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- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Content;
- using Microsoft.Xna.Framework.Graphics;
- using System;
- using System.Collections.Concurrent;
- using System.Collections.Generic;
- using System.IO;
- using System.Linq;
- using System.Threading;
- using System.Threading.Tasks;
- #pragma warning disable CS0649
- namespace OpenVIII
- {
- public enum MODULE : int
- {
- BATTLE = 3,
- BATTLE_SWIRL = 4,
- FIELD = 5,
- FIELD_DEBUG = -5,
- BATTLE_DEBUG = -3,
- MOVIETEST = -9,
- OVERTURE_DEBUG = -12,
- MAINMENU_DEBUG = -13,
- WORLD_DEBUG = -17,
- FACE_TEST = -20,
- ICON_TEST = -21,
- CARD_TEST = -22,
- FIELD_MODEL_TEST = -51,
- }
- /// <summary>
- /// Battle Speed Settings
- /// </summary>
- /// <see cref="https://gamefaqs.gamespot.com/ps/197343-final-fantasy-viii/faqs/58936"/>
- public enum BattleSpeed : byte
- {
- Fastest = 1,
- Fast,
- Normal,
- Slow,
- Slowest,
- }
- /// <summary>
- /// Speed Mod
- /// </summary>
- /// <see cref="https://gamefaqs.gamespot.com/ps/197343-final-fantasy-viii/faqs/58936"/>
- public enum SpeedMod : byte
- {
- Stop = 0,
- Slow = 1,
- Normal = 2,
- Haste = 3,
- AlwaysFull = 0xFF //not sure what i should set this too.
- }
- public static partial class Memory
- {
- public static bool EnableDumpingData = false;
- public static BattleSpeed CurrentBattleSpeed => Memory.State?.Configuration?.BattleSpeed ?? BattleSpeed.Normal;
- public static List<Task> LeftOverTask = new List<Task>();
- public enum GraphicModes
- {
- OpenGL,
- DirectX
- };
- public static GraphicModes currentGraphicMode;
- //monogame
- public static GraphicsDeviceManager graphics;
- public static SpriteBatch spriteBatch;
- private static int mainThreadID;
- public static ContentManager content;
- public static bool IsActive = true;
- public static Font font;
- public static Task InitTask;
- //public static Texture2D[] iconsTex;
- public static Cards Cards;
- public static Card.Game Card_Game;
- public static Faces Faces;
- public static Icons Icons;
- public static Strings Strings;
- public static Kernel_bin Kernel_Bin;
- public static Texture2D shadowTexture;
- public static VertexPositionTexture[] shadowGeometry;
- public static Extended.Languages languages = Extended.Languages.en;
- public enum ScaleMode
- {
- /// <summary>
- /// scale object to have the same height as viewport
- /// </summary>
- FitVertical,
- /// <summary>
- /// scale object to have the same width as viewport
- /// </summary>
- FitHorizontal,
- /// <summary>
- /// Same as FitVertical unless width is too large, then it becomes FitHorizontal
- /// </summary>
- FitBoth,
- /// <summary>
- /// fill the entire viewport
- /// </summary>
- Stretch
- }
- public static Point Center => new Point(graphics.GraphicsDevice.Viewport.Width / 2, graphics.GraphicsDevice.Viewport.Height / 2);
- public const ScaleMode _scaleMode = ScaleMode.Stretch;
- public static Vector2 Scale(float Width = PreferredViewportWidth, float Height = PreferredViewportHeight, ScaleMode scaleMode = _scaleMode, int targetX = 0, int targetY = 0)
- {
- if (targetX == 0)
- targetX = graphics.GraphicsDevice.Viewport.Width;
- if (targetY == 0)
- targetY = graphics.GraphicsDevice.Viewport.Height;
- float h = targetX / Width;
- float v = targetY / Height;
- switch (scaleMode)
- {
- #pragma warning disable CS0162 // Unreachable code detected
- case ScaleMode.FitHorizontal:
- return new Vector2(h, h);
- case ScaleMode.FitVertical:
- return new Vector2(v, v);
- case ScaleMode.FitBoth:
- return (v * Width > targetX) ? new Vector2(h, h) : new Vector2(v, v);
- case ScaleMode.Stretch:
- default:
- return new Vector2(h, v);
- #pragma warning restore CS0162 // Unreachable code detected
- }
- }
- //original resolution I am working on, therefore if user scales it we need to propertially scale everything
- public const int PreferredViewportWidth = 1280;
- public const int PreferredViewportHeight = 720;
- public static GameTime gameTime;
- private static ushort prevmusic = 0;
- private static ushort currmusic = 0;
- /// <summary>
- /// Stores current savestate. When you save this is wrote. When you load this is replaced.
- /// </summary>
- private static Saves.Data _state = new Saves.Data();
- public static ushort MusicIndex
- {
- get
- {
- if (dicMusic.Count > 0)
- {
- while ((prevmusic > currmusic || prevmusic == ushort.MinValue && currmusic == ushort.MaxValue) &&
- !dicMusic.ContainsKey(currmusic))
- {
- if (dicMusic.Keys.Max() < currmusic)
- {
- currmusic = dicMusic.Keys.Max();
- }
- else
- {
- currmusic--;
- }
- }
- while (dicMusic.Count > 0 && prevmusic < currmusic && !dicMusic.ContainsKey(currmusic))
- {
- if (dicMusic.Keys.Max() < currmusic)
- {
- currmusic = dicMusic.Keys.Min();
- }
- else
- {
- currmusic++;
- }
- }
- return currmusic;
- }
- else return 0;
- }
- set
- {
- prevmusic = currmusic;
- currmusic = value;
- }
- }
- public static readonly Dictionary<ushort, List<string>> dicMusic = new Dictionary<ushort, List<string>>(); //ogg and sgt files have same 3 digit prefix.
- public static void SpriteBatchStartStencil(SamplerState ss = null) =>
- spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.Opaque, ss ?? SamplerState.PointClamp, graphics.GraphicsDevice.DepthStencilState);
- public static void SpriteBatchStart(BlendState bs = null, SamplerState ss = null) =>
- spriteBatch.Begin(SpriteSortMode.Deferred, bs ?? BlendState.AlphaBlend, ss ?? SamplerState.PointClamp, graphics.GraphicsDevice.DepthStencilState);
- public static void SpriteBatchStartAlpha(SpriteSortMode sortMode = SpriteSortMode.Deferred, SamplerState ss = null, Matrix? tm = null) =>
- spriteBatch.Begin(sortMode: sortMode, blendState: BlendState.AlphaBlend, samplerState: ss ?? SamplerState.PointClamp, transformMatrix: tm);
- public static void SpriteBatchEnd() => spriteBatch.End();
- public static readonly BlendState blendState_BasicAdd = new BlendState()
- {
- ColorSourceBlend = Blend.SourceColor,
- ColorDestinationBlend = Blend.DestinationColor,
- ColorBlendFunction = BlendFunction.Add,
- AlphaSourceBlend = Blend.SourceAlpha,
- AlphaDestinationBlend = Blend.DestinationAlpha,
- AlphaBlendFunction = BlendFunction.Add
- };
- /// <summary>
- /// subtract. Used for windows/glass makes color darker of things behind this layer.
- /// </summary>
- /// <see cref="http://community.monogame.net/t/solved-custom-blendstate-advice/11006"/>
- public static readonly BlendState blendState_Subtract = new BlendState
- {
- ColorWriteChannels = ColorWriteChannels.Blue|ColorWriteChannels.Green|ColorWriteChannels.Red,
- ColorSourceBlend = Blend.One,
- //AlphaSourceBlend = Blend.One,
- ColorDestinationBlend = Blend.One,
- //AlphaDestinationBlend = Blend.One,
- ColorBlendFunction = BlendFunction.ReverseSubtract
- };
- /// <summary>
- /// add. seems to work if colors are preblended like if they overlap the colors combined ahead of time. Used for light.
- /// </summary>
- /// <see cref="http://community.monogame.net/t/solved-custom-blendstate-advice/11006"/>
- public static readonly BlendState blendState_Add = new BlendState
- {
- ColorWriteChannels = ColorWriteChannels.Blue | ColorWriteChannels.Green | ColorWriteChannels.Red,
- ColorSourceBlend = Blend.One,
- //AlphaSourceBlend = Blend.One,
- ColorDestinationBlend = Blend.One,
- //AlphaDestinationBlend = Blend.One,
- ColorBlendFunction = BlendFunction.Add
- };
- /// <summary>
- /// untested add with blendfactor. You set the GraphicsDevice.BlendFactor before drawing.
- /// </summary>
- public static readonly BlendState blendState_Add_BlendFactor = new BlendState
- {
- ColorWriteChannels = ColorWriteChannels.Blue | ColorWriteChannels.Green | ColorWriteChannels.Red,
- ColorSourceBlend = Blend.BlendFactor,
- //AlphaSourceBlend = Blend.One,
- ColorDestinationBlend = Blend.One,
- //AlphaDestinationBlend = Blend.One,
- ColorBlendFunction = BlendFunction.Add
- };
- public static readonly BlendState blendState_forceDraw = new BlendState()
- {
- ColorSourceBlend = Blend.SourceColor,
- ColorDestinationBlend = Blend.SourceColor,
- ColorBlendFunction = BlendFunction.Add,
- AlphaSourceBlend = Blend.SourceAlpha,
- AlphaDestinationBlend = Blend.DestinationAlpha,
- AlphaBlendFunction = BlendFunction.Add,
- };
- private static MODULE module = MODULE.OVERTURE_DEBUG;
- public static string FF8DIR { get; private set; }
- public static string FF8DIRdata { get; private set; }
- public static string FF8DIRdata_lang { get; private set; }
- public static int InitTaskMethod(object obj)
- {
- CancellationToken token = (CancellationToken)obj;
- if (!token.IsCancellationRequested)
- Memory.Strings = new Strings();
- // requires strings because it uses an array generated in strings.
- // saves data will reference kernel_bin.
- if (!token.IsCancellationRequested)
- Kernel_Bin = new Kernel_bin();
- List<Task> tasks = new List<Task>();
- if (!token.IsCancellationRequested)
- {
- // this has a soft requirement on kernel_bin. It checks for null so should work without it.
- tasks.Add(Task.Run(() => { MItems = Items_In_Menu.Read(); }, token));
- //loads all savegames from steam2013 or cd2000 or steam2019 directories. first come first serve.
- //TODO allow chosing of which save folder to use.
- tasks.Add(Task.Run(Saves.Init, token));
- //tasks.Add(Task.Run(() => InitState = Saves.Data.LoadInitOut(), token));
- tasks.Add(Task.Run(InitStrings, token));
- if (graphics?.GraphicsDevice != null) // all below require graphics to work. to load textures graphics device needed.
- {
- //this initializes the fonts and drawing system- holds fonts in-memory
- tasks.Add(Task.Run(() => { font = new Font(); }, token));
- // card images in menu.
- tasks.Add(Task.Run(() => { Cards = Cards.Load(); }, token));
- tasks.Add(Task.Run(() => { Card_Game = new Card.Game(); }, token));
- tasks.Add(Task.Run(() => { Faces = Faces.Load(); }, token));
- tasks.Add(Task.Run(() => { Icons = Icons.Load(); }, token));
- tasks.Add(Task.Run(() => { Magazines = Magazine.Load(); }, token));
- }
- Task.WaitAll(tasks.ToArray());
- InitState = Saves.Data.LoadInitOut();
- State = InitState.Clone();
- if (graphics?.GraphicsDevice != null) // all below require graphics to work. to load textures graphics device needed.
- {
- //// requires font, faces, and icons. currently cards only used in debug menu. will
- //// have support for cards when added to menu.
- //if (!token.IsCancellationRequested)
- // Menu.Module.Init();
- // requires font, faces, and icons. currently cards only used in debug menu. will
- // have support for cards when added to menu.
- if (!token.IsCancellationRequested)
- Menu.InitStaticMembers();
- }
- }
- //EXE_Offsets test = new EXE_Offsets();
- Inited = true;
- return 0;
- }
- public static bool Inited { get; private set; } = false;
- public static bool IsMainThread => Thread.CurrentThread.ManagedThreadId == mainThreadID;
- public static ConcurrentQueue<Action> MainThreadOnlyActions;
- public static void Init(GraphicsDeviceManager graphics, SpriteBatch spriteBatch, ContentManager content)
- {
- Random = new Random((int)DateTime.Now.Ticks);
- mainThreadID = Thread.CurrentThread.ManagedThreadId;
- MainThreadOnlyActions = new ConcurrentQueue<Action>();
- FF8DIR = GameLocation.Current.DataPath;
- FF8DIRdata = Extended.GetUnixFullPath(Path.Combine(FF8DIR, "Data"));
- string testdir = Extended.GetUnixFullPath(Path.Combine(FF8DIRdata, $"lang-{Extended.GetLanguageShort()}"));
- FF8DIRdata_lang = Directory.Exists(testdir) ? testdir : FF8DIRdata;
- Memory.graphics = graphics;
- Memory.spriteBatch = spriteBatch;
- Memory.content = content;
- Memory.FieldHolder.FieldMemory = new int[1024];
- FF8StringReference.Init();
- TokenSource = new CancellationTokenSource();
- Token = TokenSource.Token;
- InitTask = new Task<int>(InitTaskMethod, Token);
- InitTask.Start();
- }
- /// <summary>
- /// If true by the end of Update() will skip the next Draw()
- /// </summary>
- public static bool SuppressDraw { get; set; }
- public static bool IsMouseVisible { get; set; } = false;
- public static Saves.Data PrevState { get; set; }
- public static Saves.Data State
- {
- get => _state; set
- {
- _state = value;
- _state.Loadtime = Memory.gameTime?.TotalGameTime ?? new TimeSpan();
- }
- }
- public static CancellationTokenSource TokenSource { get; private set; }
- public static CancellationToken Token { get; private set; }
- public static Items_In_Menu MItems { get; private set; }
- public static Magazine Magazines { get; private set; }
- public static Saves.Data InitState { get; private set; }
- public static event EventHandler<MODULE> ModuleChangeEvent;
- public static MODULE Module
- {
- get => module; set
- {
- if (module != value)
- {
- module = value;
- ModuleChangeEvent?.Invoke(null, value);
- }
- }
- }
- #region battleProvider
- /// <summary>
- /// Active battle encounter. Set by field or battle module. You shouldn't change it in-battle.
- /// </summary>
- public static int battle_encounter = 0;
- /// <summary>
- /// Battle music pointer. Set by SETBATTLEMUSIC in field module or by world module. Default=6
- /// </summary>
- public static int SetBattleMusic = 6;
- public static Init_debugger_battle.Encounter[] encounters;
- #endregion battleProvider
- #region MusicDataMidi
- public static Dictionary<ushort, string> Songssgt = new Dictionary<ushort, string>()
- {
- {0, "Lose" },
- {1, "Win" },
- {2, "Open" },
- {3, "Combat" },
- {4, "Run" },
- {5, "Battle" },
- {6, "Funsui" },
- {7, "End" },
- {8, "Antenna" },
- {9, "Waiting" },
- {10, "Ante " },
- {11, "Wind" },
- {12, "Crab" },
- {13, "Battle2" },
- {14, "Friend2" },
- {15, "Fuan2" },
- {16, "March2" },
- {17, "Land" },
- {18, "Julia" },
- {19, "Waltz" },
- {20, "Friend " },
- {21, "Dungeon" },
- {22, "Pianosolo" },
- {23, "Parade" },
- {24, "March1" },
- {25, "Secret" },
- {26, "Garden" },
- {27, "Fuan " },
- {28, "Polka2" },
- {29, "Anthem" },
- {30, "FlangChorus" },
- {31, "DubChorus" },
- {32, "SoloChorus" },
- {33, "FemaleChorus" },
- {34, "Chorus" },
- {35, "M7F5" },
- {36, "Sorceress" },
- {37, "Reet" },
- {38, "Soyo" },
- {39, "Rouka" },
- {40, "Night" },
- {41, "Field" },
- {42, "Guitar" },
- {43, "Concert" },
- {44, "Sea" },
- {45, "Silent" },
- {46, "Resistance" },
- {47, "Kaiso" },
- {48, "Horizon" },
- {49, "Master" },
- {50, "Battle2" },
- {51, "Rinoa" },
- {52, "Trabia" },
- {53, "Horizon2" },
- {54, "Truth" },
- {55, "Prison" },
- {56, "GalbadiaGarden" },
- {57, "Timber" },
- {58, "Galbadia " },
- {59, "Pinchi" },
- {60, "Scene1" },
- {61, "Pub" },
- {62, "Bat3" },
- {63, "Stage" },
- {64, "Choco" },
- {65, "White" },
- {66, "Majomv" },
- {67, "Musho" },
- {68, "Missile" },
- {69, "Speech" },
- {70, "Card" },
- {71, "Gomon" },
- {72, "Soto" },
- {73, "Majobat" },
- {74, "Train" },
- {75, "Garden2" },
- {76, "Bossbat2" },
- {77, "LastDungeon" },
- {78, "Gafly" },
- {79, "Demo" },
- {80, "Spy" },
- {81, "VoiceDeChocobo" },
- {82, "Salt" },
- {83, "Alien" },
- {84, "Sekichu" },
- {85, "Esta" },
- {86, "Moonmv" },
- {87, "Mdmotor" },
- {88, "Moonmv2" },
- {89, "Fly" },
- {90, "BossBat1" },
- {91, "Rag1" },
- {92, "Rag2" },
- {93, "LastBoss" },
- {94, "Lastwhite" },
- {95, "Lasbl" },
- {96, "Keisho" },
- {97, "Compression" },
- };
- #endregion MusicDataMidi
- #region MusicDataOGG
- public static Dictionary<ushort, FF8String> Songsogg;
- private static void InitStrings()
- {
- Songsogg = new Dictionary<ushort, FF8String>()
- {
- {0,"Lose" },
- {1,"The Winner" },
- {4,"Never Look Back" },
- {5,"Don't Be Afraid" },
- {7,"Dead End" },
- {8,"Starting Up" },
- {9,"Intruders" },
- {12,"Don't Be Afraid (X-ATM092)" },
- {13,"Force Your Way" },
- {14,"FITHOS LUSEC WECOS VINOSEC (No Intro)" },
- {15,"Unrest" },
- {16,"The Stage is Set" },
- {17,"The Landing" },
- {18,"Love Grows" },
- {19,"Waltz for the Moon" },
- {20,"Ami" },
- {21,"Find Your Way" },
- {22,"Julia" },
- {23,"FITHOS LUSEC WECOS VINOSEC" },
- {24,"SeeD" },
- {25,"Tell Me" },
- {26,"Balamb GARDEN" },
- {27,"Fear" },
- {28,"Dance with the Balamb-Fish" },
- {29,"Cactus Jack" },
- {35,"The Mission" },
- {36,"SUCCESSION OF WITCHES" },
- {41,"Blue Fields" },
- {42,"Breezy" },
- {43,"Concert" },
- {46,"Timber Owls" },
- {47,"Fragments of Memories" },
- {48,"Fisherman's Horizon" },
- {49,"Heresy" },
- {51,"My Mind" },
- {52,"Where I Belong" },
- {53,"Starting Up (Looped)" },
- {54,"Truth" },
- {55,"Trust Me" },
- {56,"Galbadia GARDEN" },
- {57,"Martial Law" },
- {58,"Under Her Control" },
- {59,"Only a Plank Between One and Perdition" },
- {60,"Junction" },
- {61,"Roses and Wine" },
- {62,"The Man with the Machine Gun" },
- {63,"A Sacrifice" },
- {64,"ODEKA ke Chocobo" },
- {65,"Drifting" },
- {66,"Wounded" },
- {67,"Jailed" },
- {68,"Retaliation" },
- {69,"The Oath" },
- {70,"Shuffle or Boogie" },
- {71,"Rivals" },
- {72,"Blue Sky" },
- {73,"Premonition" },
- {75,"Galbadia GARDEN (No Intro)" },
- {76,"Maybe I'm a Lion" },
- {77,"The Castle" },
- {78,"Movin'" },
- {79,"Overture" },
- {80,"The Spy" },
- {81,"Mods de Chocobo" },
- {82,"The Salt Flats" },
- {83,"The Residents" },
- {84,"Lunatic Pandora" },
- {85,"Silence and Motion" },
- {86,"Tears of the Moon" },
- {88,"Tears of the Moon (Alternate)" },
- {89,"Ride On" },
- {90,"The Legendary Beast" },
- {91,"Slide Show Part 1" },
- {92,"Slide Show Part 2" },
- {93,"The Extreme" },
- {96,"The Successor" },
- {97,"Compression of Time" },
- {99,"The Landing (No Intro)" },
- {512,"The Loser" },
- {513,"Eyes on Me" },
- {514,"Irish Jig (Concert)" },
- {515,"Eyes on Me (Concert)" },
- {516,"Movin' (No Intro)" },
- {517,"The Landing (Alternate)" },
- {518,"The Landing (Alternate - No Intro)" },
- {519,"Galbadia GARDEN (Alternate)" },
- };
- DrawPointMagic = new Dictionary<byte, FF8String>()
- {
- {0, "Cure - Balamb Garden courtyard"},
- {1, "Blizzard - Balamb Garden training center"},
- {2, "Full-Life - Balamb Garden MD level"},
- {3, "Esuna - Balamb Garden library next to the book shelf"},
- {4, "Demi - Balamb Garden cafeteria (only during Garden Riot)"},
- {5, "Bio - Balamb Garden B2 floor"},
- {6, "Thunder - Balamb outside junk shop"},
- {7, "Cure - Balamb harbor"},
- {8, "Fire - Fire Cavern"},
- {9, "Silence - Dollet town square"},
- {10, "Blind - Dollet Communications Tower"},
- {11, "Scan - Timber Pub Aurora back alley"},
- {12, "Cure - Timber outside the pub"},
- {13, "Blizzaga - Timber Maniacs Building left room"},
- {14, "Haste - Galbadia Garden lobby"},
- {15, "Life - Galbadia Garden changing rooms"},
- {16, "Shell - Galbadia Garden courtyard"},
- {17, "Protect - Galbadia Garden ice rink"},
- {18, "Double - Galbadia Garden auditorium"},
- {19, "Aura - Outside Galbadia Garden during Garden war"},
- {20, "Cure - Timber forests in a Laguna dream"},
- {21, "Water - Timber forests in a Laguna dream"},
- {22, "Thundara - Deling City park"},
- {23, "Zombie - Deling City Sewers"},
- {24, "Esuna - Deling City Sewers"},
- {25, "Bio - Deling City Sewers"},
- {26, "Fira"},
- {27, "Berserk - D-District Prison Floor 9 - right cell"},
- {28, "Thundaga - D-District Prison Floor 11 - right cell"},
- {29, "Aero - Outside D-District Prison"},
- {30, "Blizzara - Missile Base - control room"},
- {31, "Blind - Missile Base room with G-Soldiers who ask to deliver a message"},
- {32, "Full-Life - Missile Base - silo room"},
- {33, "Drain - Winhill road south from town square"},
- {34, "Dispel - Winhill town square"},
- {35, "Curaga - Winhill Laguna's room in the dream"},
- {36, "Reflect - Winhill east road"},
- {37, "Protect - Tomb of the Unknown King - outside"},
- {38, "Float - Tomb of the Unknown King - north room"},
- {39, "Cura - Tomb of the Unknown King - east room"},
- {40, "Haste - Fishermans Horizon abandoned train station"},
- {41, "Shell - Fishermans Horizon junk shop"},
- {42, "Regen - Fishermans Horizon overlooking the sun panel"},
- {43, "Full-Life - Fishermans Horizon Master Fisherman's fishing spot"},
- {44, "Ultima - Fishermans Horizon mayor's house"},
- {45, "Thundaga - Great Salt Lake past the dinosaur skeleton"},
- {46, "Meteor - Great Salt Lake dinosaur skeleton"},
- {47, "Curaga - Esthar city streets near city entrance"},
- {48, "Blizzard - Esthar outside palace"},
- {49, "Quake - Esthar outside Odine's Lab"},
- {50, "Tornado - Esthar shopping mall"},
- {51, "Double - Esthar Odine's Lab in a Laguna dream"},
- {52, "Pain"},
- {53, "Flare - Esthar Odine's Lab in a Laguna dream"},
- {54, "Stop - Sorceress Memorial"},
- {55, "Stop"},
- {56, "Life - Tears' Point entrance"},
- {57, "Reflect - Tears' Point middle"},
- {58, "Death - Lunatic Pandora Laboratory in a Laguna dream"},
- {59, "Holy - Lunatic Pandora near Elevator #1"},
- {60, "Silence - Lunatic Pandora"},
- {61, "Ultima - Lunatic Pandora"},
- {62, "Confuse"},
- {63, "Break - Lunatic Pandora on the way to fight Adel"},
- {64, "Meteor - Lunatic Pandora entrance"},
- {65, "Curaga - Lunatic Pandora elevator room"},
- {66, "Slow"},
- {67, "Curaga - Edea's Orphanage"},
- {68, "Flare"},
- {69, "Holy"},
- {70, "Sleep - Centra Excavation Site"},
- {71, "Confuse - Centra Excavation Site"},
- {72, "Aero - Centra Ruins right ladder after the lift"},
- {73, "Drain - Centra Ruins platform after the first staircase"},
- {74, "Pain - Centra Ruins next to the dome"},
- {75, "Thundaga - Trabia Garden in front of the statue"},
- {76, "Zombie - Trabia Garden cemetery"},
- {77, "Aura - Trabia Garden stage"},
- {78, "Ultima - Shumi Village - above ground"},
- {79, "Blizzaga - Shumi Village - outside elder's house"},
- {80, "Firaga - Shumi Village workshop"},
- {81, "Tornado"},
- {82, "Holy - White SeeD Ship"},
- {83, "Cura - Ragnarok room with a red Propagator"},
- {84, "Life - Ragnarok hangar upstairs"},
- {85, "Full-Life - Ragnarok room with save point"},
- {86, "Dispel - Deep Sea Research Center second level"},
- {87, "Esuna - Deep Sea Research Center secret room"},
- {88, "Triple - Deep Sea Research Center third screen on the way to Ultima Weapon's lair"},
- {89, "Ultima - Deep Sea Research Center fifth screen on the way to Ultima Weapon's lair"},
- {90, "Meltdown - Lunar Base room before the escape pods"},
- {91, "Meteor - Lunar Base Ellone's room"},
- {92, "Haste"},
- {93, "Slow"},
- {94, "Curaga"},
- {95, "Life"},
- {96, "Stop"},
- {97, "Regen"},
- {98, "Double"},
- {99, "Triple"},
- {100, "Flare - Ultimecia Castle outside"},
- {101, "Curaga - Ultimecia Castle storage room"},
- {102, "Cura - Ultimecia Castle passageway"},
- {103, "Scan"},
- {104, "Esuna"},
- {105, "Slow - Ultimecia Castle courtyard"},
- {106, "Dispel - Ultimecia Castle chapel"},
- {107, "Stop - Ultimecia Castle clock tower"},
- {108, "Life"},
- {109, "Flare"},
- {110, "Aura - Ultimecia Castle wine cellar"},
- {111, "Holy - Ultimecia Castle treasure room"},
- {112, "Meteor"},
- {113, "Meltdown - Ultimecia Castle art gallery"},
- {114, "Ultima - Ultimecia Castle armory"},
- {115, "Full-Life - Ultimecia Castle prison"},
- {116, "Triple"},
- {117, "Fire"},
- {118, "Fire"},
- {119, "Fire"},
- {120, "Fire"},
- {121, "Fire"},
- {122, "Fire"},
- {123, "Fire"},
- {124, "Fire"},
- {125, "Fire"},
- {126, "Fire"},
- {127, "Fire"},
- {128, "Cure"},
- {129, "Esuna"},
- {130, "Thunder"},
- {131, "Fira"},
- {132, "Thundara"},
- {133, "Blizzara"},
- {134, "Blizzard"},
- {135, "Fire"},
- {136, "Cure"},
- {137, "Water"},
- {138, "Cura"},
- {139, "Esuna"},
- {140, "Scan"},
- {141, "Shell"},
- {142, "Haste"},
- {143, "Aero"},
- {144, "Bio"},
- {145, "Life"},
- {146, "Demi"},
- {147, "Protect"},
- {148, "Holy"},
- {149, "Thundaga"},
- {150, "Stop"},
- {151, "Firaga"},
- {152, "Regen"},
- {153, "Blizzaga"},
- {154, "Confuse"},
- {155, "Flare"},
- {156, "Dispel"},
- {157, "Slow"},
- {158, "Quake"},
- {159, "Curaga"},
- {160, "Tornado"},
- {161, "Full-Life"},
- {162, "Reflect"},
- {163, "Aura"},
- {164, "Quake"},
- {165, "Double"},
- {166, "Break"},
- {167, "Meteor"},
- {168, "Ultima"},
- {169, "Triple"},
- {170, "Confuse"},
- {171, "Blind"},
- {172, "Quake"},
- {173, "Sleep"},
- {174, "Silence"},
- {175, "Flare"},
- {176, "Death"},
- {177, "Drain"},
- {178, "Pain"},
- {179, "Berserk"},
- {180, "Float"},
- {181, "Zombie"},
- {182, "Meltdown"},
- {183, "Ultima"},
- {184, "Tornado"},
- {185, "Quake"},
- {186, "Meteor"},
- {187, "Holy"},
- {188, "Flare"},
- {189, "Aura"},
- {190, "Ultima"},
- {191, "Triple"},
- {192, "Full-Life"},
- {193, "Tornado"},
- {194, "Quake"},
- {195, "Meteor"},
- {196, "Holy"},
- {197, "Flare"},
- {198, "Aura"},
- {199, "Ultima"},
- {200, "Triple"},
- {201, "Full-Life"},
- {202, "Tornado"},
- {203, "Quake"},
- {204, "Meteor"},
- {205, "Holy"},
- {206, "Flare"},
- {207, "Aura"},
- {208, "Ultima"},
- {209, "Triple"},
- {210, "Full-Life"},
- {211, "Ultima"},
- {212, "Meteor"},
- {213, "Holy"},
- {214, "Flare"},
- {215, "Aura"},
- {216, "Ultima"},
- {217, "Triple"},
- {218, "Full-Life"},
- {219, "Meteor"},
- {220, "Holy"},
- {221, "Triple"},
- {222, "Aura"},
- {223, "Ultima"},
- {224, "Triple"},
- {225, "Full-Life"},
- {226, "Meteor"},
- {227, "Holy"},
- {228, "Flare"},
- {229, "Aura"},
- {230, "Ultima"},
- {231, "Triple"},
- {232, "Full-Life"},
- {233, "Meteor"},
- {234, "Triple"},
- {235, "Flare"},
- {236, "Aura"},
- {237, "Ultima"},
- {238, "Triple"},
- {239, "Full-Life"},
- {240, "Meteor"},
- {241, "Holy"},
- {242, "Flare"},
- {243, "Aura"},
- {244, "Ultima"},
- {245, "Blizzard"},
- {246, "Cure"},
- {247, "Dispel"},
- {248, "Confuse"},
- {249, "Meteor"},
- {250, "Double"},
- {251, "Aura"},
- {252, "Holy"},
- {253, "Flare"},
- {254, "Ultima"},
- {255, "Scan"}
- };
- }
- #endregion MusicDataOGG
- #region DrawPointMagic
- public static Dictionary<byte, FF8String> DrawPointMagic;
- public static Input2 Input2;
- /// <summary>
- /// Random number generator seeded with time.
- /// </summary>
- /// <remarks>creates global random class for all sort of things</remarks>
- public static Random Random = null;
- public static int Year = 2013; // need to dynamicly detect if 2000/2013/2019, maybe need 2000 1.2 as well.
- #endregion DrawPointMagic
- public static void Update()
- {
- Action a = null;
- while (IsMainThread && (MainThreadOnlyActions?.TryDequeue(out a) ?? false))
- { a.Invoke(); }
- for (int i = 0; IsMainThread && i < LeftOverTask.Count; i++)
- {
- if (LeftOverTask[i].IsCompleted)
- {
- LeftOverTask[i].Dispose();
- LeftOverTask.RemoveAt(i--);
- }
- }
- }
- public static class FieldHolder
- {
- //public static string[] MapList;
- public static ushort FieldID = 263;
- public static string[] fields;
- public static int[] FieldMemory;
- public static string GetString() => fields?.ElementAtOrDefault(FieldID);
- }
- }
- }
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