T
Terence Fergusson
Guest
Thought I'd go back over this since... well... we *knew* the basic monster data before hand, but there's a lot more interesting stuff to the Scene.bin structure to be looked at. Here's what I know. (Note: this is not going to go over Scene.bin *itself*, but rather the 256 files it holds, each of which relate to certain groups of monsters....)
First, battle numbers. We have 1024 possible battle numbers: 0 - 1023. Each group of *4* Battle Numbers refers to a particular Scene file: for instance, Battles 0-3 refer to File 0 in Scene.bin, Battles 4-7 refer to File 1 in Scene.bin, and so forth.
Now, here's the basic structure of the individual files that are compressed and contained within Scene.bin:
Code: [Select]
And... that's pretty much it. So far, I know that Battle Setup 1 includes information for multiple battles; 0x08-0x0F is a group of four words that say which possible four battles will occur *after* defeating the current battle (note: it may be that there's more information here that prevents sequential battles from happening unless the battle engine is assigned to a particular mode, since sequential battles are mainly used for Battle Arena). The battle ID 999 (0x3E7) is generally used as padding, and should never be called... though I'm not sure whether that's hard coding or a different bit set in Battle Setup. The next battle is picked randomly out of the four IDs given, anyhow.
Most of the rest is self-explanatory or I haven't looked deep enough into. Have fun!
First, battle numbers. We have 1024 possible battle numbers: 0 - 1023. Each group of *4* Battle Numbers refers to a particular Scene file: for instance, Battles 0-3 refer to File 0 in Scene.bin, Battles 4-7 refer to File 1 in Scene.bin, and so forth.
Now, here's the basic structure of the individual files that are compressed and contained within Scene.bin:
Code: [Select]
Code:
0x0000: Enemy IDs (2 bytes each, 3 records)0x0006: FF Padding (2 bytes)0x0008: Battle Setup 1 (20 bytes each, 4 records)0x0058: Battle Setup 2 (48 bytes each, 4 records)0x0118: Battle Formation (16 bytes each, 4 sets of 6 records)0x0298: Enemy Data (184 bytes each, 3 records)0x04C0: Attack Data (28 bytes each, 32 records)0x0840: Attack IDs (2 bytes each, 32 records)0x0880: Attack Names (32 bytes each, 32 records)0x0C80: FF Padding (512 bytes)0x0E80: Enemy AI Offsets (2 bytes each, 3 records)0x0E86: Unknown (26 bytes)0x0EA0: Beginning of AI Data, starts with 6 bytes of FF0x1E7F: End of Scene.bin
Most of the rest is self-explanatory or I haven't looked deep enough into. Have fun!