Overworld Vehicle Script Commands
0dulrf?t nnnnnnnn
|||||||| ________
|||||||| |_____ number of units to move/turn
||||||||
||||||||___________ t: double speed of turns
|||||||____________ ?: ??
||||||_____________ f: move forward (0xFF + 0xFF + 0x08 [518] units = 1 full revolution)
|||||______________ r: turn right (0xAB [171] units = 1 full rotation)
||||_______________ l: turn left (0xAB [171] units = 1 full rotation)
|||________________ u: go up
||_________________ d: go down
|__________________ always 0
ci: sbbbbbbb bbbbbiii
_ ___________ ___
| | |__ i: bit index (0-7)
| |__________ b: byte (added to $1E80)
|_________________ s: if 1, check that bit is set; else, check that bit is clear
Summary:
B0 c1 aaaaaa if(c1), goto aaaaaa
B1 c1 c2 aaaaaa if(c1 || c2), goto aaaaaa
B2 c1 c2 c3 aaaaaa if(c1 || c2 || c3), goto aaaaaa
B3 c1 c2 c3 c4 aaaaaa if(c1 || c2 || c3 || c4), goto aaaaaa
B4 c1 c2 c3 c4 c5 aaaaaa if(c1 || c2 || c3 || c4 || c5), goto aaaaaa
B5 c1 c2 c3 c4 c5 c6 aaaaaa if(c1 || c2 || c3 || c4 || c5 || c6), goto aaaaaa
B6 c1 c2 c3 c4 c5 c6 c7 aaaaaa if(c1 || c2 || c3 || c4 || c5 || c6 || c7), goto aaaaaa
B7 c1 c2 c3 c4 c5 c6 c7 c8 aaaaaa if(c1 || c2 || c3 || c4 || c5 || c6 || c7 || c8), goto aaaaaa
B8 c1 aaaaaa if(c1), goto aaaaaa
B9 c1 c2 aaaaaa if(c1 && c2), goto aaaaaa
BA c1 c2 c3 aaaaaa if(c1 && c2 && c3), goto aaaaaa
BB c1 c2 c3 c4 aaaaaa if(c1 && c2 && c3 && c4), goto aaaaaa
BC c1 c2 c3 c4 c5 aaaaaa if(c1 && c2 && c3 && c4 && c5), goto aaaaaa
BD c1 c2 c3 c4 c5 c6 aaaaaa if(c1 && c2 && c3 && c4 && c5 && c6), goto aaaaaa
BE c1 c2 c3 c4 c5 c6 c7 aaaaaa if(c1 && c2 && c3 && c4 && c5 && c6 && c7), goto aaaaaa
BF c1 c2 c3 c4 c5 c6 c7 c8 aaaaaa if(c1 && c2 && c3 && c4 && c5 && c6 && c7 && c8), goto aaaaaa
C0 xx $EE71FB Modify vehicle behavior
C1 xx yy $EE7209 set vehicle's direction to X
C2 xx yy $EE721C set vehicle's propulsion direction to X
C3 xx yy $EE722F Rotate the sky (unused, and probably ineffective)
C4 xx yy $EE7242 (unused; affects the Mode 7 BG)
C5 xx yy $EE7255 Set altitude to yy (xx?)
C6 xx yy $EE7268 Go forward
C7 xx yy $EE727B Place airship at position X,Y
bbbbbbbb bbbbbiii
____________ ___
| |__ i: bit index (0-7)
|__________ b: byte (added to $1E80)
C8 xxxx $EE7292 Set event bit
C9 xxxx $EE72BB Clear event bit
CA xx bb $EE72EA Battle enemy set xx, background image bb
D0 $EE732F Show vehicle
D1 $EE733A Hide vehicle
D2 nnnn xx yy mm $EE7345 Load map nnnn, position (xx, yy), mode mm
D3 nnnn xx yy mm $EE73A2 Load map nnnn, position (xx, yy), mode mm
D4-D8 $EE7402 Unfade screen
D9 $EE740B Fade screen
DA $EE7412 Show flashing arrows indicating the direction you're turning
DB $EE7423 Lock in arrow choice
DC $EE742E Hide flashing arrows
DD $EE7439 Hide mini-map
DE xx yy $EE744E Change Mode 7 BG horizontal scroll (unused)
DF $EE7461 Show mini-map
E0 xx $EE7473 Pause for xx units
E1-F2 $EE74A4 (unused)
F3 $EE74B0 Show part of world getting zapped
F4 $EE74C4 Change graphic to Falcon
F5 $EE753D Show part of world getting zapped
F6 $EE7551 (unused)
F7 $EE755D Change graphic to pidgeon
F8 $EE7568 Show part of world getting blown up
F9 $EE7574 Show part of world getting zapped, produce explosions (unused; freezes the game)
FA $EE7580 Show airship emerging from the ocean
FB $EE758C Show Airship smoking
FC $EE759B Show Airship crashing
FD $EE75AF Change graphic to Esper Terra
FE $EE75BA Show Airship headed for Vector
FF $EE75C8 End map script