Author Topic: Battle Arena  (Read 2891 times)

Synergy Blades

  • Guest
Battle Arena
« on: 2007-03-20 00:52:20 »
Just for anyone interested, you set "Battle Arena Mode" using BTMD2 and the appropriate bit. You can do this for any battle, which is cool.



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:


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.


Defeat those and you get nothing, and you're stuck in battle.


Any clues? It could make for some interesting custom battle arena sets.
« Last Edit: 2007-03-20 00:54:44 by Synergy Blades »

halkun

  • Global moderator
  • *
  • Posts: 2097
  • NicoNico :)
    • View Profile
    • Q-Gears Homepage
Re: Battle Arena
« Reply #1 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!"


ARMs

  • *
  • Posts: 164
    • View Profile
Re: Battle Arena
« Reply #2 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.

halkun

  • Global moderator
  • *
  • Posts: 2097
  • NicoNico :)
    • View Profile
    • Q-Gears Homepage
Re: Battle Arena
« Reply #3 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...