ff3:ff3us:doc:asm:codes:movement_codes

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Custom actions are processed from jump table at $C0/7807, beginning with Movement Action $C6.

00
01	Face front
07	
08	Strike
09	Crouch
0A	Fight
0B	Victory - Frame 1
0F	Victory - Frame 2
10	Cast Magic - Frame 1
11	Cast Magic - Frame 2
12	Dead
13	--
15	Left
16	Celebrate front
17	Celebrate back
19	Wave front - hand at back
1A	Wave front - hand at front
1B	Wave back - hand at back
1C	Wave back - hand at front
1D	Laugh - Frame 1
1E
1F	Shocked
20	Sad - Down
21	Sad - Up
22	Sad - Left
3F
40-7F   Graphical Actions 00-3F, flipped horizontally
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

Summary:
80                                  Move entity up 1 tile
81                                  Move entity right 1 tile
82                                  Move entity down 1 tile
83                                  Move entity left 1 tile
84                                  Move entity up 2 tiles
85                                  Move entity right 2 tiles
86                                  Move entity down 2 tiles
87                                  Move entity left 2 tiles
88                                  Move entity up 3 tiles
89                                  Move entity right 3 tiles
8A                                  Move entity down 3 tiles
8B                                  Move entity left 3 tiles
8C                                  Move entity up 4 tiles
8D                                  Move entity right 4 tiles
8E                                  Move entity down 4 tiles
8F                                  Move entity left 4 tiles
90                                  Move entity up 5 tiles
91                                  Move entity right 5 tiles
92                                  Move entity down 5 tiles
93                                  Move entity left 5 tiles
94                                  Move entity up 6 tiles
95                                  Move entity right 6 tiles
96                                  Move entity down 6 tiles
97                                  Move entity left 6 tiles
98                                  Move entity up 7 tiles
99                                  Move entity right 7 tiles
9A                                  Move entity down 7 tiles
9B                                  Move entity left 7 tiles
9C                                  Move entity up 8 tiles
9D                                  Move entity right 8 tiles
9E                                  Move entity down 8 tiles
9F                                  Move entity left 8 tiles
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
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
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
  • ff3/ff3us/doc/asm/codes/movement_codes.1459664176.txt.gz
  • Last modified: 5 years ago
  • (external edit)