FF7 World/Field Map Scripts and Encounters

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Ok, now that I had a chance to sit down and unfold everything DLPB noted; I figured this out.  That was my initial thought, that these coordinates were defined and executed using WM scripts, however, I think there was some comment somewhere that led me away from searching WM scripts so I eliminated that from my search.

But here it is:

Apparently, and I don't know how THIS part is managed, but there are certain variables that the game maintains for various functionality throughout the WM, called Special Variables.  There are 20 possible variables that can be referenced, most of which are unknown, per the Wiki.  One of these variables stores the field ID that jumped to the WM; this is the "wm" field map, not the field map that jumps to the "wm" field.  This variable was previously unknown on the Wiki, but I have found it to be ID 6, this will be explained later.  There, then, is an opcode that loads up that value and uses it to determine IF and WHERE any coordinate changes should occur.  This check happens every time the WM is loaded.  That's half of what's needed, but important to note.

The other half deals with the actual coordinates that it should move your active entity to.  As DLPB alluded to earlier, it handles this in a rather funky way, but there is a method to it's madness, it actually relates to that world map coordinate image I posted earlier.  DLPB referred to 2 values which are in the EV file (which is where the WM scripts are located), 0x18 and 0x13D6.  0x18 first needs to be multiplied by 0x2000 to get 0x30000 and then added to 0x13D6, coming out to be 0x313D6 or 201686, which is the final destination X coordinate.  DLPB is correct in that they AREN'T stored in 3 or 4-byte chunks, that is because they can't.  In the WM scripts, it is stack-based and the entire WM script file is stored and referenced in increments of 2-bytes, no more and no less.  So, the game designers could've just dealt with status quo and have the WM utilize either a smaller dimension space, or drastically reduce the image quality of the WM imaging.  The workaround was to split the WM into smaller chunks (which we know as meshes) which are previously known as our X and Z coordinate system described in my earlier post with the WM coordinate image.  The 0x18 value, or 24 in decimal, is actually the mesh X coordinate, and it is to be multiplied by 0x2000 because there are 0x2000 pixels per each mesh.  If the entire WM would be restricted to 2-byte coordinates, the entire map would have to fit within an 8x8 section (about the size of the eastern continent).  The WM could theoretically be much much larger (aka better quality), however, there are likely limitations outside stuff that can be referenced inside WM scripts, but definitely something that could be looked into to create a WM HD Mod.  Getting back to DLPB's coordinates, the second number is the number of pixels within that mesh that the active entity should move to.  Putting them together, the 0x18 number will tell the game which mesh it should load (along with some of the surrounding meshes), then the 0x13D6 number tells which pixel location to put the character.

Here's the section of the WM script that pertains the part that transports to world coordinates:

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00 01 'CLEARs the Stack1B 01 06 00 'Loads SPECIAL Variable 6 value to the Stack10 01 02 00 'Adds CONSTANT value of 2 to the Stack (this is Field ID of 2, aka wm1/Kalm)70 00 'Consumes the 2 previous Stack values, adds boolean value (0 or 1) to the Stack if the 2 values are EQUAL01 02 00 02 'JUMPs ahead to the next Field ID check (ID 3 @ 0x200 in the WM script) if the previous operation was false (if not equal)00 01 'CLEARs the Stack10 01 18 00 'Adds CONSTANT value of 24 to the Stack (this is the mesh X coordinate)10 01 0D 00 'Adds CONSTANT value of 13 to the Stack (this is the mesh Z coordinate)08 03 'Consumes the 2 previous Stack values, then SETs the ACTIVE ENTITY's MESH (loads the mesh, and surrounding meshes)00 01 'CLEARs the Stack10 01 D6 13 'Adds CONSTANT value of 5078 to the Stack (this is the X coordinate within the mesh)10 01 20 19 'Adds CONSTANT value of 6432 to the Stack (this is the Z coordinate within the mesh)09 03 'Consumes the 2 previous Stack values, then SETs the ACTIVE ENTITY's COORDINATES (puts character at coordinates within the current mesh)00 01 'CLEARs the Stack10 01 00 00 'Adds CONSTANT value of 0 to the Stack (value 0-255: this is the direction the character is facing, 0 is south)04 03 'Consumes the previous Stack value, then SETs the ACTIVE ENTITY's DIRECTION (sets the character's direction that it's facing)00 02 3D 08 'JUMPs ahead to section of the script that is after all the Special Variable Field ID checks (@0x83D)
So, to modify any of these is as simple as tweaking those specific values within the WM scripts, System call On WM Load (This is function type 0, function ID 0, usually the first "valid" entry in the call table).  The actual part of the script that pertains to world coordinate jumping is at 0x364 byte offset relative to the start of the function (0x398 from the start of the entire script section, 0x798 from the start of the entire EV file)

The Kalm example is the most simple example, sometimes some of these are conditional and can do to different coordinates.  Here is a copy of some pseudocode of the WM script as it pertains to transitioning from field map to world map, I got this from DynamixDJ, who got it from someone else.  Some of this I know and can fill in the blanks for, but there's just too much to do, but it should be easy to see the parts requiring modifying, it will take someone a little work to map the below logic to the binary EV file:

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01d2      IF ((GetSpecial(0006) == #0001)) {01d9        ActiveEntity.SetMeshCoordsXZ(#0016, #000f)01df        ActiveEntity.SetCoordsInMeshXZ(#1524, #01bd)01e3        ActiveEntity.SetDirectionAndFacing(#0000)01e4        GOTO 083d  }01ec      IF ((GetSpecial(0006) == #0002)) {01f3        ActiveEntity.SetMeshCoordsXZ(#0018, #000d)01f9        ActiveEntity.SetCoordsInMeshXZ(#13d6, #1920)01fd        ActiveEntity.SetDirectionAndFacing(#0000)01fe        GOTO 083d  }0206      IF ((GetSpecial(0006) == #0003)) {020b        IF (Bank0[007e].Bit(1)) {0210          IF (Bank0[007e].Bit(0)) {0215            LoadAndInitModel(#0004)0216            EnterVehicle()      }021a          IF (Bank0[007e].Bit(2)) {021f            LoadAndInitModel(#0013)0220            EnterVehicle()      }0224          IF (Bank0[007e].Bit(3)) {0229            LoadAndInitModel(#0013)022a            EnterVehicle()      }022e          IF (Bank0[007e].Bit(4)) {0233            LoadAndInitModel(#0013)0234            EnterVehicle()      }0238          IF (Bank0[007e].Bit(5)) {023d            LoadAndInitModel(#0013)023e            EnterVehicle()      }0242          IF (Bank0[007e].Bit(6)) {0247            LoadAndInitModel(#0013)0248            EnterVehicle()      }    }024e        ActiveEntity.SetMeshCoordsXZ(#001d, #0010)0254        ActiveEntity.SetCoordsInMeshXZ(#0712, #1d23)0258        ActiveEntity.SetDirectionAndFacing(#0000)0259        GOTO 083d  }0261      IF ((GetSpecial(0006) == #0004)) {0268        ActiveEntity.SetMeshCoordsXZ(#001a, #0012)026e        ActiveEntity.SetCoordsInMeshXZ(#073d, #15ba)0272        ActiveEntity.SetDirectionAndFacing(#0060)0273        GOTO 083d  }027b      IF ((GetSpecial(0006) == #0005)) {0282        ActiveEntity.SetMeshCoordsXZ(#0019, #0013)0288        ActiveEntity.SetCoordsInMeshXZ(#0fdd, #095c)028c        ActiveEntity.SetDirectionAndFacing(#00e4)028d        GOTO 083d  }0295      IF ((GetSpecial(0006) == #0006)) {029c        ActiveEntity.SetMeshCoordsXZ(#0018, #0014)02a2        ActiveEntity.SetCoordsInMeshXZ(#1a1d, #19ff)02a6        ActiveEntity.SetDirectionAndFacing(#0000)02a7        GOTO 083d  }02af      IF ((GetSpecial(0006) == #0007)) {02b4        IF (Bank0[007f].Bit(0)) {02b9          IF (Bank0[007f].Bit(1)) {02be            LoadAndInitModel(#0006)02bf            EnterVehicle()      }    }02c5        ActiveEntity.SetMeshCoordsXZ(#0014, #0011)02cb        ActiveEntity.SetCoordsInMeshXZ(#175d, #1e0e)02cf        ActiveEntity.SetDirectionAndFacing(#0000)02d0        GOTO 083d  }02d8      IF ((GetSpecial(0006) == #0008)) {02df        ActiveEntity.SetMeshCoordsXZ(#0014, #0016)02e5        ActiveEntity.SetCoordsInMeshXZ(#1814, #0d4d)02e9        ActiveEntity.SetDirectionAndFacing(#0000)02ea        GOTO 083d  }02f2      IF ((GetSpecial(0006) == #0009)) {02f9        ActiveEntity.SetMeshCoordsXZ(#0018, #0010)02ff        ActiveEntity.SetCoordsInMeshXZ(#0a8b, #09d1)0303        ActiveEntity.SetDirectionAndFacing(#0038)0304        GOTO 083d  }030c      IF ((GetSpecial(0006) == #000a)) {0313        ActiveEntity.SetMeshCoordsXZ(#000f, #0015)0319        ActiveEntity.SetCoordsInMeshXZ(#1908, #07f1)031d        ActiveEntity.SetDirectionAndFacing(#0000)031e        GOTO 083d  }0326      IF ((GetSpecial(0006) == #000b)) {032d        ActiveEntity.SetMeshCoordsXZ(#001a, #0018)0334        IF ((Bank0_16bit[0000] >= #04ad)) {033b          ActiveEntity.SetCoordsInMeshXZ(#1a25, #18d8)033c          GOTO 0344    }0343        ActiveEntity.SetCoordsInMeshXZ(#1bd7, #153b)0347        ActiveEntity.SetDirectionAndFacing(#0000)0348        GOTO 083d  }0350      IF ((GetSpecial(0006) == #000c)) {0357        ActiveEntity.SetMeshCoordsXZ(#0021, #0011)035d        ActiveEntity.SetCoordsInMeshXZ(#0f64, #05e8)0361        ActiveEntity.SetDirectionAndFacing(#0000)0362        GOTO 083d  }036a      IF ((GetSpecial(0006) == #000d)) {036f        IF (Bank0[007f].Bit(0)) {0374          IF (Bank0[007f].Bit(1)) {0379            LoadAndInitModel(#0006)037a            EnterVehicle()      }    }0380        ActiveEntity.SetMeshCoordsXZ(#0011, #000f)0386        ActiveEntity.SetCoordsInMeshXZ(#0607, #0cb2)038a        ActiveEntity.SetDirectionAndFacing(#0000)038b        GOTO 083d  }0393      IF ((GetSpecial(0006) == #000e)) {039a        ActiveEntity.SetMeshCoordsXZ(#000d, #000e)03a0        ActiveEntity.SetCoordsInMeshXZ(#1f1d, #1aa5)03a4        ActiveEntity.SetDirectionAndFacing(#0044)03a5        GOTO 083d  }03ad      IF ((GetSpecial(0006) == #000f)) {03b4        ActiveEntity.SetMeshCoordsXZ(#000d, #000f)03ba        ActiveEntity.SetCoordsInMeshXZ(#0a98, #0c93)03be        ActiveEntity.SetDirectionAndFacing(#00fa)03bf        GOTO 083d  }03c7      IF ((GetSpecial(0006) == #0010)) {03cc        IF (Bank0[007f].Bit(0)) {03d1          IF (Bank0[007f].Bit(1)) {03d6            LoadAndInitModel(#0006)03d7            EnterVehicle()      }    }03dd        ActiveEntity.SetMeshCoordsXZ(#000e, #0012)03e3        ActiveEntity.SetCoordsInMeshXZ(#1615, #1e6e)03e7        ActiveEntity.SetDirectionAndFacing(#0000)03e8        GOTO 083d  }03f0      IF ((GetSpecial(0006) == #0011)) {03f7        ActiveEntity.SetMeshCoordsXZ(#000d, #0016)03fd        ActiveEntity.SetCoordsInMeshXZ(#18dc, #117a)0401        ActiveEntity.SetDirectionAndFacing(#0000)0402        GOTO 083d  }040a      IF ((GetSpecial(0006) == #0012)) {0411        ActiveEntity.SetMeshCoordsXZ(#000a, #0014)0417        ActiveEntity.SetCoordsInMeshXZ(#14d9, #1c20)041b        ActiveEntity.SetDirectionAndFacing(#0000)041c        GOTO 083d  }0424      IF ((GetSpecial(0006) == #0013)) {042b        ActiveEntity.SetMeshCoordsXZ(#000b, #0010)0431        ActiveEntity.SetCoordsInMeshXZ(#09f1, #17f0)0435        ActiveEntity.SetDirectionAndFacing(#0000)0436        GOTO 083d  }043e      IF ((GetSpecial(0006) == #0014)) {0445        ActiveEntity.SetMeshCoordsXZ(#000a, #000e)044b        ActiveEntity.SetCoordsInMeshXZ(#0741, #1a88)044f        ActiveEntity.SetDirectionAndFacing(#0000)0450        GOTO 083d  }0458      IF ((GetSpecial(0006) == #0015)) {045f        ActiveEntity.SetMeshCoordsXZ(#000c, #0011)0465        ActiveEntity.SetCoordsInMeshXZ(#0e5d, #094a)0469        ActiveEntity.SetDirectionAndFacing(#0000)046a        GOTO 083d  }0472      IF ((GetSpecial(0006) == #0016)) {0479        ActiveEntity.SetMeshCoordsXZ(#000e, #000d)047f        ActiveEntity.SetCoordsInMeshXZ(#061c, #0ce0)0483        ActiveEntity.SetDirectionAndFacing(#0000)0484        GOTO 083d  }048c      IF ((GetSpecial(0006) == #0017)) {0493        ActiveEntity.SetMeshCoordsXZ(#0004, #000a)0499        ActiveEntity.SetCoordsInMeshXZ(#141b, #1c3f)049d        ActiveEntity.SetDirectionAndFacing(#0000)049e        GOTO 083d  }04a6      IF ((GetSpecial(0006) == #0018)) {04ad        ActiveEntity.SetMeshCoordsXZ(#0006, #000f)04b3        ActiveEntity.SetCoordsInMeshXZ(#0f9f, #14e9)04b7        ActiveEntity.SetDirectionAndFacing(#00bc)04b8        GOTO 083d  }04c0      IF ((GetSpecial(0006) == #0019)) {04c7        ActiveEntity.SetMeshCoordsXZ(#0013, #000a)04cd        ActiveEntity.SetCoordsInMeshXZ(#03c0, #1f72)04d1        ActiveEntity.SetDirectionAndFacing(#0000)04d2        GOTO 083d  }04da      IF ((GetSpecial(0006) == #001a)) {04e1        ActiveEntity.SetMeshCoordsXZ(#0013, #0008)04e7        ActiveEntity.SetCoordsInMeshXZ(#0720, #171b)04eb        ActiveEntity.SetDirectionAndFacing(#00c0)04ec        GOTO 083d  }04f4      IF ((GetSpecial(0006) == #001b)) {04fb        ActiveEntity.SetMeshCoordsXZ(#000f, #0008)0501        ActiveEntity.SetCoordsInMeshXZ(#1817, #1d0b)0505        ActiveEntity.SetDirectionAndFacing(#0000)0506        GOTO 083d  }050e      IF ((GetSpecial(0006) == #001c)) {0515        ActiveEntity.SetMeshCoordsXZ(#0011, #0008)051b        ActiveEntity.SetCoordsInMeshXZ(#1cf4, #10a9)051f        ActiveEntity.SetDirectionAndFacing(#0060)0520        GOTO 083d  }0528      IF ((GetSpecial(0006) == #001d)) {052f        ActiveEntity.SetMeshCoordsXZ(#0020, #0001)0535        ActiveEntity.SetCoordsInMeshXZ(#0477, #16ad)0539        ActiveEntity.SetDirectionAndFacing(#00e7)053a        GOTO 083d  }0542      IF ((GetSpecial(0006) == #0020)) {0547        IF (Bank0[007e].Bit(1)) {054c          IF (Bank0[007e].Bit(0)) {0551            LoadAndInitModel(#0004)0552            EnterVehicle()      }0556          IF (Bank0[007e].Bit(2)) {055b            LoadAndInitModel(#0013)055c            EnterVehicle()      }0560          IF (Bank0[007e].Bit(3)) {0565            LoadAndInitModel(#0013)0566            EnterVehicle()      }056a          IF (Bank0[007e].Bit(4)) {056f            LoadAndInitModel(#0013)0570            EnterVehicle()      }0574          IF (Bank0[007e].Bit(5)) {0579            LoadAndInitModel(#0013)057a            EnterVehicle()      }057e          IF (Bank0[007e].Bit(6)) {0583            LoadAndInitModel(#0013)0584            EnterVehicle()      }    }058a        ActiveEntity.SetMeshCoordsXZ(GetSpecial(0000), GetSpecial(0001))0590        ActiveEntity.SetCoordsInMeshXZ(GetSpecial(0002), GetSpecial(0003))0594        ActiveEntity.SetDirectionAndFacing(GetSpecial(0004))0595        GOTO 083d  }059d      IF ((GetSpecial(0006) == #0021)) {05a2        IF (Bank0[007f].Bit(0)) {05a7          IF (Bank0[007f].Bit(1)) {05ac            LoadAndInitModel(#0006)05ad            EnterVehicle()      }    }05b3        ActiveEntity.SetMeshCoordsXZ(GetSpecial(0000), GetSpecial(0001))05b9        ActiveEntity.SetCoordsInMeshXZ(GetSpecial(0002), GetSpecial(0003))05bd        ActiveEntity.SetDirectionAndFacing(GetSpecial(0004))05be        GOTO 083d  }05c6      IF ((GetSpecial(0006) == #0022)) {05cb        IF (Bank0[007e].Bit(1)) {05d0          IF (Bank0[007e].Bit(0)) {05d5            LoadAndInitModel(#0004)05d6            EnterVehicle()      }05da          IF (Bank0[007e].Bit(2)) {05df            LoadAndInitModel(#0013)05e0            EnterVehicle()      }05e4          IF (Bank0[007e].Bit(3)) {05e9            LoadAndInitModel(#0013)05ea            EnterVehicle()      }05ee          IF (Bank0[007e].Bit(4)) {05f3            LoadAndInitModel(#0013)05f4            EnterVehicle()      }05f8          IF (Bank0[007e].Bit(5)) {05fd            LoadAndInitModel(#0013)05fe            EnterVehicle()      }0602          IF (Bank0[007e].Bit(6)) {0607            LoadAndInitModel(#0013)0608            EnterVehicle()      }    }060e        ActiveEntity.SetMeshCoordsXZ(GetSpecial(0000), GetSpecial(0001))0614        ActiveEntity.SetCoordsInMeshXZ(GetSpecial(0002), GetSpecial(0003))0618        ActiveEntity.SetDirectionAndFacing(GetSpecial(0004))0619        GOTO 083d  }0621      IF ((GetSpecial(0006) == #0024)) {0626        LoadAndInitModel(#0008)0627        SetCurrentEntityAsPlayerEntity()0628        GOTO 083d  }0630      IF ((GetSpecial(0006) == #0025)) {0635        LoadAndInitModel(#0008)0636        SetCurrentEntityAsPlayerEntity()0637        GOTO 083d  }063f      IF ((GetSpecial(0006) == #0026)) {0644        LoadAndInitModel(#0008)0645        SetCurrentEntityAsPlayerEntity()0646        GOTO 083d  }064e      IF ((GetSpecial(0006) == #0027)) {0653        LoadAndInitModel(#0008)0654        SetCurrentEntityAsPlayerEntity()0655        GOTO 083d  }065d      IF ((GetSpecial(0006) == #0028)) {0662        IF (Bank0[007f].Bit(2)) {0667          LoadAndInitModel(#0005)0668          EnterVehicle()    }066e        ActiveEntity.SetMeshCoordsXZ(#0006, #0013)0674        ActiveEntity.SetCoordsInMeshXZ(#1c3b, #0268)0678        ActiveEntity.SetDirectionAndFacing(#0000)0679        GOTO 083d  }0681      IF ((GetSpecial(0006) == #0029)) {0686        IF (Bank0[007f].Bit(4)) {068b          LoadAndInitModel(#0003)068c          EnterVehicle()    }0692        ActiveEntity.SetMeshCoordsXZ(#0014, #0011)0698        ActiveEntity.SetCoordsInMeshXZ(#11d1, #18c9)0699        GOTO 083d  }06a1      IF ((GetSpecial(0006) == #002b)) {06a8        ActiveEntity.SetMeshCoordsXZ(#000b, #0010)06ae        ActiveEntity.SetCoordsInMeshXZ(#095a, #1074)06b2        ActiveEntity.SetDirectionAndFacing(#0080)06b3        GOTO 083d  }06bb      IF ((GetSpecial(0006) == #002c)) {06c2        ActiveEntity.SetMeshCoordsXZ(#000b, #000f)06c8        ActiveEntity.SetCoordsInMeshXZ(#0f70, #0e98)06cc        ActiveEntity.SetDirectionAndFacing(#0000)06cd        GOTO 083d  }06d5      IF ((GetSpecial(0006) == #002d)) {06da        IF (Bank0[007f].Bit(4)) {06df          IF (Bank0[007f].Bit(5)) {06e4            IF (Bank0[0385].Bit(7)) {06e9              LoadAndInitModel(#0013)06ea              EnterVehicle()        }06ee            LoadAndInitModel(#0003)06ef            EnterVehicle()06f3            IF (Bank0[0385].Bit(6)) {06fa              ActiveEntity.SetMeshCoordsXZ(#0010, #0004)0700              ActiveEntity.SetCoordsInMeshXZ(#0033, #0f8b)0706              WRITE Bank0[0385].Bit(6) = #0000        }      }    }0707        GOTO 083d  }070f      IF ((GetSpecial(0006) == #002e)) {0716        ActiveEntity.SetMeshCoordsXZ(#000a, #0010)071c        ActiveEntity.SetCoordsInMeshXZ(#1707, #07e3)0720        ActiveEntity.SetDirectionAndFacing(#00e8)0721        GOTO 083d  }0729      IF ((GetSpecial(0006) == #002f)) {0730        ActiveEntity.SetMeshCoordsXZ(#000f, #0008)0736        ActiveEntity.SetCoordsInMeshXZ(#182b, #161f)073a        ActiveEntity.SetDirectionAndFacing(#0080)073b        GOTO 083d  }0743      IF ((GetSpecial(0006) == #0030)) {074a        ActiveEntity.SetMeshCoordsXZ(#0010, #0006)0750        ActiveEntity.SetCoordsInMeshXZ(#13d9, #1420)0754        ActiveEntity.SetDirectionAndFacing(#00e3)0755        GOTO 083d  }075d      IF ((GetSpecial(0006) == #0031)) {0768        Op319(((GetSpecial(0007) & #00fc) | #0002))076e        ActiveEntity.SetMeshCoordsXZ(#000a, #000e)0774        ActiveEntity.SetCoordsInMeshXZ(#0a37, #0fc1)0778        ActiveEntity.SetDirectionAndFacing(#0080)0779        GOTO 083d  }0781      IF ((GetSpecial(0006) == #0033)) {0786        IF (Bank0[007f].Bit(4)) {078b          LoadAndInitModel(#0003)078c          EnterVehicle()0790          LoadAndInitModel(#000a)    }0791        GOTO 083d  }0799      IF ((GetSpecial(0006) == #0035)) {07a0        ActiveEntity.SetMeshCoordsXZ(GetSpecial(0000), GetSpecial(0001))07a6        ActiveEntity.SetCoordsInMeshXZ(GetSpecial(0002), GetSpecial(0003))07aa        ActiveEntity.SetDirectionAndFacing(GetSpecial(0004))07ab        GOTO 083d  }07b3      IF ((GetSpecial(0006) == #0036)) {07b8        IF (Bank0[0352].Bit(2)) {07bd          LoadAndInitModel(#000d)07be          EnterVehicle()    }07c4        ActiveEntity.SetMeshCoordsXZ(#0014, #0011)07ca        ActiveEntity.SetCoordsInMeshXZ(#0fe1, #1880)07ce        ActiveEntity.SetDirectionAndFacing(#00c0)07cf        GOTO 083d  }07d7      IF ((GetSpecial(0006) == #0037)) {07de        ActiveEntity.SetMeshCoordsXZ(#000b, #0016)07e4        ActiveEntity.SetCoordsInMeshXZ(#0b50, #0247)07e8        ActiveEntity.SetDirectionAndFacing(#0000)07e9        GOTO 083d  }07f1      IF ((GetSpecial(0006) == #0039)) {07f8        ActiveEntity.SetMeshCoordsXZ(#0013, #000a)07fe        ActiveEntity.SetCoordsInMeshXZ(#1d13, #0f0c)0802        ActiveEntity.SetDirectionAndFacing(#0080)0803        GOTO 083d  }080b      IF ((GetSpecial(0006) == #003a)) {0812        ActiveEntity.SetMeshCoordsXZ(#0013, #000a)0818        ActiveEntity.SetCoordsInMeshXZ(#19f2, #00f9)081c        ActiveEntity.SetDirectionAndFacing(#0019)081d        GOTO 083d  }0825      IF ((GetSpecial(0006) == #003b)) {082a        IF (Bank0[007f].Bit(4)) {082f          LoadAndInitModel(#0003)0830          EnterVehicle()0836          ActiveEntity.SetMeshCoordsXZ(#0010, #0004)083c          ActiveEntity.SetCoordsInMeshXZ(#0033, #0f8b)    }
 
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Just found this thread.

Also, I just found a project that I worked on a long time ago to parse the world map script. I basically started with this project: https://github.com/cebix/ff7tools

Then I made some enhancements. The output parses the opcodes and outputs them in a readable format, very similar to what codeman shared, except in a more "pure" format.

The reason there are the extra bytes like 01 10 in between the data is because these are opcodes like PUSH. World map script operates with data on a STACK.

DLPB said:
wm0.ev (event file in world_us).  0x7e0
My script outputs this around that address:
offset opcode (params) interpretation
07d1   0100      CLEAR
07d2   011b   0006   PUSH GetSpecial(0006)
07d4   0110   0037   PUSH #0037
07d6   0070      PUSH POP2 == POP1
07d7   0201   07eb   JUMPZ(POP1) 07eb
07d9   0100      CLEAR
07da   0110   000b   PUSH #000b
07dc   0110   0016   PUSH #0016
07de   0308      ActiveEntity.SetMeshCoordsXZ(POP2, POP1)
07df   0100      CLEAR
07e0   0110   0b50   PUSH #0b50
07e2   0110   0247   PUSH #0247
07e4   0309      ActiveEntity.SetCoordsInMeshXZ(POP2, POP1)
07e5   0100      CLEAR
07e6   0110   0000   PUSH #0000
07e8   0304      ActiveEntity.SetDirectionAndFacing(POP1)
07e9   0200   083d   JUMP 083d

This is a more "pure" translation of what codeman provided, which was:

07d7      IF ((GetSpecial(0006) == #0037)) {
07de        ActiveEntity.SetMeshCoordsXZ(#000b, #0016)
07e4        ActiveEntity.SetCoordsInMeshXZ(#0b50, #0247)
07e8        ActiveEntity.SetDirectionAndFacing(#0000)
07e9        GOTO 083d

Not sure if you guys already figured that out, but just wanted to share. I only skimmed the conversation above, but will read it more carefully now, because I'm working on a personal project to figure out how to find the world map coordinates when a field scripts sends you to the world map.
 
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codemann8, this is super funny, because I've also been working on a "graph" of how the field levels and world maps are connected together, then today I just read the first page of this thread, and I saw that you're working on a very similar thing.

I've already got a script that generates a graph very similar to yours. I have one node for each field ID (1-64 are wm nodes, the rest are field nodes), and I have different kinds of links, one for gateways, one for mapjump codes. I draw my graph using d3 force simulation, but my next goal is to anchor the wm nodes so that they don't go all over the place.

Anyway, I plan to share my work soon and will update this thread when that happens.
 
That's cool. Yeah, I also posted the summarized script as well near the end of my last post. Really I just wanted to document it generally so anyone could dive in.

But yes, my graph tho, due to its large size, I'm breaking it up into smaller manageable pieces to which it could be displayed on a webpage describing a certain area of the game, for instance, Mythril Mines would be one page. It will show the 4 field maps, all the enemies within the area, the shared attributes of them (so you can equip accordingly) and have a walkthru describing where to go, what to collect, etc.

I've already extracted most of the game base data, now it's just a matter of piecing all of it together in logical fashion, which i currently have the means of doing, just lots of time ahead...making this a rich resource to reference during runs of ANY kind.

You'd probably find it interesting to have a read thru this thread, given your interests. We'd definitely appreciate any findings not yet documented of any type. The one true thing that stands out as an unknown to me is related to DLPBs last post, his upcoming guide to understanding the mechanics of the multithreaded scripts will help me come up with a smart way to determine which scripts are unused/ not reachable, so the graph of maps can be accurate with no false positives.
 
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Very cool, our goals are similar but different, and we could probably benefit by helping each other.

The overall goal behind Kujata is to translate the original assets from FF7 format to web-friendly formats like JSON.

So, if you wanted to display field models and animations in your website, you could use the output of those translations. (Not sure if that's practical for the kind of guide you're making, but just something to think about.)
 
The idea that makes the most sense to me, would be to build a "dependency map/graph". Each "node" in the graph represents a milestone like reaching a location in the game, or setting a Game moment variable. (For example, suppose there's an "if block" in a field script that only executes if some bank variable is set, but no scripts in the game set it. Then that part is unteachable.)

That sounds like a very fun project, and I might even pursue it.

Maybe the three of us could all discuss ideas on Discord or something.
 
The only issue I see with a graph like that, and I'm dealing with this same conundrum, is when optional quests come into the picture, and also when you get to the world map and there's a level of openness to it.

In a sense, we're basically describing a 4th dimension to this graph idea, because depending on your GM, the graph will look different. For instance, the inability to revisit certain parts later. This kinda complicates things a bit but not impossible. Perhaps our map consists of nodes and links, both of which have 2 values associated with them, the GM when this is first accessible, and the GM when it is no longer accessible. Nodes of course would be field maps AND WM areas. But also, some of these nodes would have to be split for cases where there are multiple but separate walkmeshes, accessible from different doorways/lines and gateways.
 
You're exactly right, there are many scenarios that make this tricky: GameMoment, walkmesh reachability, etc. Other examples might be "whether you have a Gold Chocobo", "whether you have a key item in your inventory", "whether Vincent is in your party", "how many Fort Condor battles you've fought". Anyway, yeah, you might think of this as "extra dimensions", or maybe it could be implemented as "conditions" tagged to a link?

And yeah, there's a lot of trickiness involving how to connect field maps together. For example, initially, my graphs were connecting Kalm and Nibelheim together, because when your party reaches the inn in Kalm and when Cloud tells everyone about the back story, the game (field script) performs mapjumps between the Kalm and Nibelheim field flevels (flashbacks). Another problem is (I think you guys may have already pointed it out) some of the coordinates are "relative coordinates", like 33=Yuffie encounter, 45=Leaving Highwind, etc.
 
Hey codemann8 and DLPB, check this out. It's basically codemann8's world map image + nodes for every worldmap ID and field ID + links between them:

https://picklejar76.github.io/kujata-webapp/scene-graph.html

You can zoom and pan with your mouse. (Didn't test on mobile device, not sure how well that page works on a phone.)

Here's a screenshot in case it doesn't work in your browser:

screenshot.png


The data is not clean, so you'll see a lot of "bugs" in the graph, but it's definitely "interesting". :D

Like codemann8 alluded to, it probably doesn't make sense to try to put all the nodes on a single graph like this, it would probably be better to split it into smaller sections. But here it is anyway. /shrug
 
That's very cool, here's what I was working on before I put the project on a shelf for now. Mind you, this is a tool I made for myself to manually build graphs, not meant to be public, however, without the password you'll not be able to make changes, but you can view the map groups I have built already. Also, hovering over the nodes will give you the image of the map. It's very much unfinished but a start. Click the groups in the upper right listbox.

http://ff7.codemann8.com/mapgroups.php
 
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Oooooh, very nice job, man!

How do you decide the boundaries of a group? Is it automatic, or are you adding the nodes manually, via the tool itself? Looks like the latter? And I'm guessing that each group is basically a section of a walkthrough/ guide? Like, if we compare to the Prima Strategy Guide book, you'd have like 1 group per chapter?
 
Basically, I have a table that I store all known possible map jumps, even including the unreachable scripts as I have no good logical way to disregard them. Then, I create a new group and manually add any map to it, it will show the map I added as a green node (meaning it's now within the group) and it will also auto add red nodes, which are the known jumps that are possible from that map, then with a series of left and right clicks, I can make any of those red nodes green (adding to the group, and then adding more red nodes off that), and also remove nodes that are definitely not possible ways out of the group (at that moment of the game). This process is also the same for specifying whether it's bidirectional or one way.

And yes, the grouping is manually controlled, meant for segmenting it into portions that a walkthrough may have. It's possible, if I keep the groups small enough, that multiple walkthrough authors can utilize this site to show their walkthrough on, they might combine some of these groups into one paragraph, so two node groups would merge and the site would basically combine the enemy bestiary stats and what-not accordingly.
 
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Hey codemann8, your tool shows an image of the actual background. Are you generating the image directly from the tiles in the data, or are you getting it from some other outside source? (Those images would be really useful for a project I'm working on.)
 
The field map images are stored within the field map files themselves. Same as how Makou Reactor extracts the background image. The caveat is that any field models that exist, that appear to be part of the background, won't be there, and there's not any good way to display those without a TON of work.

I think I might have just used MR to mass extract all the field map images tbh.
 
I actually have a way to display field models in a webpage. The Kujata project translates the field graphics models and animations to glTF, and you can use a library like THREE.js to display the models and animations.

Whoa, I didn't see Makou Reactor's Mass Extract feature, until you just pointed out that it exists. Thanks a bunch! I'm going to try that right now!
 
If you do manage to discover where the WM formation data is stored in the PSX file, then try also to find the Yuffie Encounters. They've always alluded me, and I've had to resort to TFerguson's FAQS for that info.

Anyway, field map IDs 1 ~ 64 are all shortcut-jumps to various places on the World Map. Using a placeholder ID for the World Maps as a Field Map means that the devs could easily assign a Field Map ID as the jump, without having to input the x,y,&z coordinates for the WM each time.

01 - WM0 - Midgar Southern Entrance
02 - WM1 - Kalm Entrance
03 - WM2 - Chocobo Ranch Entrance
04 - WM3 - Mythril Mine Entrance Swamp Side
05 - WM4 - Mythril Mine Entrance Junon Side
06 - WM5 - Fort Condor Entrance
07 - WM6 - Junon Entrance
08 - WM7 - Temple of The Ancients Entrance
09 - WM8 - Sleeping Man's Cave Entrance
10 - WM9 - Blacksmith's House Entrance
11 - WM10 - Mideel Entrance
12 - WM11 - Mideel Materia Cave Entrance
13 - WM12 - Costa Del Sol Entrance
14 - WM13 - Mt. Corel Entrance
15 - WM14 - North Corel Entrance
16 - WM15 - Corel Prison Entrance
17 - WM16 - Gongaga Entrance
18 - WM17 - Cosmo Canyon Entrance
19 - WM18 - Nibelheim Southern Entrance
20 - WM19 - Rocket Town Entrance
21 - WM20 - Lucrecia's Waterfall Entrance
22 - WM21 - North Corel Materia Cave Entrance
23 - WM22 - Wutai Entrance
24 - WM23 - Wutai Materia Cave Entrance
25 - WM24 - Bone Village Entrance
26 - WM25 - Corral Valley Entrance Snow Side
27 - WM26 - Icicle Inn Entrance Southern Side
28 - WM27 - Chocobo Sage's House Entrance
29 - WM28 - Round Island Materia Cave Entrance
30 - WM29 - Underwater (Last Coordinates)
31 - WM30 - Underwater Gelnika Entrance
32 - WM31 - Last World Map Coordinates
33 - WM32 - Last World Map Coordinates
34 - WM33 - Last World Map Coordinates
35 - WM34 - Last World Map Coordinates
36 - WM35 - Junon Ship Leaving Junon (Main Event)
37 - WM36 - Junon Ship Arriving at Costa Del Sol
38 - WM37 - Junon Ship Leaving Junon
39 - WM38 - Junon Ship Leaving Costa Del Sol
40 - WM39 - Wutai Shores
41 - WM40 - Highwind Outside Junon (After Escape)
42 - WM41 - Underwater By Junon's Reactor (After Mission)
43 - WM42 - Nibelheim Northern Entrance
44 - WM43 - Mt. Nibel Entrance Nibelheim Side
45 - WM44 - Last World Map Coordinates
46 - WM45 - Mt. Nibel Entrance Rocket Town Side
47 - WM46 - Icicle Inn Entrance Northern Side
48 - WM47 - Great Glacier Entrance
49 - WM48 - Rocket Town North of Entrance
50 - WM49 - Last World Map Coordinates
51 - WM50 - Diamond Weapon Surfaces (Event)
52 - WM51 - Last World Map Coordinates
53 - WM52 - Last World Map Coordinates
54 - WM53 - Highwind Outside Junon
55 - WM54 - Ancient Forest Entrance
56 - WM55 - Underwater (Last Coordinates)
57 - WM56 - Corral Valley Entrance Ravine Side
58 - WM57 - Forgotten Capitol Entrance
59 - WM58 - Highwind Over North Crater
60 - WM59 - Icicle Area Snowstorm Northern Entrance
61 - WM60 - Icicle Area Snowstorm Eastern Entrance
62 - WM61 - Icicle Area Snowstorm Southern Entrance
63 - WM62 - Icicle Area Snowstorm Western Entrance
64 - WM63 - Icicle Area Snowstorm Cavern Entrance
Awesome. This will be added to the location data in ff7tk.
 
Kujata also has world map metadata for wm0, wm1, etc., in these files:

coords: https://github.com/picklejar76/kujata-data/blob/master/metadata/field-id-to-world-map-coords.json

menu names: https://github.com/picklejar76/kujata-data/blob/master/metadata/wm-field-menu-names.json

links from fields to world map locations: https://github.com/picklejar76/kujata-data/blob/master/metadata/scene-graph.json

By the way, to get a little technical, there's a slight difference between the world map coordinates for entering and exiting a place. For example, when you exit a town from a field script to the world map, you typically appear at a very specific coordinate, slightly away from the town, and the main menu says your location is something like "Outside Kalm". However, to re-enter the town, you don't go to that exact same coordinate ("slightly away from the town"), you go to the location of the town itself. (And I assume you don't have to go to an exact coordinate, but more like a small area, perhaps triggered by a mesh triangle or a set of trigger lines.)

And of course there are the "special" scenarios where, instead of going to a specific coordinate, you go to something like "last field map location" or "relative location" (e.g. getting Yuffie, exiting Highwind, etc.)
 
I believe what i found earlier in the thread is that there are coordinate walkmeshes, that when entered, a script triggers and determines the field map to enter. There is an unknown parameter with a value 1 thru 4 that triggers within a walkmesh, and depending on that parameter it will go to a different area. This part I haven't investigated as to what it is exactly. For instance, the same walkmesh can bring you to the Zolom hung in a tree and also into Mythril Mines, but both have a different parameter tied to it. This you can see earlier in the thread.
 
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