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Messages - Verdeni

1
Help! / Re: Equip X ability limitation? [solved]
March 30, 2020, 11:16:54 pm
o:... I would appreciate it! But I imagine you've got your hands full with your own projects, so only if it's not a big deal! (:

I have a feeling part of my issue might be the program I'm using... I don't get the different codes. Are there any you would recommend?
2
Help! / Re: Equip X ability limitation?
March 30, 2020, 11:04:28 pm
Ack! Sorry.

But, okay, I think I understand.
I'm still figuring this out obviously, but the goal is to be able to release stuff publicly!
So I'll keep working at it.

Thank you Xifanie :oops:
3
Help! / Re: Equip X ability limitation?
March 30, 2020, 05:26:33 pm
If that were the case wouldn't it only load from 4A if I switched the values to it? When I switch it to 4A it gives me the first two tables and seems to work fine. :oops:


EDIT: This is what I have from offset 4CB1C:

4B 00 82 94 00 00 00 00 01 00 42 34 4B 00 82 A4 02 00 83 90 05 00 00 10 01 00 00 00
4
Help! / Re: Equip X ability limitation?
March 30, 2020, 04:02:44 am
I'm making sure to use table 4B, and values 01 as the primary and 80 as the secondary.
4B x0001 = Spear and 4C x0080 = Pole, right? D:


What you're suggesting is what I thought initially, so I reversed the numbers and got Staves and... nothing lmao.
5
Help! / Equip X ability limitation? [solved]
March 30, 2020, 02:51:41 am
Hey all! So, I've been trying to expand my knowledge by going into the bin files of the ISO with HxD and manually applying ASMs myself. I've had success with almost everything I've done, and learned quite a bit! But now I've run into a small snag I didn't expect. :oops:

I finally decided to modify some of my Equip X abilities, and had no issues changing tables and values until I tried to set Equip Spear to allow poles as well. I've changed the values 90 and A0 to 94 and A4 to activate the secondary slots, but the behaviour doesn't seem to be as black and white as I thought. I have it set to table 4B to allow it and 4C as the secondary, in theory... but It doesn't actually give the unit access to poles? It gives them access to the armors in tables 4C if I set those values, but not the weapons--so even if I add value 80 for example, it still doesn't make poles available.

I, in my desperation through extensive searching both on Google and here at home, did find out that philsov intended to do the same thing for FFT: ASM'd. I even downloaded the demo to check it out and see if I could learn from what had been done. Used FFtpatcher to make Equip Spear immediately available. The name is changed to "polearms", but still doesn't allow poles for the unit.

So... is this a known issue? Or am I missing something in the sequencing that allows weapons or armor exclusively on the respective ability?
6
Have you've ever checked out editing the Attack.out or Battle Event Conditionals?
RavenofRazgriz has an awesome (albeit confusing for beginners) tutorial on that!
https://ffhacktics.com/smf/index.php?topic=6694.0

The only thing, though, is you'd have to have blank events in place to call on when they die--much like the way Algus dies if you have to save him and you get a Game Over. (Because that's done through an event)

Those blank events would have to come from already existing events being freed up, as there are only so many available "slots".
So, The issue I foresee is that if you go through with this you'll have to have events set aside for EACH instance of their crystallization AND treasure status for EACH battle.

Now, the real question here is... Do you plan to do that with every guest? Because that would be LOTS of content you'd have to free up from somewhere else. :shock:
7
Quote from: Elric on March 24, 2020, 12:45:47 amWho are you and why do you know things? *stares suspiciously*

*buries face in sweater* Uhhhhh... I guess you could say a long-time lurker? :oops:
Been mostly quiet, but pushing my limits with different tools and spreadsheets for a few years now!
8
Hmm... I can't imagine the map itself is the issue. It most likely has to do with the way the event was pieced together--even something as simple as not including the relative wait command for a specific instruction can cause issues.

Can you upload the text file of your event?
9
Bump !

Should I assume no one knows hwo to help me fix this? :p
10
Bump ?
11
Naw, not the summon effect. Just the hand that shows up when it soaks damage.
12
I was trying to edit the effect of Golem.
I already know I removed the transparency, But it seems as though it happened by simply exporting the file through Shishi? 
I used Graphics Gale to edit it, but didn't think that was important to mention because that definitely wasn't the cause.
I know that because I've tried opening it in GIMP and Photoshop and had no success getting it to reproduce with transparency.

I just wanna know if there's a clean way to rip the file right from the iso!
Because if so, then I can just grab it from a clean iso and import back into my modded one.
Or is there a program that can properly edit the file? That information could be handy too. ^^#
13
BUMP. Really hoping I can find a way to fix it without using a vanilla iso and reapplying everything manually.  :oops:
14
So I thought I could edit the TRAP file in Shishi and just reimport it, but I guess it's not that simple?
Now all of the effects from said sheet have lost their transparency.
Does someone know where TRAP is located in the IMG so I can copy it from a vanilla one?
Or if anyone knows how to edit it properly and import it through Shishi that would also be fantastic. (:
15
PSX FFT Hacking / Re: ASM Requests
July 02, 2017, 03:56:25 am
So I'm using Emmy's ASM to change Wall to MP Regen and the blank status to MP Poison. I'm hoping to get an ASM That makes the blank status use Poison's effect icon, and Wall use Oil's effect icon. The icons from the FRAME.BIN. :p.
And maybe even use their pops for when the status is applied?

Is that possible at all?
16
Help! / Re: Two monsters using the same sprite!?
June 14, 2017, 09:23:19 pm
Wowwww, how did I not notice that? That would be the issue then!
17
Help! / Re: Two monsters using the same sprite!?
June 14, 2017, 07:34:58 pm
Sorry, do you mean in the ENTD, or Shishi?
18
Help! / Re: Two monsters using the same sprite!?
June 14, 2017, 04:55:48 pm
I don't think so...? Shishi shows both monsters set with different sprites, and they're also set to the proper job in the ENTD. I've tried setting them back to their original sprites, and reverting the jobs. I've changed which unit uses which job in the ENTD, and even swapped them around to see if it changes anything. It's every battle, so I can't imagine it's in the ENTD.

No luck so far though, both jobs consistently use the Mindflayer sprite.
19
Help! / Two monsters using the same sprite!?
June 14, 2017, 03:55:39 am
As the title says, I'm having an issue with my Ahriman and Mindflayer using the Mindflayer's sprite.
Hoping someone knows of something that could cause that!  :?
20
Okay! Sorry. :p
A screenshot would be pointless though because it plays like normal, when i go to the map, the line that stretches out to dorter doesn't appear.
Like it's still possible from that point, to play random battles in mandalia and such. It would just be a screenshot of little map ramza standing on igros. xD

This is the event for the meeting with Dycedarg;

// __________________________________________________________________
//| Event Script x01B | Event Offset: x036000 | Text offset: x036281 |
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Offset(x00036000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x00000281)
//Remove the previous line if you wish text to compile directly after instructions.

LoadEVTCHR(x01,x05,x00)
WaitForInstruction(x34,x00)
RotateUnit(x04,x00,x06,x00,x02,000)
RotateUnit(x09,x00,x0C,x00,x02,000)
RotateUnit(x01,x00,x06,x00,x02,000)
{64}(r0100)
(+00160,-00208,+00000,+00318,+03776,+00000,+04096,+00001)
SaveEVTCHR(x01)
{68}(r090001)
UnitAnim(x09,x00,x5F,x02,x01)
{68}(r070001)
UnitAnim(x07,x00,x58,x02,x01)
UnitAnim(x04,x00,x61,x02,x00)
UnitAnim(x01,x00,x63,x02,x00)
{4E}(r010001)
{4E}(r040001)
{4E}(r070001)
{4E}(r090001)
SpriteMove(x01,x00,-00004,+00000,-00008,x00,x01,+00001)
SpriteMove(x04,x00,-00003,+00002,+00004,x00,x01,+00001)
SpriteMove(x07,x00,+00007,+00001,+00000,x00,x01,+00001)
SpriteMove(x09,x00,+00006,+00009,+00000,x00,x01,+00001)
{6F}(r0900)
ColorUnit(x07,x00,x04,-001,-001,-001,000)
Wait(00002)
{4D}(r3C)
Wait(00120)
DisplayMessage(x10,x91,x0001,x09,x00,x00,-00004,+00000,+00000,x10)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x92,x0002,x01,x00,x00,+00008,+00016,+00000,x12)
WaitForInstruction(x01,x00)
CloseDialog(x01,x0003,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x02,x0004,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x01,x0005,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
Wait(00008)
CloseDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
{49}()
{82}()
{4A}()
Wait(00030)
Sound(x0028)
UnitAnim(x07,x00,x59,x02,x00)
Wait(00008)
UnitAnim(x07,x00,x5A,x02,x00)
Wait(00016)
UnitAnim(x07,x00,x5B,x02,x00)
BlockStart()
Wait(00014)
UnitAnim(x09,x00,x60,x02,x01)
Wait(00008)
UnitAnim(x01,x00,x64,x02,x00)
Wait(00008)
UnitAnim(x04,x00,x62,x02,x00)
BlockEnd()
DisplayMessage(x10,x92,x0006,x07,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
WaitForInstruction(x08,x00)
DisplayMessage(x10,x91,x0007,x09,x00,x00,+00000,+00000,+00004,x02)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
Wait(00008)
CloseDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00060)
DisplayMessage(x10,x92,x0008,x07,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x91,x0009,x09,x00,x00,+00000,+00000,+00004,x03)
WaitForInstruction(x01,x00)
Sound(x0041)
UnitAnim(x07,x00,x5A,x02,x00)
Wait(00008)
CloseDialog(x02,x000A,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x01,x000B,x00,x00)
WaitForInstruction(x01,x00)
ZERO(x0057)
ADD(x0057,x0000)
BlockStart()
{7E}(r57000900)
UnitAnim(x07,x00,x5C,x02,x00)
Wait(00008)
UnitAnim(x07,x00,x5D,x02,x00)
Wait(00008)
UnitAnim(x07,x00,x5E,x02,x00)
BlockEnd()
CloseDialog(x02,x000C,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
Wait(00008)
CloseDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00060)
UnitAnim(x07,x00,x59,x02,x00)
Wait(00012)
Sound(x002C)
UnitAnim(x07,x00,x58,x02,x00)
Wait(00060)
UnitAnim(x09,x00,x5F,x02,x01)
Wait(00030)
UnitAnim(x01,x00,x63,x02,x00)
Wait(00014)
UnitAnim(x04,x00,x61,x02,x00)
Wait(00030)
DisplayMessage(x10,x91,x000D,x09,x00,x00,+00000,+00000,-00004,x13)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00030)
{60}(r003C)
Wait(00040)
{3E}(r02000000FFFFFF3C00)
WaitForInstruction(x0C,x00)
ZERO(x0000)
ZERO(x0001)
{B1}(x0000,x01FC)
ADD(x0001,x0000)
{A2}()
{D0}()
{01}()
Wait(00020)
Music(x01,+127,002)
Wait(00002)
{D2}()
{01}()
{4B}()
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}Dycedarg{br}
{font:00}I hear you beat the first troops.{br}
I'm proud to be your brother.{br}
The senior statesmen spoke{br}
highly of you. You are truly{br}
descended from Beoulves.{end}

//Message x02
{font:08}{Ramza}{br}
{font:00}...Thank you.{br}
We had help from a woman.{br}
She went by Aschula.{br}
I know not where she is though.{end}

//Message x03
{font:08}Dycedarg{br}
{font:00}A woman? She chose not to{br}
make her presence known to me?{br}
Peculiar.{end}

//Message x04
{font:08}{Ramza}{br}
{font:00}Of course.{br}
But she seems to be on level. {br}
...You might have heard about the{br}
enemy attacking Elmdor's carriage{br}
and kidnapping him.{br}
What would you have us do?{end}

//Message x05
{font:08}Dycedarg{br}
{font:00}I've already had Zalbag send{br}
out a search party.{br}
They'll probably demand ransom...{br}
if he's still alive.{end}

//Message x06
{font:08}Algus{br}
{font:00}Highness. Please let me{br}
have 100 soldiers!{end}

//Message x07
{font:08}Dycedarg{br}
{font:00}......{end}

//Message x08
{font:08}Algus{br}
{font:00}I beg you. Let me avenge{br}
my comrades murder!{end}

//Message x09
{font:08}Dycedarg{br}
{font:00}I said it's taken care of.{br}
Didn't you hear me?{br}
Gallione isn't any place{br}
for you. Let us handle it.{end}

//Message x0A
{font:08}Algus{br}
{font:00}B..ut!{end}

//Message x0B
{font:08}Dycedarg{br}
{font:00}Think of your rank, Algus!{br}
{br}
Have you forgotten you're{br}
just a soldier without rank{br}
of Knighthood?{end}

//Message x0C
{font:08}Algus{br}
{font:00}Uhrr.{end}

//Message x0D
{font:08}Dycedarg{br}
{font:00}I want you to guard Igros Castle.{br}
{br}
It shouldn't be so difficult.{br}
"Danger" probably won't get{br}
this far.{end}

//Message x0E
{font:00}I beg you, please help me{br}
save the Marquis!{end}

//Message x0F
{font:08}Delita{br}
{font:00}What are you talking about?{end}

//Message x10
{font:08}Algus{br}
{font:00}The Marquis is still alive!{br}
They've kidnapped him!  {br}
He will be killed,{br}
if we don't act fast!{br}
I don't know what I would do if.....{end}

//Message x11
{font:08}Delita{br}
{font:00}Relax. We don't know{br}
for sure if he'll be killed.  {br}
There must be some reason{br}
for Death Corps to take him.{br}
They might have made some demands.{end}

//Message x12
{font:08}{Ramza}{br}
{font:00}Besides, there is nothing{br}
we can do.  {br}
The Marquis was kidnapped,{br}
and I'm sure by now everyone{br}
at Igros Castle is up in arms.{end}

//Message x13
{font:08}Delita{br}
{font:00}First, we should go to Igros{br}
and report.{end}

//Message x14
{font:08}Algus{br}
{font:00}All right. Let's do that.{end}

//Message x15
{font:08}Algus{br}
{font:00}So, please!{br}
Help me! Please!!{end}

//Message x16
lbanes{br}
{font:00}It has been a long time...{br}
You've become a fine man...   {br}
You start at the Academy{br}
...in spring, don't you?{end}

//Message x17
{font:08}{Ramza}{br}
{font:00}......{end}

//Message x18
{font:08}Balbanes{br}
{font:00}Listen, {Ramza}....{br}
{br}
A Beoulve has served the{br}
royal family for generations.{br}
the warrior spirit is in us.   {br}
Never shame your name...{br}
never tolerate injustice...{br}
{br}
Living true to your heart{br}
is the warrior's way...{br}
...the Beoulve way.{end}

//Message x19
{font:08}{Ramza}{br}
{font:00}I understand, father....{end}

//Message x1A
{font:08}Balbanes{br}
{font:00}Delita's a good boy.{br}
He should serve you well...   {br}
I've asked the dean to{br}
accept him into the Academy.{br}
It shocked the dean a bit.{br}
He will serve you well...{br}
Treat him well...{end}

//Message x1B
{font:08}{Ramza}{br}
{font:00}Y, yes.....father.......{end}

//Message x1C
{font:08}Balbanes{br}
{font:00}Take good care of Alma...{end}

//Message x1D
{font:08}Balbanes{br}
{font:00}Become a fine knight...{br}
{Ramza}.{end}

//Message x1E
out of{br}
town! Come with me!{br}
This is the frontline of{br}
operations! That's all!{br}
Prepare immediately!{end}

//Message x1F
afgarion{br}
{font:00}That's impossible!{end}

//Message x20
{font:08}Princess Ovelia{br}
{font:00}Let go of me!{end}

//Message x21
{font:08}Agrias{br}
{font:00}Damn!!{end}

//Message x22
{font:08}Knight{br}
{font:00}Come here! Be quiet!!{end}

//Message x23
{font:08}Ovelia{br}
{font:00}Why should I listen to you!?{end}

//Message x24
{font:08}Knight{br}
{font:00}What an annoying Princess.{end}

//Message x25
{font:08}Agrias{br}
{font:00}Wait!!{end}

//Message x26
{font:08}Knight{br}
{font:00}Tough...Don't blame us.{br}
Blame yourself or God.{end}

//Message x27
{font:08}Agrias{br}
{font:00}Oh, God.....{end}

//Message x28
{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 x29
e Prince is really his son.   {br}
Larg may have had "seeds"{br}
planted to make his sister{br}
the King's mother...{br}
In any case, the old men's {br}
plan was ruined.{end}

//Message x2A
{font:08}Ovelia{br}
{font:00}Liar!{br}
I don't believe it!{end}

//Message x2B
{font:08}Vormav{br}
{font:00}Think what you will.{br}
{br}
Whether you're a Princess or{br}
not doesn't matter to us.{br}
{br}
What matters is that we have{br}
an ace up our sleeve called{br}
a 'Princess'...{end}

//Message x2C
{font:08}Ovelia{br}
{font:00}What are you going to do to me?{br}
What do you want?{end}

//Message x2D
{font:08}Vormav{br}
{font:00}Nothing. Just be a 'Princess' {br}
as you are now.{end}

//Message x2E
{font:08}Ovelia{br}
{font:00}My ancestors were Atkaschas!{br}
No one can control me!{end}

//Message x2F
{font:08}Vormav{br}
{font:00}Then what? If Larg catches{br}
you, he'll kill you...right?   {br}
We just want to help you{br}
take the throne...{end}

//Message x30
{font:08}Ovelia{br}
{font:00}Who are you?{end}

//Message x31
{font:08}Vormav{br}
{font:00}We're neither allies of Larg{br}
nor supporters of Goltana.   {br}
Just 'collaborators'.{end}

//Message x32
{font:08}Draclau{br}
{font:00}Vormav, let her calm down.{br}
{br}
Once she comes to her senses{br}
she won't refuse our help.{end}

//Message x33
{font:08}Vormav{br}
{font:00}Yes.....you're right.{end}

//Message x34
{font:08}Vormav{br}
{font:00}Let's go, Delita!{end}

//Message x35
e'll let them go!{end}

//Message x36
{font:08}Rudvich{br}
{font:00}The Zodiac Stone!{br}
{br}
Finally we've got it!{br}
The Cardinal'll be very pleased!{end}

//Message x37
{font:08}Rudvich{br}
{font:00}Good job.{br}
I'm done now.   {br}
You take care of the rest.{br}
Get rid of them!{end}

//Message x38
{font:08}{Ramza}{br}
{font:00}Draclau was in on it, too?{end}

//Message x39
{font:08}Mustadio{br}
{font:00}Will my father be all right?{end}

//Message x3A
rion{br}
{font:00}No 'buts'!{br}
{br}
You're just a child who{br}
doesn't want to face reality!{br}
{br}
If you don't like it, try{br}
living without depending on{br}
someone else for a change!   {br}
But don't come complaining{br}
to me if you can't!{end}

//Message x3B
{font:08}Gafgarion{br}
{font:00}Dammit!{end}

//Message x3C
  {br}
even been using your "best{br}
friend", Delita!{end}

//Message x3D
{font:08}{Ramza}{br}
{font:00}Me? Using Delita?{end}

//Message x3E
{font:08}Algus{br}
{font:00}As a Beoulve, surely you{br}
know our mission!?   {br}
Your mission took precedence{br}
even when I was attacked on{br}
the Mandalia Plains!!{end}

//Message x3F
{font:08}{Ramza}{br}
{font:00}Gmph!!{end}

//Message x40
{font:08}Algus{br}
{font:00}You saved me to use me.{end}

//Message x41
{font:08}{Ramza}{br}
{font:00}Ridiculous! I couldn't just{br}
leave someone in trouble!{end}

//Message x42
{font:08}Algus{br}
{font:00}Well next time you'd better!{br}
{br}
You never know if they'll be   {br}
friendly or not!{end}

//Message x43
{font:08}Delita{br}
{font:00}Algus! You murdered Teta!{br}
I'll kill you! I swear it!{end}

//Message x44
{font:08}Algus{br}
{font:00}Angry, Delita? Angry because{br}
you're so utterly helpless?   {br}
Know your limits!{br}
Commoners don't have power{br}
to change things!   {br}
That's right, get angry!{br}
It's all you can do!{br}
Ha, ha, you deserve it!!{end}

//Message x45
{font:08}Delita{br}
{font:00}Is that it?{br}
Is that all, Algus?!{end}

//Message x46
{font:08}Algus{br}
{font:00}Don't be mad, Delita.{br}
You'll join her soon!{end}

//Message x47
{font:08}Delita{br}
{font:00}You won't confuse me!{br}
Nobody uses me!!{end}

//Message x48
{font:08}{Ramza}{br}
{font:00}Are you all right, Delita?{end}

//Message x49
{font:08}Delita{br}
{font:00}Leave me, {Ramza}!{br}
After Algus, you're next!{end}

//Message x4A
{font:08}{Ramza}{br}
{font:00}Delita...{end}

//Message x4B
{font:08}Algus{br}
{font:00}Damn you...How could I be{br}
beaten by weaklings like you?{end}

//Message x4C




And the event for Zalbag, Alma and Teta;    I think I saw lots of empty text near the end of the instructions.
// __________________________________________________________________
//| Event Script x01D | Event Offset: x03A000 | Text offset: x03AB26 |
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Offset(x0003A000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x00000B26)
//Remove the previous line if you wish text to compile directly after instructions.

{7C}()
(+00504,-00268,+01400,+00446,+03744,+00000,+04096,+00001)
WaitForInstruction(x04,x00)
WarpUnit(x04,x00,007,002,x00,x00)
WarpUnit(x01,x00,006,002,x00,x00)
WarpUnit(x07,x00,007,001,x00,x02)
WarpUnit(x08,x00,004,012,x00,x00)
WarpUnit(x1C,x00,003,012,x00,x00)
WarpUnit(x30,x00,002,011,x00,x00)
WarpUnit(x84,x00,006,002,x00,x00)
LoadEVTCHR(x01,x06,x00)
{63}(rC9)
{4D}(r3C)
Camera(+00064,-00432,+00000,+00318,+03616,+00000,+04096,+00160)
Wait(00008)
BlockStart()
WalkTo(x04,x00,002,002,x00,x4C,+004,x01)
MovementAnim(r04000200)
WaitWalk(x04,x00)
Wait(00020)
RotateUnit(x04,x00,x0C,x01,x00,000)
{64}(r0400)
BlockEnd()
BlockStart()
WalkTo(x01,x00,001,002,x00,x9C,+004,x01)
MovementAnim(r01000200)
WaitWalk(x01,x00)
Wait(00022)
RotateUnit(x01,x00,x0C,x02,x00,000)
{64}(r0100)
BlockEnd()
WalkTo(x07,x00,004,002,x01,x80,+003,x01)
MovementAnim(r07000200)
Wait(00022)
WalkTo(x84,x00,001,002,x00,x30,+004,x01)
MovementAnim(r84000200)
WaitWalk(x84,x00)
Wait(00150)
WaitForInstruction(x34,x00)
SaveEVTCHR(x01)
Wait(00004)
{49}()
{45}(r080001)
{4A}()
BlockStart()
Wait(00020)
UnitAnim(x07,x00,x58,x02,x00)
BlockEnd()
DisplayMessage(x10,x11,x0001,x07,x00,x00,+00000,+00000,+00006,x02)
WaitForInstruction(x01,x00)
{39}()
Wait(00030)
UnitAnim(x07,x00,x02,x00,x00)
Wait(00010)
RotateUnit(x07,x00,x00,x00,x00,000)
{64}(r0700)
Wait(00040)
{4B}()
{49}()
{45}(r1C0001)
{45}(r300001)
{4A}()
BlockStart()
Wait(00020)
UnitAnim(x07,x00,x59,x02,x00)
BlockEnd()
DisplayMessage(x10,x11,x0002,x07,x00,x00,+00000,+00000,+00008,x02)
WaitForInstruction(x01,x00)
Wait(00030)
WarpUnit(x08,x00,002,001,x00,x00)
SpriteMove(x08,x00,+00056,-00038,+00025,x00,x01,+00001)
{6F}(r0800)
{7F}(r08000102)
UnitAnim(x07,x00,x7C,x02,x00)
Wait(00103)
{4E}(r080001)
BlockStart()
Draw(x08,x00)
UnitAnim(x08,x00,x82,x02,x00)
SpriteMove(x08,x00,+00056,-00042,+00005,x00,x01,+00016)
{6F}(r0800)
SpriteMove(x08,x00,+00056,-00021,-00015,x00,x01,+00016)
{6F}(r0800)
SpriteMove(x08,x00,+00056,+00034,-00034,x03,x08,+00016)
{6F}(r0800)
Sound(x0023)
UnitAnim(x08,x00,x83,x02,x00)
Wait(00004)
Sound(x0025)
UnitAnim(x08,x00,x84,x02,x00)
Wait(00008)
UnitAnim(x08,x00,x85,x02,x00)
Wait(00008)
BlockEnd()
WaitForInstruction(x08,x00)
Erase(x08,x00)
Wait(00130)
{7F}(r08000105)
SpriteMove(x08,x00,+00000,+00000,+00000,x00,x01,+00001)
{6F}(r0800)
WarpUnit(x08,x00,004,012,x00,x00)
{4E}(r080000)
UnitAnim(x07,x00,x59,x02,x00)
Wait(00030)
DisplayMessage(x10,x11,x0003,x84,x00,x00,+00000,+00000,+00008,x02)
WaitForInstruction(x01,x00)
Wait(00030)
UnitAnim(x07,x00,x02,x00,x00)
Wait(00012)
UnitAnim(x07,x00,x58,x02,x00)
Wait(00058)
ZERO(x0057)
ADD(x0057,x0000)
BlockStart()
{7E}(r57000A00)
RotateUnit(x04,x00,x08,x00,x01,000)
Wait(00008)
RotateUnit(x01,x00,x08,x00,x01,000)
UnitAnim(x07,x00,x02,x00,x00)
Wait(00016)
RotateUnit(x07,x00,x08,x00,x00,000)
BlockEnd()
DisplayMessage(x10,x92,x0004,x07,x00,x09,-00105,-00070,-00136,x11)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x92,x0005,x04,x00,x00,+00036,+00005,-00022,x11)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x92,x0006,x01,x00,x00,+00022,+00005,-00014,x11)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
{4B}()
Draw(x08,x00)
Draw(x1C,x00)
Draw(x30,x00)
UnitAnim(x30,x00,x02,x00,x00)
UnitAnim(x1C,x00,x02,x00,x00)
UnitAnim(x08,x00,x02,x00,x00)
Wait(00020)
Camera(+00064,-00560,+00688,+00318,+03616,+00000,+04096,+00128)
UnitAnim(x30,x00,x7D,x02,x00)
Wait(00072)
UnitAnim(x30,x00,x7D,x02,x00)
Wait(00072)
UnitAnim(x30,x00,x7D,x02,x00)
Wait(00100)
WalkTo(x30,x00,000,003,x00,x00,+010,x01)
MovementAnim(r30000200)
BlockStart()
Wait(00060)
WalkTo(x08,x00,001,004,x00,xB4,+005,x01)
MovementAnim(r08000200)
BlockEnd()
BlockStart()
Wait(00020)
WalkTo(x1C,x00,002,004,x00,x00,+006,x01)
MovementAnim(r1C000200)
WaitWalk(x1C,x00)
RotateUnit(x1C,x00,x02,x00,x01,000)
{64}(r1C00)
BlockEnd()
BlockStart()
WalkTo(x07,x00,003,002,x00,x00,+006,x01)
MovementAnim(r07000200)
WaitWalk(x07,x00)
RotateUnit(x07,x00,x06,x00,x01,000)
{64}(r0700)
BlockEnd()
Wait(00060)
{63}(rCA)
Camera(+00064,-00304,+00176,+00366,+03632,+00000,+04096,+00176)
WaitWalk(x30,x00)
RotateUnit(x04,x00,x06,x00,x01,000)
RotateUnit(x30,x00,x0E,x00,x01,000)
{64}(r3000)
LoadEVTCHR(x00,x15,x00)
WaitForInstruction(x34,x00)
SaveEVTCHR(x00)
WaitForInstruction(x04,x00)
DisplayMessage(x10,x12,x0007,x30,x00,x00,+00000,+00008,+00004,x03)
WaitForInstruction(x01,x00)
WaitForInstruction(x08,x00)
DisplayMessage(x10,x92,x0008,x01,x00,x00,+00024,+00000,-00016,x10)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x91,x0009,x08,x00,x00,+00000,+00000,-00006,x10)
WaitForInstruction(x01,x00)
CloseDialog(x02,x000A,x00,x00)
WaitForInstruction(x01,x00)
ZERO(x0057)
ADD(x0057,x0000)
BlockStart()
{7E}(r57002900)
UnitAnim(x08,x00,x6D,x02,x00)
Wait(00008)
UnitAnim(x08,x00,x6E,x02,x00)
Wait(00016)
RotateUnit(x1C,x00,x00,x00,x01,000)
{64}(r1C00)
BlockEnd()
CloseDialog(x01,x000B,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
Wait(00008)
CloseDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00008)
Camera(+00064,-00368,+00176,+00366,+03632,+00000,+04096,+00080)
UnitAnim(x08,x00,x6F,x02,x00)
Wait(00006)
UnitAnim(x01,x00,x78,x02,x00)
Wait(00006)
UnitAnim(x30,x00,x6B,x02,x00)
Wait(00008)
UnitAnim(x30,x00,x6C,x02,x00)
Wait(00012)
RotateUnit(x04,x00,x08,x00,x01,000)
{64}(r0400)
WaitForInstruction(x04,x00)
Wait(00012)
DisplayMessage(x10,x91,x000C,x1C,x00,x00,-00008,+00000,+00006,x10)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x92,x000D,x04,x00,x00,+00000,+00006,+00006,x10)
WaitForInstruction(x01,x00)
CloseDialog(x01,x000E,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
Wait(00008)
CloseDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00012)
UnitAnim(x08,x00,x6E,x02,x00)
Wait(00004)
UnitAnim(x08,x00,x6D,x02,x00)
Wait(00004)
UnitAnim(x08,x00,x02,x00,x00)
BlockStart()
Wait(00028)
UnitAnim(x01,x00,x02,x00,x00)
Wait(00004)
UnitAnim(x04,x00,x09,x02,x00)
RotateUnit(x1C,x00,x04,x00,x00,000)
BlockEnd()
DisplayMessage(x10,x91,x000F,x08,x00,x00,+00000,-00004,-00010,x13)
WaitForInstruction(x01,x00)
WaitForInstruction(x08,x00)
DisplayMessage(x10,x92,x0010,x01,x00,x00,+00018,+00000,-00009,x10)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
Wait(00008)
CloseDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00008)
RotateUnit(x08,x00,x08,x00,x00,000)
{64}(r0800)
Wait(00008)
UnitAnim(x08,x00,x7E,x02,x00)
Wait(00068)
UnitAnim(x08,x00,x02,x00,x00)
Wait(00014)
WalkTo(x08,x00,001,006,x00,x00,+006,x01)
MovementAnim(r08000200)
WaitWalk(x08,x00)
Wait(00050)
RotateUnit(x1C,x00,x06,x00,x02,000)
{64}(r1C00)
{8C}(r30000A020000)
Wait(00008)
{68}(r300001)
UnitAnim(x30,x00,x77,x02,x00)
Wait(00030)
UnitAnim(x08,x00,x02,x00,x00)
Wait(00008)
UnitAnim(x08,x00,x74,x02,x00)
Wait(00020)
DisplayMessage(x10,x91,x0011,x08,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x92,x0012,x07,x00,x00,+00024,+00004,-00021,x11)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
Wait(00008)
CloseDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00010)
UnitAnim(x08,x00,x02,x00,x00)
RotateUnit(x08,x00,x00,x02,x00,000)
{64}(r0800)
Wait(00016)
DisplayMessage(x10,x91,x0013,x08,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x92,x0014,x07,x00,x00,+00000,+00006,+00006,x11)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
Wait(00008)
CloseDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00020)
UnitAnim(x08,x00,x76,x02,x00)
Wait(00080)
UnitAnim(x08,x00,x02,x00,x00)
Wait(00008)
DisplayMessage(x10,x91,x0015,x08,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x92,x0016,x01,x00,x00,+00024,+00000,-00014,x10)
WaitForInstruction(x01,x00)
ZERO(x0057)
ADD(x0057,x0000)
BlockStart()
{7E}(r57002500)
RotateUnit(x08,x00,x06,x00,x00,000)
{64}(r0800)
BlockEnd()
CloseDialog(x01,x0017,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
Wait(00008)
CloseDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00020)
RotateUnit(x08,x00,x08,x00,x00,000)
{64}(r0800)
Wait(00040)
BlockStart()
WalkTo(x08,x00,002,013,x00,x00,+006,x01)
MovementAnim(r08000200)
BlockEnd()
Wait(00064)
UnitAnim(x04,x00,x02,x00,x00)
Wait(00064)
BlockStart()
RotateUnit(x07,x00,x0C,x00,x00,000)
{64}(r0700)
WalkTo(x07,x00,005,002,x00,x00,+004,x01)
MovementAnim(r07000200)
WaitWalk(x07,x00)
RotateUnit(x07,x00,x04,x00,x00,000)
{64}(r0700)
BlockEnd()
BlockStart()
Wait(00020)
RotateUnit(x1C,x00,x00,x00,x00,000)
{64}(r1C00)
BlockEnd()
DisplayMessage(x10,x92,x0018,x04,x00,x00,+00024,+00004,-00016,x13)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
Wait(00008)
{8C}(r30000A020000)
Wait(00010)
{8C}(r300008020000)
Wait(00008)
WalkTo(x04,x00,002,003,x00,x00,+006,x01)
MovementAnim(r04000200)
WaitWalk(x04,x00)
UnitAnim(x1C,x00,xF4,x01,x00)
Wait(00006)
UnitAnim(x1C,x00,xF5,x01,x00)
Wait(00008)
UnitAnim(x1C,x00,xF6,x01,x00)
Wait(00008)
UnitAnim(x1C,x00,xF7,x01,x00)
Wait(00006)
UnitAnim(x1C,x00,xF8,x01,x00)
Wait(00006)
UnitAnim(x1C,x00,xF9,x01,x00)
Wait(00008)
UnitAnim(x1C,x00,xF8,x01,x00)
Wait(00006)
UnitAnim(x1C,x00,xFA,x01,x00)
Wait(00010)
BlockStart()
UnitAnim(x1C,x00,xF8,x01,x00)
Wait(00006)
UnitAnim(x1C,x00,xF9,x01,x00)
Wait(00010)
UnitAnim(x1C,x00,xF8,x01,x00)
Wait(00006)
UnitAnim(x1C,x00,xF7,x01,x00)
Wait(00010)
UnitAnim(x1C,x00,xF6,x01,x00)
BlockEnd()
DisplayMessage(x10,x91,x0019,x1C,x00,x00,+00000,+00000,+00000,x10)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
WaitForInstruction(x08,x00)
Wait(00008)
WalkTo(x04,x00,002,003,x00,x00,+004,x01)
MovementAnim(r04000200)
WaitWalk(x04,x00)
SpriteMove(x1C,x00,+00000,+00000,-00004,x02,x0A,+00028)
SpriteMove(x04,x00,+00000,-00001,+00008,x02,x0A,+00028)
{6F}(r0400)
Wait(00010)
SpriteMove(x04,x00,+00000,+00000,+00010,x02,x0A,+00001)
{6F}(r0400)
UnitAnim(x1C,x00,xFB,x01,x00)
UnitAnim(x04,x00,x04,x02,x00)
Wait(00010)
SpriteMove(x1C,x00,+00000,+00002,-00007,x02,x0A,+00001)
{6F}(r1C00)
UnitAnim(x1C,x00,xFC,x01,x00)
UnitAnim(x04,x00,x05,x02,x00)
Sound(x0041)
Wait(00008)
SpriteMove(x1C,x00,+00000,+00003,-00010,x02,x0A,+00001)
{6F}(r1C00)
UnitAnim(x1C,x00,xFD,x01,x00)
UnitAnim(x04,x00,x06,x02,x00)
Wait(00008)
UnitAnim(x1C,x00,xFE,x01,x00)
UnitAnim(x04,x00,x07,x02,x00)
Wait(00030)
DisplayMessage(x10,x92,x001A,x04,x00,x00,+00024,+00004,-00016,x13)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00010)
UnitAnim(x1C,x00,xFF,x01,x00)
Wait(00010)
UnitAnim(x1C,x00,xFE,x01,x00)
Wait(00060)
UnitAnim(x04,x00,x06,x02,x00)
UnitAnim(x1C,x00,xFD,x01,x00)
Wait(00012)
SpriteMove(x1C,x00,+00000,+00002,-00008,x02,x0A,+00001)
{6F}(r1C00)
UnitAnim(x1C,x00,xFC,x01,x00)
UnitAnim(x04,x00,x05,x02,x00)
Wait(00010)
SpriteMove(x04,x00,+00000,+00000,+00002,x02,x0A,+00006)
UnitAnim(x04,x00,x04,x02,x00)
SpriteMove(x1C,x00,+00000,+00000,-00002,x02,x0A,+00006)
UnitAnim(x1C,x00,xFB,x01,x00)
Wait(00010)
SpriteMove(x1C,x00,+00000,+00000,+00000,x02,x0A,+00010)
UnitAnim(x1C,x00,xF5,x01,x00)
SpriteMove(x04,x00,+00000,+00000,+00000,x02,x0A,+00008)
UnitAnim(x04,x00,x02,x00,x00)
Wait(00011)
UnitAnim(x1C,x00,xF4,x01,x00)
Wait(00010)
UnitAnim(x1C,x00,x02,x00,x00)
Wait(00070)
Wait(00024)
RotateUnit(x04,x00,x00,x01,x00,000)
{64}(r0400)
WalkTo(x04,x00,003,002,x00,x00,+004,x01)
MovementAnim(r04000200)
Wait(00030)
BlockStart()
WalkTo(x1C,x00,002,002,x00,x00,+005,x01)
MovementAnim(r1C000200)
WaitWalk(x1C,x00)
RotateUnit(x1C,x00,x0C,x00,x00,000)
{64}(r1C00)
BlockEnd()
Wait(00016)
RotateUnit(x01,x00,x0C,x00,x00,000)
{64}(r0100)
Wait(00016)
WaitWalk(x04,x00)
DisplayMessage(x10,x12,x001B,x84,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x001C,x04,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
BlockStart()
RotateUnit(x07,x00,x0C,x02,x01,000)
{64}(r0700)
WalkTo(x07,x00,007,000,x00,x00,+007,x01)
MovementAnim(r07000200)
WaitWalk(x07,x00)
BlockEnd()
BlockStart()
WalkTo(x84,x00,007,000,x00,x00,+004,x01)
MovementAnim(r84000200)
WaitWalk(x84,x00)
BlockEnd()
BlockStart()
WalkTo(x04,x00,007,000,x00,x00,+006,x01)
MovementAnim(r04000200)
WaitWalk(x04,x00)
BlockEnd()
BlockStart()
WalkTo(x1C,x00,007,000,x00,xB0,+005,x01)
MovementAnim(r1C000200)
WaitWalk(x1C,x00)
BlockEnd()
Wait(00030)
BlockStart()
Wait(00062)
WalkTo(x01,x00,003,002,x00,x00,+006,x01)
MovementAnim(r01000200)
WaitWalk(x01,x00)
RotateUnit(x01,x00,x04,x00,x00,000)
{64}(r0100)
BlockEnd()
Wait(00080)
BlockStart()
Wait(00010)
UnitAnim(x30,x00,x64,x02,x00)
Wait(00010)
UnitAnim(x30,x00,x65,x02,x00)
BlockEnd()
DisplayMessage(x10,x12,x001D,x30,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)
WaitForInstruction(x08,x00)
Wait(00030)
DisplayMessage(x10,x11,x001E,x01,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00030)
UnitAnim(x30,x00,x64,x02,x00)
Wait(00008)
UnitAnim(x30,x00,x02,x00,x00)
Wait(00030)
DisplayMessage(x10,x92,x001F,x30,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x91,x0020,x01,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
Wait(00008)
CloseDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00060)
DisplayMessage(x10,x92,x0021,x30,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x91,x0022,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
CloseDialog(x02,x0023,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x01,x0024,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
Wait(00008)
CloseDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00030)
RotateUnit(x01,x00,x0C,x00,x00,000)
{64}(r0100)
{60}(r0078)
WalkTo(x01,x00,007,000,x00,x00,+006,x01)
MovementAnim(r01000200)
Wait(00100)
BgSound(x05,+000,+024,x00,240)
WaitWalk(x01,x00)
Erase(x01,x00)
Erase(x04,x00)
Erase(x07,x00)
Erase(x08,x00)
Erase(x1C,x00)
Erase(x84,x00)
Wait(00020)
UnitAnim(x30,x00,x7F,x02,x00)
Wait(00074)
UnitAnim(x30,x00,x81,x02,x00)
DisplayMessage(x10,x11,x0025,x30,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)
Wait(00080)
UnitAnim(x30,x00,x7F,x02,x00)
Wait(00075)
UnitAnim(x30,x00,x81,x02,x00)
Wait(00050)
UnitAnim(x30,x00,x81,x02,x00)
{6A}(rE3080A2F2A)
{38}(r36F8)
{E3}()
{00}()
WarpUnit(x5F,x5F,022,060,xFA,x29)
{24}()
{30}(r2C)
{2F}()
Weather(xFA,x3A)
{24}()
{36}()
{FA}()
ColorUnit(x31,x26,x28,-008,+053,+040,054)
ColorField(x28,+038,+055,+040,039)
{FA}()
{2F}()
{2C}(r2E28FA372B28FA)
{0B}()
WalkTo(x32,x38,047,057,x28,x36,+095,xFE)
{E3}()
{08}()
{0A}()
{2F}()
BlockStart()
{38}(r36F8)
{E3}()
{00}()
Pause()
Weather(xFA,x2A)
{35}()
{24}()
ColorBGBeta(x27,+041,+036,+055,043)
WalkTo(x35,xFA,058,036,x36,xFA,+038,x24)
ColorField(x37,+056,+053,+040,039)
{F8}()
{27}()
{38}(r352C)
ColorBGBeta(x2A,-006,+055,+043,040)
{FA}()
{0F}()
{2C}(r29373CFA222824)
{35}()
{FA}()
{20}()
{24}()
{35}()
WarpUnit(x5F,x5F,250,250,xFA,xF8)
UnitAnim(x28,xFA,x36,x32,x2F)
{27}()
{FA}()
BlockEnd()
{2C}(r36FA29352C2831)
{27}()
{36}()
{FA}()
ColorUnit(x38,x37,xFA,+055,+050,-008,055)
BlockEnd()
WalkTo(xFA,x28,049,040,x30,x3C,-006,x37)
ColorUnit(xFA,x36,x24,+057,+040,-006,043)
{2C}(r3036282F295FF8)
{F8}()
{0B}()
{38}(r37DA)
{74}(rFA2436FA2B28)
{FA}()
{2F}()
WalkTo(x29,x37,250,055,x2B,x28,-006,x26)
{24}()
{36}()
{37}(r2F28)
{DA}()
{74}(rF82B28FA2A32)
{37}(rFA36)
{37}(r2425)
{25}(r2827FA2C)
ColorBGBeta(xFA,+055,+043,+040,250)
{25}(r24262EF8)
{25}(r3CFA24FA)
{26}(r2427)
WalkTo(x37,xFA,045,056,x36,x37,-006,x2F)
{2C}(r2E28FA303C3628)
{2F}()
WaitWalk(x5F,xFA)
{FA}()
{FA}()
{F8}()
Effect(x2831,xFA,050,041,xFA)
{30}(r3C)
{FA}()
BlockStart()
{35}()
{24}()
ColorBGBeta(x27,+041,+036,+055,043)
WalkTo(x35,x93,054,248,x29,x35,+044,x28)
ColorBGBeta(x27,+054,-006,+048,036)
ColorBGBeta(x24,+042,+040,+039,250)
{37}(r32FA)
WalkTo(x36,x26,036,051,x28,xF8,+036,x31)
{27}()
{FA}()
{36}()
ColorField(x35,+040,+036,+039,250)
{37}(r2B28)
{FA}()
{36}()
{37}(r3235)
Weather(xFA,x24)
{35}()
ColorUnit(x38,x31,x27,+095,-006,-006,250)
{F8}()
Effect(xFA29,x26,050,056,x35)
{36}()
WalkTo(xFA,x30,060,250,x29,x24,+055,x2B)
WalkTo(x35,xFA,039,044,x27,x31,-109,x37)
{F8}()
{25}(r282F2C28)
{39}()
WalkTo(xFA,x2C,055,218,x74,xFA,+037,x38)
{37}(rFA28)
{39}()
WalkTo(x35,x3C,050,049,x28,xFA,+040,x2F)
{36}()
WalkTo(xFA,x27,044,039,xDA,x74,-008,x37)
BlockEnd()
WalkTo(x3C,xFA,039,040,x36,x28,+053,x37)
WalkTo(x27,xFA,043,044,x30,x5F,+095,x5F)
{FE}()
{E3}()
{08}()
{0A}()
{36}()
{26}(r2B38)
{2F}()
{24}()
{F8}()
{E3}()
{00}()
{1B}(r24312E5F5F5F0D3C26282724352A)
{FA}()
{3A}()
ColorUnit(x38,x2F,x27,-006,+049,+040,057)
WalkTo(x35,xF8,048,040,x28,x37,-006,x3A)
{2C}(r372BFA36323028)
ColorUnit(x31,x28,xFA,+047,+044,+046,040)
{FA}()
Weather(x32,x38)
WarpUnit(xFE,xE3,008,031,x32,x2C)
{26}(r28FA)
ColorUnit(x29,xFA,x24,-006,+060,+050,056)
ColorBGBeta(x2A,-006,+042,+044,053)
{2F}()
{F8}()
{E3}()
{00}()
{0D}()
WalkTo(x2F,x2C,055,036,x3E,xFE,-029,x08)
{0D}()
WalkTo(x2F,x2C,055,036,xF8,xE3,+000,x1D)
WalkTo(x37,x24,062,254,xE3,x08,-032,xF8)
{E3}()
{00}()
{0A}()
{2F}()
{30}(r24)
{DA}()
{74}(rFA23242F2524)
BlockStart()
{3E}(rFEE3080A2F3024F8E3)
{00}()
{0B}()
{35}()
ColorUnit(x37,x2B,x28,+053,-006,-032,095)
{F8}()
Music(x32,+056,250)
{26}(r2430)
WalkTo(xFA,x25,036,038,x2E,x5F,-002,xE3)
{08}()
{E0}()
{F8}()
{E3}()
{00}()
{15}()
ColorUnit(x31,x2A,xFA,+055,+044,+048,040)
{FA}()
ColorBGBeta(x32,-006,+054,+040,040)
{DA}()
{74}(rFA253532372B)
WalkTo(x35,x5F,254,227,x08,x23,+036,x2F)
{25}(r242AF8E3)
{00}()
{12}(rFA2B)
WalkTo(x24,x35,039,250,x2B,x32,+058,xFA)
Weather(x32,x38)
{FA}()
{25}(r282437FA)
{37}(r2B28)
{F8}()
{37}(r2B2C)
WalkTo(x39,x28,054,250,x2C,x31,-006,x10)
{24}()
{35}()
{2C}(r2F2431275FFAFA)
{FA}()
{F8}()
{1D}()
BlockEnd()
{24}()
{37}(r9336)
{FA}()
{3A}()
ColorUnit(x35,x37,x2B,+060,-006,+050,041)
{FA}()
{24}()
{FA}()
{0B}()
WalkTo(x32,x38,047,057,x28,x5F,-008,x12)
{93}(r30FA)
{36}()
{38}(r3528)
{FA}()
WaitWalk(x24,x37)
BlockEnd()
WalkTo(x35,xFA,058,050,x38,x2F,+039,x93)
{39}()
WalkTo(xF8,x25,040,040,x31,xFA,+051,x2F)
WalkTo(x24,x36,040,039,xFA,x3A,+044,x37)
BlockEnd()
{FA}()
Weather(x32,x38)
WarpUnit(xFE,xE3,008,224,xF8,xE3)
{00}()
WarpUnit(x5F,x5F,095,029,x2B,x24)
ColorBGBeta(x2E,-006,+060,+050,056)
WarpUnit(xFE,xE3,008,035,x24,x2F)
{25}(r242AF8E3)
{00}()
UnitAnim(x28,x2B,x5F,x5F,x5F)
BlockEnd()
{24}()
{39}()
WalkTo(x31,x93,055,250,x26,x2B,+036,x31)
BlockStart()
WalkTo(x27,xFA,036,250,x25,x2C,+055,x5F)
{F8}()
Music(x32,+056,250)
{27}()
ColorUnit(x31,x93,x37,-006,+047,+044,046)
WalkTo(xFA,x37,043,036,x37,xFA,+048,x38)
{26}(r2BDA)
{74}(rFA282B40FAFA)
{FA}()
{F8}()
{0D}()
WalkTo(x2F,x2C,055,036,xDA,x74,-006,x3C)
ColorUnit(x38,xFA,x2F,+050,+050,+046,250)
BlockStart()
ColorUnit(x32,x27,x5F,-008,+018,-006,043)
WalkTo(x24,x35,039,250,x24,x25,+050,x38)
{37}(rFA3C)
ColorUnit(x38,x35,xFA,+053,+050,+047,040)
{FA}()
{24}()
{2F}()
{36}()
ColorUnit(x5F,xF8,x13,+056,+054,+055,250)
{2F}()
ColorUnit(x32,x2E,xFA,+043,+050,+058,250)
BlockEnd()
{24}()
ColorField(x33,+060,-006,+029,040)
{37}(r24FA)
{2C}(r365FFEE3081D28)
{37}(r24F8)
{E3}()
{00}()
{0D}()
WalkTo(x2F,x2C,055,036,xDA,x74,-006,x12)
{93}(r30FA)
BlockStart()
{2F}()
{24}()
{27}()
{FA}()
Weather(x32,x38)
{93}(r3528)
{F8}()
{27}()
ColorUnit(x2C,x31,x2A,-006,+058,+040,047)
{2F}()
WarpUnit(xFE,xE3,008,013,x28,x2F)
{2C}(r3724F8E3000A31)
{27}()
{FA}()
Weather(x32,x38)
{FA}()
{24}()
{2F}()
{36}()
ColorUnit(x5F,xF8,x11,+050,+058,-006,044)
{36}()
{FA}()
Weather(x32,x38)
{35}()
{FA}()
{36}()
{26}(r2B32)
ColorUnit(x2F,x2C,x31,+042,+064,-002,227)
{08}()
{1D}()
WalkTo(x37,x24,248,227,x00,x0F,+044,x31)
WalkTo(x5F,xF8,014,057,x28,x35,+060,x32)
ColorBGBeta(x28,-006,+044,+054,250)
{36}()
ColorUnit(xFA,x31,x2C,+038,+040,-006,055)
ColorUnit(xFA,x30,x28,+095,+095,+095,254)
{E3}()
{08}()
{23}(r242F25)
{24}()
BlockStart()
{F8}()
{E3}()
{00}()
{12}(r9327)
{FA}()
{2F}()
{2C}(r2E28FA3732FA37)
{24}()
{2F}()
Background(250,048,050,053,040,250,058,x2C)
{37}(r2BFA)
Weather(x32,x38)
{DA}()
{74}(rF8253837FA12)
{FA}()
{30}(r38)
{36}()
{37}(rFA2B)
{38}(r3137)
{FA}()
{27}()
ColorUnit(x3A,x31,xFA,+054,+050,+048,040)
{FA}()
{37}(r2B2C)
WalkTo(x39,x28,054,095,xFA,xFA,-006,xF8)
Camera(+13604,+12839,-01487,+10288,-00417,+02275,-01824,+00227)
{12}(rFA33)
{35}()
{24}()
Weather(xFA,x29)
ColorUnit(x35,xFA,x3C,+050,+056,+053,250)
{39}()
{2C}(r263732353C5FFE)
{E3}()
{08}()
{23}(r242F25)
{24}()
BlockStart()
{F8}()
{E3}()
{00}()
WarpUnit(x5F,x5F,029,043,x28,xFA)

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}Algus{br}
{font:00}...My family was once{br}
respected like the Beoulves.{end}

//Message x02
{font:08}Algus{br}
{font:00}My grandfather was captured{br}
during the Fifty Year War...   {br}
He sold his friends out to{br}
the enemy to save himself.{br}
{br}
But, as he left the castle,{br}
he got stabbed in the back{br}
by a cadet just like myself.   {br}
One of my grandfather's{br}
friends managed to escape{br}
and spread the story around.   {br}
Of course my father didn't{br}
believe it, but everyone else did,{br}
they deserted him...{end}

//Message x03
{font:08}Aschula{br}
{font:00}Rank...Dycedarg would never{br}
meet with someone like you.{end}

//Message x04
{font:08}Voice of a young girl{br}
{font:00}Delita!{end}

//Message x05
{font:08}Delita{br}
{font:00}Teta!{end}

//Message x06
{font:08}{Ramza}{br}
{font:00}Alma, Zalbag!{end}

//Message x07
{font:08}Alma{br}
{font:00}Brother {Ramza}.{br}
You came back.{end}

//Message x08
{font:08}{Ramza}{br}
{font:00}Long time no see, brother.{end}

//Message x09
{font:08}Zalbag{br}
{font:00}I heard how you beat the{br}
thieves in Gariland.   {br}
That's worthy of a Beoulve.{br}
I'm sure father would've{br}
been pleased with you.{end}

//Message x0A
{font:08}{Ramza}{br}
{font:00}....Thank you.{end}

//Message x0B
{font:08}Zalbag{br}
{font:00}Heh...haven't changed a bit.{br}
You don't like that much, eh?   {br}
Delita, you look good.{br}
I heard about your role also.{br}
Just look how happy Teta is.{end}

//Message x0C
{font:08}Teta{br}
{font:00}Delita, I'm glad you're{br}
doing well.{end}

//Message x0D
{font:08}Delita{br}
{font:00}And you also.{br}
How is your schooling?{end}

//Message x0E
{font:08}Teta{br}
{font:00}Fine.{br}
Everyone is so nice to me...{end}

//Message x0F
{font:08}Zalbag{br}
{font:00}I'd like to talk more with you,{br}
but I must hunt down some thieves.   {br}
Pardon me.{end}

//Message x10
{font:08}{Ramza}{br}
{font:00}I pray for your victory.{end}

//Message x11
{font:08}Zalbag{br}
{font:00}...The Death Corps have{br}
demanded a ransom.{end}

//Message x12
{font:08}Algus{br}
{font:00}What!?{end}

//Message x13
{font:08}Zalbag{br}
{font:00}....I can't understand it.{br}
{br}
The Death Corps claim to be{br}
anarchists, but they only rob{br}
and hurt the nobility.   {br}
It's hard to believe they{br}
would kidnap the Marquis{br}
just for money.{end}

//Message x14
{font:08}Algus{br}
{font:00}Absurd! Why they're nothing more{br}
than knaves, I say!{end}

//Message x15
{font:08}Zalbag{br}
{font:00}The spy we sent still hasn't{br}
returned.{br}
He's probably in trouble,{br}
but the nobles say there's no need{br}
to search for his whereabouts.{end}

//Message x16
{font:08}{Ramza}{br}
{font:00}Where was he when you last{br}
heard from him?{end}

//Message x17
{font:08}Zalbag{br}
{font:00}A trade city called Dorter,{br}
east of Gallione...{br}
...Guarding a castle is boring work.{br}
Don't you think?{end}

//Message x18
{font:08}Delita{br}
{font:00}Teta, I'm sorry.{br}
We must go.{end}

//Message x19
{font:08}Teta{br}
{font:00}Don't worry about me.{br}
Just take care of yourself.{end}

//Message x1A
{font:08}Delita{br}
{font:00}Don't worry. I'll come back{br}
safely...so be a good girl.{end}

//Message x1B
{font:08}Aschula{br}
{font:00}Well then, shall we go?{br}
A little game of tag wouldn't{br}
hurt none, would it?{end}

//Message x1C
{font:08}Delita{br}
{font:00}Ah good. So you'll join then?{end}

//Message x1D
{font:08}Alma{br}
{font:00}What Teta said is not true.{br}
Actually......{end}

//Message x1E
{font:08}{Ramza}{br}
{font:00}Something wrong with Teta?{end}

//Message x1F
{font:08}Alma{br}
{font:00}She has been picked on at{br}
school because of her rank.{end}

//Message x20
{font:08}{Ramza}{br}
{font:00}........{end}

//Message x21
{font:08}Alma{br}
{font:00}Sorry...I shouldn't have{br}
worried you like that.   {br}
Teta will be OK.{br}
I'll be there for her.{br}
Trust me.{end}

//Message x22
{font:08}{Ramza}{br}
{font:00}I'm not worried.{br}
But don't you overdo it.{end}

//Message x23
{font:08}Alma{br}
{font:00}You're the one going too far{br}
to meet their expectations.   {br}
Just be yourself and don't{br}
be restricted by your name.{end}

//Message x24
{font:08}{Ramza}{br}
{font:00}You sound like our mother.{br}
Haha, hahaha.{end}

//Message x25
{font:08}Alma{br}
{font:00}Dear brother {Ramza}..{end}

//Message x26
{font:08}Algus{br}
{font:00}Angry, Delita? Angry because{br}
you're so utterly helpless?   {br}
Know your limits!{br}
Commoners don't have power{br}
to change things!   {br}
That's right, get angry!{br}
It's all you can do!{br}
Ha, ha, you deserve it!!{end}

//Message x27
{font:08}Delita{br}
{font:00}Is that it?{br}
Is that all, Algus?!{end}

//Message x28
{font:08}Algus{br}
{font:00}Don't be mad, Delita.{br}
You'll join her soon!{end}

//Message x29
{font:08}Delita{br}
{font:00}You won't confuse me!{br}
Nobody uses me!!{end}

//Message x2A
{font:08}{Ramza}{br}
{font:00}Are you all right, Delita?{end}

//Message x2B
{font:08}Delita{br}
{font:00}Leave me, {Ramza}!{br}
After Algus, you're next!{end}

//Message x2C
{font:08}{Ramza}{br}
{font:00}Delita...{end}

//Message x2D
{font:08}Algus{br}
{font:00}Damn you...How could I be{br}
beaten by weaklings like you?{end}

//Message x2E