A26)
[F7 2D] D0/985A: 61 9A       (D0/9A61)
[F7 2E] D0/985C: 8B 9A       (D0/9A8B)
[F7 2F] D0/985E: D3 9A       (D0/9AD3)

[F7 30] D0/9860: F4 98       (D0/98F4)
[F7 31] D0/9862: 51 9B       (D0/9B51)
[F7 32] D0/9864: 7B 98       (D0/987B)
[F7 33] D0/9866: 94 98       (D0/9894)
[F7 34] D0/9868: C4 98       (D0/98C4)
[F7 35] D0/986A: F4 98       (D0/98F4)
[F7 36] D0/986C: 1B 99       (D0/991B)
[F7 37] D0/986E: 3B 99       (D0/993B)

[F7 38] D0/9870: 90 9B       (D0/9B90)
[F7 39] D0/9872: 76 98       (D0/9876)

This is the battle event script from the Kefka vs. Sabin battle at the imperial camp (D0/CD9E)...the battle events can be found by using some certain code from the one below...
Quote:
Code:
11                      Open dialogue window at the bottom of the screen
01 2F                  Display message $2F at the bottom of the screen
03 29                  Queue for character $29 (41, KEFKA)
    CA
    CD
0F                      Execute queues
01 30                  Display message $30 at the bottom of the screen
    0E
03 05                  Queue for character $05 (SABIN)
    0D
    CE
04 29                  Queue for character $29 (41, KEFKA)
    40
    CE
0F                      Execute queues
01 31                  Display message $31 at the bottom of the screen
    0E
03 05                  Queue for character $05 (SABIN)
    30
    CE
04 29                   Queue for character $29 (41, KEFKA)
    58
    CE
0F                      Execute queues
0E
03 03                   Queue for character $03 (SHADOW)
    68
    CE
04 29                   Queue for character $29 (41, KEFKA)
    78
    CE
0F                      Execute queues
10
FF                      End Event
Quote  
[-] The following 1 user says Thank You to Angelo26 for this post:
  • Fulkiller (07-03-2020)

#2
Posts: 2,339
Threads: 93
Thanks Received: 340
Thanks Given: 310
Joined: Aug 2009
Reputation: 44
Status
Nattak\'d
This is great to finally have information concerning the battle events!
I'm confident that this will result in some great work.


We are born, live, die and then do the same thing over again.
Quote  

#3
Posts: 831
Threads: 41
Thanks Received: 20
Thanks Given: 12
Joined: Nov 2009
Reputation: 18
Status
None
Notes (before I forget them):

Looks like each battle event has 24 bytes assigned to it, in which some features are added (like, disappearing battle name and stats); still need to check. This also has to do with the byte of "character behaving as enemy (Kefka)", assigning monster scripts to characters that behave as enemies, starting position in the battle field, and more.

http://mnrogar.slickproductions.org/phpB...nemy#p5393

There should be a pointer table to those 24 bytes....need to check more..

usME has some animation lists, looks like possibly one of them has documented the battle event commands...need more time to check.
Quote  

#4
Posts: 2,339
Threads: 93
Thanks Received: 340
Thanks Given: 310
Joined: Aug 2009
Reputation: 44
Status
Nattak\'d
I count 24 total. Time to start filling in the ???'s.

Code:
Offset - Start Finish - Event (The addresses assume the ROM has a header)

1. 10FF00 - 10FF17 = Biggs/Wedge/Terra with Tritoch
2. 10FF18 - 10FF2F = Shadow at the Colisseum, WOR
3. 10FF30 - 10FF47 = Terra's flashback with Kefka
4. 10FF48 - 10FF5F = Vargas vs. Sabin
5. 10FF60 - 10FF77 = Sabin Vs. Kefka, Imperial Camp
6. 10FF78 - 10FF8F = Cyan Fights Alone
7. 10FF90 - 10FFA7 = Cyan Fights Alone
8. 10FFA8 - 10FFBF = Pirahnas
9. 10FFC0 - 10FFD7 = Kefka vs. Sabin
10. 10FFD8 - 10FFEF = Kefka vs. Terra
11. 10FFF0 - 110007 = Gau returns from the veldt
12. 110008 - 11001F = Not used?
13. 110020 - 110037 = Sealed Gate 1
14. 110038 - 11004F = Sealed Gate 2
15. 110050 - 110067 = Sealed gate 3
16. 110068 - 11007F = Ultros battle where Relm jumps in
17. 110080 - 110097 = Sealed Gate 4
18. 110098 - 1100AF = Espers in the Airship
19. 1100B0 - 1100C7 = Kefka Vs. Ifrit, Thamasa
20. 1100C8 - 1100DF = Kefka Vs. Gestahl, Floating Continent
21. 1100E0 - 1100F7 = Kefka vs. Leo
22. 1100F8 - 11010F = ???
23. 110110 - 110127 = ???
24. 110128 - 11013F = ???
25. 110140 - 110157 = ???
26. 110158 - 11016F = Unused
27. 110170 - 110187 = Unused
28. 110188 - 11019F = Unused
29. 1101A0 - 1101B7 = Unused
30. 1101B8 - 1101CF = Unused
31. 1101D0 - 1101E7 = Unused
32. 1101E8 - 1101FF = Unused


We are born, live, die and then do the same thing over again.
Quote  

#5
Posts: 831
Threads: 41
Thanks Received: 20
Thanks Given: 12
Joined: Nov 2009
Reputation: 18
Status
None
Details about 24 Bytes:

Byte 01: Backgrounds
Code:
00 = WOB, Plains
01 = WOB, Forest
02 = WOB, Desert
03 = WOB, Forest
04 = WOB, Inside House in Zozo
05 = WOR, Plains
06 = Veldt
07 = Falling Clouds
08 = WOB, Narshe
09 = Blue Caves (Where you fight Whelk in Narshe)
0A = Brown Caves
0B = WOB, Mountains Outside
0C = WOB, Mountains Inside
0D = Lete River
0E = Imperial Camp
0F = On top of the Phantom train (w/moving background)
10 = Phantom Train, Inside
11 = Blue Caves (Where you battle umaro)
12 = Narshe Snow Plains
13 = WOB, South Figaro
14 = WOR, Where you Fight Atma in Kefka's Tower
15 = WOB, Floating Continent
16 = WOR, Kefka's tower
17 = Opera House, Battle with Ultros
18 = Opera House (Background where you battle the rats)
19 = Fire House
1A = Doma Castle, Inside
1B = Magitek Research Facility (Background with Crystal Tubes)
1C = Colisseum
1D = Magitek Research Facility
1E =
1F = WOB, Thamasa
20 = Jidoor, Inside (Background with Painting Frame for Chadarnook)

Byte 03: Songs
Code:
01 = Prelude
07 = Shadow
09 = Gau

Byte 05: Character Byte
Code:
0E= Spare Actor 1
0F= Spare Actor 2
12= Merchant
15= Kefka
16= Ghestahl
17= Soldier
Quote  

#6
Posts: 2,339
Threads: 93
Thanks Received: 340
Thanks Given: 310
Joined: Aug 2009
Reputation: 44
Status
Nattak\'d
Battle event script commands:
Code:
Action Que's

64 32 looks up
58 CE runs left off the screen
65 33 getting hit pose with attack sound
04 2A crouching down injured
DB B7 shocked, then knocked out
8A B9 glide forward 3 steps
C9 9B walk left and up from right of the screen
4D B8 crouch, look left, look right, left again, then stands up
A7 A6 makes character dissapeer instantly
E2 A5 attack stance
E3 A6 look down sad
E9 A6 look down normal
EF A6 switch positions of right & left arms
EF 9B Laughing histarically, like Kefka
84 A7 spin around 3 times with hands in the air
7E A8 walk forward 5 steps normal speed
35 A8 jump to the top left of the screen (works for Kefka only)
76 A9 switch arm position and blink twice
2D AD spin around 360 degrees
46 AD jump forward and turn 180 degrees in the air landing backward
0F B4 turn around 180 degrees
40 CE Laugh twice, turn left
D1 04 enemies shake and disentigrate black

Spells and Animations

D1 03 crazy Xolar Dark thing
81 00 1st half of the spell Goner with sound and character shaking, works best with a playable character
E0 B8 screen shake earthquake
81 B8  screen flash X3
BE B8 shake screen/giant wind gust when espers start flying overhead


Play Music

DA B9 Catastrophe


We are born, live, die and then do the same thing over again.
Quote  

#7
Posts: 831
Threads: 41
Thanks Received: 20
Thanks Given: 12
Joined: Nov 2009
Reputation: 18
Status
None
Battle Event Actions:
Code:
01 A3 = look up
A3 15 = Sound Effect (laser)
C8 00 - Screen Is blinding white, character is the one not enveloped in white.
C8 02 - Enemy Palette shines (kind of like atma weapon)
C8 03 - New Xolar Dark! (Overcast , multi colored rain with beamish blue background)
C8 04 - Enemy shakes and changes palette to darker ones and then disappear
2B 36 - Hit animation, with fire 3 sound, some weird lag
2B 2B - Spark Sound (Like a short circuit)
CD CD - Character Jump Scared
CD 24 - Screen Glows Blue-ish (beautiful)
CD 28 - Screen goes black, restore screen slowly, character looks back with hands risen to the air
CD 29 - character ducks, and jumps diagonally with the fire 3 sound. He comes back to the same spot, ducks, and event resumes.
CD 27 - Screen flashes white rapidly, character ducks.
CD 26 - Blinding light, but big lag before.
CD 22 - Moves to the left one step
CD 52 - Same blue light as CD 24, but summoning effect, character disappears and reappears.
CD 72 - almost attacks the enemy, then ducks and jumps.
Quote  

#8
Posts: 3,847
Threads: 271
Thanks Received: 778
Thanks Given: 435
Joined: Oct 2011
Reputation: 63
Status
Tissue-aware
***Edit: After some investigation I realized that some commands especially the ones involving movement and/or jump could vary in distance and/or jump length and/or direction. For one command there can be multiple results depending on the starting position of the character. So some descriptions in the MMMMAGIC event could be incomplete.***

Here's the tritoch event that I studied. I was able to identify almost all the actions in it. Note that some queues involving monster or background actions uses other actor number for their queues because the backgroud and a monster have no actor number. I wasn't able to decipher the explosion at the end however.

I'm planning to do the same with all the battle events, and once it will be done I'll post a complete list of all the possible actions or at least all the ones used in existing events that are not glitchy. It's not as bad to decipher an event once you understand the basic, you just have to replace some unknown actions by one that you know and you can identify them. It took me about 2 hours. It should go faster next time...

Those 24 bytes are located from 10FF00 to 10FF17. For their meaning see this

00 FF FF FF FF 00 00 FF FF FF 00 00 FF FF FF 00 00 FF FF FF 00 00 FF FF

This event is from D09E26 to D09E85 (ROM with a header).

Code:
0E                   Begin action queue(s).
    03 00             Queue for Terra.
        2A 9E        backgrouds goes darker slowly.
    04 20             Queue for Wedge.
        05 9E        Monster flash twice (white).
0F                     Execute queues.

11                     Open dialogue window at the bottom of the screen.
    01 00             Display message $00 at the bottom of the screen.
    
0E                   Begin action queue(s).
    03 00             Queue for Terra.
        86 9C         unknow action/no graphical or sound change.
    0C 20             ????????
        42 9E         Monster flashes twice (white) with a sound effect.
0F                     Execute queues.

0E                    Begin action queue(s).
    03 00             Queue for Terra.
        91 9C         Character move 4 tile forward/1 tile down (diagonal movement).
0F                     Execute queues.

    01 01             Display message $01 at the bottom of the screen.
    01 03             Display message $03 at the bottom of the screen.
    
0E                    Begin action queue(s).
    03 00             Queue for Terra.
        AD 9C         Party and monsters flash 3 times (white).
0F                     Execute queues.

0E                    Begin action queue(s).
    03 00             Queue for Terra.
        2B 9D         Party and monsters flash 2 times (white).
    04 20             Queue for Wedge.
        02 9D         Character turn around 3 times on himself.
    05 21             Queue for Biggs.
        02 9D         Character turn around 3 times on himself.
0F                    Execute queues.

    01 02            Display message $02 at the bottom of the screen.
    
0E                    Begin action queue(s).
    03 00             Queue for Terra.
        2B 9D         Party and monsters flash 2 times (white).
    04 20             Queue for Wedge.
        A4 9D         Character flash and dissapear (with a sound).
0F                     Execute queues.

    01 05            Display message $05 at the bottom of the screen.
    
0E                    Begin action queue(s).
    03 00             Queue for Terra.
        2B 9D         Party and monsters flash 2 times (white).
    04 21             Queue for Biggs.
        A4 9D         Character flash and dissapear (with a sound).
0F                     Execute queues.

    01 04             Display message $04 at the bottom of the screen.
    
0E                    Begin action queue(s).
    03 00             Queue for Terra
        68 9D         Character goes right 3 tiles/down 1 tile (diagonal movement) and face left.
    0C 14             ????????
        42 9E         Monster flashes twice (white) with a sound effect.
0F                    Execute queues.

   0D 00              ????????
        00 01         ????????
0F                      Execute queues.
  
10            Close dialogue window at the bottom of the screen.    
                    
FF                    End of event.


Now the whelk event:

From D0A077 to D0A0A9 (ROM with a header).

Code:
0E                  Begin action queue(s).
    03 21            Queue for Biggs.
        AA 9E        Character jump twice in the air.(no sound)
0F                  Execute queue(s).

11                Open dialogue window at the bottom of the screen.
01 06             Display message $06 at the bottom of the screen.
    
0E                  Begin action queue(s).  
    03 20             Queue for Wedge.
        D3 9E        Character jump once in the air with arms raised.(no sound)
0F                  Execute queue(s).

01 07                Display message $07 at the bottom of the screen.

0E                  Begin action queue(s).  
    03 21            Queue for Biggs.
        BF 9E        Character raise/lower both harms three times.
0F                  Execute queue(s).

01 08                Display message $08 at the bottom of the screen.

0E                  Begin action queue(s).
    03 20             Queue for Wedge.
        BF 9E        Character raise/lower both harms three times.
0F                  Execute queue(s).

01 09                Display message $09 at the bottom of the screen.

0E                  Begin action queue(s).
    03 21            Queue for Biggs.
        BF 9E        Character raise/lower both harms three times.
0F                  Execute queue(s).

01 0A                Display message $0A at the bottom of the screen.

0E                  Begin action queue(s).  
    03 20             Queue for Wedge.
        AA 9E        Character jump twice in the air.(no sound)
0F                  Execute queue(s).

01 0B                Display message $0B at the bottom of the screen.

10                Close dialogue window at the bottom of the screen.                    

FF                End of event.

This one was a lot easier...
Finally (for tonight): the MMMMMMAGIC event (Terra/Edgar/Locke).

Note that this event was triggered during the back attack where he is suppose to. I beleive the actions would be the same in a normal attack, but I haven't checked, as this event can be trigerred later but before reaching South Figaro for the first time(I'm not too sure about that).

I tried my best to calculate the tiles in jumps and movements but sometime it's hard. If you see something like "action1/action2/action3" it's the order in which the character does the moves except for "turn/face" which are synonyms and "move X tiles in direction1/move Y tiles in direction 2" which the resulting move is sometimes the diagonal of those two moves. Anyway experiment with those actions to see the different possible combos...

Edit: see the edit at the beginning before taking for granted those commands (involving jump especially).

From D0A0E4 to D0A191 (ROM with a header)

Code:
0E                  Begin action queue(s).
    03 04            Queue for Edgar.  
        92 9F        Character move 5 tiles right/2 tiles down with a suprised face and finish his move with a jump.
    04 01            Queue for Locke.
        BA 9F        Character jump once. After he has his "ready to fight" pose.
0F                  Execute queue(s).

0E                  Begin action queue(s).
    03 00            Queue for Terra.
        98 A1          Character turn/face left.
    04 01            Queue for Locke.  
        C8 9F          Character jump 4 tiles right/ 1 tile down and bounce when he lands.
0F                  Execute queue(s).  

11                  Open dialogue window at the bottom of the screen.

01 B8                  Display message $B8 at the bottom of the screen.

0E                  Begin action queue(s).
    03 04            Queue for Edgar.
        E1 9F        Character turn 2 times on himself with arms raised.
0F                  Execute queue(s).  

01 B9                  Display message $B9 at the bottom of the screen.

0E                  Begin action queue(s).
    03 01            Queue for Locke.  
        FF 9F        Character turn/face left and then turn/face right.
0F                  Execute queue(s).  

01 BA                  Display message $BA at the bottom of the screen.
01 BB                  Display message $BB at the bottom of the screen.

0E                  Begin action queue(s).
    03 01            Queue for Locke.  
        17 A0         Character with a suprised face jump three times.
0F                  Execute queue(s).  

01 BC                  Display message $BC at the bottom of the screen.

0E                  Begin action queue(s).
    03 01            Queue for Locke.  
        29 A0          Character move 2 tiles up/1 tile right and face up.         
    04 04            Queue for Edgar.
        3F A0          Character move 2 tiles up/1 tile left and face up.
0F                  Execute queue(s).  

01 BD                  Display message $BD at the bottom of the screen.

0E                  Begin action queue(s).
    03 04            Queue for Edgar.
        55 A0         Character jumps 2 tiles left and face left.
    04 01            Queue for Locke.  
        98 A1         Character turn/face left.
0F                  Execute queue(s).  

01 BE                  Display message $BE at the bottom of the screen.

0E                  Begin action queue(s).
    03 00            Queue for Terra.  
        6B A0         Character move 4 tiles right/1 tile down with head down.
    04 04            Queue for Edgar.
        92 A1          Character turn/face down.
    05 01            Queue for Locke.  
        92 A1        Character turn/face down.  
0F                  Execute queue(s).  

01 BF                  Display message $BF at the bottom of the screen.

0E                  Begin action queue(s).
    03 01            Queue for Locke.  
        83 A0        Character jump 1 tile left/move 2 tile down/face down.
    04 04            Queue for Edgar.
        A6 A0        Character turn right/fall down/get up and face down.
0F                  Execute queue(s).  

01 C0                  Display message $C0 at the bottom of the screen.

0E                  Begin action queue(s).
    03 04            Queue for Edgar.
        C7 A0        Character move down 3 tiles          
0F                  Execute queue(s).  

01 C1                  Display message $C1 at the bottom of the screen.
01 C2                  Display message $C2 at the bottom of the screen.

0E                  Begin action queue(s).
    03 01            Queue for Locke.  
        DD A0        Character jump 2 tiles down/2 tiles right/face left
0F                  Execute queue(s).  

01 C3                  Display message $C3 at the bottom of the screen.

0E                  Begin action queue(s).
    03 00            Queue for Terra.  
        F3 A0        Character eyes blink.  
0F                  Execute queue(s).  

01 C4                  Display message $C4 at the bottom of the screen.

0E                  Begin action queue(s).
    03 00            Queue for Terra.  
        02 A1          Character eyes blink/character turn left.
0F                  Execute queue(s).  

01 C5                  Display message $C5 at the bottom of the screen.

0E                  Begin action queue(s).
    03 01            Queue for Locke.  
        A4 A1        Character turn/face up.
    04 04            Queue for Edgar.
        A4 A1        Character turn/face up.  
    05 00            Queue for Terra.
        4D A1         Character move up 2 tiles/left 1 tile/face down/do a wink/jump left 3 tiles/face right. (jumps back to her postion in battle formation).*
0F                  Execute queue(s).  

0E                  Begin action queue(s).
    03 01            Queue for Locke.  
        11 A1        Character slowly go down 1 tile while keeping his "open mouth" pose (facing down).
    04 04            Queue for Edgar.
        11 A1        Character slowly go down 1 tile while keeping his "open mouth" pose (facing down).  
0F                  Execute queue(s).  

01 C6                  Display message $C6 at the bottom of the screen.

0E                  Begin action queue(s).
    03 01            Queue for Locke.  
        31 A1      Character jumps 4 tiles up/5 tiles left with raised harms/face right. (jumps back to his position in battle formation).**
    04 04            Queue for Edgar.
        31 A1        Character jumps 5 tiles up/1 tile left with raised harms/face right. (jumps back to his position in battle formation).**
0F                  Execute queue(s).  

10                  Close dialogue window at the bottom of the screen.                
    
FF                  End of event.

* I don't know if we could call this dynamic jumping (the game would calculate where to land but I doubt that...) since the character lands exactly in his battle position in the formation. I haven't really tested the possibilities.

** Same as above and both character have the same command (31 A1) and have a really different postition prior to the jump. They both land in the right spot in the battle formation.
  Find
Quote  

#9
Posts: 831
Threads: 41
Thanks Received: 20
Thanks Given: 12
Joined: Nov 2009
Reputation: 18
Status
None
In an effort to discover how battle events make a specific character turn into another, I commented on locke's scenario, where he steals a merchant's clothes in battle.
Code:
11 - Open text box
01 0F - Text box 0F "Stole his clothing"
0E - Begin action
03 01 - For character 01 (Locke)
6C A7 - Jumps to the middle of the screen
0F - Proceed with Queue
01 0E - Text box 0E "Locke: Here we go"
0E - Begin action
03 01 - For character 01 (Locke)
84 A7 - Locke spins, battle sprite is changed
0F - End Character Queue?
01 0C - More Text
10 = ?
0E = Begin Action
03 01 - For Locke
35 A8 - Jump back to fighting position
0F - End queue
FF - End event
Seems like:
04 A8 - Merchant
84 A7 - Soldier

And here's the code for another event, in which terra turns into her esper form via an event command:
Code:
0E - Begin action
03 00 - action for character 00
A6 A9 -
04 00 -
DB A9 - Screen turns black
0F - Execute queue
10- ?
FF - End
Quote  

#10
Posts: 831
Threads: 41
Thanks Received: 20
Thanks Given: 12
Joined: Nov 2009
Reputation: 18
Status
None
More on battle event commands:

Code:
0D XX 00 01 - Loads a specific graphic to be used instantly or later.

Specifically,
Code:
0D 05 00 01 -  Bahamut's sprite
0D 06 00 01 -  Zona Seeker's sprite
0D 07 00 01 -  Fenrir's sprite
0D 08 00 01 -  MidgardSormr's sprite
0D 09 00 01 -  Shiva's sprite
0D 0A 00 01 -  Kirin's sprite
0D 0B 00 01 -  Bismarck's sprite
0D 0C 00 01 -  Carbuncle's sprite
0D 0D 00 01 -  Phantom's sprite

And some comments on how the esper loaded with 0D XX 00 01 moves around the screen (Bahamut's example)
Code:
03 2A - Action queue for Kefka (Why is kefka bahamut!!)                            
BE B8 - Sets trajectory and height of travel for Bahamut, makes screen shake                            
04 2A - Action queue for character 2A (Kefka sama)                            
81 B8 - Screen flashes in white x4 (kefka flashes his magical underwear 4 times!)                            
05 0C - Action queue for character 0C (?)                            
8A B9 - Move forward some tiles in the direction facing                            
06 0B - Action queue for character 0B (?)                            
8A B9 - Move forward some tiles in the direction facing                            
06 0D - Action queue for character 0D (?)                            
8A B9 - Move forward some tiles in the direction facing
0F - Close window
-
Quote  



Forum Jump:

Users browsing this thread: 1 Guest(s)


Theme by Madsiur2017Custom Graphics by JamesWhite