Difference between revisions of "FF8/Field/Script/Opcodes"
my_wiki>Myst6re |
m (13 revisions imported) |
||
(6 intermediate revisions by 5 users not shown) | |||
Line 1: | Line 1: | ||
− | == The language == | + | By Aali, myst6re and Shard. |
+ | |||
+ | == The language == | ||
The field script language in ff8 is a simple assembly language with a stack. Here is an example: | The field script language in ff8 is a simple assembly language with a stack. Here is an example: | ||
Line 6: | Line 8: | ||
PSHM_W 1024 # push var1024 onto the stack (stack = [var1024]) | PSHM_W 1024 # push var1024 onto the stack (stack = [var1024]) | ||
− | PSHN_L 6 # push number 6 onto the stack (stack = [ | + | PSHN_L 6 # push number 6 onto the stack (stack = [6Â ; var1024]) |
CAL EQ # compare the two numbers at the top of the stack, pop this numbers, and push the result (1 or 0) into the stack (stack = [1 or 0]) | CAL EQ # compare the two numbers at the top of the stack, pop this numbers, and push the result (1 or 0) into the stack (stack = [1 or 0]) | ||
JPF LABEL1 # if the popped top of the stack is 0, jump to LABEL1 (stack = []) | JPF LABEL1 # if the popped top of the stack is 0, jump to LABEL1 (stack = []) | ||
Line 19: | Line 21: | ||
In standard code, it's equivalent to: | In standard code, it's equivalent to: | ||
+ | |||
if(var1024 == 6) { | if(var1024 == 6) { | ||
var1024 = 0; | var1024 = 0; | ||
Line 25: | Line 28: | ||
} | } | ||
− | == Reading Documentation == | + | == Reading Documentation == |
+ | |||
Each Opcode's page lists all the parameters for that function in the order you would put them on the stack before the function call. The inline argument is listed separately, if the function requires one. For example, on the page for [[FF8/Field/Script/Opcodes/01E_SET3|SET3]], the parameters are listed like this: | Each Opcode's page lists all the parameters for that function in the order you would put them on the stack before the function call. The inline argument is listed separately, if the function requires one. For example, on the page for [[FF8/Field/Script/Opcodes/01E_SET3|SET3]], the parameters are listed like this: | ||
− | :''XCoord'' | + | |
− | :''YCoord'' | + | : ''XCoord'' |
− | :''ZCoord'' | + | : ''YCoord'' |
− | :'''SET3''' | + | : ''ZCoord'' |
+ | : '''SET3''' | ||
+ | |||
Which means when you call '''SET3''', the ZCoord is the top item on the stack, YCoord is under it, and XCoord is under that, for example | Which means when you call '''SET3''', the ZCoord is the top item on the stack, YCoord is under it, and XCoord is under that, for example | ||
+ | |||
PSHN_L 402 (XCoord) | PSHN_L 402 (XCoord) | ||
PSHN_L -381 (YCoord) | PSHN_L -381 (YCoord) | ||
Line 37: | Line 44: | ||
SET3 17 (walkmesh triangle ID) | SET3 17 (walkmesh triangle ID) | ||
− | == Opcode list == | + | == Opcode list == |
− | + | {| class="wikitable sortable" border="1" | |
− | + | ! Opcode | |
− | + | ! Name | |
− | + | ! Function Type | |
− | + | |- | |
− | + | | 000 | |
− | + | | | |
− | + | [[FF8/Field/Script/Opcodes/000_NOP|000 NOP]] ''(Unused)'' | |
− | + | | Script Processing | |
− | + | |- | |
− | + | | 001 | |
− | + | | | |
− | + | [[FF8/Field/Script/Opcodes/001_CAL|001 CAL]] | |
− | + | | Script Processing | |
− | + | |- | |
− | + | | 002 | |
− | + | | | |
− | + | [[FF8/Field/Script/Opcodes/002_JMP|002 JMP]] | |
− | + | | Script Processing | |
+ | |- | ||
+ | | 003 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/003_JPF|003 JPF]] | ||
+ | | Script Processing | ||
+ | |- | ||
+ | | 004 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/004_GJMP|004 GJMP]] ''(Unused)'' | ||
+ | | Script Processing | ||
+ | |- | ||
+ | | 005 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/005_LBL|005 LBL]] | ||
+ | | Script Processing | ||
+ | |- | ||
+ | | 006 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/006_RET|006 RET]] | ||
+ | | Script Processing | ||
+ | |- | ||
+ | | 007 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/007_PSHN_L|007 PSHN_L]] | ||
+ | | Memory | ||
+ | |- | ||
+ | | 008 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/008_PSHI_L|008 PSHI_L]] | ||
+ | | Memory | ||
+ | |- | ||
+ | | 009 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/009_POPI_L|009 POPI_L]] | ||
+ | | Memory | ||
+ | |- | ||
+ | | 00A | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/00A_PSHM_B|00A PSHM_B]] | ||
+ | | Memory | ||
+ | |- | ||
+ | | 00B | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/00B_POPM_B|00B POPM_B]] | ||
+ | | Memory | ||
+ | |- | ||
+ | | 00C | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/00C_PSHM_W|00C PSHM_W]] | ||
+ | | Memory | ||
+ | |- | ||
+ | | 00D | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/00D_POPM_W|00D POPM_W]] | ||
+ | | Memory | ||
+ | |- | ||
+ | | 00E | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/00E_PSHM_L|00E PSHM_L]] | ||
+ | | Memory | ||
+ | |- | ||
+ | | 00F | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/00F_POPM_L|00F POPM_L]] | ||
+ | | Memory | ||
+ | |- | ||
+ | | 010 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/010_PSHSM_B|010 PSHSM_B]] | ||
+ | | Memory | ||
+ | |- | ||
+ | | 011 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/011_PSHSM_W|011 PSHSM_W]] | ||
+ | | Memory | ||
+ | |- | ||
+ | | 012 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/012_PSHSM_L|012 PSHSM_L]] | ||
+ | | Memory | ||
+ | |- | ||
+ | | 013 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/013_PSHAC|013 PSHAC]] | ||
+ | | Memory | ||
+ | |- | ||
+ | | 014 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/014_REQ|014 REQ]] | ||
+ | | Script Processing | ||
+ | |- | ||
+ | | 015 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/015_REQSW|015 REQSW]] | ||
+ | | Script Processing | ||
+ | |- | ||
+ | | 016 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/016_REQEW|016 REQEW]] | ||
+ | | Script Processing | ||
+ | |- | ||
+ | | 017 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/017_PREQ|017 PREQ]] | ||
+ | | Script Processing | ||
+ | |- | ||
+ | | 018 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/018_PREQSW|018 PREQSW]] | ||
+ | | Script Processing | ||
+ | |- | ||
+ | | 019 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/019_PREQEW|019 PREQEW]] | ||
+ | | Script Processing | ||
+ | |- | ||
+ | | 01A | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/01A_UNUSE|01A UNUSE]] | ||
+ | | Entity | ||
+ | |- | ||
+ | | 01B | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/01B_DEBUG|01B DEBUG]] ''(Unused)'' | ||
+ | | | ||
+ | |- | ||
+ | | 01C | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/01C_HALT|01C HALT]] | ||
+ | | Script Processing | ||
+ | |- | ||
+ | | 01D | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/01D_SET|01D SET]] | ||
+ | | Entity | ||
+ | |- | ||
+ | | 01E | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/01E_SET3|01E SET3]] | ||
+ | | Entity | ||
+ | |- | ||
+ | | 01F | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/01F_IDLOCK|01F IDLOCK]] | ||
+ | | Field related | ||
+ | |- | ||
+ | | 020 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/020_IDUNLOCK|020 IDUNLOCK]] | ||
+ | | Field related | ||
+ | |- | ||
+ | | 021 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/021_EFFECTPLAY2|021 EFFECTPLAY2]] | ||
+ | | Music and Sound | ||
+ | |- | ||
+ | | 022 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/022_FOOTSTEP|022 FOOTSTEP]] | ||
+ | | | ||
+ | |- | ||
+ | | 023 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/023_JUMP|023 JUMP]] | ||
+ | | Entity | ||
+ | |- | ||
+ | | 024 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/024_JUMP3|024 JUMP3]] | ||
+ | | Entity | ||
+ | |- | ||
+ | | 025 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/025_LADDERUP|025 LADDERUP]] | ||
+ | | Entity | ||
+ | |- | ||
+ | | 026 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/026_LADDERDOWN|026 LADDERDOWN]] | ||
+ | | Entity | ||
+ | |- | ||
+ | | 027 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/027_LADDERUP2|027 LADDERUP2]] | ||
+ | | Entity | ||
+ | |- | ||
+ | | 028 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/028_LADDERDOWN2|028 LADDERDOWN2]] | ||
+ | | Entity | ||
+ | |- | ||
+ | | 029 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/029_MAPJUMP|029 MAPJUMP]] | ||
+ | | Field related | ||
+ | |- | ||
+ | | 02A | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/02A_MAPJUMP3|02A MAPJUMP3]] | ||
+ | | Field related | ||
+ | |- | ||
+ | | 02B | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/02B_SETMODEL|02B SETMODEL]] | ||
+ | | Entity | ||
+ | |- | ||
+ | | 02C | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/02C_BASEANIME|02C BASEANIME]] | ||
+ | | Animation | ||
+ | |- | ||
+ | | 02D | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/02D_ANIME|02D ANIME]] | ||
+ | | Animation | ||
+ | |- | ||
+ | | 02E | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/02E_ANIMEKEEP|02E ANIMEKEEP]] | ||
+ | | Animation | ||
+ | |- | ||
+ | | 02F | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/02F_CANIME|02F CANIME]] | ||
+ | | Animation | ||
+ | |- | ||
+ | | 030 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/030_CANIMEKEEP|030 CANIMEKEEP]] | ||
+ | | Animation | ||
+ | |- | ||
+ | | 031 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/031_RANIME|031 RANIME]] | ||
+ | | Animation | ||
+ | |- | ||
+ | | 032 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/032_RANIMEKEEP|032 RANIMEKEEP]] | ||
+ | | Animation | ||
+ | |- | ||
+ | | 033 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/033_RCANIME|033 RCANIME]] | ||
+ | | Animation | ||
+ | |- | ||
+ | | 034 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/034_RCANIMEKEEP|034 RCANIMEKEEP]] | ||
+ | | Animation | ||
+ | |- | ||
+ | | 035 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/035_RANIMELOOP|035 RANIMELOOP]] | ||
+ | | Animation | ||
+ | |- | ||
+ | | 036 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/036_RCANIMELOOP|036 RCANIMELOOP]] | ||
+ | | Animation | ||
+ | |- | ||
+ | | 037 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/037_LADDERANIME|037 LADDERANIME]] | ||
+ | | Animation | ||
+ | |- | ||
+ | | 038 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/038_DISCJUMP|038 DISCJUMP]] | ||
+ | | Field related | ||
+ | |- | ||
+ | | 039 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/039_SETLINE|039 SETLINE]] | ||
+ | | Entity | ||
+ | |- | ||
+ | | 03A | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/03A_LINEON|03A LINEON]] | ||
+ | | Entity | ||
+ | |- | ||
+ | | 03B | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/03B_LINEOFF|03B LINEOFF]] | ||
+ | | Entity | ||
+ | |- | ||
+ | | 03C | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/03C_WAIT|03C WAIT]] | ||
+ | | Script Processing | ||
+ | |- | ||
+ | | 03D | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/03D_MSPEED|03D MSPEED]] | ||
+ | | | ||
+ | |- | ||
+ | | 03E | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/03E_MOVE|03E MOVE]] | ||
+ | | Entity | ||
+ | |- | ||
+ | | 03F | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/03F_MOVEA|03F MOVEA]] | ||
+ | | | ||
+ | |- | ||
+ | | 040 | ||
+ | | | ||
+ | [[FF8/Field/Script/Opcodes/040_PMOVEA|040 PMOVEA]] | ||
+ | | | ||
+ | |- | ||
+ |
Latest revision as of 05:22, 23 May 2019
By Aali, myst6re and Shard.
The language
The field script language in ff8 is a simple assembly language with a stack. Here is an example:
stack = []
PSHM_W 1024 # push var1024 onto the stack (stack = [var1024]) PSHN_L 6 # push number 6 onto the stack (stack = [6Â ; var1024]) CAL EQ # compare the two numbers at the top of the stack, pop this numbers, and push the result (1 or 0) into the stack (stack = [1 or 0]) JPF LABEL1 # if the popped top of the stack is 0, jump to LABEL1 (stack = []) PSHN_L 0 # push 0 at the top of the stack (stack = [0]) POPM_W 1024 # pop the top of the stack into var1024 (stack = []) JMP LABEL2 # goto LABEL2 LABEL1 PSHN_L 1 # push 1 at the top of the stack (stack = [1]) POPM_W 1024 # pop the top of the stack into var1024 (stack = []) LABEL2 ...
In standard code, it's equivalent to:
if(var1024 == 6) { var1024 = 0; } else { var1024 = 1; }
Reading Documentation
Each Opcode's page lists all the parameters for that function in the order you would put them on the stack before the function call. The inline argument is listed separately, if the function requires one. For example, on the page for SET3, the parameters are listed like this:
- XCoord
- YCoord
- ZCoord
- SET3
Which means when you call SET3, the ZCoord is the top item on the stack, YCoord is under it, and XCoord is under that, for example
PSHN_L 402 (XCoord) PSHN_L -381 (YCoord) PSHN_L 20 (ZCoord) SET3 17 (walkmesh triangle ID)
Opcode list
Opcode | Name | Function Type |
---|---|---|
000 |
000 NOP (Unused) |
Script Processing |
001 | Script Processing | |
002 | Script Processing | |
003 | Script Processing | |
004 |
004 GJMP (Unused) |
Script Processing |
005 | Script Processing | |
006 | Script Processing | |
007 | Memory | |
008 | Memory | |
009 | Memory | |
00A | Memory | |
00B | Memory | |
00C | Memory | |
00D | Memory | |
00E | Memory | |
00F | Memory | |
010 | Memory | |
011 | Memory | |
012 | Memory | |
013 | Memory | |
014 | Script Processing | |
015 | Script Processing | |
016 | Script Processing | |
017 | Script Processing | |
018 | Script Processing | |
019 | Script Processing | |
01A | Entity | |
01B |
01B DEBUG (Unused) |
|
01C | Script Processing | |
01D | Entity | |
01E | Entity | |
01F | Field related | |
020 | Field related | |
021 | Music and Sound | |
022 | ||
023 | Entity | |
024 | Entity | |
025 | Entity | |
026 | Entity | |
027 | Entity | |
028 | Entity | |
029 | Field related | |
02A | Field related | |
02B | Entity | |
02C | Animation | |
02D | Animation | |
02E | Animation | |
02F | Animation | |
030 | Animation | |
031 | Animation | |
032 | Animation | |
033 | Animation | |
034 | Animation | |
035 | Animation | |
036 | Animation | |
037 | Animation | |
038 | Field related | |
039 | Entity | |
03A | Entity | |
03B | Entity | |
03C | Script Processing | |
03D | ||
03E | Entity | |
03F | ||
040 | ||
041 | ||
042 | ||
043 | ||
044 | Script Processing | |
045 | Animation | |
046 |
046 MESW (Unused) |
|
047 | Message | |
048 | Script Processing | |
049 | Message | |
04A | Message | |
04B | Message | |
04C | Message | |
04D | Misc | |
04E | Misc | |
04F | Movie | |
050 | Script Processing | |
051 | Party management | |
052 | Entity | |
053 | ||
054 | ||
055 | ||
056 | Timer | |
057 | Entity | |
058 | Entity | |
059 | Entity | |
05A | Entity | |
05B | ||
05C | Field related | |
05D | Field related | |
05E | Field related | |
05F | Message | |
060 | Entity | |
061 | Entity | |
062 | Entity | |
063 | Entity | |
064 | Message | |
065 | Message | |
066 | ||
067 | Entity | |
068 | Entity | |
069 | Battle | |
06A | Battle | |
06B | Field related | |
06C | Field related | |
06D | Input | |
06E | Input | |
06F | Message | |
070 | ||
071 | ||
072 | ||
073 | ||
074 | ||
075 | ||
076 | ||
077 | Script Processing | |
078 | ||
079 | ||
07A | ||
07B | ||
07C | ||
07D | Script Processing | |
07E | Field related | |
07F | ||
080 | ||
081 | ||
082 | ||
083 | ||
084 | ||
085 | ||
086 | Party Management | |
087 | Party Management | |
088 | Party Management | |
089 | Party Management | |
08A | Party Management | |
08B | Party Management | |
08C | Party Management | |
08D | Party Management | |
08E |
08E ISMEMBER (Unused) |
Party Management |
08F | ||
090 | ||
091 | ||
092 | ||
093 | Entity | |
094 |
094 MESFORCUS (Unused) |
|
095 | Field related | |
096 | Field related | |
097 | Field related | |
098 | Field related | |
099 | Field related | |
09A | Field related | |
09B | Field related | |
09C | Timer | |
09D | Timer | |
09E |
09E SHADETIMER (Unused) |
|
09F | ||
0A0 | ||
0A1 | ||
0A2 |
0A2 STOPVIBRATE (Unused) |
|
0A3 | Movie | |
0A4 | Timer | |
0A5 | Field related | |
0A6 | Field related | |
0A7 | Script Processing | |
0A8 | Field related | |
0A9 | Field related | |
0AA | Field related | |
0AB | ||
0AC | ||
0AD | Field related | |
0AE |
0AE ENDING (Unused) |
|
0AF | ||
0B0 | ||
0B1 | ||
0B2 | ||
0B3 | ||
0B4 | Music and Sound | |
0B5 | Music and Sound | |
0B6 | ||
0B7 | ||
0B8 | ||
0B9 | Timer | |
0BA | ||
0BB | ||
0BC | Music and Sound | |
0BD | Music and Sound | |
0BE | ||
0BF | Music and Sound | |
0C0 | Music and Sound | |
0C1 | Music and Sound | |
0C2 | Music and Sound | |
0C3 | Music and Sound | |
0C4 | Music and Sound | |
0C5 |
0C5 ALLSEPOS (Unused) |
Music and Sound |
0C6 | Music and Sound | |
0C7 | Music and Sound | |
0C8 | Music and Sound | |
0C9 | Music and Sound | |
0CA | Music and Sound | |
0CB | Music and Sound | |
0CC | Battle | |
0CD | Music and Sound | |
0CE |
0CE BGANIMEFLAG (Unused) |
|
0CF | ||
0D0 | ||
0D1 | ||
0D2 | ||
0D3 | ||
0D4 | ||
0D5 | ||
0D6 | ||
0D7 |
0D7 LSCROLLA2 (Unused) |
|
0D8 | ||
0D9 |
0D9 DSCROLLP2 (Unused) |
|
0DA |
0DA LSCROLLP2 (Unused) |
|
0DB |
0DB CSCROLLP2 (Unused) |
|
0DC | ||
0DD | ||
0DE | Menus | |
0DF | Menus | |
0E0 | ||
0E1 | ||
0E2 | ||
0E3 | ||
0E4 | ||
0E5 | Entity | |
0E6 | Entity | |
0E7 | Animation | |
0E8 | ||
0E9 | ||
0EA | ||
0EB | ||
0EC | ||
0ED | Field related | |
0EE | Field related | |
0EF | Script processing | |
0F0 | ||
0F1 | ||
0F2 | ||
0F3 | ||
0F4 | ||
0F5 | ||
0F6 | Entity | |
0F7 | Entity | |
0F8 | Field related | |
0F9 | Field related | |
0FA | ||
0FB | Entity | |
0FC |
0FC GETDRESS (Unused) |
Entity |
0FD | Entity | |
0FE | ||
0FF | ||
100 | ||
101 | ||
102 | ||
103 | ||
104 | ||
105 | ||
106 | Message | |
107 | ||
108 | ||
109 | Party Management | |
10A | Field related | |
10B | ||
10C | ||
10D | Field related | |
10E |
10E RFACEDIRI (Unused) |
|
10F | ||
110 | ||
111 | ||
112 | ||
113 | ||
114 | ||
115 |
115 PCOPYINFO (Unused) |
|
116 | Message | |
117 | Field related | |
118 | ||
119 |
119 AXISSYNC (Unused) |
|
11A | Menus | |
11B | Menus | |
11C | ||
11D | Party Management | |
11E | Menus | |
11F | Field related | |
120 |
120 DSCROLL3 (Unused) |
|
121 | ||
122 | ||
123 | ||
124 | ||
125 | Item/Magic/Card/GF | |
126 | ||
127 | ||
128 | ||
129 | Menus | |
12A | ||
12B | ||
12C |
12C PMOVECANCEL (Unused) |
|
12D | ||
12E | Menus | |
12F | Menus | |
130 | Menus | |
131 | Party Management | |
132 | ||
133 | ||
134 | ||
135 | ||
136 | ||
137 | Menus | |
138 | ||
139 | ||
13A | Menus | |
13B | ||
13C | ||
13D | ||
13E | ||
13F | ||
140 | ||
141 | ||
142 | Entity | |
143 | Entity | |
144 | ||
145 | Party Management | |
146 | Party Management | |
147 |
147 GETHP (Unused) |
Party Management |
148 | ||
149 | ||
14A | ||
14B | ||
14C | Input | |
14D |
14D KEYON2 (Unused) |
Input |
14E | ||
14F | ||
150 | ||
151 | Item/Magic/Card/GF | |
152 | Item/Magic/Card/GF | |
153 | Item/Magic/Card/GF | |
154 | ||
155 | ||
156 | Menus | |
157 | ||
158 | ||
159 | ||
15A | Menus | |
15B |
15B OPENEYES (Unused) |
|
15C | ||
15D |
15D BLINKEYES (Unused) |
|
15E | Item/Magic/Card/GF | |
15F | Item/Magic/Card/GF | |
160 | Item/Magic/Card/GF | |
161 | Item/Magic/Card/GF | |
162 | ||
163 |
163 SETPARTY2 (Unused) |
|
164 | Timer | |
165 | ||
166 | ||
167 | ||
168 | ||
169 | ||
170 | Item/Magic/Card/GF | |
171 | Animation | |
172 | Animation | |
173 | Animation | |
174 | Animation | |
175 | ||
176 | ||
177 | ||
178 | Music and Sound | |
179 | Music and Sound | |
180 | ||
181 | Field related | |
182 | Field related | |
183 | Menus |