===== Overworld Vehicle Script Commands ===== ==== Movement (00-7F):==== 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 ==== Conditionals (B0-BF): ==== 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 ==== Bit manipulation (C8-C9): ==== bbbbbbbb bbbbbiii ____________ ___ | |__ i: bit index (0-7) |__________ b: byte (added to $1E80) C8 xxxx $EE7292 Set event bit C9 xxxx $EE72BB Clear event bit ==== Other (CA-FF) ==== 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