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Making a field/battle event de/compilers?

#1
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I'm not making any promises - it may be too much for me to chew - but I'll at least take a crack at making event code de/compilers for field and battle scripts. I do need to know more about them though, namely:
  1. Where they are located.
  2. How to determine where each script starts and ends.
  3. If they're mixed up with anything else besides scripts and variables.
  4. The number of bytes/bits per opcode, including parameters used to determine opcode/parameter length if they are parameterized.
  5. Rough idea of what each opcode does, and what their operands represent.
  6. Ideas on what each should be called if they were method calls.
  7. The most common use cases, and notable edge cases and caveats.
Here's what Sir Newton Fig told me in chat.

http://ff6hacking.com/wiki/doku.php?id=f...background
Quote:see: Event Commands Document and Event Script Dump

also the ROM map will show you where the event script lives

that's at least all the field event stuff

I am less familiar with the battle event stuff, aside from some notes that I think Seibaby pointed me to while I was working on my no-text hack. They're effectively an event script dump of the combat event code. I'll see if I can figure out where that came from if you lik
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#2
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There's already a field event disassembler. See https://www.ff6hacking.com/wiki/doku.php...ource_code
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#3
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Here's a disassembler I made a few years ago for the battle animation and event scripts. There's more info about the script format on the wiki.

https://www.mediafire.com/file/7qae5ok98...t.zip/file
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#4
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I recline corrected.

edit

Just for shits n giggles, has anyone considered using mnemonics instead of bytes, and if so what's the most apt mnemonic for each opcode and their parameters?
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