Offset(x00130000) LoadConditionals(x0097) ZERO(x0000) EQ() JumpForwardIfZero(x00) //If this is the vanilla map, the height of tile 1,15 will be 02. LoadTileData(x00,x02,+001,+015,x00) SUB(x0000,x0002) If() SET(x0018,x0002) Else() SET(x0018,x0003) EndIf() Erase(x03,x00) Erase(x78,x00) Erase(x79,x00) Erase(x7A,x00) Erase(x7B,x00) Erase(x7C,x00) Erase(x83,x00) Erase(x84,x00) Erase(x85,x00) Erase(xA2,x00) ColorUnit(x80,x00,x04,-050,-050,-050,009) ColorUnit(x81,x00,x04,-050,-050,-050,009) ColorUnit(x82,x00,x04,-050,-050,-050,009) AlterParameter(x02,x18) WarpUnit(x03,x00,003,015,x00,x00) Wait(00015) UnitAnim(x00,x00,x0002,x00) Wait(00005) UnitAnim(x80,x00,x0024,x00) UnitAnim(x81,x00,x0024,x00) UnitAnim(x82,x00,x0024,x00) CameraSpeedCurve(xA9) Camera(+00168,-00250,+01456,+00302,+02389,+00000,+04096,+00001) WaitForInstruction(x04,x00) Reveal(064) Wait(00050) UnitAnim(x03,x00,x0003,x00) SpriteMove(x03,x00,+00000,+00000,+00014,x00,x01,+00000) ColorUnit(x03,x00,x01,-006,-004,-002,000) Wait(00002) Draw(x03,x00) ColorUnit(x03,x00,x08,+000,+000,+000,004) SpriteMove(x03,x00,+00000,+00000,+00000,x00,x01,+00014) WaitSpriteMove(x03,x00) AlterParameter(x02,x18) WalkTo(x03,x00,003,014,x00,x00,+008,x01) WaitWalk(x03,x00) UnitAnim(x03,x00,x0002,x00) ZERO(x0057) DisplayMessage(x10,x11,x0001,x03,x00,x00,+00000,+00000,+00000,x03) WaitForInstruction(x01,x00) ZERO(x0057) TempWeapon(x03,x00,x05) TempWeapon(x80,x00,x05) TempWeapon(x81,x00,x08) TempWeapon(x82,x00,x16) SpriteMove(x03,x00,+00000,+00000,+00000,x00,x01,+00000) Camera(+00350,-00060,+01456,+00341,+03584,+00000,+04096,+00128) AlterParameter(x02,x18) WalkTo(x03,x00,003,010,x00,x00,+008,x01) BlockStart() WaitWalk(x03,x00) UnitAnim(x03,x00,x0002,x00) Wait(00005) RotateUnit(x03,x00,x0C,x00,x02,x00) WaitRotateUnit(x03,x00) Wait(00015) UnitAnim(x03,x00,x0017,x00) BlockEnd() BlockStart() Wait(00130) ColorUnit(x80,x00,x04,+000,+000,+000,004) ColorUnit(x81,x00,x04,+000,+000,+000,004) ColorUnit(x82,x00,x04,+000,+000,+000,004) UnitAnim(x80,x00,x0022,x00) Wait(00005) UnitAnim(x80,x00,x0002,x00) BlockEnd() //The dialogue hits its limit at 28. Wait(00050) DisplayMessage(x10,x19,x0002,x03,x00,x00,+00000,+00000,+00000,x03) WaitValue(x0057,x0028) SET(x0053,x0001) WaitForInstruction(x08,x00) SwitchTrack(x01,+127,000) Camera(+00350,-00060,+01100,+00341,+03584,+00000,+04096,+00060) If() Else() BlockStart() WalkTo(x82,x00,004,009,x00,x00,+020,x01) WaitWalk(x82,x00) SpriteMove(x82,x00,-00008,+00000,+00000,x00,x01,+00008) UnitAnim(x82,x00,x003E,x00) Wait(00010) SoundEffect(x0016) UnitAnim(x03,x00,x0019,x00) Wait(00005) SpriteMove(x03,x00,-00028,+00000,+00000,x00,x01,+00015) Wait(00015) WarpUnit(x03,x00,002,009,x00,x03) BlockEnd() EndIf() BlockStart() Wait(00050) WalkTo(x80,x00,002,010,x00,x00,+007,x01) WaitWalk(x80,x00) WalkTo(x80,x00,002,009,x00,x00,+007,x01) WaitWalk(x80,x00) SpriteMove(x80,x00,+00000,+00000,-00005,x00,x01,+00005) Wait(00005) UnitAnim(x80,x00,x0002,x00) RotateUnit(x80,x00,x02,x00,x00,x00) WaitRotateUnit(x80,x00) BlockEnd() UnitAnim(x80,x00,x0042,x00) Wait(00010) UnitAnim(x03,x00,x0017,x00) SpriteMove(x03,x00,+00000,+00000,-00028,x00,x01,+00010) Wait(00015) AlterParameter(x02,x18) WarpUnit(x03,x00,003,009,x00,x03) UnitAnim(x03,x00,x0002,x00) UnitAnim(x82,x00,x0002,x00) If() Else() BlockStart() Wait(00195) SoundEffect(x008E) BlockEnd() EndIf() If() BlockStart() Wait(00100) WalkTo(x81,x00,002,007,x00,x00,+008,x01) WalkToAnim(x81,x00,x0022) BlockEnd() Else() BlockStart() Wait(00050) WalkTo(x81,x00,003,007,x00,x00,+015,x01) WaitWalk(x81,x00) UnitAnim(x81,x00,x001E,x00) Wait(00010) SpriteMove(x81,x00,-00011,-00020,+00000,x00,x01,+00010) Wait(00011) SpriteMove(x81,x00,-00022,-00012,+00000,x00,x01,+00010) Wait(00011) SpriteMove(x81,x00,-00033,+00000,+00000,x00,x01,+00010) Wait(00011) SpriteMove(x81,x00,-00044,+00023,+00000,x00,x01,+00010) SoundEffect(x001A) Wait(00011) SpriteMove(x81,x00,-00056,+00038,+00000,x00,x01,+00010) UnitAnim(x81,x00,x006E,x00) Wait(00015) UnitAnim(x81,x00,x0019,x00) SoundEffect(x0013) Wait(00015) SpriteMove(x81,x00,-00024,+00038,+00000,x00,x01,+00008) Wait(00011) UnitAnim(x81,x00,x0024,x00) SpriteMove(x81,x00,-00028,+00041,+00000,x00,x01,+00008) Wait(00006) WarpUnit(x81,x00,002,007,x00,x01) Wait(00005) SpriteMove(x81,x00,+00000,+00000,+00000,x00,x01,+00000) BlockEnd() EndIf() Wait(00055) UnitAnim(x82,x00,x0002,x00) Wait(00005) UnitAnim(x03,x00,x0024,x00) Wait(00015) UnitAnim(x03,x00,x0022,x00) Wait(00008) UnitAnim(x03,x00,x0002,x00) BlockStart() Wait(00010) UnitAnim(x82,x00,x0003,x00) SpriteMove(x82,x00,-00028,+00000,-00028,x00,x01,+00028) Wait(00028) UnitAnim(x82,x00,x0002,x00) WarpUnit(x82,x00,003,008,x00,x01) Wait(00005) WalkTo(x82,x00,000,008,x00,x00,+010,x01) WaitWalk(x82,x00) UnitAnim(x82,x00,x0002,x00) RotateUnit(x82,x00,x00,x00,x06,x00) WaitRotateUnit(x82,x00) BlockEnd() ZERO(x0057) ZERO(x0053) //The number of characters here is x23. DisplayMessage(x10,x19,x0003,x80,x00,x00,+00000,+00000,+00000,x03) WalkTo(x03,x00,001,007,x00,x00,+018,x01) WaitWalk(x03,x00) WalkTo(x03,x00,000,007,x00,x00,+018,x01) WaitWalk(x03,x00) UnitAnim(x03,x00,x0002,x00) RotateUnit(x03,x00,x0C,x00,x06,x00) WaitRotateUnit(x03,x00) SET(x0053,x0001) If() Else() UnitAnim(x03,x00,x0003,x00) SpriteMove(x03,x00,+00005,+00000,+00000,x00,x01,+00003) Wait(00004) UnitAnim(x03,x00,x0042,x00) EndIf() WaitForInstruction(x08,x00) If() WalkTo(x03,x00,000,006,x00,x00,+016,x01) WalkToAnim(x03,x00,x0002) WaitWalk(x03,x00) RotateUnit(x03,x00,x08,x00,x01,x00) WaitRotateAll() Else() UnitAnim(x03,x00,x0002,x00) RotateUnit(x03,x00,x08,x00,x01,x00) UnitAnim(x82,x00,x0003,x00) SpriteMove(x82,x00,+00000,+00000,-00005,x00,x01,+00004) Wait(00005) UnitAnim(x82,x00,x0002,x00) Wait(00005) WaitRotateUnit(x03,x00) UnitAnim(x82,x00,x0042,x00) Wait(00005) UnitAnim(x03,x00,x0019,x00) SpriteMove(x03,x00,+00000,-00004,-00028,x00,x02,+00015) WaitSpriteMove(x03,x00) WarpUnit(x03,x00,000,006,x00,x02) Wait(00005) UnitAnim(x03,x00,x0035,x00) Wait(00005) UnitAnim(x82,x00,x0003,x00) BlockStart() SpriteMove(x82,x00,+00000,+00000,-00018,x00,x02,+00024) WaitSpriteMove(x82,x00) UnitAnim(x82,x00,x0022,x00) BlockEnd() Wait(00015) UnitAnim(x03,x00,x0005,x00) SpriteMove(x03,x00,+00000,-00000,-00008,x00,x02,+00035) Wait(00025) UnitAnim(x03,x00,x0022,x00) Wait(00010) EndIf() UnitAnim(x03,x00,x0022,x00) Wait(00055) UnitAnim(x82,x00,x0002,x00) RotateUnit(x82,x00,x0A,x00,x00,x00) WaitRotateUnit(x82,x00) EndIf() ZERO(x0053) ZERO(x0057) DisplayMessage(x10,x11,x0004,x82,x00,x00,+00012,+00000,+00000,x03) BlockStart() Wait(00030) UnitAnim(x03,x00,x0002,x00) BlockEnd() WaitValue(x0057,x0030) RotateUnit(x82,x00,x00,x00,x00,x00) WaitRotateUnit(x82,x00) UnitAnim(x82,x00,x0022,x00) WaitForInstruction(x01,x00) SoundEffect(x005C) UnitAnim(x82,x00,x0019,x00) Wait(00020) UnitAnim(x82,x00,x0024,x00) //Whether this was vanilla or not, converge here. DisplayMessage(x10,x11,x0005,x80,x00,x00,+00000,+00000,+00000,x03) UnitAnim(x81,x00,x0035,x00) RotateUnit(x80,x00,x0A,x00,x06,x00) WaitRotateUnit(x80,x00) RotateUnit(x03,x00,x0A,x00,x06,x00) WaitRotateUnit(x03,x00) UnitAnim(x81,x00,x0002,x00) RotateUnit(x81,x00,x0A,x00,x05,x00) WaitRotateAll() WaitForInstruction(x01,x00) DisplayMessage(x10,x10,x0006,xA2,x00,x00,+00030,+00000,+00000,x03) Wait(00010) BlockStart() RotateUnit(x03,x00,x08,x00,x05,x00) WaitRotateAll() UnitAnim(x03,x00,x0004,x00) SpriteMove(x03,x00,+00000,+00000,+00000,x00,x02,+00004) WaitSpriteMove(x03,x00) UnitAnim(x03,x00,x0002,x00) WarpUnit(x03,x00,000,007,x00,x02) SpriteMove(x03,x00,+00000,+00000,-00028,x00,x02,+00000) Jump(x03,x00,003,x03) SpriteMove(x03,x00,+00000,+00000,-00028,x00,x02,+00000) SpriteMove(x03,x00,+00000,+00000,+00000,x00,x02,+00090) WaitWalk(x03,x00) UnitAnim(x03,x00,x0002,x00) RotateUnit(x03,x00,x0C,x00,x00,x00) BlockEnd() WaitForInstruction(x01,x00) Draw(xA2,x00) WarpUnit(xA2,x00,009,014,x00,x01) UnitAnim(xA2,x00,x0002,x00) RotateUnit(xA2,x00,x02,x00,x06,x00) Camera(+01000,-00700,+01650,+00341,+03584,+00000,+04096,+00080) WaitForInstruction(x04,x00) DisplayMessage(x10,x11,x000E,xA2,x00,x00,+00000,+00000,+00000,x03) BlockStart() UnitAnim(x81,x00,x0002,x00) RotateUnit(x81,x00,x08,x00,x00,x00) UnitAnim(x82,x00,x0002,x00) Wait(00005) WarpUnit(x82,x00,003,008,x00,x02) BlockEnd() Wait(00010) SoundEffect(x0078) UnitAnim(x01,x01,x0002,x00) Draw(x78,x00) Draw(x79,x00) Draw(x7A,x00) Draw(x7B,x00) Draw(x7C,x00) WaitForInstruction(x01,x00) Camera(+00900,-00150,+01650,+00341,+03584,+00000,+04096,+00120) RotateUnit(xA2,x00,x00,x00,x00,x00) WaitRotateUnit(xA2,x00) WalkTo(xA2,x00,009,012,x00,x00,+016,x01) WaitWalk(xA2,x00) WalkTo(xA2,x00,007,012,x00,x00,+016,x01) WaitWalk(xA2,x00) UnitAnim(xA2,x00,x001E,x00) Wait(00010) SoundEffect(x0027) UnitAnim(xA2,x00,x001F,x00) RotateUnit(xA2,x00,x0C,x01,x01,x00) SpriteMove(xA2,x00,-00028,-00030,+00000,x00,x02,+00008) WaitSpriteMove(xA2,x00) SpriteMove(xA2,x00,-00042,-00028,+00000,x00,x02,+00004) WaitSpriteMove(xA2,x00) SpriteMove(xA2,x00,-00056,-00020,+00000,x00,x02,+00004) WaitSpriteMove(xA2,x00) WarpUnit(xA2,x00,004,012,x00,x00) RotateUnit(xA2,x00,x00,x01,x01,x00) SpriteMove(xA2,x00,+00028,-00060,+00000,x00,x02,+00000) SpriteMove(xA2,x00,+00000,+00000,+00003,x00,x02,+00007) WaitSpriteMove(xA2,x00) SoundEffect(x0028) SpriteMove(xA2,x00,+00000,+00000,+00003,x00,x02,+00000) UnitAnim(xA2,x00,x004A,x00) WaitForInstruction(x04,x00) DisplayMessage(x10,x10,x000F,xA2,x00,x00,+00000,+00010,+00000,x03) WaitForInstruction(x01,x00) Camera(+00900,+00180,+01650,+00341,+03584,+00000,+04096,+00030) WaitForInstruction(x04,x00) DisplayMessage(x10,x11,x0007,x82,x00,x00,+00000,+00000,+00000,x10) RotateUnit(x03,x00,x0E,x00,x00,x24) Wait(00020) UnitAnim(x82,x00,x0022,x00) WaitRotateAll() WaitForInstruction(x01,x00) SpriteMove(xA2,x00,+00000,+00000,+00000,x00,x02,+00000) UnitAnim(xA2,x00,x0022,x00) Wait(00010) UnitAnim(xA2,x00,x0002,x00) Wait(00010) DisplayMessage(x10,x12,x0008,xA2,x00,x00,+00000,+00000,+00000,x03) Wait(00015) UnitAnim(xA2,x00,x0002,x00) WaitForInstruction(x01,x00) UnitAnim(x82,x00,x0002,x00) RotateUnit(x03,x00,x0C,x00,x00,x00) WaitRotateUnit(x03,x00) DisplayMessage(x10,x15,x0009,x03,x00,x00,+00000,+00000,+00000,x03) WaitForInstruction(x01,x00) BlockStart() RotateUnit(x03,x00,x0E,x00,x00,x4C) WaitRotateUnit(x03,x00) BlockEnd() RotateUnit(x80,x00,x0D,x00,x00,x00) WaitRotateUnit(x80,x00) LoadEVTCHR(x01,x6F,x00) DisplayMessage(x10,x11,x000A,x80,x00,x00,+00000,+00000,+00000,x03) RotateUnit(xA2,x00,x02,x00,x00,x38) WaitRotateAll() WaitForInstruction(x01,x00) WaitForInstruction(x34,x00) SaveEVTCHR(x01) RotateUnit(xA2,x00,x00,x00,x34,x00) DisplayMessage(x10,x10,x000B,xA2,x00,x00,+00000,+00000,+00000,x03) WaitRotateAll() RotateUnit(x03,x00,x0C,x00,x00,x60) RotateUnit(x80,x00,x0A,x00,x01,x00) Wait(00020) UnitAnim(xA2,x00,x025D,x00) Wait(00010) UnitAnim(xA2,x00,x025E,x00) Wait(00010) UnitAnim(xA2,x00,x025F,x00) Wait(00010) UnitAnim(xA2,x00,x0260,x00) Wait(00010) UnitAnim(xA2,x00,x0261,x00) Wait(00010) UnitAnim(xA2,x00,x0260,x00) Wait(00010) WaitRotateAll() WaitForInstruction(x01,x00) UnitAnim(xA2,x00,x0002,x00) RotateUnit(xA2,x00,x04,x00,x00,x00) WaitRotateAll() Camera(+00700,+00250,+01650,+00448,+03584,+00000,+04096,+00055) Jump(xA2,x00,001,x01) If() Wait(00018) Else() Wait(00055) EndIf() RotateUnit(x80,x00,x08,x00,x00,x00) UnitAnim(xA2,x00,x0002,x00) RotateUnit(xA2,x00,x00,x00,x00,x00) WaitForInstruction(x04,x00) ZERO(x0057) DisplayMessage(x10,x10,x0010,xA2,x00,x00,+00000,+00000,+00000,x03) WaitRotateAll() WaitValue(x0057,x0018) UnitAnim(xA2,x00,x025A,x00) Wait(00010) UnitAnim(xA2,x00,x025B,x00) Wait(00010) UnitAnim(xA2,x00,x025C,x00) Wait(00010) WaitForInstruction(x01,x00) SpriteMove(x81,x00,+00000,+00000,+00000,x00,x01,+00000) SpriteMove(x82,x00,+00000,+00000,+00000,x00,x01,+00000) Draw(x83,x00) Draw(x84,x00) Draw(x85,x00) Focus(xA2,x00,xA2,x00,x00) Camera(-06912,+00052,+00089,+00448,+01536,+00000,+04096,+00032) UnitAnim(x82,x00,x0022,x00) Wait(00010) UnitAnim(x80,x00,x0022,x00) SpriteMove(x80,x00,+00000,+00000,+00000,x00,x01,+00020) WaitForInstruction(x04,x00) UnitAnim(x81,x00,x0022,x00) EventSpeed(x02) DarkScreen(x00,x01,012,064,x00,004) BlockStart() UnitAnim(xA2,x00,x025B,x00) Wait(00006) UnitAnim(xA2,x00,x025A,x00) Wait(00004) UnitAnim(xA2,x00,x0002,x00) BlockEnd() WaitForInstruction(x36,x00) DisplayConditions(x08,090) WaitForInstruction(x38,x00) WaitForInstruction(x04,x00) WaitForInstruction(x38,x00) DisplayConditions(x00,060) WaitForInstruction(x38,x00) RemoveDarkScreen() WaitForInstruction(x36,x00) EventSpeed(x01) March(x00,x00,008) {7C}() CameraSpeedCurve(xA9) Focus(xA2,x00,xA2,x00,x00) Camera(+04352,+00000,+00002,+00430,+01408,+00000,+04096,+00032) WaitForInstruction(x04,x00) WaitForInstruction(x04,x00) InflictStatus(xA2,x00,x00,x0C,x00) WaitForInstruction(x43,x00) FaceUnit(x03,x00,xA2,x00,x00,x02,x00) WaitRotateUnit(xA2,x00) Wait(00010) DisplayMessage(x10,x70,x000C,xA2,x00,x00,+00000,+00000,+00000,x01) WaitForInstruction(x01,x00) WaitForInstruction(x01,x00) Focus(x03,x00,x03,x00,x00) Camera(+02168,-06822,+00056,+00302,+01536,+00000,+04096,+00032) WaitForInstruction(x04,x00) WaitForInstruction(x04,x00) InflictStatus(x03,x00,x00,x0C,x00) WaitForInstruction(x43,x00) FaceUnit(xA2,x00,x03,x00,x00,x02,x00) WaitRotateUnit(x03,x00) Wait(00010) DisplayMessage(x10,x70,x000D,x03,x00,x00,+00000,+00000,+00000,x01) WaitForInstruction(x01,x00) WaitForInstruction(x01,x00) RotateUnit(x01,x01,x14,x00,x01,x00) RotateUnit(x02,x01,x08,x00,x01,x00) WaitRotateAll() March(x00,x00,000) CameraSpeedCurve(xA0) WaitRotateAll() WaitForInstruction(x04,x00) ZERO(x007D) ADD(x007D,x0001) JumpForward(xFF) ForwardTarget(x00) SET(x0000,x0001) EQ() JumpForwardIfZero(x00) {7C}() FadeSound(x00,090) EventSpeed(x02) DarkScreen(x00,x01,012,064,x00,004) WaitForInstruction(x36,x00) DisplayConditions(x02,060) WaitForInstruction(x38,x00) DisplayConditions(x03,060) WaitForInstruction(x38,x00) DisplayConditions(x04,060) WaitForInstruction(x38,x00) DisplayConditions(x05,060) WaitForInstruction(x38,x00) DisplayConditions(x06,060) WaitForInstruction(x38,x00) DisplayConditions(x07,060) WaitForInstruction(x38,x00) RemoveDarkScreen() WaitForInstruction(x36,x00) EventSpeed(x01) FadeSound(x00,090) {73}(r1027F0FB1027D00040FF102720FD) Camera(+10000,-01040,+10000,+00208,-00192,+10000,-00736,+00120) ColorScreen(x02,000,000,000,255,255,255,+00060) WaitForInstruction(x0C,x00) PostEvent(x81,x0099) ForwardTarget(x00) ForwardTarget(xFF) EventEnd() //INSTRUCTION SECTION END - TEXT START //Message x01 {font:08}{Ramza}{br} {font:00}A petty thief who wants{br} in the Church vaults.{br} Could he be after the{br} Stones?{br} {br} The road there is blocked{br} by the Shrine Knights, but{br} it also leads to Alma.{br} I will take whatever road{br} I must to set you free.{end} //Message x02 {font:08}{Ramza}{br} {font:00}Even if it means walking{br} head{D11D}first into a trap!{delay:13} {close} //Message x03 {font:08}Thief{br} {font:00}He took the bait!{br} I told you he would!{delay:13} {close} //Message x04 {font:08}Archer{br} {font:00}We've caught the{br} wrong one!{br} This isn't the thief!{br} {br} {br} But he's still a{br} heretic!{end} //Message x05 {font:08}Thief{br} {font:00}What?{end} //Message x06 {font:08}Voice{br} {font:00}You made two mistakes,{br} I'm afraid.{end} //Message x07 {font:08}Archer{br} {font:00}It's him!{end} //Message x08 {font:08}Balthier{br} {font:00}Now that we've dispensed{br} with the pleasantries...{br} Tell me where I'll find{br} the Cache of Glabados.{end} //Message x09 {font:08}{Ramza}{br} {font:00}The Cache of Glabados?{end} //Message x0A {font:08}Thief{br} {font:00}Two thieves instead{br} of one.{br} What luck! We'll claim{br} the bounty for both of{br} them!{end} //Message x0B {font:08}Balthier{br} {font:00}Oh, you'll have your{br} reward for finding me. {br} And don't think about{br} running off without{br} collecting.{end} //Message x0C {font:08}Balthier{font:00}{br} They've numbers, if nothing else.{br} Perhaps a brief alliance is in order?{br} One hand washes the other and all that.{end} //Message x0D {font:08}{Ramza}{font:00}{br} I certainly won't object!{end} //Message x0E {font:08}Balthier{font:00}{br} You sprung your trap without seeing{br} if your game was there.{br} And you sold me short. I'm no thief.{end} //Message x0F {font:08}Balthier{font:00}{br} I'm a Sky Pirate.{end} //Message x10 {font:08}Balthier{font:00}{br} My shot is faster.{br} {br} Or my name's{br} not Balthier.{end}