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
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....
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?
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.
yeah the actual condition is in attack.out im sure
Condition displayed is Test.evt, the Actual Condition though, is controlled through Attack.out though.
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.
humm see LD this is what i was looking for for ignis........
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.
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 !
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?
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.
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
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.
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"
Oh, time for plan 2, then. Meet you on IRC.
Excel spreadsheet:
http://zodiac.ffhacktics.com/event%20conditions.rar (http://zodiac.ffhacktics.com/event%20conditions.rar)
Use OpenOffice or Excel to view/edit/etc.
It automatically recalculates pointers.
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!
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".
? What really? what just happened?
I asked for the address of those and LD pointed me to this topic. So I found the pointers easily and made an editor. I didn't know they had pointers until yesterday because I never messed with them.
Well that is freaking awesome news, now we can really start on decoding this stuff and having really custom storylines and events... This is huge. I think there is only one more piece of the puzzle we are missing though. How does the game know how many events to use for a specific battle, I'm thinking of the script number? Because we can make a battle have as many mid battle events as we want by editing this portion of attack.out and the main battle structure part, but then how does it know where to read that in TEST.EVT?
after 1900 is the event script to load.
Oh...does that mean that I am one off on that whole long list of this info... Oh whatever I guess it doesn't matter now that you have the excel sheet. Wait...but I don't believe you are you sure it isn't the first byte like how I have it now?
So if we figure this stuff out really well will you include it as part of your attack.out editor?
PS: Can you tell me the offsets for the pointers so that I know where they are?
The scenario pointers are at 0x00014938 (this is the zero for all pointers).
Those point to the instruction pointers that start at 0x00014A5A
And finally the instruction pointers point to the instructions at 0x14E70.
Okay so I fixed my first post so now all that information is correct and in accordance with Zodiac's spreadsheet. Now that that is done all of this is making much much more sense and I'm working on decoding the instructions.
I have updated the first post with essentially all information about this subject. There are only a few things missing and I hope to add them later.
Great Job cheetah ! This really does help me ! I now have new ideas for battle, since you could make it something around :
If X enemy unit reaches X,Y , do Z.
Z is an infinite numbers of awesome probabilitys, like lose the game, acquire new unit, ect...
Thanks a lot and good job !
/bow down.
Zodiac i can't seem to open your xls file. Whats the problem? I just get this error..
...Adobe Reader?
You need either Excel 2003 or higher, or Open Office.
haha oops silly me thx!
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Um this is technically possible, but there a lot of factors involved. For instance are you just changing an existing event conditional, or do you want to add an entirely new one? Because right now it would involve alot of work to add just an entirely new event conditional in the middle of the game because everything else would have to be shifted. But if you want to just overwrite an old one getting this stuff to happen is really easy.
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Ok as if i hadn't said anything before on the posts i have just deleted... i have no clue how to use zodiac's editor...thing. I open it then i have all this stuff ( see pic below) then im clueless from there... Im trying to replace Defeat all enemies to Killing a certain person ID-86 can anyone tell me what to do?
uhm, pleaze?
What event do you want to modify ?
0x0016 = Defeat all enemies
0x0004 = Defeat unit ID
So, replace 1600 by 040086000000 just like shown on the first page.
it didnt work. I went into my attack out file and changed what zodiac said to then saved it imported it with cdmage and tried it out i killed the guy with id 86 and the battle didnt end.. is there something wrong with what i did?
Before trying anything (since it can be a lot of stuff) does the event end if you kill all enemies?
No thats the strange thing it doesnt end if i kill all enemies i even killed ramza and it didnt end... whats the problem?
Paste the instruction here, I'll check if you formatted it right.
010080000000040086000600(last line of #'s in the orbonne monastery fight) I assume this is what you want
0100 8000 0000 1600 1900 0600 ; original
0100 8000 0000 0400 8600 0600 ; yours
Quote from: "Zodiac"So, replace 1600 by 040086000000 just like shown on the first page.
should be
0100 8000 0000 0400 8600 0000 1900 0600
I seriously don't know what you were thinking.
Where can I find the spreadsheet Jumza showed a picture of? Wanting to modify conditionals but I appear to be blind.
Quote from: "philsov"Where can I find the spreadsheet Jumza showed a picture of? Wanting to modify conditionals but I appear to be blind.
Quote from: "Zodiac"Excel spreadsheet:
http://zodiac.ffhacktics.com/event%20conditions.rar (http://zodiac.ffhacktics.com/event%20conditions.rar)
Use OpenOffice or Excel to view/edit/etc.
It automatically recalculates pointers.
First page me bro!
:p
Aha, there it is. Thanks Raven.
Now, then...
Using Miluda 1 as an example:
I wish to make the battle "kill all enemies". So... I find the:
0100 8000 0000 0600 8500 000 0190 04300
command line. I turn the 0600 into 1600 and then blank out the the 8500 section into 0000.
(Is this the proper procedure? Or is it better to simply delete 8500 completely).
What I'm more stuck at is re-inserting. When I click on the blue bar to copy/paste at the address, the only thing that gets onto the clip board is #NAME?. Or, in hex, about 8 lines worth of 0A0D's.
Make sure you have the Analysis ToolPak installed and Enabled; Tools/Add-ins
Ah. I did not. Thanks

Next blip.... >_>
I got the wall of hex text to be successfully copied into attack.out (I had to make sure to enable it AS hex text), but upon trying to re-insert the attack.out back into the game with cdmage, I got an error message saying that the imported file is larger than the original, and do I wish to truncate? If I choose to truncate, then when I try to enter Thieves Fort to test if the change is good, the game crashes.
Help with the oversized thing? The original attack.out is clocking in at 124 KB and the updated one is at 132 KB. And, yes, I started at offset 0x14938
you aren't supposed to PASTE the data, you're supposed to replace it. I know you can "write" with Winhex, and that will paste over the existing data. I don't know which hex editor you're using.
Quote from: "Zodiac"Make sure you have the Analysis ToolPak installed and Enabled; Tools/Add-ins
Which tools are you talking about? Windhex or some other things too?
@Zodiac
using tiny hexer. Well, used.
Grabbed winhex and wrote in as ascii hex, and it did the trick. Ran into an error where the battle didn't end when I killed Miluda (yay), but then also didn't end when I killed everyone on screen, including Delita/Algus (boo). Turns out I had an extra 00 floating around, but that got all fixed and now I'm happy to see this thing in action.
btw the potential on this stuff is MASSIVE.
But... now... has there been any progress into test.evt editing? Would love to change the battle text as followthrough.
@FDC:
Using my awesome copy of excel 03 as an example, its under Tools -> Addins -> Analysis Pak. Can't miss it -- it's after file, edit, view, and such.
Oh, and is there any overlap between the battle conditionals and the attack.out editor? Would hate to do all these edits then get them overwritten by battle conditions.
Just stay within the limit and you'll be fine.
A couple of questions:
1. If I replace something with 6 bytes (like 08 00 ID 00 %% 00) with 4 bytes (04 00 ID 00), do the extra two bytes (which I'm going to fill with zeroes) affect the instructions?
2. If I use 0800ID00%%00, but the unit's ID does not appear, does the game default to true or false? Or will such a conditional be skipped?
3. If I have event conditionals for one battle scattered across ATTACK.OUT, will conditionals put before the initializing 01 00 FD 01 01 00 19 00 XX 00 not load for that battle; even if no other battle can clearly satisfy such conditions? An semi-hypothetical example would be something like:
x14500: 01007F0000000400170008001700140019007D00 (Run Event 7D if Gafgarion's HP is less than 20% and variable 7F is 0. Event 7D will set variable 7F to 1.)
x15500: 0100FD01010019007A00 (Run Event 7A that initializes the battle which event 7D is part of)
x155A0: 01007F010019007E (Run Event 7E if variable 7F is 1.)
Obviously, the Gafgarion trigger mentioned at x14500 could not have happened before Chapter 1 (since 04001700 clearly can't be satisfied), but because it was placed before the battle initializing event in both TEST.EVT and ATTACK.OUT, is it possible x14500 (and consequently, x155A0) will never run?
1) From my experiments, no.
2) If the unit doesn't exist it doesn't run, I believe.
3) I don't quite understand the question.
1) If you're using my spreadsheet; no. If not the pointers aren't recalculated and it will have ~99% chance to crash in game.
2) Normally you should check if the unit is not KOed first.
3) I don't see why it wouldn't work but... why would you do that in the first place? Normally when you have a clean and working structure you keep it... Every event needs a starting Event Condition to run itself anyway.
Btw, I made that page. I doubt I linked it before: http://www.ffhacktics.com/wiki/Event_Conditions (http://www.ffhacktics.com/wiki/Event_Conditions)
2) That's true, but usually those checks exist in assassination battles. You don't need to check if the boss was KO'd, since that would have already ended the battle. Nor would the boss' early death trigger a flood of text because all the conversation between enemy bosses and Ramza usually depend on additional conditions (to prevent repeats and certain events from happening early).
QuoteThe scenario pointers are at 0x00014938 (this is the zero for all pointers).
Those point to the instruction pointers that start at 0x00014A5A
Checking ATTACK.OUT starting from x14938, all I see is an increasing sequence of numbers in hex:
XX01YY01...ZZ02...
where bytes XX, YY, and ZZ are multiples of 4.
Checking ATTACK.OUT starting at x14A5A, all I see is a similarly increasing sequence of numbers, this time separated by zeroes:
XX0700YY0700...ZZ1800...
Although I can use your spreadsheet and override such numbers properly, what exactly do these numbers mean? How exactly does each number correspond to the conditionals that I'm revising?
The first table sets the limit of each block and the second table sets the limit for each instruction individually. That means you can't replace a 8 bytes instruction with two 4 bytes instructions without changing the pointers. The pointers are 4 bytes values (integers/words) with an absolute position with 0x14938 as the absolute 0.