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- <h2>The Engine Basics</h2>
- <h3>Parts of the Engine</h3>
- <p>
- The engine used to power Final Fantasy 7 is split into several
- modules. This allowed the programming team to break apart into very
- distinct groups. It also created a very diverse game playing
- environment. It also allowed the artists to only have to work
- within their own module, keeping the artwork as dynamic as
- possible.
- </p>
- <p>
- The module system allowed for a single point of entry into, and
- exit out of, each distinct part of the game. The PSX, which the
- game was originally developed for, had very limited resources. With
- only 1 megabyte of video ram and 2 megabytes of system ram, data
- had to be banked in and out efficiently. Modules were a clean way
- to dump whole parts of the engine to make way for other parts.
- </p>
- <p>
- The core system is made up of six modules. They are called the
- kernel, field, menu, world map, battle, and mini game. They are
- arranged in the following order.
- </p>
- <p>
- <img src='img/2_engine_basics.jpg'/>
- </p>
- <h3>Generic Program Flow</h3>
- <p>
- Not every module is accessible by every other module. There is a
- distinct flow between them. For example, you can not access the
- menu from battle, much to the chagrin of the poor user who had
- forgotten to equip some last minute item. The field module, second
- only to the kernel, drives the game. It includes a powerful
- scripting system that can call any module within the game.
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