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FuncUnit(6C Struct)

FuncUnit(6C Struct)は、このゲームの幹線を制御するものです。
イベント命令と多少似て入るがまったく違う別物です。
詳細は謎が多くてよくわかっていません。

Stanさんの解析資料


[FE8] - Stan’s ASM Stuff
http://feuniverse.us/t/fe8-stans-asm-stuff/2376
My ASM Notes の 6CNote.txt参照。

6CNote.txtからの一部抜粋

Call Codes:

code sarg   larg   | (code is code id, sarg = short argument, larg = long argument)
---- ---- --------
0000 0000 00000000 | End (Deletes Self)
0001 0000 pppppppp | Set Name Pointer (larg) (Thankfully used in FE8, not in other games)
0002 0000 pppppppp | Call Routine (larg) (Argument: r0 = Struct Ptr)
0003 0000 pppppppp | Set Loop routine (larg) And Yield
0004 0000 pppppppp | Set Destructor (larg)
0005 0000 pppppppp | Call new Child 6C (larg)
0006 0000 pppppppp | Call new Child 6C (larg) And Yield
0007 0000 pppppppp | Call new Global 6C (larg)
0008 0000 pppppppp | Continue only if struct of type (larg) exists, Yields without forwarding otherwise
0009 0000 pppppppp | Delete all struct of given type (larg)
000A 0000 pppppppp | Clear callback for all struct of given type (larg)
000B nnnn 00000000 | Defines Label (sarg) (doesn't do anything by itself)
000C nnnn 00000000 | Goto Label (sarg)
000D 0000 pppppppp | Jump code to pointer
000E nnnn 00000000 | Sleep for given duration (sarg) (Sets callback to 0x08003290 (Sleep Callback))
000F 00nn 00000000 | Store Byte (sarg) to Field 26 in Struct (unknown use yet, maybe for passing data to routines?)
0010 0000 00000000 | Yeild (Stops exectution until next call to interpreter)
0011 0000 00000000 | Delete Self if at least one other struct of same type exists
0012 0000 00000000 | Set bit 4 in Field 27
0013 0000 00000000 | Continue (Does nothing)
0014 0000 pppppppp | Call Routine (larg). If Routine returns 1, yield without forwarding, continue otherwise
0015 0000 00000000 | Continue (Does nothing)
0016 0000 pppppppp | Call Routine (larg). If Routine returns 0, yield, continue otherwise.
0017 0000 00000000 | Delete all other instances of same type
0018 nnnn pppppppp | Call Routine (larg) with r0 = sarg & r1 = struct (as opposed to r0 = struct)
0019 0000 00000000 | Same as 000B whithout being reckognized by 000C (joins 0013 and 0015 in the effectively useless club)

FE8JPでの処理

FE8JPでは以下のようになるようです。
処理部:080032e0
命令に対応するテーブル:08577688

Call Code Routine Table: 08577688
0=>39 30 00 08 
1=>45 30 00 08 
2=>55 30 00 08 
3=>C9 30 00 08 
4=>D9 30 00 08 
5=>F5 30 00 08 
6=>11 31 00 08 
7=>2D 31 00 08 
8=>4D 31 00 08 
9=>75 31 00 08 
a=>91 31 00 08 
b=>AD 31 00 08 
c=>C9 31 00 08 
d=>B9 31 00 08 
e=>F9 31 00 08 
f=>21 32 00 08 
10=>41 32 00 08 
11=>45 32 00 08 
12=>C9 32 00 08 
13=>35 32 00 08 
14=>9D 30 00 08 
15=>BD 32 00 08 
16=>69 30 00 08 
17=>85 32 00 08 
18=>81 30 00 08 
19=>AD 31 00 08

構造体

struct FuncUnit{
	WORD  code; //命令 0x00 - 0x19 まである
	WORD  sarg; //引数
	DWORD larg; //引数 主にポインタ
};

8バイトで構成されます。

例 スタッフロール

6C Struct  08b3b414
0E 00 00 00 00 00 00 00
02 00 00 00 19 92 0C 08
03 00 00 00 1D 94 0C 08
0C 00 01 00 00 00 00 00
0B 00 00 00 00 00 00 00
02 00 00 00 9D 94 0C 08
0E 00 01 00 00 00 00 00
18 00 10 00 71 2D 0B 08
14 00 00 00 35 2D 0B 08
02 00 00 00 A9 94 0C 08
0E 00 01 00 00 00 00 00
02 00 00 00 F1 94 0C 08
0E 00 01 00 00 00 00 00
18 00 10 00 4D 2D 0B 08
14 00 00 00 1D 2D 0B 08
0B 00 01 00 00 00 00 00
03 00 00 00 69 95 0C 08
02 00 00 00 2D 3E 01 08
03 00 00 00 21 41 01 08
0E 00 1E 00 00 00 00 00
02 00 00 00 AD 95 0C 08
0E 00 01 00 00 00 00 00
00 00 00 00 00 00 00 00

まだまだ謎が多い機能ですが、
ゲームの幹線を制御するものなので、これを理解できればなんでもできるはず・・・