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Library of the Ancients => Final Fantasy IV Research & Development => Topic started by: Phoenix on June 10, 2008, 06:56:52 AM

Title: Enemy Set Bytes
Post by: Phoenix on June 10, 2008, 06:56:52 AM
Can anyone fill in the missing bits and bytes for the enemy set data? Here's what I know (taken from Yousei's document):

Code: [Select]
byte 0:
    bits 0-2: ?
    bit 3: Forced Back Attack
    bit 4: Dies like a boss
    bits 5-6: ?
    bit 7: Egg
byte 1: Enemy #1
byte 2: Enemy #2
byte 3: Enemy #3
byte 4:
    bits 0-1: ?
    bits 2-3: # of 3rd enemy (see byte 3)
    bits 4-5: # of 2nd enemy (see byte 2)
    bits 6-7: # of 1st enemy (see byte 1)
byte 5: Enemy Arrangement
byte 6:
    bit 0: Can't run from battle
    bit 1: Dying in battle does not end the game
    bits 2-3: Battle music
    00: Regular battle music
    01: Boss battle music
    10: Fiend battle music
    11: Continue playing the current song
    bit 4: Human-style (reverse sprite, use character animations)
    bit 5: Auto-battle
    bit 6: Enemies are floating
    bit 7: Enemies are transparent
byte 7: ?
Title: Re: Enemy Set Bytes
Post by: Deathlike2 on June 10, 2008, 11:46:00 AM
If you list a number of those formations with those bits enabled (or disabled for that matter), then we can draw some information from that.
Title: Re: Enemy Set Bytes
Post by: Phoenix on June 10, 2008, 05:02:11 PM
I was just wondering if anyone has already figured it out. I don't want to have to repeat someone's work if I can help it. If not, I'll go through an analyze which sets use those bits, and how they use byte 7. I'll post either my ideas here or, if I can't figure it out, the enemy set numbers that use those bits/byte 7.
Title: Re: Enemy Set Bytes
Post by: Dragonsbrethren on June 10, 2008, 05:16:41 PM
Bits 5 and 6 of Byte 0 should also be eggs, for the other two monsters present.
Title: Re: Enemy Set Bytes
Post by: Deathlike2 on June 10, 2008, 05:17:38 PM
I haven't spent much time on this...  :hmm: I tend to forget minor details while glossing over huge sets of data.