Offset(x00336000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x00000378)
//Remove the previous line if you wish text to compile directly after instructions.

OR(x0029,xFFFF)
{43}(r08)
Wait(00100)
ZERO(x002A)
OR(x002A,x0040)
Wait(00010)
ZERO(x002A)
OR(x002A,x8000)
Wait(00005)
ZERO(x002A)
OR(x002A,x8000)
Wait(00005)
{43}(r05)
Camera(+00616,+00019,+00616,+00302,+03584,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00010)
DisplayMessage(x10,x19,x0001,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00040)
ZERO(x002A)
OR(x002A,x0004)
Wait(00070)
ZERO(x002A)
OR(x002A,x0008)
Wait(00070)
DisplayMessage(x10,x19,x0002,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00040)
ZERO(x002A)
OR(x002A,x0001)
Wait(00080)
ZERO(x002A)
OR(x002A,x0001)
Wait(00085)
ZERO(x002A)
OR(x002A,x0002)
Wait(00080)
ZERO(x002A)
OR(x002A,x0002)
Wait(00080)
DisplayMessage(x10,x19,x0003,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00001)
ZERO(x0029)
ADD(x0029,x00F1)
MULT(x0029,x0010)
MULT(x0029,x0010)
ADD(x0029,x00F0)
{7B}()
{00}()
{08}()
{F0}()
OR(x0029,xFFFF)
Wait(00070)
DisplayMessage(x10,x19,x0004,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00001)
ZERO(x0029)
ADD(x0029,x0009)
MULT(x0029,x0010)
MULT(x0029,x0010)
ADD(x0029,x0070)
{7B}()
March(x00,xF0,186)
WaitWalk(x00,xFF)
{F7}()
{7B}()
{00}()
{08}()
{F0}()
OR(x0029,xFFFF)
Wait(00070)
DisplayMessage(x10,x1B,x0005,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00010)
ZERO(x002A)
OR(x002A,x0080)
Wait(00010)
ZERO(x002A)
OR(x002A,x0800)
Wait(00010)
{43}(r05)
Camera(+00616,+00067,+00392,+00302,+03584,+00000,+04096,+00044)
WaitForInstruction(x04,x00)
ZERO(x002A)
OR(x002A,x0020)
Wait(00010)
{8F}(r01)
DisplayMessage(x10,x1B,x0006,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
{8F}(r00)
Wait(00001)
ZERO(x0029)
ADD(x0029,x0009)
MULT(x0029,x0010)
MULT(x0029,x0010)
ADD(x0029,x00B0)
{7B}()
{40}(r00F0BC2900)
{40}(r00BA2900FF)
{F7}()
{7B}()
{00}()
{08}()
{F0}()
OR(x0029,xFFFF)
Wait(00060)
DisplayMessage(x10,x19,x0007,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00001)
ZERO(x002A)
OR(x002A,x0080)
Wait(00010)
ZERO(x002A)
OR(x002A,x0800)
Wait(00010)
{43}(r05)
Camera(+00616,+00067,+00392,+00448,+04608,+00000,+04096,+00044)
WaitForInstruction(x04,x00)
ZERO(x002A)
OR(x002A,x2000)
Wait(00010)
ZERO(x002A)
OR(x002A,x2000)
Wait(00010)
ZERO(x002A)
OR(x002A,x2000)
Wait(00010)
ZERO(x002A)
OR(x002A,x1000)
Wait(00010)
ZERO(x002A)
OR(x002A,x1000)
Wait(00010)
ZERO(x002A)
OR(x002A,x1000)
Wait(00010)
ZERO(x002A)
OR(x002A,x1000)
Wait(00010)
ZERO(x002A)
OR(x002A,x1000)
Wait(00010)
{43}(r05)
Camera(+00952,+00115,+00952,+00448,+04608,+00000,+04096,+00060)
WaitForInstruction(x04,x00)
DisplayMessage(x10,x1A,x0008,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00030)
ZERO(x002A)
OR(x002A,x1000)
Wait(00180)
DisplayMessage(x10,x1A,x0009,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00001)
ZERO(x0029)
ADD(x0029,x0001)
MULT(x0029,x0010)
MULT(x0029,x0010)
ADD(x0029,x00F0)
{7B}()
{00}()
{08}()
{F0}()
OR(x0029,xFFFF)
Wait(00060)
DisplayMessage(x10,x1A,x000A,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00001)
ZERO(x002A)
OR(x002A,x0080)
Wait(00010)
ZERO(x002A)
OR(x002A,x0800)
Wait(00010)
{43}(r05)
Camera(+00616,+00067,+00392,+00448,+04608,+00000,+04096,+00060)
WaitForInstruction(x04,x00)
DisplayMessage(x10,x19,x000B,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00030)
ZERO(x002A)
OR(x002A,x0020)
Wait(00120)
DisplayMessage(x10,x19,x000C,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00030)
ZERO(x002A)
OR(x002A,x0040)
Wait(00070)
ZERO(x002A)
OR(x002A,x0040)
Wait(00120)
ZERO(x002A)
OR(x002A,x0040)
Wait(00060)
DisplayMessage(x10,x1B,x000D,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00100)
{E3}()
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}Instructor Daravon{font:00}{br}
May I begin?{br}
   {br}
The topic is 'Battlefield{br}
Control'.{br}
   {br}
The battlefield can be seen{br}
from several angles since it{br}
is 3{D11D}D.    {br}
To change the angle, {br}
use the L1, R1, L2{br}
and R2 buttons.    {br}
L1, R1 rotates the field,{end}

//Message x02
L2 reduces the field,{br}
R2 change to a high angle.{end}

//Message x03
Let's practice.{br}
{br}
   {br}
End by pressing the Start{br}
button. {end}

//Message x04
You can scroll by pressing{br}
the {D9C8} button and the{br}
Directional buttons.   {br}
Let's try it.{br}
End by pressing the Start{br}
button. {end}

//Message x05
You need to fully understand{br}
this operation,{br}
   {br}
to grasp what's going on in{br}
battle. {br}
   {br}
Alright, let me move on to{br}
'Battlefield Operation Cursor'. {end}

//Message x06
The cursor on the field{br}
points to units and panels.{br}
  {br}
In the upper right of the{br}
screen is the height of{br}
the cursor point.    {br}
Under that is the status{br}
of the unit at the cursor{br}
point.    {br}
Use the Directional buttons{br}
to move the cursor. {br}
  {br}
Close the Menu with the{br}
{D11F} button and try moving{br}
the cursor.    {br}
End it with the Start{br}
button. {end}

//Message x07
Cursors are also used to{br}
point to your destination{br}
and targets.    {br}
There will be areas you can't{br}
enter due to geographical{br}
problems.   {br}
The ground cursors are{br}
normally blue,{br}
   {br}
but those restricted panels{br}
will appear red.{br}
   {br}
These are the basic cursor{br}
movements and information{br}
you can get on the battlefield.   {br}
Alright, let me elaborate{br}
a bit more on the controls.{br}
   {br}
On the battlefield, there{br}
are areas where it's a{br}
layered structure.    {br}
The bridge area, where {br}
you can move both up and down{br}
is an example.{end}

//Message x08
This is how to move the{br}
cursor up and down in{br}
this situation.    {br}
First, point the cursor to{br}
either panel.{br}
   {br}
Stop for a second,{br}
don't enter anything.{br}
   {br}
The cursor will start to go{br}
back and forth between the{br}
panels. {end}

//Message x09
Move the cursor when it{br}
points to the layer you want{br}
to move to.    {br}
Let's try it.{br}
{br}
   {br}
End by pressing the Start{br}
button.{br}
{end}

//Message x0A
Change the cursor speed{br}
with Option 3{br}
'Cursor speed on mult. heights'.     {br}
If the option is set at Stop,{br}
move the cursor by pressing{br}
the Start button.    {br}
Here are 2 more controls{br}
that relate to AT order.{br}
  {br}
Move the cursor to the AT{br}
unit, press the {D9B9} button{br}
on a panel with no units.    {br}
Hold the Start button down,{br}
{br}
  {br}
the cursor will set on{br}
units in AT order.{br}
   {br}
This'll come in handy when{br}
you need to check the AT{br}
unit.    {br}
However, this operation won't{br}
work when using the Start button{br}
to move between the layers. {end}

//Message x0B
Next, here's what to do when{br}
you set the cursor on a unit.{br}
  {br}
Line the cursor to the unit{br}
and press the {D9B9} button.{br}
   {br}
The Unit menu will appear.{br}
{end}

//Message x0C
Line the free cursor on a{br}
unit,{br}
  {br}
Press the {D11F} button and{br}
the unit's movable range{br}
will appear. {end}

//Message x0D
That's it for battlefield{br}
cursor movements.{br}
   {br}
These are the basics. {br}
{br}
   {br}
That's all. {end}

//Message x0E

