Qhimm.com Forums
Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: halkun on 2004-12-24 16:42:23
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He qhimm, I know that you have done the most work with the Field Script commands, you said that most are guesses, you mind sharing what you have?
1) I want to flesh out what I have in Gears.
2) I don't want to do duplicate work.
I don't trace though field script backend code, but change the values of the parameters while the script is still running in an emulator (PSX) This tends to give me a little more data about the command quickly.
Of course, you could always just disassemble "JUMPMAP", as that's field file loader. You can at least see what data goes where and get a difinitive format of the field files.
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For halkun; I have most of the documentation for the simpler commands ready in LaTeX format... I'm not sure if that's what you're using for Gears, but if you think it will be of help I'll toss the files over? (mail? IM? ftp?)
As for the public, guess I can give a tidbit of it (http://www.qhimm.com/FF7Field.pdf) away to you as well. Now what little I have is put into the context of a bigger document simply to help me keep a little perspective if this is to be incorporated into a large FF7 document later on (read: Gears).
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go ahead and email it to me...
I was thinking of maybe the "cooler" commands were availble (not so much math.)
What I need to do is go though the debug rooms and find the opcode testing entities.
I'm pretty sure all of them are used at least once there.
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Heh, funnily enough not all of them (I use the debug rooms as well to help decode arguments). Regular fields are surprisingly good to help clear out confusion for many commands, especially background-controlling commands and entity control passing. Anyways, I'll mail it over. I have a few other commands mapped out (easier stuff related to the inventory), but I figured I'd better get a more complete mapping done on those before writing them down.