ATTACK.OUT
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ATTACK.OUT is a file within Final Fantasy Tactics that holds information about battles.
Loading Maps
First line: 0x10938: 0100 3E00 0033 3400 0100 0000 0000 0000 0100 0000 0000 0000 AAAA BBCC DDEE FFGG GGHH HHII II ZZ xxxx xxxx JJJJ Last line: 0x10950: 0200 3E00 0033 3400 0100 0000 0000 0000 0100 0300 8100 0000 xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxx KKKK LL xxxx x = duplicate, ignored data A = Scenario number: 1 (Just an index for this list, apparently. Also, whichever event is numbered "1" always plays first.) B = Map number: 0x3e (MAP/MAP062.GNS) C = Weather: 0 (Doesn't influence whether the rain animations are used) D = Day/Night: 0 0 = Day 1 = Night E = First Music file: 0x33 (SOUND/MUSIC_51.SMD) F = Second Music file: 0x34 (SOUND/MUSIC_52.SMD) G = ENTD entry: 0x0100 (Looks like this matches the "Game Events" list.) H = Character placement grid, 1st Squad (Placement grids are found in ATTACK.OUT at 0xbbd4) (For first scenario, using this makes the placement screen garbled.) I = Character placement grid, 2nd Squad J = Event script: 0 (Scenario 1 seems to be a special case because Event Script 0 plays just fine. Using Event Script 0 on scenario 3 causes wrong text to display.) (Also seems to control which scenario block the "next scenario" byte is read from) K = Next scenario: 3 (As indexed by A) L = 0x80 = World map follows this scenario 0x81 = Another event follows this scenario (K) 0x82 = Game reset follows this scenario (side effect, or intneded?) Z = Not sure yet, but setting it to 1 makes Ramza mandatory on character placement screen -gomtuu
Battle Formation
Offset 0xbbd4:
4218 2300 0401 0003 0401 0100 AAAA AAAA BBCC xxDE FFGG HHHH A = 5x5 bitmap (ffffff01 is solid) (a9d62a01 is an S) B = X coordinate of center of 5x5 square relative to map's (0,0) square (signed) C = Z coordinate of center of 5x5 square relative to map's (0,0) square (signed) x = Padding (Always 0x00) D = Orientation (0x00 = W) (0x01 = S) (0x02 = E) (0x03 = N) E = Orientation, with bitmap rotated (Same as D, but also rotates the 5x5 bitmap) F = Number of characters allowed in squad (1 - 5 are valid. Making this 6 and adding a 6th character crashes ePSXe.) G = Map number (Just for reference?) H = Placement ID number -gomtuu