Author Topic: About PRTYP opcode.  (Read 5594 times)

Akari

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About PRTYP opcode.
« on: 2006-10-02 13:11:04 »
In wiki it redirects me to PRTYE opcode that has 3 parameters, but PRTYP has only one.
Can someone tell me what it do?

Synergy Blades

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Re: About PRTYP opcode.
« Reply #1 on: 2006-10-02 13:38:51 »
I couldn't delete it, I don't have admin permissions.  :-D I realised I put one of the other opcodes where that should be and moved it, but it wouldn't delete the original. Never went back to figure out what it did.

halkun

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Re: About PRTYP opcode.
« Reply #2 on: 2006-10-02 17:33:03 »
Hold on, what goes to who now?

I can fix it, but I don't quite understand what's wrong

Synergy Blades

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Re: About PRTYP opcode.
« Reply #3 on: 2006-10-03 13:38:37 »
Just delete the redirect that's at PRTYP.

Asdayasman13

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Re: About PRTYP opcode.
« Reply #4 on: 2006-10-03 16:47:17 »
Shouldn't this be in the Q-gears section?

Alhexx

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Re: About PRTYP opcode.
« Reply #5 on: 2006-10-03 21:07:11 »
No, since FF7 opcodes aren't a Q-Gears related problem, but a FF7 reverse engineering problem, so they do belong here.

 - Alhexx

 - Edit -
<off-topic>
Nice avatar, halkun.
</off-topic>
« Last Edit: 2006-10-03 21:09:14 by Alhexx »

Akari

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Re: About PRTYP opcode.
« Reply #6 on: 2006-10-23 10:04:59 »
1) What will happened if we give 0xFE as parameter?
2) What will happened if we try to add character that already in the party?

Synergy Blades

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Re: About PRTYP opcode.
« Reply #7 on: 2006-10-23 10:19:32 »
1) Initially there's no effect, when the script is executed, but if you try to open the menu the game crashes.
2) No effect; nothing changes.

Akari

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Re: About PRTYP opcode.
« Reply #8 on: 2006-10-23 15:22:08 »
1) Initially there's no effect, when the script is executed, but if you try to open the menu the game crashes.

What about 0xFF as parameter?

Synergy Blades

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Re: About PRTYP opcode.
« Reply #9 on: 2006-10-23 16:10:56 »
No effect for 0xFF. I did try an arbitrary non-character ID to see what happened; it crashes on menu, as per 0xFE.

Akari

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Re: About PRTYP opcode.
« Reply #10 on: 2006-10-23 18:49:51 »
Ok. Then this opcode has been implemented =)

halkun

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Re: About PRTYP opcode.
« Reply #11 on: 2006-10-24 00:19:03 »
Even the crashes? ^_^

Cyberman

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Re: About PRTYP opcode.
« Reply #12 on: 2006-10-24 04:55:32 »
Speaking of crashes do we have a sanity check system for the script intpretor?

Cyb

Akari

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Re: About PRTYP opcode.
« Reply #13 on: 2006-10-24 14:55:10 »
Speaking of crashes do we have a sanity check system for the script intpretor?

What kind of sanity check do you want? And what part of scrypt: in game one or from xml?

Cyberman

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Re: About PRTYP opcode.
« Reply #14 on: 2006-10-24 15:15:36 »
Sanity checks
1) variable within range of the particular script opcode
2) a movie has been set to play
3) valid enumerated types (party ID entity etc.)
4) defined variable

etc. etc.

If something weird is thrown to the script engine likely should capture it before it tries to execute it, and throw it to some debugging output.  Then reset engine/script execution to a safe point. (IE  reinitialize the field location, or if it's the initialization sequence stop execution etc.)

#4 is something for use of XML data about known temporary and global variables

Cyb