===== Movement Action Commands =====
==== Overview ====
Custom actions are processed from jump table at $C0/7807, beginning with Movement Action $C6.
==== Graphical Actions (00-7F) ====
00 Forward, Walking 1
01 Forward, Standing
02 Forward, Walking 2
03 Backward, Walking 1
04 Backward, Standing
05 Backward, Walking 2
06 Side, Walking 1
07 Side, Standing
08 Side, Walking 2
09 Kneeling / Weak
0A Attack pose (facing left)
0B Attacked pose (looking left)
0C Idle in Battle Pose
0D Walking in Battle Pose
0E Arms Raised, Walking
0F Arms Raised, Jumping
10 Spell Cast (looking left), first frame
11 Spell Cast (looking left), second frame
12 Dead pose (looking left)
13 Front, head down eyes closed
14 Wink
15 Eyes closed, looking to the right
16 Front, arms raised in air
17 Back, arms raised in air
18 mad/embarrassed
19 Front, right arm raise
1A Front, right arm wave
1B Back, right arm raise
1C Back, right arm wave
1D laughing part 1
1E laughing part 2
1F shocked
20 Front, head down
21 Back, head down
22 Head down sad left
23 Front, head turned (left); 63 Look to the right
24 Moving the finger, first frame; 64= flipped
25 Moving the finger, second frame; 65 is flipped
26 unused pose with the Jap. text (Except for terra)
27 tent
28 knocked down pose #2 (For special characters)
2C used for NPCs special pose in some cases.
2D used for KO'ed NPC
3F
40-7F Graphical Actions 00-3F, flipped horizontally
==== Movement Actions (80-AB) ====
Movement (80-9F):
100nnndd
___ _ __
| | |__ d: direction (0: up, 1: right, 2: down, 3: left)
| |____ n: number of steps (1 is added to this, so 1-8 steps possible)
|_______ always 100
Movement table in tiles:
1 2 3 4 5 6 7 8
------------------------------------------------------
80 84 88 8C 90 94 98 9C | Move character up
81 85 89 8D 91 95 99 9D | Move character right
82 86 8A 8E 92 96 9A 9E | Move character down
83 87 8B 8F 93 97 9B 9F | Move character left
A0 Move entity right/up 1x1 tiles
A1 Move entity right/down 1x1 tiles
A2 Move entity left/down 1x1 tiles
A3 Move entity left/up 1x1 tiles
A4 Move entity right/up 1x2 tiles
A5 Move entity right/up 2x1 tiles
A6 Move entity right/down 2x1 tiles
A7 Move entity right/down 1x2 tiles
A8 Move entity left/down 1x2 tiles
A9 Move entity left/down 2x1 tiles
AA Move entity left/up 2x1 tiles
AB Move entity left/up 1x2 tiles
==== Speed (C0-C4) ====
C0 Set entity's speed (within the event) to slowest
C1 Set entity's speed (within the event) to slow
C2 Set entity's speed (within the event) to normal
C3 Set entity's speed (within the event) to fast
C4 Set entity's speed (within the event) to fastest
==== Custom Actions ====
C6 $C0787B Set entity to walk when moving
C7 $C07886 Set entity to stay still when moving
C8 xx $C07891 Set entity layering priority
C9 xx $C07A05 Place entity on vehicle xx
CC $C078AB Turn current entity up
CD $C078B7 Turn current entity right
CE $C078C4 Turn current entity down
CF $C078D1 Turn current entity left
D0 $C078DE
D1 $C07928 Hide current entity
D5 xx yy $C07A1E Set position to (xx, yy)
D7 $C07A65 Center entity on screen
DC $C07A94 Make entity jump (low)
DD $C07A9C Make entity jump (high)
E0 xx $C07AA4 Pause for xx/60 seconds
E1 xx $C07969 Set event bit $1E80 + xx ($1E80 + $0xx)
E2 xx $C07983 Set event bit $1EA0 + xx ($1E80 + $1xx)
E3 xx $C0799D Set event bit $1EC0 + xx ($1E80 + $2xx)
E4 xx $C079B7 Clear event bit $1E80 + xx ($1E80 + $0xx)
E5 xx $C079D1 Clear event bit $1EA0 + xx ($1E80 + $1xx)
E6 xx $C079EB Clear event bit $1EC0 + xx ($1E80 + $2xx)
F9 aaaaaa $C07ACF Jump out of the queue to $aaaaaa+$CA0000
FA xx $C07B0C Randomly branch backward xx bytes in the queue
FB xx $C07B19 Randomly branch forward xx bytes in the queue
FC xx $C07B26 Branch backward xx bytes in the queue
FD xx $C07B4B Branch forward xx bytes in the queue
FF $C07B70 End queue