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D0/FD00
Formation Special Event data
24 bytes per structure
---------------------
Byte 0:
Bits 0-6: ??? (1-6 might be unused)
Bit 7: 1 = Null out present party members first
Byte 1:
New battle background, unless FFh
Byte 2:
Bitfield of untargetable monsters (the unset bits)
Byte 3: ???
Then four of the following sub-structure, starting every 5 bytes, with an initial Offset of 4:
Offset + 0:
Bits 0-5: Which Character to install
Bit 6: 1 = Character acting as enemy
Bit 7: 1 = Not onscreen to start battle?
(Whole byte is FFh when unoccupied)
Offset + 1: Sprite of installed character (FFh will have sprite read from normal
roster data)
Offset + 2: Bottom byte of monster # (top byte is treated as 1) whose command
script will be used (FFh means null, don't bother)
Offset + 3: Approximate starting X coordinate of character / 2
Offset + 4: Approximate starting Y coordinate of character / 2
(Coordinates seem to be ignored when an animated sequence is involved, like
with Kefka and Gestahl on FC, as opposed to just showing up like Gau on Veldt)
any help with the unknown byte and bit(s) would be much appreciated. also, the coordinates have "approximate" because they're not putting the sprite exactly where i'd expect (or i'm not sure where (0,0) is), and were only tested in the two events above.