FF7 Ultimate Weapon Project

Lazy Bastard
This is a little work I did on the world map system, in an effort to re-enable Ultimate Weapon, by request. It eventually became too interesting to put down, and then I became too lazy to pick it up again, heh.

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Ultimate
--------------------------------------------------

Coordinates (above Chocobo Farm) -
(X)
8010A480 AEBE
8010A482 0003
(Y)
8010A488 17C1
8010A48A 0002
(Z)
8010A484 04E2

Graphic Mod - 8010A4C4 220B
Stance Mod - 8010A4D0 0X0Y

Changing X from 0 to an actual value causes Ultimate to start slowly falling as he does when you finally defeat him. Increasing the number increases the speed, and dropping it back to 0 halts it. Modifying Y changes Ultimate's stance.

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Airship
--------------------------------------------------

Coordinates (above Chocobo Farm) -
(X)
8010A560 AEBE
8010A562 0003
(Y)
8010A568 17C1
8010A56A 0002
(Z)
8010A564 04E2

Graphic Mod - 8010A5A4 8203 (Rainsphere)

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Cloud
--------------------------------------------------

Coordinates (above Chocobo Farm) -
(X)
8010A640 AEBE
8010A642 0003
(Y)
8010A648 17C1
8010A64A 0002
(Z)
8010A644 04E2

Graphic Mod - 8010A684 ????

--------------------------------------------------

World Map Sprite Control Mod (Rainsphere) - 8010AD40 ????
A474 - Ultimate
A554 - Airship
A634 - Cloud
--------------------------------------------------

If the GSCCC enemy mod is used to change the enemy you fight when the battle with Ultimate initiates, Ultimate just goes crazy after battle and flies everywhere. When you hit him, Cid freaks out and says "What're you trying to do, break the Highwind? Let's fight on the ground!".

Universal enemy mod (LM's code) digits for Ultimate are - 0119, then 011F
(800707BC).

Ultimate can be called on the world map for the event of one of the first battles (although the battle seems somewhat different, the game treats it as one of the first battles) at the address 8010A59A (my world map event trigger) with the digits 18EF. This only counts as one of the first battles, not the final one, but after using it as one of the first battles, the final battle doesn't work as the final battle, but like one of the first. However, Ultimate stays in place, and the next battle after that counts as the final battle. Whew, that was a mouthful.

When the GSCCC enemy mod is used with Ultimate's digits on a regular enemy, it counts as the first Ultimate, but never the second.

Moreover, when other digits are used on the second, it doesn't act like the second, and Ultimate just sits there after battle.

When the graphic of Ultimate is changed (even if it's changed back), the triggering effect of running into him and battling him is disabled. After leaving the world map and returning, the trigger will work again. You'll note that this has also erased the game's memory of you having fought Ultimate, and reset Ultimate's behavior to that of the first battle, so that he'll run away after one hit, even if he's above Cosmo Canyon. He'll remain in the same spot if this is the case; fight him again for the second battle.

What lies directly ahead...

Let me start by explaining that there are quite a few invisible sprites on the world map, with no graphics assigned to them. Most of these are at what I call the "zero point", a point on the map where all coordinate values equal zero. This point is in the top left corner of the map, and is where you end up if something really glitches your introduction to the world map from a battle or town scene, and your point on the map cannot be determined by the memory. Anyway, there are about 9 to 10 invisible, unused sprites there at any given time. My theory, and what would generally be assumed, is that these sprites, or sprite slots rather, lie waiting until they are used up periodically, whenever the need for a new sprite on the map arises. That said, you should better understand the next idea.

When Ultimate is eliminated entirely, the digits for the sprite you are controlling changes, while you continue to control the airship. Your new digits are the ones previously used by Ultimate. This leads me to believe that Ultimate's sprite slot did not turn dormant, but was rather eliminated entirely. So now, in comparison to when Ultimate was on the map, there are no longer "x" amount of sprite slots, but "x-1". I don't know exactly how many sprite slots there are at any given time, and cannot think of a way to determine the number as there are digits that glitch between digits that send me to the zero point or yield control of another visible sprite; sometimes there are as many as ten before another working digit - you can never really determine when you've reached the end of the working digits for sure - and it would be inconceivable to test 65,535 possible combinations of digits when a little more than 99% of them would require a reset after testing.

Now, all this may sound a bit odd, and perhaps unfounded and arbitrarily used as a stop-gap for the way I've decided to think of things, but it's not. My in-town sprite control mod frequently yielded control of graphic-less sprites. These were, I assume, simply slots left in reserve for events in which, for example, a member of your party walks out of you in a town to say something, or you chase someone through a cave. Each room in a town (or cave, etc) also usually has a zero point, where most or all empty sprite slots are, although I've never really looked into this to find whether or not these points are actually at a value of zero in coordinates. I assume they are. Anyway, more so than the empty sprite slots that can be observed, I found more support for the way I believe the sprites on the world map are working by looking at something I happened to have stumbled upon a few weeks ago when hacking for in-town sprite action triggers: the address that modifies the amount of sprites, visible or not, in the present room in a town.

8009AC1C 00??

If, using the Mem. Editor, you drop the value at this address by one or two, it's likely nothing will appear to happen. This is because unused slots are being eliminated. After a few more, you'll see some people or other sprites around you disappear, and eventually, if you drop the value to "0000", you'll disappear. Note that when you disappear, you can't even move around as an invisible sprite, as you could if you used the sprite control mod to control an unused slot. This is because your entire sprite slot, with triggers and all, has been eliminated. The same, I believe, is happening to Ultimate after he's defeated.

This said, it's obvious that in order to bring Ultimate back properly, I need to first increase the number of sprites by one, back to what it used to be. So I need to find the address which controls the amount of sprite slots there are on the world map. If I don't do this, and decide I'd rather bring him back improperly (heh) by simply patching him into one of the empty slots, I'll be assuming that at whatever point the code will be used, the conditions concerning sprites will be the same as they were when I hacked the code; that Ruby Weapon, Diamond Weapon, the submarine, the Rocket (at Rocket Town), the Mako Cannon (at Midgar), that dome that appears over the Northern Crater, the Buggy, a chocobo, and the Tiny Bronco are all not around, and that the Condor still is. This would be a ridiculous stretch, and the code could only be used during a very retracted window of time. Therefore, I'm resigned to the task of finding that address. Once that is found, I'll still need to find the address that controls the coordinates of the trigger for battle with Ultimate, and set them to correspond with Ultimate's coordinates; a simple "copy bytes" code would work for this. Next, I have to take into consideration that the two types of battles with Ultimate on the world map, the first fights and the final, are reached by two different triggers. I'll have to create a system by which, after the first battles, the first trigger will be turned off completely, and the second one will be set to the same coordinates as Ultimate. And that being the case, I'll need to find not only coordinates for the needed triggers, but also the addresses that turn them on and off.

The good news is that I think Ultimate will be the hardest Weapon to bring back, and the others will be relatively easy after I finish him...or her...or whatever.

OK, I've found a bit more that adds a little to the combined confusion of things, heh.

--------------------------------------------------
Whatever You Control
--------------------------------------------------

Coordinates (above Chocobo Farm) -
(X)
801FEE90 AEBE
801FEE92 0003
(Y)
801FEE98 17C1
801FEE9A 0002
(Z)
801FEE94 04E2

For some reason, whatever (sprite) you're controlling, these addresses control your coordinates. I wonder what the hell the memory uses these for...

And two more notes:

If you change the graphic of the sprite you're controlling, you then get the new graphic's controls. If you become the airship, pressing Triangle will bring you onto the deck of the Highwind; if you become Cloud, pressing Triangle will bring up your menu.

You cannot initiate a battle with Ultimate by running into him with anything but the airship.

These may be helpful at some point, and they may not. I'm just compiling facts, that's all...it helps me think clearly, so I don't go off on tangents.

OK, first off, I've noticed that those graphic mods work a little differently than I thought they did. Here's an example; Ultimate:

Graphic Mod - 8010A4C4 XXYY
XX - Sprite behavior
YY - Graphic Mod

And here're all possibilities for YY digits in three situations I decided to record. "?" indicates an invisible graphic or sprite.

--------------------------------------------------
YY of graphic mods (Ultimate still around)
--------------------------------------------------

00 - Cloud
01 - Tifa
02 - Cid
03 - Airship
04 - Chocobo
05 - ? (stuck in a small cube of movement)
06 - ? (moves at the speed of a chocobo)
07 - ? (moves at the speed of Cloud)
08 - ? (stuck in a small cube of movement)
09 - Highwind's propellers
0A - ? (moves at the speed of Cloud)
0B - Ultimate Weapon
0C - Condor
0D - Submarine
0E - Gold Saucer
0F - Rocket
10 - Rocket holder thingy
11 - ? (moves at the speed of Cloud)
12 - ? (moves at the speed of Cloud)
13 - Chocobo
14 - Mako Cannon
15 - ? (moves at the speed of Cloud)
16 - ? (moves at the speed of Cloud)
17 - ? (moves at the speed of Cloud)
18 - Sphere over North Crater
19 - Hidden Forest
1A
|
28 - ? (moves at the speed of Cloud)
29 - ? (moves at the speed of a chocobo)
2A - ? (moves at the speed of a chocobo)
2B
|
FF - Cloud

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Ultimate is gone
--------------------------------------------------

00 - Cloud
01 - Tifa
02 - Cid
03 - Airship
04 - Chocobo
05 - ? (stuck in a small cube of movement)
06 - ? (moves at the speed of a chocobo)
07 - ? (moves at the speed of Cloud)
08 - ? (stuck in a small cube of movement)
09 - Highwind's propellers
0A - ? (moves at the speed of Cloud)
0B - ? (moves at the speed of Cloud)
0C - Condor
0D - Submarine
0E - Gold Saucer
0F - Rocket
10 - Rocket holder thingy
11 - ? (moves at the speed of Cloud)
12 - ? (moves at the speed of Cloud)
13 - Chocobo
14 - Mako Cannon
15
|
18 - ? (moves at the speed of Cloud)
19 - Hidden Forest
1A
|
1C - ? (moves at the speed of Cloud)
1D - Ruby Weapon
1E
|
28 - ? (moves at the speed of Cloud)
29 - ? (moves at the speed of a chocobo)
2A - ? (moves at the speed of a chocobo)
2B
|
FF - Cloud

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Ultimate is gone and Ruby exists
--------------------------------------------------

00 - Cloud
01 - Tifa
02 - Cid
03 - Airship
04 - Chocobo
05 - ? (stuck in a small cube of movement)
06 - ? (moves at the speed of a chocobo)
07 - ? (moves at the speed of Cloud)
08 - ? (stuck in a small cube of movement)
09 - Highwind's propellers
0A - ? (moves at the speed of Cloud)
0B - ? (moves at the speed of Cloud)
0C - Condor
0D - Submarine
0E - Gold Saucer
0F - Rocket
10 - Rocket holder thingy
11 - ? (moves at the speed of Cloud)
12 - ? (moves at the speed of Cloud)
13 - Chocobo
14 - Mako Cannon
15
|
18 - ? (moves at the speed of Cloud)
19 - Hidden Forest
1A
|
1C - ? (moves at the speed of Cloud)
1D - Ruby Weapon
1E
|
28 - ? (moves at the speed of Cloud)
29 - ? (moves at the speed of a chocobo)
2A - ? (moves at the speed of a chocobo)
2B
|
FF - Cloud
--------------------------------------------------

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Underwater - 2nd Disc
--------------------------------------------------

Dropping down underwater in the submarine, I realized that under the sea is simply an extention of the world map, with different graphics and a different number of sprites. I did a bit of work there, just for fun, and it was worth it.

Submarine Graphic Mod - 8010A304 XXYY

YY -

00 - Cloud
01 - Tifa
02 - Cid
03
|
0C - ?
0D - Submarine
11 - Crashed Airship
12 - Underwater Reactor
13
|
19 - ?
1A - "Key to the Ancients"
1B - Some kind of...patch of coral...or something
1C - Red Plane thingy
1D - ?
1E - Emerald Weapon

Item 1A can be taken over somehow (I can't remember) through the debug room. I've never seen item 1B before...I assume it was taken out of the game at some point.

I also found that Rainsphere's old world map sprite control mod works underwater.

Underwater Sprite Control Mod - 8010AD40 (Rainsphere) (Same as on map)
A394 - ?
A2B4 - Submarine
A1D4 - Crashed airship
--------------------------------------------------

Moving on...

I was sitting and pondering over how exactly the triggers of each sprite on the world map worked, ...wait, let me explain a bit.

My old theory was that triggers had independent coordinates, and were seperate entities from sprites. This allowed me to understand how at certain times there were places where you would suddenly have an event occur, with no sprite involved, such as Yuffie running off with the party's materia south of Wutai, which happens as you reach a certain point on a hill. To patch this theory up, I assumed that the triggers of sprites (such as the fact that you battle Ultimate when you run into him with the Highwind) must simply have coordinates that perfectly mirror those of the sprite they're assigned to; a programmed version of a few GS Copy Bytes codes, if you will. There was still a problem with this theory, however. What happened when a sprite's trigger changed?

To be able to continue on with my work, I consoled myself that one of two things would happen:

A - The original trigger would move off somewhere else, and the new one would move to the same spot as the sprite, taking its place.

Obviously the spot to which the old trigger would be moved to wouldn't be random, and it couldn't be sent to the zero point to sit on top of the ocean, or I would have already set off dozens of old triggers the first time I was sent to the zero point trying to control an unused sprite slot. So it must be moved to the zero point, and then dropped to a Z-Coordinate that would make it inaccessable. This would also be the place from whence the new sprite had come, and a number of others were waiting.

B - The original trigger would be turned off so to speak, and the new one would be turned on. With this idea, much more flexibility was allowed. Both triggers could have always been at the same coordinates as the sprite, or the new trigger could have been anywhere, and since it wasn't turned on, it would never have an effect on anything. I could then assume that the new trigger was waiting at the zero point, at 0 Z-Coordinates like everything else there, and not in some arbitrarily lowered point below accessibility. Idea B was in my mind more likely than Idea A.

Even with these possible answers ("especially with them" is more fitting), my entire original theory was just too rickety. However, it was the best way I could think of triggers at the time, and it allowed me, for the moment, to move on to other aspects of the project.

Anyway, back to what I was saying...

...and thinking about the way that if you control Ultimate's sprite, then change back to your own sprite and run into Ultimate with the Highwind, nothing will happen. This obviously meant, according to my theory, that his triggers were either turned off, moved away, or both. I found it odd that this would happen over a simple sprite control change. After a while of thinking, I began running through my mind other things I had encountered hacking, hoping to find something that might give me some idea of how the memory was working. Eventually, for some reason, my old World map event trigger popped into my head.
I thought about it for a second, then moved on. A few seconds later, I stopped and went back to it; I had an idea. What if the world map event trigger was itself a sort of multi-trigger? I thought back to the mental notes I'd made about the code when I first hacked it and did some testing. It would only work if you were on the 1st disc, and had an airship. From this, I decided that if it was indeed a kind of...trigger, it must be the airship's trigger.

This would mean there were triggers for every sprite. To test this, I took the address of the world map event mod, and added the universal difference between sprites (the difference between any address containing data for one sprite and the equivalent address for the sprite right before or after it in the memory). As I found back when I was hacking sprite coordinates earlier in the project (and used to save a lot of hacking time), the difference is E0.

After adding E0 to the address 8010A59A and finding that address in memory, and noting that Ultimate is usually right after the airship in any sequence, I went and flew toward Ultimate, until I could see him but was still a good distance away. I then went and grabbed an old set of digits for the world map event trigger, and changed the first 2 digits at my new address to the first two of the digits I'd grabbed. I did this because of the way the value of the world map event trigger works, in case you were wondering. Anyway, a message box popped up saying something, and Ultimate jumped back a space. I was quite content with this result: I'd essentially found the triggers of all sprites (or the means by which to easily find them), and discovered that triggers were simply a property of sprites and not independent objects.

There are still two problems about the way these triggers work.

The first is that this new idea leaves no answer concerning those triggers out in the middle of the world map with no sprites. There are two explanations I can think of for this:

A - If you remember back to the discovery of the zero point and the massive amount of empty sprites, I've already said that there's no real way for me to test all possible values of the world map sprite control mod, as there are too many glitched slots between unused sprites. Sprites themselves could possibly be used as triggers on the world map, if they were assigned a certain trigger (or trigger value), but never assigned a graphic. You'd simply be running into an invisible sprite, with an event trigger. But are we to assume that there are invisible sprites standing on every town?

B - The memory could work in such a way that if you were using the correct sprite for a particular event, when you reach a certain set of coordinates (probably a small range of coordinates), your own trigger would change (more accurately, the trigger for the sprite you're controlling would change), and since you are in exactly the same spot as yourself (heh), the trigger would instantly be...pulled, heheh.

The second problem is that I haven't really figured out how these triggers work. If you modify the trigger of a sprite near you, without it even touching you it could affect both you and that sprite, or even just you. It's quite odd. Perhaps tomorrow, when I'm a bit more awake, it'll be easier to think about. I'm getting damn tired about now, and I keep losing my train of thought.

For now, if you want to test digits for Ultimate, first get onto the world map with exactly the same amount of sprites that I have. Don't worry;
that's easy. Go into the debug room, and into the northeast room. Talk to the girl between Tifa and Aeris, and choose "Ex-SOLDIE Highwind" (or "Cloud Highwind", it could be either). You will be warped to inside the Highwind, where you can talk to the guy (the pilot) above Cid and start flying.

8010A4BA ???? - Ultimate's trigger
0000 - No trigger. Running into him will do nothing...you can even run through him
17A8 - Ultimate's trigger value for the last battle

Also note that if you use the digits 17A8 on your own trigger, you'll instantly initiate the last battle with Ultimate.

I'm tired as hell now, so I'll go to sleep in a few. Maybe I'll have time to work on this a bit tomorrow. 'Night.

*(as predictably lazy as I am, I never did a damn thing "tomorrow", or since then at all, heh. I intend to, but these days I have no idea when it is I'll get around to it. Maybe I'll work on it tomorrow, LOL)

As odd as sprite event triggers act sometimes, I think I'll do a little more work with them now. Really, the main goal of my hacking involving this project, at this point, is to find the address that controls the amount of sprites that there are on the world map, artificially keep it at the max, mod the unused sprite slots to the desired sprites (whether someone wants to always have Ultimate, Ruby, Emerald, etc), and, when I get to that point, keep in mind not to use any slots that will ever be reached by other sprites later in the game. I can already take the event trigger for any sprite (say, the Condor) and mod it so that every time you run into it, you'll fight Emerald, Ruby, Ultimate, or whatever. I could just choose a sprite, edit the values of a few addresses (graphic mod/event trigger/etc), and have fun fighting the Weapon of my choice. Hence, all that's left is the graphical part of the code, which would normally be the easiest part of a hacking project, and would have been hacked a long time ago. This situation is a bit different, so it'll take some serious thinking (and not a small amount of tedious RAM editing) to finish, but I think it's a goal that can be reached, if I can scrape together enough time. We'll see.
---------------------------

Reading something a wrote a while ago, I noticed something I shouldn't have missed the first time. Here:

A - If you remember back to the discovery of the zero point and the massive amount of empty sprites, I've already said that there's no real way for me to test all possible values of the world map sprite control mod, as there are too many glitched slots between unused sprites. Sprites themselves could possibly be used as triggers on the world map, if they were assigned a certain trigger (or trigger value), but never assigned a graphic. You'd simply be running into an invisible sprite, with an event trigger. But are we to assume that there are invisible sprites standing on every town?

B - The memory could work in such a way that if you were using the correct sprite for a particular event, when you reach a certain set of coordinates (probably a small range of coordinates), your own trigger would change (more accurately, the trigger for the sprite you're controlling would change), and since you are in exactly the same spot as yourself (heh), the trigger would instantly be...pulled, heheh.

I don't know why I didn't realize the obvious mistake I was making, when the values of the original "World Map Event Mod" were sitting right there in front of me. If there are values like 2AEF, which automatically sends you to the Midgar Gate (in the town environment, not the world map), the obvious answer is that B, and not A, is correct, or at least the basic idea of it is.

As odd as sprite event mods act sometimes, I think I'll do a little more work with them now. Really, the main goal of my hacking involving this project, at this point, is to find the address that controls the amount of sprites that there are on the world map, artificially keep it at the max, mod the unused sprite slots to the desired sprites (whether someone wants to always have Ultimate, Ruby, Emerald, etc), and, when I get to that point, keep in mind not to use any slots that will ever be reached by other sprites later in the game. I can already take the event mod for any sprite (say, the Condor) and mod it so that every time you run into it, you'll fight Emerald, Ruby, Ultimate, or whatever. I could just choose a sprite, edit the values of a few addresses, and have fun fighting the Weapon of my choice. Hence, all that's left is the graphical part of the code, which would normally be the easiest part of a hacking project, and would have been hacked a long time ago. This situation is a bit different, so it'll take some serious thinking (and not a small amount of tedious RAM editing) to finish, but I think it's a goal that can be reached, if I can scrape together enough time. We'll see.

What if graphics get bound to sprites...that would explain the "Whatever You Control" coordinates. So you're already controlling sprite #blah, and then when you "change sprites" (as I've been thinking of it), you're really changing what graphic is bound to you. The coordinates of certain "sprites" (as I've been thinking of them, once again) are really the coordinates of certain graphics, and since the sprite and graphic are bound, and coordinate values of any kind are static, so they can be changed without a problem, whenever you change one, the other changes accordingly. As far as I can see, if you change the coordinates of a graphic, the sprite goes with it since they're bound, and the same occurs when you change the coordinates of a sprite (ie, the Whatever You Control coordinates). I wonder what would happen if you changed both coordinates to two different values, and set them both at constant write.

If all of that's true, you always control the same sprite, but you can mod what graphic you're bound to, and then what that graphic is in terms of visual identity...in other words, any graphic can theoretically be any other graphic, considering they're switched, or at least one of them isn't being used at all...there can't be two of the same graphic.

____________________________________

Airship World Map Event Trigger Values
--------------------------------------

21EF:Wierd sound, white flash, back to normal.


22EF:Cloud:What the?!? Zooms to where Diamond Weapon should be, warps to airship,
above where you were standing.


23EF:Airship turns around, goes forward, stops, submarine instructions.


24EF:Airship disappears, wierd views are shown for a few seconds, automatic warp to Cargo ship.


28EF:This is slightly interesting at least: an automatic battle with "ENCOUNT ERROR"?
There is a message at the top of the screen that is interesting, too.
And the "monster" talks to you if you do certain things.


2AEF:Automatic warp to Midgar Gate.


2BEF:Automatic warp to Junon.


2CEF:Automatic warp to Chocobo Farm.


05EF:Automatically on a Grey Chocobo (?) behind Chocobo Farm.


09EF:Automatically on a regular Chocobo, on top of the submarine, in the middle of the ocean.


0CEF:Tifa screws with Cloud.


0EEF:Cloud:Not even a Chocobo...etc.


0FEF:Tifa:Not even a Chocobo...etc.


11EF:Airship moves a little, "Warks", and stops.


13EF:Airship shortcircuits and "Oh, man, a breakdown? Now?" message is shown.


15EF:Cid:Hey, hey, what are you trying to do, break the Highwind? Lets fight on the ground.


16EF:Strange, green bubble appears at nose of airship.


18EF:Automatic battle with Ultimate Weapon, who runs away after one hit, no matter how weak you hit him.


1CEF:Makes airship appear above you; you can't get into it though.


1EEF:Chocobo sound is heard.


2DEF:Automatic warp to Wutai.


2DEF:Automatic warp to Mt. Nibel.


30EF:You and airship turn, automatic fight with Ruby Weapon.


32EF:Cloud says:"First. I gotta do something about her."
Then airship keeps turning and repeating what Cloud said. Go into a town and come back out to stop it.


3FEF:Airship lifts off, acts like it is on water, slowly moves along, automatic warp inside airship,
above where you were standing.


36EF:Airship sinks into ground, automatic warp to airship landed in North Crater.


3EEF:Airship rises, Warks, sits back down.


D9EF:Automatic warp inside airship with Cid as leader.


B1EF:Automatically on a regular Chocobo,
in the middle of the ocean, Chocobo instructions.


10E0: Cid, without, box, just loose in air: Not even a chocobo...etc.


1DE0: Chocobo instructions


1FE0: Buggy instructions


23E0: Airship starts floating away, submarine instructions, airship stops


25E0: Airship floats away, turns, auto warp to Costa Del Sol


27E0: Airship is pulled away, wierd views are shown, after a couple seconds,
warp to Junon before getting on Cargo Ship


29E0: Auto warp to where Midgar Zolem is impaled in tree, when you walk out, you are where you started.


2CE0: Auto warp to North Corel


2DE0: Auto warp to Yuffie betrayal, after you beat the Shinra Soldiers and walk out,
you are automatically right outside of Wutai.


2FE0: Auto battle with Ruby


D0E1: Cloud is turned to his side; try walking around, it's pretty cool.


06E5: Automatically on airship, but when you get out, you are on a Grey Chocobo.


0CE5: Cloud: I got the feeling I'm forgetting something,
airship turns and Cloud tells it to stay there for just a minute.


01E0: Airship turns around


04E0: Airship is transported to the far corner of the map


14E0: Cloud jumps on airship like a chocobo, automatically in airship


17E0: Airship is pulled away, one of the Weapons roars, Cid yells "#?*!, what energy! Damn! You think I'm just gonna give up!? Airship is usually inaccessible, as it's moved too far away by this point.


21E0: Airship disappears, planet moans, white flash, back to normal, airship is moved.


22E0: Earthquake sort of thing, Cloud says "What the...!?", fly to where Ultimate Weapon should be, autowarp into airship, above same location


D0E1: This causes Cloud to be turned to his side on the world map. Odd.


06E5: Automatically on airship, but when you jump out, you're on a grey chocobo


Those are all the values I've found so far. If you find any, e-mail me and you will be given credit.


This text was brought to you by GSHI.org, unless someone else gave it to you, in which case it was only written by someone at GSHI.org. Heheh.