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All Things Event Hacking
02-19-2011, 11:01 PM
I'm going to write what I've found about event commands before I forget it all or my notes are lost for all eternity.
3A - Allows party to move around during events
3C - Command that established the order of the party in an event. You always need to provide 4 bytes after it. Example, for a party of terra, locke and strago, the command 3C 00 01 07 FF tells a specific event that the party is going to be composed of these 3 characters (last space is blank). The game's camera will always follow the character on the first slot of this command (terra in this case). At the end, place the 45 byte which is used to refresh objects.
3F - This command is used to have a character join your party AND leave it. I believe the game determines if the character should be inserted or removed from your party by using the commands "Create Object" (3D) and "Delete Object" (3E).
B2 - Call Subroutines. This command will call subroutines in the CA, CB or CC bank.
Subroutine for having starry nights - B2 6A 03 01 (Calls subroutine $CB6A03)
Subroutine for game over if a battle is lost - B2 A9 5E 00 (Calls subroutine $CA5EA9)
Subroutine to place you at position XX, YY if you lose a battle during an event - B2 E7 C8 02 (Calls subroutine $CCC8E7), 7E XX YY (places party at position (XX,YY) )
Subroutine for Interceptor's Bark - B2 BF 6A 01 (Calls subroutine $CB6ABF) One bark per each subroutine
48 XX YY - calls and displays text in events. Most important is the first bit of YY. 0 means the text is displayed at the top of the screen, 8 means it's going to be displayed at the bottom of the screen.
89 - Assign Interceptor status to any character. If you want to give the status to locke (example), the event code is 89 01 00 40. 01 is Locke's ID.
E0 XX - This command is used ONLY when a character is performing an action, as a means of pausing an actual action. XX means the number of frames to pause. E0 04 means "pause for 4 frames".
3A - Allows party to move around during events
3C - Command that established the order of the party in an event. You always need to provide 4 bytes after it. Example, for a party of terra, locke and strago, the command 3C 00 01 07 FF tells a specific event that the party is going to be composed of these 3 characters (last space is blank). The game's camera will always follow the character on the first slot of this command (terra in this case). At the end, place the 45 byte which is used to refresh objects.
3F - This command is used to have a character join your party AND leave it. I believe the game determines if the character should be inserted or removed from your party by using the commands "Create Object" (3D) and "Delete Object" (3E).
B2 - Call Subroutines. This command will call subroutines in the CA, CB or CC bank.
Subroutine for having starry nights - B2 6A 03 01 (Calls subroutine $CB6A03)
Subroutine for game over if a battle is lost - B2 A9 5E 00 (Calls subroutine $CA5EA9)
Subroutine to place you at position XX, YY if you lose a battle during an event - B2 E7 C8 02 (Calls subroutine $CCC8E7), 7E XX YY (places party at position (XX,YY) )
Subroutine for Interceptor's Bark - B2 BF 6A 01 (Calls subroutine $CB6ABF) One bark per each subroutine
48 XX YY - calls and displays text in events. Most important is the first bit of YY. 0 means the text is displayed at the top of the screen, 8 means it's going to be displayed at the bottom of the screen.
89 - Assign Interceptor status to any character. If you want to give the status to locke (example), the event code is 89 01 00 40. 01 is Locke's ID.
E0 XX - This command is used ONLY when a character is performing an action, as a means of pausing an actual action. XX means the number of frames to pause. E0 04 means "pause for 4 frames".
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