Extra data for enemy battle groups formations of FF3us and FF6j, written by Lord J lord_j@hotmail.com, http://www.angelfire.com/pq/jumparound/index.html Base: 0xF5B00 Lenght: 4 bytes, binary encoded Number of templates: 576 Note: Is the same for both FF3 & FF6j Analysis on template #0, base: 0xF5B00 Possible configurations: normal: neither party or enemies has an advantage side-attack: advantage party, 2 characters stand on each side of the screen back attack: advantage enemies, get attacked on the other side, rows changes polarity preemptive (2 sides): just like side-attack, except it says preemptive preemptive (normal): advantage party, normal configuration pincer: ennemies get on each side of the screen, party get stuck in the middle Remember the ghost train? the Goddess boss? they forced one type of attack. So, if you'd like to force a back attack, a pincer, ect. you'd have to set to 1 all the other masks. Byte 0: bit 3+2+1+0: it controls the way enemies are presented 0000: enemies are pre-drawn 0001: enemies appears in smoke clouds 0010: enemies drops from ceiling 0011: enemies appears from side(s) individualy 0100: enemies pop out of water 0101: enemies drops from ceiling, in a swirl 0110: enemies pop out of sand 0111: enemies appears from side(s) at the same time 1000: the first enemy fades-in (from top), the other apears suddenly 1001: the first enemy fades-in (from bottom), the other apears suddenly 1010: the first enemy fades-in (another type), the other apears suddenly 1011: the first enemy fades-in (diagonaly), the other apears suddenly 1100: enemies are pre-drawn 1101: enemies flashes-in 1110: enemies are hidden 1111: like final Kefka, drops from skies, change to Jungle music bit 4: 1=mask normal attacks and normal pre-emptives bit 5: 1=mask back attack bit 6: 1=mask pincer bit 7: 1=mask side attack & preemptive on 2 sides Byte 1: bit 0: ? bit 1: 1=party does not dance when winning + no fanfare bit 2: ? Piranas, Ultros#3, Phunbaba#1-3, whelk, Vargas, Ifrit Gardian#1, SrBehemot, Chadarnook#1, Wrexsoul, End#1, Ultros#1, ultros#4, End#2-3, (79, 387, 420-422, 432, 435, 439, 445, 452, 456, 462, 471, 473, 477 512, 513) bit 3: ? bit 4: ? bit 5: ? bit 6: ??? (384, 385) bit 7: 1=activate special event ** note: for these event to occur, one must place the proper ACTOR implied in the raster that is triggering the fight Byte 2: the special events byte (yes it's a full byte) 00: 01: used at Colosseum when fighting Shadow (574) 02: 3xSoldier boss from Terra + Kefka intro (485) 03: Sabin's fight against Vargas (435) 04: Kefka taunting Sabin at imperial camp (504) 05: 4xGrunt, 3xGrunt Cyan fighting alone at Imperial Camp (60,63) 06: Cadet/Grunt fight Imperial Camp (59) 07: 2xPirana (79), enemies #1 to #5 revived ~3 times, then enemy #6 ends the battle (boss Rizopa). The Pirana itself toggles the presence bits, not this event byte. 08: leave a spot empty in raster to get attacked by a ghost's fist 09: 1xL.60 Magic, never seen, concern actor Terra and Kefka#41 (506) 0A: dummied Dirt Dragon (458) (the mould is too small anyway, as is it where meant to be used on a small dragon like IceDragon...) 0b: 0C: ? (384) 0D: ? (385) 0E: ? (386) 0F: Ultros#3 (Relm drawing him) (387) 10: dummied template, dummied 1xOfficier, concern Terra (389,507) 11: ??(under Cadet) (508) 12: ??(2 under Cadet) (509) 13: ? (510) 14: Kefka duel con Leo (388) 15: ? (389) 16: ? (390) 17: 1xSoldier boss(dummy), Kefka vs Esper with x-zone (391,392) 18: ? (393) beyond... Byte 3: bit 0: ? lots dummied boss Tritoch#1, 3xSoldier intro (384,385,386,388,389-393,447,485) bit 1: ??? (438,449) bit 2: 0=Show startup informations windows like Pincer attack bit 5+4+3: Song played in battle 000: normal battle music 001: boss battle music 010: AtmaWeapon boss battle music 011: Returners song 100: Magi-Tek Factory train ride music 101: Final boss part 1 music 110: continue current music 111: continue current music bit 6: ? bit 7: 0=Play selected music, 1=continue current music