===== 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