Offset(x00004000) //Remove the previous line if you wish not to override the offset in CONFIG.INI. //Text(x00000F39) //Remove the previous line if you wish text to compile directly after instructions. ZERO(x0000) EQ() JumpForwardIfZero(x00) LoadConditionals(x0001) Camera(-00320,-01744,+01168,-00114,+00528,-00032,+00992,+00001) BgSound(x01,+000,+024,x00,255) Weather(x02,x01) UnitAnim(x34,x00,x0002,x00) UnitAnim(x86,x00,x0002,x00) SpriteMove(x34,x00,+00000,+00000,+00013,x01,x01,+00000) UnitAnim(x00,x00,x0002,x00) Background(048,056,048,048,056,096,000,x00) ColorField(x04,-003,-001,+003,000) Wait(00002) {66}() Reveal(096) CameraFusionStart() Camera(+00608,-00768,+01168,-00178,+00656,-00032,+03072,+00286) Camera(+00608,-00672,+01136,+00142,+01344,-00032,+03296,+00128) Camera(+01024,-00400,+00720,+00334,+02432,+00000,+03808,+00080) Camera(+00960,-00288,+00800,+00382,+03008,+00000,+04064,+00088) Camera(+00927,-00128,+00816,+00413,+03582,+00000,+04096,+00100) CameraFusionEnd() Wait(00020) Wait(00200) MapDarkness(x04,+030,+030,+030,004) WaitForInstruction(x06,x00) Background(184,188,119,016,029,061,001,x01) ColorField(x04,-008,+000,+004,001) Wait(00010) Background(048,056,048,048,056,096,004,x00) ColorField(x08,+000,+000,+000,004) Wait(00045) BgSound(x12,+127,+127,x01,200) Wait(00170) Background(113,124,106,016,016,024,001,x01) ColorField(x00,-001,+000,+002,001) Wait(00010) Background(048,056,048,048,056,096,004,x00) ColorField(x08,+000,+000,+000,004) Wait(00030) BgSound(x12,+127,+127,x01,200) WaitForInstruction(x04,x00) Camera(+00927,-00128,+00816,+00413,+03582,+00000,+04096,+00002) CameraSpeedCurve(x89) AddUnitStart() AddUnit(x83,x00,x01) AddUnitEnd() DisplayMessage(x10,x11,x0001,x34,x00,x00,+00000,+00000,+00000,x01) WaitForInstruction(x01,x00) Camera(+00728,-00188,+00504,+00366,+03584,+00000,+04096,+00064) Wait(00050) DisplayMessage(x10,x12,x0002,x86,x00,x00,+00001,+00000,+00000,x01) WaitForInstruction(x01,x00) Camera(+00728,-00412,+00504,+00302,+03584,+00000,+04096,+00064) Wait(00030) SoundEffect(x004C) UseFieldObject(x02,x00) WaitFieldObject() WarpUnit(x17,x00,006,008,x00,x00) SpriteMove(x17,x00,+00000,+00000,+00013,x00,x01,+00001) ColorUnit(x17,x00,x01,+000,+000,+000,000) Wait(00002) Draw(x17,x00) ColorUnit(x17,x00,x08,+000,+000,+000,001) SpriteMove(x17,x00,+00000,+00000,+00000,x00,x01,+00014) WaitSpriteMove(x17,x00) WalkTo(x17,x00,006,006,x00,x00,+008,x01) WaitWalk(x17,x00) UnitAnim(x17,x00,x0002,x00) WaitAddUnitEnd() WarpUnit(x83,x00,006,008,x00,x00) SpriteMove(x83,x00,+00000,+00000,+00013,x00,x01,+00001) ColorUnit(x83,x00,x01,+000,+000,+000,000) Wait(00002) Draw(x83,x00) UnitAnim(x83,x00,x0003,x00) ColorUnit(x83,x00,x08,+000,+000,+000,001) SpriteMove(x83,x00,+00000,+00000,+00000,x00,x01,+00013) WaitSpriteMove(x83,x00) WalkTo(x83,x00,005,008,x00,x00,+008,x01) WaitWalk(x83,x00) UnitAnim(x83,x00,x0002,x00) RotateUnit(x83,x00,x00,x00,x00,x00) WarpUnit(x02,x00,006,008,x00,x00) ColorUnit(x02,x00,x01,+000,+000,+000,000) Wait(00002) SpriteMove(x02,x00,+00000,+00000,+00013,x00,x01,+00001) WaitSpriteMove(x02,x00) Draw(x02,x00) UnitAnim(x02,x00,x0003,x00) ColorUnit(x02,x00,x08,+000,+000,+000,001) SpriteMove(x02,x00,+00000,+00000,+00000,x00,x01,+00013) WaitSpriteMove(x02,x00) UnitAnim(x02,x00,x0002,x00) Wait(00012) SoundEffect(x004C) UseFieldObject(x01,x00) WaitFieldObject() DisplayMessage(x10,x11,x0003,x17,x00,x00,+00000,+00000,+00008,x01) WaitForInstruction(x01,x00) Wait(00030) UnitAnim(x34,x00,x0003,x00) Wait(00012) SpriteMove(x34,x00,+00000,+00000,+00000,x00,x01,+00024) Wait(00012) UnitAnim(x34,x00,x0002,x00) Wait(00012) DisplayMessage(x10,x11,x0004,x34,x00,x00,+00000,+00000,+00004,x00) WaitForInstruction(x01,x00) Wait(00008) DisplayMessage(x10,x11,x0005,x17,x00,x00,+00000,+00000,+00008,x01) WaitForInstruction(x01,x00) Wait(00025) FadeSound(x00,060) Wait(00025) UnitAnim(x83,x00,x0003,x00) Wait(00010) UnitAnim(x02,x00,x0003,x00) Wait(00030) UnitAnim(x86,x00,x0003,x00) Wait(00010) UnitAnim(x17,x00,x0003,x00) Wait(00010) UnitAnim(x34,x00,x0003,x00) Wait(00010) UnitAnim(x00,x00,x0003,x00) Wait(00010) SwitchTrack(x01,+096,000) EventSpeed(x02) DarkScreen(x00,x01,012,064,x00,004) WaitForInstruction(x36,x00) DisplayConditions(x08,060) WaitForInstruction(x38,x00) DisplayConditions(x00,060) WaitForInstruction(x38,x00) RemoveDarkScreen() WaitForInstruction(x36,x00) EventSpeed(x01) JumpForward(xFF) ForwardTarget(x00) SET(x0000,x0001) EQ() JumpForwardIfZero(x00) CameraSpeedCurve(xAA) Focus(x17,x00,x17,x00,x00) FocusSpeed(+00020) Camera(-07937,+00259,+27392,+00302,+03584,+00000,+04096,+00020) WaitForInstruction(x04,x00) Wait(00030) InflictStatus(x17,x00,x00,x0C,x00) WaitForInstruction(x43,x00) Wait(00012) DisplayMessage(x10,x70,x0006,x17,x00,x00,+00001,+00000,+00000,x01) WaitForInstruction(x01,x00) Wait(00030) Background(159,173,170,016,016,024,000,x01) ColorField(x00,-001,+000,+002,000) Wait(00002) Wait(00002) Background(048,056,048,048,056,128,001,x01) ColorField(x00,+001,+000,-002,001) Wait(00009) Wait(00012) Focus(x34,x00,x34,x00,x00) FocusSpeed(+00020) Camera(+19970,-32767,+00009,+00302,+03584,+00000,+04096,+00020) InflictStatus(x34,x00,x00,x0C,x00) WaitForInstruction(x43,x00) FaceUnit(x17,x00,x34,x00,x00,x01,x00) Wait(00012) Background(113,124,106,016,016,024,001,x01) ColorField(x00,-001,+000,+002,001) Wait(00009) BgSound(x12,+074,+014,x01,120) Wait(00010) Background(048,056,048,048,056,128,004,x01) ColorField(x08,+000,+000,+000,004) Wait(00030) Wait(00016) DisplayMessage(x10,x70,x0007,x34,x00,x00,+00001,+00000,+00000,x01) WaitForInstruction(x01,x00) Wait(00030) Focus(x17,x00,x17,x00,x00) FocusSpeed(+00020) Camera(+00051,+00255,+00258,+00302,+03584,+00000,+04096,+00020) Wait(00010) FaceUnit(x34,x00,x17,x00,x00,x01,x00) Wait(00030) DisplayMessage(x10,x70,x0008,x17,x00,x00,+00001,+00000,+00000,x01) WaitForInstruction(x01,x00) Background(113,124,106,016,016,024,001,x01) Weather(x03,x01) ColorField(x00,-001,+000,+002,001) Wait(00009) Wait(00010) Background(048,056,048,048,056,128,004,x01) ColorField(x08,+000,+000,+000,004) Wait(00033) BgSound(x12,+084,+070,x01,090) BgSound(x01,+024,+048,x00,120) WaitForInstruction(x01,x00) ZERO(x007F) ADD(x007F,x0001) CameraSpeedCurve(xC0) RotateUnit(x17,x00,x14,x00,x01,x00) Wait(00008) March(x17,x00,000) RotateUnit(x34,x00,x14,x00,x01,x00) WaitRotateUnit(x34,x00) Wait(00020) March(x34,x00,000) JumpForward(xFF) ForwardTarget(x00) SET(x0000,x0002) EQ() JumpForwardIfZero(x00) LoadEVTCHR(x00,x01,x00) WaitForInstruction(x34,x00) SaveEVTCHR(x00) CallFunction(x04) WarpUnit(x05,x00,005,004,x00,x01) AddUnitStart() AddUnit(x05,x00,x01) AddUnit(x8B,x00,x01) AddUnitEnd() WarpUnit(x05,x00,008,011,x00,x01) WarpUnit(x0C,x00,008,011,x00,x03) WarpUnit(x8B,x00,002,013,x00,x02) FadeSound(x00,120) WarpUnit(x05,x00,008,011,x00,x03) SoundEffect(x0045) DisplayMessage(x10,x19,x0009,x0C,x00,x00,+00001,+00000,+00000,x01) WaitForInstruction(x01,x00) InflictStatus(x02,x00,x00,x0C,x00) InflictStatus(x34,x00,x00,x0C,x00) InflictStatus(x17,x00,x00,x0C,x00) UnitAnim(x01,x01,x0002,x00) RotateUnit(x02,x00,x08,x00,x01,x00) Wait(00008) RotateUnit(x34,x00,x08,x00,x01,x00) Wait(00008) RotateUnit(x17,x00,x08,x00,x00,x00) Wait(00008) RotateUnit(x01,x01,x08,x00,x01,x00) CameraSpeedCurve(xAA) Focus(x34,x00,x34,x00,x00) FocusSpeed(+00020) Camera(+00012,+28974,+27260,+00302,+03584,+00000,+04096,+00020) WaitForInstruction(x04,x00) Wait(00020) DisplayMessage(x10,x70,x000A,x34,x00,x00,+00000,+00000,+00000,x01) WaitForInstruction(x01,x00) Background(159,173,170,016,016,024,000,x01) ColorField(x00,-001,+000,+002,000) Wait(00002) Wait(00002) Background(048,056,048,048,056,128,001,x01) ColorField(x00,+001,+000,-002,001) Wait(00009) Wait(00012) Background(113,124,106,016,016,024,001,x01) ColorField(x00,-001,+000,+002,001) Wait(00009) BgSound(x12,+127,+127,x01,255) Wait(00010) Background(048,056,048,048,056,128,004,x01) ColorField(x08,+000,+000,+000,004) WaitAddUnitEnd() WalkTo(x34,x00,006,008,x00,x00,+016,x01) WalkToAnim(x34,x00,x0002) Wait(00020) CallFunction(x05) Camera(+00728,-00412,+00952,+00302,+03568,+00000,+04096,+00048) WaitWalk(x34,x00) RotateUnit(x34,x00,x08,x00,x01,x01) WaitForInstruction(x04,x00) Camera(+00952,-00412,+01288,+00302,+01536,+00000,+04096,+00080) SoundEffect(x004C) UseFieldObject(x02,x00) WaitFieldObject() SpriteMove(x34,x00,+00000,+00000,+00016,x00,x01,+00016) ColorUnit(x34,x00,x01,+000,+000,+000,002) Wait(00017) Erase(x34,x00) ColorUnit(x34,x00,x08,+000,+000,+000,000) Wait(00030) UseFieldObject(x04,x00) WaitFieldObject() {6D}(r0500) {6D}(r0C00) ResetPalette(x05,x00) ResetPalette(x0C,x00) BlockStart() RotateUnit(x05,x00,x04,x00,x01,x00) WaitRotateUnit(x05,x00) ColorUnit(x05,x00,x01,-002,-002,-002,000) Wait(00002) SpriteMove(x05,x00,-00013,+00000,+00000,x00,x01,+00001) WaitSpriteMove(x05,x00) UnitAnim(x05,x00,x0003,x00) Draw(x05,x00) ColorUnit(x05,x00,x04,-002,-001,+001,002) SpriteMove(x05,x00,+00000,+00000,+00000,x00,x01,+00014) WaitSpriteMove(x05,x00) RotateUnit(x05,x00,x00,x00,x01,x00) WaitRotateUnit(x05,x00) SpriteMove(x05,x00,+00000,+00000,+00020,x02,x0A,+00028) WaitSpriteMove(x05,x00) UnitAnim(x05,x00,x0002,x00) BlockEnd() BlockStart() Wait(00028) ColorUnit(x0C,x00,x01,-002,-002,-002,000) Wait(00002) SpriteMove(x0C,x00,-00013,+00000,+00000,x00,x01,+00001) WaitSpriteMove(x0C,x00) Draw(x0C,x00) UnitAnim(x0C,x00,x01F4,x00) SpriteMove(x0C,x00,+00000,+00000,+00000,x00,x01,+00014) WaitSpriteMove(x0C,x00) ColorUnit(x0C,x00,x04,-002,-001,+001,002) SoundEffect(x0052) Wait(00014) UnitAnim(x0C,x00,x01F5,x00) Wait(00012) UnitAnim(x0C,x00,x01F4,x00) BlockEnd() WaitForInstruction(x08,x00) DisplayMessage(x10,x92,x000B,x05,x00,x00,+00034,+00012,-00012,x11) WaitForInstruction(x01,x00) DisplayMessage(x10,x91,x000C,x0C,x00,x00,-00022,+00004,+00014,x10) WaitForInstruction(x01,x00) ChangeDialog(x02,xFFFF,x00,x00) Wait(00008) ChangeDialog(x01,xFFFF,x00,x00) WaitForInstruction(x01,x00) WalkTo(x02,x00,003,007,x00,x00,+016,x00) SoundEffect(x0052) UnitAnim(x0C,x00,x01F5,x00) Wait(00008) UnitAnim(x0C,x00,x01F4,x00) Wait(00008) UnitAnim(x0C,x00,x01FA,x00) Wait(00010) SoundEffect(x0052) UnitAnim(x0C,x00,x01FB,x00) Wait(00008) UnitAnim(x0C,x00,x01F4,x00) Wait(00010) DisplayMessage(x10,x92,x000D,x05,x00,x00,+00038,+00012,-00016,x12) WaitForInstruction(x01,x00) ChangeDialog(x02,xFFFF,x00,x00) WaitForInstruction(x01,x00) Wait(00010) SpriteMove(x05,x00,+00000,+00000,+00018,x00,x01,+00001) WaitSpriteMove(x05,x00) SpriteMove(x0C,x00,+00000,+00000,-00004,x02,x01,+00010) SoundEffect(x0030) UnitAnim(x0C,x00,x01F5,x00) UnitAnim(x05,x00,x0204,x00) Wait(00006) UnitAnim(x0C,x00,x01F6,x00) Wait(00006) UnitAnim(x0C,x00,x01F7,x00) Wait(00002) RotateUnit(x0C,x00,x04,x00,x02,x00) UnitAnim(x0C,x00,x01F8,x00) Wait(00002) UnitAnim(x0C,x00,x01F9,x00) SpriteMove(x0C,x00,+00000,+00000,+00000,x02,x0A,+00010) Wait(00004) UnitAnim(x0C,x00,x01F8,x00) SpriteMove(x05,x00,+00000,+00000,+00020,x00,x01,+00001) UnitAnim(x05,x00,x0203,x00) Wait(00030) UnitAnim(x05,x00,x0205,x00) Wait(00008) SpriteMove(x05,x00,+00000,+00000,+00018,x00,x01,+00004) SoundEffect(x0016) UnitAnim(x05,x00,x0206,x00) UnitAnim(x0C,x00,x01FC,x00) SpriteMove(x0C,x00,+00000,-00002,-00002,x00,x01,+00002) WaitSpriteMove(x0C,x00) SpriteMove(x0C,x00,+00000,-00004,-00003,x00,x01,+00002) WaitSpriteMove(x0C,x00) UnitAnim(x0C,x00,x01FD,x00) SpriteMove(x0C,x00,+00000,-00006,-00003,x00,x01,+00002) WaitSpriteMove(x0C,x00) SpriteMove(x0C,x00,+00000,+00000,+00000,x02,x08,+00012) WaitSpriteMove(x0C,x00) SpriteMove(x05,x00,+00000,+00000,+00020,x00,x01,+00004) UnitAnim(x05,x00,x0207,x00) SoundEffect(x0041) Wait(00006) UnitAnim(x05,x00,x0203,x00) Wait(00050) Draw(x8B,x00) RotateUnit(x02,x00,x02,x00,x02,x01) UnitAnim(x02,x00,x0002,x00) BlockStart() WalkTo(x8B,x00,005,013,x00,x00,+008,x00) WaitWalk(x8B,x00) UnitAnim(x8B,x00,x0002,x00) RotateUnit(x8B,x00,x04,x00,x01,x00) BlockEnd() {71}(r0500) SpriteMove(x05,x00,+00000,+00000,+00016,x00,x01,+00001) UnitAnim(x05,x00,x0208,x00) SpriteMove(x0C,x00,+00000,+00000,+00004,x00,x01,+00008) WaitSpriteMove(x0C,x00) UnitAnim(x0C,x00,x01FE,x00) Wait(00016) SpriteMove(x0C,x00,-00004,-00003,+00008,x00,x01,+00002) WaitSpriteMove(x0C,x00) UnitAnim(x0C,x00,x01FE,x00) Wait(00006) SpriteMove(x0C,x00,-00004,-00005,+00016,x00,x01,+00002) WaitSpriteMove(x0C,x00) SoundEffect(x0053) Wait(00004) SpriteMove(x0C,x00,-00004,+00000,+00020,x00,x01,+00002) WaitSpriteMove(x0C,x00) UnitAnim(x0C,x00,x01FF,x00) SpriteMove(x0C,x00,+00005,+00002,+00023,x00,x01,+00001) Wait(00004) Wait(00016) SpriteMove(x0C,x00,+00004,-00001,+00023,x00,x01,+00001) WaitSpriteMove(x0C,x00) UnitAnim(x05,x00,x0207,x00) Wait(00016) Camera(+00776,-00316,+01432,+00270,+01536,+00000,+04096,+00060) Wait(00016) UnitAnim(x05,x00,x020D,x00) UnitAnim(x0C,x00,x0200,x00) SpriteMove(x05,x00,+00000,+00000,+00032,x00,x01,+00001) SpriteMove(x0C,x00,+00004,+00000,+00028,x00,x01,+00001) WaitSpriteMove(x0C,x00) UnitShadow(x0C,x00,x01) UnitShadow(x05,x00,x01) UnitAnim(x05,x00,x020E,x00) SpriteMove(x05,x00,+00000,+00000,+00046,x00,x01,+00014) SpriteMove(x0C,x00,+00004,+00000,+00042,x00,x01,+00014) WaitForInstruction(x0B,x00) SpriteMove(x05,x00,+00000,+00010,+00056,x02,x08,+00010) SpriteMove(x0C,x00,+00004,+00010,+00052,x02,x08,+00010) WaitForInstruction(x0B,x00) SoundEffect(x0041) SpriteMove(x05,x00,-00018,+00010,+00056,x00,x01,+00018) SpriteMove(x0C,x00,-00014,+00010,+00052,x00,x01,+00018) WaitForInstruction(x0B,x00) SpriteMove(x05,x00,-00028,+00020,+00056,x02,x08,+00010) SpriteMove(x0C,x00,-00024,+00020,+00052,x02,x08,+00010) WaitForInstruction(x0B,x00) SoundEffect(x0041) SpriteMove(x05,x00,-00046,+00020,+00056,x00,x01,+00018) SpriteMove(x0C,x00,-00042,+00020,+00052,x00,x01,+00018) WaitForInstruction(x0B,x00) SpriteMove(x05,x00,-00056,+00030,+00056,x02,x08,+00010) SpriteMove(x0C,x00,-00052,+00030,+00052,x02,x08,+00010) WaitForInstruction(x0B,x00) SoundEffect(x0041) UnitAnim(x05,x00,x020D,x00) Wait(00030) {6D}(r3400) WarpUnit(x34,x00,008,011,x00,x03) BlockStart() Wait(00060) ColorUnit(x34,x00,x01,+000,+000,+000,000) Wait(00002) SpriteMove(x34,x00,-00013,+00000,+00000,x01,x01,+00000) WaitSpriteMove(x34,x00) Draw(x34,x00) ColorUnit(x34,x00,x04,-004,-004,-004,002) UnitAnim(x34,x00,x0003,x00) SpriteMove(x34,x00,+00000,+00000,+00000,x10,x01,+00000) UnitAnim(x34,x00,x0002,x00) WalkTo(x34,x00,008,013,x00,x00,+012,x01) WalkToAnim(x34,x00,x0002) WaitWalk(x34,x00) UnitAnim(x34,x00,x0002,x00) RotateUnit(x34,x00,x04,x00,x01,x00) BlockEnd() UnitAnim(x05,x00,x020B,x00) UnitAnim(x0C,x00,x0200,x00) Wait(00004) SpriteMove(x0C,x00,-00053,+00030,+00063,x00,x00,+00001) WaitSpriteMove(x0C,x00) Wait(00004) UnitAnim(x05,x00,x020C,x00) SpriteMove(x05,x00,-00060,+00034,+00056,x00,x00,+00001) SpriteMove(x0C,x00,-00059,+00030,+00063,x00,x00,+00001) WaitSpriteMove(x0C,x00) Wait(00004) SpriteMove(x0C,x00,-00059,+00030,+00066,x00,x00,+00001) UnitAnim(x0C,x00,x01FF,x00) Wait(00004) SoundEffect(x003B) SpriteMove(x0C,x00,-00067,+00040,+00066,x00,x00,+00001) Wait(00004) SpriteMove(x0C,x00,-00067,+00042,+00066,x00,x00,+00002) WaitSpriteMove(x0C,x00) SpriteMove(x0C,x00,-00067,+00043,+00066,x00,x00,+00001) WaitSpriteMove(x0C,x00) Wait(00011) {71}(r8B00) {71}(r0C00) {71}(r0500) SpriteMove(x0C,x00,-00072,+00045,+00066,x00,x00,+00001) WaitSpriteMove(x0C,x00) SpriteMove(x05,x00,-00058,+00035,+00056,x00,x00,+00001) UnitAnim(x05,x00,x0209,x00) Wait(00004) UnitAnim(x05,x00,x020D,x00) Wait(00010) SpriteMove(x05,x00,+00000,+00000,+00000,x00,x01,+00001) WarpUnit(x05,x00,006,013,x00,x01) UnitAnim(x05,x00,x0002,x00) Wait(00004) UnitAnim(x05,x00,x0023,x00) Wait(00004) SpriteMove(x05,x00,-00012,-00012,+00000,x00,x00,+00012) WaitSpriteMove(x05,x00) SpriteMove(x05,x00,-00036,-00004,-00004,x00,x00,+00012) WaitSpriteMove(x05,x00) UnitAnim(x05,x00,x0201,x00) SpriteMove(x05,x00,-00010,-00010,+00023,x00,x00,+00012) WaitSpriteMove(x05,x00) SoundEffect(x003B) Wait(00010) WaitForInstruction(x08,x00) DisplayMessage(x10,x91,x000E,x34,x00,x00,-00022,+00004,+00014,x11) WaitForInstruction(x01,x00) ChangeDialog(x01,xFFFF,x00,x00) WaitForInstruction(x01,x00) Wait(00010) UnitAnim(x05,x00,x0202,x00) Wait(00008) UnitAnim(x05,x00,x020F,x00) Wait(00010) DisplayMessage(x10,x92,x000F,x05,x00,x00,+00038,+00006,+00000,x12) WaitForInstruction(x01,x00) ChangeDialog(x02,xFFFF,x00,x00) WaitForInstruction(x01,x00) UnitAnim(x05,x00,x0202,x00) Wait(00008) UnitAnim(x05,x00,x0201,x00) WalkTo(x34,x00,004,013,x00,x00,+016,x01) WalkToAnim(x34,x00,x0002) Background(113,124,106,016,016,024,001,x01) ColorField(x00,-002,-001,+001,001) Wait(00009) Weather(x04,x01) Wait(00010) Background(048,056,048,048,056,128,004,x01) ColorField(x08,+000,+000,+000,002) BgSound(x12,+090,+084,x01,012) RotateUnit(x05,x00,x04,x00,x01,x00) WaitRotateUnit(x05,x00) BlockStart() UnitAnim(x8B,x00,x0003,x00) SpriteMove(x8B,x00,-00084,+00000,+00000,x02,x0C,+00042) Wait(00010) UnitAnim(x8B,x00,x0004,x00) WaitSpriteMove(x8B,x00) UnitAnim(x8B,x00,x0030,x00) SpriteMove(x8B,x00,-00112,-00012,+00000,x00,x01,+00014) WaitSpriteMove(x8B,x00) SpriteMove(x8B,x00,-00140,+00000,+00000,x00,x01,+00014) WaitSpriteMove(x8B,x00) Erase(x8B,x00) BlockEnd() BlockStart() SpriteMove(x0C,x00,-00156,+00045,+00066,x02,x0C,+00042) WaitSpriteMove(x0C,x00) SpriteMove(x0C,x00,-00184,+00033,+00066,x00,x01,+00014) WaitSpriteMove(x0C,x00) SpriteMove(x0C,x00,-00212,+00045,+00066,x00,x01,+00014) WaitSpriteMove(x0C,x00) Erase(x0C,x00) BlockEnd() BlockStart() SpriteMove(x05,x00,-00094,-00010,+00023,x02,x0C,+00042) WaitSpriteMove(x05,x00) SpriteMove(x05,x00,-00122,-00022,+00023,x00,x01,+00014) WaitSpriteMove(x05,x00) SpriteMove(x05,x00,-00150,-00010,+00023,x00,x01,+00014) WaitSpriteMove(x05,x00) Erase(x05,x00) BlockEnd() FaceTile(x02,x00,000,013,x00,x00,x02,x00) FaceTile(x17,x00,000,013,x00,x00,x02,x00) FaceTile(x34,x00,000,013,x00,x00,x02,x00) FaceTile(x01,x01,000,013,x00,x00,x02,x00) Wait(00046) UnitAnim(x02,x00,x0002,x00) SoundEffect(x002A) UnitShadow(x8B,x00,x01) Wait(00020) CameraSpeedCurve(xAA) {73}(r0000800000008000000400000000) Camera(+00000,+00128,+00000,+00128,+01024,+00000,+00000,+00064) WaitForInstruction(x08,x00) Wait(00030) SoundEffect(x0024) Wait(00102) BlockStart() Wait(00050) UnitAnim(x34,x00,x0021,x00) Wait(00010) UnitAnim(x34,x00,x0024,x00) BlockEnd() RemoveUnit(x05,x00) RemoveUnit(x0C,x00) RemoveUnit(x8B,x00) AddGhostUnit(x61,x00,x00,000,000,x00,x00,x01) WaitAddUnit() AddGhostUnit(x62,x00,x01,000,000,x00,x00,x01) WaitAddUnit() Wait(00050) DisplayMessage(x10,x11,x0010,x34,x00,x00,+00000,+00010,+00000,x02) WaitForInstruction(x01,x00) Wait(00010) WalkTo(x02,x00,003,009,x00,x00,+006,x01) WalkToAnim(x02,x00,x0002) Wait(00010) CameraSpeedCurve(xAA) Camera(+00376,-00416,+01079,+00270,+03424,+00000,+04096,+00064) WaitForInstruction(x04,x00) AddGhostUnit(x63,x00,x02,000,000,x00,x00,x01) WaitAddUnit() Wait(00010) UnitAnimRotate(x02,x00,x06,x0002,x00) Wait(00012) RotateUnit(x02,x00,x04,x00,x00,x00) WaitRotateUnit(x02,x00) Wait(00060) DisplayMessage(x10,x11,x0011,x02,x00,x00,+00000,+00000,+00000,x02) WaitForInstruction(x01,x00) Wait(00050) CameraSpeedCurve(xAA) {73}(r102710F810278000102710270000) Camera(+10000,-02032,+10000,+00128,+10000,+10000,+00000,+00320) Wait(00120) RemoveUnit(x02,x00) RemoveUnit(x34,x00) AddUnitStart() AddUnit(x01,x00,x00) AddUnit(x04,x00,x00) {82}() AddUnitEnd() Wait(00040) ColorUnit(x00,x00,x00,-031,-031,+000,004) ColorField(x04,-031,-031,+000,004) Wait(00020) Background(000,000,048,000,000,128,004,x01) Wait(00020) EditBGSound(x01,+048,+000,x00,x28) Weather(x02,x01) ColorUnit(x00,x00,x00,-031,-031,-031,004) Background(000,000,000,000,000,128,004,x01) ColorField(x04,-031,-031,-031,004) Weather(x01,x01) Wait(00032) Background(000,000,000,000,000,000,008,x01) Wait(00065) ZERO(x0080) ADD(x0080,x0001) {7C}() WaitAddUnitEnd() //The new skip chapter commands. //Make the game say the name of the Mediator job slot. SetTextVal(x01,x3054) //Player chooses whether to skip or not. DisplayMessage(x10,x63,x0012,x00,x00,x00,+00000,+00000,+00000,x00) WaitForInstruction(x01,x00) DisplayMessage(x10,x63,x0013,x00,x00,x00,+00000,+00000,+00000,x00) WaitForInstruction(x01,x00) SETVar(x0000,x0018) //No skip. If() PostEvent(x81,x0003) //Skip. Else() //Set all the various Variables. //Shop progression ZERO(x006F) ADD(x006F,x0005) //Misc Bits SET(x0092,x0001) //Facts (Rendezvous) SET(x01A5,x0001) SET(x01A6,x0001) SET(x01A7,x0001) SET(x01B6,x0001) //Records. SET(x01BC,x0001) SET(x01BD,x0001) SET(x01BE,x0001) SET(x01BF,x0001) SET(x01C0,x0001) SET(x01C1,x0001) SET(x01C2,x0001) SET(x01C3,x0001) SET(x01C4,x0001) SET(x01C5,x0001) SET(x01C6,x0001) SET(x01C7,x0001) SET(x01C8,x0001) SET(x01C9,x0001) SET(x01CA,x0001) SET(x01CB,x0001) //Show World Map Locations. SET(x0202,x0001) SET(x0206,x0001) SET(x0209,x0001) SET(x020F,x0001) SET(x0211,x0001) SET(x0212,x0001) SET(x0218,x0001) SET(x0219,x0001) SET(x021A,x0001) SET(x021C,x0001) SET(x021D,x0001) //World Map Paths SET(x022D,x0001) SET(x022E,x0001) SET(x022F,x0001) SET(x0230,x0001) SET(x0231,x0001) SET(x0232,x0001) SET(x0236,x0001) SET(x0237,x0001) SET(x0238,x0001) SET(x023F,x0001) //Turn World Map Locations blue. SET(x0269,x0001) SET(x026D,x0001) SET(x0270,x0001) SET(x0276,x0001) SET(x0278,x0001) SET(x027A,x0001) SET(x027F,x0001) SET(x0280,x0001) SET(x0281,x0001) SET(x0283,x0001) SET(x0284,x0001) //Rumors SET(x02D7,x0001) SET(x02D8,x0001) SET(x02D9,x0001) //Biographies SET(x03C0,x0003) SET(x03C1,x0003) SET(x03C2,x0001) SET(x03C3,x0002) SET(x03C4,x0001) SET(x03C5,x0003) SET(x03C6,x0002) SET(x03C7,x0001) SET(x03C8,x0002) SET(x03C9,x0002) SET(x03CA,x0001) SET(x03CC,x0003) SET(x03CD,x0001) SET(x03CE,x0001) SET(x03D2,x0001) SET(x03D7,x0002) SET(x03DE,x0001) SET(x03EF,x0003) SET(x03F0,x0001) SET(x03F1,x0002) SET(x03F2,x0002) SET(x03f3,x0003) SET(x03FF,x0001) //Does Var x6C have a value? SETVar(x0000,x006C) If() //Yes, it does. This is a NG+ run. Jump directly to Ch. 2 and skip this. PostEvent(x81,x001B) //This is not NG+. Continue. Else() //PostEvent to the Treasure Wheel to get some extra starting gear after this. PostEvent(x81,x00C3) //Set Var x15 to x1000 so the Treasure Wheel knows what's up. SET(x0015,x1000) //Adjust Ramza's stats. WorldUnitAddress(x01,x70) //Set 600 JP (258 in hex) in Knight, Archer, Wizard, and Priest's Current JP. SET(x0071,x0258) SaveAddress(x71,x0072,x70,002) SaveAddress(x71,x0074,x70,002) SaveAddress(x71,x0078,x70,002) SaveAddress(x71,x007A,x70,002) //Set that to their Total JP as well. SaveAddress(x71,x009A,x70,002) SaveAddress(x71,x009C,x70,002) SaveAddress(x71,x00A0,x70,002) SaveAddress(x71,x00A2,x70,002) //Set 400 JP (hex 190) to Squire and Chemist. SET(x0071,x0190) SaveAddress(x71,x006E,x70,002) SaveAddress(x71,x0070,x70,002) SaveAddress(x71,x0096,x70,002) SaveAddress(x71,x0098,x70,002) //Set 150 JP (hex 96) to Monk, Thief, Time Mage, and Oracle. SET(x0071,x0096) SaveAddress(x71,x0076,x70,002) SaveAddress(x71,x0080,x70,002) SaveAddress(x71,x0084,x70,002) SaveAddress(x71,x007C,x70,002) SaveAddress(x71,x009E,x70,002) SaveAddress(x71,x00A4,x70,002) SaveAddress(x71,x00AC,x70,002) SaveAddress(x71,x00A8,x70,002) //Unlearn his Chemist learned skills. ZERO(x0072) SaveAddress(x72,x002E,x70,003) //Load the stats and gear of the Ch. 2 Ramza in this battle. Though, his MA & PA will be set to the highest of either stat. UnitAddress(x02,x71) LoadAddress(x72,x0072,x71,003) LoadAddress(x73,x0075,x71,003) LoadAddress(x74,x0078,x71,003) LoadAddress(x75,x007B,x71,003) LoadAddress(x01,x007E,x71,003) LoadAddress(x76,x0021,x71,002) LoadAddress(x77,x001A,x71,003) LoadAddress(x78,x001D,x71,004) //What's higher, MA or PA? SETVar(x0000,x0075) LT() If() SETVar(x0075,x0001) EndIf() //Give the Roster Ramza these stats. SaveAddress(x76,x0015,x70,002) SaveAddress(x72,x0019,x70,003) SaveAddress(x73,x001C,x70,003) SaveAddress(x74,x001F,x70,003) SaveAddress(x74,x0022,x70,003) SaveAddress(x74,x0025,x70,003) SaveAddress(x77,x000E,x70,003) SaveAddress(x78,x0011,x70,004) //Set the current Gil to 5,000 (hex 1388) SET(x002C,x1388) //Set Rad, Lavian, and Alicia to Join After Event UnitAddress(x84,x70) UnitAddress(x85,x71) SET(x0073,x0050) SaveAddress(x73,x0006,x70,001) SaveAddress(x73,x0006,x71,001) UnitAddress(x83,x72) SET(x0074,x0090) SaveAddress(x74,x0006,x72,001) //Make them join silently. CallFunction(x01) EndIf() EndIf() ForwardTarget(x00) ForwardTarget(xFF) EventEnd2() EventEnd() //INSTRUCTION SECTION END - TEXT START //Message x01 {font:08}Agrias{br} {font:00}The crest of the Black Lion!?{br} {br} What's wrong with Prince{br} Goltana!?{br} He's such an idiot!{br} Does he want to start a war!?{end} //Message x02 {font:08}Goltana Knight{br} {font:00}Knave! There's no point{br} in resisting!{br} Just give us the Princess,{br} or that beautiful face of{br} yours will be scarred forever!{end} //Message x03 {font:08}Gafgarion{br} {font:00}Fool!{br} Only idiots attack head on!{end} //Message x04 {font:08}Agrias{br} {font:00}Leave this to us!{end} //Message x05 {font:08}Gafgarion{br} {font:00}We can't make money that way!{br} {br} Rad, {Ramza}!{br} Follow me!!{end} //Message x06 {font:08}Gafgarion{br} {font:00}Kill them all!{br} Don't leave any suvivors!{end} //Message x07 {font:08}Agrias{br} {font:00}Nonsense! There's no need{br} to kill them!{br} That's just what Goltana{br} wants us to do!{br} Just let them go!{end} //Message x08 {font:08}Gafgarion{br} {font:00}That's impossible!{end} //Message x09 {font:08}Princess Ovelia{br} {font:00}Let go of me!{end} //Message x0A {font:08}Agrias{br} {font:00}Damn!!{end} //Message x0B {font:08}Knight{br} {font:00}Come here! Be quiet!!{end} //Message x0C {font:08}Ovelia{br} {font:00}Why should I listen to you!?{end} //Message x0D {font:08}Knight{br} {font:00}What an annoying Princess.{end} //Message x0E {font:08}Agrias{br} {font:00}Wait!!{end} //Message x0F {font:08}Knight{br} {font:00}Tough...Don't blame us.{br} Blame yourself or God.{end} //Message x10 {font:08}Agrias{br} {font:00}Oh, God.....{end} //Message x11 {font:08}{Ramza}{br} {font:00}...Delita??{br} {br} You're alive, Delita?{br} But, why are you in{br} Goltana's troops? {br} Why...?{end} //Message x12 Chapter 1 is very important to Ramza's past,{br} and will allow you to develop a custom team.{br} However, this mod makes no changes to it{br} beyond the normal ones made in The Lion War.{br} Therefore, you may skip it if you'd prefer to.{br} If you do, {Ramza} will start with{br} extra JP, and have several Jobs unlocked.{end} //Message x13 {FB}Skip Chapter 1{br} Play Chapter 1{FC}{close}