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Attack.out Battle Event Conditionals

Started by Cheetah, January 21, 2009, 10:44:06 pm

Cheetah

January 21, 2009, 10:44:06 pm Last Edit: October 23, 2009, 12:51:41 pm by Cheetah
Battle Event Conditionals:


What: These are the instructions that dictate when a particular event script is executed and what needs to be happening for that to happen. Without these no events would ever happen and by manipulating these you can change what needs to happen in battle for an event to trigger or even what is required to win the battle.


Where: ATTACK.OUT x014E70 - x016AF3


How: Event Conditionals are complex and can have many variations in their length and formatting. The general format and function of any single instruction is split into three basic sections; Boolean Checks, Character Conditions, and Script Call. Not all these sections are required however for all instructions.

Boolean Checks: The first section checks to see if any relevant booleans have or have not been called, this is used for sequencing the events correctly and for player driven choices. The booleans that are being checked for generally come from previously executed event scripts. Note that this section is optional, but only if the battle is very straightforward. There can also be multiple Boolean Checks in a single instruction.

Length: 6 bytes each

01 00 BN BN BC 00

BN BN = 2 byte ID of the Boolean being checked
BC = if 00 checking if boolean not present, if 01 checking if boolean is present

Character Conditions: These are a collection of many different instructions which look at a particular character or conditions on the battlefield as a whole to know whether the Event should be triggered. The length of each character condition is specific to the kind of instruction it is dictated by the first byte. There can be multiple of these instructions, the limit is currently unknown, and they are generally required except in some cases where only a Boolean Check is used to trigger the event.

Unit Present = 04 00 ID 00
Unit Alive = 05 00 ID 00 01 00
Unit Dead = 06 00 ID 00 00 00
Unit Health Percent Less Than = 08 00 ID 00 PC 00
Unit Next Turn = 0B 00 ID 00
All Enemies Dead = 16 00
Unit At Coordinates = 18 00 ID 00 XC 00 YC 00 00 00

ID = Character ID# as designated in related ENTD file
PC = Percentage, enter as hex
XC = X map coordinate in hex
YX = Y map coordinate in hex

Script Calls: Designates what script is to be run if all the conditions are met. Required and always follows the same format.

19 00 EN EN

EN EN= 2 byte Event Number


Examples:

Example 1: Normal

Orbonne Monastery
ENTD: 183

01 00 FD 01 01 00 19 00 04 00

Orbonne Battle (Gafgarion and Agrias chat)
01 00 7F 00 00 00 01 00 80 00 00 00 04 00 17 00 04 00 34 00 0B 00 17 00 05 00 17 00 01 00 05 00 34 00 01 00 19 00 05 00

Orbonne Battle (Abducting the Princess)
01 00 80 00 00 00 16 00 19 00 06 00

First Line: Checks that boolean "FD 01" is present and runs even script "04 00". This is the standard opening of every event or battle.

Second Line: Checks that booleans "7F 00" and "80 00" are not present. This is because part of the event that is run with this activates boolean "7F 00" so that this Event Conditional will not trigger multiple times. It checks that "80 00" hasn't been run because that is the end of the battle, preventing this script to be run after the end of the battle had occurred. The game then checks to see that units "17" and "34" are present, checks that it is unit "17" turn, and that units "17" and "34" are both alive. Then runs event "05 00", which happens to contain the boolean "7F 00" so that it will be considered present.

Third Line: Checks to make sure boolean "80 00" is not present. Checks to see that all enemies are dead. Runs event script "06 00".

Example 2: With no Boolean Checks

Dorter Trade City1 (Victory)
16 00 19 00 24 00

Example 3: Creating Choices and checking for Booleans

Araguay Woods
ENTD: 194

01 00 FD 01 01 00 19 00 7A 00

Araguay Woods (Kill enemies)
01 00 7D 00 00 00 01 00 97 00 00 00 19 00 7B 00

Araguay Woods (Save Boco)
01 00 7D 00 00 00 01 00 97 00 01 00 19 00 7C 00

Araguay Woods (Boco KO'd)
01 00 7D 00 01 00 01 00 7F 00 00 00 01 00 80 00 00 00 01 00 97 00 00 00 04 00 80 00 06 00 80 00 00 00 19 00 7D 00

Araguay Woods (Boco Killed)
01 00 7D 00 01 00 01 00 97 00 01 00 01 00 80 00 00 00 04 00 80 00 06 00 80 00 00 00 19 00 7E 00

Araguay Woods (Boco Saved)
01 00 80 00 00 00 16 00 19 00 7F 00

General summarization: Event script "7A 00 called in the first line contains a choice to either save Boco or not, if saving Boco is chosen the Boolean "97 00" is triggered. The second and third Event Conditionals are checking which choice was made by looking for the Boolean and activating the event script that matches the choice. The forth line has an event activating when Boco dies, but since it is checking to make sure Ramza didn't choose to save him nothing major happens. However the fifth line activates if Ramza did choose to save him and Boco died, and activates an event script that causes a game over. Just a quick run down of how choices can be made. Note that Booleans can be checked way down the rode and not just in the same script, so make sure you are clearing them and calling them appropriately using event instructions.

Various Notes: The deep dungeon Event Conditionals have some unknown instructions at this time. It is likely that there are many other Character Conditions, but these are all the ones used by the game outside of DD. It is also possible that Boolean Checks are just another Character Condition as instruction "01", but it is easier to define them like this for now since they always follow this order if they are present.



Unknowns:


"Delita's Betrayal"          Two separate events
ENTD: 143

01 00 FD 01 01 00 19 00 AD 01
"Delita's Betrayal"
01 00 7D 00 01 00 19 00 AE 01




Event Conditionals List

What: These are the instructions that trigger the various events during battles. An example would be Delita telling Ramza to be careful on Ramza's first battle action at Magic City Gariland. These might even be part of executing special events that require a specific character in your party (like having Mustadio to get Work 8 ). I have separated them and ROUGHLY labeled them to what event they relate to for easier reference.

Where: In ATTACK.OUT after all the normal event instructions. From address  x014E79 to approximately x016B1D.

Structure: In ATTACK.OUT these are all just one big long line of hex because each instruction is variable in length. They are in order though, according to the first two byte which references an event ID, and they all end in 19 00. I have organized it so it is readable to better decode these instructions. I have listed the event/battle where these instructions denoted by the ENTD ID (which you can easily match up to FFTPatcher). Additionally the first two bytes of each line represent the event ID which you can find in the decompiled PSX script using the event decompiler/compiler. So if you wanted to know what event "Orbonne Battle (Gafgarion and Agrias chat)" 05 00 you could search "x005" and find it in the event script. Or instruction "Underground Book Storage Fifth Floor (Rofel and Ramza talk)" 32 01 you would search "x132".

How: So that is the trick, we really have very little idea of how these work and that is what we needs everyone's help with and is the reason I am making this topic. By watching and playing battles hopefully people can figure out what the exact trigger is for an event to go off. Likely examples are characters first/second turn, unit gets to a set percent of hp, unit dies, certain number of turns pass, or any character of the player's takes an action. You can get hints by looking at the ENTD for the battle and looking at all the different units' IDs. Some of the bytes in these instructions are definitely unit IDs and the others are likely conditions. I think we are going to need a lot of help with this, but with enough people helping out I think we can completely decode these instructions and have more control over custom events. I would recommend starting on the simple ones and from there we can recognize patterns and move on to the longer ones.




Orbonne Prayer (Setup)
ENTD: 100

01 00 FD 01 01 00 19 00 02 00

Orbonne Monastery
ENTD: 183

01 00 FD 01 01 00 19 00 04 00

Orbonne Battle (Gafgarion and Agrias chat)
01 00 7F 00 00 00 01 00 80 00 00 00 04 00 17 00 04 00 34 00 0B 00 17 00 05 00 17 00 01 00 05 00 34 00 01 00 19 00 05 00

Orbonne Battle (Abducting the Princess)
01 00 80 00 00 00 16 00 19 00 06 00

Military Academy
ENTD: 188

01 00 FD 01 01 00 19 00 08 00

Magic City Gariland
ENTD: 184

01 00 FD 01 01 00 19 00 0A 00

Gariland Fight (Ramza, Delita, Theif Chat)
01 00 7F 00 00 00 01 00 80 00 00 00 04 00 04 00 0B 00 01 00 05 00 04 00 01 00 05 00 80 00 01 00 05 00 01 00 01 00 19 00 0B 00

Gariland Fight (Ramza talking about honest lives)
01 00 80 00 00 00 16 00 19 00 0C 00

Balbanes' Death
ENTD: 104

01 00 FD 01 01 00 19 00 0E 00

Mandalia Plains
ENTD: 185

01 00 FD 01 01 00 19 00 10 00

Mandalia Plains (Option Chosen)
01 00 7D 00 00 00 01 00 96 00 00 00 19 00 11 00

Mandalia Plains (Algus talking)
01 00 7D 00 00 00 01 00 96 00 01 00 19 00 12 00

Mandalia Plains (Algus KO'd)
01 00 7D 00 01 00 01 00 7E 00 00 00 01 00 80 00 00 00 04 00 07 00 0B 00 07 00 05 00 07 00 01 00 19 00 13 00

Mandalia Plains (Algus Death)
01 00 7D 00 01 00 01 00 7F 00 00 00 01 00 80 00 00 00 01 00 96 00 00 00 04 00 07 00 06 00 07 00 00 00 19 00 14 00

Mandalia Plains (Victory, Algus KO'd)
01 00 7D 00 01 00 01 00 96 00 01 00 01 00 80 00 00 00 04 00 07 00 06 00 07 00 00 00 19 00 15 00

Mandalia Plains (Victory, Algus alive)
01 00 7D 00 01 00 01 00 80 00 00 00 16 00 04 00 07 00 06 00 07 00 00 00 19 00 16 00

Mandalia Plains (Final dialogue, Algus alive)
01 00 7D 00 01 00 01 00 80 00 00 00 16 00 04 00 07 00 05 00 07 00 01 00 19 00 17 00

Introducing Algus
ENTD: 189

01 00 FD 01 01 00 19 00 19 00

Returning to Igros
ENTD: 107

01 00 FD 01 01 00 19 00 1B 00

Family Meeting
ENTD: 186

01 00 FD 01 01 00 19 00 1D 00

Sweegy Woods
ENTD: 180

01 00 FD 01 01 00 19 00 1F 00

Sweegy Woods (Victory)
16 00 19 00 20 00

Dorter Trade City1
ENTD: 181

01 00 FD 01 01 00 19 00 22 00

Dorter Trade City1 (Algus and Delita talk)
01 00 7F 00 00 00 01 00 80 00 00 00 04 00 04 00 04 00 07 00 0B 00 04 00 05 00 04 00 01 00 05 00 07 00 01 00 19 00 23 00

Dorter Trade City1 (Victory)
16 00 19 00 24 00

Interrogation
ENTD: 187

01 00 FD 01 01 00 19 00 26 00

Sand Rat Cellar
ENTD: 182

01 00 FD 01 01 00 19 00 28 00

Sand Rat Cellar (Victory)
16 00 19 00 29 00  

Gustav vs. Wiegraf
ENTD: 18A

01 00 FD 01 01 00 19 00 2B 00

Larg's Praise
ENTD: 101

01 00 FD 01 01 00 19 00 2D 00

Miluda1
ENTD: 18B

01 00 FD 01 01 00 19 00 2F 00

Miluda1 (Miluda and Algus arguing)
01 00 7F 00 00 00 01 00 80 00 00 00 04 00 07 00 05 00 07 00 01 00 04 00 85 00 08 00 85 00 46 00 0B 00 85 00 05 00 85 00 01 00 19 00 30 00

Miluda1 (Delita talking)
01 00 7E 00 00 00 01 00 7F 00 01 00 01 00 80 00 00 00 04 00 04 00 05 00 04 00 01 00 19 00 31 00

Miluda1 (Victory)
01 00 80 00 00 00 06 00 85 00 00 00 19 00 32 00

Releasing Miluda
ENTD: 18C

01 00 FD 01 01 00 19 00 34 00

Attack on the Beoulves
ENTD: 18D

01 00 FD 01 01 00 19 00 36 00

Meeting with bedridden Dycedarg
ENTD: 10B

01 00 FD 01 01 00 19 00 38 00

Expelling Algus
ENTD: 18E

01 00 FD 01 01 00 19 00 3A 00

Reed Whistle
ENTD: 10C

 01 00 FD 01 01 00 3C 00  

Miluda2
ENTD: 18F

01 00 FD 01 01 00 19 00 3E 00

Miluda2 (Delita bartering with Miluda)
01 00 7F 00 00 00 01 00 80 00 00 00 04 00 04 00 05 00 04 00 01 00 04 00 85 00 05 00 85 00 01 00 0B 00 04 00 19 00 3F 00

Miluda2 (Miluda half HP)
01 00 7E 00 00 00 01 00 7F 00 01 00 01 00 80 00 00 00 04 00 85 00 08 00 85 00 4B 00 0B 00 85 00 05 00 85 00 01 00 19 00 40 00

Miluda2 (Ramza debating with Miluda)
01 00 7D 00 00 00 01 00 7E 00 01 00 01 00 80 00 00 00 04 00 85 00 0B 00 01 00 05 00 85 00 01 00 05 00 01 00 01 00 19 00 41 00

Miluda2 (Ramza pleading with Miluda)
01 00 81 00 00 00 01 00 80 00 00 00 04 00 85 00 08 00 85 00 19 00 0B 00 85 00 05 00 85 00 01 00 19 00 42 00

Miluda2 (Miluda's Death)
01 00 80 00 00 00 06 00 85 00 00 00 19 00 43 00

Wiegraf berating Golagros
ENTD: 10D

01 00 FD 01 01 00 19 00 45 00

Wiegraf1
ENTD: 190

01 00 FD 01 01 00 19 00 47 00

Wiegraf1 (Delita, Ramza, Wiegraf talk)
01 00 7F 00 00 00 01 00 80 00 00 00 04 00 04 00 05 00 04 00 01 00 04 00 20 00 05 00 20 00 01 00 0B 00 04 00 05 00 01 00 01 00 19 00 48 00

Wiegraf1 (Ramza and Wiegraf debate)
01 00 7E 00 00 00 01 00 7F 00 01 00 01 00 80 00 00 00 04 00 20 00 08 00 20 00 4B 00 0B 00 20 00 05 00 20 00 01 00 05 00 01 00 01 00 19 00 49 00

Wiegraf1 (Ramza and Wiegraf talk)
01 00 7D 00 00 00 01 00 7E 00 01 00 01 00 80 00 00 00 04 00 20 00 05 00 20 00 01 00 0B 00 01 00 05 00 01 00 01 00 19 00 4A 00

Wiegraf1 (Victory)
01 00 80 00 00 00 08 00 20 00 19 00 19 00 4B 00

Finding Teta Missing
ENTD: 10E

01 00 FD 01 01 00 19 00 4D 00

Fort Zeakden
ENTD: 191

01 00 FD 01 01 00 19 00 4F 00

Fort Zeakden (Algus, Ramza round 1)
01 00 7F 00 00 00 01 00 80 00 00 00 04 00 07 00 05 00 07 00 01 00 0B 00 01 00 05 00 01 00 01 00 19 00 50 00

Fort Zeakden (Algus, Ramza round 2)
01 00 7E 00 00 00 01 00 7F 00 01 00 01 00 80 00 00 00 04 00 07 00 05 00 07 00 01 00 0B 00 07 00 05 00 01 00 01 00 19 00 51 00

Fort Zeakden (Algus, Ramza round 3)
01 00 7D 00 00 00 01 00 7E 00 01 00 01 00 80 00 00 00 04 00 07 00 05 00 07 00 01 00 0B 00 01 00 05 00 01 00 01 00 19 00 52 00

Fort Zeakden (Killing Enemies)
01 00 81 00 00 00 01 00 7D 00 01 00 01 00 80 00 00 00 01 00 96 00 00 00 04 00 07 00 05 00 07 00 01 00 0B 00 07 00 05 00 01 00 01 00 19 00 53 00

Fort Zeakden (Saving Algus)
01 00 81 00 00 00 01 00 7D 00 01 00 01 00 80 00 00 00 01 00 96 00 01 00 04 00 07 00 05 00 07 00 01 00 0B 00 07 00 05 00 01 00 01 00 19 00 54 00

Fort Zeakden (Delita's first turn)
01 00 82 00 00 00 01 00 7F 00 01 00 01 00 80 00 00 00 04 00 04 00 05 00 04 00 01 00 04 00 07 00 05 00 07 00 01 00 0B 00 04 00 19 00 55 00

Fort Zeakden (Algus, Delita round 1)
01 00 7D 00 01 00 01 00 80 00 00 00 01 00 82 00 01 00 01 00 83 00 00 00 04 00 04 00 05 00 04 00 01 00 04 00 07 00 05 00 07 00 01 00 0B 00 07 00 19 00 56 00

Fort Zeakden (Ramza, Delita talking)
01 00 80 00 00 00 01 00 84 00 00 00 04 00 04 00 08 00 04 00 32 00 0B 00 01 00 05 00 01 00 01 00 19 00 57 00

Fort Zeakden (Victory)
01 00 80 00 00 00 04 00 07 00 06 00 07 00 00 00 19 00 58 00

Partings
ENTD: 10F

01 00 FD 01 01 00 19 00 5A 00  

Deep Dungeon
ENTD: 000

01 00 FD 01 01 00 19 00 5C 00

25 00 00 00 01 00 01 00 00 00 01 00 68 00 00 00 01 00 65 00 00 00 19 00 5D 00

25 00 00 00 03 00 01 00 00 00 01 00 68 00 01 00 01 00 65 00 00 00 19 00 5D 00

25 00 00 00 08 00 03 00 00 00 01 00 68 00 02 00 01 00 65 00 00 00 19 00 5D 00

25 00 00 00 09 00 00 00 00 00 01 00 68 00 03 00 01 00 65 00 00 00 19 00 5D 00

25 00 00 00 09 00 06 00 00 00 01 00 68 00 04 00 01 00 65 00 00 00 19 00 5D 00

16 00 19 00 5E 00

01 00 FD 01 01 00 19 00 60 00

25 00 00 00 00 00 00 00 00 00 01 00 68 00 00 00 01 00 65 00 01 00 19 00 5D 00

25 00 00 00 00 00 08 00 00 00 01 00 68 00 01 00 01 00 65 00 01 00 19 00 5D 00

25 00 00 00 01 00 02 00 00 00 01 00 68 00 02 00 01 00 65 00 01 00 19 00 5D 00

25 00 00 00 04 00 07 00 00 00 01 00 68 00 03 00 01 00 65 00 01 00 19 00 5D 00

25 00 00 00 09 00 08 00 00 00 01 00 68 00 04 00 01 00 65 00 01 00 19 00 5D 00

16 00 19 00 5E 00

01 00 FD 01 01 00 19 00 62 00

25 00 00 00 04 00 03 00 00 00 01 00 68 00 00 00 01 00 65 00 02 00 19 00 5D 00

25 00 00 00 07 00 07 00 00 00 01 00 68 00 01 00 01 00 65 00 02 00 19 00 5D 00

25 00 00 00 07 00 08 00 00 00 01 00 68 00 02 00 01 00 65 00 02 00 19 00 5D 00

25 00 00 00 0D 00 08 00 00 00 01 00 68 00 03 00 01 00 65 00 02 00 19 00 5D 00

25 00 00 00 0E 00 01 00 00 00 01 00 68 00 04 00 01 00 65 00 02 00 19 00 5D 00

16 00 19 00 5E 00

01 00 FD 01 01 00 19 00 64 00

25 00 00 00 00 00 04 00 00 00 01 00 68 00 00 00 01 00 65 00 03 00 19 00 5D 00

25 00 00 00 01 00 06 00 00 00 01 00 68 00 01 00 01 00 65 00 03 00 19 00 5D 00

25 00 00 00 02 00 08 00 00 00 01 00 68 00 02 00 01 00 65 00 03 00 19 00 5D 00

25 00 00 00 04 00 07 00 00 00 01 00 68 00 03 00 01 00 65 00 03 00 19 00 5D 00

25 00 00 00 07 00 00 00 00 00 01 00 68 00 04 00 01 00 65 00 03 00 19 00 5D 00

16 00 19 00 5E 00

01 00 FD 01 01 00 19 00 66 00

25 00 00 00 01 00 02 00 00 00 01 00 68 00 00 00 01 00 65 00 04 00 19 00 5D 00

25 00 00 00 03 00 04 00 00 00 01 00 68 00 01 00 01 00 65 00 04 00 19 00 5D 00

25 00 00 00 04 00 02 00 00 00 01 00 68 00 02 00 01 00 65 00 04 00 19 00 5D 00

25 00 00 00 06 00 00 00 00 00 01 00 68 00 03 00 01 00 65 00 04 00 19 00 5D 00

25 00 00 00 06 00 04 00 00 00 01 00 68 00 04 00 01 00 65 00 04 00 19 00 5D 00

16 00 19 00 5E 00

01 00 FD 01 01 00 19 00 68 00

25 00 00 00 00 00 00 00 00 00 01 00 68 00 00 00 01 00 65 00 05 00 19 00 5D 00

25 00 00 00 00 00 09 00 00 00 01 00 68 00 01 00 01 00 65 00 05 00 19 00 5D 00

25 00 00 00 01 00 07 00 00 00 01 00 68 00 02 00 01 00 65 00 05 00 19 00 5D 00

25 00 00 00 02 00 02 00 00 00 01 00 68 00 03 00 01 00 65 00 05 00 19 00 5D 00

25 00 00 00 05 00 07 00 00 00 01 00 68 00 04 00 01 00 65 00 05 00 19 00 5D 00

16 00 19 00 5E 00

01 00 FD 01 01 00 19 006A 00
 
25 00 00 00 02 00 04 00 00 00 01 00 68 00 00 00 01 00 65 00 06 00 19 00 5D 00

25 00 00 00 06 00 03 00 00 00 01 00 68 00 01 00 01 00 65 00 06 00 19 00 5D 00

25 00 00 00 08 00 06 00 00 00 01 00 68 00 02 00 01 00 65 00 06 00 19 00 5D 00

25 00 00 00 0D 00 06 00 00 00 01 00 68 00 03 00 01 00 65 00 06 00 19 00 5D 00

25 00 00 00 0E 00 08 00 00 00 01 00 68 00 04 00 01 00 65 00 06 00 19 00 5D 00

16 00 19 00 5E 00

01 00 FD 01 01 00 19 00 6C 00

25 00 00 00 00 00 0D 00 00 00 01 00 68 00 00 00 01 00 65 00 07 00 19 00 5D 00

25 00 00 00 01 00 0A 00 00 00 01 00 68 00 01 00 01 00 65 00 07 00 19 00 5D 00

25 00 00 00 01 00 0D 00 00 00 01 00 68 00 02 00 01 00 65 00 07 00 19 00 5D 00

25 00 00 00 08 00 05 00 00 00 01 00 68 00 03 00 01 00 65 00 07 00 19 00 5D 00

25 00 00 00 0A 00 0A 00 00 00 01 00 68 00 04 00 01 00 65 00 07 00 19 00 5D 00

16 00 19 00 5E 00

01 00 FD 01 01 00 19 00 6E 00

25 00 00 00 00 00 03 00 00 00 01 00 68 00 00 00 01 00 65 00 08 00 19 00 5D 00

25 00 00 00 00 00 08 00 00 00 01 00 68 00 01 00 01 00 65 00 08 00 19 00 5D 00

25 00 00 00 02 00 01 00 00 00 01 00 68 00 02 00 01 00 65 00 08 00 19 00 5D 00

25 00 00 00 02 00 05 00 00 00 01 00 68 00 03 00 01 00 65 00 08 00 19 00 5D 00

25 00 00 00 0A 00 07 00 00 00 01 00 68 00 04 00 01 00 65 00 08 00 19 00 5D 00

16 00 19 00 5E 00



Elidibs
ENTD: 192

01 00 FD 01 01 00 19 00 70 00  

Elidibs (Victory)
06 00 80 00 00 00 19 00 71 00

???
ENTD: 000

01 00 FD 01 01 00 19 00 73 00

16 00 19 00 5E 00

Chapter 2 Start
ENTD: 110

01 00 FD 01 01 00 19 00 75 00

Dorter2
ENTD: 193

01 00 FD 01 01 00 19 00 77 00

Dorter2 (Victory)
16 00 19 00 78 00  

Araguay Woods
ENTD: 194

01 00 FD 01 01 00 19 00 7A 00

Araguay Woods (Kill enemies)
01 00 7D 00 00 00 01 00 97 00 00 00 19 00 7B 00

Araguay Woods (Save Boco)
01 00 7D 00 00 00 01 00 97 00 01 00 19 00 7C 00

Araguay Woods (Boco KO'd)
01 00 7D 00 01 00 01 00 7F 00 00 00 01 00 80 00 00 00 01 00 97 00 00 00 04 00 80 00 06 00 80 00 00 00 19 00 7D 00

Araguay Woods (Boco Killed)
01 00 7D 00 01 00 01 00 97 00 01 00 01 00 80 00 00 00 04 00 80 00 06 00 80 00 00 00 19 00 7E 00

Araguay Woods (Boco Saved)
01 00 80 00 00 00 16 00 19 00 7F 00

Zirekile Falls
ENTD: 195

01 00 FD 01 01 00 19 00 81 00

Zirekile Falls (Gafgarion and Agrias talk)
01 00 7D 00 00 00 01 00 80 00 00 00 04 00 34 00 05 00 34 00 01 00 04 00 17 00 05 00 17 00 01 00 0B 00 34 00 19 00 82 00  

Zirekile Falls (Gafgarion, Ramza, Delita, talk)
01 00 7E 00 00 00 01 00 80 00 00 00 04 00 05 00 05 00 05 00 01 00 04 00 17 00 05 00 17 00 01 00 0B 00 02 00 05 00 02 00 01 00 19 00 83 00

Zirekile Falls (Delita, Ovelia talk)
01 00 7E 00 01 00 01 00 7F 00 00 00 01 00 80 00 00 00 04 00 05 00 05 00 05 00 01 00 04 00 0C 00 05 00 0C 00 01 00 0B 00 0C 00 19 00 84 00

Zirekile Falls (Ovelia's Death)
01 00 80 00 00 00 04 00 0C 00 06 00 0C 00 00 00 19 00 85 00

Zirekile Falls (Gafgarion and Ramza arguing)
01 00 7F 00 01 00 01 00 80 00 00 00 01 00 81 00 00 00 04 00 17 00 05 00 17 00 01 00 0B 00 02 00 05 00 02 00 01 00 19 00 86 00

Zirekile Falls (Gafgarion retreat)
01 00 80 00 00 00 04 00 17 00 08 00 17 00 14 00 19 00 87 00

Zirekile Falls (Victory)
01 00 80 00 00 00 16 00 19 00 88 00

Ovelia Joins
ENTD: 196

01 00 FD 01 01 00 19 00 8A 00

Zaland Fort City
ENTD: 197

01 00 FD 01 01 00 19 00 8C 00

Zaland Fort City (Save Mustadio)
01 00 7D 00 00 00 01 00 98 00 00 00 19 00 8D 00

Zaland Fort City (Mustadio KO'd match end)
01 00 7D 00 00 00 01 00 98 00 01 00 19 00 8E 00

Zaland Fort City (Mustadio KO'd)
01 00 7D 00 01 00 01 00 7F 00 00 00 01 00 80 00 00 00 01 00 98 00 00 00 04 00 22 00 06 00 22 00 00 00 19 00 8F 00

Zaland Fort City (Victory)
01 00 7D 00 01 00 01 00 98 00 01 00 01 00 80 00 00 00 04 00 22 00 06 00 22 00 00 00 19 00 90 00

Zaland Fort City (Unknown)
01 00 80 00 00 00 16 00 19 00 91 00

Ramza, Mustadio, Agrias & Ovelia meeting
ENTD: 198

01 00 FD 01 01 00 19 00 93 00

Ruins of Zaland
ENTD: 113

01 00 FD 01 01 00 19 00 95 00

Bariaus Hill
ENTD: 199

01 00 FD 01 01 00 19 00 97 00

01 00 80 00 00 00 16 00 19 00 98 00

Dycedarg & Gafgarion Reunion
ENTD: 114

01 00 FD 01 01 00 19 00 9A 00

Gate of Lionel Castle
ENTD: 116

01 00 FD 01 01 00 19 00 9C 00

Meeting with Draclau
ENTD: 117

01 00 FD 01 01 00 19 00 9E 00

Besrodio Kidnapped
ENTD: 115

01 00 FD 01 01 00 19 00 A0 00

Zigolis Swamp
ENTD: 19A

01 00 FD 01 01 00 19 00 A2 00

01 00 80 00 00 00 16 00 19 00 A3 00

Goug Machine City Town
ENTD: 118

01 00 FD 01 01 00 19 00 A5 00

Goug Machine City
ENTD: 19B

01 00 FD 01 01 00 19 00 A7 00

Goug Machine City (Victory)
01 00 80 00 00 00 16 00 19 00 A8 00

Besrodio Saved
ENTD: 19C

01 00 FD 01 01 00 19 00 AA 00

Warjilis Port
ENTD: 11A

01 00 FD 01 01 00 19 00 AC 00

Draclau hires Gafgarion
ENTD: 11B

01 00 FD 01 01 00 19 00 AE 00

Bariaus Valley
ENTD: 19D

01 00 FD 01 01 00 19 00 B0 00

Bariaus Valley (Agrias and Ramza talk)
01 00 7D 00 00 00 01 00 80 00 00 00 04 00 1E 00 05 00 1E 00 01 00 0B 00 1E 00 05 00 02 00 01 00 19 00 B1 00

Bariaus Valley (Agrias Death)
01 00 80 00 00 00 04 00 1E 00 06 00 1E 00 00 00 19 00 B2 00

Bariaus Valley (Victory)
01 00 80 00 00 00 16 00 19 00 B3 00

Golgorand Execution Site
ENTD: 19E

01 00 FD 01 01 00 19 00 B5 00

Golgorand Execution Site (Gafgarion and Agrias talk)
01 00 7D 00 00 00 01 00 80 00 00 00 04 00 1E 00 08 00 1E 00 3C 00 05 00 1E 00 01 00 04 00 11 00 05 00 11 00 01 00 0B 00 1E 00 19 00 B6 00

Golgorand Execution Site (Gafgarion and Ramza talk; first part)
01 00 7E 00 00 00 01 00 80 00 00 00 04 00 11 00 05 00 11 00 01 00 0B 00 11 00 05 00 02 00 01 00 19 00 B7 00

Golgorand Execution Site (Gafgarion and Ramza talk; second part)
01 00 7E 00 01 00 01 00 7F 00 00 00 01 00 80 00 00 00 04 00 11 00 05 00 11 00 01 00 0B 00 02 00 05 00 02 00 01 00 19 00 B8 00

Golgorand Execution Site (Gafgarion and Ramza talk; third part)
01 00 7F 00 01 00 01 00 80 00 00 00 01 00 81 00 00 00 04 00 11 00 05 00 11 00 01 00 0B 00 11 00 05 00 02 00 01 00 19 00 B9 00

Golgorand Execution Site (Gafgarion, Agrias and Ramza talk)
01 00 7E 00 01 00 01 00 80 00 00 00 01 00 82 00 00 00 04 00 1E 00 05 00 1E 00 01 00 04 00 11 00 05 00 11 00 01 00 0B 00 1E 00 05 00 02 00 01 00 19 00 BA 00

Golgorand Execution Site (Gafgarion retreats)
01 00 80 00 00 00 04 00 11 00 08 00 11 00 14 00 19 00 BB 00

Golgorand Execution Site (Victory)
01 00 80 00 00 00 16 00 19 00 BC 00

Substitute
ENTD: 11C

01 00 FD 01 01 00 19 00 BE 00

Lionel Castle Gate
ENTD: 19F

01 00 FD 01 01 00 19 00 C0 00

Lionel Castle Gate (Ramza opens the gate)
01 00 7D 00 00 00 01 00 80 00 00 00 18 00 02 00 07 00 0B 00 00 00 19 00 C1 00

Lionel Castle Gate (Gafgarion Death)
01 00 80 00 00 00 04 00 11 00 06 00 11 00 00 00 19 00 C2 00

Lionel Castle Gate (Victory)
01 00 80 00 00 00 16 00 19 00 C3 00

Inside of Lionel Castle
ENTD: 1A0

01 00 FD 01 01 00 19 00 C5 00

Inside of Lionel Castle (Queklain and Ramza talk)
01 00 7D 00 00 00 01 00 80 00 00 00 08 00 02 00 32 00 0B 00 02 00 05 00 02 00 01 00 05 00 43 00 01 00 19 00 C6 00

Inside of Lionel Castle (Victory)
01 00 80 00 00 00 06 00 43 00 00 00 19 00 C7 00

Gelwan's Death
ENTD: 11D

01 00 FD 01 01 00 19 00 C9 00

Chapter 3 Start
ENTD: 11F

01 00 FD 01 01 00 19 00 CB 00

Goland Coal City
ENTD: 1A1

01 00 FD 01 01 00 19 00 CD 00

Goland Coal City (Olan Death)
01 00 80 00 00 00 04 00 15 00 06 00 15 00 00 00 19 00 CE 00

Goland Coal City (Victory)
01 00 80 00 00 00 16 00 19 00 CF 00

Goland Coal City post battle
ENTD: 1A2

01 00 FD 01 01 00 19 00 D1 00

"Steel Ball Found!"
ENTD: 122

01 00 FD 01 01 00 19 00 D3 00

Worker 8 Activated
ENTD: 123

01 00 FD 01 01 00 19 00 D5 00

Time Machine Found!
ENTD: 124

01 00 FD 01 01 00 19 00 D7 00

Cloud Summoned
ENTD: 125

01 00 FD 01 01 00 19 00 D9 00

Zeltennia
ENTD: 1A3

01 00 FD 01 01 00 19 00 DB 00

Zeltennia (Cloud freaking out)
01 00 7D 00 00 00 01 00 80 00 00 00 04 00 32 00 08 00 32 00 50 00 0B 00 32 00 05 00 32 00 01 00 05 00 03 00 01 00 19 00 DC 00

Zeltennia (Cloud Death/KO'd?)
01 00 80 00 00 00 04 00 32 00 06 00 32 00 00 00 19 00 DD 00

Zeltennia (Victory)
01 00 80 00 00 00 16 00 19 00 DE 00

Talk with Zalbag in Lesalia
ENTD: 126

01 00 FD 01 01 00 19 00 E0 00

Outside Castle Gate in Lesalia; Zalmo 1
ENTD: 1A4

01 00 FD 01 01 00 19 00 E2 00

Outside Castle Gate in Lesalia; Zalmo 1 (Zalmo and Ramza talk)
01 00 7D 00 00 00 01 00 80 00 00 00 04 00 10 00 08 00 10 00 46 00 0B 00 10 00 05 00 10 00 01 00 05 00 02 00 01 00 19 00 E3 00

Outside Castle Gate in Lesalia; Zalmo 1 (Alma and Ramza talk)
01 00 7D 00 01 00 01 00 7E 00 00 00 01 00 80 00 00 00 04 00 30 00 05 00 30 00 01 00 0B 00 30 00 05 00 02 00 01 00 19 00 E4 00

Outside Castle Gate in Lesalia; Zalmo 1 (Victory)
01 00 80 00 00 00 04 00 10 00 08 00 10 00 14 00 19 00 E5 00

Outside Castle Gate in Lesalia; Talk with Alma
ENTD: 1A5

01 00 FD 01 01 00 19 00 E7 00

Orbonne Monastery
ENTD: 128

01 00 FD 01 01 00 19 00 E9 00

Underground Book Storage First Floor
ENTD: 1A6

01 00 FD 01 01 00 19 00 EB 00

Underground Book Storage First Floor (Victory)
01 00 80 00 00 00 16 00 19 00 EC 00

Underground Book Storage Second Floor
ENTD: 1A7

01 00 FD 01 01 00 19 00 EE 00

Underground Book Storage Second Floor (Izlude and Ramza talk; first part)
01 00 7D 00 00 00 01 00 80 00 00 00 04 00 26 00 08 00 26 00 50 00 0B 00 26 00 05 00 26 00 01 00 05 00 02 00 01 00 19 00 EF 00

Underground Book Storage Second Floor (Izlude and Ramza talk; second part)
01 00 7D 00 01 00 01 00 7E 00 00 00 01 00 80 00 00 00 04 00 26 00 05 00 26 00 01 00 0B 00 02 00 05 00 02 00 01 00 19 00 F0 00

Underground Book Storage Second Floor (Victory)
01 00 80 00 00 00 04 00 26 00 08 00 26 00 14 00 19 00 F1 00

Underground Book Storage Third Floor
ENTD: 1A8

01 00 FD 01 01 00 19 00 F3 00

Underground Book Storage Third Floor (Wiegraf talk)
01 00 7D 00 00 00 01 00 80 00 00 00 04 00 28 00 05 00 28 00 01 00 0B 00 28 00 19 00 F4 00

Underground Book Storage Third Floor (Wiegraf and Ramza talk; first part)
01 00 7D 00 01 00 01 00 7E 00 00 00 01 00 80 00 00 00 04 00 28 00 05 00 28 00 01 00 0B 00 02 00 05 00 02 00 01 00 19 00 F5 00

Underground Book Storage Third Floor (Wiegraf and Ramza talk; second part)
01 00 7E 00 01 00 01 00 7F 00 00 00 01 00 80 00 00 00 04 00 28 00 08 00 28 00 3C 00 0B 00 28 00 05 00 28 00 01 00 05 00 02 00 01 00 19 00 F6 00

Underground Book Storage Third Floor (Victory)
01 00 80 00 00 00 04 00 28 00 06 00 28 00 00 00 19 00 F7 00

Meet Velius
ENTD: 1A9

01 00 FD 01 01 00 19 00 F9 00

Malak and the Scriptures
ENTD: 12A

01 00 FD 01 01 00 19 00 FB 00

Malak and the Scriptures (Yes)
01 00 9D 00 00 00 19 00 FC 00

Malak and the Scriptures (No)
01 00 9D 00 01 00 19 00 FD 00

Delita swears allegiance to Ovelia
ENTD: 12B

01 00 FD 01 01 00 19 00 FF 00

Grog Hill
ENTD: 1AA

01 00 FD 01 01 00 19 00 01 01

Grog Hill (Victory)
01 00 80 00 00 00 16 00 19 00 02 01

Meet again with Olan
ENTD: 1AB

01 00 FD 01 01 00 19 00 04 01

Rescue Rafa
ENTD: 1AC

01 00 FD 01 01 00 19 00 06 01

Rescue Rafa (Malak and Ramza talk)
01 00 7D 00 00 00 01 00 80 00 00 00 04 00 1A 00 05 00 1A 00 01 00 0B 00 02 00 05 00 02 00 01 00 19 00 07 01

Rescue Rafa (Malak, Ninja and Ramza talk)
01 00 7D 00 01 00 01 00 7E 00 00 00 01 00 80 00 00 00 04 00 1A 00 05 00 1A 00 01 00 04 00 80 00 05 00 80 00 01 00 0B 00 1A 00 05 00 02 00 01 00 19 00 08 01

Rescue Rafa (Malak retreat)
01 00 7F 00 00 00 01 00 80 00 00 00 04 00 1A 00 08 00 1A 00 14 00 19 00 09 01

Rescue Rafa (Rafa Death)
01 00 7F 00 00 00 01 00 80 00 00 00 04 00 19 00 06 00 19 00 00 00 19 00 0A 01

Rescue Rafa (Unknown)
01 00 7F 00 01 00 01 00 80 00 00 00 04 00 19 00 06 00 19 00 00 00 19 00 0B 01

Rescue Rafa (Victory)
01 00 80 00 00 00 16 00 19 00 0C 01

Exploding Frog
ENTD: 1AD

01 00 FD 01 01 00 19 00 0E 01

Yuguo Woods
ENTD: 1AE

01 00 FD 01 01 00 19 00 10 01

Yuguo Woods (Victory)
01 00 80 00 00 00 16 00 19 00 11 01

Barinten threatens Vormav
ENTD: 12E

01 00 FD 01 01 00 19 00 13 01

Riovanes Castle Entrance
ENTD: 1AF

01 00 FD 01 01 00 19 00 15 01

Riovanes Castle Entrance (Rafa, Malak and Ramza talk)
01 00 7D 00 00 00 01 00 80 00 00 00 04 00 19 00 05 00 19 00 01 00 04 00 1A 00 05 00 1A 00 01 00 0B 00 02 00 05 00 02 00 01 00 19 00 16 01

Riovanes Castle Entrance (Malak Defeated)
01 00 7E 00 00 00 01 00 80 00 00 00 04 00 1A 00 08 00 1A 00 28 00 19 00 17 01

Riovanes Castle Entrance (Rafa Defeated)
01 00 7E 00 00 00 01 00 80 00 00 00 04 00 19 00 08 00 19 00 28 00 19 00 18 01

Riovanes Castle Entrance (Victory)
01 00 80 00 00 00 16 00 19 00 19 01

"Escaping Alma"
ENTD: 12F

01 00 FD 01 01 00 19 00 1B 01

Inside of Riovanes Castle
ENTD: 1B0

01 00 FD 01 01 00 19 00 1D 01

Inside of Riovanes Castle (Wiegraf and Ramza talk)
01 00 7D 00 00 00 01 00 80 00 00 00 04 00 28 00 08 00 28 00 4B 00 0B 00 02 00 05 00 28 00 01 00 05 00 02 00 01 00 19 00 1E 01

Inside of Riovanes Castle (Here comes Velius)
01 00 7E 00 00 00 01 00 80 00 00 00 04 00 28 00 08 00 28 00 19 00 19 00 1F 01

Inside of Riovanes Castle (Victory)
01 00 80 00 00 00 06 00 3C 00 00 00 19 00 20 01

Ajora's vessel
ENTD: 130

01 00 FD 01 01 00 19 00 22 01

Rooftop of Riovanes Castle
ENTD: 1B1

01 00 FD 01 01 00 19 00 24 01

Rooftop of Riovanes Castle (Rafa Death)
01 00 80 00 00 00 06 00 29 00 00 00 19 00 25 01

Rooftop of Riovanes Castle (Victory)
01 00 80 00 00 00 08 00 1B 00 14 00 19 00 26 01

Rooftop of Riovanes Castle (Victory)
01 00 80 00 00 00 08 00 2D 00 14 00 19 00 26 01

Rooftop of Riovanes Castle (Victory)
01 00 80 00 00 00 08 00 2E 00 14 00 19 00 26 01

Reviving Malak
ENTD: 1B2

01 00 FD 01 01 00 19 00 28 01

Searching for Alma
ENTD: 132

01 00 FD 01 01 00 19 00 2A 01

"Things Obtained"
ENTD: 133

01 00 FD 01 01 00 19 00 2C 01

Underground Book Storage Fourth Floor
ENTD: 1B3

01 00 FD 01 01 00 19 00 2E 01

Underground Book Storage Fourth Floor (Victory)
01 00 80 00 00 00 16 00 19 00 2F 01

Underground Book Storage Fifth Floor
ENTD: 1B4

01 00 FD 01 01 00 19 00 31 01

Underground Book Storage Fifth Floor (Rofel and Ramza talk)
01 00 7D 00 00 00 01 00 80 00 00 00 04 00 25 00 08 00 25 00 50 00 0B 00 03 00 05 00 25 00 01 00 05 00 03 00 01 00 19 00 32 01

Underground Book Storage Fifth Floor (Victory)
01 00 80 00 00 00 06 00 25 00 00 00 19 00 33 01

"Entrance to the other world"
ENTD: 1B5

01 00 FD 01 01 00 19 00 35 01

Murond Death City
ENTD: 1B6

01 00 FD 01 01 00 19 00 37 01

Murond Death City (Kletian and Ramza talk)
01 00 7D 00 00 00 01 00 80 00 00 00 04 00 27 00 08 00 27 00 46 00 0B 00 03 00 05 00 27 00 01 00 05 00 03 00 01 00 19 00 38 01

Murond Death City (Victory)
01 00 80 00 00 00 06 00 27 00 00 00 19 00 39 01

Lost Sacred Precincts
ENTD: 1B7

01 00 FD 01 01 00 19 00 3B 01

Lost Sacred Precincts (Balk and Ramza talk)
01 00 7D 00 00 00 01 00 80 00 00 00 04 00 2B 00 08 00 2B 00 4B 00 0B 00 03 00 05 00 2B 00 01 00 05 00 03 00 01 00 19 00 3C 01

Lost Sacred Precincts (Victory)
01 00 80 00 00 00 06 00 2B 00 00 00 19 00 3D 01

Graveyard of Airships
ENTD: 1B8

01 00 FD 01 01 00 19 00 3F 01

Graveyard of Airships (Hashmalum and Ramza talk)
01 00 7D 00 00 00 01 00 80 00 00 00 0B 00 03 00 05 00 40 00 01 00 05 00 03 00 01 00 19 00 40 01

Graveyard of Airships (Victory)
01 00 80 00 00 00 06 00 40 00 00 00 19 00 41 01

Graveyard of Airships (Altima)
ENTD: 1B9

01 00 FD 01 01 00 19 00 43 01  

Graveyard of Airships (Here comes Altima 2)
01 00 7D 00 00 00 01 00 80 00 00 00 08 00 41 00 0A 00 19 00 44 01

Graveyard of Airships (Victory)
01 00 80 00 00 00 06 00 49 00 00 00 19 00 45 01

"Reunion and beyond..."
ENTD: 134

01 00 FD 01 01 00 19 00 47 01

"Those Who Squirm in Darkness"
ENTD: 135

01 00 FD 01 01 00 19 00 49 01

"A Man with the Holy Stone"
ENTD: 137

01 00 FD 01 01 00 19 00 4B 01

Doguola Pass
ENTD: 1BA

01 00 FD 01 01 00 19 00 4D 01

Doguola Pass (Victory)
01 00 80 00 00 00 16 00 19 00 4E 01

Bervenia Free City
ENTD: 1BB

01 00 FD 01 01 00 19 00 50 01

Bervenia Free City (Meliadoul and Ramza talk first part)
01 00 7D 00 00 00 01 00 80 00 00 00 04 00 2F 00 08 00 2F 00 50 00 0B 00 03 00 05 00 2F 00 01 00 05 00 03 00 01 00 19 00 51 01

Bervenia Free City (Meliadoul and Ramza talk second part)
01 00 7D 00 01 00 01 00 7E 00 00 00 01 00 80 00 00 00 04 00 2F 00 08 00 2F 00 32 00 0B 00 2F 00 05 00 2F 00 01 00 19 00 52 01

Bervenia Free City (Meliadoul and Ramza talk third part)
01 00 7E 00 01 00 01 00 7F 00 00 00 01 00 80 00 00 00 04 00 2F 00 08 00 2F 00 32 00 0B 00 03 00 05 00 2F 00 01 00 05 00 03 00 01 00 19 00 53 01

Bervenia Free City (Victory)
01 00 80 00 00 00 08 00 2F 00 0F 00 19 00 54 01

Finath River
ENTD: 1BC

01 00 FD 01 01 00 19 00 56 01

Finath River (Victory)
01 00 80 00 00 00 16 00 19 00 57 01

"Delita's Thoughts"
ENTD: 138

01 00 FD 01 01 00 19 00 59 01

Zalmo II
ENTD: 1BD

01 00 FD 01 01 00 19 00 5B 01

Zalmo II (Zalmo and Delita talk)
01 00 7D 00 00 00 01 00 80 00 00 00 04 00 10 00 08 00 10 00 4B 00 0B 00 10 00 05 00 10 00 01 00 05 00 05 00 01 00 19 00 5C 01

Zalmo II (Zalmo and Ramza talk)
01 00 7D 00 01 00 01 00 7E 00 00 00 01 00 80 00 00 00 04 00 10 00 08 00 10 00 4B 00 0B 00 03 00 05 00 10 00 01 00 05 00 03 00 01 00 19 00 5D 01

Zalmo II (Victory)
01 00 80 00 00 00 06 00 10 00 00 00 19 00 5E 01

"Unstoppable Cog"
ENTD: 1BE

01 00 FD 01 01 00 19 00 60 01

Balk I
ENTD: 1BF

01 00 FD 01 01 00 19 00 62 01

Balk I (Balk and Ramza talk)
01 00 7D 00 00 00 01 00 80 00 00 00 04 00 2B 00 08 00 2B 00 4B 00 0B 00 2B 00 05 00 2B 00 01 00 05 00 03 00 01 00 19 00 63 01

Balk I (Victory)
01 00 80 00 00 00 06 00 2B 00 00 00 19 00 64 01

"Seized T.G. Cid"
ENTD: 13B

01 00 FD 01 01 00 19 00 66 01

South Wall of Bethla Garrison
ENTD: 1C0

01 00 FD 01 01 00 19 00 68 01

South Wall of Bethla Garrison (Victory)
01 00 80 00 00 00 16 00 19 00 69 01

North Wall of Bethla Garrison
ENTD: 1C1

01 00 FD 01 01 00 19 00 6B 01

North Wall of Bethla Garrison (Victory)
01 00 80 00 00 00 16 00 19 00 6C 01

"Assassination of Prince Larg"
ENTD: 13C

01 00 FD 01 01 00 19 00 6E 01

Bethla Sluice
ENTD: 1C2

01 00 FD 01 01 00 19 00 70 01

Bethla Sluice (First lever; left)
01 00 7D 00 00 00 01 00 7E 00 00 00 01 00 80 00 00 00 18 00 03 00 08 00 07 00 00 00 19 00 71 01

Bethla Sluice (Second lever; left)
01 00 7D 00 00 00 01 00 7E 00 01 00 01 00 80 00 00 00 18 00 03 00 08 00 07 00 00 00 19 00 72 01

Bethla Sluice (First lever; right)
01 00 7D 00 00 00 01 00 7E 00 00 00 01 00 80 00 00 00 18 00 03 00 08 00 02 00 00 00 19 00 73 01

Bethla Sluice (Second lever; right)
01 00 7D 00 01 00 01 00 7E 00 00 00 01 00 80 00 00 00 18 00 03 00 08 00 02 00 00 00 19 00 74 01

01 00 7F 00 00 00 01 00 80 00 00 00 04 00 03 00 05 00 03 00 01 00 0B 00 03 00 19 00 EA 01

"Rescue of Cid"
ENTD: 13D

01 00 FD 01 01 00 19 00 76 01

"Prince Goltana's Final Moments"
ENTD: 1C3

01 00 FD 01 01 00 19 00 78 01

Germinas Peak
ENTD: 1C4

01 00 FD 01 01 00 19 00 7A 01

Germinas Peak (Victory)
01 00 80 00 00 00 16 00 19 00 7B 01

Poeskas Lake
ENTD: 1C5

01 00 FD 01 01 00 19 00 7D 01

Poeskas Lake (Victory)
01 00 80 00 00 00 16 00 19 00 7E 01

"Ambition of Dycedarg"
ENTD: 140

01 00 FD 01 01 00 19 00 80 01

Outside of Limberry Castle
ENTD: 1C6

01 00 FD 01 01 00 19 00 82 01

Outside of Limberry Castle (Victory)
01 00 80 00 00 00 08 00 2D 00 14 00 19 00 83 01

Outside of Limberry Castle (Victory)
01 00 80 00 00 00 08 00 2E 00 14 00 19 00 83 01

"Men of Odd Appearance"
ENTD: 1C7

01 00 FD 01 01 00 19 00 85 01

Elmdor II
ENTD: 1C8

01 00 FD 01 01 00 19 00 87 01

Elmdor II (Ultima Demon Celia)
01 00 7D 00 00 00 01 00 80 00 00 00 06 00 2D 00 00 00 19 00 88 01

Elmdor II (Ultima Demon Lede)
01 00 7E 00 00 00 01 00 80 00 00 00 06 00 2E 00 00 00 19 00 89 01

Elmdor II (Victory)
01 00 80 00 00 00 08 00 1B 00 0A 00 19 00 8A 01

Zalera
ENTD: 1C9

01 00 FD 01 01 00 19 00 8C 01

Zalera (Zalera, Meliadoul and Ramza talk)
01 00 7D 00 00 00 01 00 80 00 00 00 04 00 2A 00 05 00 2A 00 01 00 05 00 03 00 01 00 0B 00 2A 00 19 00 8D 01

Zalera (Meliadoul and Ramza talk)
01 00 7D 00 01 00 01 00 7E 00 00 00 01 00 80 00 00 00 04 00 2A 00 05 00 2A 00 01 00 05 00 03 00 01 00 0B 00 03 00 19 00 8E 01

Zalera (Victory)
01 00 80 00 00 00 06 00 3E 00 00 00 19 00 8F 01

"The Mystery of Lucavi"
ENTD: 1CA

01 00 FD 01 01 00 19 00 AB 01

"Delita's Betrayal"
ENTD: 143

01 00 FD 01 01 00 19 00 AD 01

"Delita's Betrayal"
01 00 7D 00 01 00 19 00 AE 01

"Mosfungus"
ENTD: 144

01 00 FD 01 01 00 19 00 B0 01

At the Gate of the Beoulve Castle
ENTD: 145

01 00 FD 01 01 00 19 00 B2 01

Adramelk
ENTD: 1CB

01 00 FD 01 01 00 19 00 B4 01

Adramelk (Zalbag and Ramza talk)
01 00 7D 00 00 00 01 00 80 00 00 00 04 00 08 00 05 00 08 00 01 00 05 00 03 00 01 00 0B 00 08 00 19 00 B5 01

Adramelk (Dycedarg and Zalbag talk)
01 00 7D 00 01 00 01 00 7E 00 00 00 01 00 80 00 00 00 04 00 09 00 05 00 09 00 01 00 04 00 08 00 05 00 08 00 01 00 0B 00 09 00 19 00 B6 01

Adramelk (Here comes Adramelk)
01 00 7F 00 00 00 01 00 80 00 00 00 06 00 09 00 00 00 19 00 B7 01

Adramelk (Victory)
01 00 80 00 00 00 06 00 45 00 00 00 19 00 B8 01

"Funeral's Final Moments"
ENTD: 146

01 00 FD 01 01 00 19 00 BA 01

St. Murond Temple
ENTD: 1CC

01 00 FD 01 01 00 19 00 BC 01

St. Murond Temple (Victory)
01 00 80 00 00 00 16 00 19 00 BD 01

Hall of St. Murond Temple
ENTD: 1CD

01 00 FD 01 01 00 19 00 BF 01

Hall of St. Murond Temple (Vormav and Meliadoul talk)
01 00 7D 00 00 00 01 00 80 00 00 00 04 00 24 00 05 00 24 00 01 00 04 00 2A 00 05 00 2A 00 01 00 0B 00 2A 00 19 00 C0 01

Hall of St. Murond Temple (Vormav and Ramza talk)
01 00 7E 00 00 00 01 00 80 00 00 00 04 00 24 00 05 00 24 00 01 00 04 00 03 00 05 00 03 00 01 00 0B 00 03 00 19 00 C1 01

Hall of St. Murond Temple (Victory)
01 00 80 00 00 00 08 00 24 00 0A 00 19 00 C2 01

Hall of St. Murond Temple (Victory)
01 00 80 00 00 00 08 00 25 00 0A 00 19 00 C2 01

Hall of St. Murond Temple (Victory)
01 00 80 00 00 00 08 00 27 00 0A 00 19 00 C2 01

Chapel of St. Murond Temple
ENTD: 1CE

01 00 FD 01 01 00 19 00 C4 01

Chapel of St. Murond Temple (Zalbag and Ramza talk; first part [Ramza first turn])
01 00 7D 00 00 00 01 00 80 00 00 00 04 00 08 00 05 00 08 00 01 00 04 00 03 00 05 00 03 00 01 00 0B 00 03 00 19 00 C5 01

Chapel of St. Murond Temple (Zalbag and Ramza talk; second part [Zalbag 50%- HP])
01 00 7D 00 01 00 01 00 7E 00 00 00 01 00 80 00 00 00 04 00 08 00 05 00 08 00 01 00 08 00 08 00 32 00 04 00 03 00 05 00 03 00 01 00 0B 00 08 00 19 00 C6 01

Chapel of St. Murond Temple (Victory)
01 00 80 00 00 00 06 00 08 00 00 00 19 00 C7 01

"Requiem"
ENTD: 147

01 00 FD 01 01 00 19 00 C9 01

Zeltennia
ENTD: 148

01 00 FD 01 01 00 19 00 CB 01

Zeltennia (Don't buy flower)
01 00 A1 00 00 00 01 00 A2 00 00 00 19 00 CC 01

Zeltennia (Buy flower)
01 00 A1 00 01 00 01 00 A2 00 00 00 19 00 CD 01

Bar: Deep Dungeon
ENTD: 149

01 00 FD 01 01 00 19 00 CF 01

Bar: Goland Coal City
ENTD: 14A

01 00 FD 01 01 00 19 00 D1 01

Bar: Goland Coal City (Refuse Beowulf's invitation)
01 00 A7 00 00 00 01 00 A8 00 00 00 19 00 D2 01

Bar: Goland Coal City (Accept Beowulf's invitation)
01 00 A7 00 00 00 01 00 A8 00 01 00 19 00 D3 01

Coillery Underground - Third Floor
ENTD: 1CF

Coillery Underground - Third Floor (Battle)
01 00 FD 01 01 00 19 00 D5 01

Coillery Underground - Third Floor (Victory)
01 00 80 00 00 00 16 00 19 00 D6 01

Coillery Underground - Second Floor
ENTD: 1D0

Coillery Underground - Second Floor (Battle)
01 00 FD 01 01 00 19 00 D8 01

Coillery Underground - Second Floor (Victory)
01 00 80 00 00 00 16 00 19 00 D9 01

Coillery Underground - First Floor
ENTD: 1D1

Coillery Underground - First Floor (Battle)
01 00 FD 01 01 00 19 00 DB 01

Coillery Underground - First Floor (Victory)
01 00 80 00 00 00 16 00 19 00 DC 01

Underground Passage in Goland
ENTD: 1D2

Underground Passage in Goland (Battle)
01 00 FD 01 01 00 19 00 DE 01

Underground Passage in Goland (Reis's Death)
01 00 80 00 00 00 06 00 48 00 00 00 05 00 1F 00 01 00 19 00 DF 01

Underground Passage in Goland (Reis's Death?)
01 00 80 00 00 00 06 00 48 00 00 00 06 00 1F 00 00 00 19 00 E0 01

Underground Passage in Goland (Victory)
01 00 80 00 00 00 16 00 19 00 E1 01

Underground Passage in Goland (Post-Battle)
ENTD: 1D3

01 00 FD 01 01 00 19 00 E3 01

Nelveska Temple
ENTD: 1D4

01 00 FD 01 01 00 19 00 E5 01

Nelveska Temple (Worker 7 recharging)
01 00 7D 00 00 00 01 00 80 00 00 00 06 00 80 00 00 00 19 00 E6 01

Nelveska Temple (Victory)
01 00 7D 00 01 00 01 00 80 00 00 00 06 00 80 00 00 00 19 00 E7 01

"Reis' Curse"
ENTD: 1D5

01 00 FD 01 01 00 19 00 E9 01
Current Projects:

Zozma

January 21, 2009, 11:01:38 pm #1 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
great to see this post here. does any of this change the big text that displays the winning condition? cause ive gotta change riovannes rooftop to say defeat all enemies, instead of protect rafa... seein as she gets thrown off the roof before the fight and all....
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Cheetah

January 21, 2009, 11:31:51 pm #2 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
That is in the event codes I believe, at least for what is displayed. Maybe the first line of these instructions though is actually the battle conditions. What event is protect Rafa?
Current Projects:

Kokojo

January 22, 2009, 01:13:23 am #3 Last Edit: December 31, 1969, 07:00:00 pm by Kokojo
I think the Winning condition as to be changed via The event compiler, AND Battle events. Il check this tomorrow, as i still need to make a lot of changes.
I keep leaving, I keep coming back. Boomerang boy.

Zozma

January 22, 2009, 01:38:45 am #4 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
yeah the actual condition is in attack.out im sure
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

LastingDawn

January 22, 2009, 09:16:54 am #5 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
Condition displayed is Test.evt, the Actual Condition though, is controlled through Attack.out though.
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

Cheetah

January 22, 2009, 11:27:39 pm #6 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
Unit Dead or Critical Battle Event Triggers

Okay first pretty solid discovery:

Zirekile Falls (Gafgarion and Ramza arguing)
86 00 01 00 80 00 00 00 04 00 17 00 08 00 17 00 14 00 19 00

Golgorand Execution Site (Gafgarion, Agrias and Ramza talk)
BA 00 01 00 80 00 00 00 04 00 11 00 08 00 11 00 14 00 19 00

Outside Castle Gate in Lesalia; Zalmo 1 (Alma and Ramza talk)
E4 00 01 00 80 00 00 00 04 00 10 00 08 00 10 00 14 00 19 00

Rooftop of Riovanes Castle (Rafa Death)
25 01 01 00 80 00 00 00 08 00 1B 00 14 00 19 00

Rooftop of Riovanes Castle (Victory)
26 01 01 00 80 00 00 00 08 00 2D 00 14 00 19 00

Rooftop of Riovanes Castle (Victory)
26 01 01 00 80 00 00 00 08 00 2E 00 14 00 19 00

So these kinds of commands are saying that if a character (designated by unit ID, 17 in first example) becomes critical or dead (08 and 14, I think 14 is dead) then this event triggers. You will notice that for the first three example that this doesn't actually trigger the character retreating/victory, but I think that is because they are seperate events that are automatically triggered after the completion of the prior event. Not sure why it is like that. There is still stuff I don't understand about these lines, but this is a good start and the main part of the trigger for these kinds of events. Hopefully I will be able to test this tonight.
Current Projects:

Zozma

January 23, 2009, 12:18:56 am #7 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
humm see LD this is what i was looking for for ignis........
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

LastingDawn

January 23, 2009, 12:39:38 am #8 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
Those last three end the event, and by nature the Game immediately, the first three happen only when turns are hit. Gafgarion.... Gafgarion, and Zalmo's turn comes up. Also that Queklain event is the really nonintrusive event to use in such matters.
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

Kokojo

February 13, 2009, 08:18:35 pm #9 Last Edit: December 31, 1969, 07:00:00 pm by Kokojo
Well, manipulating these, completly ovewriting the process of the first event and replacing it with a process similar to Miluda event, i was able to create a Battle as a first game event (First event = no longuer a cinematic)

However, i run into a shitload of bugs, but i guess with a few more tweaks we will be able to control EVERYTHING !
I keep leaving, I keep coming back. Boomerang boy.

Cheetah

February 13, 2009, 10:23:45 pm #10 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
That is interesting Kokojo. I had a problem doing this. I was under the impression that the length of the instructions was set and that we couldn't make them any longer than they already are. Are you not having that problem?
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Kokojo

February 14, 2009, 05:44:20 pm #11 Last Edit: December 31, 1969, 07:00:00 pm by Kokojo
I guess that is the problem. Mabey one of the first byte indicate a event is a battle, because it turns out to be one, but it freeze right away, event are screwed and some other bugs happens. You must be right. I hope something in Attack.out can change the lenght.
I keep leaving, I keep coming back. Boomerang boy.

Zozma

February 21, 2009, 11:11:29 pm #12 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
yo cheeter....

okay so you mention these flags about if critical or dead...

im trying to convert this into a simple "if unit 80 is dead" but im just not getting any results... perhaps im changing the wrong thing? currently this thing is a trigger for ramza's first turn.

Gariland Fight
0A 00 01 00 7F 00 00 00 01 00 80 00 00 00 04 00 04 00 0B 00 01 00 05 00 04 00 01 00 05 00 80 00 01 00 05 00 01 00 01 00 19 00

Gariland Fight (Ramza, Delita, Theif Chat)
0B 00 01 00 80 00 00 00 16 00 19 00
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

LastingDawn

February 22, 2009, 12:26:28 am #13 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
Gariland fight is actually what you're looking for, it seems that everything is off by one.

0A 00 01 00 7F 00 00 00 01 00 80 00 00 00 04 00 04 00 0B 00 01 00 05 00 04 00 01 00 05 00 80 00 01 00 05 00 01 00 01 00 19 00

I could be mistaken... but changing the 01 next to that to 00 01, that should activate the event when he's down top 1% which should also play when he dies.
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

Zozma

February 22, 2009, 02:20:30 am #14 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
that doesn't work :/....

i havent edited anything in that line, thats just a copy of the normal event.

but theres also the issue of removing the "if condition is met and its ramza's turn"
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

LastingDawn

February 22, 2009, 03:04:01 am #15 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
Oh, time for plan 2, then. Meet you on IRC.
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

Xifanie

July 12, 2009, 08:49:42 pm #16 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
Excel spreadsheet:

http://zodiac.ffhacktics.com/event%20conditions.rar

Use OpenOffice or Excel to view/edit/etc.
It automatically recalculates pointers.
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

LastingDawn

July 12, 2009, 10:20:49 pm #17 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
The code is cracked! All thanks to Cheetah and Zodiac's exploration into these two topics! Battle scenario are ours to meld as we will in complete totality!
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

DarthPaul

July 12, 2009, 10:35:57 pm #18 Last Edit: December 31, 1969, 07:00:00 pm by darthpaul
Quote from: "LastingDawn"The code is cracked! All thanks to Cheetah and Zodiac's exploration into these two topics! Battle scenario are ours to meld as we will in complete totality!

Shorter versions for those who don't like theatrics: "I'm happy".
Oh pitiful shadow lost in the darkness, bringing torment and pain to others. Oh damned soul wallowing in your sin, perhaps...it is time to die

Cheetah

July 12, 2009, 10:50:12 pm #19 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
? What really? what just happened?
Current Projects: