All About Battle Events
#17
Here is a rough draft of a battle events dump: download

It's a first draft. A subscript call in an action queue is actually an animation with a different scripting language. I'll try to focus on these next. I used the battle event titles found in this thread. I might included some text from the dialogues calls but right now the TOC does the job of finding the scripts.

Battle intro animations scripts are not included, simply because they are not battle events and they are scripted in the same manner as the animations subscripts.

If you have more info on the following main commands, please share! Commands $0D, $13 and $14 are used and unknown, $07 to $0C seems unused and are also unknown. Also if you find inaccuracies or errors in the dump, please let me know.

Code:
C1/FDBE:    0C97        (00)    (1 byte param, display text XX at top of screen)
C1/FDC0:    C196        (01)    (1 byte param, display dialogue XX at bottom of screen)
C1/FDC2:    E3FF        (02)    (no param, unused (RTS))
C1/FDC4:    78FF        (03)    (3 bytes params, animation queue for character XX following by subsscript $D0ZZYY call)
C1/FDC6:    78FF        (04)    (3 bytes params, animation queue for character XX following by subsscript $D0ZZYY call)
C1/FDC8:    78FF        (05)    (3 bytes params, animation queue for character XX following by subsscript $D0ZZYY call)
C1/FDCA:    78FF        (06)    (3 bytes params, animation queue for character XX following by subsscript $D0ZZYY call)
C1/FDCC:    60FF        (07)    (1 byte param, unused in regular battle events)
C1/FDCE:    60FF        (08)    (1 byte param, unused in regular battle events)
C1/FDD0:    60FF        (09)    (1 byte param, unused in regular battle events)
C1/FDD2:    60FF        (0A)    (1 byte param, unused in regular battle events)
C1/FDD4:    60FF        (0B)    (1 byte param, unused in regular battle events)
C1/FDD6:    60FF        (0C)    (1 byte param, unused in regular battle events)
C1/FDD8:    2DFE        (0D)    (3 bytes params, special animation?)
C1/FDDA:    47FF        (0E)    (no param, begin animation queues)
C1/FDDC:    55FF        (0F)    (no param, execute animation queues)
C1/FDDE:    AD96        (10)    (no param, close a dialogue box at bottom of screen)
C1/FDE0:    AA96        (11)    (no param, opens a dialogue box at bottom of screen)
C1/FDE2:    B9FE        (12)    (XX bytes params (until 0x0F is hit if set after command $0E). Set pointers to animation scripts for each sprite, max of 24 * 2 bytes pointers)
C1/FDE4:    E8FD        (13)    (1 byte param)
C1/FDE6:    EDFD        (14)    (1 byte param)
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Messages In This Thread
All About Battle Events - by Angelo26 - 07-03-2011, 06:41 PM
RE: All About Battle Events - by Gi Nattak - 07-04-2011, 01:25 PM
RE: All About Battle Events - by Angelo26 - 07-13-2011, 08:35 AM
RE: All About Battle Events - by Gi Nattak - 07-13-2011, 05:42 PM
RE: All About Battle Events - by Angelo26 - 07-14-2011, 08:24 PM
RE: All About Battle Events - by Gi Nattak - 07-15-2011, 02:29 AM
RE: All About Battle Events - by Angelo26 - 07-22-2011, 05:36 PM
RE: All About Battle Events - by madsiur - 12-30-2011, 01:23 AM
RE: All About Battle Events - by Angelo26 - 02-14-2012, 11:57 PM
RE: All About Battle Events - by Angelo26 - 03-18-2012, 09:44 PM
RE: All About Battle Events - by Angelo26 - 03-25-2012, 08:06 PM
RE: All About Battle Events - by DjinnAndTonic - 05-11-2012, 02:44 AM
RE: All About Battle Events - by madsiur - 05-11-2012, 11:02 AM
RE: All About Battle Events - by DjinnAndTonic - 05-11-2012, 04:00 PM
RE: All About Battle Events - by DjinnAndTonic - 05-30-2012, 03:09 AM
RE: All About Battle Events - by madsiur - 06-01-2012, 11:56 PM
RE: All About Battle Events - by madsiur - 10-15-2016, 04:04 PM
RE: All About Battle Events - by Everything - 10-16-2016, 01:34 PM
RE: All About Battle Events - by madsiur - 10-16-2016, 02:08 PM
RE: All About Battle Events - by Tenkarider - 10-15-2016, 06:00 PM
RE: All About Battle Events - by madsiur - 10-15-2016, 07:55 PM

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