ff3:ff3us:doc:asm:codes:battle_event_codes

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ff3:ff3us:doc:asm:codes:battle_event_codes [2016/04/03 07:57]
m06 created
ff3:ff3us:doc:asm:codes:battle_event_codes [2019/02/12 13:18] (current)
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 ==== List of commands ==== ==== List of commands ====
 <code> <code>
-00 xx       $C1970C     Display message xx at the top of the screen +00 xx        $C1970C Display short battle dialog xx (top of screen) 
-01 xx       $C196C1     Display message xx at the bottom of the screen +01 xx        $C196C1 Display long battle dialog xx (bottom of screen) 
-02          $C1FFE3     -- +02           $C1FFE3 No effect 
-03 xx       $C1FF78     Queue 1 for character xx +03 xx yyyy   $C1FF78 Animation for character 1 (actor xx) at $yyyy 
-04 xx       $C1FF78     Queue 2 for character xx +04 xx yyyy   $C1FF78 Animation for character 2 (actor xx) at $yyyy 
-05 xx       $C1FF78     Queue 3 for character xx +05 xx yyyy   $C1FF78 Animation for character 3 (actor xx) at $yyyy 
-06 xx       $C1FF78     Queue 4 for character xx +06 xx yyyy   $C1FF78 Animation for character 4 (actor xx) at $yyyy 
-07          $C1FF60 +07 xx yyyy   $C1FF60 Animation for monster 1 at $yyyy 
-08          $C1FF60 +08 xx yyyy   $C1FF60 Animation for monster 2 at $yyyy 
-09          $C1FF60 +09 xx yyyy   $C1FF60 Animation for monster 3 at $yyyy 
-0A          $C1FF60 +0A xx yyyy   $C1FF60 Animation for monster 4 at $yyyy 
-0B          $C1FF60 +0B xx yyyy   $C1FF60 Animation for monster 5 at $yyyy 
-0C          $C1FF60 +0C xx yyyy   $C1FF60 Animation for monster 6 at $yyyy 
-0D xxxxxx   $C1FE2D     Load sprite from $xxxxxx +0D xx yy zz  $C1FE2D Do event animation xx (yy = attacker, zz = target) 
-0E          $C1FF47     Prepare queues? +0E           $C1FF47 Clear animations 
-0F          $C1FF55     Execute queues +0F           $C1FF55 Execute animations 
-10          $C196AD     Close dialogue window at the bottom of the screen +10           $C196AD Close dialog window (bottom of screen) 
-11          $C196AA     Open dialogue window at the bottom of the screen +11           $C196AA Open dialog window (bottom of screen) 
-12          $C1FEB9     set pointers to animation scripts for each sprite; parameters are 24 2-byte pointers for each sprite +12 xxxx ...  $C1FEB9 Animations for all characters, based on graphics index (24 addresses) 
-13          $C1FDE8 +13 xx        $C1FDE8 Add/remove actor xx as a target (MSB = 0: add, MSB = 1: remove) 
-14          $C1FDED +14 xx        $C1FDED Show/hide HP and gauge for actor xx (MSB = 0: show, MSB = 1: hide) 
-FF                      End Event +FF                   End of event</code>
-</code>+
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