It hit me as I was fixing this that I want to make it more like the tool Square was likely using to create the scene.bin in the first place. What I envision is there are entries for enemies, attacks, and scenes. Specifically, a list of each and a form for each. During saving, the tool would combine them all based on the formation data entries.
Enemy Data:
There would be spaces for 397 enemies (Models AADA - OFDA) that would each have their own stats, animations, required attacks, and AI assigned to them. This will be crucial for keeping enemies "synchronous" between scenes.
Attack Data:
Ranging from index 100h - 7FFFh for the same reason. They would each have attack values like the standard attacks.
Scene Data:
Between 00h - FFh and contain formation data, formation AI, camera placement, and which enemies would be contained within.
All this would be presented in an MDI format (individual windows, not tabbed) and can be used to compare enemies and attacks with each other. If you're familiar with either Morrowind's or Oblivion's Construction Set you know what I mean. Optionally, it would also allow importing of KERNEL.BIN attack data, attack names (both of which trump scene.bin attack data), and item names for consistency's sake. Optimistically, it would also allow importing the char.lgp to actually view the animations (currently this is WAY out of my league).
That's where I'd like this project to ultimately go. That would require a rather substantial re-write of the interface and I'd probably start from scratch on that. Theoretically, this envisioned tool could create a scene.bin file FROM SCRATCH!
Question: Is that what YOU, the end-user, wants?