Qhimm.com Forums
Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: DynamixDJ on 2016-03-10 02:22:12
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Ok, I'm trying to work out what the battle flags correspond to within offset 0x10 of the battle setup. The documented description within the qhimm wiki battle scenes (http://wiki.qhimm.com/view/FF7/Battle/Battle_scenes#Japanese_format) reads "Escapable Flag (Along with other flags)". This topic (http://forums.qhimm.com/index.php?topic=8928.msg117079#msg117079) tells me a small amount, as does this topic (http://forums.qhimm.com/index.php?topic=8481.msg105638#msg105638), however this video (https://www.youtube.com/watch?v=9Y5RwkxqpWM) explains a little more.
Long story short, I'm writing an in-depth FAQ about damage overflow, and I need to cite every single enemy in which back damage is possible. I can find the side attack formations easily enough, however the preemptive chance uses a different flag.
Here are the 16-bit values that are being used (that I've seen, anyway):
(much later) EDIT - now that i know definitely what the flags do, I've changed the info in the coding tag below to display the correct info. I'm still unsure of the 0x02 flag, although this is primarily used against enemies with multiple limbs:
FD = Normal fight
ED = Preemptive OFF
F9 = Can't Escape
F7 = No Victory pose
FF = 0x02 ON
F1 = Can't Escape & No Victory pose
E9 = Can't Escape & Preemptive OFF
FB = Can't Escape & 0x02 ON
EF = Preemptive OFF, and 0x02 ON
F3 = Can't Escape, No Victory Pose and 0x02 ON
EB = Can't Escape, Preemptive OFF and 0x02 ON
E3 = Can't Escape, Preemptive OFF, No Victory Pose and 0x02 ON
Now, I haven't done much raw testing yet, I was hoping maybe someone would be able to tell me not to bother, it's already been figured out, but anyway, here are my current predictions of the 4 bits that are in use:
(much later) EDIT - These are now correct:
Bit 1 ON = ???? used on enemies with multiple limbs
Bit 2 OFF = Can't Run
Bit 3 OFF = Fanfare/Victory pose won't play
Bit 4 OFF = Preemptive off
Also, does anyone know of a list that cites the formations that the game actually uses? If not, I'll be able to go through each field map with Makou Reactor to determine know which Side Attack formations are actually being used, and if someone can confirm/deny my battle flag hypothesis, then I'll be able to accurately cite each enemy that can take back damage for the field maps....
What about the World Map encounters? Do we know precisely which formations are used and which are unused? picklejar uploaded the world map scripts, (http://kujatas-picklejar.rhcloud.com/wm0.html) and while I've been able to find scripts that engage forced battle encounters 01D5 (Midgar Zolom), 03D6 (Ruby Weapon), and all of the Ultimate encounters, I haven't been able to find any of the random encounter scenes.
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This (http://finalfantasy.wikia.com/wiki/User:JBed/test4) should be an accurate list of enemy formations and where they are fought-- the absence of location information indicating an unused encounter. WM event encounters aren't noted though. I believe for each of them the first listed is the used one (e.g. Ruby Weapon: 982 used; 983, 984, and 985 unused). For Ultimate Weapon they're all used except the one on the black background, and for Mystery Ninja 296, 297, and 298 aren't used but the rest are.
(Edit: another explanation of WM encounters (http://forums.qhimm.com/index.php?topic=13560.0))
WM encounters are in enc_w.bin in the wm LGP. Blocks are 6 normal encounters, 2 back attack, 1 side attack, 1 both sides, 4 chocobo encounters. Each encounter is two bytes, First byte is encounter ID, second byte is encounter rate, although it only uses the first six bits (apparently the remaining two bits are also for the encounter ID, although all encounters used on the WM have an ID < 256). Each block starts with two bytes, first byte is 0x01 if encounters are set, 0x00 if not. Second byte is the area's enc rate, which does take into account all eight bits.
There are four blocks to an area of WM (the WM pole-placing place in Great Glacier is with the Icicle Area lot).
For example, this is the first four (starts at offset 0xA0) for Midgar
01 20 26 40 27 40 28 40 29 40 00 00 00 00 2a 08 \ Midgar - Grass
2a 08 00 00 2b 10 00 00 00 00 00 00 00 00 00 00 \-------
01 14 20 40 21 40 22 40 24 40 00 00 00 00 23 10 \ Midgar - Dirt
23 10 25 28 00 00 00 00 00 00 00 00 00 00 00 00 \-------
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 \ Midgar - Jungle/desert? unused
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 \--------
01 40 2c 58 2d 54 2e 54 00 00 00 00 00 00 00 00 \ Midgar - Beach
00 00 00 00 2f 20 00 00 00 00 00 00 00 00 00 00 \-------
Breakdown of Midgar Grass (EDIT: corrected after response)
01 -- Encounters on
20 -- Encounter value 20
26 40 -- 1st normal encounter 038, enc value 16
27 40 -- 2nd normal encounter 039, enc value 16
28 40 -- 3rd normal encounter 040, enc value 16
29 40 -- 4th normal encounter 041, enc value 16
00 00 -- 5th normal encounter N/A
00 00 -- 6th normal encounter N/A
2a 08 -- 1st back attack encounter 042, enc value 2
2a 08 -- 2nd back attack encounter 042, enc value 2
00 00 -- 1st side attack encounter N/A
2b 10 -- 1st both sides encounter 043, enc value 4
00 00 -- 1st chocobo encounter N/A
00 00 -- 2nd chocobo encounter N/A
00 00 -- 3rd chocobo encounter N/A
00 00 -- 4th chocobo encounter N/A
00 00 -- Unknown (always 0x0000)
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Hey, thanks for this, I've already had the wikia enemy formations (http://finalfantasy.wikia.com/wiki/List_of_Final_Fantasy_VII_enemy_formations) bookmarked, however your link provides a little bit more detail. Additionally, I was messing around with Ochu the other day, and I noticed how DLPB has kindly included 2 .txt files listing all Battle Encounter formation with IDs, and all Field Maps with IDs. All this time that's been sitting on my computer, I could have done with it a while ago, too!
Excellent! So now I can accurately detail which world map encounters are being used. I decided to look at the encounters for Wutai Dirt area:
01 40 A8 40 A9 40 AA 40 AB 40 00 00 00 00 AC 08
AD 08 AE 28 AF 10 A2 20 A3 20 A6 20 A7 20 00 00
Wutai Area - Dirt Encounter Value: 64
Normal Battle #1: 16/64 Chance Back Attack #1: 2/64 Chance
Row 1: 2x Thunderbird RUN DIFFICULTY: 2
Row 2: 2x Thunderbird Row 1: 3x Thunderbird
Normal Battle #2: 16/64 Chance Back Attack #1: 2/64 Chance
Row 1: 2x Bizarre Bug RUN DIFFICULTY: 2
Row 2: 3x Thunderbird Row 1: 2x Tail Vault
Normal Battle #3: 16/64 Chance Side Attack: 10/64 Chance
Row 1: 2x Tail Vault Row 1: 3x Bizarre Bug
Row 2: 1x Tail Vault Ambush: 4/64 Chance
Normal Battle #4: 16/64 Chance Grp 1: 1x Tail Vault,
Row 1: 1x Tail Vault, 1x Thunderbird
2x Bizarre Bug Grp 2: 2x Bizarre Bug
By cross referencing the work that Terrence has done in his Enemy Mechanics FAQ (http://www.gamefaqs.com/ps/197341-final-fantasy-vii/faqs/31903), I can be sure that I am deciphering the values correctly. Which I am :) Nice one JBed! Also, thanks for posting that link to Aali's explanation of how the bitmasking works; now I understand why the encounter rate wants to be divided by 4 - because effectively a right bit shift of 2 is taking place (as only 6 bits are looked at).
So that solves that puzzle, now I just need someone to confirm my battle flag speculation, and I'm away. I will be able to confirm for myself though eventually, but it would be nice to know in advance if my theory is correct.
One other thing to ask, does anyone know of a good (free) hex analyzing software? Basic functions such as searching for differences between two hex tables, and offset (column) searching would be ideal. I figured this would be the best place to ask!
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Yeah those encounters of course match up to the scene.bin formations (from field battle ID shift 2 places to right). Field Map IDs are in order of flevel ID, which you can also view through Makou Reactor :)
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Yeah, I've already started mapping out which field encounters are actually used thgrough MR, however I didn't know that the field map encounters IDs are listed in the same sequence that the field maps themselves are listed. Handy to know! :)
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Not that this is pertinent:
Karma: -32768
Wow, DDJ! You really ticked some admin off. I motion for a vote of no confidence in our leaders. Even if that's not a thing.
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Karma: -32768
At first I thougth: :?
Then I felt: :'(
And then I looked closer and ...: ;)
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I'll donate you some of my stack and get you wrapped back around to positivity.
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Not that this is pertinent:
Wow, DDJ! You really ticked some admin off. I motion for a vote of no confidence in our leaders. Even if that's not a thing.
To the contrary; I actually amassed soooo much karma in such a short space of time that I overflowed into the minus! Thanks DLPB, now I'm on -32767 ;D
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OK, I've finished looking at which formations are used within the World Map, and from what I can see there are three formations that aren't in use:
- Battle #87 (57h) Grangalan (Beach)
- Battle #138 (8Ah) Crown Lance (Cosmo Canyon)
- Battle '139 (8Bh) Crown Lance x2 (Cosmo Canyon)
Also, I'm pretty certain now that the 0x10 setup flag handles Preemptive Strikes, still more testing to be done, but it's been fairly consistent so far. the 0x08 seems to disable the victory pose from playing out (Diamond Weapon), and I'm really not sure what 0x02 does. The only difference I can make out in-battle is the characters could not target each other when attacking.
Haven't done any 0x04 tests yet, but I highly suspect that this is the 'can't run' flag.
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I've also found 1 more WM encounter that isn't used - #103 (066h) which is a Side Attack against a Harpy.
Here's what I now know for definite about the setup flags after testing (this topic should've been called FF7 Setup Flags, as those are the flags I'm referring to, not the Battle Flags):
0x02 OFF = ? ? ? ? (according to NFITC1 this affects the animations for multiple enemies)
0x04 OFF = Can't Escape
0x08 OFF = Fanfare/victory pose won't play
0x10 OFF = Preemptive chance disabled
So, I'm a little bit confused about the Mystery Ninja. Each Forest should have 6 different potential battles formations to call upon, based on Cloud's current level. i can't find these anywhere within world_fr.lgp. Take the Junon forests for example. According to Terrence's Enemy Mechanics FAQ, the Yuffie Encounter rate is 32/256 (so 8 ). Each Yuffie scene has 2 identical formations, the only difference being the background (Forest or Jungle). Take the lowest leveled Yuffie Lv 17 (Enemy 161h), these are formations #268 (10Ch) Forest & #269 (10Dh) Jungle.
With 8 encounter rate, I'm believe I'm searching for either 0C21 or 0D21. I can't seem to find these values that handle the Yuffie encounters. Any help?
Additionally, Terence was unable to work out what GlobalVar:0x02 was. This is what sets Yuffie's initial level after the battle has ended I suspect.
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I've finished with the World Map encounters now, I thought I might as well share this in case anyone's interested:
-EDIT- I've updated the formation listings below to include Attack Type as well as formation positioning.
WORLD MAP ENCOUNTER FORMATIONS:
* = Incorrectly placed formation
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Midgar Area Grass: (32)
01 20 26 40 27 40 28 40 29 40 00 00 00 00 2A 08
2A 08 00 00 2B 10 00 00 00 00 00 00 00 00 00 00
NB 1 - 26h (16) - #38 3x Kalm Fang (NB)
NB 2 - 27h (16) - #39 2x Kalm Fang, 1x Prowler (NB)
NB 3 - 28h (16) - #40 2x Devil Ride (NB)
NB 4 - 29h (16) - #41 3x Kalm Fang (NB)
NB 5 -
NB 6 -
BA 1 - 2Ah (2) - #42 1x Kalm Fang, 2x Prowler (BA)
BA 2 - 2Ah (2) - #42 1x Kalm Fang, 2x Prowler (BA)
SA -
AFBS - 2Bh (4) - #43 2x Kalm Fang, 1x Prowler (AFBS)
Midgar Area Dirt: (20)
01 14 20 40 21 40 22 40 24 40 00 00 00 00 23 10
23 10 25 28 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - 20h (16) - #32 1x Devil Ride (NB)
NB 2 - 21h (16) - #33 2x Custom Sweeper (NB)
NB 3 - 22h (16) - #34 2x Kalm Fang, 1x Devil Ride (NB)
NB 4 - 24h (16) - #36 1x Kalm Fang, 2x Prowler (NB)
NB 5 -
NB 6 -
BA 1 - 23h (4) - #35 2x Devil Ride (BA)
BA 2 - 23h (4) - #35 2x Devil Ride (BA)
SA - 25h (10) - #37 2x Custom Sweeper (SA)
AFBS -
Midgar Area Forests: (unused)
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
Midgar Area Beach: (64)
01 40 2C 58 2D 54 2E 54 00 00 00 00 00 00 00 00
00 00 00 00 2F 20 00 00 00 00 00 00 00 00 00 00
NB 1 - 2Ch (22) - #44 3x Kalm Fang (NB)
NB 2 - 2Dh (21) - #45 2x Kalm Fang (NB)
NB 3 - 2Eh (21) - #46 2x Kalm Fang, 1x Prowler (NB)
NB 4 -
NB 5 -
NB 6 -
BA 1 -
BA 2 -
SA -
AFBS - 2Fh (8) - #47 1x Kalm Fang, 2x Prowler (AFBS)
____
Grasslands Area Grass: (32)
01 20 30 34 31 34 32 34 33 34 34 30 00 00 35 08
36 08 00 00 37 10 38 60 39 60 3C 60 3D 60 00 00
NB 1 - 30h (13) - #48 1x Levrikon, 2x Mu (NB)
NB 2 - 31h (13) - #49 3x Levrikon (NB)
NB 3 - 32h (13) - #50 2x Levrikon (BA) *
NB 4 - 33h (13) - #51 3x Levrikon (BA) *
NB 5 - 34h (12) - #52 4x Mandragora (NB)
NB 6 -
BA 1 - 35h (2) - #53 2x Elfadunk (NB) *
BA 2 - 36h (2) - #54 2x Elfadunk, 1x Levrikon (NB) *
SA -
AFBS - 37h (4) - #55 2x Elfadunk, 1x Levrikon, 2x Mandragora (NB) *
CT 1 - 38h (24) - #56 2x Mandragora, 1x Chocobo Lv 13 (CH)
CT 2 - 39h (24) - #57 1x Mandragora, 1x Levrikon, 1x Chocobo Lv 19 (CH)
CT 3 - 3Ch (24) - #60 2x Levrikon, 1x Chocobo Lv 16 (CH)
CT 4 - 3Dh (24) - #61 2x Elfadunk, 1x Chocobo Lv 16 (CH)
Grasslands Area Dirt: (unused)
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
Grasslands Area Forests: (unused)
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
Grasslands Area Beach: (64)
01 40 3A 40 3B 40 3E 40 3F 40 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - 3Ah (16) - #58 1x Levrikon (NB)
NB 2 - 3Bh (16) - #59 2x Levrikon (NB)
NB 3 - 3Eh (16) - #62 1x Elfadunk (NB)
NB 4 - 3Fh (16) - #63 2x Elfadunk (NB)
NB 5 -
NB 6 -
____
Junon Area Grass: (32)
01 20 40 40 41 40 42 40 43 40 00 00 00 00 44 10
45 10 00 00 00 00 4E 40 4F 40 50 40 51 40 00 00
NB 1 - 40h (16) - #64 2x Nerosuferoth (NB)
NB 2 - 41h (16) - #65 2x Nerosuferoth, 1x Formula (NB)
NB 3 - 42h (16) - #66 1x Zemzelett (NB)
NB 4 - 43h (16) - #67 2x Nerosuferoth, 1x Zemzelett (NB)
NB 5 -
NB 6 -
BA 1 - 44h (4) - #68 2x Nerosuferoth (BA)
BA 2 - 45h (4) - #69 3x Nerosuferoth (BA)
SA -
AFBS -
CT 1 - 4Eh (16) - #78 3x Capparwire, 1x Chocobo Lv 19 (CH)
CT 2 - 4Fh (16) - #79 2x Capparwire, 1x Chocobo Lv 19 (CH)
CT 3 - 50h (16) - #80 2x Nerosuferoth, 1x Chocobo Lv 19 (CH)
CT 4 - 51h (16) - #81 2x Capparwire, 1x Chocobo Lv 19 (CH)
Junon Area Dirt: (20)
01 14 46 58 47 54 48 54 00 00 00 00 00 00 49 10
49 10 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - 46h (22) - #70 1x Hell Rider VR2 (NB)
NB 2 - 47h (21) - #71 2x Formula (NB)
NB 3 - 48h (21) - #72 1x Zemzelett (NB)
NB 4 -
NB 5 -
NB 6 -
BA 1 - 49h (4) - #73 1x Zemzelett (BA)
BA 2 - 49h (4) - #73 1x Zemzelett (BA)
SA -
AFBS -
Junon Area Forests: (12)
01 0C 4A 40 4A 40 4B 40 4B 40 00 00 00 00 4C 10
4C 10 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - 4Ah (16) - #74 3x Formula (NB)
NB 2 - 4Ah (16) - #74 3x Formula (NB)
NB 3 - 4Bh (16) - #75 5x Capparwire (NB)
NB 4 - 4Bh (16) - #75 5x Capparwire (NB)
NB 5 -
NB 6 -
BA 1 - 4Ch (4) - #76 2x Capparwire (BA)
BA 2 - 4Ch (4) - #76 2x Capparwire (BA)
SA -
AFBS -
(WHERE ARE THE YUFFIE ENCOUNTERS STORED???????)
Junon Area Beach: (64)
01 40 4D 58 52 54 53 54 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - 4Dh (22) - #77 2x Capparwire (NB)
NB 2 - 52h (21) - #82 2x Nerosuferoth (NB)
NB 3 - 53h (21) - #83 2x Capparwire, 1x Nerosuferoth (NB)
NB 4 -
NB 5 -
NB 6 -
____
Corel Area Grass: (32)
01 20 54 58 54 54 54 54 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - 54h (22) - #84 1x Grangalan, 1x Grangalan Jr, 3x Grangalan Jr Jr (NB)
NB 2 - 54h (21) - #84 1x Grangalan, 1x Grangalan Jr, 3x Grangalan Jr Jr (NB)
NB 3 - 54h (21) - #84 1x Grangalan, 1x Grangalan Jr, 3x Grangalan Jr Jr (NB)
NB 4 -
NB 5 -
NB 6 -
Corel Area Mountain Path: (32)
01 20 56 58 58 54 59 54 00 00 00 00 00 00 5A 10
5A 10 5B 40 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - 56h (22) - #86 1x Grangalan, 1x Grangalan Jr, 3x Grangalan Jr Jr (NB)
NB 2 - 58h (21) - #88 2x Needle Kiss (NB)
NB 3 - 59h (21) - #89 2x Needle kiss, 1x Cokatolis (NB)
NB 4 -
NB 5 -
NB 6 -
BA 1 - 5Ah (4) - #90 2x Needle Kiss (BA)
BA 2 - 5Ah (4) - #90 2x Needle Kiss (BA)
SA - 5Bh (16) - #91 2x Needle Kiss (SA)
AFBS -
Corel Area Dirt (unused)
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
Corel Area Beach: (64)
01 40 55 40 5C 40 5D 40 5E 40 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - 55h (16) - #85 1x Grangalan, 1x Grangalan Jr, 3x Grangalan Jr Jr (NB)
NB 2 - 5Ch (16) - #92 3x Beachplug (NB)
NB 3 - 5Dh (16) - #93 4x Beachplug (NB)
NB 4 - 5Eh (16) - #94 3x Beachplug (SA) *
NB 5 -
NB 6 -
____
Gold Saucer Area Grass: (32)
01 20 60 58 61 54 64 54 00 00 00 00 00 00 65 10
65 10 00 00 00 00 62 14 63 14 68 2C 69 2C 00 00
NB 1 - 60h (22) - #96 3x Spencer, 1x Flapbeat (NB)
NB 2 - 61h (21) - #97 3x Flapbeat (NB)
NB 3 - 64h (21) - #100 2x JokeR (NB)
NB 4 -
NB 5 -
NB 6 -
BA 1 - 65h (4) - #101 2x Flapbeat, 1x Joker (BA)
BA 2 - 65h (4) - #101 2x Flapbeat, 1x Joker (BA)
SA -
AFBS -
CT 1 - 62h (5) - #98 2x Flapbeat, 1x Chocobo Lv 29 (CH)
CT 2 - 63h (5) - #99 2x Spencer, 1x Chocobo Lv 29 (CH)
CT 3 - 68h (11) - #104 2x Flapbeat, 1x Chocobo Lv 29 (CH)
CT 4 - 69h (11) - #105 1x Harpy, 1x Chocobo Lv 29 (CH)
Gold Saucer Area Dirt (unused): (20)
01 14 66 80 66 80 00 00 00 00 00 00 00 00 00 00
00 00 67 28 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - 66h (32) - #102 1x Harpy (NB)
NB 2 - 66h (32) - #102 1x Harpy (NB)
NB 3 -
NB 4 -
NB 5 -
NB 6 -
BA 1 -
BA 2 -
SA - 67h (10) - #103 1x harpy (SA)
AFBS -
Gold Saucer Area Desert: (32)
01 20 6A 80 6B 80 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - 6Ah (32) - #106 1x Harpy (NB)
NB 2 - 6Bh (32) - #107 4x Flapbeat (NB)
NB 3 -
NB 4 -
NB 5 -
NB 6 -
Gold Saucer Area Beach: (64)
01 40 55 40 5C 40 5D 40 5E 40 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - 55h (16) - #85 1x Grangalan, 1x Grangalan Jr, 3x Grangalan Jr Jr (NB)
NB 2 - 5Ch (16) - #92 3x Beachplug (NB)
NB 3 - 5Dh (16) - #93 4x Beachplug (NB)
NB 4 - 5Eh (16) - #94 3x Beachplug (SA) *
NB 5 -
NB 6 -
____
Gongaga Area Grass: (32)
01 20 6C 58 6D 54 6E 54 00 00 00 00 00 00 6F 08
6F 08 00 00 70 10 00 00 00 00 00 00 00 00 00 00
NB 1 - 6Ch (22) - #108 1x Grand Horn (NB)
NB 2 - 6Dh (21) - #109 2x Gagighandi (NB)
NB 3 - 6Eh (21) - #110 2x Grand Horn (NB)
NB 4 -
NB 5 -
NB 6 -
BA 1 - 6Fh (2) - #111 1x Grand Horn (BA)
BA 2 - 6Fh (2) - #111 1x Grand Horn (BA)
SA -
AFBS - 70h (4) - #112 3x Gagighandi (AFBS)
Gongaga Area Dirt: (unused)
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
Gongaga Area Jungle: (20)
01 14 71 58 72 54 73 54 00 00 00 00 00 00 00 00
00 00 00 00 74 20 00 00 00 00 00 00 00 00 00 00
NB 1 - 71h (22) - #113 3x Gagighandi (NB)
NB 2 - 72h (21) - #114 2x gagighandi (NB)
NB 3 - 73h (21) - #115 1x Gagighandi, 2x Touch Me (NB)
NB 4 -
NB 5 -
NB 6 -
BA 1 -
BA 2 -
SA -
AFBS - 74h (8) - #116 6x Touch Me (AFBS)
Gongaga Area Beach: (64)
01 40 55 40 5C 40 5D 40 5E 40 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - 55h (16) - #85 1x Grangalan, 1x Grangalan Jr, 3x Grangalan Jr Jr (NB)
NB 2 - 5Ch (16) - #92 3x Beachplug (NB)
NB 3 - 5Dh (16) - #93 4x Beachplug (NB)
NB 4 - 5Eh (16) - #94 3x Beachplug (SA) *
NB 5 -
NB 6 -
____
Cosmo Area Grass: (32)
01 20 6C 58 6D 54 6E 54 00 00 00 00 00 00 6F 08
6F 08 00 00 70 10 00 00 00 00 00 00 00 00 00 00
NB 1 - 6Ch (22) - #108 1x Grand Horn (NB)
NB 2 - 6Dh (21) - #109 2x Gagighandi (NB)
NB 3 - 6Eh (21) - #110 2x Grand Horn (NB)
NB 4 -
NB 5 -
NB 6 -
BA 1 - 6Fh (2) - #111 1x Grand Horn (BA)
BA 2 - 6Fh (2) - #111 1x Grand Horn (BA)
SA -
AFBS - 70h (4) - #112 3x Gagighandi (AFBS)
Cosmo Area Dirt: (20)
01 14 78 58 79 54 7A 54 00 00 00 00 00 00 7B 10
7B 10 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - 78h (22) - #120 3x Bagrisk (NB)
NB 2 - 79h (21) - #121 1x Griffin (NB)
NB 3 - 7Ah (21) - #122 2x Desert Sahagin (NB)
NB 4 -
NB 5 -
NB 6 -
BA 1 - 7Bh (4) - #123 3x Bagrisk (BA)
BA 2 - 7Bh (4) - #123 3x Bagrisk (BA)
SA -
AFBS -
Cosmo Area Canyon: (32)
01 20 7C 2C 7D 2C 7E 2C 7F 2C 80 28 81 28 82 08
83 08 84 28 85 10 00 00 00 00 00 00 00 00 00 00
NB 1 - 7Ch (11) - #124 3x Skeeskee (NB)
NB 2 - 7Dh (11) - #125 1x Griffin (NB)
NB 3 - 7Eh (11) - #126 1x Golem (NB)
NB 4 - 7Fh (11) - #127 2x Skeeskee, 1x Griffin (NB)
NB 5 - 80h (10) - #128 3x Desert Sahagin (NB)
NB 6 - 81h (10) - #129 2x Desert Sahagin (NB)
BA 1 - 82h (2) - #130 2x Desert Sahagin (BA)
BA 2 - 83h (2) - #131 3x Skeeskee (BA)
SA - 84h (10) - #132 3x Skeeskee (SA)
AFBS - 85h (4) - #133 2x Desert Sahagin (AFBS)
Cosmo Area Beach: (64)
01 40 86 58 87 54 88 54 00 00 00 00 00 00 00 00
00 00 00 00 89 20 00 00 00 00 00 00 00 00 00 00
NB 1 - 86h (22) - #134 2x Crown Lance (NB)
NB 2 - 87h (21) - #135 3x Crown lance (NB)
NB 3 - 88h (21) - #136 1x Crown Lance (NB)
NB 4 -
NB 5 -
NB 6 -
BA 1 -
BA 2 -
SA -
AFBS - 89h (8) - #137 2x Crown Lance (AFBS)
____
Nibel Area Grass: (32)
01 20 8C 58 8D 54 8E 54 00 00 00 00 00 00 8F 10
8F 10 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - 8Ch (22) - #140 2x Nibel Wolf (NB)
NB 2 - 8Dh (21) - #141 2x Nibel Wolf, 1x Valron (NB)
NB 3 - 8Eh (21) - #142 1x Valron (NB)
NB 4 -
NB 5 -
NB 6 -
BA 1 - 8Fh (4) - #143 2x Nibel Wolf (BA)
BA 2 - 8Fh (4) - #143 2x Nibel Wolf (BA)
SA -
AFBS -
Nibel Area Dirt: (unused)
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
Nibel Area Forests: 12
01 0C 90 58 91 54 92 54 00 00 00 00 00 00 00 00
00 00 00 00 93 20 00 00 00 00 00 00 00 00 00 00
NB 1 - 90h (22) - #144 2x Bahba Velamyu (NB)
NB 2 - 91h (21) - #145 4x Battery Cap, 1x Valron (NB)
NB 3 - 92h (21) - #146 6x Battery Cap (NB)
NB 4 -
NB 5 -
NB 6 -
BA 1 -
BA 2 -
SA -
AFBS - 93h (8) - #147 2x Bahba Velamyu (AFBS)
(WHERE ARE THE YUFFIE ENCOUNTERS STORED???????)
Nibel Area Beach: (64)
01 40 86 58 87 54 88 54 00 00 00 00 00 00 00 00
00 00 00 00 89 20 00 00 00 00 00 00 00 00 00 00
NB 1 - 86h (22) - #134 2x Crown Lance (NB)
NB 2 - 87h (21) - #135 3x Crown lance (NB)
NB 3 - 88h (21) - #136 1x Crown Lance (NB)
NB 4 -
NB 5 -
NB 6 -
BA 1 -
BA 2 -
SA -
AFBS - 89h (8) - #137 2x Crown Lance (AFBS)
____
Rocket Launch Pad Area Grass: (32)
01 20 94 58 95 54 96 54 00 00 00 00 00 00 00 00
00 00 00 00 97 20 98 14 99 14 9C 2C 9D 2C 00 00
NB 1 - 94h (22) - #148 3x Nibel Wolf (NB)
NB 2 - 95h (21) - #149 2x Velcher Task (NB)
NB 3 - 96h (21) - #150 2x Nibel Wolf, 1x Velcher Task (NB)
NB 4 -
NB 5 -
NB 6 -
BA 1 -
BA 2 -
SA -
AFBS - 97h (8) - #151 2x Nibel Wolf, 1x Velcher Task (AFBS)
CT 1 - 98h (5) - #152 2x Valron, 1x Chocobo Lv 22 (CH)
CT 2 - 99h (5) - #153 2x Kyuvilduns, 1x Chocobo Lv 22 (CH)
CT 3 - 9Ch (11) - #156 1x Velcher Task, 1x Kyuvilduns, 1x Chocobo Lv 22 (CH)
CT 4 - 9Dh (11) - #157 2x Velcher Task, 1x Chocobo Lv 22 (CH)
Rocket Launch Pad Area Dirt: (unused)
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
Rocket Launch Pad Area Forests: (12)
01 0C 9A 58 9B 54 9E 54 00 00 00 00 00 00 9F 10
9F 10 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - 9Ah (22) - #154 4x Kyuvilduns (NB)
NB 2 - 9Bh (21) - #155 3x Valron (NB)
NB 3 - 9Eh (21) - #158 2x Velcher Task (NB)
NB 4 -
NB 5 -
NB 6 -
BA 1 - 9Fh (4) - #159 2x Velcher Task (BA)
BA 2 - 9Fh (4) - #159 2x Velcher Task (BA)
SA -
AFBS -
(WHERE ARE THE YUFFIE ENCOUNTERS STORED???????)
Rocket Launch Pad Area Beach: (64)
01 40 86 58 87 54 88 54 00 00 00 00 00 00 00 00
00 00 00 00 89 20 00 00 00 00 00 00 00 00 00 00
NB 1 - 86h (22) - #134 2x Crown Lance (NB)
NB 2 - 87h (21) - #135 3x Crown lance (NB)
NB 3 - 88h (21) - #136 1x Crown Lance (NB)
NB 4 -
NB 5 -
NB 6 -
BA 1 -
BA 2 -
SA -
AFBS - 89h (8) - #137 2x Crown Lance (AFBS)
____
Wutai Area Grass: (64)
01 40 A0 40 A1 40 A4 40 A5 40 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - A0h (16) - #160 2x Razor Weed, 1x Tail Vault (NB)
NB 2 - A1h (16) - #161 4x Razor Weed (NB)
NB 3 - A4h (16) - #164 2x Tail Vault, 1x Edgehead (NB)
NB 4 - A5h (16) - #165 2x Tail Vault (NB)
NB 5 -
NB 6 -
Wutai Area Dirt: (64)
01 40 A8 40 A9 40 AA 40 AB 40 00 00 00 00 AC 08
AD 08 AE 28 AF 10 A2 20 A3 20 A6 20 A7 20 00 00
NB 1 - A8h (16) - #168 4x Thunderbird (NB)
NB 2 - A9h (16) - #169 3x Thunderbird, 2x Bizarre Bug (NB)
NB 3 - AAh (16) - #170 3x Tail Vault (NB)
NB 4 - ABh (16) - #171 2x Bizarre Bug, 1x Tail Vault (NB)
NB 5 -
NB 6 -
BA 1 - ACh (2) - #172 3x Thunderbird (BA)
BA 2 - ADh (2) - #173 2x Tail Vault (BA)
SA - AEh (10) - #174 3x Bizarre Bug (SA)
AFBS - AFh (4) - #175 2x Bizarre Bug, 1x Tail Vault, 1x Thunderbird (AFBS)
CT 1 - A2h (8) - #162 2x Tail Vault, 1x Chocobo Lv 30 (CH)
CT 2 - A3h (8) - #163 3x Razor Weed, 1x Chocobo (CH)
CT 3 - A6h (8) - #166 3x Tail Vault, 1x Chocobo Lv 30 (CH)
CT 4 - A7h (8) - #167 2x Tail Vault, 1x Chocobo Lv 30 (CH)
Wutai Area Wooden Bridge (unused): (20)
01 14 B0 80 B1 80 00 00 00 00 00 00 00 00 00 00
00 00 00 00 B2 20 00 00 00 00 00 00 00 00 00 00
NB 1 - B0h (32) - #176 5x Bizarre Bug (NB)
NB 2 - B1h (32) - #177 2x bizarre Bug, 1x Tail Vault (NB)
NB 3 -
NB 4 -
NB 5 -
NB 6 -
BA 1 -
BA 2 -
SA -
AFBS - B2h (8) - #178 3x Bizarre Bug, 2x Tail Vault (AFBS)
Wutai Area Beach: (96)
01 60 B3 80 B3 80 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - B3h (32) - #179 1x Adamantaimai (NB)
NB 2 - B3h (32) - #179 1x Adamantaimai (NB)
NB 3 -
NB 4 -
NB 5 -
NB 6 -
____
Woodlands Area Grass: (32)
01 20 B4 58 B5 54 B6 54 00 00 00 00 00 00 B7 10
B7 10 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - B4h (22) - #180 1x Under Lizard (NB)
NB 2 - B5h (21) - #181 1x Dual Horn (NB)
NB 3 - B6h (21) - #182 2x Dual Horn (NB)
NB 4 -
NB 5 -
NB 6 -
BA 1 - B7h (4) - #183 1x Dual Horn (BA)
BA 2 - B7h (4) - #183 1x Dual Horn (BA)
SA -
AFBS -
Woodlands Area Dirt: (32)
01 20 B8 58 B9 54 BA 54 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - B8h (22) - #184 1x Under Lizard (NB)
NB 2 - B9h (21) - #185 2x Under Lizard (NB)
NB 3 - BAh (21) - #186 1x Tonadu (NB)
NB 4 -
NB 5 -
NB 6 -
Woodlands Area Jungle: (12)
01 0C BC 58 BD 54 BE 54 00 00 00 00 00 00 00 00
00 00 00 00 BF 20 00 00 00 00 00 00 00 00 00 00
NB 1 - BCh (22) - #188 3x Slaps (NB)
NB 2 - BDh (21) - #189 5x Slaps (NB)
NB 3 - BEh (21) - #190 2x Kelzmelzer (NB)
NB 4 -
NB 5 -
NB 6 -
BA 1 -
BA 2 -
SA -
AFBS - BFh (8) - #191 4x Slaps (AFBS)
Woodlands Area Beach: (96)
01 60 BB 80 BB 80 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - BBh (32) - #187 1x Tonadu (NB)
NB 2 - BBh (32) - #187 1x Tonadu (NB)
NB 3 -
NB 4 -
NB 5 -
NB 6 -
____
Icicle Area Grass: (32)
01 20 C0 58 C1 54 C2 54 00 00 00 00 00 00 C3 10
C4 10 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - C0h (22) - #192 1x Vlakorados (NB)
NB 2 - C1h (21) - #193 1x Trickplay (NB)
NB 3 - C2h (21) - #194 2x Trickplay (NB)
NB 4 -
NB 5 -
NB 6 -
BA 1 - C3h (4) - #195 2x Trickplay (BA)
BA 2 - C4h (4) - #196 1x Vlakorados (BA)
SA -
AFBS -
Icicle Area Snow: (32)
01 20 C5 34 C6 34 C7 34 C8 34 C9 30 00 00 CC 08
CC 08 00 00 CD 10 CA 0C CB 0C CE 34 CF 34 00 00
NB 1 - C5h (13) - #197 1x Bandersnatch (NB)
NB 2 - C6h (13) - #198 2x Bandersnatch (NB)
NB 3 - C7h (13) - #199 3x Bandersnatch (NB)
NB 4 - C8h (13) - #200 1x Jumping (NB)
NB 5 - C9h (12) - #201 2x Jumping (NB)
NB 6 -
BA 1 - CCh (2) - #204 2x bandersnatch (BA)
BA 2 - CCh (2) - #204 2x Bandersnatch (BA)
SA - CDh (4) - #205 2x Bandersnatch (AFBS)
AFBS -
CT 1 - CAh (3) - #202 1x Jumping, 1x Chocobo Lv 33 (CH)
CT 2 - CBh (3) - #203 2x Jumping, 1x Chocobo lv 33 (CH)
CT 3 - CEh (13) - #206 1x Bandersnatch, 1x Jumping, 1x Chocobo Lv 33 (CH)
CT 4 - CFh (13) - #207 2x Bandersnatch, 1x Chocobo Lv 33 (CH)
Icicle Area Snowstorm (Great Glacier): (96)
01 60 D0 58 D1 54 D2 54 00 00 00 00 00 00 00 00
00 00 D3 28 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - D0h (22) - #208 1x Lessaloploth (NB)
NB 2 - D1h (21) - #209 2x Ice Golem (NB)
NB 3 - D2h (21) - #210 3x Jumping (NB)
NB 4 -
NB 5 -
NB 6 -
BA 1 -
BA 2 -
SA - D3h (10) - #211 3x Jumping (SA)
AFBS -
Icicle Area Beach: (96)
01 60 BB 80 BB 80 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - BBh (32) - #187 1x Tonadu (NB)
NB 2 - BBh (32) - #187 1x Tonadu (NB)
NB 3 -
NB 4 -
NB 5 -
NB 6 -
____
Mideel Area Grass: (32)
01 20 D4 40 D5 40 D8 40 D9 40 00 00 00 00 00 00
00 00 00 00 00 00 D6 1C D7 1C DA 24 DB 24 00 00
NB 1 - D4h (16) - #212 1x Hippogriff (NB)
NB 2 - D5h (16) - #213 2x Spiral (NB)
NB 3 - D8h (16) - #216 3x Head Hunter (NB)
NB 4 - D9h (16) - #217 4x Head Hunter (NB)
CT 1 - D6h (7) - #214 1x Spiral, 1x Chocobo Lv 36 (CH)
CT 2 - D7h (7) - #215 2x Spiral, 1x Chocobo Lv 36 (CH)
CT 3 - DAh (9) - #218 2x Head Hunter, 1x Chocobo Lv 36 (CH)
CT 4 - DBh (9) - #219 1x Head Hunter, 1x Chocobo Lv 36 (CH)
Mideel Area Dirt: (20)
01 14 DC 58 DD 54 DE 54 00 00 00 00 00 00 DF 10
DF 10 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - DCh (22) - #220 3x Spiral (NB)
NB 2 - DDh (21) - #221 2x Spiral (NB)
NB 3 - DEh (21) - #222 1x Hippogriff (NB)
NB 4 -
NB 5 -
NB 6 -
BA 1 - DFh (4) - #223 2x Spiral (BA)
BA 2 - DFh (4) - #223 2x Spiral (BA)
SA -
AFBS -
Mideel Area Forests: (12)
01 0C E0 58 E1 54 E2 54 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - E0h (22) - #224 3x Crysales (NB)
NB 2 - E1h (21) - #225 4x Head Hunter (NB)
NB 3 - E2h (21) - #226 3x Head Hunter (NB)
NB 4 -
NB 5 -
NB 6 -
(WHERE ARE THE YUFFIE ENCOUNTERS STORED???????)
Mideel Area Beach: (96)
01 60 E3 80 E3 80 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - E3h (32) - #227 Sea Worm (NB)
NB 2 - E3h (32) - #227 Sea Worm (NB)
NB 3 -
NB 4 -
NB 5 -
NB 6 -
____
North Corel Area Grass: (unused)
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
North Corel Area Dirt: (unused)
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
North Corel Area Desert: (96)
01 60 E8 50 E9 50 E4 40 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - E8h (20) - #232 1x Sea Worm (NB)
NB 2 - E9h (20) - #233 1x Tonadu (NB)
NB 3 - E4h (16) - #228 1x Cactuer (NB)
NB 4 -
NB 5 -
NB 6 -
North Corel Area Beach: (unused)
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
____
Cactus Island Grass: (64)
01 40 E5 58 E6 54 E7 54 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - E5h (22) - #229 1x Dual Horn (NB)
NB 2 - E6h (21) - #230 2x Dual Horn (NB)
NB 3 - E7h (21) - #231 1x Under Lizard (NB)
NB 4 -
NB 5 -
NB 6 -
Cactus Island Dirt: (unused)
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
Cactus Island Desert: (96)
01 60 E4 A0 E4 60 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - E4h (40) - #228 1x Cactuer (NB)
NB 2 - E4h (24) - #228 1x Cactuer (NB)
NB 3 -
NB 4 -
NB 5 -
NB 6 -
Cactus Island Beach: (unused)
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
____
Goblin Island Grass: (64)
01 40 E5 58 E6 54 E7 54 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
NB 1 - E5h (22) - #229 1x Dual Horn (NB)
NB 2 - E6h (21) - #230 2x Dual Horn (NB)
NB 3 - E7h (21) - #231 1x Under Lizard (NB)
NB 4 -
NB 5 -
NB 6 -
Goblin Island Dirt: (unused)
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
Goblin & Round Island Forest: (64)
01 40 EA 58 EB 54 EC 54 00 00 00 00 00 00 ED 08
ED 08 EE 28 EF 10 00 00 00 00 00 00 00 00 00 00
NB 1 - EAh (22) - #234 2x Goblin (NB)
NB 2 - EBh (21) - #235 3x Goblin (NB)
NB 3 - ECh (21) - #236 1x Goblin (NB)
NB 4 -
NB 5 -
NB 6 -
BA 1 - EDh (2) - #237 1x Goblin (BA)
BA 2 - EDh (2) - #237 1x Goblin (BA)
SA - EEh (10) - #238 2x Goblin (SA)
AFBS - EFh ( 4) - #239 3x Goblin (AFBS)
(WHERE ARE THE YUFFIE ENCOUNTERS STORED???????)
Goblin island Beach: (unused)
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
Also, if anyone has any pointers where the Yuffie encounters are kept Id be grateful!
-
That's a fantastic list!
Yuffie encounters, as well as starting Battle Arena formations, are hard-coded in the executable. I don't know where that is on the PSX.
-
Aren't the starting Battle Arena formations in flevel.lgp? They're all in clsin2_1's main script. It randomises a number between 0 and 7 (random byte + bitwise AND 7), and checks for GM/PPV<=560, elseif <=1008, and else (>1008) to determine the set.
-
Yes, I'd clocked that. There are 3 "sets" chosen based on game moment, and you'l have one of 8 starting battles chosen at random for each set. Plus the Special battle. I'm creating a chart that looks like this:
________ ____________________ ________ ___________ _____________ ___________
| | | | | | |
| BATTLE | ENEMIES: | ATTACK | BACKGRND: | MAP: | BATTLE |
| ID: | | TYPE: | | | REWARDS: |
|________|____________________|________|___________|_____________|___________|
\============================================================================/
\ /
\ [000] êúô0(äñ) /
| Scene 0: [001] êúô1() |
/ [002] êúô2(ñ) (S 00h) \
/ \
/============================================================================\
| UNUSED | 1 êúô0(äñ) | AT 00 | Debug | ----------- | EXP: 1000|
|R1 #0 | | Normal | (blank) | | AP: 100|
|FD 000h | | Attack | B 00 OGDA | | GIL: 10000|
|--------o--------------------o--------o-----------o-------------o-----------|
| UNUSED | 1 êúô0(äñ) x 4 | AT 00 | Forest | ----------- | EXP: 4000|
|R1 #1 | | Normal | | | AP: 400|
|FD 001h | | Attack | B 04 OKDA | | GIL: 40000|
|--------o--------------------o--------o-----------o-------------o-----------|
| UNUSED | 1 êúô0(äñ) | AT 00 | Debug | ----------- | EXP: 1000|
|R1 #2 | | Normal | (blank) | | AP: 100|
|FD 002h | | Attack | B 00 OGDA | | GIL: 10000|
|--------o--------------------o--------o-----------o-------------o-----------|
| UNUSED | 1 êúô0(äñ) | AT 00 | Train | ----------- | EXP:101012|
|R1 #3 | 2 êúô1() | Normal | Graveyard | | AP: 2101|
|FD 003h | êúô2(ñ) | Attack | B 31 QDDA | | GIL:110012|
\============================================================================/
\ /
\ [063] Beachplug /
| Scene 23: [071] Spencer |
/ [ ] (empty) (S 17h) \
/ \
/============================================================================\
|** USED | 1 Beachplug | AT 00 | Beach | Corel 16 | EXP: 285|
|R1 #92 | 2 Beachplug x2 | Normal | | Gld Sauc 16 | AP: 30|
|FD 05Ch | | Attack | B 05 OLDA | Gongaga 16 | GIL: 465|
|--------o--------------------o--------o-----------o-------------o-----------|
|** USED | 1 Beachplug x3 | AT 00 | Beach | Corel 16 | EXP: 380|
|R1 #93 | 2 Beachplug <C> | Normal | | Gld Sauc 16 | AP: 40|
|FD 05Dh | | Attack | B 05 OLDA | Gongaga 16 | GIL: 620|
| |
| Special - Battle Square: Set 1 - Group A - Battle 7 Next Arenas: |
| #70 (046h) #85 (055h) #497 (1F1h) or #102 (066h) |
|--------o--------------------o--------o-----------o-------------o-----------|
| * USED | 1 Beachplug x3 | AT 05 | Beach | Corel 16 | EXP: 285|
|R1 #94 | | Side | | Gld Sauc 16 | AP: 30|
|FD 05Eh | | Attack | B 05 OLDA | Gongaga 16 | GIL: 465|
|--------o--------------------o--------o-----------o-------------o-----------|
| USED | 1 Spencer x2 | AT 00 | Battle | clsin2_1 F | EXP: 220|
|R1 #95 | | Normal | Square | | AP: 22|
|FD 05Fh | | Attack | B 25 PRDA | | GIL: 350|
| |
| Special - Battle Square Initial Battle: Set 2 - Group A - Battle 1 |
| Next Arenas: #108 (06Ch) #109 (06Dh) #110 (06Eh) or #136 (088h) |
| - Used in the Battle Square only |
\============================================================================/
I've filled out the canvas for all 999 battles, and now that I've finished with the WM encounters, I'm going through Makou Reactor to cite the "used" formations. I've just finished doing a search all for op code 70 - "BATTLE" (forced encounters), now I'm going through the random encounters, screen by screen.
Thanks again for your help JBed!! BTW, I'm loving the work you're doing to the Wikia!!
-
That's really some great findings! Good job! :)
I wonder if it's actually possible to manually set one's karam ::)
-
(http://i.imgur.com/AQdxfG1.png)
:-P
-
I've just discovered something interesting. The official description regarding the 0x0002 battle flag (http://wiki.qhimm.com/view/FF7/Battle/Battle_Scenes#Battle_Formation_Data) at offset 0x0C within the Formtion set-up reads: "Indicates initial direction facing if players get a side attack". This is false.
When receiving a "Pincer Attack", or "Attack from both sides" (which is how the description should read), the Can't Run flag is enabled by default. Within the Battle Formation enemy data, two groups of enemies will be selected via the 0x0002 Flag. Those on the left are given FFFD and those on the right are given FFFF. Once one groups has been destroyed, the Can't Run flag is disabled.
The 0x0002 Flag is being used to purely group the enemies together on one side so the game knows when to let you escape. I tried changing all enemies to have FFFF, and I was able to escape straight away. the same thing happened when I changed them all to FFFD.
;)
-
Thinking on it a little further, the FFFD flag must also be used as so that the game know when you have been back attacked or not. If the last time you were hit was from an enemy with the FFFD flag, and now you're hit by an enemy with the normal FFFF flag then you shall receive 2x damage I'd imagine.
Perhaps a similar flag is used for the characters during a side attack, so the game knows when you're causing back damage to the enemy?
-
OK, I've updated the listings in reply #11 (http://forums.qhimm.com/index.php?topic=16842.msg238758#msg238758) to include Attack types and also formation positioning.
-
So yeah, last for this topic i think, I've finished my Formation Charts now:
http://forums.qhimm.com/index.php?topic=16896.msg239740
-
009A8760 holds the 2 byte battle flags
009A8762 holds the 1 byte battle mode (00 normal, 01 pre-emptive, 02 back attack and so on)
The battle mode flag is checked at battle start and 9A88A6 is set depending on the value. For example, FFF9 will set 9A88A6 to 08 (cannot escape)
The "bug" [it isnt a bug at all, it was intended by the programmers] that exists in the game (that you can run away deliberately to make the chars face the correct way when back attacked) can be remedied somewhat by nopping 420578.
However, in Final Fantasy VII, the player's party does not take extra damage from behind. The only thing a back attack does in this game is switch the party characters' rows, which this glitch does not affect. The effect of the glitch, therefore, is purely cosmetic.
So there you have it... back attack in FF7 just changes your chars row. So using l1 and r1 doesnt help you. It just makes your chars face the correct way, which the above fix can remedy (poorly). A better way is probably to just disable the silly wrong direction thing altogether (42B5CA = EB 14) and change "back attack" text to "Enemy preemptive attack" or something....