The action queue will consist of movement actions.
Character Numbers (xx):
xx nn xx = Character Number, nn = Number of actions to perform (including the final end command) If nn & 0x80, the next action will not take place until this and any before it are complete.
Jump table will be at
35 xx $C09C44 Pauses execution until camera queue is complete 36 xx $C09C6F Disable ability to pass through objects for character XX 37 xx yy $C09C8F Assign graphic set yy to object xx 38 $C09D0E Hold screen--does not scroll when character moves 39 $C09D16 Free screen--does scroll when character moves 3A $C09D1E Enable player to move while event commands execute 3B $C09D2E Position player in a "ready-to-go" stance 3C c1 c2 c3 c4 $C09D6D Put characters c1-4 in the party 3D xx $C09E3C Create object xx 3E xx $C09E67 Delete object xx 3F xx yy $C09D3B Assign character xx to party yy (if yy == 0, remove character from party) 40 xx yy $C0A07C Assign properties yy to character xx 41 xx $C0A2FA Show object xx 42 xx $C0A336 Hide object xx 43 xx yy $C09CA9 Assign palette yy to object xx 44 xx yy $C09CCA Place object xx on vehicle yy 00: No vehicle 40: Magitek Armor 80: Object visible 20: Chocobo 60: Raft 45 $C09CE2 Refresh objects 46 xx $C09CEA Make xx the current party 47 $C09D03 Make character in slot 0 the lead character
48 xxxx $C0A475 Display dialogue message xxxx, continue executing commands 49 $C0A4A6 If dialogue window is up, wait for keypress then dismiss 4A $C0A4B0 Wait for keypress 4B xxxx $C0A4BC Display dialogue message xxxx, halt execution until gone If xxxx & 0x4000, only the text will be shown (no dialogue window) If xxxx & 0x8000, the text will be shown at the bottom of the screen (note these flags apply to both command 48 and 4B)
4C xx bb $C0A591 Center screen on party and invoke battle, enemy set xx, background bb 4D xx bb $C0A578 Battle Enemy Set xx, Background Scenery bb 4E $C0A4F9 Invoke random battle, used for dungeons/towns, etc 4F $C0A5F3 Exit current location
50 xx $C0A5FD Tint screen (cumulative) (takes 32 executions at intensity 15 to saturate) 51 ooorgbii pb pe $C0A640 Modify BG color range from [pb, pe] 001: Add color component 101: Subtract color component 52 xx $C0A686 Tint characters (cumulative) 53 ooorgbii pb pe $C0A6C5 Modify OBJ color range [pb, pe] 54 $C0A784 55 ci $C0A795 Flash screen with color component(s) c, intensity i 56 ci $C0A7BA Increase color component(s) c, intensity i 57 ci $C0A7D0 Decrease color component(s) c, intensity i Color components: 2: Red A: Red + Blue (Magenta) 4: Green C: Green + Blue (Cyan) 6: Red + Green (Yellow) E: Red + Green + Blue (White) 8: Blue 58 xx $C0A7E6 Shake the screen (xx?) 59 xx $C0A80A Unfade the screen at speed x 5A _x $C0A817 Fade the screen at speed x 5B $C0A826 5C $C0A82D Pause execution until fade in or fade out is complete 5D xx yy $C0A838 Scroll BG0, speed xx x yy (00 --> 7F left/up, 80 <-- FF right/down) 5E xx yy $C0A8CE Scroll BG1, speed xx x yy (00 --> 7F left/up, 80 <-- FF right/down) 5F xx yy $C0A964 Scroll BG2, speed xx x yy (00 --> 7F left/up, 80 <-- FF right/down) 60 xx yy $C0A9FA Change background layer xx palette to yy 61 _c pb pe $C0AA3D Colorize color range [pb, pe] to color c 62 xx $C0AACB Mosaic screen with speed xx (lower == slower) 63 xx $C0AADB Create spotlight effect with radius xx 64 xx yy $C0AAE9 65 xx yy $C0AB09
6A nnnn xx yy ff $C0AB47 Loads map nnnn, positions party at (xx, yy) ff: 01: Party is in airship 02: Party is on Chocobo 6B nnnn xx yy ff $C0AB55 Loads map nnnn, positions party at (xx, yy) 6C xxxx xx yy ff $C0AC0B Set parent map to xxxx, parent coordinates to (xx, yy) 70 xx yy $C0A881 Scroll BG0 71 xx yy $C0A917 Scroll BG1 72 xx yy $C0A9AD Scroll BG2 73 xx yy rr cc data... $C0AC45 Copy data of size rr*cc to current map's BG0 at (xx, yy) and refresh background 74 xx yy rr cc data... $C0AC62 Copy data of size rr*cc to current map's BG0 at (xx, yy) 75 $C0AC1F Refresh background after map has been changed
77 xx $C09F32 Restore character xx HP and MP to full 78 xx $C09C7F Enable ability to pass through other objects for object 79 xx yy zz $C0A36A Place party on map xxxx 7A xx aaaaaa $C0A42A Modify entity event--call $aaaaaa+$CA0000 when triggered 7B $C0A441 Restore backup party to active status 7C xx $C0A455 Enable activation of event for object xx on collision 7D xx $C0A465 7E xx yy $C0A39A Move the characters to (xx, yy) on the current map 7F xx yy $C0A03A Change character xx's name to yy 80 xx $C0ACF0 Add item xx from inventory 81 xx $C0AD2D Remove item xx from inventory 82 $C0A570 84 xxxx $C0AD50 Give xxxx amount of GP to party 85 xxxx $C0AD7F Take xxxx amount of GP from party 86 xx $C0ADB8 Give Esper xx to party 87 xx $C0ADD7 Take Esper xx from party Espers: 36: Ramuh 40: Tritoch 4A: Phantom 37: Ifrit 41: Odin 4B: Sraphim 38: Shiva 42: Raiden 4C: Golem 39: Siren 43: Bahamut 4D: Unicorn 3A: Terrato 44: Alexandr 4E: Fenrir 3B: Shoat 45: Crusader 4F: Starlet 3C: Maduin 46: Ragnarok 50: Phoenix 3D: Bismark 47: Kirin 3E: Stray 48: ZoneSeek 3F: Palidor 49: Carbunkl 88 xx c1 c2 $C0AE2D Remove all but status conditions c1 and c2 from character xx (c1 = Condition Effects 1, c2 = Condition Effects 4) 89 xx c1 c2 $C0AE47 Inflict status conditions c1 and c2 on character xx (c1 = Condition Effects 1, c2 = Condition Effects 4) 8A xx c1 c2 $C0AE61 Toggle status conditions c1 and c2 for character xx (c1 = Condition Effects 1, c2 = Condition Effects 4) 8B xx yy $C0AE7B 8C xx yy $C0AF3E 8D xx $C09FCE Remove all equipment from character xx and place it in the inventory 8E $C0A54E 8F $C0AFF8 Unlock all of Cyan's SwordTechs 90 $C0B002 Grant Sabin the Bum Rush
91 $C0B23F Pause for 1/4 second 92 $C0B249 Pause for 1/2 second 93 $C0B253 Pause for 3/4 second 94 $C0B25D Pause for 1 second 95 $C0B267 Pause for 2 seconds
96 $C0A7F0 Refresh screen after a menu or battle 97 $C0A7FD Fade screen to black 98 xx $C0B00F Invoke name change screen for character xx 99 xx yy zz $C0B035 Invoke party selection screen: xx = number of groups 9A $C0B0B2 Invoke Coliseum item selection screen 9B xx $C0B06D Invoke shop xx 9C xx $C0B08C 9D $C0B09C Invoke Party Order screen (from final battle) A0 xx xx yy yy zz $C0B0E0 Set timer to XXXX jiffies, jump to YYYY on expiration, flags ZZ (includes index, etc.) A1 xx $C0B10E Reset timer XX A2 $C0B130 A6 $C0BA09 A7 xx $C0BA14 A8 $C0BA51 Show Floating Island soaring into the sky A9 $C0B966 Show title screen AA $C0B992 Show intro with Magitek Armor walking through snowfields AB $C0B91B Invoke game loading screen AC $C0B95E AD $C0BA69 Show world getting torn apart AE $C0B9C5 Show train car ride out of the Magitek Factory AF $C0A503 Invoke random Coliseum battle
B0 xx $C0B138 Repeat the the following commands (until B1 is encountered) xx times B1 $C0B145 End block of commands to repeat B2 aaaaaa $C0B1A1 Call subroutine $aaaaaa+$CA0000 B3 nn aaaaaa $C0B1DF Call subroutine $aaaaaa+$CA0000, nn times B4 xx $C0B21D Pause for xx/60 seconds B5 xx $C0B227 Pause for xx/4 seconds B6 aaaaaa ... $C0B6D3 Jump to the nth address following B6, where n is the last item selected from a multiple-choice dialogue window. Each address is 3 bytes, added to $CA0000/$0A0200. B7 xx aaaaaa $C0B299 Jump to $aaaaaa+$CA0000 if bit $1DC9 + $xx is clear B8 xx $C0B6AB Set bit $1DC9 + $xx B9 xx $C0B6BF Clear bit $1DC9 + $xx BA xx $C0BA31 BB $C0B9BE BC _xxx $C0B16F Return if event bit $xxx is clear BD aaaaaa $C0B271 Randomly jump to $aaaaaa+$CA0000 BE nn caaaaa ... $C0B6F7 Switch/case based on the value of CaseWord ($1EB4-5) Number of parameters (bytes) = (nn * 3) + 1 (+1 accounts for the nn) "c" represents the bit to test in CaseWord; if set, the jump will occur BF $C0B9E7 Show airship scene from the ending
If MSB of bit to test is 0, the bit will be compared to 0, else it will be compared to 1. [In a nutshell, if(tx & 0x8000) -> if(*tx); if(!(tx & 0x8000)) -> if(!(*tx))] If result of all comparisons is true, jump will occur; otherwise, execution will occur at the next command. Each condition to test (the bit value) is 2 bytes--the address to jump to is 3 bytes, and is added to $CA0000. C0-C7: $C0B2C8, C8-CF: $C0B32D C0 t1 addr if(t1) jump; else continue; C1 t1 t2 addr if(t1 || t2) jump; else continue; C2 t1 t2 t3 addr if(t1 || t2 || t3) jump; else continue; C3 t1 t2 t3 t4 addr if(t1 || t2 || t3 || t4) jump; else continue; C4 t1 t2 t3 t4 t5 addr if(t1 || t2 || t3 || t4 || t5) jump; else continue; C5 t1 t2 t3 t4 t5 t6 addr if(t1 || t2 || t3 || t4 || t5 || t6) jump; else continue; C6 t1 t2 t3 t4 t5 t6 t7 addr if(t1 || t2 || t3 || t4 || t5 || t6 || t7) jump; else continue; C7 t1 t2 t3 t4 t5 t6 t7 t8 addr if(t1 || t2 || t3 || t4 || t5 || t6 || t7 || t8) jump; else continue; C8 t1 addr if(t1) jump; else continue; C9 t1 t2 addr if(t1 && t2) jump; else continue; CA t1 t2 t3 addr if(t1 && t2 && t3) jump; else continue; CB t1 t2 t3 t4 addr if(t1 && t2 && t3 && t4) jump; else continue; CC t1 t2 t3 t4 t5 addr if(t1 && t2 && t3 && t4 && t5) jump; else continue; CD t1 t2 t3 t4 t5 t6 addr if(t1 && t2 && t3 && t4 && t5 && t6) jump; else continue; CE t1 t2 t3 t4 t5 t6 t7 addr if(t1 && t2 && t3 && t4 && t5 && t6 && t7) jump; else continue; CF t1 t2 t3 t4 t5 t6 t7 t8 addr if(t1 && t2 && t3 && t4 && t5 && t6 && t7 && t8) jump; else continue;
D0 xx $C0B593 Set event bit $0xx D1 xx $C0B5CF Clear event bit $0xx D2 xx $C0B5A7 Set event bit $1xx D3 xx $C0B5E3 Clear event bit $1xx D4 xx $C0B5BB Set event bit $2xx D5 xx $C0B5F7 Clear event bit $2xx D6 xx $C0B60B Set event bit $3xx D7 xx $C0B65B Clear event bit $3xx D8 xx $C0B61F Set event bit $4xx D9 xx $C0B66F Clear event bit $4xx DA xx $C0B633 Set event bit $5xx DB xx $C0B683 Clear event bit $5xx DC xx $C0B647 Set event bit $6xx DD xx $C0B697 Clear event bit $6xx DE $C0B40B Load CaseWord with the characters in the active party DF $C0B465 E0 $C0B513 Load CaseWord with event bits $2E0-$2EF (characters encountered so far) E1 $C0B51E Load CaseWord with event bits $2F0-$2FF E2 $C0B4B9 E3 $C0B3B7 Load CaseWord with the available characters E4 $C0B39E Load CaseWord with currently active party E7 xx $C0B394 E8 xx yyyy $C0B529 Set event word xx to yyyy E9 xx yyyy $C0B53C Increment event word xx by yyyy EA xx yyyy $C0B556 Decrement event word xx by yyyy EB xx yyyy $C0B571 If event word xx == yyyy then CaseWord = $0001 Else If event word xx > yyyy then CaseWord = $0002 Else If event word xx < yyyy then CaseWord = $0004 EF xx yy $C0B7AA
F0 xx $C0B780 Play song xx F1 xx yy $C0B7D4 Fade in song xx with speed yy (higher == slower) F2 xx $C0B811 Fade out current song with speed xx (higher == slower) F3 xx $C0B827 Continue song that was previously paused, xx is unknown F4 xx $C0B854 Play sound effect xx F5 xx yy zz $C0B85E F6 xx yy zz $C0B889 Stop sound effect xx F7 $C0B8A1 F8 $C0B8AF F9 xx $C0B8BA FA $C0B8C7 Stop temporarily played song
FD $C0B8D2 NOP FE $C0B8D7 Return
The following is a list of unused pointers from the general actions jump table ($C0/98C4).
C0/9926: 1A B9 (act. 66: ** NOT USED **) C0/9928: 1A B9 (act. 67: ** NOT USED **) C0/992A: 1A B9 (act. 68: ** NOT USED **) C0/992C: 1A B9 (act. 69: ** NOT USED **) C0/9934: 1A B9 (act. 6D: ** NOT USED **) C0/9936: 1A B9 (act. 6E: ** NOT USED **) C0/9938: 1A B9 (act. 6F: ** NOT USED **) C0/9946: 1A B9 (act. 76: ** NOT USED **) C0/9960: 1A B9 (act. 83: ** NOT USED **) C0/9996: 1A B9 (act. 9E: ** NOT USED **) C0/9998: 1A B9 (act. 9F: ** NOT USED **) C0/99A0: 1A B9 (act. A3: ** NOT USED **) C0/99A2: 1A B9 (act. A4: ** NOT USED **) C0/99A4: 1A B9 (act. A5: ** NOT USED **) C0/9A24: 1A B9 (act. E5: ** NOT USED **) C0/9A26: 1A B9 (act. E6: ** NOT USED **) C0/9A32: 1A B9 (act. EC: ** NOT USED **) C0/9A34: 1A B9 (act. ED: ** NOT USED **) C0/9A36: 1A B9 (act. EE: ** NOT USED **) C0/9A52: 1A B9 (act. FC: ** NOT USED **) C0/9A58: 1A B9 (act. FF: ** NOT USED **)