C
Cyberman
Guest
Right so I was wandering through the wiki (examining the data on SCENE.BIN) and wondered about the battle scripting and discovered a nice add link for it. Is this the same code format as the regular field script or is it an entirely different beast? I suspect the later however I could be wrong. I am pretty sure that the script has things such as dialog etc. (well duh anyhow).
SCENE.BIN is very interesting so I'm studying. I my as well start work on the battle part of the engine (it's what I'm most familiar with in any case).
So .. summary
scripting for battles? Is it the same as the rest of the engine or different? What about dialog in battles? Opcodes?
Also it's been batted around a lot, the scripting system in general is the next quesiton (Querry?)
There appear to be 2 ways to really go with it.
The first is psuedo functional language with proper clauses etc for instituting neatness. This would make it look more like PASCAL or C in terms of appearance (TCL perhaps).
The second is go with the code. IE just use the current opcode names and make it more of an ASSEMBLER level scripting support than anything. I suggest the very least is to bracket an entire script with BEGINP and ENDP if this is the route. This helps to organize things visually at the very least. I'm speaking from a script dump point of view. This is obviously easiest to do.
One issue is that the scripts operate in paraellel, so do we understand how this works. I remember talking about it is all. Nothing is in the wiki so I must assume we never concluded much.
As for events in the field script I have some thoughts. The first one is by default the initiation script for all field entities. So I recomend this event be called, Start or Init. Even though it's called regularly I think. Do scripts get run periodically and if so how are they queued for periodic (IE timed) execution? The animation in field locations I suspect are controled by this correct? (IE a script runs the animation and can turn it on or off etc.)
Cyb
SCENE.BIN is very interesting so I'm studying. I my as well start work on the battle part of the engine (it's what I'm most familiar with in any case).
So .. summary
scripting for battles? Is it the same as the rest of the engine or different? What about dialog in battles? Opcodes?
Also it's been batted around a lot, the scripting system in general is the next quesiton (Querry?)
There appear to be 2 ways to really go with it.
The first is psuedo functional language with proper clauses etc for instituting neatness. This would make it look more like PASCAL or C in terms of appearance (TCL perhaps).
The second is go with the code. IE just use the current opcode names and make it more of an ASSEMBLER level scripting support than anything. I suggest the very least is to bracket an entire script with BEGINP and ENDP if this is the route. This helps to organize things visually at the very least. I'm speaking from a script dump point of view. This is obviously easiest to do.
One issue is that the scripts operate in paraellel, so do we understand how this works. I remember talking about it is all. Nothing is in the wiki so I must assume we never concluded much.
As for events in the field script I have some thoughts. The first one is by default the initiation script for all field entities. So I recomend this event be called, Start or Init. Even though it's called regularly I think. Do scripts get run periodically and if so how are they queued for periodic (IE timed) execution? The animation in field locations I suspect are controled by this correct? (IE a script runs the animation and can turn it on or off etc.)
Cyb