recursal/Fanatic-Fandom huggingface dataset:
First War of the World

Combatants| * Latakia
* New Burgon
* Savaria

The First War of the World was a global war in which many nations from around the world took active military action. The war lasted between 1882-1888 and was started from trade relations and rising tensions combined with a competitive arms-races between many countries. The war sparked from the sinking of the Kcotslavian cruiser, \*KNS Arcawavili, by the Tashwaki Independence Army near the Hashka coast on May 12, 1882. The coming days saw the Kcotslavian government launch an intensive investigation on the event. The Kcotslavian government found the Tashwaki Independence Army entirely responsible for the sinking of KNS Arcawavili, however Latakia was also blamed due to their collaboration with the Tashwaki forces. Latakia admitted to supporting Tashwaki forces, adding that "We whole heartedly support an independent Tashwaki state", however they denied giving direct orders to sink the KNS Arcawavili. Despite having lost a ship, questions began to arise to why the ship was there, and questions immediately started to flood the government to explains its purpose near the coast. The Kcotslavian government responded saying; "The KNS Arcawavili was tasked with lending vital supplies to (Kcotslavian) troops as well as civilians in that area and to ensure peace and security of the potential hostilities". Investigations found that the KNS Arcawavili did indeed have supplies onboard, but the objective for the ship to guard security was seen as a potential excuse to keep the ship there as an intimidation tactic.
Thibault

## Plot

Thibault Jones is Lilly’s older brother who is the loudest boy just like Marcie (Maisy’s older sister). He has the high voice which is very annoying.

## Looks

he wears glasses, navy shirt where the blue monster (from Shaun white) was surfing, light grey pants, brown shoes and black hair.

## Trivia

* he is super hype and he has energy.
* he likes to be funny… but mostly, he does annoying things.
* he was born in the same birthday as Dyamond because Thibault and Dyamond are both born in August 3rd 2007.
* he has a crush on Annabelle (a.k.a Black)
FF7/Field/Script/Opcodes/15 IFUBL

* Opcode: **0x15**
* Short name: **IFUBL**
* Long name: If (Unsigned Byte, Long Jump)

* **const UByte** *V*: Unsigned value to compare the retrieved value to, or address from the second bank of the value to retrieve.
* **const UByte** *C*: Type of comparison to perform.
* **const UShort** *E*: Amount to jump if the comparison does not hold.

#### Description

This is similar to the IFUB opcode, but it allows a jump of more than 0xFF if the comparison does not hold. This opcode is used if the 'if' block will be longer than 0xFF.
Charlotte

## Plot

Charlotte is Charlie's twin sister and she's also silent just like her brother.

## Looks

she wears the same clothes as Charlie. But she wears a white shirt with magenta and dark pink stripes, blue skirt, and white shoes. Her long hair is brown and her eyes are black.

## Trivia

* she looks the same as her brother but he wears pants and she wears skirts.
* her favorite thing to do outside is doing jump rope.
Alison

## Plot

Alison is an African American girl and she is a baddie/ghetto girl just like Maisy and the only friend that she hate the most is Dyamond because she, and Maisy always call her Dora.

## Looks

she wears a orange sweater, blue pants, and pink shoes. She has a black hair with a pony puff.

in Alphabet Song Be Like, she wears a white shirt with a letter M on it, a hot pink shorts, magenta hoodie on her hips that ties it in the knot, white socks and pink shoes.

## Trivia

* She became friends with Maisy and Pallysol.
* sometime she gets angry because she argues with Dyamond just because she hates her.
* she had a crush on Hoagie (Michelle's brother).
* her siblings were Steve and Paul (2 siblings).
Dajon

## Plot

Dajon is Maisy’s older brother and he likes to play basketball with Quincy (Maisy’s older brother).

## Looks

he wears a purple sweater, blue pants and white shoes. He also has black hair.

## Trivia

* he and Shirley both wearing the same outfit but their shoes has different colors because Shirley's shoes are black and his shoes are white.
Hector

## Plot

Hector Williams is Maisy’s older brother and he likes to play video games with his siblings named Quincy, Cory, and Dajon (Maisy’s older brothers).

## Looks

he wears a red shirt, blue pants, and green shoes. He also has black hair.

## Trivia

* the video game that he played with his 3 older brothers is super smash bros.
* he does funny stuff just like Judy.
* his favorite thing to do outside is play basketball and ride on the skateboard.
Blossom (The Powerpuff Girls)

## Plot

Blossom is the leader of the Powerpuff Girls and she is also a smart girl. Her superpowers is ice breath, and laser eyes.

## Looks

she has a red ribbon bow, orange hair, pink dress with a belt, white long socks and black Mary jade shoes.

## Trivia

* her 1st appearance is probably in the video called “Powerpuff Girls plays Super Smash Bros Ultimate”
* she was the contestant in Dyamond's Gets Ungrounded Trivia Episode 7
Marcie

## Plot

Marcie Williams is Maisy’s older sister who is the loudest and energetic girl of the family.

## Looks

she wears a red dress with orange spots, long light orange socks, white Mary jade shoes, and a yellow hair with a ponytail on it. She also has braces.

## Trivia

* She has a loud voice when she is exited, angry, scared (when she saw something creepy), get hurt (like a mouse trap, get slap, and more), or begging for anything. But sometimes, she has a sweet voice.
* Marcie is a sweet girl just like Julie (Maisy’s older sister).
Milly

## Plot

MIlly Jones is Lilly's twin sister and she is the sweet girl. She likes to sing, dance and do anything fun.

## Looks

she wears glasses, red shirt with dark blue stripes on it, blue shorts, light blue Fanny pack, white socks and dark brown Mary jade shoes. She wears the same clothes as her twin sister, but Milly has dark brown hair and Lilly has yellow hair.

## Trivia

* she is also based on Marcie from the Peanuts.
* she likes to do cute stuff like doing ballet, draw pictures, cuddling pets, soft toys and more.
Sally

## Plot

Sally Lil is a Japanese American girl and she is Isaiah's older sister. She love playing Barbie dolls with her friends, Giggles, Numbuh 3, Bubbles and Sally (from peanuts by Shultz).

## Looks

she wears a light yellow shirt with a bee on it, golden skirt with black squares on it, and brown shoes. She has yellow hair just like her brother, and she has braces just like Pallysol and Shirley.

## Trivia

* she loves playing outside like playing hopscotch. That's the only thing that she can do because she loves hopscotch.
* she loves bees because she thinks bees are cute.
* her favorite color is yellow and black.
Isabelle

## Plot

Isabelle Williams is Maisy’s younger sister and she likes to play with Nikki (Maisy’s younger sister).

## Looks

she wears a yellow overall dress, blue shirt under her overalls, white socks brown Mary jade shoes, and a pink hair with a pony puff.

## Trivia

* Sometimes he likes to be funny like Wayne (Maisy’s older brother).
FF7/Battle/Status Effects

## Status Effects

There are 31 Status effects in FF7. In attacks and items they are referred to as a 32-bit longword. In Materia they are only 24-bits so the last 8 cannot be affected. In weapons and armors they are represented as an index. Weapons have a low inflict chance.

If "Dual Drain" is inflicted without "Dual", the game will crash. Section 4 of Terence Fergusson's [Battle Mechanics FAQ] (a little more than half-way through) describes each of these statuses with great detail.
Isaiah

## Plot

Isaiah Lil is a Japanese American boy and he is Sally's older brother and he does silly things just like his BFF, Pallysol. He's practicing doing a back flip and doing cartwheels outside during recess at school.

## Looks

he wears a red shirt, blue shorts, red socks and white shoes. He has yellow hair and he has a loose tooth.

In his winter outfit, he wears a blue winter coat, black beanie hat, dark grey pants white winter gloves and brown winter boots.

in his swimsuit, he wears a light swim trunk.

## Trivia

* he has the same personality as Judy.
* his sibling were Sally, Daniel, and Annie (3 siblings).
Armageddon Wiki

**Welcome to the Armageddon Wiki!**
We're a collaborative community website about Armageddon that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Kayla

## Plot

Kayla Williams is Maisy’s younger sister and she is sweet, cute and very kind.

## Looks

she wears a light pink shirt, purple skirt, white shoes and long brown hair. She also has pink blushes on her cheeks.

## Trivia

* she always plays princess with Mil, Patty and Gina.
* sometimes, she doesn’t have blushes on her cheeks.
Lexi

## Plot

Lexi Jones is Lilly’s older sister and she is the sweetest girl just like Lila (Lilly’s older sister).

## Looks

she wears a orange sweater with a red heart on it, royal blue pants, black shoes, and blonde hair itch 2 pony tails.

## Trivia

* the only things that she hate is getting bullied, calling her names, her stuff getting broke and getting hurt.
FF7/Field/Script/Opcodes/2D BGSCR

* Opcode: **0x2D**
* Short name: **BGSCR**
* Long name: Background Scroll

#### Arguments

* **const Bit[4]** *B1*: Bank to retrieve value for *X*, or zero if *X* is specified as a literal.
* **const Bit[4]** *B2*: Bank to retrieve value for *Y*, or zero if *Y* is specified as a literal.
* **const UByte** *L*: ID number of the layer to manipulate.
* **const Short** *X*: Speed of the scroll in the X direction; positive values indicate right-to-left scrolling.
* **const Short** *Y*: Speed of the scroll in the Y direction; positive values indicate bottom-to-top scrolling.

#### Description

Scrolls the background layer specified by *L*. This opcode will only scroll those extra layers above the standard background and foreground layers (0/1, respectively), and so should be an argument of 2 or greater. The *X* and *Y* speeds are signed; positive values scroll from right-to-left and bottom-to-top, whilst negative values scroll from left-to-right and top-to-bottom.
Maisy

## Plot

Maisy Williams is a ghetto/baddie, and she became friends with Pallysol, Purple, and Alison. But the only person that she hate the most is Dyamond because she and Alison arguin of her.

## Looks

she wears a red overalls, light purple shirt, black Mary jade shoes, white socks, black eyes, black long hair and hot pink plastic headband.

in her winter outfit, she wears purple beanie hat, purple winter coat, blue pants, and white shoes.

in Inside Out 2 Be Like, she wears black headband, black pants, hot pink hair, pink shirt and pink shoes.

in Alphabet Song Be Like, she wears green plastic headband, white shirt with the letter L on it, light green skirt, dark green Fanny pack, green shoes and dark green socks.

in Squid Game Red Light Green Light Be Like, she wears a dark blue-green tracksuit on her hips that ties in the knot, dark blue-green pants, white shoes, and a white shirt with a number 171 on it.

in Rudolph The Red-Nose Reindeer Be Like, she wears a reindeer costume and a reindeer antlers headband

## Trivia

* she had a crush on Tyrone (Alison's brother).
* her siblings were Daisy, Hector, Lee, Julie, Cory, Kayla, Clarence, Carlos, Nikki, Andrew, Sanjay, Wayne, Quincy, Schroeder, Dajon, Linus, Isabelle, Jeff, Roy, Velma, Huey, Ronald, Lucas, John, Trixie, Jimmy, April, Xavier, Michael, Donald, Marcie, Jason, Zeke, Oona, Tessa, Cosmo, Wyatt, Stacy, Pippi, Sofie, Annie, Ashley, Monica, Dexter, Bubbles, Ming-Ming, Tina, Lois, Amanda, Russell, Bambi, Priya, Austin, Cindy, Eudora, Bessie, Laura and Truffles (58 siblings).
Lila

## Plot

Lila Jones is Lilly’s older sister and she is the sweetest girl just like Milly.

## Looks

she wears a purple dress, white socks, red velvet shoes, red ribbon in the back of her hair, and darkish brown hair.

## Trivia

* she likes to do ballet, sing and listening to the birds chirping.
* she became friends with Julie, Marcie and Pippi (Maisy’s 3 older sisters).
* she was based on June from “Little Einsteins”
Dyamond

## Plot

Dyamond is the african American girl in the YouTube channel called Dyamond and friends. She is a 14 years old girl who is an animated YouTuber who made animated videos, plush videos, TikTok videos, drawing videos (sometimes), and gaming videos.

## Looks

she wears a lime green shirt with a super smash bros symbol on her shirt, black shorts, orange socks and red shoes. Her eyes are dark brown and she has a short black hair.

in her winter outfit, she wears dark yellow-green coat, black winter gloves with white strips, black pants and grey boots

in her Halloween style, she wears a black shirt, navy skirt, skeleton shoes, pumpkin socks, dark red eyes and the cute little pumpkin hair clip.

in her Christmas style, she wears a ribbon bow on the right of her hair, red shirt with green sleeve, green lipstick, green eye shadow, Santa shoes, white socks and white skirt.

in Alphabet Song Be Like, she wears a white shirt with the letter A on it, red skirt, white shoes and white socks.

## Trivia

* Every time she appears in every videos, she change her shirt like Annoying Orange shirt, Elmo shirt, Hello Kitty shirt, Kirby shirt, Garfield shirt, The Wonder Pets shirt and more.
* she is 12 in 2019. In 2020, she is 13. And in 2021, she is 14.
* she, Black and February all had the same hair style.
* In some videos, her eyes are black.
* She was based on Dora from Dora The Explorer because she doesn’t have her backpack.
* She loves Kirby because she thinks that he's cute.
* Dyamond is an autism girl.
* She made her 1st appearance since November 2019
Abby

## Plot

Abby Jones is Lilly’s youngest sister and she is playful, but very silent.

## Looks

she wears a pink dress, white shoes, and yellow hair with a pony tail.

## Trivia

* she had a crush on Lee (Maisy’s younger brother).
* her eye looks the same as Clarence and Ronald (Maisy’s 2 youngest brothers).
* she was based on Mandy from “The Grim Adventures Of Billy & Mandy”
Wendy

## Plot

Wndy Blues is the fat girl and she always eats anything like chicken, pizza, burgers and Mac & cheese.

## Looks

she wears a lavender shirt, light blue pants, black shoes, and orange hair. She also has brown eyes.

## Trivia

* she always plays the tuba because tuba is his her favorite instrument.
* sometimes, she eats healthy foods like carrots and celery
FF7/PSX/Sound/INSTRx.ALL

There is two files of this structure on FF7 game discs: SOUND/INSTR.ALL - Main game sounds (93 instruments) SOUND/INSTR2.ALL- Voices from ending theme "One Winged Angel" (4 instruments) These files contain all sample data for every instrument in game. Every instrument consists of 16-byte PSX ADPCM frames. Frame format is known and there is numerous decompressors for it whether on the net, or in Q-Gears source.

## File Structure

At file beginning there is two 32-bit numbers. First number isn't known yet, but it is somehow related to SPU memory offset. Second number is normal offset of last ADPCM frame of file. Counting from 0x20 file offset there is sample data for all instruments. (using term "Instrument" I actually mean serie of ADPCM samples, although in some context I can use term "Sample", "Sound" or "Voice" to describe instrument). All data from INSTR.ALL are loaded by DMA to SPU RAM in one chunk, offset 0x0202. (can't say anything about INSTR2.ALL yet).
Pallysol

## Plot

Pallysol is an anthropomorphic umbrella and he did silly thing sometimes. Also, he tried to prank them, trick them, or getting anybody's nerves. (lol)

## Looks

he has the brown tip, red umbrella paper, orange eye lid, and one flip flop on his 1 foot. He has light purple tongue and he also has braces.

in his human form, he had a red hoodie, red hair with a half long bang covers his left eye, dark red pants, orange eye shadow, brown sandals, and brown Fanny pack.

in Planet Be Like, he wears a Neptune headband, blue shirt, white Fanny pack and white shoes.

in Inside Out 2 Be Like, he has white umbrella paper, red hoodie around his hips that tied in the knot, light grey tip and white shoes.

in Alphabet Song Be Like, he wears a white shirt with the letter N on it, indigo shorts, dark purple Fanny pack, white socks and dark purple shoes.

in 3 Little Pigs Be Like, he wears a pig's ears headband, pig's nose, golden shirt, and brown shoes.

in Squid Games Red Light Green Light Be Like, he wears a dark blue-green tracksuit with the number 137 on top of the right side, dark blue-green pants and white shoes.

in Rudolph The Red-Nose Reindeer Be Like, he wears a reindeer costume and a reindeer antlers headband.

## Trivia

* sometimes, he tries to get everybody nerves like pulling Weird Phoebe's hair, fart in Elizabeth's face, and laugh for no reason because he was lying to Black.
* his friends were Maisy, Alison, Edith, Princess Daisy, Lynn, Dexter, Tim, Pico, Purple, Sally, Isaiah, Whitty, Boyclops, Lady Longnek, Judy, Michelle and Zooli (17 friends).
* his closest friends were Dyamond, Numbuh 3, Ian, Samantha, Luna, Leslie, Bowser JR (SML) Lucy, Huey (The Boondocks), Joseph (SML), Sofie, Ena, Shelly, Cody (SML), Spongebob, Spanky Ham and Janet. (17 closest friends).
* in July 2018 to December 19th 2020, he doesn't have braces. But in December 20th 2020, he has braces.
* he had a crush on Clara.
* He always farts in some videos.
FF7/Field/Script/Opcodes/C5 TALKR

* Opcode: **0xC5**
* Short name: **TALKR**
* Long name: Talk Range

#### Arguments

* **const UByte** *B*: Bank to retrieve *T*, or zero if *T* is specified as a literal value.
* **const UByte** *T*: Range value.

#### Description

Increases the talk range (or rather, button range) for this field object. Larger values mean that the distance between the playable character and the field object in question is increased, so that the button press script for the object's field entity is activated by a button press that is further away than normal.

For ranges larger than one byte, TLKR2 may be used.
Euchariah

## Plot

Euchariah Jones is Lilly’s older brother and he is an emo boy just like Franklin (Lilly's older brother).

## Looks

he wears a white sweater, royal blue pants, black shoes, brown eyes and black hair. He also has long bangs to cover his eyes.

## Trivia

* Sometimes, he likes to be funny.
* he does creepy stuff just like Edith.
Leslie

## Plot

Leslie Reed is a very silent girl and she became friends with Hannah. She didn't speak at all. And all she do is stand very still like a statue.

## Looks

she wears a dark indigo dress and white shoes. She has black hair in the pony puff and black eyes.

## Trivia

* sometimes she can speak
* sometimes she can move her body.
* she had a crush on Benjamin (Edith's older brother).
Kevin

## Plot

Kevin Jones is Lilly’s older brother and he is a gamer and he can play video games with his siblings named Shermy, Mohammed and Franklin (Lilly's 2 older brothers and 1 younger brother).

## Looks

he wears glasses, orange shirt, royal blue shorts, light brown sandals and red hair.

## Trivia

* he was based on Leo from “Little Einsteins”
Charlie

## Plot

Charlie is Charlotte's brother and he's also a silent boy. He became friends with Weird Phoebe.

## Looks

he wears a white shirt with light blue and dark blue stripes, magenta pants, and white shoes. He also had black eyes and brown hair.

## Trivia

* sometimes, he doesn't speak just like Leslie.
* he had a crush on Michelle.
* he is Charlotte's twin.
Jasmine

## Plot

Jasmine Jones is Lilly’s older sister and she is a sweet girl just like Milly (Lilly's twin sister). She loves kittens, dolls, butterflies, flowers and more.

## Looks

she wears glasses, yellow sweater, blue overalls, black shoes, red Fanny pack, and black hair.

## Trivia

* sometimes she is an energetic and really hype girl just like Thibault (Lilly’s older brother).
* she and Daisy almost look the same because they both had blue overalls, yellow shirt/sweater, and black shoes. But Daisy wears a red plastic headband and Jasmine wears a red Fanny pack.
FF7/Field/Script/Opcodes/47 MPd

* Opcode: **0x47**
* Short name: **MPd**
* Long name: MP Down

#### Arguments

* **const UByte** *B*: Bank to retrieve value for decreasing, or zero if the amount is specified by a constant in *V*.
* **const UByte** *P*: Party member whose MP will decrease (0 to 2).
* **const UShort** *V*: Value to decrease MP by, or address to retrieve value from if *B* is non-zero.

#### Description

Decreases the MP of the party member specified by *P* by the amount *V*. If *B* is non-zero, then the value to decrease by is retrieved from bank *B* and address *V*.
FF7/Field/Script/Opcodes/02 REQSW

* Opcode: **0x02**
* Short name: **REQSW**
* Long name: Request remote execution (asynchronous execution, guaranteed)

* **const Bit[3]** *P*: The priority at which we want to execute the remote script (high 3 bits of byte).
* **const Bit[5]** *F*: The ID of the specific member function of *E* to be executed (low 5 bits of byte).

#### Description

Requests that a remote entity executes one of its member functions at a specified priority. If the specified priority is already busy executing, the request will block until it becomes available and only then return. The remote execution is still carried out asynchronously, with no notification of completion.
FF7/Field/Script/Opcodes/9F SEARCHX

* Opcode: **0x9F**
* Short name: **SEARCHX**
* Long name: Search into var map

* **const Bit[4]** *B2*: Bank to retrieve *Start*, or zero if *Start* is specified as a literal value.
* **const Bit[4]** *B3*: Bank to retrieve *End*, or zero if *End* is specified as a literal value.
* **const Bit[4]** *B4*: Bank to retrieve *V*, or zero if *V* is specified as a literal value.
* **const Bit[4]** *0*: Zero.
* **const Bit[4]** *B6*: Bank to store Result.
* **const UByte** *Ofst*: Offset.
* **const UShort** *Start*: Start offset.
* **const UShort** *End*: End offset.
* **const UByte** *V*: Value to search.
* **const UByte** *R*: Result adress.

#### Description

Search the value *V* between *Ofst* + *Start* and *Ofst* + *End* in the bank *B1* and store the position in *R* if found, or -1 of not.
FF7/PSX/Sound/Opcodes/0xfd

## 0xFD (Unknown Yet)

Has two 8-bit parameters.

Unknown Opcode.

Parameters writes to Global Configuration structure (I think :)) at 0x8009A104.

1st parameter offset: 0x5a

2nd parameter offset: 0x56

In structure this two parameters are 16-bit.

Opcode also clears two another 16-bit numbers at offsets 0x58 and 0x5c.

All 4 parameters mentioned are checked in every iteration of opcode processing (this needs more investigation).
FF7/Field/Script/Opcodes/6D IDLCK

* Opcode: **0x6D**
* Short name: **IDLCK**
* Long name: Triangle Boundary

#### Description

Dynamically turns on or off the boundary status for the set of edges marked by the triangle ID *I*. If the boundary status is switched to on, the player will not be able to cross the edges of the triangle given. If switched to off, the player may walk freely through the same edges.
FF8/FileFormat MIM

By Aali.

# MIM Files

MIM files in the PC version of FF8 are a bit different from the MIM files found in the PSX version of FF7, there are no headers, no size information anywhere, the format seems to be fixed to two different types. Type 1 (the most common) has 24 palettes and 13 128x256 texture pages, while type 2 has 16 palettes and only 12 textures.

## Palettes

The first section contains the palettes, either 24 or 16 palettes of 256 colors in native PSX format (R5G5B5 with one mask bit) for a total of 0x2000 or 0x3000 bytes. For type 1, the first 8 palettes are always the same, a repeating pattern of some basic colors, these palettes are never used, only the remaining 16 palettes can be accessed from the MAP file(?)

## Image Data

The actual image data can be read as a single 256 pixels high image, 1664 pixels wide (0x68000 bytes) for type 1, 1536 pixels wide (0x60000 bytes) for type 2. One byte is one pixel and pixel values of 0 are transparent. FF8 splits the image into multiple textures, each one 128x256, this is not necessary on modern hardware.

The image contained in the MIM file is just a jumble of 16x16 tiles, to draw them properly you have to read the tile data from the .map file.
FF7/Field/Script/Opcodes/5B SMTRA

* Opcode: **0x5B**
* Short name: **SMTRA**
* Long name: Set Materia

#### Arguments

* **const Bit[4]** *B1*: Source bank 1, or zero if *T* is set as a constant value.
* **const Bit[4]** *B2*: Source bank 2, or zero if this unit of *AP* is set as a constant value.
* **const Bit[4]** *B3*: Source bank 3, or zero if this unit of *AP* is set as a constant value.
* **const Bit[4]** *B4*: Source bank 4, or zero if this unit of *AP* is set as a constant value.
* **const UByte** *T*: Type of materia to add, or source address 1.
* **const UByte[3]** *AP*: Amount of AP the newly added materia will have, or source addresses 2, 3 and 4.

#### Description

Adds a new piece of materia to the materia inventory. This is either done by explicitly providing the materia type and AP value, in which case the first two bytes are zero, or by retrieving these values from memory. Both setting the values explicitly and retrieving from memory can be used together in one call by setting the correct bytes to zero; to see an example, please check below.

If *B1* is non-zero, then *T* specifies the address to be used with *B1* to find the value for materia type.
If *B2*, *B3* or *B4* are non-zero, these three bytes specify the addresses to retrieve the values for this unit. *B2* and the first AP byte specifies the lowest-unit (16^1) hex value to retrieve, corresponding to 0-16 gil; *B3* and the second AP byte specifies the middle-unit (16^2) hex value to retrieve; *B4* and the third AP byte the highest-unit (16^3) hex value.

#### Example

The following example adds a piece of Slash All materia (ID: 0xE) using the following parameters:

* Materia ID retrieved from memory bank 6, address 1D;
* 16^1 set explicitly with a constant value;
* 16^2 set explicitly with a constant value;
* 16^3 retrieved from memory bank 6, address 1B.

```
SETWORD(60,1B,1,0)
SETWORD(60,1D,E,0)
SMTRA(60,06,1D,3,2,1B)

```

This equates to: (3\*16^1) + (2\*16^2) + (1\*16^3) == 0x010203 == 66051 AP.
FF7/Field/Script/Opcodes/F0 MUSIC

* Opcode: **0xF0**
* Short name: **MUSIC**
* Long name: Play Music

#### Arguments

* **const UByte** *I*: ID for the music file that has been set in the field file.

#### Description

Plays the music that has been defined for the field file. Multiple files of music can be set to play in one field file, so that they may be switched between during play in the field. If the argument is an index beyond the size of the list of music files set in the current field file, the game will crash.
FF8/FileFormat INF

By myst6re.

# Gateways/Triggers

Gives the limits of the camera when moving.

```
typedef struct {
	qint16 top;
	qint16 bottom;
	qint16 right;
	qint16 left;
} Range;

```

### Screen Range

Always (0, 224, 320, 0) twice. The first range change the screen resolution, the second seems to do nothing.

## Gateways data

Passage between fields.
 For each gateway:

 6
 12
 18
 20
 28

## Triggers data

Doors interactions.
 For each trigger:

 6
 12
 13

# Old formats

In the PC version, you can sometimes see older versions of this format, there are three that are more similar to the format of Final Fantasy VII.

## 672 bytes format

The first Unknown data are 4 bytes and there is no PVP field.

## 576 bytes format

Same as 672 bytes format + the first Unknown data in Gateways are not present (like FF7).

## 504 bytes format

Same as 576 bytes format + There is only one camera range and no screen range.
FF7/Field/Script/Opcodes/84 BITXOR

* Opcode: **0x84**
* Short name: **BITXOR**
* Long name: Toggle Bit

#### Description

Toggles the nth bit in the "Dest" location, where n is a number between 0-7 supplied in "Bit".
A value of zero in "Bit" will toggle the least significant bit.
If the Source Bank is 0 then the bit to be changed is taken from "Bit".
If the Source Bank is an 8 bit bank, then the â€œBitâ€ is the address in that bank where the operand is.
FF7/Field/Script/Opcodes/93 XOR

* Opcode: **0x93**
* Short name: **XOR**
* Long name: Bitwise XOR (8-bit)

* **const UByte** *Dest*: Contains an operand of the bitwise XOR and receives the result.
* **const UByte** *Oper*: The second operand of the bitwise XOR.

#### Description

Performs a bitwise XOR operation between "Dest" and "Oper" and stores the result back into "Dest".
If the Source Bank is 0 then the â€œOperâ€ is the operand to XOR with.
If the Source Bank is an 8 bit bank, then the â€œOperâ€ is the address in that bank where the operand is.
Mohammed

## Plot

Mohammed Jones is Lilly's younger brother and he always causes trouble. He caused trouble in school, he argues with his siblings, he doesn’t want to share with anybody and more.

## Looks

he wears a royal blue shirt, brown shorts, cream socks, white shoes and dark brown hair.

## Trivia

* Sometimes, Mohammed do nice things.
* Mohammed is a bad boy in the family.
FF7/Technical/Game won't run

### Symptoms

When I click on game shortcut/executable I get some error suddenly, or screen goes black for a while and then it crashes back to windows.

### Causes

This can be caused by several things. One of them is using Windows XP, second is using buggy drivers for your hardware. **It can be not only your graphic drivers, but others too!**.

### Solution

First, if you're using Windows XP, try turning on Windows 95 compatibility mode (by right-clicking on shortcut, selecting Properties and in new window - Compatibility Tab).
If it doesn't work, try to reinstalling drivers you installed recently. I heard that one guy solved this problem by reinstalling audio drivers and changing sound configuration in Final Fantasy VII configurator.

Back to Technical Problems page
FF7/Technical/Error 112

### Symptoms

During installation of Final Fantasy VII 'Error 112' is popping, preventing you from completing the installation.

### Causes

There are two known causes of this problem:

* You have insufficient disk space (depending on install type you'll need at least 260 MB for Standard Install or 460 MB for Maximum Install)
* You have too many files in your Window Temp directory

### Solution

First, check if you have enough space on your hard disk. If not, delete something :). If the problem still exists, enter your Temp directory (C:\Windows\Temp on Windows 98 or C:\Documents and Settings\[Profile Name]\Local Settings\Temp on Windows XP) and delete everything there. This should fix the problem.

Back to Technical Problems page
FF7/Field/Script/Opcodes/94 XOR2

* Opcode: **0x94**
* Short name: **XOR2**
* Long name: Bitwise XOR (16-bit)

* **const Bit[4]** *S*: Source bank, or zero if *Oper* is specified as a literal value.
* **const UByte** *Dest*: Address containing an operand of the bitwise XOR, and that which receives the result.
* **const UShort** *Oper*: 16-bit operand of the bitwise XOR, or address of the second operand, if *S* is non-zero.

#### Description

Performs a bitwise XOR operation between *Dest* and *Oper* and stores the result back into *Dest*.
If the Source Bank is 0 then the *Oper* is the operand to XOR with.
If the Source Bank is a 16-bit bank, then the *Oper* is the address in that bank where the operand is.
FF7/Field/Script/Opcodes/05 PRQSW

* Opcode: **0x05**
* Short name: **PRQSW**
* Long name: Request party entity execution (asynchronous execution, guaranteed)

#### Arguments

* **const UByte** *PM*: The ID of the current party member (0, 1 or 2).
* **const Bit[3]** *P*: The priority at which we want to execute the remote script (high 3 bits of byte).
* **const Bit[5]** *F*: The ID of the specific member function of *PM* 's entity to be executed (low 5 bits of byte).

#### Description

Requests that the entity associated with a character in the current party executes one of its member functions at a specified priority. If the specified priority is already busy executing, the request will block until it becomes available and only then return. The remote execution is still carried out asynchronously, with no notification of completion.
FF7/Field/Script/Opcodes/D2 MPJPO

* Opcode: **0xD2**
* Short name: **MPJPO**
* Long name: Gateway Switch (Map Jump Off)

#### Description

Turns on or off all the gateways in the current field. If set to off, the player will not be able to transition to other fields defined by the gateways. MAPJUMP opcodes are not affected, and so a combination of LINEs and MAPJUMP could still achieve this.
FF7/Command data

## KERNEL.BIN - Section 1: Command data format

This section contains the data for Menu commands.

There are 32 entries of 8 bytes in the following format:

 0x01
 0x02
 0x04
 0x06

 \*Initial Cursor Action: The different values will tell it what to do or what menu to bring up:

The commands themselves are hard-coded into the Battle Engine and their actions cannot be changed via editing the KERNEL.BIN
 Example of what this means: If the summon command was changed to bring up the magic menu and Cure was selected, the battle engine would perform Choco/Mog summon instead. Why? Because The Battle Engine is expecting summon data from command 03h. While the target was considered based on the targeting information of Cure, which has the same magic index as Choco/Mog has summon index, the attack the Battle Engine selected to perform was Summon attack 00h which is Choco/Mog.
FF7/Engine basics

## Parts of the Engine

The engine used to power Final Fantasy 7 is split into several modules. This allowed the programming team to break apart into very distinct groups. It also created a very diverse game playing environment. It also allowed the artists to only have to work within their own module, keeping the artwork as dynamic as possible.

The module system allowed for a single point of entry into, and exit out of, each distinct part of the game. The PSX, which the game was originally developed for, had very limited resources. With only 1 megabyte of video ram and 2 megabytes of system ram, data had to be banked in and out efficiently. Modules were a clean way to dump whole parts of the engine to make way for other parts.

The core system is made up of six modules. They are called the kernel, field, menu, world map, battle, and mini game. They are arranged in the following order.

## Generic Program Flow

Not every module is accessible by every other module. There is a distinct flow between them. For example, you can not access the menu from battle, much to the chagrin of the poor user who had forgotten to equip some last minute item. The field module, second only to the kernel, drives the game. It includes a powerful scripting system that can call any module within the game.
FF7/Field/Script/Opcodes/74 GETPC

* Opcode: **0x74**
* Short name: **GETPC**
* Long name: Get Party Character

* **const UByte** *C*: Character offset in the party whose value should be retrieved.
* **const UByte** *A*: Address to store the value.

#### Description

Gets the standard Character ID for the party member, referenced by *C*. This value is between 0 and 2; 0 for the party member at the top of the list, 1 for the member in the middle, and 2 for the member in the bottom slot, as found in the main menu. The character ID is then placed at the specified bank and address.
FF8/Engine/WorldMapCamera

By MaKiPL. :\*

## Camera detail

Camera on world map is set to look-at target. Look at target is Squall, that is read from chara.one in world.fs file.

As the camera is look-at, then it works and moves on "logic" sphere. Memory in FF8 is static. Camera memory starts soon after last face indice layout is hold. Is after 3-4 unknown NULL bytes.

### Camera build

Remember! Values are **little-endian**!

Logical zoom, for FF8 they're fixed values:

* 640 - when camera mode is set to far
* 1024 - when camera mode is set to near

These zoom is operated, when you in-game set the camera near-far preferences. (F default in Steam release)

## Camera OPCODE

PRESENTED OPCODE'S ARE FOR STEAM RELEASE! If no opcode for variable above, then this variable is mostly fixed and is not changed on world map itself. (This is for example static vars).

### Camera logical zoom

```
FF8_EN.exe+5D7FA - mov [eax*4+FF8_EN.exe+18A927C],ecx

```

### Tangent Y

```
FF8_EN.exe+15901F - add word ptr [FF8_EN.exe+1C3ED00],-10
FF8_EN.exe+15900F - add word ptr [FF8_EN.exe+1C3ED00],10
FF8_EN.exe+1584EA - add word ptr [FF8_EN.exe+1C3ED00],04
FF8_EN.exe+15902C - mov [FF8_EN.exe+1C3ED00],ax
FF8_EN.exe+15848D - mov [FF8_EN.exe+1C3ED00],ax
FF8_EN.exe+1584C4 - mov [FF8_EN.exe+1C3ED00],dx

```

* ADD applies tick to smooth camera going down logic
* MOV applies camera going up and additional operations

### Tangent X

```
FF8_EN.exe+158676 - add [FF8_EN.exe+1C3ED02],ax
FF8_EN.exe+15873E - add [FF8_EN.exe+1C3ED02],ax
FF8_EN.exe+15871A - add [FF8_EN.exe+1C3ED02],ax
FF8_EN.exe+158936 - mov [ecx+0A],ax

```

* First ADD is applied on regular translation. The one that user can rotate in-game mainly
* Second ADD is applied on translations when character is going eg. right, and camera is set to front
* Third ADD is applied when Squall has moved enough in one direction, so the camera is rotated hardly
* Additional MOV is to finally check and correct camera rotation
FF7/Field/Script/Opcodes/83 BITOFF

* Opcode: **0x83**
* Short name: **BITOFF**
* Long name: Reset Bit

#### Description

Sets the nth bit in the "Dest" location, where n is a number between 0-7 supplied in "Bit".
A value of zero in "Bit" will reset the least significant bit.
If the Source Bank is 0 then the bit to be set is taken from "Bit".
If the Source Bank is an 8 bit bank, then the â€œBitâ€ is the address in that bank where the operand is.
FF7/Field/Script/Opcodes/7E TLKON

* Opcode: **0x7E**
* Short name: **TLKON**
* Long name: Talk Switch

#### Description

Turns on or off, for an entity, the ability for the playable character to interact with the entity by pressing the [X] button. More precisely, this enables or disables the On Press script (script 2); if set to off, script 2 will not execute when the button is pressed and the player is facing the entity's object. If set to on, the script will execute, as normal.
FF7/Field/Script/Opcodes/0F SPECIAL/FB BTLCK

* Opcode: **0x0FFB**
* Short name: **SPECIAL: BTLCK**
* Long name: Special: Battle Lock

#### Description

Enables or disables the battle module; if battle lock is set to on (1), battles will not occur anywhere in the game (this has an unusual effect in the world map when it attempts to load the battle module). Battle lock off (0) returns encounters to normal.
FF7/Field/Script/Opcodes/C6 SLIDR

* Opcode: **0xC6**
* Short name: **SLIDR**
* Long name: Solid Range

#### Arguments

* **const UByte** *B*: Bank to retrieve *R*, or zero if *R* is specified as a literal value.
* **const UByte** *R*: Range value.

#### Description

Adjusts the range of the collision circle for the entity's field object, changing the distance threshold for collisions between the object, and both other objects and the walkmesh boundaries. Lower values produce a lower circle for the object; higher values increase the circle size.
FF7/Field/Script/Opcodes/92 OR2

* Opcode: **0x92**
* Short name: **OR2**
* Long name: Bitwise OR (16-bit)

* **const Bit[4]** *S*: Source bank, or zero if *Oper* is specified as a literal value.
* **const UByte** *Dest*: Address containing an operand of the bitwise OR, and that which receives the result.
* **const UShort** *Oper*: 16-bit operand of the bitwise OR, or address of the second operand, if *S* is non-zero.

#### Description

Performs a bitwise OR operation between *Dest* and *Oper* and stores the result back into *Dest*.
If the Source Bank is 0 then *Oper* is the operand to OR with.
If the Source Bank is a 16-bit bank, then the *Oper* is the address in that bank where the operand is.
FF7/Field/Script/Opcodes/EA MPPAL2

* Opcode: **0xEA**
* Short name: **MPPAL2**
* Long name: Multiply Palette

* **const UByte** *Source palette array id*: Source palette array id. Take data from here and multiply it by BRG colour.
* **const UByte** *Destination palette array id*: Destination palette array id. Here we store data after multiplication
* **const UByte** *Multiply Blue*: Blue value for multiplying.
* **const UByte** *Multiply Green*: green value for multiplying.
* **const UByte** *Multiply Red*: Red value for multiplying.
* **const UByte** *Size*: Size of palette data to multiply + 1.
FF7/Field/Script/Opcodes/6E LSTMP

* Opcode: **0x6E**
* Short name: **LSTMP**
* Long name: Last Map

#### Description

Retrieves the field ID number of the field that was played directly before the current one, into the bank *B* and address *A* specified. The previous area does not include the specific world map locations that are given a field ID (0x1 to 0x40), so traversing via a gateway to the world map, then back to the field, will not cause the world map ID to be retrieved; rather, that same field ID will be loaded.
FF7/Battle/Damage Calculation

In Attacks, Items, and Weapons there exists a single byte that tells the Battle Engine how to calculate damage based on an attack's set Power and the characters stats. Physical and Magical will rely on the caster's "Attack" and "Magic Attack" stat respectively to calculate base damage. This byte is divided into two nybbles (four bits). Upper Nybble determines what considerations are made in calculating damage such as physical/magical, allowing criticals, how to calculate accuracy, etc. There are also three sets of known formulae that are paired with the Upper nybble values. These are selected in the Lower Nybble and determine how to calculate pre-defense damage. Actual calculation includes a random variance ([3841..4096] / 4096), a reduction based on a target's "Defense" or "Magic Defense" stats, and other status-related modifications depending on the type of damage. These will also trigger Physical and Magical Counter Attacks respectively.
For more details, these can be considered Base Damage Modifiers as described in Terence Fergusson's Battle Mechanics FAQ.
*This more accurate damage formula page contains more detailed information.*

NOTES: For the X8 special formula, the game will "grant" between two and six dice based on level (one additional for every ten levels above 20, max 6). The values of each of these dice will be added and then multiplied by the greatest number of repeating values (not the number of occurrences of the highest value).
Ex: The values 2, 3, 5, 5, 2, 2 come up. The values are added (19) then, since there are three twos, it is multiplied by three.
For A0 damage multiplier, the multiplier is increased by one for the following effects on the user:

* Near-death
* Poison
* Sadness
* Silence
* Slow
* Darkness

and increased by two for the following:

* D.Sentence
* Slow-numb

For A6 multiplier, Mastered Materia will use the highest level of AP they can hold.
ex. When Knights of Round is mastered, its AP is set to 16,777,215 in the materia menu. Since KoR's level 5 AP requirement is 500,000 only 500,000 will be considered in the total.

Any damage formula on an attack can still set status, but standard damage formula 0X will not apply any visual changes due to effects.

Ex. Midgar Zolom's "Change" attack is damage type 00h, but gets set to poison him when he uses it. He will not glow green until he is targeted by another command that is not damage type 00h.
FF7/Field/Script/Opcodes/38 STTIM

* Opcode: **0x38**
* Short name: **STTIM**
* Long name: Set Timer

#### Arguments

* **const Bit[4]** *B1*: Bank to find hours value, or zero if hours (*B1*) is passed as a value.
* **const Bit[4]** *B2*: Bank to find minutes value, or zero if minutes (*B2*) is passed as a value.
* **const Bit[4]** *0*: Zero.
* **const Bit[4]** *B3*: Bank to find seconds value, or zero if seconds (*B3*) is passed as a value.
* **const UByte** *H*: Hours, or address to find hours value, if *B1* is non-zero.
* **const UByte** *M*: Minutes, or address to find minutes value, if *B2* is non-zero.
* **const UByte** *S*: Seconds, or address to find seconds value, if *B3* is non-zero.

#### Description

Sets the clock, as found in the WSPCL opcode.

If the hours, minutes or seconds are specified in the argument, the corresponding *B* nybble is zero. Otherwise, the value for the time component is retrieved from the bank and address specified. The seperate time components can be retrieved from memory or specified as a value, in the same argument list, as demonstrated below.

Hours are not directly visible on the clock, as it only displays minutes and seconds. Hours are translated into minutes, so if you specify one hour, the clock displays 60 minutes, and so on.

#### Example

The following example sets the clock to 67:34 using literal values for hours, and retrieved values for minutes and seconds.

```
SETBYTE(50,12,7)             // Bank 5, Address 0x12: 7 minutes
SETBYTE(50,14,22)            // Bank 5, Address 0x14: 34 seconds
STTIM(5,5,1,12,14)           // One hour, retrieved vals for minutes/seconds
WINDOW(0,20,20,75,75)        // Set up a window
WSPCL(0,1,5,5)               // Set the window to a timer type
WMODE(0,2,1)                 // Transparent, non-closable window
MESSAGE(0,1)                 // Display the window & timer

```
FF7/Technical/Customising

## Essentials

The entries in this section are to enable you to play Final Fantasy VII should you encounter issues in running the game.

## Modifications

The following section maintains a list of projects that can be used in conjunction with Final Fantasy VII to enhance the game beyond starting and playing the game as normal; these range from patches used to enhance graphics, to viewers and editors for game data. Entries are listed by category, then alphabetically.

### Patches

The following are patches that change the overall FFVII experience.

### Models/Textures

The following are Models and textures that can be inserted into the game that are not currently associated with any patches.

## Misc/Outdated (Do not use)

The following are mods or patches that have been rendered obsolete by other, more modern alternatives.
Lilly

## Plot

Lilly Jones is the baddie/ghetto girl and she likes to do funny stuff.

## Looks

she wears glasses, red shirt with dark blue stripes, blue shorts, light blue fanny pack, white socks, dark brown Mary jade shoes and yellow hair.

## Trivia

* sometimes, she is a tomboy.
* she was based on Marcie from “Peanuts”
* she wears braces just like Pallysol.
* Her siblings were Milly, Mohammed, Shermy, Lila, Thibault, Nana, Lexi, Franklin, Hank, May, Abby, Euchariah, Patrick, Kevin, Know-It-All, Jasmine, and Goby (17 siblings).
* she was born with “half boy-half girl” because her voice sounded like a boy and her whole body looked like a boy, except for her hair and her eyes
FF7/Field/Script/Opcodes/BF CC

* Opcode: **0xBF**
* Short name: **CC**
* Long name: Character Control

#### Description

Passes playable character control to the entity given. The screen will instantaneously center on the given entity's field object, and the player will then be able to control the given character around the walkmesh, and if currently set to be visible, the 'hand' pointer will hover above the specified entity's field object. The entity ID is an offset into the entire entity list, not a field object offset; attempting to pass control to a non-visible field object will have no effect.