Miscellaneous Forums > Scripting and Reverse Engineering
(FFVII PC) The **ab files
nfitc1:
Little late of a reply, but I dived into the exe and discovered which codes take how many parameters. Here's a translation of Cloud's 74 scripts:
--- Code: ---0:
00 FE C0
1:
01 FE C0
2:
E5 06 F1
3:
B3(F9) 03 ED E3 EE
4:
B3(F9) 04 E4 E3 EE
5:
0F F2 E5 EE
6:
10 11 F2 E5 EE
7:
12 F2 E5 EE
8:
05 E5 EE
9:
AB(0190, 0000) 08 F4(0F) F3 FA E5 A6 EE
10:
13 E5 EE
11:
18 19 E5 EE
12:
B4 02 F1
13:
95 07 FE C0
14:
C4(0190, 06) 07 FE C0
15:
E7(00) F1
16:
04 FA E5 EE
17:
E8 FC 03 ED E6 EA 0C 0D EC 0E 04 FA E5 EE
18:
E5 C4(0190, 06) 12 E7(00) F1
19:
10 FE C0
20:
FC F0 D8(00, 001A) 1A D1(04B0, 0000, 04) F0 1B F7(01) 1E 1C FA F0 1D E5 EE
21:
FC 03 ED F7(10) 1F 04 FA E5 EE
22:
FC F0 D8(00, 001A) 1A D1(04B0, 0000, 04) F0 1B F7(01) 1E 9E
23:
F7(01) 22 23 FA F0 1D E5 EE
24:
FC F0 D8(00, 001A) 1A D1(04B0, 0000, 04) F0 1B F7(01) 1E 9E
25:
E5 BD(04B0, 0000) F0 F7(03) 22 9E
26:
E5 BD(04B0, 0000) F0 F7(03) 24 9E
27:
E5 BD(04B0, 0000) F0 F7(03) 29 1C FA F0 1D E5 EE
28:
FC F0 D8(00, 001A) 1A CC(04) CB(FF, 03E8, FE, FE, 00, 08, 08) 1B 1E F7(03) F4(06) F3 1C FA F0 1D E5 EE
29:
E8 FC 03 ED E6 EA 0C 0D EC 0E 04 FA E5 EE
30:
E8 FC 03 ED A4 EA 0C 0D EC 0E 04 FA E5 EE
31:
E8 FC 03 ED A5 EA 0C 0D EC F4(0F) F3 0E 04 FA E5 EE
32:
E8 FC 03 ED D8(06, 0015) 09 EA EB F4(0A) F3 04 FA E5 EE
33:
E8 FC 03 ED D8(06, 0015) 0A EA EB F4(0A) F3 04 FA E5 EE
34, 35:
FC F0 D8(00, 001A) 1A D1(04B0, 0000, 04) F0 1B F7(01) D8(01, 02D6) 16 F4(06) F3 26 FA F0 1D E5 EE
36:
FC F0 D8(00, 001A) 1A D1(04B0, 0000, 04) F0 1B F7(01) 1E 1C FA F0 1D E5 EE
37:
FC 03 ED F7(10) 1F 04 FA E5 EE
38:
FC 03 ED F7(01) 14 F4(3C) F3 04 FA E5 EE
39:
FC 03 ED F7(01) 14 F4(5A) F3 04 FA E5 EE
40, 41:
FC F0 D8(00, 001A) 1A D1(04B0, 0000, 04) F0 1B F7(10) 20 27 FA F0 1D E5 EE
42, 43:
FC F0 D8(00, 001A) 1A D1(04B0, 0000, 04) F0 1B F7(10) 21 28 FA F0 1D E5 EE
44, 45:
FC 03 ED F7(13) 15 04 FA E5 EE
46-59:
00 FE C0
60:
E8 FC 00 E0 EA F4(19) F3 EC F0 D8(00, 001A) 2C D1(04B0, 0000, 04) F0 2D D8(06, 0030) 2E FA F0 2F E5 EE
61:
E8 FC 00 E0 EA F4(19) F3 EC F0 D8(00, 001A) 2C D1(04B0, 0000, 04) F0 2D 2E FA F0 2F E5 EE
62:
E8 FC 00 E0 EA F4(19) F3 EC 2C 9E
63:
E8 FC 00 E0 EA F4(19) F3 EC F0 2C D8(00, 001A) FB(0640, 0000) F0 2D D8(19, 0030) A8(26, 08) 2E FA F0 E5 EE
64, 65:
E8 FC 00 E0 EA F4(19) F3 EC 2C E5 EE
66:
E8 FC 00 E0 EA F4(19) F3 EC 2C 2D 2D 2E FA E5 EE
67:
EC E5 EE
68:
EC 2D E5 EE
69:
E8 FC 00 E0 EA F4(19) F3 EC F0 D8(00, 001A) 2C D1(04B0, 0000, 04) F0 2D D8(06, 0030) 2E FA F0 2F E5 EE
70 - 73:
00 FE C0
--- End code ---
There are lots of duplicates (most of them dummied), but we can tell some things from a few of them.
Anim 0 is normal idle animation. Anim 1 is near-death idle animation. 2 is dead, 3 is hop forward, 4 is hop back, etc. This only applies to player characters.
9E, F1, EE, FF, C1, A2 and "FE C0" (which is weird because FE with anything else does nothing) are effective ends of scripts.
C1 loops back to the beginning and starts at the first C9 in the script. You could make a stupid script like "<blah> C1 <blah> C9 <blah>" and it would skip the chunk between C1 and C9, but there'd be no way to go to it and run those commands. There are better ways to do what you would need anyway.
Most of these commands take battle type into account. They'll choose what to do based on which side attack or preemp attack is being used. That seems to be the primary difference between the three types of side attacks.
9A, 9B, 9F, B0, B1, B2, B7, BA, BB, C0, CD, D2, D3, D9, DA, DB, EF, and F5 are unused even though some of them have fully working functions.
xLostWingx:
I admit that I know nothing about such things, but I've been eagerly anticipating LB's progress and NFITC1 is probably one of the coolest people I've had the pleasure of interacting with. Forward progress Ho!!!! Every now and then the reality of how freaking much VII has been dissected and broken down sets in. I'm excited to see what comes from this!
Lazy Bastard:
NFITC1: Great framework info. Thanks very much for jumping into this.
xLostWingx: Though I've been very busy with the new house I just moved into, I haven't at all dropped my intention to continue this thread (my email inbox is always kept clean of everything but items of the utmost importance, and the notification concerning this thread is currently one of only three items therein), until its information is useable in simplifying my custom playable character battle models. I'm finally starting to get back on track with some free time for projects like Adamant, so hopefully I'll take a few hours to sit down and map some things out more extensively very soon. In the meantime, anyone with a little free time and interest is encouraged to do the same.
xLostWingx:
Good to know LB. I understand that this is a game of patience, trial and error, and whatever else it involves. I'm no progammer nor do I think I could even make to case to consider myself a hobbyist. I usually just skim through or skip over the code that accompanies many posts. If we ever need to conduct a cognitive, academic, or behavioral assessment of...ok no...there is no way for me to use my professional expertise to aid this or any project in Scripting and Engineering. But I certainly am an interested observer, and it is good to know you're committed to continuing to work with VII, especially since your work revolves around the PSX version. Keep up the good work, and I'm very glad to see the collaboration between yourself and other qhimm members!
NicoChirry:
Hey nfitc1, I have a soldier 1st class **da file and model (with Zack head and sword) that uses a controllable enemy **ab file (I have a Reno, rude, Rufus, dyne etc) taken from grimmys battle lgp in his shinra mod. The animations such as idle, attack, getting hit etc work fine, just needs a couple animations added, changed, could u help. Think ur the only person who can.
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