Difference between revisions of "FF7/Battle/Battle Mechanics"

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Revision as of 20:29, 17 September 2013

This page will be for Battle memory structures. May be pretty unstructured for a while.

Command Defaults

Each command type has default execution values that can, in some cases, be overridden.

Offset Default
0h Animation
1h Damage Calculation
2h Command Properties

AI Structure

There is a single block of memory that holds AI information on the current running script. Each Actor "owns" this while their scripts are executing.

Offset Function
0h Actor Index
4h Script Position
8h Remaining Stack Space (initially 200h)
0Ch Current AI OpCode
10h OpCode Lower Nybble
14h OpCode Upper Nybble
18h First Group Type
1Ch Second Group Type
20h OpCode Lower Nybble (related to group 1?)
24h OpCode Lower Nybble (related to group 2?)
28h Mask of non-null values in Group 1
2Ah Mask of non-null values in Group 2
2Ch - 50h Group 1 of variables
54h - 78h Group 2 of variables
7Ch - 27Ch Stack of values