Thought you'd like to know that I've tracked down where standard random encounters are held for field files: they're in Section 7. A brief overview for those who aren't sure about the format of the field files:
0x0000 = Blank 2 bytes
0x0002 = Number of sections (4 bytes), always 9
0x0006 = Pointer to Section 1 (Dialog/Event, what the script dumper deals with)
0x000A = Pointer to Section 2
0x000E = Pointer to Section 3
0x0012 = Pointer to Section 4 (Palette)
0x0016 = Pointer to Section 5
0x001A = Pointer to Section 6
0x001E = Pointer to Section 7 (Encounter)
0x0022 = Pointer to Section 8
0x0026 = Pointer to Section 9 (Background)
0x002A:0x-4 of Section 1: Length of Section 1, where Pointer to Section 1 points to
0x002E:0x00 of Section 1: Start of Section 1 data, continues for the number of bytes specified in 0x-4
As stated, Section 7 is the Encounter listing, and is generally 48 bytes long (not including the Length dword). I've not even started to decrpyt what the other bytes mean around there... I suspect encounter rates and other things. Each encounter is stored something like: xxxxxxxx yyyyyyxx, where the 'x's are the standard Battle ID we're familiar with, and the 'y's are something connected to that specific encounter. Encounters where you can get ambushed appear to be held seperately from the others, too, starting at... what... 0x14? Unsure.
Anyhow, feel free to play with it. I remain disappointed that this has yielded no trace of Ho-chu in Ancient Forest... was hoping it would at least be some really rare battle or something....
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EDIT: Few more notes on the Encounters section.
First, *EVERY* Field file's Encounter section is 48 bytes long (52 if you include the size). It's then split into definite partitions:
0x00: Encounter Data 1, possibly enounter rate in 2nd bytes? (2 bytes)
0x02-0x0D: Encounter+Chance(?) bytes, as stated before. The total of the 'Chance(?)' bytes for this part always adds up to 64 if encounters are possible.
0x0E-0x17: Secondary encounters. Sometimes blank, sometimes gaps. No clue on the chance bytes, or how it relates to previous data.
0x18: Encounter Data 2, same setup as Encounter Data 1. Very often blank, no idea what this data is for.
0x1A-0x25: Encounter+Chance(?) bytes for Encounter Data 2. Again, adds up to 64.
0x26-0x2F: Secondary encounters for Encounter Data 2. Again, no idea what it's used for.
To get more information, I'm going to have to go and start changing things, but thought you'd like an update on what I had for now.
Funnily enough, it seems that Tonberry got as far as making it *into* some random encounter data... unfortunately, it's in a scene-only room - trnad_51 : The room where Sephiroth is encased in the center of the Whirlwind Maze - and never gets a chance to be called. What a pity....
By the way, also had a brief look at the World Map... although things are different between that and the field files, it naturally has many of the same data structures... dialogue's in 'mes', the event files are in 'wm0.ev', 'wm2.ev' and 'wm3.ev' (I assume... though I've not gotten any conclusive proof that this is the case through a *brief* glance through them), and the encounters are stored in 'enc_w.bin' (but may or may not follow the same rules regarding encounter chances... unsure yet)