Posted 20 August 2010 - 11:02 AM
I have a feeling that you'll notice it here rather than at FEND, so I'll copy/paste my post from there.
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Alright no problem. I'll look through it right now since I can't sleep.
I just took a glance at the event portion. When I have time I'll take a look at the rest. I'll just comment on some stuff that you said you don't know or needs to be fixed.
First off are FE8 scripted battles. The general format is like this:
CMDS
CMDL (Side) (Damage) (Hit Flag) (Special)
CMDL (Side) (Damage) (Hit Flag) (Special)
CMDL 0xFF 0xFF 0xFF 0xFF
FIG1 (Attacker) (Defender)
CMDS stands for Command Start (I would know, since I made it) and begins any sort of Command List (for which CMDL stands) and is also required. Side is for left or right (0x01 and 0x00 respectively). Damage is the amount of damage that the attack will do (0x00 will do normal damage). The Hit Flag determines whether the attack hits, misses, or criticals, which is pretty much the same as FE7. Special is for skill activation. 0x00 = Normal, 0x08 = Lethality, 0x40 = Sure Shot,0x 80 = Big Shield, 0xC0 = Pierce. Keep in mind that these are simply the effects. For example, if you have Sure Shot enabled but have the character miss, the attack will miss.
You can have multiple CMDL's and make the battle really long. I don't know the maximum you can do exactly, but I've done 7.
Anyway, once that's all done, use CMDL 0xFF etc. to signify that the list is over. And then choose either FIG1 (battle animations) or FIG2 (map battle) to start the fight.
Here is an example.
CMDS
CMDL 0x00 0x00 0x00 0x00
CMDL 0x01 0x00 0x01 0xC0
CMDL 0xFF 0xFF 0xFF 0xFF
FIG1 Eirika Ephraim
------------------------------------------
Next off are FE8 Units.
FE8 Unit Structure
UNIT (Unit value) (Class) (Leader) (Starting Level) (Coordinates, [XX,YY]) (Flags) (Byte1) (Amount) (Reinforcement pointer) [(Item1),(Item2),(Item3),(Item4)] [(AI byte1)(AI byte2)(AI byte3)(AI byte4)]
FE8 is slightly different from FE7 and FE6, mostly notably in its coordinate and loading system. The first four bytes are exactly the same as the other two games. The Coordinates in the FE8 format function in the exact same manner as the Loading Coordinates in FE7. The flag makes some changes to the unit. As of right now, there are only two known flags. One (0x20) makes the last item droppable, and the other (not sure on value) makes the unit in the Tower/Ruins format (read Furry's tutorial for more info).
Byte 1, as of now, has no known function. Everything I've seen so far is 0x00, so we can do this as well.
The next two, Amount and Pointer, are the biggest differences in this FE8 structure. Combined, these two function in the same manner as the Starting Coordinates in FE7 as well as doing a little bit more. We will speak of the Pointer first, since it Amount will make more sense after Pointer is explained.
The Pointer points to "REinforcement DAta" which is structured like so:
REDA [X,Y] (Speed) (Rescuing character) (Delay before executing)
The [X,Y] Coordinate here functions in the same manner as the Starting Coordinate, and the unit will move here afterwards. Speed is just what you think it is. It affects how fast the unit will move (0x00 is default speed). For Rescuing Character, this byte is used for the character that RESCUES the unit. For example, in the Prologue, Eirika's Rescuing Character byte is 0x02 (which is Seth). In FE8, units are properly rescued as opposed to manipulating events in FE7. This byte is 0x00 if rescuing is not used. The time delay can be any numerical value. This will cause the game to wait a certain amount of time before making the unit move. The higher the number the longer the delay.
In FE8, the REDA's can be stacked. You can have:
REDA [1,1] 0x1 0x00 0x00
REDA [12,3] 0x5 0x00 0x20
REDA [10,4] 0x1 0x00 0x00
Thus making the unit move to multiple positions. Now we will go back to the Amount byte. This byte is simply the amount of REDA's a unit will have. In the above example, the Amount will be 0x03.
Everything else in the UNIT data (items, AI) is exactly the same as FE7.
Here is an example of how an FE8 Unit should look.
Allies:
UNIT Eirika EirikaLord 0x00 Level(1,Ally,False) [10,1] 0 0x00 0x03 EirikaMove [Rapier,Vulnerary] [0x00,0x00,0x00,0x00]
UNIT EMPTY
EirikaMove:
REDA [1,1] 0x1 0x00 0x00
REDA [12,3] 0x5 0x00 0x20
REDA [10,4] 0x1 0x00 0x00
-----------------------------------
Finally, that promote code for FE8 is not what you think it is. It is nothing like the one in FE7 (or perhaps it is, since I don't know what FE7's is like). This doesn't have the whole scene like it normally does. All it does is switch the class. That's it. In an event sequence you probably won't even notice it.
You'll probably want to reword this for the tutorial since I was a bit informal. Maybe the FE8 Unit part could be copypasted now that I look at it.
Alright, now I'm sleepy after typing all that out. Anyway, if I can make a request for the next update, I'd like to see some stuff about the video syncing.
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