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Messages - Akari

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51
I'm going through the q gears stuff to fill in some of the newer information. I could've sworn that someone decoded the meaning of the type flags in the skeleton/hierarchy for field models, but the documentation/reverse directory in q-gears doesn't contain it, and the exporter tools don't seem to handle it. Am I imagining this, or have documents and tools been lost? (Yes, I searched the forum.)

I don't remember that there are any flags. Can you post an example?

52
Learn about structure of model settings. there are a lot of interesting data, including the animation scripts. =)

As you may know the game doesn't uses the animations from models, but uses scripts instead. And one game animation may include many model animations )

53
Quote
2. Why did Akari skip Model ID 3's model data in Q-Gears? Perhaps only Akari has this answer...

Because game use data from sector 7 of dat file instead of BSX data. When I wrote exporter i  make it work like the gme engine.

54
Q-Gears / Re: Q-Gears v0.21 Run Wild
« on: 2012-06-30 18:39:32 »
As Akari would say "it's not done yet". It is too the point where it does a LOT more than it ever did. The big difference is the fact it supports enough of the script engine operation to be quasi functional.

Akari:
I presume Main.cpp is in a state of flux (IE the current implementation isn't close too the final)?
The complier is complaining about pure virtual functions being called, I think, something is missing for the core to overload the OGRE virtual functions for the UI stuff (on my part my guess).
Code: [Select]
g++ `pkg-config OGRE OIS openal vorbisfile --cflags` -DTIXML_USE_STL -I. -Iviewer -Icore -I/usr/include -I/usr/include/OGRE -I/usr/include/OIS -Icore/library -c Main.cpp -o Main.o
In file included from Main.cpp:12:
core/EntityManager.h:65: error: cannot declare field 'EntityManager::m_Background2D' to be of abstract type 'Background2D'
core/Background2D.h:14: note:   because the following virtual functions are pure within 'Background2D':
/usr/include/OGRE/OgreRenderQueueListener.h:67: note: virtual void Ogre::RenderQueueListener::renderQueueStarted(Ogre::uint8, const Ogre::String&, bool&)
Main.cpp: In function 'int main(int, char**)':
Main.cpp:53: error: no matching function for call to 'Ogre::Root::setRenderSystem(std::vector<Ogre::RenderSystem*, std::allocator<Ogre::RenderSystem*> >&)'
/usr/include/OGRE/OgreRoot.h:278: note: candidates are: void Ogre::Root::setRenderSystem(Ogre::RenderSystem*)
Main.cpp:88: error: cannot allocate an object of abstract type 'DebugDraw'
core/DebugDraw.h:13: note:   because the following virtual functions are pure within 'DebugDraw':
/usr/include/OGRE/OgreRenderQueueListener.h:67: note: virtual void Ogre::RenderQueueListener::renderQueueStarted(Ogre::uint8, const Ogre::String&, bool&)
Main.cpp:104: error: cannot allocate an object of abstract type 'UiManager'
core/UiManager.h:15: note:   because the following virtual functions are pure within 'UiManager':
/usr/include/OGRE/OgreRenderQueueListener.h:82: note: virtual void Ogre::RenderQueueListener::renderQueueEnded(Ogre::uint8, const Ogre::String&, bool&)
make: *** [Main.o] Error 1
I'll have to examine it in code blocks. Cross compilation may become a bit more interesting. A lot does compile however without a hitch ( a good thing ). At least I remembered how to use hg to fetch the source tree (duh).

Cyb

Which ogre version you use when compile it?

55
Q-Gears / Re: Q-Gears v0.21 Run Wild
« on: 2012-06-29 02:28:07 »
I attempted a SVB check out and got an error regarding UTF-8 encoding conversion.
Code: [Select]
svn: Can't convert string from 'UTF-8' to native encoding:
svn: q-gears/trunk/output/data/game_data/battle/?\208?\154?\208?\190?\208?\191?\208?\184?\209?\143 battle.lua

Lastest source are under merkurial not under SVN. Remove SVN from code list on sourceforge.

Quote
You are using LUA script for the engine to run FF7 data correct?
So to answer SpooX, you just modify the script a bit (that simple).

Yes =)

Quote
Dialog boxes and battles, thats all we have left? Seems like a low version number to have only those things missing haha. Or is that just for FF7?

Of course not. There is sounds and videos too to make ffvii blow reactor mission fully playable. Model lighting is missing too. And other part's of games have some minor issuies too. So there are a lot of work still left.

56
Q-Gears / Q-Gears v0.21 Run Wild
« on: 2012-06-27 20:11:53 »
Version 0.21 was just released. Full changelog are

Code: [Select]
================================================================================
Q-Gears v0.21 (3rd run wild) | 2012-06-26
--------------------------------------------------------------------------------

2012-06-26
----------
* [Script] Make auto runned script list and scripts directory to easy adding new scripts and system script entities. [Akari]

2012-06-25
----------
* [UI] Fix a lot of errors with main menu shown at wrong times. [Akari]
* [UI] Change button used to be more like on PC. [Akari]

2012-06-25
----------
* [Script] Fix bug where game crushed when map loaded without script file. [Akari]

2012-06-24
----------
* [Background] Add console command "background2d_manual" to enable manual background scrolling. [Akari]
* [Script] System, Entity and Ui script debug can be shown separately. "debug_script" now workd as bit flags 0x1, 0x2, 0x4. [Akari]
* [Script] Fix ScriptEntity was updating even if EntityManager was paused. [Akari]
* [Script] Entity, System and Ui scripts has been separated internaly to better handle updates and debug. [Akari]

2012-06-23
----------
* [Content Map] Add all background animations on md1_2. [Akari]
* [Export Background] Rework export algorythm. [Akari]

2012-06-06
----------
* [Background] All animations now can be played at once. [Akari]

2012-06-05
----------
* [Content Map] Add empty map used in main menu to remove 3d content from background. [Akari]
* [Content Map] Clean up test maps included in v0.21. Set camera and update scripts. [Akari]
* [Content UI] Add new option to mainmenu (Entity Testing) where most of entity movement features tested. [Akari]
* [Content UI] Add pause menu to enable exiting from game back to main menu. [Akari]

2012-06-04
----------
* [Export Background] Add export for palette (CLUT) animations. [Akari]
* [Entity] Auto and Manual move speed has been separated. [Akari]
* [Script] Add binding to enable script to run console commands. [Akari]

2012-06-02
----------
* [Entity] Movement direction on fields has been exported and implemented. [Akari]

2012-06-01
----------
* [Camera] Add reset of ingame FOV when switch to free cemera. [Akari]
* [Background] Add config variable to disable range limitations. [Akari]
* [Background] Range of Background2D scrolling has been exported and implemented. [Akari]

2012-05-31
----------
* [Content FFVII] Add md1_2 map. [Akari]
* [Camera] Camera now set and scrolled correctly in free camera mode. [Akari]
* [Background & Camera] Make background and camera correctly recalculate on resolution change. [Akari]
* [Camera] Make "camera_free" config command instead of config variable. [Akari]
* [Entity] Add entity animation speed and related lua binds. [Akari]
* [Background & Camera] Move a lot of camera related code from Background2D to CameraManager. [Akari]

2012-05-30
----------
* [Content] Add start menu options for v0.21. [Akari]
* [Background] Add autoscrolling of background and camera to given position. [Akari]

2012-05-28
----------
* [Background & Camera] Add autoscrolling of background and camera to given entity. [Akari]

2012-05-26
----------
* [Export FFVII] Fix eye export (Wedge and Guard has only 1 eye). [Akari]

2012-05-22
----------
* [Content Field] Cleanup md1stin. [Akari]
* [Content Field] Add all posible scripts for md1_1. [Akari]
* [Content UI] Main menu now can be called from within game. it correctly pauses game if is onscreen [Akari]
* [Content UI] Start menu now correctly starts md1stin. [Akari]
* [Content Script] Add "player_lock" helper function that disables player input. [Akari]
* [Content Script] Fix spawning entity in "load_field_map_request" system function. Now it correctly assigns player entity. [Akari]
* [Camera] Remove camera states (at least for now) and add console variable "camera_free" that enables free camera mode. [Akari]
* [Entity] Add pause functionality to EntityManager and "set_paused" bind to LUA. [Akari]
* [Debug] Separate usual update and debug update. When game is on pause debug still must be drawn. [Akari]
* [Export FFVII] Fix export for offset opcode 0xC3. Make it downscaled like all others position data. [Akari]
* [Export FFVII] Fix export for turn opcode 0xB4 and 0xB5. Forgot that turns are always syncronized in FFVII. [Akari]

2012-05-21
----------
* [Entity] Add player lock and same lua function "player_lock". [Akari]

2012-05-19
----------
* [Export FFVII] Add exporting with correct scale (must be set in export.cfg for now). [Akari]
* [Entity] Spawn point now set rotation as well. [Akari]

2012-05-17
----------
* [Background] Add background init and resizing corrently depending on resolution. [Akari]

2012-05-16
----------
* [Export FFVII] Fix background depth export. [Akari]

2012-04-28
----------
* [Content] Modify "MapChanger" entity to load player in given spawn point after map loading. [Akari]
* [Content] Add Savemap lua table to save all variables that was hold in real savemap. [Akari]
* [Entity] Set default run speed to 0.8 instead of 3.6 and default speed to 0.7 instead of 0.9. This is more like speeds in FFVII. [Akari]
* [Entity] Unite default and move idle animation. [Akari]
* [Entity] Rework inner animation state and play types handling. [Akari]
* [Content] Start of "ffvii_md1stin" scripting and markup gateways on maps "ffvii_md1stin", "ffvii_md1_1", "ffvii_md1_2". [Akari]
* [Export FFVII] Add gateway map names and spawn position exporting. [Akari]

2012-04-23
----------
* [Script] Add functions to work with entity points. [Akari]
* [Entity] Add entity points that declares position in 3d world. Need for gateway mechanics. [Akari]

2012-04-14
----------
* [Debug] Add 3d triangles to debug draw to improve visualization of walkmesh.

2012-04-13
----------
* [Entity] Add base line trigger like triggers and gateways in FFVII. [Akari]

2012-04-08
----------
* [Script] Add background animation management opcodes and background script object. [Akari]
* [Background] Add background animation. [Akari]
* [Export FFVII] Add exporting of tile animation. [Akari]

2012-04-03
----------
* [Background] Add blending type support to correctly draw different types of tiles. [Akari]
* [Export FFVII] Add exporting of blending types. [Akari]

2012-03-27
----------
* [Background] Add camera settings export. [Akari]
* [Content] Move FFVII models to separate folder. [Akari]
* [System] Add read quaternion from xml. [Akari]

2012-03-20
----------
* [Background] Add clearing of background on map reload. [Akari]

2012-03-14
----------
* [Console] Tab only work if command match any existed command. [Akari]
* [Entity] Finalize movement features and make them work lime in v0.17. [Akari]

2012-03-13
----------
* [Entity] Add debug draw to jump movement. [Akari]
* [Entity] Fix reseting animation to Idle during time stop. [Akari]
* [Entity] Add ability to unset entity from player with "unset_player_entity". [Akari]
* [Entity] Return all jump fucntionality from v0.17. [Akari]

2012-03-09
----------
* [Console] Add console notification to show lines from console in normal view. Cvar "console_notification = true". [Akari]
* [Content] Add Weltall and some robo from Xenogears to demo. [Akari]
* [Export Xeno] First version of Xeno animated model exporting. [Akari]

2012-03-07
----------
* [Entity] Made state for looped animation. Climb and all other looped animation now works correctly. [Akari]

2012-03-05
----------
* [Entity] Return all climb (now linear move) fucntionality from v0.17 except animation. [Akari]

2012-03-03
----------
* [Content] Add Zidane to demo. [Akari]
* [Export FFIX] Finish first version of FFIX field model exporter. [Akari]

2012-02-19
----------
* [Script] Add move_auto_animation function for entity. [Akari]
* [EntityManager] Add handling for player run button. [Akari]
* [Entity] Return all move fucntionality from v0.17. [Akari]
* [Script] Rename move_walkmesh to move_to_position. [Akari]
* [Entity] Turn to model now correctly turns to model if model moves during turn. [Akari]

2012-02-15
----------
* [Entity] Return all turn fucntionality from v0.17. [Akari]
* [Entity] Add move_sync function. [Akari]
* [Entity] Fix solid and talk radius debug draw. [Akari]

2012-02-14
----------
* [Entity] Add auto play animation on move. [Akari]

2012-02-11
----------
* [Script] Rename Ui and Entity tables to UiContainer and EntityContainer to avoid name collision with Entity class. [Akari]
* [Entity] Return all offseting fucntionality from v0.17. [Akari]

2012-02-09
----------
* [Console] Fix bug when only slash was entered. [Akari]

2012-02-08
----------
* [Entity] Add basic player movement. [Akari]
* [Script] Add script function "set_player_entity" to make entity controlled by player. [Akari]
* [Entity] Add player controlled entities. [Akari]

2011-11-23
----------
* [Background] Increase buffer for background from 256 to 1024 tiles. [Akari]
* [Debug] Increase buffer for 3d lines from 128 to 1024 lines. [Akari]

2011-11-22
----------
* [Content] Create field map changer and helper function "load_field_map_request". [Akari]
* [UI] Create fade screen effect. [Akari]
* [Script] Add system table to handle and customize system specific things. [Akari]

2011-11-18
----------
* [UI] Add alpha to animatable parameter. [Akari]
* [Background] Add 2d background base draw. [Akari]

Images are









Video for release here: http://www.youtube.com/watch?v=YPnej8iKMPg

Release itself can be downloaded for windows here: https://sourceforge.net/projects/q-gears/files/q-gears/q-gears_v0.21.zip/download

58
I know that the LZS files are compressed data.
I just want to know if there is any program that can extract the LZS from the BCX.

You can't extract LZS from BCX. BCX are LZS. You just can uncompress BCX and get uncompressed bcx =)
You can't view it in any normal way.

59
Q-Gears / Re: Current state.
« on: 2012-05-31 20:17:13 »
Very few things left to be implemented untill v0.21.

Lastest changelog:

2012-06-01
----------
* [Camera] Add reset of ingame FOV when switch to free cemera. [Akari]
* [Background] Add config variable to disable range limitations. [Akari]
* [Background] Range of Background2D scrolling has been exported and implemented. [Akari]

2012-05-31
----------
* [Content FFVII] Add md1_2 map. [Akari]
* [Camera] Camera now set and scrolled correctly in free camera mode. [Akari]
* [Background & Camera] Make background and camera correctly recalculate on resolution change. [Akari]
* [Camera] Make "camera_free" congig command instead of config variable. [Akari]
* [Entity] Add entity animation speed and related lua binds. [Akari]
* [Background & Camera] Move a ot of camera related code from Background2D to CameraManager. [Akari]

2012-05-30
----------
* [Content] Add start menu options for v0.21. [Akari]
* [Background] Add autoscrolling of background and camera to given position. [Akari]

2012-05-28
----------
* [Background & Camera] Add autoscrolling of background and camera to given entity. [Akari]

2012-05-26
----------
* [Export FFVII] Fix eye export (Wedge and Guard has only 1 eye). [Akari]

2012-05-22
----------
* [Content Field] Cleanup md1stin. [Akari]
* [Content Field] Add all posible scripts for md1_1. [Akari]
* [Content UI] Main menu now can be called from within game. it correctly pauses game if is onscreen [Akari]
* [Content UI] Start menu now correctly starts md1stin. [Akari]
* [Content Script] Add "player_lock" helper function that disables player input. [Akari]
* [Content Script] Fix spawning entity in "load_field_map_request" system function. Now it correctly assigns player entity. [Akari]
* [Camera] Remove camera states (at least for now) and add console variable "camera_free" that enables free camera mode. [Akari]
* [Entity] Add pause functionality to EntityManager and "set_paused" bind to LUA. [Akari]
* [Debug] Separate usual update and debug update. When game is on pause debug still must be drawn. [Akari]
* [Export FFVII] Fix export for offset opcode 0xC3. Make it downscaled like all others position data. [Akari]
* [Export FFVII] Fix export for turn opcode 0xB4 and 0xB5. Forgot that turns are always sybcronized in FFVII. [Akari]

2012-05-21
----------
* [Entity] Add player lock and same lua function "player_lock". [Akari]

60
All loops done through looped calls of opcodes that played animation.

Idle on field is the only exception. Loop of idle is hardcoded.

61
In q-gears repositary I have converter from BSX BCX to ogre.mesh. It not only converts but can view models too.

http://q-gears.hg.sourceforge.net/hgweb/q-gears/q-gears/file/366869e3a784/utilites/ffvii_field_model_exporter/src

62
Q-Gears / Re: Current state.
« on: 2012-05-19 10:43:19 »
2012-05-19
----------
* [Export FFVII] Add exporting with correct scale (must be set in export.cfg for now). [Akari]

2012-05-17
----------
* [Background] Add background init and resizing corrently depending on resolution. [Akari]

2012-05-16
----------
* [Export FFVII] Fix background depth export. [Akari]



63
Q-Gears / Re: Current state.
« on: 2012-05-14 17:07:03 »
Hey, Akari.  You just got another developer at your disposal. Well... err, "new" developer. I just got my first development related job and I'm still going through uni, though I'm technically on break for a few months.

I'll have to pick up C++, but that shouldn't be any harder than any other language I've had to learn on the go.

I'm going to wait until later this weekend, or maybe tonight if I can manage it, to register on source-forge and the bug tracker.  I'm also familiar enough with SVN to get myself in trouble, so I'll continue to brush up on its use at work as I have been. (we use it for our development).

If you have anything that needs being done, I'd be happy to take a whack at it with my Conformer.

Cheers,

Corigne

As usual first advise - grab lastest version os source from merkurial, compile it, maybe compile utilites an try to understand how it works. Feel free to ask questions =)

64
Q-Gears / Re: Current state.
« on: 2012-04-28 18:54:21 »
2012-04-28
----------
* [Content] Modify "MapChanger" entity to load player in given spawn point after map loading. [Akari]
* [Content] Add Savemap lua table to save all variables that was hold in real savemap. [Akari]
* [Entity] Set default run speed to 0.8 instead of 3.6 and default speed to 0.7 instead of 0.9. This is more like speeds in FFVII. [Akari]
* [Entity] Unite default and move idle animation. [Akari]
* [Entity] Rework inner animation state and play types handling. [Akari]
* [Content] Start of "ffvii_md1stin" scripting and markup gateways on maps "ffvii_md1stin", "ffvii_md1_1", "ffvii_md1_2". [Akari]
* [Export FFVII] Add gateway map names and spawn position exporting. [Akari]



65
Q-Gears / Re: Current state.
« on: 2012-04-23 17:54:51 »
A bit of lastest progress

2011-04-23
----------
* [Script] Add functions to work with entity points. [Akari]
* [Entity] Add entity points that declares position in 3d world. Need now for gateway mechanics. [Akari]

2011-04-14
----------
* [Debug] Add 3d triangles to debug draw to improve visualization of walkmesh.

2011-04-13
----------
* [Entity] Add base line trigger like triggers and gateways in FFVII. [Akari]

2011-04-08
----------
* [Script] Add background animation management opcodes and background script object. [Akari]
* [Background] Add background animation. [Akari]
* [Export FFVII] Add exporting of tile animation. [Akari]

2011-04-03
----------
* [Background] Add blending type support to correctly draw different types of tiles. [Akari]
* [Export FFVII] Add exporting of blending types. [Akari]

66
Q-Gears / Re: Current state.
« on: 2012-03-27 06:34:37 »
Now that I have a look at it, the configuration seems predominantly oriented toward using windows, looks like I may have to make some modifications.

I use windows so If there can be some improvements that not breaks whole thing it will be great.

Erstwhile looks like a few things are hard coded, my guess is you did that because you wanted to see the bloody thing work after all that time spent?

I don't remember any hardcoded things. Examples? Maybe it's for test purpose?

Audio core is under works (looks that way) have you considered timidity for sequence playing?

Audio not completed. I plan to use some library that can play mp3/ogg.

tinyxml woo hoo. Nifty I always used xmlparser but its C++ builder specific so ... it did not work under Linux. Using a full xml parser probably would be ridiculous too.

Pugixml is a lot faster but tiny not so bad too. And it covers all things I need.

I see all the utils have there own cbp files too. Interesting, the way it's set up likely take a while to build the whole thing and I probably would have to do it by loading each code blocks project in and compiling looks like.

Extractors no works independantly. In future maybe I unite them as one large extractor that converts all ffvii data to q-gears and human readable format.

I should talk with the guys on TA have them export one background in 3d and do a demo. I'd die of heart failure if that happened though haha.

If they optimize their models then we could use them directly in game.

67
Q-Gears / Re: Current state.
« on: 2012-03-26 19:00:45 »
It is sad, but I am not sure what to help with these days.

My platform has changed 3 times since Q-gears started all with an associated WTF to do about tools for compiling testing finding the code I did write and pulling hair.
(Check need more hair to pull out.)

It is nice to see you have been progressing at least.

I've been more active on embedded systems et al of late (and mangling Oblivion).

The later is just too much fun.

Erstwhile for fun have you considered using the espeak software for a 'dialogue' plugin filter or what have you?

Or is there a way to pipe dialogue (with proper pauses emphasis etc) to espeak?

Ahhh you're making me think (LOL). If I remember you are using windows mingw and codeblocks for your build suite?

I can't do windows (pun somewhere in that statement) so I have ye olde Linux (and code-blocks of course).

I believe for the last few years my largest impedment went like this:
Time
figuring out what to look at first
documentation
but it's been about a year since I gandered at it.

Cyb

Get lastest version from repositary and look at it )
There are a lot of new things there )

By the way just finish ffvii camera export and basic ffvii background support. looks nice in 16x9 aspect )




68
Q-Gears / Re: Current state.
« on: 2012-03-17 08:52:34 »
Just wondering, how much time do you put into QGears each week?  And is it still only you working on it?

2-4 hours for exporters and q-gears itself and 2-4 hours for reversing. And yes, I'm still the only one )

69
Q-Gears / Re: Current state.
« on: 2012-03-16 22:15:11 »
What do you mean by "active"?

70
For PC or PSX?

71
Q-Gears / Re: Current state.
« on: 2012-03-09 07:11:38 »
New spoilers and progress




Now with robos from xenogears.

72
Q-Gears / Re: Current state.
« on: 2012-03-05 01:57:28 »
New... I mean new version )

73
Q-Gears / Re: Current state.
« on: 2012-03-03 09:46:44 »
Little spoiler about nes version )


74
Create pages in wiki about structures layout in ram. It will be useful for me too. Lately I work on FFIX, but soon I return to complete battle reverse in FFVII. =)

75
Here is mine notes on this.

Code: [Select]
1f800000 attacker id.
1f800004 attacker level
1f800008 init with -1. Store enemy index here if this is enemy attack.
1f80000c action id. (0x20 - enemy attack)
1f800010 attack index
1f800014 init with -1. Store attacker id here if specified attack was magic, summon or enemy skill and player has it.
1f800018 target mask
1f80001c init with 1. Active Allies???
1f800020 animation script id to play.
1F800024 copy D byte from attack data here. (Attack effect id)
1f800028 action id.
1f80002c attack id.
1f800030 attacker mask.
1f800038 -1. MP cost.
1f80003c hit%
1f800040 damage formula id (default action damage formula id). Copy weapon damage formula id here.
1F800044 attack elements mask.
1f800048 power modifier.
1f80004c base damage.
1F800050 init with 0xFF. Set target type data from kernel if action id < 0x20. Target type data. (self/all/1target)
1f800054 init witn -1. Copy 6th byte from attack data here (normal attack sound).
1f800058 init with -1. Copy 6th byte from attack data here (critical attack sound).
1f80005c init with -1. Copy 6th byte from attack data here (miss attack sound).
1f800060 init with -1. Load default 8th byte here. Copy 8th 2bytes from attack data here or 0x0c from weapon attack. (Camera movement single).
1f800064 init with -1. Load default Ath byte here. Copy Ath 2bytes from attack data here or 0x0c from weapon attack. (Camera movement multiple).
1f800068 init with -1. Impact effect id.
1f80006c init with -1. Special attack flags. 0x0004 - magic attack.
                                             0x0002 - if not set - add bit 0x2000 to 0x220
                                             0x0080 - if not set - ignore status effect defense when attempting to inflict.
                                             0x0200 - if not set - can be reflected
                                             0x0400 - if not set - ignore defense (if this bit is set we calculate defense)
                                             0x2000 - if not set - critical hit in case of physical damage calculation.
1f800078 we add here target unit mask for current damage calculation if we not attacking self.
1f800080 status to add.
1f800084 status to remove.
1f800088 status to change.
1f80008c init with FF. Status infliction chance (0-255).
1f800090 something from 800a0002 (default action flags). (00000002 - flag checked in funcaa738 function.
                                                          00000004 - if steal as well need to be performed.
                                                          00000010 - check if this == 0 in funcab674 function.
                                                          00000040 - if hp absorb need to be performed.
                                                          00000080 - if mp absorb need to be performed.
                                                          00000200 - seted if there is no target (for player) or more than one target)
                                                          00000800 - if add cut need to be performed.
                                                          00020000 - add if long range materia equipped in something related to target rows in funcab674.
                                                          00080000 - if this flag is set - do something in action_type_09 function.
                                                          00400000 - add bit if unknown data in large function file exist.
                                                          00100000 - add bit if no mega all stars left (force single target?).
                                                          01000000 - if this bit is set we can attack dead units too.
1f800094 target mask
1f800098 attack index. Attack index in group magic summon enemy skill, limit or attack index in scene data.
1f8000a0 formula upper
1f8000a4 formula lower
1f8000a8 reset it after action if we use sense.
1f8000ac store high byte of unknown data seted in large_function file + 3 if it not 0 (if greater than 8 store 8). Quater damage.
1f8000b0 number of multiple attacks.
1f8000b4 init with 1. Time to caclulate whole cycle of attack (only for 2x and 4x cut).
1F8000b8 number of targets (counted with target mask).
1f8000bc init with -1. Copy 12th byte from attack data here (Additional effects). Set this with special byte related to lower damage function if upped damage function 0xa.
1F8000c0 copy 13 byte from attack data here (additional effect modifier).
1f8000c4 store power modifier here.
1f8000c8 attacker status.
1f8000cc copy 2nd byte from attack data here. Hurt action id?
1f8000d0 init with 0xFFFFFFFF.
1f8000d4 init with 0xFFFFFFFF.
1f8000d8 *2 used in 0x09 lower formula as base damage.
1f8000dc init with -1. String to display.
1f8000e0 init with 0. This is increment when we do damage.
1f8000e4 init with -1.
1f8000e8 set ((w[1f8000f0] >> 5) * 0xa) if w[1f8000f0] & 0xe0 != 0. Mp Turbo stars * 0xa. Mp boost%
1f8000ec store target mask here.
1f8000f0 store lower byte of unknown data seted in large_function file. Set flags (0x01 - mp absorb, 0x02 - hp absorb, 0x08 - steal as well, 0x10 - added cut) from unit data for actions that we perform if priority 5 or 6.
1f8000f4 store current unit id here in damage cycle.
1f8000f8 store high byte of unknown data seted in large_function file here if it not 0.
1f8000fc copy number of multiple attacks here.
1f800200 address 800f5bb8 + target * 44.
1f800204 address 800f5e60 + target * 34 or -1 in case of not player.
1f800208 target entity id.
1f80020c store -1. Set enemy index here (1 2 3) (only in case of enemy).
1f800210 init with 0. Calculated defense.
1f800214 init with 0. Calculated damage.
1f800218 init with 1f800090 flags. 0x0001 if we have power modifier 0 and we not add/remove/change statuses and if unit is undamagable (auto-miss).
                                   0x0002 add this bit in case of lower function 0 or if we done no damage.
                                   0x0020 then we hit target for sure in case of physical attack.
1f80021c init with 0.
1f800220 init with 0. attack flag. (0x0001 - heal, 0x0002 - critical damage, 0x0004 - damage to MP)
1f800224 store hurt action id. Store 33 here if 1f800048 == 0.
1f800228 target status.
1f80022c target status immunities mask.
1f800230 init with 0. mask of immunities to current attack (0x01 - death, 0x04 - double, 0x10 - half, 0x20 - nullify, 0x40 - absorb, 0x80 - full cure)
1f800234 init with 0. flags. 0x0001 - attack from back
                             0x0002 in funcb0c14 in upper_function_00.
1f800238 init with 0. Copy status to add here.
1f80023c init with 0. Copy status to remove here. Flags based on statuses of target. 0x0004 - target sleeps.
                                            0x0040 - target confused
                                            0x00a0 - target is manipulated
1f800240 init with 0. Copy status to change here.
1f800244 init with 0. Statuses to add/remove/change (united mask).
1f800248 init with -1. Store attack (impact sound here).
1f80024c init with -1. Store impact effect id here.
1f800250 init with -1. store fffffffe here if need to we kill target instantly (due to 1f800230 death). fffffffd if we recover. Or copy damage here from 1f800214.
1f800254 init with target level.
1f800258 init with target current hp.
1f80025c init with target current mp.
1f800260 init with 1f80003c hit%.

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