Decode battle animation tables
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@@ -49,7 +49,8 @@ Large, table-like scripts — prime candidates for data extraction:
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- `SCINIT` (88 KB), `CGINIT` (79 KB — CG gallery), `ITINIT` (70 KB — items),
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`RTINIT` (67 KB — movement/battle routine-step banks), `CCINIT` (41 KB — class-change rule program),
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`SKINIT` (37 KB — skills), `CDINIT` (31 KB — weighted card-generation lists), `CDINIT2`
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(card definitions and effects), `BTANINIT` (105 KB — battle animations)
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(card definitions and effects), `BTANINIT` (105 KB — battle-effect definitions), `BTANINIT2`
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(six-slot battle-animation timelines)
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- Smaller: `AFINIT`, `ALINIT`, `CIINIT`, `CNINIT`, `CTINIT`, `CVINIT`, `ILINIT`,
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`LAINIT`, `MAINIT`, `OBINIT` (46 object definitions), `SPINIT`, `TRINIT`, `VIINIT`
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@@ -161,6 +162,17 @@ resource recovery, trap, and random warp. All item, event, condition, and visual
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through ITINIT, SCINIT, ILINIT, and SYS4INI. FIELD reads two of the three authored required-story-flag
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columns; eighteen third-column values are preserved as engine-dead data.
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BTANINIT2 defines 122 sparse battle-animation ids in a reserved 1,000-row layout. Each row owns up
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to six BTANINIT effect ids, their start delays, and an overall duration. CALCDMG selects rows 1--21
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from ITINIT weapon classes or a skill's explicit animation id; 101 SKINIT references join to 98
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rows, passive reactions occupy 801--808, and BTL hardcodes defeat row 809.
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BTANINIT materializes the selected timeline into BTL's six-slot work record. Its 202 effect
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definitions resolve 186 movie visuals and sixteen sprite sheets, 199 optional WAV sounds, blend and
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anchor flags, surface geometry and offsets, sprite-atlas timing, sound delay, and hit-pulse timing.
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All populated visual/audio resources resolve through SYS4INI; sixteen authored effects are
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unreferenced by BTANINIT2.
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RTINIT is a seventh banked shape. Its 3,336 writes populate twenty parallel `1000 × 20` banks: ten
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movement banks consumed by MVRTN/RTN_M providers and ten battle banks consumed by BTRTN/RTN_B providers.
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The generated 172 routine-set records assemble 1,043 movement steps and fourteen battle steps, join
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