Author Topic: I HAVE THE EVENT SCRIPT TOLKENS!  (Read 15524 times)

Cyberman

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I HAVE THE EVENT SCRIPT TOLKENS!
« Reply #25 on: 2004-06-29 13:39:10 »
Quote from: halkun
No the battle system has a seperite scripting system. The kernel provides "hooks" into the core system. For example, to play a sound in the event system you use thge AOKI and AOKI2 commmands. These in tern call a kernel function that takes the data, does the lookups for what sound is wanted and talks to the PSX's hardware.

So basically the kernal is the base set of 'functions' for FF7, each module has a superset of functions that use the kernal.  They likely didn't do away with this in FF8 and FF9 but refined the kernal module interface.  Each section has distinctive characteristics.  In battle dialog being one of them.  I suspect that the in battle dialog is not actually the regular battle engine but might be controled by the field.  Of course I can be wrong too ;)

Quote from: halkun

The is no ability to call AOKI from battle, but there might be a battle script command that does the same thing, there may not be. Battle might just say "play sound xxx" which then you don't need all the extra stuff like repeat, balance, and volume that AOKI controls, it might be handeld automataclly by the battle engine. The fact remains that battle still needs to call the lower lever kernel fuction to make the sound play. I don't know that the command both in battle or in the kernel. I *bearly* know how AOKI works, but I'm getting better.

If you have having flights of fancy about making FF1 with the FF7 system, by all means keep dreaming. However there are things hardwired into the system you can't change. The materia system is hard-coded. You may be able to change the attributes of a particular materia, but not how it links to a character. It will always be a slot in armor or weapons.

Hmmm preprogramed battle sequences like Weapon and proud clod, I wonder if these are handled by the battle engine or the field engine.  Ideas?

Quote from: halkun

On the same note, even though it's a eariler version of FF8's engine, You are not going to be importing FF8 characters in FF7. The graphic systems are radically different. For example in FF8, you could have mutiple texture sizes for the same character, and it could store more than one background/walkmesh in a single field file.

And none of them have lighting calculations done in them.  All the polys are flat unlit polygons.  It looks fine just a fact of life they didn't want to have realistic shading on the characters. That's why they look the same irregardless of how dark the place they are in.

On the PSX version of FF8 they have several models, one low resolution and one high resolution one.  I think the high resolution one is used for cut scenes and close ups.  These have two textures (TIMS 128x128) and more polygon data.

Cyb

halkun

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I HAVE THE EVENT SCRIPT TOLKENS!
« Reply #26 on: 2004-06-29 17:10:56 »
The scripting for the enemies are in scene.bin in the battle header for that particular fight. I have someone who has decrypted the fight scripting, but the magic scripting hasn't been found yet..(example: the script for supernova)