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Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: Synergy Blades on 2007-03-20 00:52:20

Title: Battle Arena
Post by: Synergy Blades on 2007-03-20 00:52:20
Just for anyone interested, you set "Battle Arena Mode" using BTMD2 (http://wiki.qhimm.com/FF7/Field/Script/Opcodes/22_BTMD2) and the appropriate bit. You can do this for any battle, which is cool.

(http://bin.mypage.sk/FILES/yuffarena.jpg)

Bizarro Seph is oriented the wrong way here, since the final battle is supposed to be fought on either side by two parties with Seph pointing towards the "center", as far as I can remember:
(http://bin.mypage.sk/FILES/bizarro.jpg)

Anyway, I'm wondering how they chained arena encounter types together. Once you defeat the first enemy, you get the "Keep goin' - Of course!/No way!" style interface. Interestingly, the forfeit you get with this interface, affects everyone, not just the one character (though Barret's immune to Small in the next pic). Unfortunately the next battle you get is erroneous, with everyone's favourite pyramids.
(http://bin.mypage.sk/FILES/pyramidsarena.jpg)

Defeat those and you get nothing, and you're stuck in battle.
(http://bin.mypage.sk/FILES/nothingarena.jpg)

Any clues? It could make for some interesting custom battle arena sets.
Title: Re: Battle Arena
Post by: halkun on 2007-03-20 04:15:49
You know, slightly off-topic, but those pyramids are an awesome form of execption handeling. It's like a Square philosophy was "The game must go on!"

Title: Re: Battle Arena
Post by: ARMs on 2007-03-20 22:00:52
halkun I think you did the jumpmap list, so I like to ask you if you remember which of the dat file contains the data for the Battle Square.   I like to mess around with the battle arena but I'm having a hard time finding it.
Title: Re: Battle Arena
Post by: halkun on 2007-03-21 03:04:43
I don't know. Your best bet is downloading a scene viewer and finding the correct background, then dumping the code with my scriptdumper in the q-gears source tree...