General => Bugs and Suggestions => Topic started by: formerdeathcorps on May 04, 2010, 11:40:46 am
Title: Main Site Update
Post by: formerdeathcorps on May 04, 2010, 11:40:46 am
The main site's downloads and information needs to be updated.
For one, the latest released version of gomtuu's program is not .17 but .55. Also, we have far more tutorials (like philsov's tutorial on making Equip X abilities or Zodiac's ASM lessons) than listed, while others are now obsolete (Lydyn's) due to better programs. Some other forum resources, like Naverie's list, should also be added, I think. For videos, we should add the DEB vs. Kanbabrif duel just for fun, as a complement to CoK.
As for Event Instructions (my additions in bold, conjectures underlined),
10 DisplayMessage 11 UnitAnim 12 13 ChangeMap 16 Pause 17 18 Effect 19 Camera 1A 1B 1C Initialize DisplayCondition 1D 1E 1F Focus 21 Sound 22 Music 23 24 25 26 27 28 WalkTo 29 WaitWalk 2A BlockStart 2B BlockEnd 2C 2D RotateUnit 2E Background 31 ColorBGBeta 32 ColorUnit 33 ColorField 37 38 39 3A 3B SpriteMove 3C Weather 3D RemoveUnit 3E Goto Next Scene/Return to World Map--coordinated with ATTACK.OUT 3F 40 41 Earthquake 42 43 44 Draw 45 AddUnit (cancels RemoveUnit) 46 Erase 47 48 49 AddUnitBlock (Add units all at once) 4A EndAddUnitBlock 4B 4C BlackoutBeta 4D 4E 4F 50 PortraitCol 51 ChangeDialog 53 FaceUnit 54 55 UseFieldObject 56 57 EndUseFieldObject 58 LoadEVTCHR 59 SaveEVTCHR 5A 5B 5C 5D 5E 5F WarpUnit 60 Goto World Map/Next Event--coordinated with ATTACK.OUT 61 62 63 Many things, but {63}AA is restore status between battles 64 EndRotateUnit 65 EndFaceUnit 66 68 69 6A 6B BGSound 6C 6D 6E 6F EndSpriteMove 70 71 72 73 74 75 76 DarkScreen 77 RemoveDarkScreen 78 DisplayConditions 79 MovementAnim 7A DismissGuest 7B 7C 7D ShowChapter 7E 7F 80 March 81 82 83 Modify Stats 84 85 Date 86 TempWeapon 87 Arrow 88 89 8A EffectStart 8B EffectEnd 8C 8E 8F 90 91 ShowMapTitle 92 Inflict Status 93 RetainUnitAnimation (used when battles conclude) 94 TeleportOut 95 96 97 ResetUnitColor 98 TeleportIn 99 A0 A1 A2 A3 A4 A5 B0 ADD B1 SET EQUAL TO PLAYER CHOICE BOOLEAN B2 SUB B4 MULT B6 DIV B8 MULTHI B9 DIVHI BA AND BC OR BE ZERO DB EventEnd E5 WaitForInstruction F1 Wait F2 FB ChoiceStart FC ChoiceEnd
Title: Re: Main Site Update
Post by: Mari on May 07, 2010, 10:56:59 am
And Zodiac should fix his avatar. Lots of boxes with Xs or ?s or whatever your browser does, isn't pretty.
It may also turn off some new people, if they think this place isn't well kept!
Title: Re: Main Site Update
Post by: Samuraiblackbelt on May 07, 2010, 01:27:56 pm
Quote from: "Mari"And Zodiac should fix his avatar. Lots of boxes with Xs or ?s or whatever your browser does, isn't pretty.
It may also turn off some new people, if they think this place isn't well kept!
you may want to check the security settings on your browser.
Title: Re: Main Site Update
Post by: Mari on May 08, 2010, 10:41:36 am
Everyone else's avatar shows just fine. His used to show until some random day when it just stopped.
My settings never changed. And I know I'm not the only person his avatar doesn't show up for. Saw same broken thing on other computers, as well as heard it from at least one other user here.
Title: Re: Main Site Update
Post by: Samuraiblackbelt on May 08, 2010, 10:50:14 am
his avatar works on my FF but not on my IE, thought it was the retarded security settings on IE that refuse to show images, guess it wasn't.
Title: Re: Main Site Update
Post by: Mari on May 08, 2010, 11:36:42 am
I'm not quite sure. It doesn't work for either, for me.
Title: Re: Main Site Update
Post by: formerdeathcorps on May 08, 2010, 05:28:43 pm
Here, I will list some information about various event script commands not listed by on the main page. If anyone else knows any others, feel free to add them.
45 is the AddUnit command. The structure is {45}(rID0001). It adds the data of removed units back onto the map (though they will not appear...that is done by DRAW). 49 is the AddUnitBlockStart command. The structure is {49}(). It is analogous to the BlockStart() command for animations. 4A is the AddUnitBlockEnd command. The structure is {4A}(). It is analogous to the BlockEnd() command for animations. 57 is the EndUseFieldObject command. The structure is {57}(). It is simply an end tag. 64 is the EndRotateUnit command. The structure is {64}(rID00). It is simply an end tag, but is interchangeable with 65 in many instances. 65 is the EndFaceUnit command. The structure is {65}(rID00). It is simply an end tag, but is interchangeable with 64 in many instances. 6F is the EndSpriteMove command. The structure is {6F}(rID00). It is simply an end tag. 7A is the DismissGuest command. The structure is {7A}(rID00). I'm not sure whether this can also dismiss party members. 83 is the ModifyStats command. The structure is {83}(r00XXYYZZ00) where XX and YY identify the stat you want to boost in battle and ZZ is the number (in hex) that you boost the given stat by. Only used in the game to boost Brave, which corresponds to XX = 01 and YY = 03, so I don't know the codes for the other stats. 92 is the InflictStatus command. The structure is {92}(rID00XXYY00) where XX usually equals 00, 01, or 02, and YY = 01 or 0C. If XX = 00, a unit is revived with 1 HP from death. If XX = 01, a unit is poisoned. If XX = 02, a unit is crystallized. I don't know if you can inflict other status effects. FB is the StartChoice command. The structure is {FB} and is put inline of spoken character text. FC is the EndChoice command. The structure is {FC} and is put inline of spoken character text.
Special Uses: B1{xVAR, x18} seems to imply that xVAR is a boolean with the value taken by the choice made the player. The first option is 00 and the second option is 01. Normally, B1 seems to work as the command SET EQUAL TO. Focus (x69, x00, x69, x00, x00) is needed to initiate battles. Without it, battles will not begin. ShowChapter(x07) is the Game Over screen.
Title: Re: Main Site Update
Post by: Zenko on May 30, 2010, 08:25:20 pm
Quote from: "formerdeathcorps"45 is the AddUnit command. The structure is {45}(rID0001). It adds the data of removed units back onto the map (though they will not appear...that is done by DRAW).
Still need to test what that last byte is for.
Quote from: "formerdeathcorps"49 is the AddUnitBlockStart command. The structure is {49}(). It is analogous to the BlockStart() command for animations. 4A is the AddUnitBlockEnd command. The structure is {4A}(). It is analogous to the BlockEnd() command for animations.
I'm not really sure about those 2... They're used with instruction {80} alone sometimes too. I'll keep those names for the time being.
Quote from: "formerdeathcorps"83 is the ModifyStats command. The structure is {83}(r00XXYYZZ00) where XX and YY identify the stat you want to boost in battle and ZZ is the number (in hex) that you boost the given stat by. Only used in the game to boost Brave, which corresponds to XX = 01 and YY = 03, so I don't know the codes for the other stats.
You fucked up on this one, I tested it and entered the right parameters.
Quote from: "formerdeathcorps"FB is the StartChoice command. The structure is {FB} and is put inline of spoken character text. FC is the EndChoice command. The structure is {FC} and is put inline of spoken character text.
Good to know, but I can't really put that in the instructions page...
Quote from: "formerdeathcorps"B1{xVAR, x18} seems to imply that xVAR is a boolean with the value taken by the choice made the player. The first option is 00 and the second option is 01. Normally, B1 seems to work as the command SET EQUAL TO.
I'll look in this, you may be right... I removed all the odd numbered bitwise instructions because they were using r0 instead of an immediate assigned by the instruction, therefore always returning 0, making the instruction completely useless. B1 may be an exception, and so may B3 be.
Quote from: "formerdeathcorps"Focus (x69, x00, x69, x00, x00) is needed to initiate battles. Without it, battles will not begin. ShowChapter(x07) is the Game Over screen.
I don't know where you're getting that from. Plenty of battles start without a Focus instruction.