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	<updated>2026-07-09T03:33:26Z</updated>
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		<id>https://www.terranigma.be/index.php?title=Script_Format&amp;diff=553</id>
		<title>Script Format</title>
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		<updated>2018-10-04T20:13:38Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: command 75: SetConditionalTalkHandler&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are parsed bytewise.&lt;br /&gt;
&lt;br /&gt;
== A note about event flags ==&lt;br /&gt;
&lt;br /&gt;
Event flags are calculated from an u16 value like this:&lt;br /&gt;
&lt;br /&gt;
 u16 EventFlag;&lt;br /&gt;
 &lt;br /&gt;
 Flag  = (EventFlag &amp;amp; 0xFFF) &amp;gt;&amp;gt; 3;&lt;br /&gt;
 Value = 1 &amp;lt;&amp;lt; (EventFlag &amp;amp; 7);&lt;br /&gt;
 IsSet = EventFlag &amp;amp; 0x8000&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Opcode&lt;br /&gt;
! Function&lt;br /&gt;
! Length&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
| Call&lt;br /&gt;
| 4&lt;br /&gt;
| This command has no stack for return addresses. Nested calls simply overwrite any previous return address, so return is only possible to the most recent call site.&lt;br /&gt;
&lt;br /&gt;
If a simple jump is desired, use command 06 for an async jump, or ASM BRA or JMP for an instantaneous jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
| ReturnFrom00&lt;br /&gt;
| 1&lt;br /&gt;
| If not inside 00-Call, this command is ignored.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
| LoopSetup( u16 Count )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
| LoopDoAsync()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
| LoopDo()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
| WaitOnEventFlag( u16 Flag )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
| JumpAndSetOrigin&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
| EventFlagModify&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
| EventFlagCheckJump&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
| EventFlagCheckMultiple&lt;br /&gt;
| 3+2*x&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0A&lt;br /&gt;
| CheckMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0B&lt;br /&gt;
| CheckDeathwarpMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0C&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0D&lt;br /&gt;
| TriggerOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0E&lt;br /&gt;
| TriggerOnAreaAbsolutePixel&lt;br /&gt;
| 12&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0F&lt;br /&gt;
| TriggerOnBlockAbsolute&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| TriggerOnBlockRelative&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| TriggerObjectOnAreaAbsolute&lt;br /&gt;
| 9&lt;br /&gt;
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle, for which the trigger is checked.&lt;br /&gt;
Remaining parameters are same as command 0C.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| TriggerObjectOnAreaRelative&lt;br /&gt;
| 9&lt;br /&gt;
| Broken command.&lt;br /&gt;
&lt;br /&gt;
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter&lt;br /&gt;
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| SpriteSetPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| PlayerPort&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
| PlayerPortByEnemy&lt;br /&gt;
| 1&lt;br /&gt;
| Used by Guardner to port Ark out of towers. Uses byte #15 of the extended sprite definition, see [[Enemy Induced Warps]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
| SetBonepinWarp( u16, u8, u16, u16 )&lt;br /&gt;
| 8&lt;br /&gt;
| The bonepin warp location is stored in memory at address 7E0608 (8 bytes, right after the deathwarp location)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
| SeagullTransport( u8 to, u16 src_x, u16 src_y )&lt;br /&gt;
| 6&lt;br /&gt;
| Includes automatic port to map 5, flight scene and port to the destination map, see [[Seagull Transport]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
| RideShip( u8 route, u8 direction, u16 src_x, u16 src_y )&lt;br /&gt;
| 7&lt;br /&gt;
| Includes automatic port to map 2, ship scene and port to destination map, see [[Automatic Ship Routes]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
| RespawnSetLocation( u16 MapID, u8, u16, u16, u16, u8, u16, u16 )&lt;br /&gt;
| 15&lt;br /&gt;
| Sets the Death- and Bonepin warp location (7E0600 and 7E0608 respectively).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1A&lt;br /&gt;
| DialogSwitchChoice( u8 layout, u16 choices_ptr )&lt;br /&gt;
| 4&lt;br /&gt;
| choices_ptr refers to a table with jump addresses. The text for the choices needs to be created beforehand by a normal text command.&lt;br /&gt;
&lt;br /&gt;
Known layouts are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! Layout&lt;br /&gt;
! Choices&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 01&lt;br /&gt;
|-&lt;br /&gt;
| 02&lt;br /&gt;
|-&lt;br /&gt;
| 03&lt;br /&gt;
|-&lt;br /&gt;
| 04&lt;br /&gt;
|-&lt;br /&gt;
| 08&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 09&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 0A&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 0B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1B&lt;br /&gt;
| PrintRelative( u16 Address )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
| PrintAbsolute( u24 Address )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1D&lt;br /&gt;
| u16&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1E&lt;br /&gt;
| u8, u16&lt;br /&gt;
| 4&lt;br /&gt;
| calls 0x1D&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1F&lt;br /&gt;
| MessageWait&lt;br /&gt;
| 1&lt;br /&gt;
| This waits for a button input for the message to continue/close&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
| MessageAuto&lt;br /&gt;
| 1&lt;br /&gt;
| This automatically continues/closes the message&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
| TriggerSet( u16 addr )&lt;br /&gt;
| 3&lt;br /&gt;
| Trigger is executed when Ark talks to an object. When addr is 0 it is deleted&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
| SwitchRange( u8 first, u8 last, ... )&lt;br /&gt;
| 3 + 2*(last+1-first)&lt;br /&gt;
| Choice is determined by object data byte $26. One 2-byte jump address for each possible choice is directly included in the command.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
| TriggerNearPlayer( u16 addr )&lt;br /&gt;
| 3&lt;br /&gt;
| Turns NPC towards player and jumps to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
| TriggerNearPlayer( u8, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Turns NPC towards player and jumps to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| Rand&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
| RandomMoveInArea( u8 left, u8 top, u8 right, u8 bottom )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
| RandomMoveInArea( u8 animation, u8 ???, u8 left, u8 top, u8 right, u8 bottom )&lt;br /&gt;
| 7&lt;br /&gt;
| not used by the game&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
| Set 0x7F2018 to value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
| PadButtonsEnable( u16 buttons )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2A&lt;br /&gt;
| PadButtonsDisable( u16 buttons )&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2B&lt;br /&gt;
| PadCheckAllButtonsPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
| PadCheckNoButtonPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2D&lt;br /&gt;
| PadCheckButtonPressed&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2E&lt;br /&gt;
| PadCheckAnyButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2F&lt;br /&gt;
| PadCheckNoButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
| MusicPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
| MusicPlayFadeOver&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
| MusicPlay2&lt;br /&gt;
| 2&lt;br /&gt;
| This saves the last track played via this command.&lt;br /&gt;
When calling it with the value set to 0xFF it plays the last played track again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
| WaitMusicLoaded&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
| APUWriteByte_F5( u8 Byte )&lt;br /&gt;
| 2&lt;br /&gt;
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
| APUWriteByte_F6( u8 Byte )&lt;br /&gt;
| 2&lt;br /&gt;
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF6&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
| SoundEffectPlayOnce&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
| SoundEffectPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
| SoundEffect?&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
| SpriteGotoPositionX&lt;br /&gt;
| 4&lt;br /&gt;
| This command expects to be followed by &amp;quot;0x8E, 0x3B, asm(BRA -11)&amp;quot; because once it reaches the position it is hardcoded to jump 6 bytes ahead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3A&lt;br /&gt;
| SpriteGotoPositionY&lt;br /&gt;
| 4&lt;br /&gt;
| This command expects to be followed by &amp;quot;0x8E, 0x3B, asm(BRA -11)&amp;quot; because once it reaches the position it is hardcoded to jump 6 bytes ahead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3B&lt;br /&gt;
| ObjectSetSolid&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3C&lt;br /&gt;
| ObjectSetHollow&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3D&lt;br /&gt;
| BlockSetSolid( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3E&lt;br /&gt;
| BlockSetHollow( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3F&lt;br /&gt;
| BlockSetCollision( u8 value, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
| if (value &amp;amp; 80) is clear, the coordinate is relative to the current object, else it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
| DungeonBlockSetHollow( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
| BlockCheck( u16 block, u16 addr )&lt;br /&gt;
| 5&lt;br /&gt;
| Compares 9 least significant bits of block with the block actually under object. If they match, jump to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
| BlockCheckRelative( u8 dx, u8 dy, u16 block, u16 addr )&lt;br /&gt;
| 7&lt;br /&gt;
| Compares 9 least significant bits of block with the block relative to object. If they match, jump to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
| BlockSetAbsolute( u8 x, u8 y, u16 block )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
| BlockSetRelative( u8 dx, u8 dy, u16 block )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
| BlockSet&lt;br /&gt;
| 1&lt;br /&gt;
| Changes the block under object. block = object[7F201A]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
| MapCopyRect( u16 SizeX (Blocks), u16 SizeY (Pixels), u16 SrcX(Blocks), u16 SrcY(Blocks), u16 DstX(Blocks), u16 DstY(Blocks), u8 Unknown )&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
| ObjectDeleteIfEventFlags&lt;br /&gt;
| 1+2*x&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
| ObjectDeleteIfEventFlag( u16 flag )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
| ObjectDeleteIfMapID( u16 map )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4A&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4B&lt;br /&gt;
| u8, u16, (u16)&lt;br /&gt;
| 4 or 6&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4C&lt;br /&gt;
| TownGrowthCheck( u8 id, u16 minimum, u16 addr )&lt;br /&gt;
| 6&lt;br /&gt;
| Jump to addr if growth rate id is at least the specified minimum.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4D&lt;br /&gt;
| TownGrowthUpdate( u8 id, u16 amount )&lt;br /&gt;
| 4&lt;br /&gt;
| (id &amp;amp; C0) specifies the update mode:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! mode&lt;br /&gt;
! description&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| overwrite&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| subtract&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| add&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4E&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4F&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
| u16, u8&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|  &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
| ItemAdd( u8 item, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Jump to addr if the item can&amp;#039;t be carried because the slot or inventory is full.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
| ItemDel( u8 item )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
| ItemCheckEmptySlot( u8 id, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Jump to addr if the item can&amp;#039;t be carried because the slot or inventory is full.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
| ItemCheckOwned( u8 id, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Jump to addr if Ark has the item in his inventory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
| ItemCheckEquipped( u8 id, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Jump to addr if Ark has the item equipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5A&lt;br /&gt;
| PaletteLoad( u8 src_bank, u16 src_addr, u8 dest_color_index, u8 count )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5B&lt;br /&gt;
| DecompressToMemory( u24 src, u16 dest )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5C&lt;br /&gt;
| MoneyAdd( u24 amount )&lt;br /&gt;
| 4&lt;br /&gt;
| amount is BCD&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5D&lt;br /&gt;
| MoneyTake( u24 amount, u16 addr )&lt;br /&gt;
| 6&lt;br /&gt;
| amount is BCD. Jump to addr if Ark has not enough money.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5E&lt;br /&gt;
| MoneyCheck( u24 amount, u8 mode, u16 addr )&lt;br /&gt;
| 7&lt;br /&gt;
| amount is BCD. The result of the comparison is interpreted according to mode:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! mode &amp;amp; C0&lt;br /&gt;
! action&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| jump if money == amount&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| jump if money &amp;lt; amount&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| jump if money &amp;gt; amount&lt;br /&gt;
|-&lt;br /&gt;
| C0&lt;br /&gt;
| jump if money != amount&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5F&lt;br /&gt;
| SwitchOnDirection( u16 DownJump, u16 UpJump, u16 LeftJump, u16 RightJump )&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
| ItemAddPlayMusic( u8 ItemID, u16 Delay, u8 MusicID )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
| CheckDirectionEx( u8 direction, u8 a, u8 b, u8 c, u16 jump )&lt;br /&gt;
| 7&lt;br /&gt;
| Jump if current directon matches. Diagonal movement is acknowledged if it&amp;#039;s primarily in the specified direction. &amp;#039;&amp;#039;&amp;#039;direction&amp;#039;&amp;#039;&amp;#039; can be 0-3:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | direction&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| down&lt;br /&gt;
|-&lt;br /&gt;
| 01&lt;br /&gt;
| up&lt;br /&gt;
|-&lt;br /&gt;
| 02&lt;br /&gt;
| left&lt;br /&gt;
|-&lt;br /&gt;
| 03&lt;br /&gt;
| right&lt;br /&gt;
|}&lt;br /&gt;
The values &amp;#039;&amp;#039;&amp;#039;a&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;b&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;c&amp;#039;&amp;#039;&amp;#039; correspond to skew directions and are used with object[7F2014] ???&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
| SetInvulnerable( u8 frames )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
| HandlerRegisterOnDamage( u16 HandlerAddress, u24 ReturnAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
| ReturnFromDamageHandler&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6A&lt;br /&gt;
| u8, u8&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6B&lt;br /&gt;
| PrintRelative2&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6C&lt;br /&gt;
| PrintAbsolute2&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6E&lt;br /&gt;
| SceneUpdate&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6F&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
| Follow( u16 ptrObject, u16 ptrAnimations )&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Animations&amp;#039;&amp;#039;&amp;#039; is a table of 3x4 animation id&amp;#039;s, that specify what animation to use for every possible (diagonal) movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
| Check???( u16, u16, u16 jump )&lt;br /&gt;
| 7&lt;br /&gt;
| Jumps if the check is successful&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
| u16, u8&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| Wait for unknown condition and then jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
| SetMagicHandler( u8 magic_id, u16 handler )&lt;br /&gt;
| 4&lt;br /&gt;
| Registers a handler that is executed when the specific magic is used. If &amp;#039;&amp;#039;&amp;#039;handler &amp;amp; 0x8000&amp;#039;&amp;#039;&amp;#039; is set, it refers to a script address, else it is a flag that will be set.&lt;br /&gt;
 object[7F2024] = magic_id&lt;br /&gt;
 object[7F2022] = handler&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
| SetConditionalTalkHandler( u16 flag, u16 handler )&lt;br /&gt;
| 5&lt;br /&gt;
| custom &amp;#039;&amp;#039;&amp;#039;handler&amp;#039;&amp;#039;&amp;#039; must be &amp;#039;&amp;#039;&amp;#039;&amp;gt;= 0x8000&amp;#039;&amp;#039;&amp;#039;, values below are predefined handlers, but only &amp;#039;&amp;#039;&amp;#039;0000&amp;#039;&amp;#039;&amp;#039; is currently used and prints a line of dots.&lt;br /&gt;
 object[7F2028] = flag&lt;br /&gt;
 object[7F2026] = handler&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
| SystemRegisterWrite&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
| BackgroundUpdateFade&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|7A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7B&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unknown Command, Only implemented in JP version, FFFF in German and English&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
| AnimationSetSpriteFlagsAndResetElevationLevel( u8 SpriteFlags )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
| AnimationSetB( u8 SpriteFlags )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
| AnimationSetC( u8 SpriteFlags, u8 )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
| SpriteSetFlagsAndElevationLevel( u8 SpriteFlags, u8 EleveationLevel )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
| AnimationSetD&lt;br /&gt;
| 3&lt;br /&gt;
| calls 80&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
| AnimationSetE( u8, u8 )&lt;br /&gt;
| 3&lt;br /&gt;
| calls 81&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
| ObjectMove( u8, u8, u8 )&lt;br /&gt;
| 4&lt;br /&gt;
| calls 82&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
| calls 83&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| calls 84&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8A&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8B&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
| calls 8A&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8C&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8D&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
| calls 8C&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8E&lt;br /&gt;
| AnimationWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8F&lt;br /&gt;
| AnimationWait2&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
| u16, u8, u16, u16, u16, u8&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
| u16, u16, u16, u16, u16&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
| u16, u8, u16, ?&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
| u16, u8, ?&lt;br /&gt;
| 11&lt;br /&gt;
| Object related&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
| ObjectCloneInsertAtBeginSF&lt;br /&gt;
| 6&lt;br /&gt;
| Insert at begin of list, set script pointer and flags&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9A&lt;br /&gt;
| ObjectCloneInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
| Insert before current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9B&lt;br /&gt;
| ObjectCloneInsertBeforeSFP&lt;br /&gt;
| 6&lt;br /&gt;
| Insert before current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9C&lt;br /&gt;
| ObjectCloneInsertBeforeSRP&lt;br /&gt;
| 8&lt;br /&gt;
| Insert before current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9D&lt;br /&gt;
| ObjectCloneInsertBeforeSRFP&lt;br /&gt;
| 10&lt;br /&gt;
| Insert before current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9E&lt;br /&gt;
| ObjectCloneInsertBeforeSAP&lt;br /&gt;
| 8&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9F&lt;br /&gt;
| ObjectCloneInsertBeforeSAFP&lt;br /&gt;
| 10&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A0&lt;br /&gt;
| ObjectCloneInsertAtEndSFP&lt;br /&gt;
| 6&lt;br /&gt;
| Insert at end of list, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A1&lt;br /&gt;
| ObjectCloneInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
| Insert after current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A2&lt;br /&gt;
| ObjectCloneInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
| Insert after current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A3&lt;br /&gt;
| ObjectCloneInsertAfterSRP&lt;br /&gt;
| 8&lt;br /&gt;
| Insert after current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
| ObjectCloneInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
| Insert after current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
Same handler as 0xE8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A5&lt;br /&gt;
| ObjectCloneInsertAfterSAP&lt;br /&gt;
| 8&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A6&lt;br /&gt;
| ObjectCloneInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A7&lt;br /&gt;
| ObjectDelete&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A8&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AA&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AF&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B0&lt;br /&gt;
|&lt;br /&gt;
| 2 or 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B1&lt;br /&gt;
| ObjectMoveHorizontal&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
| ObjectMoveVertical&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B3&lt;br /&gt;
| ObjectMove&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
| SpriteSetUpsideDown&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B5&lt;br /&gt;
| SpriteSetDownsideUp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B6&lt;br /&gt;
| SpriteSetFacingRight &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
| SpriteSetFacingLeft&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B8&lt;br /&gt;
| SpriteFlipVertical&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B9&lt;br /&gt;
| SpriteFlipHorizontal&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BA&lt;br /&gt;
| SpriteSetPriority&lt;br /&gt;
| 2&lt;br /&gt;
| Allowed values: 0..3 &amp;lt;&amp;lt; 4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BB&lt;br /&gt;
| SpriteSetPalette&lt;br /&gt;
| 2&lt;br /&gt;
| Allowed values: 0..7 &amp;lt;&amp;lt; 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BC&lt;br /&gt;
| MarkOrigin&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BD&lt;br /&gt;
| MarkOriginAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BE&lt;br /&gt;
| JumpAndSetOriginWithDelay&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BF&lt;br /&gt;
| JumpAndSetOriginAsync&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C0&lt;br /&gt;
| SetOriginAndEraseDelay&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C1&lt;br /&gt;
| Delay&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
| JumpIfMapCollisionAbove&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C3&lt;br /&gt;
| JumpIfMapCollisionBelow&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C4&lt;br /&gt;
| JumpIfMapCollisionLeft&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
| JumpIfMapCollisionRight&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
| GetCurrentBlockCollision&lt;br /&gt;
| 1&lt;br /&gt;
| ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C7&lt;br /&gt;
| CheckMapCollisionAbove&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C8&lt;br /&gt;
| CheckMapCollisionBelow&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
| CheckMapCollisionLeft&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CA&lt;br /&gt;
| CheckMapCollisionRight&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CB&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| Change other object script ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D2&lt;br /&gt;
| TriggerOnSight( u8 SideRange, u8 FrontRange, u8 Direction, u16 JumpAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D3&lt;br /&gt;
| RangeCheckHorizontal&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D4&lt;br /&gt;
| RangeCheckVertical&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
| ProximityTrigger&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D7&lt;br /&gt;
| DetermineNearestAxis&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D8&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D9&lt;br /&gt;
| LoadFightingStats&lt;br /&gt;
| 2&lt;br /&gt;
| Load pointer to index in enemy table&lt;br /&gt;
&lt;br /&gt;
80: Don&amp;#039;t load max HP&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DA&lt;br /&gt;
| HandlerRegisterOnWall( u16 HandlerAddress )&lt;br /&gt;
| 3&lt;br /&gt;
| Set Wall Hit Handler&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DD&lt;br /&gt;
|&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DF&lt;br /&gt;
| WaitOn097C_0810&lt;br /&gt;
| 4&lt;br /&gt;
| Wait For ([097C] &amp;amp; 0810) == 0, Then Jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E6&lt;br /&gt;
| ObjectCloneDepInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
| Like A1, but additionally makes new object depend on the old one, which mainly matters for mass deletion with command EB.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E7&lt;br /&gt;
| ObjectCloneDepInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
| Like A2, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E8&lt;br /&gt;
| ObjectCloneDepInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
| Like A4, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E9&lt;br /&gt;
| ObjectCloneDepInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
| Like A6, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EA&lt;br /&gt;
| ObjectCloneDepInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
| Like 9A, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EB&lt;br /&gt;
| DeleteAllDependingObjects&lt;br /&gt;
| 1&lt;br /&gt;
| Delete all depending objects, but only if &amp;#039;this&amp;#039; has no parent&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|ED&lt;br /&gt;
| ObjectMoveRelative( u16 AnimationID, s16 X, s16 Y)&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EE&lt;br /&gt;
| ObjectMoveWaitRelative( u8 )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Script_Format&amp;diff=552</id>
		<title>Script Format</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Script_Format&amp;diff=552"/>
		<updated>2018-10-04T20:05:15Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: commands: 71, 74&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are parsed bytewise.&lt;br /&gt;
&lt;br /&gt;
== A note about event flags ==&lt;br /&gt;
&lt;br /&gt;
Event flags are calculated from an u16 value like this:&lt;br /&gt;
&lt;br /&gt;
 u16 EventFlag;&lt;br /&gt;
 &lt;br /&gt;
 Flag  = (EventFlag &amp;amp; 0xFFF) &amp;gt;&amp;gt; 3;&lt;br /&gt;
 Value = 1 &amp;lt;&amp;lt; (EventFlag &amp;amp; 7);&lt;br /&gt;
 IsSet = EventFlag &amp;amp; 0x8000&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Opcode&lt;br /&gt;
! Function&lt;br /&gt;
! Length&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
| Call&lt;br /&gt;
| 4&lt;br /&gt;
| This command has no stack for return addresses. Nested calls simply overwrite any previous return address, so return is only possible to the most recent call site.&lt;br /&gt;
&lt;br /&gt;
If a simple jump is desired, use command 06 for an async jump, or ASM BRA or JMP for an instantaneous jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
| ReturnFrom00&lt;br /&gt;
| 1&lt;br /&gt;
| If not inside 00-Call, this command is ignored.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
| LoopSetup( u16 Count )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
| LoopDoAsync()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
| LoopDo()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
| WaitOnEventFlag( u16 Flag )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
| JumpAndSetOrigin&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
| EventFlagModify&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
| EventFlagCheckJump&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
| EventFlagCheckMultiple&lt;br /&gt;
| 3+2*x&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0A&lt;br /&gt;
| CheckMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0B&lt;br /&gt;
| CheckDeathwarpMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0C&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0D&lt;br /&gt;
| TriggerOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0E&lt;br /&gt;
| TriggerOnAreaAbsolutePixel&lt;br /&gt;
| 12&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0F&lt;br /&gt;
| TriggerOnBlockAbsolute&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| TriggerOnBlockRelative&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| TriggerObjectOnAreaAbsolute&lt;br /&gt;
| 9&lt;br /&gt;
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle, for which the trigger is checked.&lt;br /&gt;
Remaining parameters are same as command 0C.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| TriggerObjectOnAreaRelative&lt;br /&gt;
| 9&lt;br /&gt;
| Broken command.&lt;br /&gt;
&lt;br /&gt;
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter&lt;br /&gt;
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| SpriteSetPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| PlayerPort&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
| PlayerPortByEnemy&lt;br /&gt;
| 1&lt;br /&gt;
| Used by Guardner to port Ark out of towers. Uses byte #15 of the extended sprite definition, see [[Enemy Induced Warps]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
| SetBonepinWarp( u16, u8, u16, u16 )&lt;br /&gt;
| 8&lt;br /&gt;
| The bonepin warp location is stored in memory at address 7E0608 (8 bytes, right after the deathwarp location)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
| SeagullTransport( u8 to, u16 src_x, u16 src_y )&lt;br /&gt;
| 6&lt;br /&gt;
| Includes automatic port to map 5, flight scene and port to the destination map, see [[Seagull Transport]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
| RideShip( u8 route, u8 direction, u16 src_x, u16 src_y )&lt;br /&gt;
| 7&lt;br /&gt;
| Includes automatic port to map 2, ship scene and port to destination map, see [[Automatic Ship Routes]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
| RespawnSetLocation( u16 MapID, u8, u16, u16, u16, u8, u16, u16 )&lt;br /&gt;
| 15&lt;br /&gt;
| Sets the Death- and Bonepin warp location (7E0600 and 7E0608 respectively).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1A&lt;br /&gt;
| DialogSwitchChoice( u8 layout, u16 choices_ptr )&lt;br /&gt;
| 4&lt;br /&gt;
| choices_ptr refers to a table with jump addresses. The text for the choices needs to be created beforehand by a normal text command.&lt;br /&gt;
&lt;br /&gt;
Known layouts are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! Layout&lt;br /&gt;
! Choices&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 01&lt;br /&gt;
|-&lt;br /&gt;
| 02&lt;br /&gt;
|-&lt;br /&gt;
| 03&lt;br /&gt;
|-&lt;br /&gt;
| 04&lt;br /&gt;
|-&lt;br /&gt;
| 08&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 09&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 0A&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 0B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1B&lt;br /&gt;
| PrintRelative( u16 Address )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
| PrintAbsolute( u24 Address )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1D&lt;br /&gt;
| u16&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1E&lt;br /&gt;
| u8, u16&lt;br /&gt;
| 4&lt;br /&gt;
| calls 0x1D&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1F&lt;br /&gt;
| MessageWait&lt;br /&gt;
| 1&lt;br /&gt;
| This waits for a button input for the message to continue/close&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
| MessageAuto&lt;br /&gt;
| 1&lt;br /&gt;
| This automatically continues/closes the message&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
| TriggerSet( u16 addr )&lt;br /&gt;
| 3&lt;br /&gt;
| Trigger is executed when Ark talks to an object. When addr is 0 it is deleted&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
| SwitchRange( u8 first, u8 last, ... )&lt;br /&gt;
| 3 + 2*(last+1-first)&lt;br /&gt;
| Choice is determined by object data byte $26. One 2-byte jump address for each possible choice is directly included in the command.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
| TriggerNearPlayer( u16 addr )&lt;br /&gt;
| 3&lt;br /&gt;
| Turns NPC towards player and jumps to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
| TriggerNearPlayer( u8, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Turns NPC towards player and jumps to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| Rand&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
| RandomMoveInArea( u8 left, u8 top, u8 right, u8 bottom )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
| RandomMoveInArea( u8 animation, u8 ???, u8 left, u8 top, u8 right, u8 bottom )&lt;br /&gt;
| 7&lt;br /&gt;
| not used by the game&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
| Set 0x7F2018 to value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
| PadButtonsEnable( u16 buttons )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2A&lt;br /&gt;
| PadButtonsDisable( u16 buttons )&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2B&lt;br /&gt;
| PadCheckAllButtonsPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
| PadCheckNoButtonPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2D&lt;br /&gt;
| PadCheckButtonPressed&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2E&lt;br /&gt;
| PadCheckAnyButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2F&lt;br /&gt;
| PadCheckNoButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
| MusicPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
| MusicPlayFadeOver&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
| MusicPlay2&lt;br /&gt;
| 2&lt;br /&gt;
| This saves the last track played via this command.&lt;br /&gt;
When calling it with the value set to 0xFF it plays the last played track again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
| WaitMusicLoaded&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
| APUWriteByte_F5( u8 Byte )&lt;br /&gt;
| 2&lt;br /&gt;
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
| APUWriteByte_F6( u8 Byte )&lt;br /&gt;
| 2&lt;br /&gt;
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF6&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
| SoundEffectPlayOnce&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
| SoundEffectPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
| SoundEffect?&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
| SpriteGotoPositionX&lt;br /&gt;
| 4&lt;br /&gt;
| This command expects to be followed by &amp;quot;0x8E, 0x3B, asm(BRA -11)&amp;quot; because once it reaches the position it is hardcoded to jump 6 bytes ahead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3A&lt;br /&gt;
| SpriteGotoPositionY&lt;br /&gt;
| 4&lt;br /&gt;
| This command expects to be followed by &amp;quot;0x8E, 0x3B, asm(BRA -11)&amp;quot; because once it reaches the position it is hardcoded to jump 6 bytes ahead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3B&lt;br /&gt;
| ObjectSetSolid&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3C&lt;br /&gt;
| ObjectSetHollow&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3D&lt;br /&gt;
| BlockSetSolid( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3E&lt;br /&gt;
| BlockSetHollow( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3F&lt;br /&gt;
| BlockSetCollision( u8 value, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
| if (value &amp;amp; 80) is clear, the coordinate is relative to the current object, else it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
| DungeonBlockSetHollow( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
| BlockCheck( u16 block, u16 addr )&lt;br /&gt;
| 5&lt;br /&gt;
| Compares 9 least significant bits of block with the block actually under object. If they match, jump to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
| BlockCheckRelative( u8 dx, u8 dy, u16 block, u16 addr )&lt;br /&gt;
| 7&lt;br /&gt;
| Compares 9 least significant bits of block with the block relative to object. If they match, jump to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
| BlockSetAbsolute( u8 x, u8 y, u16 block )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
| BlockSetRelative( u8 dx, u8 dy, u16 block )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
| BlockSet&lt;br /&gt;
| 1&lt;br /&gt;
| Changes the block under object. block = object[7F201A]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
| MapCopyRect( u16 SizeX (Blocks), u16 SizeY (Pixels), u16 SrcX(Blocks), u16 SrcY(Blocks), u16 DstX(Blocks), u16 DstY(Blocks), u8 Unknown )&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
| ObjectDeleteIfEventFlags&lt;br /&gt;
| 1+2*x&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
| ObjectDeleteIfEventFlag( u16 flag )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
| ObjectDeleteIfMapID( u16 map )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4A&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4B&lt;br /&gt;
| u8, u16, (u16)&lt;br /&gt;
| 4 or 6&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4C&lt;br /&gt;
| TownGrowthCheck( u8 id, u16 minimum, u16 addr )&lt;br /&gt;
| 6&lt;br /&gt;
| Jump to addr if growth rate id is at least the specified minimum.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4D&lt;br /&gt;
| TownGrowthUpdate( u8 id, u16 amount )&lt;br /&gt;
| 4&lt;br /&gt;
| (id &amp;amp; C0) specifies the update mode:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! mode&lt;br /&gt;
! description&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| overwrite&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| subtract&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| add&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4E&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4F&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
| u16, u8&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|  &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
| ItemAdd( u8 item, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Jump to addr if the item can&amp;#039;t be carried because the slot or inventory is full.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
| ItemDel( u8 item )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
| ItemCheckEmptySlot( u8 id, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Jump to addr if the item can&amp;#039;t be carried because the slot or inventory is full.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
| ItemCheckOwned( u8 id, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Jump to addr if Ark has the item in his inventory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
| ItemCheckEquipped( u8 id, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Jump to addr if Ark has the item equipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5A&lt;br /&gt;
| PaletteLoad( u8 src_bank, u16 src_addr, u8 dest_color_index, u8 count )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5B&lt;br /&gt;
| DecompressToMemory( u24 src, u16 dest )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5C&lt;br /&gt;
| MoneyAdd( u24 amount )&lt;br /&gt;
| 4&lt;br /&gt;
| amount is BCD&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5D&lt;br /&gt;
| MoneyTake( u24 amount, u16 addr )&lt;br /&gt;
| 6&lt;br /&gt;
| amount is BCD. Jump to addr if Ark has not enough money.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5E&lt;br /&gt;
| MoneyCheck( u24 amount, u8 mode, u16 addr )&lt;br /&gt;
| 7&lt;br /&gt;
| amount is BCD. The result of the comparison is interpreted according to mode:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! mode &amp;amp; C0&lt;br /&gt;
! action&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| jump if money == amount&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| jump if money &amp;lt; amount&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| jump if money &amp;gt; amount&lt;br /&gt;
|-&lt;br /&gt;
| C0&lt;br /&gt;
| jump if money != amount&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5F&lt;br /&gt;
| SwitchOnDirection( u16 DownJump, u16 UpJump, u16 LeftJump, u16 RightJump )&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
| ItemAddPlayMusic( u8 ItemID, u16 Delay, u8 MusicID )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
| CheckDirectionEx( u8 direction, u8 a, u8 b, u8 c, u16 jump )&lt;br /&gt;
| 7&lt;br /&gt;
| Jump if current directon matches. Diagonal movement is acknowledged if it&amp;#039;s primarily in the specified direction. &amp;#039;&amp;#039;&amp;#039;direction&amp;#039;&amp;#039;&amp;#039; can be 0-3:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | direction&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| down&lt;br /&gt;
|-&lt;br /&gt;
| 01&lt;br /&gt;
| up&lt;br /&gt;
|-&lt;br /&gt;
| 02&lt;br /&gt;
| left&lt;br /&gt;
|-&lt;br /&gt;
| 03&lt;br /&gt;
| right&lt;br /&gt;
|}&lt;br /&gt;
The values &amp;#039;&amp;#039;&amp;#039;a&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;b&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;c&amp;#039;&amp;#039;&amp;#039; correspond to skew directions and are used with object[7F2014] ???&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
| SetInvulnerable( u8 frames )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
| HandlerRegisterOnDamage( u16 HandlerAddress, u24 ReturnAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
| ReturnFromDamageHandler&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6A&lt;br /&gt;
| u8, u8&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6B&lt;br /&gt;
| PrintRelative2&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6C&lt;br /&gt;
| PrintAbsolute2&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6E&lt;br /&gt;
| SceneUpdate&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6F&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
| Follow( u16 ptrObject, u16 ptrAnimations )&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Animations&amp;#039;&amp;#039;&amp;#039; is a table of 3x4 animation id&amp;#039;s, that specify what animation to use for every possible (diagonal) movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
| Check???( u16, u16, u16 jump )&lt;br /&gt;
| 7&lt;br /&gt;
| Jumps if the check is successful&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
| u16, u8&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| Wait for unknown condition and then jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
| SetMagicHandler( u8 magic_id, u16 handler )&lt;br /&gt;
| 4&lt;br /&gt;
| Registers a handler that is executed when the specific magic is used. If &amp;#039;&amp;#039;&amp;#039;handler &amp;amp; 0x8000&amp;#039;&amp;#039;&amp;#039; is set, it refers to a script address, else it is a flag that will be set.&lt;br /&gt;
 object[7F2024] = magic_id&lt;br /&gt;
 object[7F2022] = handler&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
| u16 a, u16 b&lt;br /&gt;
| 5&lt;br /&gt;
| $7F2028,x = a; $7F2026,x = b;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
| SystemRegisterWrite&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
| BackgroundUpdateFade&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|7A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7B&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unknown Command, Only implemented in JP version, FFFF in German and English&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
| AnimationSetSpriteFlagsAndResetElevationLevel( u8 SpriteFlags )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
| AnimationSetB( u8 SpriteFlags )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
| AnimationSetC( u8 SpriteFlags, u8 )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
| SpriteSetFlagsAndElevationLevel( u8 SpriteFlags, u8 EleveationLevel )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
| AnimationSetD&lt;br /&gt;
| 3&lt;br /&gt;
| calls 80&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
| AnimationSetE( u8, u8 )&lt;br /&gt;
| 3&lt;br /&gt;
| calls 81&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
| ObjectMove( u8, u8, u8 )&lt;br /&gt;
| 4&lt;br /&gt;
| calls 82&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
| calls 83&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| calls 84&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8A&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8B&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
| calls 8A&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8C&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8D&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
| calls 8C&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8E&lt;br /&gt;
| AnimationWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8F&lt;br /&gt;
| AnimationWait2&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
| u16, u8, u16, u16, u16, u8&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
| u16, u16, u16, u16, u16&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
| u16, u8, u16, ?&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
| u16, u8, ?&lt;br /&gt;
| 11&lt;br /&gt;
| Object related&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
| ObjectCloneInsertAtBeginSF&lt;br /&gt;
| 6&lt;br /&gt;
| Insert at begin of list, set script pointer and flags&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9A&lt;br /&gt;
| ObjectCloneInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
| Insert before current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9B&lt;br /&gt;
| ObjectCloneInsertBeforeSFP&lt;br /&gt;
| 6&lt;br /&gt;
| Insert before current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9C&lt;br /&gt;
| ObjectCloneInsertBeforeSRP&lt;br /&gt;
| 8&lt;br /&gt;
| Insert before current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9D&lt;br /&gt;
| ObjectCloneInsertBeforeSRFP&lt;br /&gt;
| 10&lt;br /&gt;
| Insert before current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9E&lt;br /&gt;
| ObjectCloneInsertBeforeSAP&lt;br /&gt;
| 8&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9F&lt;br /&gt;
| ObjectCloneInsertBeforeSAFP&lt;br /&gt;
| 10&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A0&lt;br /&gt;
| ObjectCloneInsertAtEndSFP&lt;br /&gt;
| 6&lt;br /&gt;
| Insert at end of list, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A1&lt;br /&gt;
| ObjectCloneInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
| Insert after current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A2&lt;br /&gt;
| ObjectCloneInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
| Insert after current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A3&lt;br /&gt;
| ObjectCloneInsertAfterSRP&lt;br /&gt;
| 8&lt;br /&gt;
| Insert after current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
| ObjectCloneInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
| Insert after current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
Same handler as 0xE8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A5&lt;br /&gt;
| ObjectCloneInsertAfterSAP&lt;br /&gt;
| 8&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A6&lt;br /&gt;
| ObjectCloneInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A7&lt;br /&gt;
| ObjectDelete&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A8&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AA&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AF&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B0&lt;br /&gt;
|&lt;br /&gt;
| 2 or 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B1&lt;br /&gt;
| ObjectMoveHorizontal&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
| ObjectMoveVertical&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B3&lt;br /&gt;
| ObjectMove&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
| SpriteSetUpsideDown&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B5&lt;br /&gt;
| SpriteSetDownsideUp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B6&lt;br /&gt;
| SpriteSetFacingRight &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
| SpriteSetFacingLeft&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B8&lt;br /&gt;
| SpriteFlipVertical&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B9&lt;br /&gt;
| SpriteFlipHorizontal&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BA&lt;br /&gt;
| SpriteSetPriority&lt;br /&gt;
| 2&lt;br /&gt;
| Allowed values: 0..3 &amp;lt;&amp;lt; 4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BB&lt;br /&gt;
| SpriteSetPalette&lt;br /&gt;
| 2&lt;br /&gt;
| Allowed values: 0..7 &amp;lt;&amp;lt; 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BC&lt;br /&gt;
| MarkOrigin&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BD&lt;br /&gt;
| MarkOriginAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BE&lt;br /&gt;
| JumpAndSetOriginWithDelay&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BF&lt;br /&gt;
| JumpAndSetOriginAsync&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C0&lt;br /&gt;
| SetOriginAndEraseDelay&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C1&lt;br /&gt;
| Delay&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
| JumpIfMapCollisionAbove&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C3&lt;br /&gt;
| JumpIfMapCollisionBelow&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C4&lt;br /&gt;
| JumpIfMapCollisionLeft&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
| JumpIfMapCollisionRight&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
| GetCurrentBlockCollision&lt;br /&gt;
| 1&lt;br /&gt;
| ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C7&lt;br /&gt;
| CheckMapCollisionAbove&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C8&lt;br /&gt;
| CheckMapCollisionBelow&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
| CheckMapCollisionLeft&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CA&lt;br /&gt;
| CheckMapCollisionRight&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CB&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| Change other object script ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D2&lt;br /&gt;
| TriggerOnSight( u8 SideRange, u8 FrontRange, u8 Direction, u16 JumpAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D3&lt;br /&gt;
| RangeCheckHorizontal&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D4&lt;br /&gt;
| RangeCheckVertical&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
| ProximityTrigger&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D7&lt;br /&gt;
| DetermineNearestAxis&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D8&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D9&lt;br /&gt;
| LoadFightingStats&lt;br /&gt;
| 2&lt;br /&gt;
| Load pointer to index in enemy table&lt;br /&gt;
&lt;br /&gt;
80: Don&amp;#039;t load max HP&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DA&lt;br /&gt;
| HandlerRegisterOnWall( u16 HandlerAddress )&lt;br /&gt;
| 3&lt;br /&gt;
| Set Wall Hit Handler&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DD&lt;br /&gt;
|&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DF&lt;br /&gt;
| WaitOn097C_0810&lt;br /&gt;
| 4&lt;br /&gt;
| Wait For ([097C] &amp;amp; 0810) == 0, Then Jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E6&lt;br /&gt;
| ObjectCloneDepInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
| Like A1, but additionally makes new object depend on the old one, which mainly matters for mass deletion with command EB.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E7&lt;br /&gt;
| ObjectCloneDepInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
| Like A2, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E8&lt;br /&gt;
| ObjectCloneDepInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
| Like A4, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E9&lt;br /&gt;
| ObjectCloneDepInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
| Like A6, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EA&lt;br /&gt;
| ObjectCloneDepInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
| Like 9A, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EB&lt;br /&gt;
| DeleteAllDependingObjects&lt;br /&gt;
| 1&lt;br /&gt;
| Delete all depending objects, but only if &amp;#039;this&amp;#039; has no parent&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|ED&lt;br /&gt;
| ObjectMoveRelative( u16 AnimationID, s16 X, s16 Y)&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EE&lt;br /&gt;
| ObjectMoveWaitRelative( u8 )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Script_Format&amp;diff=551</id>
		<title>Script Format</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Script_Format&amp;diff=551"/>
		<updated>2018-10-04T19:53:46Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: command 70 &amp;quot;Follow&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are parsed bytewise.&lt;br /&gt;
&lt;br /&gt;
== A note about event flags ==&lt;br /&gt;
&lt;br /&gt;
Event flags are calculated from an u16 value like this:&lt;br /&gt;
&lt;br /&gt;
 u16 EventFlag;&lt;br /&gt;
 &lt;br /&gt;
 Flag  = (EventFlag &amp;amp; 0xFFF) &amp;gt;&amp;gt; 3;&lt;br /&gt;
 Value = 1 &amp;lt;&amp;lt; (EventFlag &amp;amp; 7);&lt;br /&gt;
 IsSet = EventFlag &amp;amp; 0x8000&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Opcode&lt;br /&gt;
! Function&lt;br /&gt;
! Length&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
| Call&lt;br /&gt;
| 4&lt;br /&gt;
| This command has no stack for return addresses. Nested calls simply overwrite any previous return address, so return is only possible to the most recent call site.&lt;br /&gt;
&lt;br /&gt;
If a simple jump is desired, use command 06 for an async jump, or ASM BRA or JMP for an instantaneous jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
| ReturnFrom00&lt;br /&gt;
| 1&lt;br /&gt;
| If not inside 00-Call, this command is ignored.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
| LoopSetup( u16 Count )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
| LoopDoAsync()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
| LoopDo()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
| WaitOnEventFlag( u16 Flag )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
| JumpAndSetOrigin&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
| EventFlagModify&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
| EventFlagCheckJump&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
| EventFlagCheckMultiple&lt;br /&gt;
| 3+2*x&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0A&lt;br /&gt;
| CheckMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0B&lt;br /&gt;
| CheckDeathwarpMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0C&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0D&lt;br /&gt;
| TriggerOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0E&lt;br /&gt;
| TriggerOnAreaAbsolutePixel&lt;br /&gt;
| 12&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0F&lt;br /&gt;
| TriggerOnBlockAbsolute&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| TriggerOnBlockRelative&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| TriggerObjectOnAreaAbsolute&lt;br /&gt;
| 9&lt;br /&gt;
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle, for which the trigger is checked.&lt;br /&gt;
Remaining parameters are same as command 0C.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| TriggerObjectOnAreaRelative&lt;br /&gt;
| 9&lt;br /&gt;
| Broken command.&lt;br /&gt;
&lt;br /&gt;
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter&lt;br /&gt;
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| SpriteSetPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| PlayerPort&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
| PlayerPortByEnemy&lt;br /&gt;
| 1&lt;br /&gt;
| Used by Guardner to port Ark out of towers. Uses byte #15 of the extended sprite definition, see [[Enemy Induced Warps]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
| SetBonepinWarp( u16, u8, u16, u16 )&lt;br /&gt;
| 8&lt;br /&gt;
| The bonepin warp location is stored in memory at address 7E0608 (8 bytes, right after the deathwarp location)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
| SeagullTransport( u8 to, u16 src_x, u16 src_y )&lt;br /&gt;
| 6&lt;br /&gt;
| Includes automatic port to map 5, flight scene and port to the destination map, see [[Seagull Transport]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
| RideShip( u8 route, u8 direction, u16 src_x, u16 src_y )&lt;br /&gt;
| 7&lt;br /&gt;
| Includes automatic port to map 2, ship scene and port to destination map, see [[Automatic Ship Routes]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
| RespawnSetLocation( u16 MapID, u8, u16, u16, u16, u8, u16, u16 )&lt;br /&gt;
| 15&lt;br /&gt;
| Sets the Death- and Bonepin warp location (7E0600 and 7E0608 respectively).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1A&lt;br /&gt;
| DialogSwitchChoice( u8 layout, u16 choices_ptr )&lt;br /&gt;
| 4&lt;br /&gt;
| choices_ptr refers to a table with jump addresses. The text for the choices needs to be created beforehand by a normal text command.&lt;br /&gt;
&lt;br /&gt;
Known layouts are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! Layout&lt;br /&gt;
! Choices&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 01&lt;br /&gt;
|-&lt;br /&gt;
| 02&lt;br /&gt;
|-&lt;br /&gt;
| 03&lt;br /&gt;
|-&lt;br /&gt;
| 04&lt;br /&gt;
|-&lt;br /&gt;
| 08&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 09&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 0A&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 0B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1B&lt;br /&gt;
| PrintRelative( u16 Address )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
| PrintAbsolute( u24 Address )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1D&lt;br /&gt;
| u16&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1E&lt;br /&gt;
| u8, u16&lt;br /&gt;
| 4&lt;br /&gt;
| calls 0x1D&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1F&lt;br /&gt;
| MessageWait&lt;br /&gt;
| 1&lt;br /&gt;
| This waits for a button input for the message to continue/close&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
| MessageAuto&lt;br /&gt;
| 1&lt;br /&gt;
| This automatically continues/closes the message&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
| TriggerSet( u16 addr )&lt;br /&gt;
| 3&lt;br /&gt;
| Trigger is executed when Ark talks to an object. When addr is 0 it is deleted&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
| SwitchRange( u8 first, u8 last, ... )&lt;br /&gt;
| 3 + 2*(last+1-first)&lt;br /&gt;
| Choice is determined by object data byte $26. One 2-byte jump address for each possible choice is directly included in the command.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
| TriggerNearPlayer( u16 addr )&lt;br /&gt;
| 3&lt;br /&gt;
| Turns NPC towards player and jumps to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
| TriggerNearPlayer( u8, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Turns NPC towards player and jumps to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| Rand&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
| RandomMoveInArea( u8 left, u8 top, u8 right, u8 bottom )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
| RandomMoveInArea( u8 animation, u8 ???, u8 left, u8 top, u8 right, u8 bottom )&lt;br /&gt;
| 7&lt;br /&gt;
| not used by the game&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
| Set 0x7F2018 to value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
| PadButtonsEnable( u16 buttons )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2A&lt;br /&gt;
| PadButtonsDisable( u16 buttons )&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2B&lt;br /&gt;
| PadCheckAllButtonsPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
| PadCheckNoButtonPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2D&lt;br /&gt;
| PadCheckButtonPressed&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2E&lt;br /&gt;
| PadCheckAnyButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2F&lt;br /&gt;
| PadCheckNoButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
| MusicPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
| MusicPlayFadeOver&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
| MusicPlay2&lt;br /&gt;
| 2&lt;br /&gt;
| This saves the last track played via this command.&lt;br /&gt;
When calling it with the value set to 0xFF it plays the last played track again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
| WaitMusicLoaded&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
| APUWriteByte_F5( u8 Byte )&lt;br /&gt;
| 2&lt;br /&gt;
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
| APUWriteByte_F6( u8 Byte )&lt;br /&gt;
| 2&lt;br /&gt;
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF6&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
| SoundEffectPlayOnce&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
| SoundEffectPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
| SoundEffect?&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
| SpriteGotoPositionX&lt;br /&gt;
| 4&lt;br /&gt;
| This command expects to be followed by &amp;quot;0x8E, 0x3B, asm(BRA -11)&amp;quot; because once it reaches the position it is hardcoded to jump 6 bytes ahead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3A&lt;br /&gt;
| SpriteGotoPositionY&lt;br /&gt;
| 4&lt;br /&gt;
| This command expects to be followed by &amp;quot;0x8E, 0x3B, asm(BRA -11)&amp;quot; because once it reaches the position it is hardcoded to jump 6 bytes ahead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3B&lt;br /&gt;
| ObjectSetSolid&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3C&lt;br /&gt;
| ObjectSetHollow&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3D&lt;br /&gt;
| BlockSetSolid( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3E&lt;br /&gt;
| BlockSetHollow( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3F&lt;br /&gt;
| BlockSetCollision( u8 value, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
| if (value &amp;amp; 80) is clear, the coordinate is relative to the current object, else it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
| DungeonBlockSetHollow( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
| BlockCheck( u16 block, u16 addr )&lt;br /&gt;
| 5&lt;br /&gt;
| Compares 9 least significant bits of block with the block actually under object. If they match, jump to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
| BlockCheckRelative( u8 dx, u8 dy, u16 block, u16 addr )&lt;br /&gt;
| 7&lt;br /&gt;
| Compares 9 least significant bits of block with the block relative to object. If they match, jump to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
| BlockSetAbsolute( u8 x, u8 y, u16 block )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
| BlockSetRelative( u8 dx, u8 dy, u16 block )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
| BlockSet&lt;br /&gt;
| 1&lt;br /&gt;
| Changes the block under object. block = object[7F201A]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
| MapCopyRect( u16 SizeX (Blocks), u16 SizeY (Pixels), u16 SrcX(Blocks), u16 SrcY(Blocks), u16 DstX(Blocks), u16 DstY(Blocks), u8 Unknown )&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
| ObjectDeleteIfEventFlags&lt;br /&gt;
| 1+2*x&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
| ObjectDeleteIfEventFlag( u16 flag )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
| ObjectDeleteIfMapID( u16 map )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4A&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4B&lt;br /&gt;
| u8, u16, (u16)&lt;br /&gt;
| 4 or 6&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4C&lt;br /&gt;
| TownGrowthCheck( u8 id, u16 minimum, u16 addr )&lt;br /&gt;
| 6&lt;br /&gt;
| Jump to addr if growth rate id is at least the specified minimum.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4D&lt;br /&gt;
| TownGrowthUpdate( u8 id, u16 amount )&lt;br /&gt;
| 4&lt;br /&gt;
| (id &amp;amp; C0) specifies the update mode:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! mode&lt;br /&gt;
! description&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| overwrite&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| subtract&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| add&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4E&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4F&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
| u16, u8&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|  &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
| ItemAdd( u8 item, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Jump to addr if the item can&amp;#039;t be carried because the slot or inventory is full.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
| ItemDel( u8 item )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
| ItemCheckEmptySlot( u8 id, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Jump to addr if the item can&amp;#039;t be carried because the slot or inventory is full.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
| ItemCheckOwned( u8 id, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Jump to addr if Ark has the item in his inventory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
| ItemCheckEquipped( u8 id, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Jump to addr if Ark has the item equipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5A&lt;br /&gt;
| PaletteLoad( u8 src_bank, u16 src_addr, u8 dest_color_index, u8 count )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5B&lt;br /&gt;
| DecompressToMemory( u24 src, u16 dest )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5C&lt;br /&gt;
| MoneyAdd( u24 amount )&lt;br /&gt;
| 4&lt;br /&gt;
| amount is BCD&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5D&lt;br /&gt;
| MoneyTake( u24 amount, u16 addr )&lt;br /&gt;
| 6&lt;br /&gt;
| amount is BCD. Jump to addr if Ark has not enough money.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5E&lt;br /&gt;
| MoneyCheck( u24 amount, u8 mode, u16 addr )&lt;br /&gt;
| 7&lt;br /&gt;
| amount is BCD. The result of the comparison is interpreted according to mode:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! mode &amp;amp; C0&lt;br /&gt;
! action&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| jump if money == amount&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| jump if money &amp;lt; amount&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| jump if money &amp;gt; amount&lt;br /&gt;
|-&lt;br /&gt;
| C0&lt;br /&gt;
| jump if money != amount&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5F&lt;br /&gt;
| SwitchOnDirection( u16 DownJump, u16 UpJump, u16 LeftJump, u16 RightJump )&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
| ItemAddPlayMusic( u8 ItemID, u16 Delay, u8 MusicID )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
| CheckDirectionEx( u8 direction, u8 a, u8 b, u8 c, u16 jump )&lt;br /&gt;
| 7&lt;br /&gt;
| Jump if current directon matches. Diagonal movement is acknowledged if it&amp;#039;s primarily in the specified direction. &amp;#039;&amp;#039;&amp;#039;direction&amp;#039;&amp;#039;&amp;#039; can be 0-3:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | direction&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| down&lt;br /&gt;
|-&lt;br /&gt;
| 01&lt;br /&gt;
| up&lt;br /&gt;
|-&lt;br /&gt;
| 02&lt;br /&gt;
| left&lt;br /&gt;
|-&lt;br /&gt;
| 03&lt;br /&gt;
| right&lt;br /&gt;
|}&lt;br /&gt;
The values &amp;#039;&amp;#039;&amp;#039;a&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;b&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;c&amp;#039;&amp;#039;&amp;#039; correspond to skew directions and are used with object[7F2014] ???&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
| SetInvulnerable( u8 frames )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
| HandlerRegisterOnDamage( u16 HandlerAddress, u24 ReturnAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
| ReturnFromDamageHandler&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6A&lt;br /&gt;
| u8, u8&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6B&lt;br /&gt;
| PrintRelative2&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6C&lt;br /&gt;
| PrintAbsolute2&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6E&lt;br /&gt;
| SceneUpdate&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6F&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
| Follow( u16 ptrObject, u16 ptrAnimations )&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Animations&amp;#039;&amp;#039;&amp;#039; is a table of 3x4 animation id&amp;#039;s, that specify what animation to use for every possible (diagonal) movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
| u16, u8&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| Wait for unknown condition and then jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
| u8 a, u16 b&lt;br /&gt;
| 4&lt;br /&gt;
| $7F2024,x = (u16)a; $7F2022,x = b;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
| u16 a, u16 b&lt;br /&gt;
| 5&lt;br /&gt;
| $7F2028,x = a; $7F2026,x = b;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
| SystemRegisterWrite&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
| BackgroundUpdateFade&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|7A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7B&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unknown Command, Only implemented in JP version, FFFF in German and English&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
| AnimationSetSpriteFlagsAndResetElevationLevel( u8 SpriteFlags )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
| AnimationSetB( u8 SpriteFlags )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
| AnimationSetC( u8 SpriteFlags, u8 )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
| SpriteSetFlagsAndElevationLevel( u8 SpriteFlags, u8 EleveationLevel )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
| AnimationSetD&lt;br /&gt;
| 3&lt;br /&gt;
| calls 80&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
| AnimationSetE( u8, u8 )&lt;br /&gt;
| 3&lt;br /&gt;
| calls 81&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
| ObjectMove( u8, u8, u8 )&lt;br /&gt;
| 4&lt;br /&gt;
| calls 82&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
| calls 83&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| calls 84&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8A&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8B&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
| calls 8A&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8C&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8D&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
| calls 8C&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8E&lt;br /&gt;
| AnimationWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8F&lt;br /&gt;
| AnimationWait2&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
| u16, u8, u16, u16, u16, u8&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
| u16, u16, u16, u16, u16&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
| u16, u8, u16, ?&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
| u16, u8, ?&lt;br /&gt;
| 11&lt;br /&gt;
| Object related&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
| ObjectCloneInsertAtBeginSF&lt;br /&gt;
| 6&lt;br /&gt;
| Insert at begin of list, set script pointer and flags&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9A&lt;br /&gt;
| ObjectCloneInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
| Insert before current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9B&lt;br /&gt;
| ObjectCloneInsertBeforeSFP&lt;br /&gt;
| 6&lt;br /&gt;
| Insert before current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9C&lt;br /&gt;
| ObjectCloneInsertBeforeSRP&lt;br /&gt;
| 8&lt;br /&gt;
| Insert before current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9D&lt;br /&gt;
| ObjectCloneInsertBeforeSRFP&lt;br /&gt;
| 10&lt;br /&gt;
| Insert before current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9E&lt;br /&gt;
| ObjectCloneInsertBeforeSAP&lt;br /&gt;
| 8&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9F&lt;br /&gt;
| ObjectCloneInsertBeforeSAFP&lt;br /&gt;
| 10&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A0&lt;br /&gt;
| ObjectCloneInsertAtEndSFP&lt;br /&gt;
| 6&lt;br /&gt;
| Insert at end of list, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A1&lt;br /&gt;
| ObjectCloneInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
| Insert after current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A2&lt;br /&gt;
| ObjectCloneInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
| Insert after current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A3&lt;br /&gt;
| ObjectCloneInsertAfterSRP&lt;br /&gt;
| 8&lt;br /&gt;
| Insert after current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
| ObjectCloneInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
| Insert after current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
Same handler as 0xE8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A5&lt;br /&gt;
| ObjectCloneInsertAfterSAP&lt;br /&gt;
| 8&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A6&lt;br /&gt;
| ObjectCloneInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A7&lt;br /&gt;
| ObjectDelete&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A8&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AA&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AF&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B0&lt;br /&gt;
|&lt;br /&gt;
| 2 or 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B1&lt;br /&gt;
| ObjectMoveHorizontal&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
| ObjectMoveVertical&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B3&lt;br /&gt;
| ObjectMove&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
| SpriteSetUpsideDown&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B5&lt;br /&gt;
| SpriteSetDownsideUp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B6&lt;br /&gt;
| SpriteSetFacingRight &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
| SpriteSetFacingLeft&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B8&lt;br /&gt;
| SpriteFlipVertical&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B9&lt;br /&gt;
| SpriteFlipHorizontal&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BA&lt;br /&gt;
| SpriteSetPriority&lt;br /&gt;
| 2&lt;br /&gt;
| Allowed values: 0..3 &amp;lt;&amp;lt; 4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BB&lt;br /&gt;
| SpriteSetPalette&lt;br /&gt;
| 2&lt;br /&gt;
| Allowed values: 0..7 &amp;lt;&amp;lt; 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BC&lt;br /&gt;
| MarkOrigin&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BD&lt;br /&gt;
| MarkOriginAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BE&lt;br /&gt;
| JumpAndSetOriginWithDelay&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BF&lt;br /&gt;
| JumpAndSetOriginAsync&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C0&lt;br /&gt;
| SetOriginAndEraseDelay&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C1&lt;br /&gt;
| Delay&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
| JumpIfMapCollisionAbove&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C3&lt;br /&gt;
| JumpIfMapCollisionBelow&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C4&lt;br /&gt;
| JumpIfMapCollisionLeft&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
| JumpIfMapCollisionRight&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
| GetCurrentBlockCollision&lt;br /&gt;
| 1&lt;br /&gt;
| ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C7&lt;br /&gt;
| CheckMapCollisionAbove&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C8&lt;br /&gt;
| CheckMapCollisionBelow&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
| CheckMapCollisionLeft&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CA&lt;br /&gt;
| CheckMapCollisionRight&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CB&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| Change other object script ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D2&lt;br /&gt;
| TriggerOnSight( u8 SideRange, u8 FrontRange, u8 Direction, u16 JumpAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D3&lt;br /&gt;
| RangeCheckHorizontal&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D4&lt;br /&gt;
| RangeCheckVertical&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
| ProximityTrigger&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D7&lt;br /&gt;
| DetermineNearestAxis&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D8&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D9&lt;br /&gt;
| LoadFightingStats&lt;br /&gt;
| 2&lt;br /&gt;
| Load pointer to index in enemy table&lt;br /&gt;
&lt;br /&gt;
80: Don&amp;#039;t load max HP&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DA&lt;br /&gt;
| HandlerRegisterOnWall( u16 HandlerAddress )&lt;br /&gt;
| 3&lt;br /&gt;
| Set Wall Hit Handler&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DD&lt;br /&gt;
|&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DF&lt;br /&gt;
| WaitOn097C_0810&lt;br /&gt;
| 4&lt;br /&gt;
| Wait For ([097C] &amp;amp; 0810) == 0, Then Jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E6&lt;br /&gt;
| ObjectCloneDepInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
| Like A1, but additionally makes new object depend on the old one, which mainly matters for mass deletion with command EB.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E7&lt;br /&gt;
| ObjectCloneDepInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
| Like A2, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E8&lt;br /&gt;
| ObjectCloneDepInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
| Like A4, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E9&lt;br /&gt;
| ObjectCloneDepInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
| Like A6, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EA&lt;br /&gt;
| ObjectCloneDepInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
| Like 9A, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EB&lt;br /&gt;
| DeleteAllDependingObjects&lt;br /&gt;
| 1&lt;br /&gt;
| Delete all depending objects, but only if &amp;#039;this&amp;#039; has no parent&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|ED&lt;br /&gt;
| ObjectMoveRelative( u16 AnimationID, s16 X, s16 Y)&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EE&lt;br /&gt;
| ObjectMoveWaitRelative( u8 )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Script_Format&amp;diff=550</id>
		<title>Script Format</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Script_Format&amp;diff=550"/>
		<updated>2018-10-04T19:47:05Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: command 62&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are parsed bytewise.&lt;br /&gt;
&lt;br /&gt;
== A note about event flags ==&lt;br /&gt;
&lt;br /&gt;
Event flags are calculated from an u16 value like this:&lt;br /&gt;
&lt;br /&gt;
 u16 EventFlag;&lt;br /&gt;
 &lt;br /&gt;
 Flag  = (EventFlag &amp;amp; 0xFFF) &amp;gt;&amp;gt; 3;&lt;br /&gt;
 Value = 1 &amp;lt;&amp;lt; (EventFlag &amp;amp; 7);&lt;br /&gt;
 IsSet = EventFlag &amp;amp; 0x8000&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Opcode&lt;br /&gt;
! Function&lt;br /&gt;
! Length&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
| Call&lt;br /&gt;
| 4&lt;br /&gt;
| This command has no stack for return addresses. Nested calls simply overwrite any previous return address, so return is only possible to the most recent call site.&lt;br /&gt;
&lt;br /&gt;
If a simple jump is desired, use command 06 for an async jump, or ASM BRA or JMP for an instantaneous jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
| ReturnFrom00&lt;br /&gt;
| 1&lt;br /&gt;
| If not inside 00-Call, this command is ignored.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
| LoopSetup( u16 Count )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
| LoopDoAsync()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
| LoopDo()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
| WaitOnEventFlag( u16 Flag )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
| JumpAndSetOrigin&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
| EventFlagModify&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
| EventFlagCheckJump&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
| EventFlagCheckMultiple&lt;br /&gt;
| 3+2*x&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0A&lt;br /&gt;
| CheckMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0B&lt;br /&gt;
| CheckDeathwarpMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0C&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0D&lt;br /&gt;
| TriggerOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0E&lt;br /&gt;
| TriggerOnAreaAbsolutePixel&lt;br /&gt;
| 12&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0F&lt;br /&gt;
| TriggerOnBlockAbsolute&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| TriggerOnBlockRelative&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| TriggerObjectOnAreaAbsolute&lt;br /&gt;
| 9&lt;br /&gt;
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle, for which the trigger is checked.&lt;br /&gt;
Remaining parameters are same as command 0C.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| TriggerObjectOnAreaRelative&lt;br /&gt;
| 9&lt;br /&gt;
| Broken command.&lt;br /&gt;
&lt;br /&gt;
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter&lt;br /&gt;
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| SpriteSetPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| PlayerPort&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
| PlayerPortByEnemy&lt;br /&gt;
| 1&lt;br /&gt;
| Used by Guardner to port Ark out of towers. Uses byte #15 of the extended sprite definition, see [[Enemy Induced Warps]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
| SetBonepinWarp( u16, u8, u16, u16 )&lt;br /&gt;
| 8&lt;br /&gt;
| The bonepin warp location is stored in memory at address 7E0608 (8 bytes, right after the deathwarp location)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
| SeagullTransport( u8 to, u16 src_x, u16 src_y )&lt;br /&gt;
| 6&lt;br /&gt;
| Includes automatic port to map 5, flight scene and port to the destination map, see [[Seagull Transport]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
| RideShip( u8 route, u8 direction, u16 src_x, u16 src_y )&lt;br /&gt;
| 7&lt;br /&gt;
| Includes automatic port to map 2, ship scene and port to destination map, see [[Automatic Ship Routes]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
| RespawnSetLocation( u16 MapID, u8, u16, u16, u16, u8, u16, u16 )&lt;br /&gt;
| 15&lt;br /&gt;
| Sets the Death- and Bonepin warp location (7E0600 and 7E0608 respectively).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1A&lt;br /&gt;
| DialogSwitchChoice( u8 layout, u16 choices_ptr )&lt;br /&gt;
| 4&lt;br /&gt;
| choices_ptr refers to a table with jump addresses. The text for the choices needs to be created beforehand by a normal text command.&lt;br /&gt;
&lt;br /&gt;
Known layouts are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! Layout&lt;br /&gt;
! Choices&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 01&lt;br /&gt;
|-&lt;br /&gt;
| 02&lt;br /&gt;
|-&lt;br /&gt;
| 03&lt;br /&gt;
|-&lt;br /&gt;
| 04&lt;br /&gt;
|-&lt;br /&gt;
| 08&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 09&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 0A&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 0B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1B&lt;br /&gt;
| PrintRelative( u16 Address )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
| PrintAbsolute( u24 Address )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1D&lt;br /&gt;
| u16&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1E&lt;br /&gt;
| u8, u16&lt;br /&gt;
| 4&lt;br /&gt;
| calls 0x1D&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1F&lt;br /&gt;
| MessageWait&lt;br /&gt;
| 1&lt;br /&gt;
| This waits for a button input for the message to continue/close&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
| MessageAuto&lt;br /&gt;
| 1&lt;br /&gt;
| This automatically continues/closes the message&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
| TriggerSet( u16 addr )&lt;br /&gt;
| 3&lt;br /&gt;
| Trigger is executed when Ark talks to an object. When addr is 0 it is deleted&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
| SwitchRange( u8 first, u8 last, ... )&lt;br /&gt;
| 3 + 2*(last+1-first)&lt;br /&gt;
| Choice is determined by object data byte $26. One 2-byte jump address for each possible choice is directly included in the command.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
| TriggerNearPlayer( u16 addr )&lt;br /&gt;
| 3&lt;br /&gt;
| Turns NPC towards player and jumps to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
| TriggerNearPlayer( u8, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Turns NPC towards player and jumps to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| Rand&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
| RandomMoveInArea( u8 left, u8 top, u8 right, u8 bottom )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
| RandomMoveInArea( u8 animation, u8 ???, u8 left, u8 top, u8 right, u8 bottom )&lt;br /&gt;
| 7&lt;br /&gt;
| not used by the game&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
| Set 0x7F2018 to value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
| PadButtonsEnable( u16 buttons )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2A&lt;br /&gt;
| PadButtonsDisable( u16 buttons )&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2B&lt;br /&gt;
| PadCheckAllButtonsPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
| PadCheckNoButtonPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2D&lt;br /&gt;
| PadCheckButtonPressed&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2E&lt;br /&gt;
| PadCheckAnyButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2F&lt;br /&gt;
| PadCheckNoButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
| MusicPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
| MusicPlayFadeOver&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
| MusicPlay2&lt;br /&gt;
| 2&lt;br /&gt;
| This saves the last track played via this command.&lt;br /&gt;
When calling it with the value set to 0xFF it plays the last played track again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
| WaitMusicLoaded&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
| APUWriteByte_F5( u8 Byte )&lt;br /&gt;
| 2&lt;br /&gt;
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
| APUWriteByte_F6( u8 Byte )&lt;br /&gt;
| 2&lt;br /&gt;
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF6&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
| SoundEffectPlayOnce&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
| SoundEffectPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
| SoundEffect?&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
| SpriteGotoPositionX&lt;br /&gt;
| 4&lt;br /&gt;
| This command expects to be followed by &amp;quot;0x8E, 0x3B, asm(BRA -11)&amp;quot; because once it reaches the position it is hardcoded to jump 6 bytes ahead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3A&lt;br /&gt;
| SpriteGotoPositionY&lt;br /&gt;
| 4&lt;br /&gt;
| This command expects to be followed by &amp;quot;0x8E, 0x3B, asm(BRA -11)&amp;quot; because once it reaches the position it is hardcoded to jump 6 bytes ahead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3B&lt;br /&gt;
| ObjectSetSolid&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3C&lt;br /&gt;
| ObjectSetHollow&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3D&lt;br /&gt;
| BlockSetSolid( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3E&lt;br /&gt;
| BlockSetHollow( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3F&lt;br /&gt;
| BlockSetCollision( u8 value, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
| if (value &amp;amp; 80) is clear, the coordinate is relative to the current object, else it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
| DungeonBlockSetHollow( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
| BlockCheck( u16 block, u16 addr )&lt;br /&gt;
| 5&lt;br /&gt;
| Compares 9 least significant bits of block with the block actually under object. If they match, jump to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
| BlockCheckRelative( u8 dx, u8 dy, u16 block, u16 addr )&lt;br /&gt;
| 7&lt;br /&gt;
| Compares 9 least significant bits of block with the block relative to object. If they match, jump to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
| BlockSetAbsolute( u8 x, u8 y, u16 block )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
| BlockSetRelative( u8 dx, u8 dy, u16 block )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
| BlockSet&lt;br /&gt;
| 1&lt;br /&gt;
| Changes the block under object. block = object[7F201A]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
| MapCopyRect( u16 SizeX (Blocks), u16 SizeY (Pixels), u16 SrcX(Blocks), u16 SrcY(Blocks), u16 DstX(Blocks), u16 DstY(Blocks), u8 Unknown )&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
| ObjectDeleteIfEventFlags&lt;br /&gt;
| 1+2*x&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
| ObjectDeleteIfEventFlag( u16 flag )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
| ObjectDeleteIfMapID( u16 map )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4A&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4B&lt;br /&gt;
| u8, u16, (u16)&lt;br /&gt;
| 4 or 6&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4C&lt;br /&gt;
| TownGrowthCheck( u8 id, u16 minimum, u16 addr )&lt;br /&gt;
| 6&lt;br /&gt;
| Jump to addr if growth rate id is at least the specified minimum.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4D&lt;br /&gt;
| TownGrowthUpdate( u8 id, u16 amount )&lt;br /&gt;
| 4&lt;br /&gt;
| (id &amp;amp; C0) specifies the update mode:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! mode&lt;br /&gt;
! description&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| overwrite&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| subtract&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| add&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4E&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4F&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
| u16, u8&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|  &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
| ItemAdd( u8 item, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Jump to addr if the item can&amp;#039;t be carried because the slot or inventory is full.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
| ItemDel( u8 item )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
| ItemCheckEmptySlot( u8 id, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Jump to addr if the item can&amp;#039;t be carried because the slot or inventory is full.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
| ItemCheckOwned( u8 id, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Jump to addr if Ark has the item in his inventory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
| ItemCheckEquipped( u8 id, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Jump to addr if Ark has the item equipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5A&lt;br /&gt;
| PaletteLoad( u8 src_bank, u16 src_addr, u8 dest_color_index, u8 count )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5B&lt;br /&gt;
| DecompressToMemory( u24 src, u16 dest )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5C&lt;br /&gt;
| MoneyAdd( u24 amount )&lt;br /&gt;
| 4&lt;br /&gt;
| amount is BCD&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5D&lt;br /&gt;
| MoneyTake( u24 amount, u16 addr )&lt;br /&gt;
| 6&lt;br /&gt;
| amount is BCD. Jump to addr if Ark has not enough money.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5E&lt;br /&gt;
| MoneyCheck( u24 amount, u8 mode, u16 addr )&lt;br /&gt;
| 7&lt;br /&gt;
| amount is BCD. The result of the comparison is interpreted according to mode:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! mode &amp;amp; C0&lt;br /&gt;
! action&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| jump if money == amount&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| jump if money &amp;lt; amount&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| jump if money &amp;gt; amount&lt;br /&gt;
|-&lt;br /&gt;
| C0&lt;br /&gt;
| jump if money != amount&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5F&lt;br /&gt;
| SwitchOnDirection( u16 DownJump, u16 UpJump, u16 LeftJump, u16 RightJump )&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
| ItemAddPlayMusic( u8 ItemID, u16 Delay, u8 MusicID )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
| CheckDirectionEx( u8 direction, u8 a, u8 b, u8 c, u16 jump )&lt;br /&gt;
| 7&lt;br /&gt;
| Jump if current directon matches. Diagonal movement is acknowledged if it&amp;#039;s primarily in the specified direction. &amp;#039;&amp;#039;&amp;#039;direction&amp;#039;&amp;#039;&amp;#039; can be 0-3:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | direction&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| down&lt;br /&gt;
|-&lt;br /&gt;
| 01&lt;br /&gt;
| up&lt;br /&gt;
|-&lt;br /&gt;
| 02&lt;br /&gt;
| left&lt;br /&gt;
|-&lt;br /&gt;
| 03&lt;br /&gt;
| right&lt;br /&gt;
|}&lt;br /&gt;
The values &amp;#039;&amp;#039;&amp;#039;a&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;b&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;c&amp;#039;&amp;#039;&amp;#039; correspond to skew directions and are used with object[7F2014] ???&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
| SetInvulnerable( u8 frames )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
| HandlerRegisterOnDamage( u16 HandlerAddress, u24 ReturnAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
| ReturnFromDamageHandler&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6A&lt;br /&gt;
| u8, u8&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6B&lt;br /&gt;
| PrintRelative2&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6C&lt;br /&gt;
| PrintAbsolute2&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6E&lt;br /&gt;
| SceneUpdate&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6F&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
| u16, u8&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| Wait for unknown condition and then jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
| u8 a, u16 b&lt;br /&gt;
| 4&lt;br /&gt;
| $7F2024,x = (u16)a; $7F2022,x = b;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
| u16 a, u16 b&lt;br /&gt;
| 5&lt;br /&gt;
| $7F2028,x = a; $7F2026,x = b;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
| SystemRegisterWrite&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
| BackgroundUpdateFade&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|7A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7B&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unknown Command, Only implemented in JP version, FFFF in German and English&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
| AnimationSetSpriteFlagsAndResetElevationLevel( u8 SpriteFlags )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
| AnimationSetB( u8 SpriteFlags )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
| AnimationSetC( u8 SpriteFlags, u8 )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
| SpriteSetFlagsAndElevationLevel( u8 SpriteFlags, u8 EleveationLevel )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
| AnimationSetD&lt;br /&gt;
| 3&lt;br /&gt;
| calls 80&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
| AnimationSetE( u8, u8 )&lt;br /&gt;
| 3&lt;br /&gt;
| calls 81&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
| ObjectMove( u8, u8, u8 )&lt;br /&gt;
| 4&lt;br /&gt;
| calls 82&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
| calls 83&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| calls 84&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8A&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8B&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
| calls 8A&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8C&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8D&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
| calls 8C&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8E&lt;br /&gt;
| AnimationWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8F&lt;br /&gt;
| AnimationWait2&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
| u16, u8, u16, u16, u16, u8&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
| u16, u16, u16, u16, u16&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
| u16, u8, u16, ?&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
| u16, u8, ?&lt;br /&gt;
| 11&lt;br /&gt;
| Object related&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
| ObjectCloneInsertAtBeginSF&lt;br /&gt;
| 6&lt;br /&gt;
| Insert at begin of list, set script pointer and flags&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9A&lt;br /&gt;
| ObjectCloneInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
| Insert before current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9B&lt;br /&gt;
| ObjectCloneInsertBeforeSFP&lt;br /&gt;
| 6&lt;br /&gt;
| Insert before current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9C&lt;br /&gt;
| ObjectCloneInsertBeforeSRP&lt;br /&gt;
| 8&lt;br /&gt;
| Insert before current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9D&lt;br /&gt;
| ObjectCloneInsertBeforeSRFP&lt;br /&gt;
| 10&lt;br /&gt;
| Insert before current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9E&lt;br /&gt;
| ObjectCloneInsertBeforeSAP&lt;br /&gt;
| 8&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9F&lt;br /&gt;
| ObjectCloneInsertBeforeSAFP&lt;br /&gt;
| 10&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A0&lt;br /&gt;
| ObjectCloneInsertAtEndSFP&lt;br /&gt;
| 6&lt;br /&gt;
| Insert at end of list, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A1&lt;br /&gt;
| ObjectCloneInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
| Insert after current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A2&lt;br /&gt;
| ObjectCloneInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
| Insert after current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A3&lt;br /&gt;
| ObjectCloneInsertAfterSRP&lt;br /&gt;
| 8&lt;br /&gt;
| Insert after current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
| ObjectCloneInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
| Insert after current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
Same handler as 0xE8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A5&lt;br /&gt;
| ObjectCloneInsertAfterSAP&lt;br /&gt;
| 8&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A6&lt;br /&gt;
| ObjectCloneInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A7&lt;br /&gt;
| ObjectDelete&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A8&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AA&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AF&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B0&lt;br /&gt;
|&lt;br /&gt;
| 2 or 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B1&lt;br /&gt;
| ObjectMoveHorizontal&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
| ObjectMoveVertical&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B3&lt;br /&gt;
| ObjectMove&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
| SpriteSetUpsideDown&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B5&lt;br /&gt;
| SpriteSetDownsideUp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B6&lt;br /&gt;
| SpriteSetFacingRight &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
| SpriteSetFacingLeft&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B8&lt;br /&gt;
| SpriteFlipVertical&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B9&lt;br /&gt;
| SpriteFlipHorizontal&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BA&lt;br /&gt;
| SpriteSetPriority&lt;br /&gt;
| 2&lt;br /&gt;
| Allowed values: 0..3 &amp;lt;&amp;lt; 4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BB&lt;br /&gt;
| SpriteSetPalette&lt;br /&gt;
| 2&lt;br /&gt;
| Allowed values: 0..7 &amp;lt;&amp;lt; 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BC&lt;br /&gt;
| MarkOrigin&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BD&lt;br /&gt;
| MarkOriginAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BE&lt;br /&gt;
| JumpAndSetOriginWithDelay&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BF&lt;br /&gt;
| JumpAndSetOriginAsync&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C0&lt;br /&gt;
| SetOriginAndEraseDelay&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C1&lt;br /&gt;
| Delay&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
| JumpIfMapCollisionAbove&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C3&lt;br /&gt;
| JumpIfMapCollisionBelow&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C4&lt;br /&gt;
| JumpIfMapCollisionLeft&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
| JumpIfMapCollisionRight&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
| GetCurrentBlockCollision&lt;br /&gt;
| 1&lt;br /&gt;
| ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C7&lt;br /&gt;
| CheckMapCollisionAbove&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C8&lt;br /&gt;
| CheckMapCollisionBelow&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
| CheckMapCollisionLeft&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CA&lt;br /&gt;
| CheckMapCollisionRight&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CB&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| Change other object script ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D2&lt;br /&gt;
| TriggerOnSight( u8 SideRange, u8 FrontRange, u8 Direction, u16 JumpAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D3&lt;br /&gt;
| RangeCheckHorizontal&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D4&lt;br /&gt;
| RangeCheckVertical&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
| ProximityTrigger&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D7&lt;br /&gt;
| DetermineNearestAxis&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D8&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D9&lt;br /&gt;
| LoadFightingStats&lt;br /&gt;
| 2&lt;br /&gt;
| Load pointer to index in enemy table&lt;br /&gt;
&lt;br /&gt;
80: Don&amp;#039;t load max HP&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DA&lt;br /&gt;
| HandlerRegisterOnWall( u16 HandlerAddress )&lt;br /&gt;
| 3&lt;br /&gt;
| Set Wall Hit Handler&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DD&lt;br /&gt;
|&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DF&lt;br /&gt;
| WaitOn097C_0810&lt;br /&gt;
| 4&lt;br /&gt;
| Wait For ([097C] &amp;amp; 0810) == 0, Then Jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E6&lt;br /&gt;
| ObjectCloneDepInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
| Like A1, but additionally makes new object depend on the old one, which mainly matters for mass deletion with command EB.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E7&lt;br /&gt;
| ObjectCloneDepInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
| Like A2, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E8&lt;br /&gt;
| ObjectCloneDepInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
| Like A4, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E9&lt;br /&gt;
| ObjectCloneDepInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
| Like A6, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EA&lt;br /&gt;
| ObjectCloneDepInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
| Like 9A, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EB&lt;br /&gt;
| DeleteAllDependingObjects&lt;br /&gt;
| 1&lt;br /&gt;
| Delete all depending objects, but only if &amp;#039;this&amp;#039; has no parent&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|ED&lt;br /&gt;
| ObjectMoveRelative( u16 AnimationID, s16 X, s16 Y)&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EE&lt;br /&gt;
| ObjectMoveWaitRelative( u8 )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Script_Format&amp;diff=549</id>
		<title>Script Format</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Script_Format&amp;diff=549"/>
		<updated>2018-10-04T19:40:32Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: added command 61: CheckDirectionEx&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are parsed bytewise.&lt;br /&gt;
&lt;br /&gt;
== A note about event flags ==&lt;br /&gt;
&lt;br /&gt;
Event flags are calculated from an u16 value like this:&lt;br /&gt;
&lt;br /&gt;
 u16 EventFlag;&lt;br /&gt;
 &lt;br /&gt;
 Flag  = (EventFlag &amp;amp; 0xFFF) &amp;gt;&amp;gt; 3;&lt;br /&gt;
 Value = 1 &amp;lt;&amp;lt; (EventFlag &amp;amp; 7);&lt;br /&gt;
 IsSet = EventFlag &amp;amp; 0x8000&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Opcode&lt;br /&gt;
! Function&lt;br /&gt;
! Length&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
| Call&lt;br /&gt;
| 4&lt;br /&gt;
| This command has no stack for return addresses. Nested calls simply overwrite any previous return address, so return is only possible to the most recent call site.&lt;br /&gt;
&lt;br /&gt;
If a simple jump is desired, use command 06 for an async jump, or ASM BRA or JMP for an instantaneous jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
| ReturnFrom00&lt;br /&gt;
| 1&lt;br /&gt;
| If not inside 00-Call, this command is ignored.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
| LoopSetup( u16 Count )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
| LoopDoAsync()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
| LoopDo()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
| WaitOnEventFlag( u16 Flag )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
| JumpAndSetOrigin&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
| EventFlagModify&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
| EventFlagCheckJump&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
| EventFlagCheckMultiple&lt;br /&gt;
| 3+2*x&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0A&lt;br /&gt;
| CheckMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0B&lt;br /&gt;
| CheckDeathwarpMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0C&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0D&lt;br /&gt;
| TriggerOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0E&lt;br /&gt;
| TriggerOnAreaAbsolutePixel&lt;br /&gt;
| 12&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0F&lt;br /&gt;
| TriggerOnBlockAbsolute&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| TriggerOnBlockRelative&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| TriggerObjectOnAreaAbsolute&lt;br /&gt;
| 9&lt;br /&gt;
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle, for which the trigger is checked.&lt;br /&gt;
Remaining parameters are same as command 0C.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| TriggerObjectOnAreaRelative&lt;br /&gt;
| 9&lt;br /&gt;
| Broken command.&lt;br /&gt;
&lt;br /&gt;
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter&lt;br /&gt;
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| SpriteSetPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| PlayerPort&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
| PlayerPortByEnemy&lt;br /&gt;
| 1&lt;br /&gt;
| Used by Guardner to port Ark out of towers. Uses byte #15 of the extended sprite definition, see [[Enemy Induced Warps]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
| SetBonepinWarp( u16, u8, u16, u16 )&lt;br /&gt;
| 8&lt;br /&gt;
| The bonepin warp location is stored in memory at address 7E0608 (8 bytes, right after the deathwarp location)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
| SeagullTransport( u8 to, u16 src_x, u16 src_y )&lt;br /&gt;
| 6&lt;br /&gt;
| Includes automatic port to map 5, flight scene and port to the destination map, see [[Seagull Transport]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
| RideShip( u8 route, u8 direction, u16 src_x, u16 src_y )&lt;br /&gt;
| 7&lt;br /&gt;
| Includes automatic port to map 2, ship scene and port to destination map, see [[Automatic Ship Routes]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
| RespawnSetLocation( u16 MapID, u8, u16, u16, u16, u8, u16, u16 )&lt;br /&gt;
| 15&lt;br /&gt;
| Sets the Death- and Bonepin warp location (7E0600 and 7E0608 respectively).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1A&lt;br /&gt;
| DialogSwitchChoice( u8 layout, u16 choices_ptr )&lt;br /&gt;
| 4&lt;br /&gt;
| choices_ptr refers to a table with jump addresses. The text for the choices needs to be created beforehand by a normal text command.&lt;br /&gt;
&lt;br /&gt;
Known layouts are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! Layout&lt;br /&gt;
! Choices&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 01&lt;br /&gt;
|-&lt;br /&gt;
| 02&lt;br /&gt;
|-&lt;br /&gt;
| 03&lt;br /&gt;
|-&lt;br /&gt;
| 04&lt;br /&gt;
|-&lt;br /&gt;
| 08&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 09&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 0A&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 0B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1B&lt;br /&gt;
| PrintRelative( u16 Address )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
| PrintAbsolute( u24 Address )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1D&lt;br /&gt;
| u16&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1E&lt;br /&gt;
| u8, u16&lt;br /&gt;
| 4&lt;br /&gt;
| calls 0x1D&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1F&lt;br /&gt;
| MessageWait&lt;br /&gt;
| 1&lt;br /&gt;
| This waits for a button input for the message to continue/close&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
| MessageAuto&lt;br /&gt;
| 1&lt;br /&gt;
| This automatically continues/closes the message&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
| TriggerSet( u16 addr )&lt;br /&gt;
| 3&lt;br /&gt;
| Trigger is executed when Ark talks to an object. When addr is 0 it is deleted&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
| SwitchRange( u8 first, u8 last, ... )&lt;br /&gt;
| 3 + 2*(last+1-first)&lt;br /&gt;
| Choice is determined by object data byte $26. One 2-byte jump address for each possible choice is directly included in the command.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
| TriggerNearPlayer( u16 addr )&lt;br /&gt;
| 3&lt;br /&gt;
| Turns NPC towards player and jumps to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
| TriggerNearPlayer( u8, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Turns NPC towards player and jumps to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| Rand&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
| RandomMoveInArea( u8 left, u8 top, u8 right, u8 bottom )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
| RandomMoveInArea( u8 animation, u8 ???, u8 left, u8 top, u8 right, u8 bottom )&lt;br /&gt;
| 7&lt;br /&gt;
| not used by the game&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
| Set 0x7F2018 to value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
| PadButtonsEnable( u16 buttons )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2A&lt;br /&gt;
| PadButtonsDisable( u16 buttons )&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2B&lt;br /&gt;
| PadCheckAllButtonsPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
| PadCheckNoButtonPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2D&lt;br /&gt;
| PadCheckButtonPressed&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2E&lt;br /&gt;
| PadCheckAnyButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2F&lt;br /&gt;
| PadCheckNoButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
| MusicPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
| MusicPlayFadeOver&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
| MusicPlay2&lt;br /&gt;
| 2&lt;br /&gt;
| This saves the last track played via this command.&lt;br /&gt;
When calling it with the value set to 0xFF it plays the last played track again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
| WaitMusicLoaded&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
| APUWriteByte_F5( u8 Byte )&lt;br /&gt;
| 2&lt;br /&gt;
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
| APUWriteByte_F6( u8 Byte )&lt;br /&gt;
| 2&lt;br /&gt;
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF6&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
| SoundEffectPlayOnce&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
| SoundEffectPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
| SoundEffect?&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
| SpriteGotoPositionX&lt;br /&gt;
| 4&lt;br /&gt;
| This command expects to be followed by &amp;quot;0x8E, 0x3B, asm(BRA -11)&amp;quot; because once it reaches the position it is hardcoded to jump 6 bytes ahead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3A&lt;br /&gt;
| SpriteGotoPositionY&lt;br /&gt;
| 4&lt;br /&gt;
| This command expects to be followed by &amp;quot;0x8E, 0x3B, asm(BRA -11)&amp;quot; because once it reaches the position it is hardcoded to jump 6 bytes ahead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3B&lt;br /&gt;
| ObjectSetSolid&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3C&lt;br /&gt;
| ObjectSetHollow&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3D&lt;br /&gt;
| BlockSetSolid( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3E&lt;br /&gt;
| BlockSetHollow( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3F&lt;br /&gt;
| BlockSetCollision( u8 value, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
| if (value &amp;amp; 80) is clear, the coordinate is relative to the current object, else it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
| DungeonBlockSetHollow( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
| BlockCheck( u16 block, u16 addr )&lt;br /&gt;
| 5&lt;br /&gt;
| Compares 9 least significant bits of block with the block actually under object. If they match, jump to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
| BlockCheckRelative( u8 dx, u8 dy, u16 block, u16 addr )&lt;br /&gt;
| 7&lt;br /&gt;
| Compares 9 least significant bits of block with the block relative to object. If they match, jump to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
| BlockSetAbsolute( u8 x, u8 y, u16 block )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
| BlockSetRelative( u8 dx, u8 dy, u16 block )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
| BlockSet&lt;br /&gt;
| 1&lt;br /&gt;
| Changes the block under object. block = object[7F201A]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
| MapCopyRect( u16 SizeX (Blocks), u16 SizeY (Pixels), u16 SrcX(Blocks), u16 SrcY(Blocks), u16 DstX(Blocks), u16 DstY(Blocks), u8 Unknown )&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
| ObjectDeleteIfEventFlags&lt;br /&gt;
| 1+2*x&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
| ObjectDeleteIfEventFlag( u16 flag )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
| ObjectDeleteIfMapID( u16 map )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4A&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4B&lt;br /&gt;
| u8, u16, (u16)&lt;br /&gt;
| 4 or 6&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4C&lt;br /&gt;
| TownGrowthCheck( u8 id, u16 minimum, u16 addr )&lt;br /&gt;
| 6&lt;br /&gt;
| Jump to addr if growth rate id is at least the specified minimum.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4D&lt;br /&gt;
| TownGrowthUpdate( u8 id, u16 amount )&lt;br /&gt;
| 4&lt;br /&gt;
| (id &amp;amp; C0) specifies the update mode:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! mode&lt;br /&gt;
! description&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| overwrite&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| subtract&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| add&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4E&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4F&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
| u16, u8&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|  &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
| ItemAdd( u8 item, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Jump to addr if the item can&amp;#039;t be carried because the slot or inventory is full.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
| ItemDel( u8 item )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
| ItemCheckEmptySlot( u8 id, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Jump to addr if the item can&amp;#039;t be carried because the slot or inventory is full.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
| ItemCheckOwned( u8 id, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Jump to addr if Ark has the item in his inventory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
| ItemCheckEquipped( u8 id, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Jump to addr if Ark has the item equipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5A&lt;br /&gt;
| PaletteLoad( u8 src_bank, u16 src_addr, u8 dest_color_index, u8 count )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5B&lt;br /&gt;
| DecompressToMemory( u24 src, u16 dest )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5C&lt;br /&gt;
| MoneyAdd( u24 amount )&lt;br /&gt;
| 4&lt;br /&gt;
| amount is BCD&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5D&lt;br /&gt;
| MoneyTake( u24 amount, u16 addr )&lt;br /&gt;
| 6&lt;br /&gt;
| amount is BCD. Jump to addr if Ark has not enough money.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5E&lt;br /&gt;
| MoneyCheck( u24 amount, u8 mode, u16 addr )&lt;br /&gt;
| 7&lt;br /&gt;
| amount is BCD. The result of the comparison is interpreted according to mode:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! mode &amp;amp; C0&lt;br /&gt;
! action&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| jump if money == amount&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| jump if money &amp;lt; amount&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| jump if money &amp;gt; amount&lt;br /&gt;
|-&lt;br /&gt;
| C0&lt;br /&gt;
| jump if money != amount&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5F&lt;br /&gt;
| SwitchOnDirection( u16 DownJump, u16 UpJump, u16 LeftJump, u16 RightJump )&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
| ItemAddPlayMusic( u8 ItemID, u16 Delay, u8 MusicID )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
| CheckDirectionEx( u8 direction, u8 a, u8 b, u8 c, u16 jump )&lt;br /&gt;
| 7&lt;br /&gt;
| Jump if current directon matches. Diagonal movement is acknowledged if it&amp;#039;s primarily in the specified direction. &amp;#039;&amp;#039;&amp;#039;direction&amp;#039;&amp;#039;&amp;#039; can be 0-3:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | direction&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| down&lt;br /&gt;
|-&lt;br /&gt;
| 01&lt;br /&gt;
| up&lt;br /&gt;
|-&lt;br /&gt;
| 02&lt;br /&gt;
| left&lt;br /&gt;
|-&lt;br /&gt;
| 03&lt;br /&gt;
| right&lt;br /&gt;
|}&lt;br /&gt;
The values &amp;#039;&amp;#039;&amp;#039;a&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;b&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;c&amp;#039;&amp;#039;&amp;#039; correspond to skew directions and are used with object[7F2014] ???&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
| HandlerRegisterOnDamage( u16 HandlerAddress, u24 ReturnAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
| ReturnFromDamageHandler&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6A&lt;br /&gt;
| u8, u8&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6B&lt;br /&gt;
| PrintRelative2&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6C&lt;br /&gt;
| PrintAbsolute2&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6E&lt;br /&gt;
| SceneUpdate&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6F&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
| u16, u8&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| Wait for unknown condition and then jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
| u8 a, u16 b&lt;br /&gt;
| 4&lt;br /&gt;
| $7F2024,x = (u16)a; $7F2022,x = b;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
| u16 a, u16 b&lt;br /&gt;
| 5&lt;br /&gt;
| $7F2028,x = a; $7F2026,x = b;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
| SystemRegisterWrite&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
| BackgroundUpdateFade&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|7A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7B&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unknown Command, Only implemented in JP version, FFFF in German and English&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
| AnimationSetSpriteFlagsAndResetElevationLevel( u8 SpriteFlags )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
| AnimationSetB( u8 SpriteFlags )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
| AnimationSetC( u8 SpriteFlags, u8 )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
| SpriteSetFlagsAndElevationLevel( u8 SpriteFlags, u8 EleveationLevel )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
| AnimationSetD&lt;br /&gt;
| 3&lt;br /&gt;
| calls 80&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
| AnimationSetE( u8, u8 )&lt;br /&gt;
| 3&lt;br /&gt;
| calls 81&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
| ObjectMove( u8, u8, u8 )&lt;br /&gt;
| 4&lt;br /&gt;
| calls 82&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
| calls 83&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| calls 84&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8A&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8B&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
| calls 8A&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8C&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8D&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
| calls 8C&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8E&lt;br /&gt;
| AnimationWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8F&lt;br /&gt;
| AnimationWait2&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
| u16, u8, u16, u16, u16, u8&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
| u16, u16, u16, u16, u16&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
| u16, u8, u16, ?&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
| u16, u8, ?&lt;br /&gt;
| 11&lt;br /&gt;
| Object related&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
| ObjectCloneInsertAtBeginSF&lt;br /&gt;
| 6&lt;br /&gt;
| Insert at begin of list, set script pointer and flags&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9A&lt;br /&gt;
| ObjectCloneInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
| Insert before current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9B&lt;br /&gt;
| ObjectCloneInsertBeforeSFP&lt;br /&gt;
| 6&lt;br /&gt;
| Insert before current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9C&lt;br /&gt;
| ObjectCloneInsertBeforeSRP&lt;br /&gt;
| 8&lt;br /&gt;
| Insert before current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9D&lt;br /&gt;
| ObjectCloneInsertBeforeSRFP&lt;br /&gt;
| 10&lt;br /&gt;
| Insert before current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9E&lt;br /&gt;
| ObjectCloneInsertBeforeSAP&lt;br /&gt;
| 8&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9F&lt;br /&gt;
| ObjectCloneInsertBeforeSAFP&lt;br /&gt;
| 10&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A0&lt;br /&gt;
| ObjectCloneInsertAtEndSFP&lt;br /&gt;
| 6&lt;br /&gt;
| Insert at end of list, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A1&lt;br /&gt;
| ObjectCloneInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
| Insert after current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A2&lt;br /&gt;
| ObjectCloneInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
| Insert after current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A3&lt;br /&gt;
| ObjectCloneInsertAfterSRP&lt;br /&gt;
| 8&lt;br /&gt;
| Insert after current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
| ObjectCloneInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
| Insert after current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
Same handler as 0xE8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A5&lt;br /&gt;
| ObjectCloneInsertAfterSAP&lt;br /&gt;
| 8&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A6&lt;br /&gt;
| ObjectCloneInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A7&lt;br /&gt;
| ObjectDelete&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A8&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AA&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AF&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B0&lt;br /&gt;
|&lt;br /&gt;
| 2 or 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B1&lt;br /&gt;
| ObjectMoveHorizontal&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
| ObjectMoveVertical&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B3&lt;br /&gt;
| ObjectMove&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
| SpriteSetUpsideDown&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B5&lt;br /&gt;
| SpriteSetDownsideUp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B6&lt;br /&gt;
| SpriteSetFacingRight &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
| SpriteSetFacingLeft&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B8&lt;br /&gt;
| SpriteFlipVertical&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B9&lt;br /&gt;
| SpriteFlipHorizontal&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BA&lt;br /&gt;
| SpriteSetPriority&lt;br /&gt;
| 2&lt;br /&gt;
| Allowed values: 0..3 &amp;lt;&amp;lt; 4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BB&lt;br /&gt;
| SpriteSetPalette&lt;br /&gt;
| 2&lt;br /&gt;
| Allowed values: 0..7 &amp;lt;&amp;lt; 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BC&lt;br /&gt;
| MarkOrigin&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BD&lt;br /&gt;
| MarkOriginAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BE&lt;br /&gt;
| JumpAndSetOriginWithDelay&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BF&lt;br /&gt;
| JumpAndSetOriginAsync&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C0&lt;br /&gt;
| SetOriginAndEraseDelay&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C1&lt;br /&gt;
| Delay&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
| JumpIfMapCollisionAbove&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C3&lt;br /&gt;
| JumpIfMapCollisionBelow&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C4&lt;br /&gt;
| JumpIfMapCollisionLeft&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
| JumpIfMapCollisionRight&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
| GetCurrentBlockCollision&lt;br /&gt;
| 1&lt;br /&gt;
| ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C7&lt;br /&gt;
| CheckMapCollisionAbove&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C8&lt;br /&gt;
| CheckMapCollisionBelow&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
| CheckMapCollisionLeft&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CA&lt;br /&gt;
| CheckMapCollisionRight&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CB&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| Change other object script ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D2&lt;br /&gt;
| TriggerOnSight( u8 SideRange, u8 FrontRange, u8 Direction, u16 JumpAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D3&lt;br /&gt;
| RangeCheckHorizontal&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D4&lt;br /&gt;
| RangeCheckVertical&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
| ProximityTrigger&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D7&lt;br /&gt;
| DetermineNearestAxis&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D8&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D9&lt;br /&gt;
| LoadFightingStats&lt;br /&gt;
| 2&lt;br /&gt;
| Load pointer to index in enemy table&lt;br /&gt;
&lt;br /&gt;
80: Don&amp;#039;t load max HP&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DA&lt;br /&gt;
| HandlerRegisterOnWall( u16 HandlerAddress )&lt;br /&gt;
| 3&lt;br /&gt;
| Set Wall Hit Handler&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DD&lt;br /&gt;
|&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DF&lt;br /&gt;
| WaitOn097C_0810&lt;br /&gt;
| 4&lt;br /&gt;
| Wait For ([097C] &amp;amp; 0810) == 0, Then Jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E6&lt;br /&gt;
| ObjectCloneDepInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
| Like A1, but additionally makes new object depend on the old one, which mainly matters for mass deletion with command EB.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E7&lt;br /&gt;
| ObjectCloneDepInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
| Like A2, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E8&lt;br /&gt;
| ObjectCloneDepInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
| Like A4, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E9&lt;br /&gt;
| ObjectCloneDepInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
| Like A6, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EA&lt;br /&gt;
| ObjectCloneDepInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
| Like 9A, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EB&lt;br /&gt;
| DeleteAllDependingObjects&lt;br /&gt;
| 1&lt;br /&gt;
| Delete all depending objects, but only if &amp;#039;this&amp;#039; has no parent&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|ED&lt;br /&gt;
| ObjectMoveRelative( u16 AnimationID, s16 X, s16 Y)&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EE&lt;br /&gt;
| ObjectMoveWaitRelative( u8 )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Weapon_Color&amp;diff=548</id>
		<title>Weapon Color</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Weapon_Color&amp;diff=548"/>
		<updated>2018-10-04T19:10:41Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: Created page with &amp;quot;Weapon effects use an interchangeable palette of 6 colors, which are loaded into colors 2-7 of the corresponding sprite palette (offset 0x124 or 0x1A4 in CGRAM depending on th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapon effects use an interchangeable palette of 6 colors, which are loaded into colors 2-7 of the corresponding sprite palette (offset 0x124 or 0x1A4 in CGRAM depending on the current map). The &amp;#039;&amp;#039;&amp;#039;Weapon Color Palette Table&amp;#039;&amp;#039;&amp;#039; defines a set of 8 such palettes and additional 8 currently unused entries. The &amp;#039;&amp;#039;&amp;#039;Weapon Color Assignment Table&amp;#039;&amp;#039;&amp;#039; assigns every weapon a color index.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! EN&lt;br /&gt;
! JP&lt;br /&gt;
! G0&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Weapon Color Assignment Table&lt;br /&gt;
| 85D2F6&lt;br /&gt;
| 85D25E&lt;br /&gt;
| 85D329&lt;br /&gt;
| 32 entries, one byte for each weapon (items 0x80-0x9F)&lt;br /&gt;
|-&lt;br /&gt;
| Weapon Color Palette Table&lt;br /&gt;
| B3DDF2&lt;br /&gt;
| B1D871&lt;br /&gt;
| B3DE00&lt;br /&gt;
| 16 entries, of which are 8 unused, 12 byte á 6 colors each&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Predefined Colors ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Color:&lt;br /&gt;
! 00&lt;br /&gt;
! 01&lt;br /&gt;
! 02&lt;br /&gt;
! 03&lt;br /&gt;
! 04&lt;br /&gt;
! 05&lt;br /&gt;
! 06&lt;br /&gt;
! 07&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Weapon:&lt;br /&gt;
! brown&lt;br /&gt;
! red&lt;br /&gt;
! green&lt;br /&gt;
! blue&lt;br /&gt;
! pink&lt;br /&gt;
! grey&lt;br /&gt;
! light yellow&lt;br /&gt;
! dark yellow&lt;br /&gt;
|-&lt;br /&gt;
| 0x80&lt;br /&gt;
| Hex Rod&lt;br /&gt;
| 00&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x81&lt;br /&gt;
| Crystal Spear&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 03&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x82&lt;br /&gt;
| Ra Spear&lt;br /&gt;
| 00&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x83&lt;br /&gt;
| Rock Spear&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 05&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x84&lt;br /&gt;
| Sticker&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 02&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x85&lt;br /&gt;
| Neo Fang&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 03&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x86&lt;br /&gt;
| Icepick&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 03&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x87&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
| 01&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x88&lt;br /&gt;
| Bronze Pike&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 03&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x89&lt;br /&gt;
| Light Rod&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 06&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x8A&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 04&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x8B&lt;br /&gt;
| Silver Pike&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 05&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x8C&lt;br /&gt;
| Fire Pike&lt;br /&gt;
| &lt;br /&gt;
| 01&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x8D&lt;br /&gt;
| Trident&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 04&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x8E&lt;br /&gt;
| Soul Wand&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 07&lt;br /&gt;
|-&lt;br /&gt;
| 0x8F&lt;br /&gt;
| Thunder Pike&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 06&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x90&lt;br /&gt;
| Sea Spear&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 05&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x91&lt;br /&gt;
| Geo Staff&lt;br /&gt;
| 00&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x92&lt;br /&gt;
| Dragon Pike&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 07&lt;br /&gt;
|-&lt;br /&gt;
| 0x93&lt;br /&gt;
| 3 Part Rod&lt;br /&gt;
| &lt;br /&gt;
| 01&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x94&lt;br /&gt;
| Light Pike&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 06&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x95&lt;br /&gt;
| Fauchard&lt;br /&gt;
| 00&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x96&lt;br /&gt;
| X-Spear&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 04&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x97&lt;br /&gt;
| -&lt;br /&gt;
| 00&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x98&lt;br /&gt;
| -&lt;br /&gt;
| 00&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x99&lt;br /&gt;
| -&lt;br /&gt;
| 00&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x9A&lt;br /&gt;
| -&lt;br /&gt;
| 00&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x9B&lt;br /&gt;
| -&lt;br /&gt;
| 00&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x9C&lt;br /&gt;
| Hero Pike&lt;br /&gt;
| &lt;br /&gt;
| 01&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x9D&lt;br /&gt;
| Enbu Pike&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 03&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x9E&lt;br /&gt;
| Alpha Rod&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 03&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x9F&lt;br /&gt;
| Block Rod&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 02&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=ROM&amp;diff=547</id>
		<title>ROM</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=ROM&amp;diff=547"/>
		<updated>2018-10-04T18:08:46Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: Link to new page &amp;#039;Weapon Color&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All these offsets are for the &amp;quot;Terranigma (G) (V1.0) [!]&amp;quot; version of Terranigma!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Additional Information]] Unused content, debug stuff, ...&lt;br /&gt;
&lt;br /&gt;
[[Autohealing]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs]]&lt;br /&gt;
&lt;br /&gt;
[[Chest Information]]&lt;br /&gt;
&lt;br /&gt;
[[Compression]]&lt;br /&gt;
&lt;br /&gt;
[[Damage]]&lt;br /&gt;
&lt;br /&gt;
[[Enemy Information]]&lt;br /&gt;
&lt;br /&gt;
[[Event Flags]]&lt;br /&gt;
&lt;br /&gt;
[[Graphics]]&lt;br /&gt;
&lt;br /&gt;
[[Items]] ([[Attributes Modifier]] [[Weapon Color]])&lt;br /&gt;
&lt;br /&gt;
[[Maps]] ([[Map Script Format]], [[Map Exit Format]], [[Map Flags]], [[Map Object Header]], [[Object Placement Format]] [[Map Interaction Items]])&lt;br /&gt;
&lt;br /&gt;
[[Messages]] ([[Message Format]])&lt;br /&gt;
&lt;br /&gt;
[[Music]]&lt;br /&gt;
&lt;br /&gt;
[[RAM]]&lt;br /&gt;
&lt;br /&gt;
[[ROM Layout]]&lt;br /&gt;
 &lt;br /&gt;
[[ROM Hacks]]&lt;br /&gt;
 &lt;br /&gt;
[[ROM Versions]]&lt;br /&gt;
 &lt;br /&gt;
[[Objects]]&lt;br /&gt;
&lt;br /&gt;
[[Scripts]] ([[Script Format]])&lt;br /&gt;
&lt;br /&gt;
[[Sprite Layout Information]]&lt;br /&gt;
&lt;br /&gt;
[[Store Information]]&lt;br /&gt;
&lt;br /&gt;
[[Tiles]]&lt;br /&gt;
&lt;br /&gt;
[[XP Table]]&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Map_Interaction_Items&amp;diff=545</id>
		<title>Map Interaction Items</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Map_Interaction_Items&amp;diff=545"/>
		<updated>2018-10-02T18:40:37Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Several items (Rock Spear, Turbo Boots, Magic Anchor, ...) interact with the map and thereby open new paths.&lt;br /&gt;
&lt;br /&gt;
Relevant addresses are listed in the following table:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! EN&lt;br /&gt;
! JP&lt;br /&gt;
! G0&lt;br /&gt;
|-&lt;br /&gt;
| Currents Control Script&lt;br /&gt;
| 91BD9E&lt;br /&gt;
| 91B6F7&lt;br /&gt;
| 97E1AD&lt;br /&gt;
|-&lt;br /&gt;
| Currents Table&lt;br /&gt;
| 91BE17&lt;br /&gt;
| 91B770&lt;br /&gt;
| 97E226&lt;br /&gt;
|-&lt;br /&gt;
| Diving Bubbles Script&lt;br /&gt;
| 91BC51&lt;br /&gt;
| 91B5AA&lt;br /&gt;
| 97E060&lt;br /&gt;
|-&lt;br /&gt;
| Diving Bubbles Table&lt;br /&gt;
| 91BD86&lt;br /&gt;
| 91B6DF&lt;br /&gt;
| 97E195&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Currents (Magic Anchor) ==&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Currents Control Script&amp;#039;&amp;#039;&amp;#039; operates the currents on any map it is paced on.&lt;br /&gt;
It checks the &amp;#039;&amp;#039;&amp;#039;Currents Table&amp;#039;&amp;#039;&amp;#039;, which is shared for all maps, to decide if and where to apply currents.&lt;br /&gt;
Currents can be avoided if the player has the &amp;#039;&amp;#039;&amp;#039;Magic Anchor&amp;#039;&amp;#039;&amp;#039; (item 0x49) in his inventory, in which case the script does nothing.&lt;br /&gt;
&lt;br /&gt;
=== Currents Table ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| Map ID (the current entry only applies to that map)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| region left&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| region top&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| region right&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| region bottom&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
| forced X-movement&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 2&lt;br /&gt;
| forced Y-movement&lt;br /&gt;
|}&lt;br /&gt;
(14 bytes per entry, terminated by &amp;#039;&amp;#039;&amp;#039;Map ID = FFFF&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
&lt;br /&gt;
== Diving Bubbles (Air Herb) ==&lt;br /&gt;
&lt;br /&gt;
Diving Bubbles are added to maps as sprites with the following declaration:&lt;br /&gt;
&lt;br /&gt;
 01 &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;id&amp;gt; 91B5AA 82F0D2 (JP) or&lt;br /&gt;
 01 &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;id&amp;gt; 91BC51 82F05F (EN) or&lt;br /&gt;
 01 &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;id&amp;gt; 97E060 82F054 (G0)&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;id&amp;#039;&amp;#039;&amp;#039; is used as index in the &amp;#039;&amp;#039;&amp;#039;Diving Bubbles Table&amp;#039;&amp;#039;&amp;#039;, which controls the target of each tunnel:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Size&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| y&lt;br /&gt;
|}&lt;br /&gt;
(4 bytes per entry)&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Map_Interaction_Items&amp;diff=544</id>
		<title>Map Interaction Items</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Map_Interaction_Items&amp;diff=544"/>
		<updated>2018-10-02T18:39:27Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: Added addresses for german version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Several items (Rock Spear, Turbo Boots, Magic Anchor, ...) interact with the map and thereby open new paths.&lt;br /&gt;
&lt;br /&gt;
Relevant addresses are listed in the following table:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! EN&lt;br /&gt;
! JP&lt;br /&gt;
! G0&lt;br /&gt;
|-&lt;br /&gt;
| Currents Control Script&lt;br /&gt;
| 91BD9E&lt;br /&gt;
| 91B6F7&lt;br /&gt;
| 97E1AD&lt;br /&gt;
|-&lt;br /&gt;
| Currents Table&lt;br /&gt;
| 91BE17&lt;br /&gt;
| 91B770&lt;br /&gt;
| 97E226&lt;br /&gt;
|-&lt;br /&gt;
| Diving Bubbles Script&lt;br /&gt;
| 91BC51&lt;br /&gt;
| 91B5AA&lt;br /&gt;
| 97E060&lt;br /&gt;
|-&lt;br /&gt;
| Diving Bubbles Table&lt;br /&gt;
| 91BD86&lt;br /&gt;
| 91B6DF&lt;br /&gt;
| 97E195&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Currents (Magic Anchor) ==&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Currents Control Script&amp;#039;&amp;#039;&amp;#039; operates the currents on any map it is paced on.&lt;br /&gt;
It checks the &amp;#039;&amp;#039;&amp;#039;Currents Table&amp;#039;&amp;#039;&amp;#039;, which is shared for all maps, to decide if and where to apply currents.&lt;br /&gt;
Currents can be avoided if the player has the &amp;#039;&amp;#039;&amp;#039;Magic Anchor&amp;#039;&amp;#039;&amp;#039; (item 0x49) in his inventory, in which case the script does nothing.&lt;br /&gt;
&lt;br /&gt;
=== Currents Table ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| Map ID (the current entry only applies to that map)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| region left&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| region top&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| region right&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| region bottom&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
| forced X-movement&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 2&lt;br /&gt;
| forced Y-movement&lt;br /&gt;
|}&lt;br /&gt;
(14 bytes per entry, terminated by &amp;#039;&amp;#039;&amp;#039;Map ID = FFFF&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
&lt;br /&gt;
== Diving Bubbles (Air Herb) ==&lt;br /&gt;
&lt;br /&gt;
Diving Bubbles are added to maps as sprites with the following declaration:&lt;br /&gt;
&lt;br /&gt;
 01 &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;id&amp;gt; 91B5AA 82F0D2 (JP) or&lt;br /&gt;
 01 &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;id&amp;gt; 91BC51 82F05F (EN)&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;id&amp;#039;&amp;#039;&amp;#039; is used as index in the &amp;#039;&amp;#039;&amp;#039;Diving Bubbles Table&amp;#039;&amp;#039;&amp;#039;, which controls the target of each tunnel:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Size&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| y&lt;br /&gt;
|}&lt;br /&gt;
(4 bytes per entry)&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Map_Interaction_Items&amp;diff=543</id>
		<title>Map Interaction Items</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Map_Interaction_Items&amp;diff=543"/>
		<updated>2018-10-02T18:05:37Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Several items (Rock Spear, Turbo Boots, Magic Anchor, ...) interact with the map and thereby open new paths.&lt;br /&gt;
&lt;br /&gt;
Relevant Offsets are listed in the following table:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Pointer: EN&lt;br /&gt;
! JP&lt;br /&gt;
|-&lt;br /&gt;
| Currents Control Script&lt;br /&gt;
| 91BD9E&lt;br /&gt;
| 91B6F7&lt;br /&gt;
|-&lt;br /&gt;
| Currents Table&lt;br /&gt;
| 91BE17&lt;br /&gt;
| 91B770&lt;br /&gt;
|-&lt;br /&gt;
| Diving Bubbles Script&lt;br /&gt;
| 91BC51&lt;br /&gt;
| 91B5AA&lt;br /&gt;
|-&lt;br /&gt;
| Diving Bubbles Table&lt;br /&gt;
| 91BD86&lt;br /&gt;
| 91B6DF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Currents (Magic Anchor) ==&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Currents Control Script&amp;#039;&amp;#039;&amp;#039; operates the currents on any map it is paced on.&lt;br /&gt;
It checks the &amp;#039;&amp;#039;&amp;#039;Currents Table&amp;#039;&amp;#039;&amp;#039;, which is shared for all maps, to decide if and where to apply currents.&lt;br /&gt;
Currents can be avoided if the player has the &amp;#039;&amp;#039;&amp;#039;Magic Anchor&amp;#039;&amp;#039;&amp;#039; (item 0x49) in his inventory, in which case the script does nothing.&lt;br /&gt;
&lt;br /&gt;
=== Currents Table ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| Map ID (the current entry only applies to that map)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| region left&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| region top&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| region right&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| region bottom&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
| forced X-movement&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 2&lt;br /&gt;
| forced Y-movement&lt;br /&gt;
|}&lt;br /&gt;
(14 bytes per entry, terminated by &amp;#039;&amp;#039;&amp;#039;Map ID = FFFF&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
&lt;br /&gt;
== Diving Bubbles (Air Herb) ==&lt;br /&gt;
&lt;br /&gt;
Diving Bubbles are added to maps as sprites with the following declaration:&lt;br /&gt;
&lt;br /&gt;
 01 &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;id&amp;gt; 91B5AA 82F0D2 (JP) or&lt;br /&gt;
 01 &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;id&amp;gt; 91BC51 82F05F (EN)&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;id&amp;#039;&amp;#039;&amp;#039; is used as index in the &amp;#039;&amp;#039;&amp;#039;Diving Bubbles Table&amp;#039;&amp;#039;&amp;#039;, which controls the target of each tunnel:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Size&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| y&lt;br /&gt;
|}&lt;br /&gt;
(4 bytes per entry)&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Map_Interaction_Items&amp;diff=542</id>
		<title>Map Interaction Items</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Map_Interaction_Items&amp;diff=542"/>
		<updated>2018-10-02T17:34:48Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: Added Diving Bubbles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Several items (Rock Spear, Turbo Boots, Magic Anchor, ...) interact with the map and thereby open new paths.&lt;br /&gt;
&lt;br /&gt;
Relevant Offsets are listed in the following table:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Pointer: EN&lt;br /&gt;
! JP&lt;br /&gt;
|-&lt;br /&gt;
| Currents Control Script&lt;br /&gt;
| 91BD9E&lt;br /&gt;
| 91B6F7&lt;br /&gt;
|-&lt;br /&gt;
| Currents Table&lt;br /&gt;
| 91BE17&lt;br /&gt;
| 91B770&lt;br /&gt;
|-&lt;br /&gt;
| Diving Bubbles Script&lt;br /&gt;
| 91BC51&lt;br /&gt;
| 91B5AA&lt;br /&gt;
|-&lt;br /&gt;
| Diving Bubbles Table&lt;br /&gt;
| 91BD86&lt;br /&gt;
| 91B6DF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Currents (Magic Anchor) ==&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Currents Control Script&amp;#039;&amp;#039;&amp;#039; operates the currents on any map it is paced on.&lt;br /&gt;
It checks the &amp;#039;&amp;#039;&amp;#039;Currents Table&amp;#039;&amp;#039;&amp;#039;, which is shared for all maps, to decide if and where to apply currents.&lt;br /&gt;
Currents can be avoided if the player has the &amp;#039;&amp;#039;&amp;#039;Magic Anchor&amp;#039;&amp;#039;&amp;#039; (item 0x49) in his inventory, in which case the script does nothing.&lt;br /&gt;
&lt;br /&gt;
=== Currents Table ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| Map ID (the current entry only applies to that map)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| region left&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| region top&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| region right&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| region bottom&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
| forced X-movement&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 2&lt;br /&gt;
| forced Y-movement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Diving Bubbles (Air Herb) ==&lt;br /&gt;
&lt;br /&gt;
Diving Bubbles are added to maps as sprites with the following declaration:&lt;br /&gt;
&lt;br /&gt;
 01 &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;id&amp;gt; 91B5AA 82F0D2 (JP) or&lt;br /&gt;
 01 &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;id&amp;gt; 91BC51 82F05F (EN)&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;id&amp;#039;&amp;#039;&amp;#039; is used as index in the &amp;#039;&amp;#039;&amp;#039;Diving Bubbles Table&amp;#039;&amp;#039;&amp;#039;, which controls the target of each tunnel:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Size&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| y&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Map_Interaction_Items&amp;diff=541</id>
		<title>Map Interaction Items</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Map_Interaction_Items&amp;diff=541"/>
		<updated>2018-10-02T17:22:07Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: Description of currents&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Several items (Rock Spear, Turbo Boots, Magic Anchor, ...) interact with the map and thereby open new paths.&lt;br /&gt;
&lt;br /&gt;
Relevant Offsets are listed in the following table:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Pointer: EN&lt;br /&gt;
! JP&lt;br /&gt;
|-&lt;br /&gt;
| Currents Control Script&lt;br /&gt;
| 91BD9E&lt;br /&gt;
| 91B6F7&lt;br /&gt;
|-&lt;br /&gt;
| Currents Table&lt;br /&gt;
| 91BE17&lt;br /&gt;
| 91B770&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Currents (Magic Anchor) ==&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Currents Control Script&amp;#039;&amp;#039;&amp;#039; operates the currents on any map it is paced on.&lt;br /&gt;
It checks the &amp;#039;&amp;#039;&amp;#039;Currents Table&amp;#039;&amp;#039;&amp;#039;, which is shared for all maps, to decide if and where to apply currents.&lt;br /&gt;
Currents can be avoided if the player has the &amp;#039;&amp;#039;&amp;#039;Magic Anchor&amp;#039;&amp;#039;&amp;#039; (item 0x49) in his inventory, in which case the script does nothing.&lt;br /&gt;
&lt;br /&gt;
=== Currents Table ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| Map ID (the current entry only applies to that map)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| region left&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| region top&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| region right&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| region bottom&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
| forced X-movement&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 2&lt;br /&gt;
| forced Y-movement&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=ROM&amp;diff=540</id>
		<title>ROM</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=ROM&amp;diff=540"/>
		<updated>2018-10-02T16:53:43Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: new page: Map Interaction Items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All these offsets are for the &amp;quot;Terranigma (G) (V1.0) [!]&amp;quot; version of Terranigma!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Additional Information]] Unused content, debug stuff, ...&lt;br /&gt;
&lt;br /&gt;
[[Autohealing]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs]]&lt;br /&gt;
&lt;br /&gt;
[[Chest Information]]&lt;br /&gt;
&lt;br /&gt;
[[Compression]]&lt;br /&gt;
&lt;br /&gt;
[[Damage]]&lt;br /&gt;
&lt;br /&gt;
[[Enemy Information]]&lt;br /&gt;
&lt;br /&gt;
[[Event Flags]]&lt;br /&gt;
&lt;br /&gt;
[[Graphics]]&lt;br /&gt;
&lt;br /&gt;
[[Items]] ([[Attributes Modifier]])&lt;br /&gt;
&lt;br /&gt;
[[Maps]] ([[Map Script Format]], [[Map Exit Format]], [[Map Flags]], [[Map Object Header]], [[Object Placement Format]] [[Map Interaction Items]])&lt;br /&gt;
&lt;br /&gt;
[[Messages]] ([[Message Format]])&lt;br /&gt;
&lt;br /&gt;
[[Music]]&lt;br /&gt;
&lt;br /&gt;
[[RAM]]&lt;br /&gt;
&lt;br /&gt;
[[ROM Layout]]&lt;br /&gt;
 &lt;br /&gt;
[[ROM Hacks]]&lt;br /&gt;
 &lt;br /&gt;
[[ROM Versions]]&lt;br /&gt;
 &lt;br /&gt;
[[Objects]]&lt;br /&gt;
&lt;br /&gt;
[[Scripts]] ([[Script Format]])&lt;br /&gt;
&lt;br /&gt;
[[Sprite Layout Information]]&lt;br /&gt;
&lt;br /&gt;
[[Store Information]]&lt;br /&gt;
&lt;br /&gt;
[[Tiles]]&lt;br /&gt;
&lt;br /&gt;
[[XP Table]]&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Script_Format&amp;diff=523</id>
		<title>Script Format</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Script_Format&amp;diff=523"/>
		<updated>2018-08-01T22:41:27Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: removed Arguments column&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are parsed bytewise.&lt;br /&gt;
&lt;br /&gt;
== A note about event flags ==&lt;br /&gt;
&lt;br /&gt;
Event flags are calculated from an u16 value like this:&lt;br /&gt;
&lt;br /&gt;
 u16 EventFlag;&lt;br /&gt;
 &lt;br /&gt;
 Flag  = (EventFlag &amp;amp; 0xFFF) &amp;gt;&amp;gt; 3;&lt;br /&gt;
 Value = 1 &amp;lt;&amp;lt; (EventFlag &amp;amp; 7);&lt;br /&gt;
 IsSet = EventFlag &amp;amp; 0x8000&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Opcode&lt;br /&gt;
! Function&lt;br /&gt;
! Length&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
| Call&lt;br /&gt;
| 4&lt;br /&gt;
| This command has no stack for return addresses. Nested calls simply overwrite any previous return address, so return is only possible to the most recent call site.&lt;br /&gt;
&lt;br /&gt;
If a simple jump is desired, use command 06 for an async jump, or ASM BRA or JMP for an instantaneous jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
| ReturnFrom00&lt;br /&gt;
| 1&lt;br /&gt;
| If not inside 00-Call, this command is ignored.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
| LoopSetup( u16 Count )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
| LoopDoAsync()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
| LoopDo()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
| WaitOnEventFlag( u16 Flag )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
| JumpAndSetOrigin&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
| EventFlagModify&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
| EventFlagCheckJump&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
| EventFlagCheckMultiple&lt;br /&gt;
| 3+2*x&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0A&lt;br /&gt;
| CheckMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0B&lt;br /&gt;
| CheckDeathwarpMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0C&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0D&lt;br /&gt;
| TriggerOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0E&lt;br /&gt;
| TriggerOnAreaAbsolutePixel&lt;br /&gt;
| 12&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0F&lt;br /&gt;
| TriggerOnBlockAbsolute&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| TriggerOnBlockRelative&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| TriggerObjectOnAreaAbsolute&lt;br /&gt;
| 9&lt;br /&gt;
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle, for which the trigger is checked.&lt;br /&gt;
Remaining parameters are same as command 0C.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| TriggerObjectOnAreaRelative&lt;br /&gt;
| 9&lt;br /&gt;
| Broken command.&lt;br /&gt;
&lt;br /&gt;
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter&lt;br /&gt;
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| SpriteSetPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| PlayerPort&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
| PlayerPortByEnemy&lt;br /&gt;
| 1&lt;br /&gt;
| Used by Guardner to port Ark out of towers. Uses byte #15 of the extended sprite definition, see [[Enemy Induced Warps]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
| SetBonepinWarp( u16, u8, u16, u16 )&lt;br /&gt;
| 8&lt;br /&gt;
| The bonepin warp location is stored in memory at address 7E0608 (8 bytes, right after the deathwarp location)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
| SeagullTransport( u8 to, u16 src_x, u16 src_y )&lt;br /&gt;
| 6&lt;br /&gt;
| Includes automatic port to map 5, flight scene and port to the destination map, see [[Seagull Transport]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
| RideShip( u8 route, u8 direction, u16 src_x, u16 src_y )&lt;br /&gt;
| 7&lt;br /&gt;
| Includes automatic port to map 2, ship scene and port to destination map, see [[Automatic Ship Routes]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
| RespawnSetLocation( u16 MapID, u8, u16, u16, u16, u8, u16, u16 )&lt;br /&gt;
| 15&lt;br /&gt;
| Sets the Death- and Bonepin warp location (7E0600 and 7E0608 respectively).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1A&lt;br /&gt;
| DialogSwitchChoice( u8 layout, u16 choices_ptr )&lt;br /&gt;
| 4&lt;br /&gt;
| choices_ptr refers to a table with jump addresses. The text for the choices needs to be created beforehand by a normal text command.&lt;br /&gt;
&lt;br /&gt;
Known layouts are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! Layout&lt;br /&gt;
! Choices&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 01&lt;br /&gt;
|-&lt;br /&gt;
| 02&lt;br /&gt;
|-&lt;br /&gt;
| 03&lt;br /&gt;
|-&lt;br /&gt;
| 04&lt;br /&gt;
|-&lt;br /&gt;
| 08&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 09&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 0A&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 0B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1B&lt;br /&gt;
| PrintRelative( u16 Address )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
| PrintAbsolute( u24 Address )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1D&lt;br /&gt;
| u16&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1E&lt;br /&gt;
| u8, u16&lt;br /&gt;
| 4&lt;br /&gt;
| calls 0x1D&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1F&lt;br /&gt;
| MessageWait&lt;br /&gt;
| 1&lt;br /&gt;
| This waits for a button input for the message to continue/close&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
| MessageAuto&lt;br /&gt;
| 1&lt;br /&gt;
| This automatically continues/closes the message&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
| TriggerSet( u16 addr )&lt;br /&gt;
| 3&lt;br /&gt;
| Trigger is executed when Ark talks to an object. When addr is 0 it is deleted&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
| SwitchRange( u8 first, u8 last, ... )&lt;br /&gt;
| 3 + 2*(last+1-first)&lt;br /&gt;
| Choice is determined by object data byte $26. One 2-byte jump address for each possible choice is directly included in the command.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
| TriggerNearPlayer( u16 addr )&lt;br /&gt;
| 3&lt;br /&gt;
| Turns NPC towards player and jumps to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
| TriggerNearPlayer( u8, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Turns NPC towards player and jumps to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| Rand&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
| RandomMoveInArea( u8 left, u8 top, u8 right, u8 bottom )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
| RandomMoveInArea( u8 animation, u8 ???, u8 left, u8 top, u8 right, u8 bottom )&lt;br /&gt;
| 7&lt;br /&gt;
| not used by the game&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
| Set 0x7F2018 to value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
| PadButtonsEnable( u16 buttons )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2A&lt;br /&gt;
| PadButtonsDisable( u16 buttons )&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2B&lt;br /&gt;
| PadCheckAllButtonsPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
| PadCheckNoButtonPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2D&lt;br /&gt;
| PadCheckButtonPressed&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2E&lt;br /&gt;
| PadCheckAnyButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2F&lt;br /&gt;
| PadCheckNoButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
| MusicPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
| MusicPlayFadeOver&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
| MusicPlay2&lt;br /&gt;
| 2&lt;br /&gt;
| This saves the last track played via this command.&lt;br /&gt;
When calling it with the value set to 0xFF it plays the last played track again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
| WaitMusicLoaded&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
| APUWriteByte_F5( u8 Byte )&lt;br /&gt;
| 2&lt;br /&gt;
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
| APUWriteByte_F6( u8 Byte )&lt;br /&gt;
| 2&lt;br /&gt;
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF6&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
| SoundEffectPlayOnce&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
| SoundEffectPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
| SoundEffect?&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
| SpriteGotoPositionX&lt;br /&gt;
| 4&lt;br /&gt;
| This command expects to be followed by &amp;quot;0x8E, 0x3B, asm(BRA -11)&amp;quot; because once it reaches the position it is hardcoded to jump 6 bytes ahead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3A&lt;br /&gt;
| SpriteGotoPositionY&lt;br /&gt;
| 4&lt;br /&gt;
| This command expects to be followed by &amp;quot;0x8E, 0x3B, asm(BRA -11)&amp;quot; because once it reaches the position it is hardcoded to jump 6 bytes ahead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3B&lt;br /&gt;
| ObjectSetSolid&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3C&lt;br /&gt;
| ObjectSetHollow&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3D&lt;br /&gt;
| BlockSetSolid( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3E&lt;br /&gt;
| BlockSetHollow( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3F&lt;br /&gt;
| BlockSetCollision( u8 value, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
| if (value &amp;amp; 80) is clear, the coordinate is relative to the current object, else it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
| DungeonBlockSetHollow( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
| BlockCheck( u16 block, u16 addr )&lt;br /&gt;
| 5&lt;br /&gt;
| Compares 9 least significant bits of block with the block actually under object. If they match, jump to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
| BlockCheckRelative( u8 dx, u8 dy, u16 block, u16 addr )&lt;br /&gt;
| 7&lt;br /&gt;
| Compares 9 least significant bits of block with the block relative to object. If they match, jump to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
| BlockSetAbsolute( u8 x, u8 y, u16 block )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
| BlockSetRelative( u8 dx, u8 dy, u16 block )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
| BlockSet&lt;br /&gt;
| 1&lt;br /&gt;
| Changes the block under object. block = object[7F201A]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
| MapCopyRect( u16 SizeX (Blocks), u16 SizeY (Pixels), u16 SrcX(Blocks), u16 SrcY(Blocks), u16 DstX(Blocks), u16 DstY(Blocks), u8 Unknown )&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
| ObjectDeleteIfEventFlags&lt;br /&gt;
| 1+2*x&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
| ObjectDeleteIfEventFlag( u16 flag )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
| ObjectDeleteIfMapID( u16 map )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4A&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4B&lt;br /&gt;
| u8, u16, (u16)&lt;br /&gt;
| 4 or 6&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4C&lt;br /&gt;
| TownGrowthCheck( u8 id, u16 minimum, u16 addr )&lt;br /&gt;
| 6&lt;br /&gt;
| Jump to addr if growth rate id is at least the specified minimum.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4D&lt;br /&gt;
| TownGrowthUpdate( u8 id, u16 amount )&lt;br /&gt;
| 4&lt;br /&gt;
| (id &amp;amp; C0) specifies the update mode:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! mode&lt;br /&gt;
! description&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| overwrite&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| subtract&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| add&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4E&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4F&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
| u16, u8&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|  &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
| ItemAdd( u8 item, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Jump to addr if the item can&amp;#039;t be carried because the slot or inventory is full.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
| ItemDel( u8 item )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
| ItemCheckEmptySlot( u8 id, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Jump to addr if the item can&amp;#039;t be carried because the slot or inventory is full.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
| ItemCheckOwned( u8 id, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Jump to addr if Ark has the item in his inventory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
| ItemCheckEquipped( u8 id, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
| Jump to addr if Ark has the item equipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5A&lt;br /&gt;
| PaletteLoad( u8 src_bank, u16 src_addr, u8 dest_color_index, u8 count )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5B&lt;br /&gt;
| DecompressToMemory( u24 src, u16 dest )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5C&lt;br /&gt;
| MoneyAdd( u24 amount )&lt;br /&gt;
| 4&lt;br /&gt;
| amount is BCD&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5D&lt;br /&gt;
| MoneyTake( u24 amount, u16 addr )&lt;br /&gt;
| 6&lt;br /&gt;
| amount is BCD. Jump to addr if Ark has not enough money.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5E&lt;br /&gt;
| MoneyCheck( u24 amount, u8 mode, u16 addr )&lt;br /&gt;
| 7&lt;br /&gt;
| amount is BCD. The result of the comparison is interpreted according to mode:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! mode &amp;amp; C0&lt;br /&gt;
! action&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| jump if money == amount&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| jump if money &amp;lt; amount&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| jump if money &amp;gt; amount&lt;br /&gt;
|-&lt;br /&gt;
| C0&lt;br /&gt;
| jump if money != amount&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5F&lt;br /&gt;
| SwitchOnDirection( u16 DownJump, u16 UpJump, u16 LeftJump, u16 RightJump )&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
| ItemAddPlayMusic( u8 ItemID, u16 Delay, u8 MusicID )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
| HandlerRegisterOnDamage( u16 HandlerAddress, u24 ReturnAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
| ReturnFromDamageHandler&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6A&lt;br /&gt;
| u8, u8&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6B&lt;br /&gt;
| PrintRelative2&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6C&lt;br /&gt;
| PrintAbsolute2&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6E&lt;br /&gt;
| SceneUpdate&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6F&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
| u16, u8&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| Wait for unknown condition and then jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
| u8 a, u16 b&lt;br /&gt;
| 4&lt;br /&gt;
| $7F2024,x = (u16)a; $7F2022,x = b;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
| u16 a, u16 b&lt;br /&gt;
| 5&lt;br /&gt;
| $7F2028,x = a; $7F2026,x = b;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
| SystemRegisterWrite&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
| BackgroundUpdateFade&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|7A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7B&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unknown Command, Only implemented in JP version, FFFF in German and English&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
| AnimationSetSpriteFlagsAndResetElevationLevel( u8 SpriteFlags )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
| AnimationSetB( u8 SpriteFlags )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
| AnimationSetC( u8 SpriteFlags, u8 )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
| SpriteSetFlagsAndElevationLevel( u8 SpriteFlags, u8 EleveationLevel )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
| AnimationSetD&lt;br /&gt;
| 3&lt;br /&gt;
| calls 80&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
| AnimationSetE( u8, u8 )&lt;br /&gt;
| 3&lt;br /&gt;
| calls 81&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
| ObjectMove( u8, u8, u8 )&lt;br /&gt;
| 4&lt;br /&gt;
| calls 82&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
| calls 83&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| calls 84&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8A&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8B&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
| calls 8A&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8C&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8D&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
| calls 8C&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8E&lt;br /&gt;
| AnimationWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8F&lt;br /&gt;
| AnimationWait2&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
| u16, u8, u16, u16, u16, u8&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
| u16, u16, u16, u16, u16&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
| u16, u8, u16, ?&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
| u16, u8, ?&lt;br /&gt;
| 11&lt;br /&gt;
| Object related&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
| ObjectCloneInsertAtBeginSF&lt;br /&gt;
| 6&lt;br /&gt;
| Insert at begin of list, set script pointer and flags&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9A&lt;br /&gt;
| ObjectCloneInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
| Insert before current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9B&lt;br /&gt;
| ObjectCloneInsertBeforeSFP&lt;br /&gt;
| 6&lt;br /&gt;
| Insert before current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9C&lt;br /&gt;
| ObjectCloneInsertBeforeSRP&lt;br /&gt;
| 8&lt;br /&gt;
| Insert before current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9D&lt;br /&gt;
| ObjectCloneInsertBeforeSRFP&lt;br /&gt;
| 10&lt;br /&gt;
| Insert before current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9E&lt;br /&gt;
| ObjectCloneInsertBeforeSAP&lt;br /&gt;
| 8&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9F&lt;br /&gt;
| ObjectCloneInsertBeforeSAFP&lt;br /&gt;
| 10&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A0&lt;br /&gt;
| ObjectCloneInsertAtEndSFP&lt;br /&gt;
| 6&lt;br /&gt;
| Insert at end of list, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A1&lt;br /&gt;
| ObjectCloneInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
| Insert after current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A2&lt;br /&gt;
| ObjectCloneInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
| Insert after current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A3&lt;br /&gt;
| ObjectCloneInsertAfterSRP&lt;br /&gt;
| 8&lt;br /&gt;
| Insert after current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
| ObjectCloneInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
| Insert after current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
Same handler as 0xE8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A5&lt;br /&gt;
| ObjectCloneInsertAfterSAP&lt;br /&gt;
| 8&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A6&lt;br /&gt;
| ObjectCloneInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A7&lt;br /&gt;
| ObjectDelete&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A8&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AA&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AF&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B0&lt;br /&gt;
|&lt;br /&gt;
| 2 or 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B1&lt;br /&gt;
| ObjectMoveHorizontal&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
| ObjectMoveVertical&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B3&lt;br /&gt;
| ObjectMove&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
| SpriteSetUpsideDown&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B5&lt;br /&gt;
| SpriteSetDownsideUp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B6&lt;br /&gt;
| SpriteSetFacingRight &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
| SpriteSetFacingLeft&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B8&lt;br /&gt;
| SpriteFlipVertical&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B9&lt;br /&gt;
| SpriteFlipHorizontal&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BA&lt;br /&gt;
| SpriteSetPriority&lt;br /&gt;
| 2&lt;br /&gt;
| Allowed values: 0..3 &amp;lt;&amp;lt; 4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BB&lt;br /&gt;
| SpriteSetPalette&lt;br /&gt;
| 2&lt;br /&gt;
| Allowed values: 0..7 &amp;lt;&amp;lt; 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BC&lt;br /&gt;
| MarkOrigin&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BD&lt;br /&gt;
| MarkOriginAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BE&lt;br /&gt;
| JumpAndSetOriginWithDelay&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BF&lt;br /&gt;
| JumpAndSetOriginAsync&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C0&lt;br /&gt;
| SetOriginAndEraseDelay&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C1&lt;br /&gt;
| Delay&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
| JumpIfMapCollisionAbove&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C3&lt;br /&gt;
| JumpIfMapCollisionBelow&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C4&lt;br /&gt;
| JumpIfMapCollisionLeft&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
| JumpIfMapCollisionRight&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
| GetCurrentBlockCollision&lt;br /&gt;
| 1&lt;br /&gt;
| ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C7&lt;br /&gt;
| CheckMapCollisionAbove&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C8&lt;br /&gt;
| CheckMapCollisionBelow&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
| CheckMapCollisionLeft&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CA&lt;br /&gt;
| CheckMapCollisionRight&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CB&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| Change other object script ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D2&lt;br /&gt;
| TriggerOnSight( u8 SideRange, u8 FrontRange, u8 Direction, u16 JumpAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D3&lt;br /&gt;
| RangeCheckHorizontal&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D4&lt;br /&gt;
| RangeCheckVertical&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
| ProximityTrigger&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D7&lt;br /&gt;
| DetermineNearestAxis&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D8&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D9&lt;br /&gt;
| LoadFightingStats&lt;br /&gt;
| 2&lt;br /&gt;
| Load pointer to index in enemy table&lt;br /&gt;
&lt;br /&gt;
80: Don&amp;#039;t load max HP&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DA&lt;br /&gt;
| HandlerRegisterOnWall( u16 HandlerAddress )&lt;br /&gt;
| 3&lt;br /&gt;
| Set Wall Hit Handler&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DD&lt;br /&gt;
|&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DF&lt;br /&gt;
| WaitOn097C_0810&lt;br /&gt;
| 4&lt;br /&gt;
| Wait For ([097C] &amp;amp; 0810) == 0, Then Jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E6&lt;br /&gt;
| ObjectCloneDepInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
| Like A1, but additionally makes new object depend on the old one, which mainly matters for mass deletion with command EB.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E7&lt;br /&gt;
| ObjectCloneDepInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
| Like A2, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E8&lt;br /&gt;
| ObjectCloneDepInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
| Like A4, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E9&lt;br /&gt;
| ObjectCloneDepInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
| Like A6, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EA&lt;br /&gt;
| ObjectCloneDepInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
| Like 9A, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EB&lt;br /&gt;
| DeleteAllDependingObjects&lt;br /&gt;
| 1&lt;br /&gt;
| Delete all depending objects, but only if &amp;#039;this&amp;#039; has no parent&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|ED&lt;br /&gt;
| ObjectMoveRelative( u16 AnimationID, s16 X, s16 Y)&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EE&lt;br /&gt;
| ObjectMoveWaitRelative( u8 )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Script_Format&amp;diff=522</id>
		<title>Script Format</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Script_Format&amp;diff=522"/>
		<updated>2018-08-01T22:09:26Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: cmds: 54-58, 5A-5E&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are parsed bytewise.&lt;br /&gt;
&lt;br /&gt;
== A note about event flags ==&lt;br /&gt;
&lt;br /&gt;
Event flags are calculated from an u16 value like this:&lt;br /&gt;
&lt;br /&gt;
 u16 EventFlag;&lt;br /&gt;
 &lt;br /&gt;
 Flag  = (EventFlag &amp;amp; 0xFFF) &amp;gt;&amp;gt; 3;&lt;br /&gt;
 Value = 1 &amp;lt;&amp;lt; (EventFlag &amp;amp; 7);&lt;br /&gt;
 IsSet = EventFlag &amp;amp; 0x8000&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Opcode&lt;br /&gt;
! Function&lt;br /&gt;
! Length&lt;br /&gt;
! Arguments&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
| Call&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command has no stack for return addresses. Nested calls simply overwrite any previous return address, so return is only possible to the most recent call site.&lt;br /&gt;
&lt;br /&gt;
If a simple jump is desired, use command 06 for an async jump, or ASM BRA or JMP for an instantaneous jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
| ReturnFrom00&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| If not inside 00-Call, this command is ignored.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
| LoopSetup( u16 Count )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
| LoopDoAsync()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
| LoopDo()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
| WaitOnEventFlag( u16 Flag )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
| JumpAndSetOrigin&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
| EventFlagModify&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
| EventFlagCheckJump&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
| EventFlagCheckMultiple&lt;br /&gt;
| 3+2*x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0A&lt;br /&gt;
| CheckMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0B&lt;br /&gt;
| CheckDeathwarpMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0C&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0D&lt;br /&gt;
| TriggerOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0E&lt;br /&gt;
| TriggerOnAreaAbsolutePixel&lt;br /&gt;
| 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0F&lt;br /&gt;
| TriggerOnBlockAbsolute&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| TriggerOnBlockRelative&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| TriggerObjectOnAreaAbsolute&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle, for which the trigger is checked.&lt;br /&gt;
Remaining parameters are same as command 0C.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| TriggerObjectOnAreaRelative&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| Broken command.&lt;br /&gt;
&lt;br /&gt;
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter&lt;br /&gt;
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| SpriteSetPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| PlayerPort&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
| PlayerPortByEnemy&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| Used by Guardner to port Ark out of towers. Uses byte #15 of the extended sprite definition, see [[Enemy Induced Warps]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
| SetBonepinWarp( u16, u8, u16, u16 )&lt;br /&gt;
| 8&lt;br /&gt;
| &lt;br /&gt;
| The bonepin warp location is stored in memory at address 7E0608 (8 bytes, right after the deathwarp location)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
| SeagullTransport( u8 to, u16 src_x, u16 src_y )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Includes automatic port to map 5, flight scene and port to the destination map, see [[Seagull Transport]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
| RideShip( u8 route, u8 direction, u16 src_x, u16 src_y )&lt;br /&gt;
| 7&lt;br /&gt;
|&lt;br /&gt;
| Includes automatic port to map 2, ship scene and port to destination map, see [[Automatic Ship Routes]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
| RespawnSetLocation( u16 MapID, u8, u16, u16, u16, u8, u16, u16 )&lt;br /&gt;
| 15&lt;br /&gt;
|&lt;br /&gt;
| Sets the Death- and Bonepin warp location (7E0600 and 7E0608 respectively).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1A&lt;br /&gt;
| DialogSwitchChoice( u8 layout, u16 choices_ptr )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| choices_ptr refers to a table with jump addresses. The text for the choices needs to be created beforehand by a normal text command.&lt;br /&gt;
&lt;br /&gt;
Known layouts are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! Layout&lt;br /&gt;
! Choices&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 01&lt;br /&gt;
|-&lt;br /&gt;
| 02&lt;br /&gt;
|-&lt;br /&gt;
| 03&lt;br /&gt;
|-&lt;br /&gt;
| 04&lt;br /&gt;
|-&lt;br /&gt;
| 08&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 09&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 0A&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 0B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1B&lt;br /&gt;
| PrintRelative( u16 Address )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
| PrintAbsolute( u24 Address )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1D&lt;br /&gt;
| u16&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1E&lt;br /&gt;
| u8, u16&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| calls 0x1D&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1F&lt;br /&gt;
| MessageWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| This waits for a button input for the message to continue/close&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
| MessageAuto&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| This automatically continues/closes the message&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
| TriggerSet( u16 addr )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| Trigger is executed when Ark talks to an object. When addr is 0 it is deleted&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
| SwitchRange( u8 first, u8 last, ... )&lt;br /&gt;
| 3 + 2*(last+1-first)&lt;br /&gt;
|&lt;br /&gt;
| Choice is determined by object data byte $26. One 2-byte jump address for each possible choice is directly included in the command.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
| TriggerNearPlayer( u16 addr )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| Turns NPC towards player and jumps to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
| TriggerNearPlayer( u8, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Turns NPC towards player and jumps to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| Rand&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
| RandomMoveInArea( u8 left, u8 top, u8 right, u8 bottom )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
| RandomMoveInArea( u8 animation, u8 ???, u8 left, u8 top, u8 right, u8 bottom )&lt;br /&gt;
| 7&lt;br /&gt;
|&lt;br /&gt;
| not used by the game&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Set 0x7F2018 to value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
| PadButtonsEnable( u16 buttons )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2A&lt;br /&gt;
| PadButtonsDisable( u16 buttons )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2B&lt;br /&gt;
| PadCheckAllButtonsPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
| PadCheckNoButtonPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2D&lt;br /&gt;
| PadCheckButtonPressed&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2E&lt;br /&gt;
| PadCheckAnyButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2F&lt;br /&gt;
| PadCheckNoButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
| MusicPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
| MusicPlayFadeOver&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
| MusicPlay2&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| This saves the last track played via this command.&lt;br /&gt;
When calling it with the value set to 0xFF it plays the last played track again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
| WaitMusicLoaded&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
| APUWriteByte_F5( u8 Byte )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
| APUWriteByte_F6( u8 Byte )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF6&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
| SoundEffectPlayOnce&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
| SoundEffectPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
| SoundEffect?&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
| SpriteGotoPositionX&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command expects to be followed by &amp;quot;0x8E, 0x3B, asm(BRA -11)&amp;quot; because once it reaches the position it is hardcoded to jump 6 bytes ahead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3A&lt;br /&gt;
| SpriteGotoPositionY&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command expects to be followed by &amp;quot;0x8E, 0x3B, asm(BRA -11)&amp;quot; because once it reaches the position it is hardcoded to jump 6 bytes ahead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3B&lt;br /&gt;
| ObjectSetSolid&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3C&lt;br /&gt;
| ObjectSetHollow&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3D&lt;br /&gt;
| BlockSetSolid( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3E&lt;br /&gt;
| BlockSetHollow( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3F&lt;br /&gt;
| BlockSetCollision( u8 value, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| if (value &amp;amp; 80) is clear, the coordinate is relative to the current object, else it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
| DungeonBlockSetHollow( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
| BlockCheck( u16 block, u16 addr )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| Compares 9 least significant bits of block with the block actually under object. If they match, jump to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
| BlockCheckRelative( u8 dx, u8 dy, u16 block, u16 addr )&lt;br /&gt;
| 7&lt;br /&gt;
|&lt;br /&gt;
| Compares 9 least significant bits of block with the block relative to object. If they match, jump to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
| BlockSetAbsolute( u8 x, u8 y, u16 block )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
| BlockSetRelative( u8 dx, u8 dy, u16 block )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
| BlockSet&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| Changes the block under object. block = object[7F201A]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
| MapCopyRect( u16 SizeX (Blocks), u16 SizeY (Pixels), u16 SrcX(Blocks), u16 SrcY(Blocks), u16 DstX(Blocks), u16 DstY(Blocks), u8 Unknown )&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
| ObjectDeleteIfEventFlags&lt;br /&gt;
| 1+2*x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
| ObjectDeleteIfEventFlag( u16 flag )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
| ObjectDeleteIfMapID( u16 map )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4A&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4B&lt;br /&gt;
| u8, u16, (u16)&lt;br /&gt;
| 4 or 6&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4C&lt;br /&gt;
| TownGrowthCheck( u8 id, u16 minimum, u16 addr )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Jump to addr if growth rate id is at least the specified minimum.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4D&lt;br /&gt;
| TownGrowthUpdate( u8 id, u16 amount )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| (id &amp;amp; C0) specifies the update mode:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! mode&lt;br /&gt;
! description&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| overwrite&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| subtract&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| add&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4E&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4F&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
| u16, u8&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|  &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
| ItemAdd( u8 item, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Jump to addr if the item can&amp;#039;t be carried because the slot or inventory is full.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
| ItemDel( u8 item )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
| ItemCheckEmptySlot( u8 id, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Jump to addr if the item can&amp;#039;t be carried because the slot or inventory is full.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
| ItemCheckOwned( u8 id, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Jump to addr if Ark has the item in his inventory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
| ItemCheckEquipped( u8 id, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Jump to addr if Ark has the item equipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5A&lt;br /&gt;
| PaletteLoad( u8 src_bank, u16 src_addr, u8 dest_color_index, u8 count )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5B&lt;br /&gt;
| DecompressToMemory( u24 src, u16 dest )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5C&lt;br /&gt;
| MoneyAdd( u24 amount )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| amount is BCD&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5D&lt;br /&gt;
| MoneyTake( u24 amount, u16 addr )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| amount is BCD. Jump to addr if Ark has not enough money.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5E&lt;br /&gt;
| MoneyCheck( u24 amount, u8 mode, u16 addr )&lt;br /&gt;
| 7&lt;br /&gt;
|&lt;br /&gt;
| amount is BCD. The result of the comparison is interpreted according to mode:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! mode &amp;amp; C0&lt;br /&gt;
! action&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| jump if money == amount&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| jump if money &amp;lt; amount&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| jump if money &amp;gt; amount&lt;br /&gt;
|-&lt;br /&gt;
| C0&lt;br /&gt;
| jump if money != amount&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5F&lt;br /&gt;
| SwitchOnDirection( u16 DownJump, u16 UpJump, u16 LeftJump, u16 RightJump )&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
| ItemAddPlayMusic( u8 ItemID, u16 Delay, u8 MusicID )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
| HandlerRegisterOnDamage( u16 HandlerAddress, u24 ReturnAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
| ReturnFromDamageHandler&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6A&lt;br /&gt;
| u8, u8&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6B&lt;br /&gt;
| PrintRelative2&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6C&lt;br /&gt;
| PrintAbsolute2&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6E&lt;br /&gt;
| SceneUpdate&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6F&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
| u16, u8&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| Wait for unknown condition and then jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
| u8 a, u16 b&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| $7F2024,x = (u16)a; $7F2022,x = b;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
| u16 a, u16 b&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| $7F2028,x = a; $7F2026,x = b;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
| SystemRegisterWrite&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
| BackgroundUpdateFade&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|7A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7B&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unknown Command, Only implemented in JP version, FFFF in German and English&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
| AnimationSetSpriteFlagsAndResetElevationLevel( u8 SpriteFlags )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
| AnimationSetB( u8 SpriteFlags )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
| AnimationSetC( u8 SpriteFlags, u8 )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
| SpriteSetFlagsAndElevationLevel( u8 SpriteFlags, u8 EleveationLevel )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
| AnimationSetD&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| calls 80&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
| AnimationSetE( u8, u8 )&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| calls 81&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
| ObjectMove( u8, u8, u8 )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| calls 82&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| calls 83&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| calls 84&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8A&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8B&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| calls 8A&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8C&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8D&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| calls 8C&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8E&lt;br /&gt;
| AnimationWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8F&lt;br /&gt;
| AnimationWait2&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
| u16, u8, u16, u16, u16, u8&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
| u16, u16, u16, u16, u16&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
| u16, u8, u16, ?&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
| u16, u8, ?&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
| Object related&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
| ObjectCloneInsertAtBeginSF&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at begin of list, set script pointer and flags&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9A&lt;br /&gt;
| ObjectCloneInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9B&lt;br /&gt;
| ObjectCloneInsertBeforeSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9C&lt;br /&gt;
| ObjectCloneInsertBeforeSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9D&lt;br /&gt;
| ObjectCloneInsertBeforeSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9E&lt;br /&gt;
| ObjectCloneInsertBeforeSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9F&lt;br /&gt;
| ObjectCloneInsertBeforeSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A0&lt;br /&gt;
| ObjectCloneInsertAtEndSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at end of list, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A1&lt;br /&gt;
| ObjectCloneInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A2&lt;br /&gt;
| ObjectCloneInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A3&lt;br /&gt;
| ObjectCloneInsertAfterSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
| ObjectCloneInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
Same handler as 0xE8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A5&lt;br /&gt;
| ObjectCloneInsertAfterSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A6&lt;br /&gt;
| ObjectCloneInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A7&lt;br /&gt;
| ObjectDelete&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A8&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AA&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AF&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B0&lt;br /&gt;
|&lt;br /&gt;
| 2 or 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B1&lt;br /&gt;
| ObjectMoveHorizontal&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
| ObjectMoveVertical&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B3&lt;br /&gt;
| ObjectMove&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
| SpriteSetUpsideDown&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B5&lt;br /&gt;
| SpriteSetDownsideUp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B6&lt;br /&gt;
| SpriteSetFacingRight &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
| SpriteSetFacingLeft&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B8&lt;br /&gt;
| SpriteFlipVertical&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B9&lt;br /&gt;
| SpriteFlipHorizontal&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BA&lt;br /&gt;
| SpriteSetPriority&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Allowed values: 0..3 &amp;lt;&amp;lt; 4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BB&lt;br /&gt;
| SpriteSetPalette&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Allowed values: 0..7 &amp;lt;&amp;lt; 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BC&lt;br /&gt;
| MarkOrigin&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BD&lt;br /&gt;
| MarkOriginAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BE&lt;br /&gt;
| JumpAndSetOriginWithDelay&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BF&lt;br /&gt;
| JumpAndSetOriginAsync&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C0&lt;br /&gt;
| SetOriginAndEraseDelay&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C1&lt;br /&gt;
| Delay&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
| JumpIfMapCollisionAbove&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C3&lt;br /&gt;
| JumpIfMapCollisionBelow&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C4&lt;br /&gt;
| JumpIfMapCollisionLeft&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
| JumpIfMapCollisionRight&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
| GetCurrentBlockCollision&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C7&lt;br /&gt;
| CheckMapCollisionAbove&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C8&lt;br /&gt;
| CheckMapCollisionBelow&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
| CheckMapCollisionLeft&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CA&lt;br /&gt;
| CheckMapCollisionRight&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CB&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| Change other object script ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D2&lt;br /&gt;
| TriggerOnSight( u8 SideRange, u8 FrontRange, u8 Direction, u16 JumpAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D3&lt;br /&gt;
| RangeCheckHorizontal&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D4&lt;br /&gt;
| RangeCheckVertical&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
| ProximityTrigger&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D7&lt;br /&gt;
| DetermineNearestAxis&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D8&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D9&lt;br /&gt;
| LoadFightingStats&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Load pointer to index in enemy table&lt;br /&gt;
&lt;br /&gt;
80: Don&amp;#039;t load max HP&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DA&lt;br /&gt;
| HandlerRegisterOnWall( u16 HandlerAddress )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| Set Wall Hit Handler&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DD&lt;br /&gt;
|&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DF&lt;br /&gt;
| WaitOn097C_0810&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Wait For ([097C] &amp;amp; 0810) == 0, Then Jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E6&lt;br /&gt;
| ObjectCloneDepInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Like A1, but additionally makes new object depend on the old one, which mainly matters for mass deletion with command EB.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E7&lt;br /&gt;
| ObjectCloneDepInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Like A2, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E8&lt;br /&gt;
| ObjectCloneDepInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Like A4, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E9&lt;br /&gt;
| ObjectCloneDepInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Like A6, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EA&lt;br /&gt;
| ObjectCloneDepInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Like 9A, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EB&lt;br /&gt;
| DeleteAllDependingObjects&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| Delete all depending objects, but only if &amp;#039;this&amp;#039; has no parent&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|ED&lt;br /&gt;
| ObjectMoveRelative( u16 AnimationID, s16 X, s16 Y)&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EE&lt;br /&gt;
| ObjectMoveWaitRelative( u8 )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Script_Format&amp;diff=521</id>
		<title>Script Format</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Script_Format&amp;diff=521"/>
		<updated>2018-08-01T21:32:13Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: cmds: 41-42, 4C-4D&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are parsed bytewise.&lt;br /&gt;
&lt;br /&gt;
== A note about event flags ==&lt;br /&gt;
&lt;br /&gt;
Event flags are calculated from an u16 value like this:&lt;br /&gt;
&lt;br /&gt;
 u16 EventFlag;&lt;br /&gt;
 &lt;br /&gt;
 Flag  = (EventFlag &amp;amp; 0xFFF) &amp;gt;&amp;gt; 3;&lt;br /&gt;
 Value = 1 &amp;lt;&amp;lt; (EventFlag &amp;amp; 7);&lt;br /&gt;
 IsSet = EventFlag &amp;amp; 0x8000&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Opcode&lt;br /&gt;
! Function&lt;br /&gt;
! Length&lt;br /&gt;
! Arguments&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
| Call&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command has no stack for return addresses. Nested calls simply overwrite any previous return address, so return is only possible to the most recent call site.&lt;br /&gt;
&lt;br /&gt;
If a simple jump is desired, use command 06 for an async jump, or ASM BRA or JMP for an instantaneous jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
| ReturnFrom00&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| If not inside 00-Call, this command is ignored.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
| LoopSetup( u16 Count )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
| LoopDoAsync()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
| LoopDo()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
| WaitOnEventFlag( u16 Flag )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
| JumpAndSetOrigin&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
| EventFlagModify&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
| EventFlagCheckJump&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
| EventFlagCheckMultiple&lt;br /&gt;
| 3+2*x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0A&lt;br /&gt;
| CheckMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0B&lt;br /&gt;
| CheckDeathwarpMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0C&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0D&lt;br /&gt;
| TriggerOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0E&lt;br /&gt;
| TriggerOnAreaAbsolutePixel&lt;br /&gt;
| 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0F&lt;br /&gt;
| TriggerOnBlockAbsolute&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| TriggerOnBlockRelative&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| TriggerObjectOnAreaAbsolute&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle, for which the trigger is checked.&lt;br /&gt;
Remaining parameters are same as command 0C.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| TriggerObjectOnAreaRelative&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| Broken command.&lt;br /&gt;
&lt;br /&gt;
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter&lt;br /&gt;
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| SpriteSetPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| PlayerPort&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
| PlayerPortByEnemy&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| Used by Guardner to port Ark out of towers. Uses byte #15 of the extended sprite definition, see [[Enemy Induced Warps]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
| SetBonepinWarp( u16, u8, u16, u16 )&lt;br /&gt;
| 8&lt;br /&gt;
| &lt;br /&gt;
| The bonepin warp location is stored in memory at address 7E0608 (8 bytes, right after the deathwarp location)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
| SeagullTransport( u8 to, u16 src_x, u16 src_y )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Includes automatic port to map 5, flight scene and port to the destination map, see [[Seagull Transport]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
| RideShip( u8 route, u8 direction, u16 src_x, u16 src_y )&lt;br /&gt;
| 7&lt;br /&gt;
|&lt;br /&gt;
| Includes automatic port to map 2, ship scene and port to destination map, see [[Automatic Ship Routes]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
| RespawnSetLocation( u16 MapID, u8, u16, u16, u16, u8, u16, u16 )&lt;br /&gt;
| 15&lt;br /&gt;
|&lt;br /&gt;
| Sets the Death- and Bonepin warp location (7E0600 and 7E0608 respectively).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1A&lt;br /&gt;
| DialogSwitchChoice( u8 layout, u16 choices_ptr )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| choices_ptr refers to a table with jump addresses. The text for the choices needs to be created beforehand by a normal text command.&lt;br /&gt;
&lt;br /&gt;
Known layouts are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! Layout&lt;br /&gt;
! Choices&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 01&lt;br /&gt;
|-&lt;br /&gt;
| 02&lt;br /&gt;
|-&lt;br /&gt;
| 03&lt;br /&gt;
|-&lt;br /&gt;
| 04&lt;br /&gt;
|-&lt;br /&gt;
| 08&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 09&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 0A&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 0B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1B&lt;br /&gt;
| PrintRelative( u16 Address )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
| PrintAbsolute( u24 Address )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1D&lt;br /&gt;
| u16&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1E&lt;br /&gt;
| u8, u16&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| calls 0x1D&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1F&lt;br /&gt;
| MessageWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| This waits for a button input for the message to continue/close&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
| MessageAuto&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| This automatically continues/closes the message&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
| TriggerSet( u16 addr )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| Trigger is executed when Ark talks to an object. When addr is 0 it is deleted&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
| SwitchRange( u8 first, u8 last, ... )&lt;br /&gt;
| 3 + 2*(last+1-first)&lt;br /&gt;
|&lt;br /&gt;
| Choice is determined by object data byte $26. One 2-byte jump address for each possible choice is directly included in the command.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
| TriggerNearPlayer( u16 addr )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| Turns NPC towards player and jumps to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
| TriggerNearPlayer( u8, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Turns NPC towards player and jumps to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| Rand&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
| RandomMoveInArea( u8 left, u8 top, u8 right, u8 bottom )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
| RandomMoveInArea( u8 animation, u8 ???, u8 left, u8 top, u8 right, u8 bottom )&lt;br /&gt;
| 7&lt;br /&gt;
|&lt;br /&gt;
| not used by the game&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Set 0x7F2018 to value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
| PadButtonsEnable( u16 buttons )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2A&lt;br /&gt;
| PadButtonsDisable( u16 buttons )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2B&lt;br /&gt;
| PadCheckAllButtonsPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
| PadCheckNoButtonPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2D&lt;br /&gt;
| PadCheckButtonPressed&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2E&lt;br /&gt;
| PadCheckAnyButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2F&lt;br /&gt;
| PadCheckNoButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
| MusicPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
| MusicPlayFadeOver&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
| MusicPlay2&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| This saves the last track played via this command.&lt;br /&gt;
When calling it with the value set to 0xFF it plays the last played track again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
| WaitMusicLoaded&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
| APUWriteByte_F5( u8 Byte )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
| APUWriteByte_F6( u8 Byte )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF6&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
| SoundEffectPlayOnce&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
| SoundEffectPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
| SoundEffect?&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
| SpriteGotoPositionX&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command expects to be followed by &amp;quot;0x8E, 0x3B, asm(BRA -11)&amp;quot; because once it reaches the position it is hardcoded to jump 6 bytes ahead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3A&lt;br /&gt;
| SpriteGotoPositionY&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command expects to be followed by &amp;quot;0x8E, 0x3B, asm(BRA -11)&amp;quot; because once it reaches the position it is hardcoded to jump 6 bytes ahead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3B&lt;br /&gt;
| ObjectSetSolid&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3C&lt;br /&gt;
| ObjectSetHollow&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3D&lt;br /&gt;
| BlockSetSolid( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3E&lt;br /&gt;
| BlockSetHollow( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3F&lt;br /&gt;
| BlockSetCollision( u8 value, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| if (value &amp;amp; 80) is clear, the coordinate is relative to the current object, else it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
| DungeonBlockSetHollow( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
| BlockCheck( u16 block, u16 addr )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| Compares 9 least significant bits of block with the block actually under object. If they match, jump to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
| BlockCheckRelative( u8 dx, u8 dy, u16 block, u16 addr )&lt;br /&gt;
| 7&lt;br /&gt;
|&lt;br /&gt;
| Compares 9 least significant bits of block with the block relative to object. If they match, jump to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
| BlockSetAbsolute( u8 x, u8 y, u16 block )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
| BlockSetRelative( u8 dx, u8 dy, u16 block )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
| BlockSet&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| Changes the block under object. block = object[7F201A]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
| MapCopyRect( u16 SizeX (Blocks), u16 SizeY (Pixels), u16 SrcX(Blocks), u16 SrcY(Blocks), u16 DstX(Blocks), u16 DstY(Blocks), u8 Unknown )&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
| ObjectDeleteIfEventFlags&lt;br /&gt;
| 1+2*x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
| ObjectDeleteIfEventFlag( u16 flag )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
| ObjectDeleteIfMapID( u16 map )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4A&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4B&lt;br /&gt;
| u8, u16, (u16)&lt;br /&gt;
| 4 or 6&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4C&lt;br /&gt;
| TownGrowthCheck( u8 id, u16 minimum, u16 addr )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Jump to addr if growth rate id is at least the specified minimum.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4D&lt;br /&gt;
| TownGrowthUpdate( u8 id, u16 amount )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| (id &amp;amp; C0) specifies the update mode:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! mode&lt;br /&gt;
! description&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| overwrite&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| subtract&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| add&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4E&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4F&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
| u16, u8&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|  &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
| ItemAdd&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
| ItemDel&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
| JumpIf0648( u8 Value, u16 JumpAddress )&lt;br /&gt;
| 2 or 4&lt;br /&gt;
|&lt;br /&gt;
| Jump if [0648] == Value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5A&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5B&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5C&lt;br /&gt;
| MoneyAdd&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5D&lt;br /&gt;
| MoneyDel&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5E&lt;br /&gt;
|&lt;br /&gt;
| 7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5F&lt;br /&gt;
| SwitchOnDirection( u16 DownJump, u16 UpJump, u16 LeftJump, u16 RightJump )&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
| ItemAddPlayMusic( u8 ItemID, u16 Delay, u8 MusicID )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
| HandlerRegisterOnDamage( u16 HandlerAddress, u24 ReturnAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
| ReturnFromDamageHandler&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6A&lt;br /&gt;
| u8, u8&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6B&lt;br /&gt;
| PrintRelative2&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6C&lt;br /&gt;
| PrintAbsolute2&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6E&lt;br /&gt;
| SceneUpdate&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6F&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
| u16, u8&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| Wait for unknown condition and then jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
| u8 a, u16 b&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| $7F2024,x = (u16)a; $7F2022,x = b;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
| u16 a, u16 b&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| $7F2028,x = a; $7F2026,x = b;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
| SystemRegisterWrite&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
| BackgroundUpdateFade&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|7A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7B&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unknown Command, Only implemented in JP version, FFFF in German and English&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
| AnimationSetSpriteFlagsAndResetElevationLevel( u8 SpriteFlags )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
| AnimationSetB( u8 SpriteFlags )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
| AnimationSetC( u8 SpriteFlags, u8 )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
| SpriteSetFlagsAndElevationLevel( u8 SpriteFlags, u8 EleveationLevel )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
| AnimationSetD&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| calls 80&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
| AnimationSetE( u8, u8 )&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| calls 81&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
| ObjectMove( u8, u8, u8 )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| calls 82&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| calls 83&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| calls 84&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8A&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8B&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| calls 8A&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8C&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8D&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| calls 8C&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8E&lt;br /&gt;
| AnimationWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8F&lt;br /&gt;
| AnimationWait2&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
| u16, u8, u16, u16, u16, u8&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
| u16, u16, u16, u16, u16&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
| u16, u8, u16, ?&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
| u16, u8, ?&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
| Object related&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
| ObjectCloneInsertAtBeginSF&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at begin of list, set script pointer and flags&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9A&lt;br /&gt;
| ObjectCloneInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9B&lt;br /&gt;
| ObjectCloneInsertBeforeSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9C&lt;br /&gt;
| ObjectCloneInsertBeforeSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9D&lt;br /&gt;
| ObjectCloneInsertBeforeSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9E&lt;br /&gt;
| ObjectCloneInsertBeforeSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9F&lt;br /&gt;
| ObjectCloneInsertBeforeSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A0&lt;br /&gt;
| ObjectCloneInsertAtEndSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at end of list, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A1&lt;br /&gt;
| ObjectCloneInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A2&lt;br /&gt;
| ObjectCloneInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A3&lt;br /&gt;
| ObjectCloneInsertAfterSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
| ObjectCloneInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
Same handler as 0xE8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A5&lt;br /&gt;
| ObjectCloneInsertAfterSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A6&lt;br /&gt;
| ObjectCloneInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A7&lt;br /&gt;
| ObjectDelete&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A8&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AA&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AF&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B0&lt;br /&gt;
|&lt;br /&gt;
| 2 or 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B1&lt;br /&gt;
| ObjectMoveHorizontal&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
| ObjectMoveVertical&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B3&lt;br /&gt;
| ObjectMove&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
| SpriteSetUpsideDown&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B5&lt;br /&gt;
| SpriteSetDownsideUp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B6&lt;br /&gt;
| SpriteSetFacingRight &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
| SpriteSetFacingLeft&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B8&lt;br /&gt;
| SpriteFlipVertical&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B9&lt;br /&gt;
| SpriteFlipHorizontal&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BA&lt;br /&gt;
| SpriteSetPriority&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Allowed values: 0..3 &amp;lt;&amp;lt; 4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BB&lt;br /&gt;
| SpriteSetPalette&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Allowed values: 0..7 &amp;lt;&amp;lt; 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BC&lt;br /&gt;
| MarkOrigin&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BD&lt;br /&gt;
| MarkOriginAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BE&lt;br /&gt;
| JumpAndSetOriginWithDelay&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BF&lt;br /&gt;
| JumpAndSetOriginAsync&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C0&lt;br /&gt;
| SetOriginAndEraseDelay&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C1&lt;br /&gt;
| Delay&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
| JumpIfMapCollisionAbove&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C3&lt;br /&gt;
| JumpIfMapCollisionBelow&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C4&lt;br /&gt;
| JumpIfMapCollisionLeft&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
| JumpIfMapCollisionRight&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
| GetCurrentBlockCollision&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C7&lt;br /&gt;
| CheckMapCollisionAbove&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C8&lt;br /&gt;
| CheckMapCollisionBelow&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
| CheckMapCollisionLeft&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CA&lt;br /&gt;
| CheckMapCollisionRight&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CB&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| Change other object script ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D2&lt;br /&gt;
| TriggerOnSight( u8 SideRange, u8 FrontRange, u8 Direction, u16 JumpAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D3&lt;br /&gt;
| RangeCheckHorizontal&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D4&lt;br /&gt;
| RangeCheckVertical&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
| ProximityTrigger&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D7&lt;br /&gt;
| DetermineNearestAxis&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D8&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D9&lt;br /&gt;
| LoadFightingStats&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Load pointer to index in enemy table&lt;br /&gt;
&lt;br /&gt;
80: Don&amp;#039;t load max HP&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DA&lt;br /&gt;
| HandlerRegisterOnWall( u16 HandlerAddress )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| Set Wall Hit Handler&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DD&lt;br /&gt;
|&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DF&lt;br /&gt;
| WaitOn097C_0810&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Wait For ([097C] &amp;amp; 0810) == 0, Then Jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E6&lt;br /&gt;
| ObjectCloneDepInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Like A1, but additionally makes new object depend on the old one, which mainly matters for mass deletion with command EB.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E7&lt;br /&gt;
| ObjectCloneDepInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Like A2, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E8&lt;br /&gt;
| ObjectCloneDepInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Like A4, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E9&lt;br /&gt;
| ObjectCloneDepInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Like A6, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EA&lt;br /&gt;
| ObjectCloneDepInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Like 9A, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EB&lt;br /&gt;
| DeleteAllDependingObjects&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| Delete all depending objects, but only if &amp;#039;this&amp;#039; has no parent&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|ED&lt;br /&gt;
| ObjectMoveRelative( u16 AnimationID, s16 X, s16 Y)&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EE&lt;br /&gt;
| ObjectMoveWaitRelative( u8 )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Script_Format&amp;diff=520</id>
		<title>Script Format</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Script_Format&amp;diff=520"/>
		<updated>2018-08-01T21:10:01Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: cmds: 33, 39, 3C-40&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are parsed bytewise.&lt;br /&gt;
&lt;br /&gt;
== A note about event flags ==&lt;br /&gt;
&lt;br /&gt;
Event flags are calculated from an u16 value like this:&lt;br /&gt;
&lt;br /&gt;
 u16 EventFlag;&lt;br /&gt;
 &lt;br /&gt;
 Flag  = (EventFlag &amp;amp; 0xFFF) &amp;gt;&amp;gt; 3;&lt;br /&gt;
 Value = 1 &amp;lt;&amp;lt; (EventFlag &amp;amp; 7);&lt;br /&gt;
 IsSet = EventFlag &amp;amp; 0x8000&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Opcode&lt;br /&gt;
! Function&lt;br /&gt;
! Length&lt;br /&gt;
! Arguments&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
| Call&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command has no stack for return addresses. Nested calls simply overwrite any previous return address, so return is only possible to the most recent call site.&lt;br /&gt;
&lt;br /&gt;
If a simple jump is desired, use command 06 for an async jump, or ASM BRA or JMP for an instantaneous jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
| ReturnFrom00&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| If not inside 00-Call, this command is ignored.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
| LoopSetup( u16 Count )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
| LoopDoAsync()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
| LoopDo()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
| WaitOnEventFlag( u16 Flag )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
| JumpAndSetOrigin&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
| EventFlagModify&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
| EventFlagCheckJump&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
| EventFlagCheckMultiple&lt;br /&gt;
| 3+2*x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0A&lt;br /&gt;
| CheckMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0B&lt;br /&gt;
| CheckDeathwarpMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0C&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0D&lt;br /&gt;
| TriggerOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0E&lt;br /&gt;
| TriggerOnAreaAbsolutePixel&lt;br /&gt;
| 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0F&lt;br /&gt;
| TriggerOnBlockAbsolute&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| TriggerOnBlockRelative&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| TriggerObjectOnAreaAbsolute&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle, for which the trigger is checked.&lt;br /&gt;
Remaining parameters are same as command 0C.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| TriggerObjectOnAreaRelative&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| Broken command.&lt;br /&gt;
&lt;br /&gt;
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter&lt;br /&gt;
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| SpriteSetPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| PlayerPort&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
| PlayerPortByEnemy&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| Used by Guardner to port Ark out of towers. Uses byte #15 of the extended sprite definition, see [[Enemy Induced Warps]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
| SetBonepinWarp( u16, u8, u16, u16 )&lt;br /&gt;
| 8&lt;br /&gt;
| &lt;br /&gt;
| The bonepin warp location is stored in memory at address 7E0608 (8 bytes, right after the deathwarp location)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
| SeagullTransport( u8 to, u16 src_x, u16 src_y )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Includes automatic port to map 5, flight scene and port to the destination map, see [[Seagull Transport]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
| RideShip( u8 route, u8 direction, u16 src_x, u16 src_y )&lt;br /&gt;
| 7&lt;br /&gt;
|&lt;br /&gt;
| Includes automatic port to map 2, ship scene and port to destination map, see [[Automatic Ship Routes]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
| RespawnSetLocation( u16 MapID, u8, u16, u16, u16, u8, u16, u16 )&lt;br /&gt;
| 15&lt;br /&gt;
|&lt;br /&gt;
| Sets the Death- and Bonepin warp location (7E0600 and 7E0608 respectively).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1A&lt;br /&gt;
| DialogSwitchChoice( u8 layout, u16 choices_ptr )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| choices_ptr refers to a table with jump addresses. The text for the choices needs to be created beforehand by a normal text command.&lt;br /&gt;
&lt;br /&gt;
Known layouts are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! Layout&lt;br /&gt;
! Choices&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 01&lt;br /&gt;
|-&lt;br /&gt;
| 02&lt;br /&gt;
|-&lt;br /&gt;
| 03&lt;br /&gt;
|-&lt;br /&gt;
| 04&lt;br /&gt;
|-&lt;br /&gt;
| 08&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 09&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 0A&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 0B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1B&lt;br /&gt;
| PrintRelative( u16 Address )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
| PrintAbsolute( u24 Address )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1D&lt;br /&gt;
| u16&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1E&lt;br /&gt;
| u8, u16&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| calls 0x1D&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1F&lt;br /&gt;
| MessageWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| This waits for a button input for the message to continue/close&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
| MessageAuto&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| This automatically continues/closes the message&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
| TriggerSet( u16 addr )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| Trigger is executed when Ark talks to an object. When addr is 0 it is deleted&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
| SwitchRange( u8 first, u8 last, ... )&lt;br /&gt;
| 3 + 2*(last+1-first)&lt;br /&gt;
|&lt;br /&gt;
| Choice is determined by object data byte $26. One 2-byte jump address for each possible choice is directly included in the command.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
| TriggerNearPlayer( u16 addr )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| Turns NPC towards player and jumps to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
| TriggerNearPlayer( u8, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Turns NPC towards player and jumps to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| Rand&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
| RandomMoveInArea( u8 left, u8 top, u8 right, u8 bottom )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
| RandomMoveInArea( u8 animation, u8 ???, u8 left, u8 top, u8 right, u8 bottom )&lt;br /&gt;
| 7&lt;br /&gt;
|&lt;br /&gt;
| not used by the game&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Set 0x7F2018 to value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
| PadButtonsEnable( u16 buttons )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2A&lt;br /&gt;
| PadButtonsDisable( u16 buttons )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2B&lt;br /&gt;
| PadCheckAllButtonsPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
| PadCheckNoButtonPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2D&lt;br /&gt;
| PadCheckButtonPressed&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2E&lt;br /&gt;
| PadCheckAnyButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2F&lt;br /&gt;
| PadCheckNoButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
| MusicPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
| MusicPlayFadeOver&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
| MusicPlay2&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| This saves the last track played via this command.&lt;br /&gt;
When calling it with the value set to 0xFF it plays the last played track again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
| WaitMusicLoaded&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
| APUWriteByte_F5( u8 Byte )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
| APUWriteByte_F6( u8 Byte )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF6&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
| SoundEffectPlayOnce&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
| SoundEffectPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
| SoundEffect?&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
| SpriteGotoPositionX&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command expects to be followed by &amp;quot;0x8E, 0x3B, asm(BRA -11)&amp;quot; because once it reaches the position it is hardcoded to jump 6 bytes ahead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3A&lt;br /&gt;
| SpriteGotoPositionY&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command expects to be followed by &amp;quot;0x8E, 0x3B, asm(BRA -11)&amp;quot; because once it reaches the position it is hardcoded to jump 6 bytes ahead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3B&lt;br /&gt;
| ObjectSetSolid&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3C&lt;br /&gt;
| ObjectSetHollow&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3D&lt;br /&gt;
| BlockSetSolid( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3E&lt;br /&gt;
| BlockSetHollow( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3F&lt;br /&gt;
| BlockSetCollision( u8 value, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| if (value &amp;amp; 80) is clear, the coordinate is relative to the current object, else it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
| DungeonBlockSetHollow( u8 rel_or_abs, u8 x, u8 y )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|&lt;br /&gt;
| 7&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
| MapCopyRect( u16 SizeX (Blocks), u16 SizeY (Pixels), u16 SrcX(Blocks), u16 SrcY(Blocks), u16 DstX(Blocks), u16 DstY(Blocks), u8 Unknown )&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
| ObjectDeleteIfEventFlags&lt;br /&gt;
| 1+2*x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
| ObjectDeleteIfEventFlag&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
| ObjectDeleteIfMapID&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4A&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4B&lt;br /&gt;
| u8, u16, (u16)&lt;br /&gt;
| 4 or 6&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4C&lt;br /&gt;
| u8, u16, (u16)&lt;br /&gt;
| 4 or 6&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4D&lt;br /&gt;
|&lt;br /&gt;
| 2 or 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4E&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4F&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
| u16, u8&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|  &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
| ItemAdd&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
| ItemDel&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
| JumpIf0648( u8 Value, u16 JumpAddress )&lt;br /&gt;
| 2 or 4&lt;br /&gt;
|&lt;br /&gt;
| Jump if [0648] == Value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5A&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5B&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5C&lt;br /&gt;
| MoneyAdd&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5D&lt;br /&gt;
| MoneyDel&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5E&lt;br /&gt;
|&lt;br /&gt;
| 7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5F&lt;br /&gt;
| SwitchOnDirection( u16 DownJump, u16 UpJump, u16 LeftJump, u16 RightJump )&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
| ItemAddPlayMusic( u8 ItemID, u16 Delay, u8 MusicID )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
| HandlerRegisterOnDamage( u16 HandlerAddress, u24 ReturnAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
| ReturnFromDamageHandler&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6A&lt;br /&gt;
| u8, u8&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6B&lt;br /&gt;
| PrintRelative2&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6C&lt;br /&gt;
| PrintAbsolute2&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6E&lt;br /&gt;
| SceneUpdate&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6F&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
| u16, u8&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| Wait for unknown condition and then jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
| u8 a, u16 b&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| $7F2024,x = (u16)a; $7F2022,x = b;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
| u16 a, u16 b&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| $7F2028,x = a; $7F2026,x = b;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
| SystemRegisterWrite&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
| BackgroundUpdateFade&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|7A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7B&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unknown Command, Only implemented in JP version, FFFF in German and English&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
| AnimationSetSpriteFlagsAndResetElevationLevel( u8 SpriteFlags )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
| AnimationSetB( u8 SpriteFlags )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
| AnimationSetC( u8 SpriteFlags, u8 )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
| SpriteSetFlagsAndElevationLevel( u8 SpriteFlags, u8 EleveationLevel )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
| AnimationSetD&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| calls 80&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
| AnimationSetE( u8, u8 )&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| calls 81&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
| ObjectMove( u8, u8, u8 )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| calls 82&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| calls 83&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| calls 84&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8A&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8B&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| calls 8A&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8C&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8D&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| calls 8C&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8E&lt;br /&gt;
| AnimationWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8F&lt;br /&gt;
| AnimationWait2&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
| u16, u8, u16, u16, u16, u8&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
| u16, u16, u16, u16, u16&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
| u16, u8, u16, ?&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
| u16, u8, ?&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
| Object related&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
| ObjectCloneInsertAtBeginSF&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at begin of list, set script pointer and flags&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9A&lt;br /&gt;
| ObjectCloneInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9B&lt;br /&gt;
| ObjectCloneInsertBeforeSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9C&lt;br /&gt;
| ObjectCloneInsertBeforeSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9D&lt;br /&gt;
| ObjectCloneInsertBeforeSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9E&lt;br /&gt;
| ObjectCloneInsertBeforeSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9F&lt;br /&gt;
| ObjectCloneInsertBeforeSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A0&lt;br /&gt;
| ObjectCloneInsertAtEndSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at end of list, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A1&lt;br /&gt;
| ObjectCloneInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A2&lt;br /&gt;
| ObjectCloneInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A3&lt;br /&gt;
| ObjectCloneInsertAfterSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
| ObjectCloneInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
Same handler as 0xE8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A5&lt;br /&gt;
| ObjectCloneInsertAfterSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A6&lt;br /&gt;
| ObjectCloneInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A7&lt;br /&gt;
| ObjectDelete&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A8&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AA&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AF&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B0&lt;br /&gt;
|&lt;br /&gt;
| 2 or 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B1&lt;br /&gt;
| ObjectMoveHorizontal&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
| ObjectMoveVertical&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B3&lt;br /&gt;
| ObjectMove&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
| SpriteSetUpsideDown&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B5&lt;br /&gt;
| SpriteSetDownsideUp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B6&lt;br /&gt;
| SpriteSetFacingRight &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
| SpriteSetFacingLeft&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B8&lt;br /&gt;
| SpriteFlipVertical&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B9&lt;br /&gt;
| SpriteFlipHorizontal&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BA&lt;br /&gt;
| SpriteSetPriority&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Allowed values: 0..3 &amp;lt;&amp;lt; 4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BB&lt;br /&gt;
| SpriteSetPalette&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Allowed values: 0..7 &amp;lt;&amp;lt; 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BC&lt;br /&gt;
| MarkOrigin&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BD&lt;br /&gt;
| MarkOriginAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BE&lt;br /&gt;
| JumpAndSetOriginWithDelay&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BF&lt;br /&gt;
| JumpAndSetOriginAsync&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C0&lt;br /&gt;
| SetOriginAndEraseDelay&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C1&lt;br /&gt;
| Delay&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
| JumpIfMapCollisionAbove&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C3&lt;br /&gt;
| JumpIfMapCollisionBelow&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C4&lt;br /&gt;
| JumpIfMapCollisionLeft&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
| JumpIfMapCollisionRight&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
| GetCurrentBlockCollision&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C7&lt;br /&gt;
| CheckMapCollisionAbove&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C8&lt;br /&gt;
| CheckMapCollisionBelow&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
| CheckMapCollisionLeft&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CA&lt;br /&gt;
| CheckMapCollisionRight&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CB&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| Change other object script ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D2&lt;br /&gt;
| TriggerOnSight( u8 SideRange, u8 FrontRange, u8 Direction, u16 JumpAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D3&lt;br /&gt;
| RangeCheckHorizontal&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D4&lt;br /&gt;
| RangeCheckVertical&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
| ProximityTrigger&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D7&lt;br /&gt;
| DetermineNearestAxis&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D8&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D9&lt;br /&gt;
| LoadFightingStats&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Load pointer to index in enemy table&lt;br /&gt;
&lt;br /&gt;
80: Don&amp;#039;t load max HP&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DA&lt;br /&gt;
| HandlerRegisterOnWall( u16 HandlerAddress )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| Set Wall Hit Handler&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DD&lt;br /&gt;
|&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DF&lt;br /&gt;
| WaitOn097C_0810&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Wait For ([097C] &amp;amp; 0810) == 0, Then Jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E6&lt;br /&gt;
| ObjectCloneDepInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Like A1, but additionally makes new object depend on the old one, which mainly matters for mass deletion with command EB.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E7&lt;br /&gt;
| ObjectCloneDepInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Like A2, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E8&lt;br /&gt;
| ObjectCloneDepInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Like A4, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E9&lt;br /&gt;
| ObjectCloneDepInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Like A6, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EA&lt;br /&gt;
| ObjectCloneDepInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Like 9A, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EB&lt;br /&gt;
| DeleteAllDependingObjects&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| Delete all depending objects, but only if &amp;#039;this&amp;#039; has no parent&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|ED&lt;br /&gt;
| ObjectMoveRelative( u16 AnimationID, s16 X, s16 Y)&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EE&lt;br /&gt;
| ObjectMoveWaitRelative( u8 )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Script_Format&amp;diff=519</id>
		<title>Script Format</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Script_Format&amp;diff=519"/>
		<updated>2018-08-01T20:48:34Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: cmd 22-2A&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are parsed bytewise.&lt;br /&gt;
&lt;br /&gt;
== A note about event flags ==&lt;br /&gt;
&lt;br /&gt;
Event flags are calculated from an u16 value like this:&lt;br /&gt;
&lt;br /&gt;
 u16 EventFlag;&lt;br /&gt;
 &lt;br /&gt;
 Flag  = (EventFlag &amp;amp; 0xFFF) &amp;gt;&amp;gt; 3;&lt;br /&gt;
 Value = 1 &amp;lt;&amp;lt; (EventFlag &amp;amp; 7);&lt;br /&gt;
 IsSet = EventFlag &amp;amp; 0x8000&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Opcode&lt;br /&gt;
! Function&lt;br /&gt;
! Length&lt;br /&gt;
! Arguments&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
| Call&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command has no stack for return addresses. Nested calls simply overwrite any previous return address, so return is only possible to the most recent call site.&lt;br /&gt;
&lt;br /&gt;
If a simple jump is desired, use command 06 for an async jump, or ASM BRA or JMP for an instantaneous jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
| ReturnFrom00&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| If not inside 00-Call, this command is ignored.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
| LoopSetup( u16 Count )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
| LoopDoAsync()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
| LoopDo()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
| WaitOnEventFlag( u16 Flag )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
| JumpAndSetOrigin&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
| EventFlagModify&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
| EventFlagCheckJump&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
| EventFlagCheckMultiple&lt;br /&gt;
| 3+2*x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0A&lt;br /&gt;
| CheckMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0B&lt;br /&gt;
| CheckDeathwarpMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0C&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0D&lt;br /&gt;
| TriggerOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0E&lt;br /&gt;
| TriggerOnAreaAbsolutePixel&lt;br /&gt;
| 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0F&lt;br /&gt;
| TriggerOnBlockAbsolute&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| TriggerOnBlockRelative&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| TriggerObjectOnAreaAbsolute&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle, for which the trigger is checked.&lt;br /&gt;
Remaining parameters are same as command 0C.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| TriggerObjectOnAreaRelative&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| Broken command.&lt;br /&gt;
&lt;br /&gt;
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter&lt;br /&gt;
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| SpriteSetPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| PlayerPort&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
| PlayerPortByEnemy&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| Used by Guardner to port Ark out of towers. Uses byte #15 of the extended sprite definition, see [[Enemy Induced Warps]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
| SetBonepinWarp( u16, u8, u16, u16 )&lt;br /&gt;
| 8&lt;br /&gt;
| &lt;br /&gt;
| The bonepin warp location is stored in memory at address 7E0608 (8 bytes, right after the deathwarp location)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
| SeagullTransport( u8 to, u16 src_x, u16 src_y )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Includes automatic port to map 5, flight scene and port to the destination map, see [[Seagull Transport]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
| RideShip( u8 route, u8 direction, u16 src_x, u16 src_y )&lt;br /&gt;
| 7&lt;br /&gt;
|&lt;br /&gt;
| Includes automatic port to map 2, ship scene and port to destination map, see [[Automatic Ship Routes]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
| RespawnSetLocation( u16 MapID, u8, u16, u16, u16, u8, u16, u16 )&lt;br /&gt;
| 15&lt;br /&gt;
|&lt;br /&gt;
| Sets the Death- and Bonepin warp location (7E0600 and 7E0608 respectively).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1A&lt;br /&gt;
| DialogSwitchChoice( u8 layout, u16 choices_ptr )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| choices_ptr refers to a table with jump addresses. The text for the choices needs to be created beforehand by a normal text command.&lt;br /&gt;
&lt;br /&gt;
Known layouts are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! Layout&lt;br /&gt;
! Choices&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 01&lt;br /&gt;
|-&lt;br /&gt;
| 02&lt;br /&gt;
|-&lt;br /&gt;
| 03&lt;br /&gt;
|-&lt;br /&gt;
| 04&lt;br /&gt;
|-&lt;br /&gt;
| 08&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 09&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 0A&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 0B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1B&lt;br /&gt;
| PrintRelative( u16 Address )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
| PrintAbsolute( u24 Address )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1D&lt;br /&gt;
| u16&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1E&lt;br /&gt;
| u8, u16&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| calls 0x1D&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1F&lt;br /&gt;
| MessageWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| This waits for a button input for the message to continue/close&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
| MessageAuto&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| This automatically continues/closes the message&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
| TriggerSet( u16 addr )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| Trigger is executed when Ark talks to an object. When addr is 0 it is deleted&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
| SwitchRange( u8 first, u8 last, ... )&lt;br /&gt;
| 3 + 2*(last+1-first)&lt;br /&gt;
|&lt;br /&gt;
| Choice is determined by object data byte $26. One 2-byte jump address for each possible choice is directly included in the command.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
| TriggerNearPlayer( u16 addr )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| Turns NPC towards player and jumps to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
| TriggerNearPlayer( u8, u16 addr )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Turns NPC towards player and jumps to addr.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| Rand&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
| RandomMoveInArea( u8 left, u8 top, u8 right, u8 bottom )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
| RandomMoveInArea( u8 animation, u8 ???, u8 left, u8 top, u8 right, u8 bottom )&lt;br /&gt;
| 7&lt;br /&gt;
|&lt;br /&gt;
| not used by the game&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Set 0x7F2018 to value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
| PadButtonsEnable( u16 buttons )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2A&lt;br /&gt;
| PadButtonsDisable( u16 buttons )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2B&lt;br /&gt;
| PadCheckAllButtonsPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
| PadCheckNoButtonPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2D&lt;br /&gt;
| PadCheckButtonPressed&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2E&lt;br /&gt;
| PadCheckAnyButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2F&lt;br /&gt;
| PadCheckNoButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
| MusicPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
| MusicPlayFadeOver&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
| MusicPlay2&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| This saves the last track played via this command.&lt;br /&gt;
When calling it with the value set to 0xFF it plays the last played track again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
| APUWriteByte_F5( u8 Byte )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
| APUWriteByte_F6( u8 Byte )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF6&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
| SoundEffectPlayOnce&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
| SoundEffectPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
| SoundEffect?&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
| SpriteGotoPositionX&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command expects to be followed by &amp;quot;0x8E, 0x3B, asm(BRA -11)&amp;quot; because once it reaches the position it is hardcoded to jump 6 bytes ahead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3A&lt;br /&gt;
| SpriteGotoPositionY&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command expects to be followed by &amp;quot;0x8E, 0x3B, asm(BRA -11)&amp;quot; because once it reaches the position it is hardcoded to jump 6 bytes ahead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3B&lt;br /&gt;
| ObjectSetSolid&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3C&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3D&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3E&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3F&lt;br /&gt;
| TriggerOnTouch( u8 MovementMask, u8 X, u8 Y ) &lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|&lt;br /&gt;
| 7&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
| MapCopyRect( u16 SizeX (Blocks), u16 SizeY (Pixels), u16 SrcX(Blocks), u16 SrcY(Blocks), u16 DstX(Blocks), u16 DstY(Blocks), u8 Unknown )&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
| ObjectDeleteIfEventFlags&lt;br /&gt;
| 1+2*x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
| ObjectDeleteIfEventFlag&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
| ObjectDeleteIfMapID&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4A&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4B&lt;br /&gt;
| u8, u16, (u16)&lt;br /&gt;
| 4 or 6&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4C&lt;br /&gt;
| u8, u16, (u16)&lt;br /&gt;
| 4 or 6&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4D&lt;br /&gt;
|&lt;br /&gt;
| 2 or 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4E&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4F&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
| u16, u8&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|  &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
| ItemAdd&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
| ItemDel&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
| JumpIf0648( u8 Value, u16 JumpAddress )&lt;br /&gt;
| 2 or 4&lt;br /&gt;
|&lt;br /&gt;
| Jump if [0648] == Value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5A&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5B&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5C&lt;br /&gt;
| MoneyAdd&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5D&lt;br /&gt;
| MoneyDel&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5E&lt;br /&gt;
|&lt;br /&gt;
| 7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5F&lt;br /&gt;
| SwitchOnDirection( u16 DownJump, u16 UpJump, u16 LeftJump, u16 RightJump )&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
| ItemAddPlayMusic( u8 ItemID, u16 Delay, u8 MusicID )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
| HandlerRegisterOnDamage( u16 HandlerAddress, u24 ReturnAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
| ReturnFromDamageHandler&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6A&lt;br /&gt;
| u8, u8&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6B&lt;br /&gt;
| PrintRelative2&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6C&lt;br /&gt;
| PrintAbsolute2&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6E&lt;br /&gt;
| SceneUpdate&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6F&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
| u16, u8&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| Wait for unknown condition and then jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
| u8 a, u16 b&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| $7F2024,x = (u16)a; $7F2022,x = b;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
| u16 a, u16 b&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| $7F2028,x = a; $7F2026,x = b;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
| SystemRegisterWrite&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
| BackgroundUpdateFade&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|7A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7B&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unknown Command, Only implemented in JP version, FFFF in German and English&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
| AnimationSetSpriteFlagsAndResetElevationLevel( u8 SpriteFlags )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
| AnimationSetB( u8 SpriteFlags )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
| AnimationSetC( u8 SpriteFlags, u8 )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
| SpriteSetFlagsAndElevationLevel( u8 SpriteFlags, u8 EleveationLevel )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
| AnimationSetD&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| calls 80&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
| AnimationSetE( u8, u8 )&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| calls 81&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
| ObjectMove( u8, u8, u8 )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| calls 82&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| calls 83&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| calls 84&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8A&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8B&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| calls 8A&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8C&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8D&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| calls 8C&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8E&lt;br /&gt;
| AnimationWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8F&lt;br /&gt;
| AnimationWait2&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
| u16, u8, u16, u16, u16, u8&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
| u16, u16, u16, u16, u16&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
| u16, u8, u16, ?&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
| u16, u8, ?&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
| Object related&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
| ObjectCloneInsertAtBeginSF&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at begin of list, set script pointer and flags&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9A&lt;br /&gt;
| ObjectCloneInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9B&lt;br /&gt;
| ObjectCloneInsertBeforeSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9C&lt;br /&gt;
| ObjectCloneInsertBeforeSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9D&lt;br /&gt;
| ObjectCloneInsertBeforeSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9E&lt;br /&gt;
| ObjectCloneInsertBeforeSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9F&lt;br /&gt;
| ObjectCloneInsertBeforeSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A0&lt;br /&gt;
| ObjectCloneInsertAtEndSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at end of list, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A1&lt;br /&gt;
| ObjectCloneInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A2&lt;br /&gt;
| ObjectCloneInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A3&lt;br /&gt;
| ObjectCloneInsertAfterSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
| ObjectCloneInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
Same handler as 0xE8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A5&lt;br /&gt;
| ObjectCloneInsertAfterSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A6&lt;br /&gt;
| ObjectCloneInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A7&lt;br /&gt;
| ObjectDelete&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A8&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AA&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AF&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B0&lt;br /&gt;
|&lt;br /&gt;
| 2 or 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B1&lt;br /&gt;
| ObjectMoveHorizontal&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
| ObjectMoveVertical&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B3&lt;br /&gt;
| ObjectMove&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
| SpriteSetUpsideDown&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B5&lt;br /&gt;
| SpriteSetDownsideUp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B6&lt;br /&gt;
| SpriteSetFacingRight &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
| SpriteSetFacingLeft&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B8&lt;br /&gt;
| SpriteFlipVertical&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B9&lt;br /&gt;
| SpriteFlipHorizontal&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BA&lt;br /&gt;
| SpriteSetPriority&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Allowed values: 0..3 &amp;lt;&amp;lt; 4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BB&lt;br /&gt;
| SpriteSetPalette&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Allowed values: 0..7 &amp;lt;&amp;lt; 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BC&lt;br /&gt;
| MarkOrigin&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BD&lt;br /&gt;
| MarkOriginAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BE&lt;br /&gt;
| JumpAndSetOriginWithDelay&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BF&lt;br /&gt;
| JumpAndSetOriginAsync&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C0&lt;br /&gt;
| SetOriginAndEraseDelay&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C1&lt;br /&gt;
| Delay&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
| JumpIfMapCollisionAbove&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C3&lt;br /&gt;
| JumpIfMapCollisionBelow&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C4&lt;br /&gt;
| JumpIfMapCollisionLeft&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
| JumpIfMapCollisionRight&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
| GetCurrentBlockCollision&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C7&lt;br /&gt;
| CheckMapCollisionAbove&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C8&lt;br /&gt;
| CheckMapCollisionBelow&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
| CheckMapCollisionLeft&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CA&lt;br /&gt;
| CheckMapCollisionRight&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CB&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| Change other object script ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D2&lt;br /&gt;
| TriggerOnSight( u8 SideRange, u8 FrontRange, u8 Direction, u16 JumpAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D3&lt;br /&gt;
| RangeCheckHorizontal&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D4&lt;br /&gt;
| RangeCheckVertical&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
| ProximityTrigger&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D7&lt;br /&gt;
| DetermineNearestAxis&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D8&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D9&lt;br /&gt;
| LoadFightingStats&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Load pointer to index in enemy table&lt;br /&gt;
&lt;br /&gt;
80: Don&amp;#039;t load max HP&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DA&lt;br /&gt;
| HandlerRegisterOnWall( u16 HandlerAddress )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| Set Wall Hit Handler&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DD&lt;br /&gt;
|&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DF&lt;br /&gt;
| WaitOn097C_0810&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Wait For ([097C] &amp;amp; 0810) == 0, Then Jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E6&lt;br /&gt;
| ObjectCloneDepInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Like A1, but additionally makes new object depend on the old one, which mainly matters for mass deletion with command EB.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E7&lt;br /&gt;
| ObjectCloneDepInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Like A2, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E8&lt;br /&gt;
| ObjectCloneDepInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Like A4, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E9&lt;br /&gt;
| ObjectCloneDepInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Like A6, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EA&lt;br /&gt;
| ObjectCloneDepInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Like 9A, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EB&lt;br /&gt;
| DeleteAllDependingObjects&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| Delete all depending objects, but only if &amp;#039;this&amp;#039; has no parent&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|ED&lt;br /&gt;
| ObjectMoveRelative( u16 AnimationID, s16 X, s16 Y)&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EE&lt;br /&gt;
| ObjectMoveWaitRelative( u8 )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Script_Format&amp;diff=518</id>
		<title>Script Format</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Script_Format&amp;diff=518"/>
		<updated>2018-08-01T20:27:17Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: cmds 15-1A&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are parsed bytewise.&lt;br /&gt;
&lt;br /&gt;
== A note about event flags ==&lt;br /&gt;
&lt;br /&gt;
Event flags are calculated from an u16 value like this:&lt;br /&gt;
&lt;br /&gt;
 u16 EventFlag;&lt;br /&gt;
 &lt;br /&gt;
 Flag  = (EventFlag &amp;amp; 0xFFF) &amp;gt;&amp;gt; 3;&lt;br /&gt;
 Value = 1 &amp;lt;&amp;lt; (EventFlag &amp;amp; 7);&lt;br /&gt;
 IsSet = EventFlag &amp;amp; 0x8000&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Opcode&lt;br /&gt;
! Function&lt;br /&gt;
! Length&lt;br /&gt;
! Arguments&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
| Call&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command has no stack for return addresses. Nested calls simply overwrite any previous return address, so return is only possible to the most recent call site.&lt;br /&gt;
&lt;br /&gt;
If a simple jump is desired, use command 06 for an async jump, or ASM BRA or JMP for an instantaneous jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
| ReturnFrom00&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| If not inside 00-Call, this command is ignored.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
| LoopSetup( u16 Count )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
| LoopDoAsync()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
| LoopDo()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
| WaitOnEventFlag( u16 Flag )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
| JumpAndSetOrigin&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
| EventFlagModify&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
| EventFlagCheckJump&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
| EventFlagCheckMultiple&lt;br /&gt;
| 3+2*x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0A&lt;br /&gt;
| CheckMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0B&lt;br /&gt;
| CheckDeathwarpMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0C&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0D&lt;br /&gt;
| TriggerOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0E&lt;br /&gt;
| TriggerOnAreaAbsolutePixel&lt;br /&gt;
| 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0F&lt;br /&gt;
| TriggerOnBlockAbsolute&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| TriggerOnBlockRelative&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| TriggerObjectOnAreaAbsolute&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle, for which the trigger is checked.&lt;br /&gt;
Remaining parameters are same as command 0C.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| TriggerObjectOnAreaRelative&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| Broken command.&lt;br /&gt;
&lt;br /&gt;
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter&lt;br /&gt;
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| SpriteSetPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| PlayerPort&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
| PlayerPortByEnemy&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| Used by Guardner to port Ark out of towers. Uses byte #15 of the extended sprite definition, see [[Enemy Induced Warps]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
| SetBonepinWarp( u16, u8, u16, u16 )&lt;br /&gt;
| 8&lt;br /&gt;
| &lt;br /&gt;
| The bonepin warp location is stored in memory at address 7E0608 (8 bytes, right after the deathwarp location)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
| SeagullTransport( u8 to, u16 src_x, u16 src_y )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Includes automatic port to map 5, flight scene and port to the destination map, see [[Seagull Transport]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
| RideShip( u8 route, u8 direction, u16 src_x, u16 src_y )&lt;br /&gt;
| 7&lt;br /&gt;
|&lt;br /&gt;
| Includes automatic port to map 2, ship scene and port to destination map, see [[Automatic Ship Routes]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
| RespawnSetLocation( u16 MapID, u8, u16, u16, u16, u8, u16, u16 )&lt;br /&gt;
| 15&lt;br /&gt;
|&lt;br /&gt;
| Sets the Death- and Bonepin warp location (7E0600 and 7E0608 respectively).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1A&lt;br /&gt;
| DialogSwitchChoice( u8 layout, u16 choices_ptr )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| choices_ptr refers to a table with jump addresses. The text for the choices needs to be created beforehand by a normal text command.&lt;br /&gt;
&lt;br /&gt;
Known layouts are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
! Layout&lt;br /&gt;
! Choices&lt;br /&gt;
|-&lt;br /&gt;
| 00&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 01&lt;br /&gt;
|-&lt;br /&gt;
| 02&lt;br /&gt;
|-&lt;br /&gt;
| 03&lt;br /&gt;
|-&lt;br /&gt;
| 04&lt;br /&gt;
|-&lt;br /&gt;
| 08&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 09&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 0A&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 0B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1B&lt;br /&gt;
| PrintRelative( u16 Address )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
| PrintAbsolute( u24 Address )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1D&lt;br /&gt;
| u16&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1E&lt;br /&gt;
| u8, u16&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| calls 0x1D&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1F&lt;br /&gt;
| MessageWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| This waits for a button input for the message to continue/close&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
| MessageAuto&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| This automatically continues/closes the message&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
| TriggerSet&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| When value is 0 it is deleted&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
| 2 or 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| Rand&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
| RandomMoveInArea&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
| u8, u8&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Set 0x7F2018 to value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
| PadButtonsEnable&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2A&lt;br /&gt;
| PadButtonsDisable&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2B&lt;br /&gt;
| PadCheckAllButtonsPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
| PadCheckNoButtonPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2D&lt;br /&gt;
| PadCheckButtonPressed&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2E&lt;br /&gt;
| PadCheckAnyButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2F&lt;br /&gt;
| PadCheckNoButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
| MusicPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
| MusicPlayFadeOver&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
| MusicPlay2&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| This saves the last track played via this command.&lt;br /&gt;
When calling it with the value set to 0xFF it plays the last played track again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
| APUWriteByte_F5( u8 Byte )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
| APUWriteByte_F6( u8 Byte )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF6&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
| SoundEffectPlayOnce&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
| SoundEffectPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
| SoundEffect?&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
| SpriteGotoPositionX&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command expects to be followed by &amp;quot;0x8E, 0x3B, asm(BRA -11)&amp;quot; because once it reaches the position it is hardcoded to jump 6 bytes ahead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3A&lt;br /&gt;
| SpriteGotoPositionY&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command expects to be followed by &amp;quot;0x8E, 0x3B, asm(BRA -11)&amp;quot; because once it reaches the position it is hardcoded to jump 6 bytes ahead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3B&lt;br /&gt;
| ObjectSetSolid&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3C&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3D&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3E&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3F&lt;br /&gt;
| TriggerOnTouch( u8 MovementMask, u8 X, u8 Y ) &lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|&lt;br /&gt;
| 7&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
| MapCopyRect( u16 SizeX (Blocks), u16 SizeY (Pixels), u16 SrcX(Blocks), u16 SrcY(Blocks), u16 DstX(Blocks), u16 DstY(Blocks), u8 Unknown )&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
| ObjectDeleteIfEventFlags&lt;br /&gt;
| 1+2*x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
| ObjectDeleteIfEventFlag&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
| ObjectDeleteIfMapID&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4A&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4B&lt;br /&gt;
| u8, u16, (u16)&lt;br /&gt;
| 4 or 6&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4C&lt;br /&gt;
| u8, u16, (u16)&lt;br /&gt;
| 4 or 6&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4D&lt;br /&gt;
|&lt;br /&gt;
| 2 or 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4E&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4F&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
| u16, u8&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|  &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
| ItemAdd&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
| ItemDel&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
| JumpIf0648( u8 Value, u16 JumpAddress )&lt;br /&gt;
| 2 or 4&lt;br /&gt;
|&lt;br /&gt;
| Jump if [0648] == Value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5A&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5B&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5C&lt;br /&gt;
| MoneyAdd&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5D&lt;br /&gt;
| MoneyDel&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5E&lt;br /&gt;
|&lt;br /&gt;
| 7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5F&lt;br /&gt;
| SwitchOnDirection( u16 DownJump, u16 UpJump, u16 LeftJump, u16 RightJump )&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
| ItemAddPlayMusic( u8 ItemID, u16 Delay, u8 MusicID )&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
| HandlerRegisterOnDamage( u16 HandlerAddress, u24 ReturnAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
| ReturnFromDamageHandler&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6A&lt;br /&gt;
| u8, u8&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6B&lt;br /&gt;
| PrintRelative2&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6C&lt;br /&gt;
| PrintAbsolute2&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6E&lt;br /&gt;
| SceneUpdate&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6F&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
| u16, u16&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
| u16, u8&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| Wait for unknown condition and then jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
| u8 a, u16 b&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| $7F2024,x = (u16)a; $7F2022,x = b;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
| u16 a, u16 b&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| $7F2028,x = a; $7F2026,x = b;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
| SystemRegisterWrite&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
| BackgroundUpdateFade&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|7A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7B&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unknown Command, Only implemented in JP version, FFFF in German and English&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
| AnimationSetSpriteFlagsAndResetElevationLevel( u8 SpriteFlags )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
| AnimationSetB( u8 SpriteFlags )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
| AnimationSetC( u8 SpriteFlags, u8 )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
| SpriteSetFlagsAndElevationLevel( u8 SpriteFlags, u8 EleveationLevel )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
| AnimationSetD&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| calls 80&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
| AnimationSetE( u8, u8 )&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| calls 81&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
| ObjectMove( u8, u8, u8 )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| calls 82&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| calls 83&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| calls 84&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8A&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8B&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| calls 8A&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8C&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8D&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| calls 8C&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8E&lt;br /&gt;
| AnimationWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8F&lt;br /&gt;
| AnimationWait2&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| wait for loop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
| u16, u8, u16, u16, u16, u8&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
| u16, u16, u16, u16, u16&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
| u16, u8, u16, ?&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
| u16, u8, ?&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
| Object related&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
| ObjectCloneInsertAtBeginSF&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at begin of list, set script pointer and flags&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9A&lt;br /&gt;
| ObjectCloneInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9B&lt;br /&gt;
| ObjectCloneInsertBeforeSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9C&lt;br /&gt;
| ObjectCloneInsertBeforeSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9D&lt;br /&gt;
| ObjectCloneInsertBeforeSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9E&lt;br /&gt;
| ObjectCloneInsertBeforeSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9F&lt;br /&gt;
| ObjectCloneInsertBeforeSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A0&lt;br /&gt;
| ObjectCloneInsertAtEndSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at end of list, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A1&lt;br /&gt;
| ObjectCloneInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A2&lt;br /&gt;
| ObjectCloneInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A3&lt;br /&gt;
| ObjectCloneInsertAfterSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
| ObjectCloneInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
Same handler as 0xE8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A5&lt;br /&gt;
| ObjectCloneInsertAfterSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A6&lt;br /&gt;
| ObjectCloneInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A7&lt;br /&gt;
| ObjectDelete&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A8&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AA&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AF&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B0&lt;br /&gt;
|&lt;br /&gt;
| 2 or 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B1&lt;br /&gt;
| ObjectMoveHorizontal&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
| ObjectMoveVertical&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B3&lt;br /&gt;
| ObjectMove&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
| SpriteSetUpsideDown&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B5&lt;br /&gt;
| SpriteSetDownsideUp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B6&lt;br /&gt;
| SpriteSetFacingRight &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
| SpriteSetFacingLeft&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B8&lt;br /&gt;
| SpriteFlipVertical&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B9&lt;br /&gt;
| SpriteFlipHorizontal&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BA&lt;br /&gt;
| SpriteSetPriority&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Allowed values: 0..3 &amp;lt;&amp;lt; 4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BB&lt;br /&gt;
| SpriteSetPalette&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Allowed values: 0..7 &amp;lt;&amp;lt; 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BC&lt;br /&gt;
| MarkOrigin&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BD&lt;br /&gt;
| MarkOriginAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BE&lt;br /&gt;
| JumpAndSetOriginWithDelay&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BF&lt;br /&gt;
| JumpAndSetOriginAsync&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C0&lt;br /&gt;
| SetOriginAndEraseDelay&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C1&lt;br /&gt;
| Delay&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
| JumpIfMapCollisionAbove&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C3&lt;br /&gt;
| JumpIfMapCollisionBelow&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C4&lt;br /&gt;
| JumpIfMapCollisionLeft&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
| JumpIfMapCollisionRight&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
| GetCurrentBlockCollision&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C7&lt;br /&gt;
| CheckMapCollisionAbove&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C8&lt;br /&gt;
| CheckMapCollisionBelow&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
| CheckMapCollisionLeft&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CA&lt;br /&gt;
| CheckMapCollisionRight&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CB&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| Change other object script ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D2&lt;br /&gt;
| TriggerOnSight( u8 SideRange, u8 FrontRange, u8 Direction, u16 JumpAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D3&lt;br /&gt;
| RangeCheckHorizontal&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D4&lt;br /&gt;
| RangeCheckVertical&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
| ProximityTrigger&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D7&lt;br /&gt;
| DetermineNearestAxis&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D8&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D9&lt;br /&gt;
| LoadFightingStats&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Load pointer to index in enemy table&lt;br /&gt;
&lt;br /&gt;
80: Don&amp;#039;t load max HP&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DA&lt;br /&gt;
| HandlerRegisterOnWall( u16 HandlerAddress )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| Set Wall Hit Handler&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DD&lt;br /&gt;
|&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DF&lt;br /&gt;
| WaitOn097C_0810&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Wait For ([097C] &amp;amp; 0810) == 0, Then Jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E6&lt;br /&gt;
| ObjectCloneDepInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Like A1, but additionally makes new object depend on the old one, which mainly matters for mass deletion with command EB.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E7&lt;br /&gt;
| ObjectCloneDepInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Like A2, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E8&lt;br /&gt;
| ObjectCloneDepInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Like A4, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E9&lt;br /&gt;
| ObjectCloneDepInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Like A6, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EA&lt;br /&gt;
| ObjectCloneDepInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Like 9A, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EB&lt;br /&gt;
| DeleteAllDependingObjects&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| Delete all depending objects, but only if &amp;#039;this&amp;#039; has no parent&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|ED&lt;br /&gt;
| ObjectMoveRelative( u16 AnimationID, s16 X, s16 Y)&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EE&lt;br /&gt;
| ObjectMoveWaitRelative( u8 )&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Compression&amp;diff=312</id>
		<title>Compression</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Compression&amp;diff=312"/>
		<updated>2016-03-06T17:35:01Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: added missing detail to the game&amp;#039;s algorithm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Terranigma uses a compression for most of the data.&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&lt;br /&gt;
Compressed data always starts with a 4 byte header:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Length !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1 || Chunk Counter ??, always 0 (not used in the game)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || Uncompressed data size (LE)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || First byte of uncompressed data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After that follows the compressed data.&lt;br /&gt;
It consists of data bytes intersparsed with a control code bitstream, both use MSB first (BE) encoding.&lt;br /&gt;
Data bytes are always aligned at byte boundary.&lt;br /&gt;
The control code stream is fit in between the data bytes so that a new cc byte is only placed&lt;br /&gt;
when a bit needs to be used and the previous cc byte is full.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|+ Terranigma Compression Format&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#F2F299;&amp;quot; | cc&lt;br /&gt;
! style=&amp;quot;background:#F2F299;&amp;quot; | cc&lt;br /&gt;
! style=&amp;quot;background:#F2F299;&amp;quot; | cc&lt;br /&gt;
! style=&amp;quot;background:#F2F299;&amp;quot; | cc&lt;br /&gt;
! 8 bit&lt;br /&gt;
! 5 bit&lt;br /&gt;
! 3 bit&lt;br /&gt;
! 8 bit&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#FFFFCC;&amp;quot; | 1&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background:#FFFFCC;&amp;quot; | -&lt;br /&gt;
| Literal&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | -&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Literal Byte&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background:#FFFFCC;&amp;quot; | 0&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background:#FFFFCC;&amp;quot; | 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#FFFFCC;&amp;quot; | -&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot; | Offset&lt;br /&gt;
| Length != 0&lt;br /&gt;
| -&lt;br /&gt;
| Copy &amp;#039;&amp;#039;&amp;#039;Length+2&amp;#039;&amp;#039;&amp;#039; bytes from &amp;#039;&amp;#039;&amp;#039;next_output_pos-0x2000+offset&amp;#039;&amp;#039;&amp;#039; to the output&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 0&lt;br /&gt;
| Length != 0&lt;br /&gt;
| Copy &amp;#039;&amp;#039;&amp;#039;Length+1&amp;#039;&amp;#039;&amp;#039; bytes from &amp;#039;&amp;#039;&amp;#039;next_output_pos-0x2000+offset&amp;#039;&amp;#039;&amp;#039; to the output&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;End of Data&amp;#039;&amp;#039;&amp;#039; (usually in this case &amp;#039;&amp;#039;&amp;#039;Offset&amp;#039;&amp;#039;&amp;#039; is also 0)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#FFFFCC;&amp;quot; | 0&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#FFFFCC;&amp;quot; | Length&lt;br /&gt;
| Offset&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | -&lt;br /&gt;
| Copy &amp;#039;&amp;#039;&amp;#039;Length+2&amp;#039;&amp;#039;&amp;#039; bytes from &amp;#039;&amp;#039;&amp;#039;next_output_pos-0x100+offset&amp;#039;&amp;#039;&amp;#039; to the output&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the table, each &amp;#039;&amp;#039;&amp;#039;cc&amp;#039;&amp;#039;&amp;#039; stands for a control code bit. The second data byte is divided into 5+3 bits for mode &amp;#039;&amp;#039;&amp;#039;01&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
== Compression used for the Game ==&lt;br /&gt;
&lt;br /&gt;
In general there is more than one way to compress a chunk of data with the given format.&lt;br /&gt;
But the game&amp;#039;s developers used a very specific &amp;#039;&amp;#039;greedy&amp;#039;&amp;#039; algorithm to compress all the data in the game.&lt;br /&gt;
It can be reproduced with the following algorithm:&lt;br /&gt;
&lt;br /&gt;
# Append 0x100 zero bytes to the (uncompressed) input data. These don&amp;#039;t count into &amp;#039;&amp;#039;&amp;#039;input_size&amp;#039;&amp;#039;&amp;#039; and are only there for padding!&lt;br /&gt;
# Output the header, using 00, &amp;#039;&amp;#039;&amp;#039;input_size&amp;#039;&amp;#039;&amp;#039;, input[0]&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;input_pos&amp;#039;&amp;#039;&amp;#039; = 1&lt;br /&gt;
# While there is still input to process, repeat the following:&lt;br /&gt;
## Find the longest match of data for the current input_pos:&lt;br /&gt;
##* Look in the range &amp;#039;&amp;#039;&amp;#039;max(0,input_pos-0x2000)..(input_pos-1)&amp;#039;&amp;#039;&amp;#039; for a match of up to &amp;#039;&amp;#039;&amp;#039;0x100&amp;#039;&amp;#039;&amp;#039; bytes.&lt;br /&gt;
##* Call the position at which the match is found &amp;#039;&amp;#039;&amp;#039;best_offset&amp;#039;&amp;#039;&amp;#039; and the length of the match &amp;#039;&amp;#039;&amp;#039;best_length&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
##* If there are multiple matches of the same length, use the one with the highest offset.&lt;br /&gt;
## if &amp;#039;&amp;#039;&amp;#039;input_pos + best_length &amp;gt; input_size&amp;#039;&amp;#039;&amp;#039;, then &amp;#039;&amp;#039;&amp;#039;best_length&amp;#039;&amp;#039;&amp;#039; = &amp;#039;&amp;#039;&amp;#039;input_size - input_pos&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
## Encode the match:&lt;br /&gt;
##* if &amp;#039;&amp;#039;&amp;#039;2 &amp;lt;= best_length &amp;lt;= 5&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;best_offset&amp;#039;&amp;#039;&amp;#039; is no less than &amp;#039;&amp;#039;&amp;#039;inpus_pos-0x100&amp;#039;&amp;#039;&amp;#039;, then encode the match using mode &amp;#039;&amp;#039;&amp;#039;00&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
##* else if &amp;#039;&amp;#039;&amp;#039;best_length &amp;lt;= 2&amp;#039;&amp;#039;&amp;#039;, then encode the current input byte as literal and set &amp;#039;&amp;#039;&amp;#039;best_length = 1&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
##* else if &amp;#039;&amp;#039;&amp;#039;best_length &amp;lt;= 9&amp;#039;&amp;#039;&amp;#039;, then encode the match using mode &amp;#039;&amp;#039;&amp;#039;01&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
##* else encode the match using mode &amp;#039;&amp;#039;&amp;#039;01L&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
## &amp;#039;&amp;#039;&amp;#039;inpus_pos&amp;#039;&amp;#039;&amp;#039; += &amp;#039;&amp;#039;&amp;#039;best_length&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Tool ==&lt;br /&gt;
&lt;br /&gt;
Crediar re&amp;#039;ed the decompression from the code and translated it to C code.&lt;br /&gt;
&lt;br /&gt;
You can download a tool with the source to decompress data from any given offset [http://crediar.no-ip.com/td-v0.1-cred.rar here].&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Compression&amp;diff=311</id>
		<title>Compression</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Compression&amp;diff=311"/>
		<updated>2016-03-06T17:12:43Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: described exact compression of game data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Terranigma uses a compression for most of the data.&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&lt;br /&gt;
Compressed data always starts with a 4 byte header:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Length !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1 || Chunk Counter ??, always 0 (not used in the game)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || Uncompressed data size (LE)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || First byte of uncompressed data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After that follows the compressed data.&lt;br /&gt;
It consists of data bytes intersparsed with a control code bitstream, both use MSB first (BE) encoding.&lt;br /&gt;
Data bytes are always aligned at byte boundary.&lt;br /&gt;
The control code stream is fit in between the data bytes so that a new cc byte is only placed&lt;br /&gt;
when a bit needs to be used and the previous cc byte is full.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|+ Terranigma Compression Format&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#F2F299;&amp;quot; | cc&lt;br /&gt;
! style=&amp;quot;background:#F2F299;&amp;quot; | cc&lt;br /&gt;
! style=&amp;quot;background:#F2F299;&amp;quot; | cc&lt;br /&gt;
! style=&amp;quot;background:#F2F299;&amp;quot; | cc&lt;br /&gt;
! 8 bit&lt;br /&gt;
! 5 bit&lt;br /&gt;
! 3 bit&lt;br /&gt;
! 8 bit&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#FFFFCC;&amp;quot; | 1&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background:#FFFFCC;&amp;quot; | -&lt;br /&gt;
| Literal&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | -&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Literal Byte&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background:#FFFFCC;&amp;quot; | 0&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background:#FFFFCC;&amp;quot; | 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#FFFFCC;&amp;quot; | -&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot; | Offset&lt;br /&gt;
| Length != 0&lt;br /&gt;
| -&lt;br /&gt;
| Copy &amp;#039;&amp;#039;&amp;#039;Length+2&amp;#039;&amp;#039;&amp;#039; bytes from &amp;#039;&amp;#039;&amp;#039;next_output_pos-0x2000+offset&amp;#039;&amp;#039;&amp;#039; to the output&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 0&lt;br /&gt;
| Length != 0&lt;br /&gt;
| Copy &amp;#039;&amp;#039;&amp;#039;Length+1&amp;#039;&amp;#039;&amp;#039; bytes from &amp;#039;&amp;#039;&amp;#039;next_output_pos-0x2000+offset&amp;#039;&amp;#039;&amp;#039; to the output&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;End of Data&amp;#039;&amp;#039;&amp;#039; (usually in this case &amp;#039;&amp;#039;&amp;#039;Offset&amp;#039;&amp;#039;&amp;#039; is also 0)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#FFFFCC;&amp;quot; | 0&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#FFFFCC;&amp;quot; | Length&lt;br /&gt;
| Offset&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | -&lt;br /&gt;
| Copy &amp;#039;&amp;#039;&amp;#039;Length+2&amp;#039;&amp;#039;&amp;#039; bytes from &amp;#039;&amp;#039;&amp;#039;next_output_pos-0x100+offset&amp;#039;&amp;#039;&amp;#039; to the output&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the table, each &amp;#039;&amp;#039;&amp;#039;cc&amp;#039;&amp;#039;&amp;#039; stands for a control code bit. The second data byte is divided into 5+3 bits for mode &amp;#039;&amp;#039;&amp;#039;01&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
== Compression used for the Game ==&lt;br /&gt;
&lt;br /&gt;
In general there is more than one way to compress a chunk of data with the given format.&lt;br /&gt;
But the game&amp;#039;s developers used a very specific &amp;#039;&amp;#039;greedy&amp;#039;&amp;#039; algorithm to compress all the data in the game.&lt;br /&gt;
It can be reproduced with the following algorithm:&lt;br /&gt;
&lt;br /&gt;
# Append 0x100 zero bytes to the (uncompressed) input data. These don&amp;#039;t count into &amp;#039;&amp;#039;&amp;#039;input_size&amp;#039;&amp;#039;&amp;#039; and are only there for padding!&lt;br /&gt;
# Output the header, using 00, &amp;#039;&amp;#039;&amp;#039;input_size&amp;#039;&amp;#039;&amp;#039;, input[0]&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;input_pos&amp;#039;&amp;#039;&amp;#039; = 1&lt;br /&gt;
# While there is still input to process, repeat the following:&lt;br /&gt;
## Find the longest match of data for the current input_pos:&lt;br /&gt;
##* Look in the range &amp;#039;&amp;#039;&amp;#039;max(0,input_pos-0x2000)..(input_pos-1)&amp;#039;&amp;#039;&amp;#039; for a match of up to &amp;#039;&amp;#039;&amp;#039;0x100&amp;#039;&amp;#039;&amp;#039; bytes.&lt;br /&gt;
##* Call the position at which the match is found &amp;#039;&amp;#039;&amp;#039;best_offset&amp;#039;&amp;#039;&amp;#039; and the length of the match &amp;#039;&amp;#039;&amp;#039;best_length&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
##* If there are multiple matches of the same length, use the one with the highest offset.&lt;br /&gt;
## if &amp;#039;&amp;#039;&amp;#039;2 &amp;lt;= best_length &amp;lt;= 5&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;best_offset&amp;#039;&amp;#039;&amp;#039; is no less than &amp;#039;&amp;#039;&amp;#039;inpus_pos-0x100&amp;#039;&amp;#039;&amp;#039;, then encode the match using mode &amp;#039;&amp;#039;&amp;#039;00&amp;#039;&amp;#039;&amp;#039;.&amp;lt;br /&amp;gt;else if &amp;#039;&amp;#039;&amp;#039;best_length &amp;lt;= 2&amp;#039;&amp;#039;&amp;#039;, then encode the current input byte as literal and set &amp;#039;&amp;#039;&amp;#039;best_length = 1&amp;#039;&amp;#039;&amp;#039;.&amp;lt;br /&amp;gt;else if &amp;#039;&amp;#039;&amp;#039;best_length &amp;lt;= 9&amp;#039;&amp;#039;&amp;#039;, then encode the match using mode &amp;#039;&amp;#039;&amp;#039;01&amp;#039;&amp;#039;&amp;#039;.&amp;lt;br /&amp;gt;else encode the match using mode &amp;#039;&amp;#039;&amp;#039;01L&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
## &amp;#039;&amp;#039;&amp;#039;inpus_pos&amp;#039;&amp;#039;&amp;#039; += &amp;#039;&amp;#039;&amp;#039;best_length&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Tool ==&lt;br /&gt;
&lt;br /&gt;
Crediar re&amp;#039;ed the decompression from the code and translated it to C code.&lt;br /&gt;
&lt;br /&gt;
You can download a tool with the source to decompress data from any given offset [http://crediar.no-ip.com/td-v0.1-cred.rar here].&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Script_Format&amp;diff=310</id>
		<title>Script Format</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Script_Format&amp;diff=310"/>
		<updated>2016-03-06T16:07:40Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: commands B1, B2, BA, BB, updated: B3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are parsed bytewise.&lt;br /&gt;
&lt;br /&gt;
== A note about event flags ==&lt;br /&gt;
&lt;br /&gt;
Event flags are calculated from an u16 value like this:&lt;br /&gt;
&lt;br /&gt;
 u16 EventFlag;&lt;br /&gt;
 &lt;br /&gt;
 Flag  = (EventFlag &amp;amp; 0xFFF) &amp;gt;&amp;gt; 3;&lt;br /&gt;
 Value = 1 &amp;lt;&amp;lt; (EventFlag &amp;amp; 7);&lt;br /&gt;
 IsSet = EventFlag &amp;amp; 0x8000&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Opcode&lt;br /&gt;
! Function&lt;br /&gt;
! Length&lt;br /&gt;
! Arguments&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
| Call&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command has no stack for return addresses. Nested calls simply overwrite any previous return address, so return is only possible to the most recent call site.&lt;br /&gt;
&lt;br /&gt;
If a simple jump is desired, use command 06 for an async jump, or ASM BRA or JMP for an instantaneous jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
| ReturnFrom00&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| If not inside 00-Call, this command is ignored.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
| LoopSetup( u16 Count )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
| LoopDoAsync()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
| LoopDo()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
| WaitOnEventFlag( u16 Flag )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
| JumpAndSetOrigin&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
| EventFlagModify&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
| EventFlagCheckJump&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
| EventFlagCheckMultiple&lt;br /&gt;
| 3+2*x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0A&lt;br /&gt;
| CheckMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0B&lt;br /&gt;
| CheckDeathwarpMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0C&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0D&lt;br /&gt;
| TriggerOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0E&lt;br /&gt;
| TriggerOnAreaAbsolutePixel&lt;br /&gt;
| 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0F&lt;br /&gt;
| TriggerOnBlockAbsolute&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| TriggerOnBlockRelative&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| TriggerObjectOnAreaAbsolute&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle, for which the trigger is checked.&lt;br /&gt;
Remaining parameters are same as command 0C.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| TriggerObjectOnAreaRelative&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| Broken command.&lt;br /&gt;
&lt;br /&gt;
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter&lt;br /&gt;
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| SpriteSetPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| PlayerPort&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
| RespawnSetLocation( u16 MapID, u8, u16, u16, u16, u8, u16, u16 )&lt;br /&gt;
| 15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1A&lt;br /&gt;
| DialogSwitchChoice&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1B&lt;br /&gt;
| PrintRelative( u16 Address )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
| PrintAbsolute( u24 Address )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1F&lt;br /&gt;
| MessageWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| This waits for a button input for the message to continue/close&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
| MessageAuto&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| This automatically continues/closes the message&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
| Trigger&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| Rand&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
| RandomMoveInArea&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Set 0x7F2018 to value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2A&lt;br /&gt;
| PadDisableButtons&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2B&lt;br /&gt;
| PadCheckAllButtonsPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
| PadCheckNoButtonPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2E&lt;br /&gt;
| PadCheckAnyButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2F&lt;br /&gt;
| PadCheckNoButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
| MusicPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
| MusicPlayFadeOver&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
| MusicPlay2&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| This saves the last track played via this command.&lt;br /&gt;
When calling it with the value set to 0xFF it plays the last played track again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
| SoundEffectPlayOnce&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
| SoundEffectPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
| SoundEffect?&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
| SpriteGotoPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3A&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3B&lt;br /&gt;
| ObjectSetSolid&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3C&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3D&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|&lt;br /&gt;
| 7&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
| MapCopyRect&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
| ObjectDeleteIfEventFlags&lt;br /&gt;
| 1+2*x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
| ObjectDeleteIfEventFlag&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
| ObjectDeleteIfMapID&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4B&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
| ItemAdd&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
| ItemDel&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
| JumpIf0648( u8 Value, u16 JumpAddress )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Jump if [0648] == Value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5A&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5B&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5F&lt;br /&gt;
| SwitchOnDirection( u16 DownJump, u16 UpJump, u16 LeftJump, u16 RightJump )&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|62&lt;br /&gt;
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|63&lt;br /&gt;
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|64&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
| HandlerRegisterOnDamage( u16 HandlerAddress, u24 ReturnAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
| ReturnFromDamageHandler&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
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|68&lt;br /&gt;
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|69&lt;br /&gt;
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|6A&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|6B&lt;br /&gt;
| PrintRelative2&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6C&lt;br /&gt;
| PrintAbsolute2&lt;br /&gt;
| 4&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|6D&lt;br /&gt;
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|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6E&lt;br /&gt;
| SceneUpdate&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6F&lt;br /&gt;
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|70&lt;br /&gt;
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|71&lt;br /&gt;
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|72&lt;br /&gt;
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|-&lt;br /&gt;
|73&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| Wait for unknown condition and then jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|75&lt;br /&gt;
| 5&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
| SystemRegisterWrite&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
| BackgroundUpdateFade&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|7A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7B&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unknown Command, Only implemented in JP version, FFFF in German and English&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
| AnimationSetA&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
| AnimationSetB&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
| AnimationSetC&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
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|-&lt;br /&gt;
|84&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
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|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
| AnimationSetD&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
| AnimationSetE&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
| ObjectMove&lt;br /&gt;
| 4&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|8A&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|8B&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8C&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8D&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8E&lt;br /&gt;
| AnimationWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8F&lt;br /&gt;
| AnimationWait2&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
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|&lt;br /&gt;
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|-&lt;br /&gt;
|91&lt;br /&gt;
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|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
| ObjectCloneInsertAtBeginSF&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at begin of list, set script pointer and flags&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9A&lt;br /&gt;
| ObjectCloneInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9B&lt;br /&gt;
| ObjectCloneInsertBeforeSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9C&lt;br /&gt;
| ObjectCloneInsertBeforeSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9D&lt;br /&gt;
| ObjectCloneInsertBeforeSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9E&lt;br /&gt;
| ObjectCloneInsertBeforeSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9F&lt;br /&gt;
| ObjectCloneInsertBeforeSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A0&lt;br /&gt;
| ObjectCloneInsertAtEndSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at end of list, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A1&lt;br /&gt;
| ObjectCloneInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A2&lt;br /&gt;
| ObjectCloneInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A3&lt;br /&gt;
| ObjectCloneInsertAfterSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
| ObjectCloneInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
Same handler as 0xE8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A5&lt;br /&gt;
| ObjectCloneInsertAfterSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A6&lt;br /&gt;
| ObjectCloneInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A7&lt;br /&gt;
| ObjectDelete&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AA&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AF&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B0&lt;br /&gt;
|&lt;br /&gt;
| 2 or 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B1&lt;br /&gt;
| ObjectMoveHorizontal&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
| ObjectMoveVertical&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B3&lt;br /&gt;
| ObjectMove&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
| SpriteSetUpsideDown&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B5&lt;br /&gt;
| SpriteSetDownsideUp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B6&lt;br /&gt;
| SpriteSetFacingRight &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
| SpriteSetFacingLeft&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B8&lt;br /&gt;
| SpriteFlipVertical&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B9&lt;br /&gt;
| SpriteFlipHorizontal&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BA&lt;br /&gt;
| SpriteSetPriority&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Allowed values: 0..3 &amp;lt;&amp;lt; 4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BB&lt;br /&gt;
| SpriteSetPalette&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Allowed values: 0..7 &amp;lt;&amp;lt; 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BC&lt;br /&gt;
| MarkOrigin&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BD&lt;br /&gt;
| MarkOriginAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BE&lt;br /&gt;
| JumpAndSetOriginWithDelay&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BF&lt;br /&gt;
| JumpAndSetOriginAsync&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C0&lt;br /&gt;
| SetOriginAndEraseDelay&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C1&lt;br /&gt;
| Delay&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
| JumpIfMapCollisionAbove&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C3&lt;br /&gt;
| JumpIfMapCollisionBelow&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C4&lt;br /&gt;
| JumpIfMapCollisionLeft&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
| JumpIfMapCollisionRight&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
| GetCurrentBlockCollision&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C7&lt;br /&gt;
| CheckMapCollisionAbove&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C8&lt;br /&gt;
| CheckMapCollisionBelow&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
| CheckMapCollisionLeft&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CA&lt;br /&gt;
| CheckMapCollisionRight&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CB&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| Change other object script ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D2&lt;br /&gt;
| TriggerOnSight( u8 SideRange, u8 FrontRange, u8 Direction, u16 JumpAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D3&lt;br /&gt;
| CheckHorizontalRange&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D4&lt;br /&gt;
| CheckVerticalRange&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
| ProximityTrigger&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D7&lt;br /&gt;
| DetermineNearestAxis&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D8&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D9&lt;br /&gt;
| LoadFightingStats&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Load pointer to index in enemy table&lt;br /&gt;
&lt;br /&gt;
80: Don&amp;#039;t load max HP&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DA&lt;br /&gt;
| HandlerRegisterOnWall( u16 HandlerAddress )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| Set Wall Hit Handler&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DD&lt;br /&gt;
|&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DF&lt;br /&gt;
| WaitOn097C_0810&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Wait For ([097C] &amp;amp; 0810) == 0, Then Jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E6&lt;br /&gt;
| ObjectCloneDepInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Like A1, but additionally makes new object depend on the old one, which mainly matters for mass deletion with command EB.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E7&lt;br /&gt;
| ObjectCloneDepInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Like A2, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E8&lt;br /&gt;
| ObjectCloneDepInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Like A4, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E9&lt;br /&gt;
| ObjectCloneDepInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Like A6, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EA&lt;br /&gt;
| ObjectCloneDepInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Like 9A, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EB&lt;br /&gt;
| DeleteAllDependingObjects&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| Delete all depending objects, but only if &amp;#039;this&amp;#039; has no parent&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|ED&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Objects&amp;diff=307</id>
		<title>Objects</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Objects&amp;diff=307"/>
		<updated>2016-02-22T19:27:43Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: Added list of flags (+4 and +8)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game uses objects to store runtime information about sprites and scripts,&lt;br /&gt;
e.g. size and position of a sprite, or the current script address.&lt;br /&gt;
Each object has a handle in range 0x1000...0x1F80, in steps of 0x40, allowing for a maximum of 63 objects.&lt;br /&gt;
Object data is stored in chunks of 0x1000 bytes at various places in RAM.&lt;br /&gt;
Objects are created by declaration in the [[Map Object Header]] or by script command.&lt;br /&gt;
&lt;br /&gt;
== Object Data ==&lt;br /&gt;
&lt;br /&gt;
Offsets must be added to the object handle to get the memory address.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table at 7E1000&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 7E0000 ||    2 || X Position (signed)&lt;br /&gt;
|-&lt;br /&gt;
| 7E0002 ||    2 || Y Position (signed)&lt;br /&gt;
|-&lt;br /&gt;
| 7E0004 ||    2 || Interaction Flags&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 8000 || Invisible&lt;br /&gt;
|-&lt;br /&gt;
| 0400 || Player&lt;br /&gt;
|-&lt;br /&gt;
| 0200 || Enemy&lt;br /&gt;
|-&lt;br /&gt;
| 0010 || not attacking (0 while attacking)&lt;br /&gt;
|-&lt;br /&gt;
| 0008 || Shielding&lt;br /&gt;
|-&lt;br /&gt;
| 0004 || Interacts with map&lt;br /&gt;
|-&lt;br /&gt;
| 0002 || Projectile&lt;br /&gt;
|-&lt;br /&gt;
| 0001 || Blockable by shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 7E0006 ||    2 || Handler Invocation Mask&lt;br /&gt;
|-&lt;br /&gt;
| 7E0008 ||    2 || Sprite Flags&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 8000 || V-Flip&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || H-Flip&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 7E000A ||    3 || Script Pointer, also used for reentry&lt;br /&gt;
|-&lt;br /&gt;
| 7E000E ||    2 || Reentry Delay in frames&lt;br /&gt;
|-&lt;br /&gt;
| 7E0012 ||    1 || Bank for bounds data (used with ptr at 7F000A)&lt;br /&gt;
|-&lt;br /&gt;
| 7E0016 ||    2 || Elevation level (sprites on different levels can&amp;#039;t hit each other)&lt;br /&gt;
|-&lt;br /&gt;
| 7E002C ||    2 || Previous Object in List&lt;br /&gt;
|-&lt;br /&gt;
| 7E002E ||    2 || Next Object in List&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table at 7F1000&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 7F000A ||    2 || Pointer to Bounding Rect Table [ROM], used with bank at 7E0012&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bounding Rect Table&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 4 || Map Collision Rect&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 || Attack Collision Rect&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 4 || Defense Collision Rect&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Rect&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
| 0 || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Value&lt;br /&gt;
| Left || Width || Top || Height&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Values are signed 8 bit pixel coordinates, relative to the object&amp;#039;s X and Y position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 7F0018 ||    2 || Movement dx&lt;br /&gt;
|-&lt;br /&gt;
| 7F001A ||    2 || Movement dy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table at 7F2000&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 7F1022 ||    2 || Fighting Data Ptr [ROM], Bank: 8D&lt;br /&gt;
|-&lt;br /&gt;
| 7F102A ||    2 || Current HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Double Linked List ==&lt;br /&gt;
&lt;br /&gt;
Objects are organized in a double linked list.&lt;br /&gt;
The list defines, among other things, the order in which scripts run.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Linked List&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0DFA || First entry&lt;br /&gt;
|-&lt;br /&gt;
| 0DFC || Last entry&lt;br /&gt;
|-&lt;br /&gt;
| object[2C] || Predecessor&lt;br /&gt;
|-&lt;br /&gt;
| object[2E] || Successor&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=ROM&amp;diff=306</id>
		<title>ROM</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=ROM&amp;diff=306"/>
		<updated>2016-02-22T18:29:20Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: added link to Map Object Header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All these offsets are for the &amp;quot;Terranigma (G) (V1.0) [!]&amp;quot; version of Terranigma!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Additional Information]] Unused content, debug stuff, ...&lt;br /&gt;
&lt;br /&gt;
[[Chest Information]]&lt;br /&gt;
&lt;br /&gt;
[[Compression]]&lt;br /&gt;
&lt;br /&gt;
[[Enemy Information]]&lt;br /&gt;
&lt;br /&gt;
[[Event Flags]]&lt;br /&gt;
&lt;br /&gt;
[[Graphics]]&lt;br /&gt;
&lt;br /&gt;
[[Items]]&lt;br /&gt;
&lt;br /&gt;
[[Maps]] ([[Map Script Format]], [[Map Exit Format]], [[Map Flags]], [[Map Object Header]])&lt;br /&gt;
&lt;br /&gt;
[[Messages]] ([[Message Format]])&lt;br /&gt;
&lt;br /&gt;
[[Music]]&lt;br /&gt;
&lt;br /&gt;
[[RAM]]&lt;br /&gt;
&lt;br /&gt;
[[ROM Layout]]&lt;br /&gt;
&lt;br /&gt;
[[Objects]]&lt;br /&gt;
&lt;br /&gt;
[[Scripts]] ([[Script Format]])&lt;br /&gt;
&lt;br /&gt;
[[Sprite Layout Information]]&lt;br /&gt;
&lt;br /&gt;
[[Store Information]]&lt;br /&gt;
&lt;br /&gt;
[[Tiles]]&lt;br /&gt;
&lt;br /&gt;
[[XP Table]]&lt;br /&gt;
&lt;br /&gt;
[[Autohealing]]&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Map_Object_Header&amp;diff=305</id>
		<title>Map Object Header</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Map_Object_Header&amp;diff=305"/>
		<updated>2016-02-22T18:28:14Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: Introduction + Table of commands&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;Map Object Header&amp;#039;&amp;#039;&amp;#039; declares the objects (and sprites) that are initially present on a map.&lt;br /&gt;
It also contains the [[Map Flags]] as first two bytes.&lt;br /&gt;
&lt;br /&gt;
The address of the header can be found either at [28000 + 2*map_id] or at [38000 + 2*map_id], only one of these is allowed to be not null. The header is stored in the same 0x8000 bank as the pointer, either 0x82 or 0x83.&lt;br /&gt;
&lt;br /&gt;
After the 2 byte [[Map Flags]], the header consists of a sequence of commands, which is terminated by 0xFF and the map&amp;#039;s title.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
If a command declares an [[Objects|Object]], it gets assigned a handle in sequential order (starting from 0x1000) and is appended to the end of the object list.&lt;br /&gt;
&lt;br /&gt;
The first object usually is the Ark Sprite, created by command &amp;#039;&amp;#039;&amp;#039;FD&amp;#039;&amp;#039;&amp;#039; and has the handle 0x1000.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| FF || 1 || End of header, followed by map title, which is terminated by 0xD4 (see [[Message Format]])&lt;br /&gt;
|-&lt;br /&gt;
| FE || 5 || Declare Object with Script&lt;br /&gt;
|-&lt;br /&gt;
| FD || 7 || Declare Object with Position and Script&lt;br /&gt;
|-&lt;br /&gt;
| FC || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
| FB || 5 || ??&lt;br /&gt;
|-&lt;br /&gt;
| FA || 3+2*x || Conditional Jump&lt;br /&gt;
|-&lt;br /&gt;
| F0 || 7 || ??&lt;br /&gt;
|-&lt;br /&gt;
| other || 10 or 16 || Declare Sprite with Flags3, Position, Script and optional Death Handler.&lt;br /&gt;
&lt;br /&gt;
If &amp;#039;&amp;#039;&amp;#039;(Extension Flags &amp;amp; 0xC0) == 0xC0&amp;#039;&amp;#039;&amp;#039;, then the command length is 16 and the death handler is specified,&lt;br /&gt;
else the length is 10.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset || 0 || 1 || 2 || 3 || 4 || 7 || 10 || 13&lt;br /&gt;
|-&lt;br /&gt;
! Value&lt;br /&gt;
| Flags3 = &amp;lt;br /&amp;gt;(value &amp;amp; 0xC1) &amp;lt;&amp;lt; 8 || X Position || Y Position || Extension Flag || Script || ?? || Death Handler || ??&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Objects&amp;diff=304</id>
		<title>Objects</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Objects&amp;diff=304"/>
		<updated>2016-02-22T16:58:03Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: Added information about double linked list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game uses objects to store runtime information about sprites and scripts,&lt;br /&gt;
e.g. size and position of a sprite, or the current script address.&lt;br /&gt;
Each object has a handle in range 0x1000...0x1F80, in steps of 0x40, allowing for a maximum of 63 objects.&lt;br /&gt;
Object data is stored in chunks of 0x1000 bytes at various places in RAM.&lt;br /&gt;
Objects are created by declaration in the [[Map Object Header]] or by script command.&lt;br /&gt;
&lt;br /&gt;
== Object Data ==&lt;br /&gt;
&lt;br /&gt;
Offsets must be added to the object handle to get the memory address.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table at 7E1000&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 7E0000 ||    2 || X Position (signed)&lt;br /&gt;
|-&lt;br /&gt;
| 7E0002 ||    2 || Y Position (signed)&lt;br /&gt;
|-&lt;br /&gt;
| 7E0004 ||    2 || Flags&lt;br /&gt;
|-&lt;br /&gt;
| 7E0006 ||    2 || Flags2&lt;br /&gt;
|-&lt;br /&gt;
| 7E0008 ||    2 || Flags3&lt;br /&gt;
|-&lt;br /&gt;
| 7E000A ||    3 || Script Pointer, also used for reentry&lt;br /&gt;
|-&lt;br /&gt;
| 7E000E ||    2 || Reentry Delay in frames&lt;br /&gt;
|-&lt;br /&gt;
| 7E0012 ||    1 || Bank for bounds data (used with ptr at 7F000A)&lt;br /&gt;
|-&lt;br /&gt;
| 7E0016 ||    2 || Elevation level (sprites on different levels can&amp;#039;t hit each other)&lt;br /&gt;
|-&lt;br /&gt;
| 7E002C ||    2 || Previous Object in List&lt;br /&gt;
|-&lt;br /&gt;
| 7E002E ||    2 || Next Object in List&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table at 7F1000&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 7F000A ||    2 || Pointer to Bounding Rect Table [ROM], used with bank at 7E0012&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bounding Rect Table&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 4 || Map Collision Rect&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 || Attack Collision Rect&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 4 || Defense Collision Rect&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Rect&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
| 0 || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Value&lt;br /&gt;
| Left || Width || Top || Height&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Values are signed 8 bit pixel coordinates, relative to the object&amp;#039;s X and Y position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 7F0018 ||    2 || Movement dx&lt;br /&gt;
|-&lt;br /&gt;
| 7F001A ||    2 || Movement dy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table at 7F2000&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 7F1022 ||    2 || Fighting Data Ptr [ROM], Bank: 8D&lt;br /&gt;
|-&lt;br /&gt;
| 7F102A ||    2 || Current HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Double Linked List ==&lt;br /&gt;
&lt;br /&gt;
Objects are organized in a double linked list.&lt;br /&gt;
The list defines, among other things, the order in which scripts run.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Linked List&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0DFA || First entry&lt;br /&gt;
|-&lt;br /&gt;
| 0DFC || Last entry&lt;br /&gt;
|-&lt;br /&gt;
| object[2C] || Predecessor&lt;br /&gt;
|-&lt;br /&gt;
| object[2E] || Successor&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=ROM&amp;diff=303</id>
		<title>ROM</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=ROM&amp;diff=303"/>
		<updated>2016-02-22T16:28:30Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: Added link to new objects page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All these offsets are for the &amp;quot;Terranigma (G) (V1.0) [!]&amp;quot; version of Terranigma!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Additional Information]] Unused content, debug stuff, ...&lt;br /&gt;
&lt;br /&gt;
[[Chest Information]]&lt;br /&gt;
&lt;br /&gt;
[[Compression]]&lt;br /&gt;
&lt;br /&gt;
[[Enemy Information]]&lt;br /&gt;
&lt;br /&gt;
[[Event Flags]]&lt;br /&gt;
&lt;br /&gt;
[[Graphics]]&lt;br /&gt;
&lt;br /&gt;
[[Items]]&lt;br /&gt;
&lt;br /&gt;
[[Maps]] ([[Map Script Format]], [[Map Exit Format]], [[Map Flags]])&lt;br /&gt;
&lt;br /&gt;
[[Messages]] ([[Message Format]])&lt;br /&gt;
&lt;br /&gt;
[[Music]]&lt;br /&gt;
&lt;br /&gt;
[[RAM]]&lt;br /&gt;
&lt;br /&gt;
[[ROM Layout]]&lt;br /&gt;
&lt;br /&gt;
[[Objects]]&lt;br /&gt;
&lt;br /&gt;
[[Scripts]] ([[Script Format]])&lt;br /&gt;
&lt;br /&gt;
[[Sprite Layout Information]]&lt;br /&gt;
&lt;br /&gt;
[[Store Information]]&lt;br /&gt;
&lt;br /&gt;
[[Tiles]]&lt;br /&gt;
&lt;br /&gt;
[[XP Table]]&lt;br /&gt;
&lt;br /&gt;
[[Autohealing]]&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Objects&amp;diff=302</id>
		<title>Objects</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Objects&amp;diff=302"/>
		<updated>2016-02-22T16:26:31Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: Objects introduction + Offset tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game uses objects to store runtime information about sprites and scripts,&lt;br /&gt;
e.g. size and position of a sprite, or the current script address.&lt;br /&gt;
Each object has a handle in range 0x1000...0x1F80, in steps of 0x40, allowing for a maximum of 63 objects.&lt;br /&gt;
Object data is stored in chunks of 0x1000 bytes at various places in RAM.&lt;br /&gt;
Objects are created by declaration in the [[Map Object Header]] or by script command.&lt;br /&gt;
&lt;br /&gt;
=== Object Data ===&lt;br /&gt;
&lt;br /&gt;
Offsets must be added to the object handle to get the memory address.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table at 7E1000&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 7E0000 ||    2 || X Position (signed)&lt;br /&gt;
|-&lt;br /&gt;
| 7E0002 ||    2 || Y Position (signed)&lt;br /&gt;
|-&lt;br /&gt;
| 7E0004 ||    2 || Flags&lt;br /&gt;
|-&lt;br /&gt;
| 7E0006 ||    2 || Flags2&lt;br /&gt;
|-&lt;br /&gt;
| 7E0008 ||    2 || Flags3&lt;br /&gt;
|-&lt;br /&gt;
| 7E000A ||    3 || Script Pointer, also used for reentry&lt;br /&gt;
|-&lt;br /&gt;
| 7E000E ||    2 || Reentry Delay in frames&lt;br /&gt;
|-&lt;br /&gt;
| 7E0012 ||    1 || Bank for bounds data (used with ptr at 7F000A)&lt;br /&gt;
|-&lt;br /&gt;
| 7E0016 ||    2 || Elevation level (sprites on different levels can&amp;#039;t hit each other)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table at 7F1000&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 7F000A ||    2 || Pointer to Bounding Rect Table [ROM], used with bank at 7E0012&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bounding Rect Table&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 4 || Map Collision Rect&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 || Attack Collision Rect&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 4 || Defense Collision Rect&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Rect&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
| 0 || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Value&lt;br /&gt;
| Left || Width || Top || Height&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Values are signed 8 bit pixel coordinates, relative to the object&amp;#039;s X and Y position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 7F0018 ||    2 || Movement dx&lt;br /&gt;
|-&lt;br /&gt;
| 7F001A ||    2 || Movement dy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table at 7F2000&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 7F1022 ||    2 || Fighting Data Ptr [ROM], Bank: 8D&lt;br /&gt;
|-&lt;br /&gt;
| 7F102A ||    2 || Current HP&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Compression&amp;diff=292</id>
		<title>Compression</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Compression&amp;diff=292"/>
		<updated>2016-02-18T22:35:12Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: described compression in detail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Terranigma uses a compression for most of the data.&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&lt;br /&gt;
Compressed data always starts with a 4 byte header:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Length !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1 || Chunk Counter ??, always 0 (not used in the game)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || Uncompressed data size (LE)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || First byte of uncompressed data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After that follows the compressed data.&lt;br /&gt;
It consists of data bytes intersparsed with a control code bitstream, both use MSB first (BE) encoding.&lt;br /&gt;
Data bytes are always aligned at byte boundary.&lt;br /&gt;
The control code stream is fit in between the data bytes so that a new cc byte is only placed&lt;br /&gt;
when a bit needs to be used and the previous cc byte is full.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|+ Terranigma Compression Format&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#F2F299;&amp;quot; | cc&lt;br /&gt;
! style=&amp;quot;background:#F2F299;&amp;quot; | cc&lt;br /&gt;
! style=&amp;quot;background:#F2F299;&amp;quot; | cc&lt;br /&gt;
! style=&amp;quot;background:#F2F299;&amp;quot; | cc&lt;br /&gt;
! 8 bit&lt;br /&gt;
! 5 bit&lt;br /&gt;
! 3 bit&lt;br /&gt;
! 8 bit&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#FFFFCC;&amp;quot; | 1&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background:#FFFFCC;&amp;quot; | -&lt;br /&gt;
| Literal&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | -&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Literal Byte&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background:#FFFFCC;&amp;quot; | 0&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background:#FFFFCC;&amp;quot; | 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#FFFFCC;&amp;quot; | -&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot; | Offset&lt;br /&gt;
| Length != 0&lt;br /&gt;
| -&lt;br /&gt;
| Copy &amp;#039;&amp;#039;&amp;#039;Length+2&amp;#039;&amp;#039;&amp;#039; bytes from &amp;#039;&amp;#039;&amp;#039;next_output_pos-0x2000+offset&amp;#039;&amp;#039;&amp;#039; to the output&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 0&lt;br /&gt;
| Length != 0&lt;br /&gt;
| Copy &amp;#039;&amp;#039;&amp;#039;Length+1&amp;#039;&amp;#039;&amp;#039; bytes from &amp;#039;&amp;#039;&amp;#039;next_output_pos-0x2000+offset&amp;#039;&amp;#039;&amp;#039; to the output&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;End of Data&amp;#039;&amp;#039;&amp;#039; (usually in this case &amp;#039;&amp;#039;&amp;#039;Offset&amp;#039;&amp;#039;&amp;#039; is also 0)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#FFFFCC;&amp;quot; | 0&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#FFFFCC;&amp;quot; | Length&lt;br /&gt;
| Offset&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | -&lt;br /&gt;
| Copy &amp;#039;&amp;#039;&amp;#039;Length+2&amp;#039;&amp;#039;&amp;#039; bytes from &amp;#039;&amp;#039;&amp;#039;next_output_pos-0x100+offset&amp;#039;&amp;#039;&amp;#039; to the output&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the table, each &amp;#039;&amp;#039;&amp;#039;cc&amp;#039;&amp;#039;&amp;#039; stands for a control code bit. The second data byte is divided into 5+3 bits for mode &amp;#039;&amp;#039;&amp;#039;01&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tool ==&lt;br /&gt;
&lt;br /&gt;
Crediar re&amp;#039;ed the decompression from the code and translated it to C code.&lt;br /&gt;
&lt;br /&gt;
You can download a tool with the source to decompress data from any given offset [http://crediar.no-ip.com/td-v0.1-cred.rar here].&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=User:Nethraz/Script_Commands&amp;diff=291</id>
		<title>User:Nethraz/Script Commands</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=User:Nethraz/Script_Commands&amp;diff=291"/>
		<updated>2016-02-18T20:32:57Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: test some new command table layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are basically written in ASM.&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;02&amp;#039;&amp;#039;&amp;#039; (COP) ASM instruction is used to execute custom script commands,&lt;br /&gt;
with the actual command and parameters following the 02 opcode.&lt;br /&gt;
&lt;br /&gt;
For example the command 07 (Modify Flag) is written as:&lt;br /&gt;
&lt;br /&gt;
 02 07 flag_value&lt;br /&gt;
&lt;br /&gt;
where flag_value is the 2 byte flag and value encoded in little endian format,&lt;br /&gt;
so the whole command takes up 4 bytes.&lt;br /&gt;
&lt;br /&gt;
The length of every known command is shown in the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console; text-align:right&amp;quot;&lt;br /&gt;
|+ Command Length Table&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! 00 !! 01 !! 02 !! 03 !! 04 !! 05 !! 06 !! 07 !! 08 !! 09 !! 0A !! 0B !! 0C !! 0D !! 0E !! 0F&lt;br /&gt;
|-&lt;br /&gt;
! 00&lt;br /&gt;
|  5 ||  2 ||  4 ||  2 ||  2 ||  4 ||  5 ||  4 ||  6 ||  8 ||  6 ||  6 ||  9 ||  9 || 13 ||  7&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
|  7 || 10 || 10 ||  5 || 10 ||  2 ||  9 ||  7 ||  8 || 16 ||  5 ||  4 ||  5 ||  4 ||  5 ||  2&lt;br /&gt;
|-&lt;br /&gt;
! 20&lt;br /&gt;
|  2 ||  4 ||  6 ||  4 ||  5 ||  2 ||  6 ||    ||    ||  4 ||  4 ||  6 ||  6 ||  9 ||  6 ||  6&lt;br /&gt;
|-&lt;br /&gt;
! 30&lt;br /&gt;
|  3 ||  3 ||  3 ||  2 ||    || 12 ||  3 ||  3 ||  4 ||  5 ||  5 ||  2 ||  2 ||  5 ||  5 ||  5&lt;br /&gt;
|-&lt;br /&gt;
! 40&lt;br /&gt;
|  5 ||    ||  8 ||  6 ||  6 ||  2 ||  9 ||  6 ||  4 ||  4 ||  7 ||  5 ||    ||    ||  6 ||  6&lt;br /&gt;
|-&lt;br /&gt;
! 50&lt;br /&gt;
|    ||    ||    ||    ||  5 ||  3 ||  5 ||  5 ||  5 ||  3 ||  7 ||  7 ||    ||  7 ||  8 || 10&lt;br /&gt;
|-&lt;br /&gt;
! 60&lt;br /&gt;
|  6 ||  8 ||  3 ||  4 ||  7 ||  7 ||  2 ||  3 ||    ||  2 ||  4 ||  4 ||  5 ||  2 ||  2 ||  2&lt;br /&gt;
|-&lt;br /&gt;
! 70&lt;br /&gt;
|  8 ||  8 ||  5 ||    ||    ||  6 ||  4 ||    ||  3 ||    ||    ||    ||    ||    ||    ||   &lt;br /&gt;
|-&lt;br /&gt;
! 80&lt;br /&gt;
|  3 ||  3 ||  4 ||  4 ||  5 ||  4 ||  4 ||  5 ||  5 ||  3 ||  3 ||    ||  3 ||    ||  2 ||  2&lt;br /&gt;
|-&lt;br /&gt;
! 90&lt;br /&gt;
|    ||  2 ||    ||  2 ||    ||  2 ||    || 10 || 12 ||  7 ||  5 ||  7 ||  9 || 11 ||  9 || 11&lt;br /&gt;
|-&lt;br /&gt;
! A0&lt;br /&gt;
|  7 ||  5 ||  7 ||  9 || 11 ||  9 || 11 ||  2 ||   3 ||    ||  5 ||  7 ||  6 ||  8 ||  3 ||  3&lt;br /&gt;
|-&lt;br /&gt;
! B0&lt;br /&gt;
|  3 ||  4 ||  4 ||  6 ||  2 ||  2 ||  2 ||  2 ||   2 ||  2 ||  3 ||  3 ||  2 ||  2 ||  7 ||  5&lt;br /&gt;
|-&lt;br /&gt;
! C0&lt;br /&gt;
|  5 ||  4 ||  4 ||  4 ||  4 ||  4 ||  2 ||  4 ||   4 ||  4 ||  4 ||  6 ||  7 ||  2 || 11 ||  2&lt;br /&gt;
|-&lt;br /&gt;
! D0&lt;br /&gt;
| 18 ||  2 ||  7 || 10 || 10 ||  4 ||  5 ||  6 ||   5 ||  3 || 11 ||  9 ||  7 ||  9 ||  3 ||  5&lt;br /&gt;
|-&lt;br /&gt;
! E0&lt;br /&gt;
|    ||    ||    ||    ||  2 || 13 ||  5 ||  7 ||  11 || 11 ||  5 ||  2 || 10 ||  7 ||  3 ||   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [[#00 - Call]]&lt;br /&gt;
 [[#01 - Return if Called With 00]]&lt;br /&gt;
 [[#02 - Loop Begin]]&lt;br /&gt;
 [[#03 - Loop Next (yield)]]&lt;br /&gt;
 [[#04 - Loop Next (no yield)]]&lt;br /&gt;
 [[#05 - Wait On Flag]]&lt;br /&gt;
 [[#06 - Goto New Script Origin]]&lt;br /&gt;
 [[#07 - Modify Flag]]&lt;br /&gt;
 [[#08 - Check Flag]]&lt;br /&gt;
 [[#09 - Check Multiple Flags]]&lt;br /&gt;
 [[#0A - Check Map Id]]&lt;br /&gt;
 [[#0B - Check 0600]]&lt;br /&gt;
&lt;br /&gt;
== 00 - Call ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 01 - Return if Called With 00 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Experimental Table Layouts ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console; text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command&amp;lt;br /&amp;gt;(Length)&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
! 0C&amp;lt;br /&amp;gt;(7)&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console; text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Direction !! Left !! Top !! Right !! Bottom !! JumpAddress&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Script_Format&amp;diff=289</id>
		<title>Script Format</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Script_Format&amp;diff=289"/>
		<updated>2016-02-18T18:11:21Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: commands: D2, DA, 65, 66, 5F, DF&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are parsed bytewise.&lt;br /&gt;
&lt;br /&gt;
== A note about event flags ==&lt;br /&gt;
&lt;br /&gt;
Event flags are calculated from an u16 value like this:&lt;br /&gt;
&lt;br /&gt;
 u16 EventFlag;&lt;br /&gt;
 &lt;br /&gt;
 Flag  = (EventFlag &amp;amp; 0xFFF) &amp;gt;&amp;gt; 3;&lt;br /&gt;
 Value = 1 &amp;lt;&amp;lt; (EventFlag &amp;amp; 7);&lt;br /&gt;
 IsSet = EventFlag &amp;amp; 0x8000&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Opcode&lt;br /&gt;
! Function&lt;br /&gt;
! Length&lt;br /&gt;
! Arguments&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
| Call&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command has no stack for return addresses. Nested calls simply overwrite any previous return address, so return is only possible to the most recent call site.&lt;br /&gt;
&lt;br /&gt;
If a simple jump is desired, use command 06 for an async jump, or ASM BRA or JMP for an instantaneous jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
| ReturnFrom00&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| If not inside 00-Call, this command is ignored.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
| LoopSetup( u16 Count )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
| LoopDoAsync()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
| LoopDo()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
| WaitOnEventFlag( u16 Flag )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
| JumpAndSetOrigin&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
| EventFlagModify&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
| EventFlagCheckJump&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
| EventFlagCheckMultiple&lt;br /&gt;
| 3+2*x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0A&lt;br /&gt;
| CheckMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0B&lt;br /&gt;
| CheckDeathwarpMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0C&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0D&lt;br /&gt;
| TriggerOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0E&lt;br /&gt;
| TriggerOnAreaAbsolutePixel&lt;br /&gt;
| 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0F&lt;br /&gt;
| TriggerOnBlockAbsolute&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| TriggerOnBlockRelative&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| TriggerObjectOnAreaAbsolute&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle, for which the trigger is checked.&lt;br /&gt;
Remaining parameters are same as command 0C.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| TriggerObjectOnAreaRelative&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| Broken command.&lt;br /&gt;
&lt;br /&gt;
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter&lt;br /&gt;
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| SpriteSetPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| PlayerPort&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
| RespawnSetLocation( u16 MapID, u8, u16, u16, u16, u8, u16, u16 )&lt;br /&gt;
| 15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1A&lt;br /&gt;
| DialogSwitchChoice&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1B&lt;br /&gt;
| PrintRelative( u16 Address )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
| PrintAbsolute( u24 Address )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1F&lt;br /&gt;
| MessageWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
| Trigger&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| Rand&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
| RandomMoveInArea&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Set 0x7F2018 to value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2A&lt;br /&gt;
| PadDisableButtons&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2B&lt;br /&gt;
| PadCheckAllButtonsPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
| PadCheckNoButtonPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2E&lt;br /&gt;
| PadCheckAnyButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2F&lt;br /&gt;
| PadCheckNoButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
| MusicPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
| MusicPlayFadeOver&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
| MusicPlay2&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| This saves the last track played via this command.&lt;br /&gt;
When calling it with the value set to 0xFF it plays the last played track again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
| SoundEffectPlayOnce&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
| SoundEffectPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
| SoundEffect?&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
| SpriteGotoPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3A&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3B&lt;br /&gt;
| ObjectSetSolid&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3C&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3D&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|&lt;br /&gt;
| 7&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
| MapCopyRect&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
| ObjectDeleteIfEventFlags&lt;br /&gt;
| 1+2*x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
| ObjectDeleteIfEventFlag&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
| ObjectDeleteIfMapID&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4B&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
| ItemAdd&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
| ItemDel&lt;br /&gt;
| 2&lt;br /&gt;
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|-&lt;br /&gt;
|56&lt;br /&gt;
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|-&lt;br /&gt;
|57&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
| JumpIf0648( u8 Value, u16 JumpAddress )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Jump if [0648] == Value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5A&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5B&lt;br /&gt;
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|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5C&lt;br /&gt;
|&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|5D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|5E&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5F&lt;br /&gt;
| SwitchOnDirection( u16 DownJump, u16 UpJump, u16 LeftJump, u16 RightJump )&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
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|-&lt;br /&gt;
|61&lt;br /&gt;
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|-&lt;br /&gt;
|62&lt;br /&gt;
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|-&lt;br /&gt;
|63&lt;br /&gt;
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|-&lt;br /&gt;
|64&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
| HandlerRegisterOnDamage( u16 HandlerAddress, u24 ReturnAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
| ReturnFromDamageHandler&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|68&lt;br /&gt;
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|-&lt;br /&gt;
|69&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|6A&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6B&lt;br /&gt;
| PrintRelative2&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6C&lt;br /&gt;
| PrintAbsolute2&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6E&lt;br /&gt;
| SceneUpdate&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6F&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|71&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|72&lt;br /&gt;
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|-&lt;br /&gt;
|73&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| Wait for unknown condition and then jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
| SystemRegisterWrite&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
| BackgroundUpdateFade&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|7A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7B&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unknown Command, Only implemented in JP version, FFFF in German and English&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
| AnimationSetA&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
| AnimationSetB&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
| AnimationSetC&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
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|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
| AnimationSetD&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
| AnimationSetE&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
| ObjectMove&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8A&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8B&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8C&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8D&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8E&lt;br /&gt;
| AnimationWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8F&lt;br /&gt;
| AnimationWait2&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
| ObjectCloneInsertAtBeginSF&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at begin of list, set script pointer and flags&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9A&lt;br /&gt;
| ObjectCloneInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9B&lt;br /&gt;
| ObjectCloneInsertBeforeSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9C&lt;br /&gt;
| ObjectCloneInsertBeforeSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9D&lt;br /&gt;
| ObjectCloneInsertBeforeSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9E&lt;br /&gt;
| ObjectCloneInsertBeforeSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9F&lt;br /&gt;
| ObjectCloneInsertBeforeSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A0&lt;br /&gt;
| ObjectCloneInsertAtEndSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at end of list, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A1&lt;br /&gt;
| ObjectCloneInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A2&lt;br /&gt;
| ObjectCloneInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A3&lt;br /&gt;
| ObjectCloneInsertAfterSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
| ObjectCloneInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
Same handler as 0xE8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A5&lt;br /&gt;
| ObjectCloneInsertAfterSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A6&lt;br /&gt;
| ObjectCloneInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A7&lt;br /&gt;
| ObjectDelete&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AA&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AF&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B0&lt;br /&gt;
|&lt;br /&gt;
| 2 or 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B1&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B3&lt;br /&gt;
| SpriteMove&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
| SpriteSetUpsideDown&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B5&lt;br /&gt;
| SpriteSetDownsideUp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B6&lt;br /&gt;
| SpriteSetFacingRight &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
| SpriteSetFacingLeft&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B8&lt;br /&gt;
| SpriteFlipVertical&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B9&lt;br /&gt;
| SpriteFlipHorizontal&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BA&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BB&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BC&lt;br /&gt;
| MarkOrigin&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BD&lt;br /&gt;
| MarkOriginAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BE&lt;br /&gt;
| JumpAndSetOriginWithDelay&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BF&lt;br /&gt;
| JumpAndSetOriginAsync&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C0&lt;br /&gt;
| SetOriginAndEraseDelay&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C1&lt;br /&gt;
| Delay&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
| JumpIfMapCollisionAbove&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C3&lt;br /&gt;
| JumpIfMapCollisionBelow&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C4&lt;br /&gt;
| JumpIfMapCollisionLeft&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
| JumpIfMapCollisionRight&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
| GetCurrentBlockCollision&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C7&lt;br /&gt;
| CheckMapCollisionAbove&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C8&lt;br /&gt;
| CheckMapCollisionBelow&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
| CheckMapCollisionLeft&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CA&lt;br /&gt;
| CheckMapCollisionRight&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CB&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| Change other object script ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D2&lt;br /&gt;
| TriggerOnSight( u8 SideRange, u8 FrontRange, u8 Direction, u16 JumpAddress )&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D3&lt;br /&gt;
| CheckHorizontalRange&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D4&lt;br /&gt;
| CheckVerticalRange&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
| ProximityTrigger&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D7&lt;br /&gt;
| DetermineNearestAxis&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D8&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D9&lt;br /&gt;
| LoadFightingStats&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Load pointer to index in enemy table&lt;br /&gt;
&lt;br /&gt;
80: Don&amp;#039;t load max HP&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DA&lt;br /&gt;
| HandlerRegisterOnWall( u16 HandlerAddress )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| Set Wall Hit Handler&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DD&lt;br /&gt;
|&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DF&lt;br /&gt;
| WaitOn097C_0810&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Wait For ([097C] &amp;amp; 0810) == 0, Then Jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E6&lt;br /&gt;
| ObjectCloneDepInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Like A1, but additionally makes new object depend on the old one, which mainly matters for mass deletion with command EB.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E7&lt;br /&gt;
| ObjectCloneDepInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Like A2, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E8&lt;br /&gt;
| ObjectCloneDepInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Like A4, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E9&lt;br /&gt;
| ObjectCloneDepInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Like A6, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EA&lt;br /&gt;
| ObjectCloneDepInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Like 9A, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EB&lt;br /&gt;
| DeleteAllDependingObjects&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| Delete all depending objects, but only if &amp;#039;this&amp;#039; has no parent&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|ED&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Script_Format&amp;diff=288</id>
		<title>Script Format</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Script_Format&amp;diff=288"/>
		<updated>2016-02-18T17:21:01Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: command 58&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are parsed bytewise.&lt;br /&gt;
&lt;br /&gt;
== A note about event flags ==&lt;br /&gt;
&lt;br /&gt;
Event flags are calculated from an u16 value like this:&lt;br /&gt;
&lt;br /&gt;
 u16 EventFlag;&lt;br /&gt;
 &lt;br /&gt;
 Flag  = (EventFlag &amp;amp; 0xFFF) &amp;gt;&amp;gt; 3;&lt;br /&gt;
 Value = 1 &amp;lt;&amp;lt; (EventFlag &amp;amp; 7);&lt;br /&gt;
 IsSet = EventFlag &amp;amp; 0x8000&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Opcode&lt;br /&gt;
! Function&lt;br /&gt;
! Length&lt;br /&gt;
! Arguments&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
| Call&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command has no stack for return addresses. Nested calls simply overwrite any previous return address, so return is only possible to the most recent call site.&lt;br /&gt;
&lt;br /&gt;
If a simple jump is desired, use command 06 for an async jump, or ASM BRA or JMP for an instantaneous jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
| ReturnFrom00&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| If not inside 00-Call, this command is ignored.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
| LoopSetup( u16 Count )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
| LoopDoAsync()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
| LoopDo()&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
| WaitOnEventFlag( u16 Flag )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
| JumpAndSetOrigin&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
| EventFlagModify&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
| EventFlagCheckJump&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
| EventFlagCheckMultiple&lt;br /&gt;
| 3+2*x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0A&lt;br /&gt;
| CheckMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0B&lt;br /&gt;
| CheckDeathwarpMapID&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0C&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0D&lt;br /&gt;
| TriggerOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0E&lt;br /&gt;
| TriggerOnAreaAbsolutePixel&lt;br /&gt;
| 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0F&lt;br /&gt;
| TriggerOnBlockAbsolute&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| TriggerOnBlockRelative&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| TriggerObjectOnAreaAbsolute&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle, for which the trigger is checked.&lt;br /&gt;
Remaining parameters are same as command 0C.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| TriggerObjectOnAreaRelative&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| Broken command.&lt;br /&gt;
&lt;br /&gt;
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter&lt;br /&gt;
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| SpriteSetPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| PlayerPort&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
| RespawnSetLocation( u16 MapID, u8, u16, u16, u16, u8, u16, u16 )&lt;br /&gt;
| 15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1A&lt;br /&gt;
| DialogSwitchChoice&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1B&lt;br /&gt;
| PrintRelative( u16 Address )&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
| PrintAbsolute( u24 Address )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|1F&lt;br /&gt;
| MessageWait&lt;br /&gt;
| 1&lt;br /&gt;
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|20&lt;br /&gt;
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|21&lt;br /&gt;
| Trigger&lt;br /&gt;
| 3&lt;br /&gt;
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|25&lt;br /&gt;
| Rand&lt;br /&gt;
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|26&lt;br /&gt;
| RandomMoveInArea&lt;br /&gt;
| 5&lt;br /&gt;
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|27&lt;br /&gt;
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|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Set 0x7F2018 to value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
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|-&lt;br /&gt;
|2A&lt;br /&gt;
| PadDisableButtons&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2B&lt;br /&gt;
| PadCheckAllButtonsPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
| PadCheckNoButtonPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2D&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2E&lt;br /&gt;
| PadCheckAnyButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2F&lt;br /&gt;
| PadCheckNoButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
| MusicPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
| MusicPlayFadeOver&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
| MusicPlay2&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| This saves the last track played via this command.&lt;br /&gt;
When calling it with the value set to 0xFF it plays the last played track again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
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|34&lt;br /&gt;
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|35&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
| SoundEffectPlayOnce&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
| SoundEffectPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
| SoundEffect?&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
| SpriteGotoPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3A&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|3B&lt;br /&gt;
| ObjectSetSolid&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3C&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
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|-&lt;br /&gt;
|3D&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
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|-&lt;br /&gt;
|3E&lt;br /&gt;
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|-&lt;br /&gt;
|3F&lt;br /&gt;
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|40&lt;br /&gt;
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|41&lt;br /&gt;
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|42&lt;br /&gt;
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| 7&lt;br /&gt;
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| &lt;br /&gt;
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|43&lt;br /&gt;
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|44&lt;br /&gt;
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| 5&lt;br /&gt;
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|45&lt;br /&gt;
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|-&lt;br /&gt;
|46&lt;br /&gt;
| MapCopyRect&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
| ObjectDeleteIfEventFlags&lt;br /&gt;
| 1+2*x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
| ObjectDeleteIfEventFlag&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
| ObjectDeleteIfMapID&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4A&lt;br /&gt;
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|4B&lt;br /&gt;
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|-&lt;br /&gt;
|4C&lt;br /&gt;
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|-&lt;br /&gt;
|4D&lt;br /&gt;
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|-&lt;br /&gt;
|4E&lt;br /&gt;
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|-&lt;br /&gt;
|4F&lt;br /&gt;
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|50&lt;br /&gt;
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|51&lt;br /&gt;
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|52&lt;br /&gt;
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|53&lt;br /&gt;
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|-&lt;br /&gt;
|54&lt;br /&gt;
| ItemAdd&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
| ItemDel&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
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|57&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
| JumpIf0648( u8 Value, u16 JumpAddress )&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Jump if [0648] == Value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
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|-&lt;br /&gt;
|5A&lt;br /&gt;
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| 6&lt;br /&gt;
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|5B&lt;br /&gt;
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|-&lt;br /&gt;
|5C&lt;br /&gt;
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|-&lt;br /&gt;
|5D&lt;br /&gt;
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|-&lt;br /&gt;
|5E&lt;br /&gt;
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|-&lt;br /&gt;
|5F&lt;br /&gt;
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|-&lt;br /&gt;
|60&lt;br /&gt;
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|61&lt;br /&gt;
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|62&lt;br /&gt;
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|63&lt;br /&gt;
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|64&lt;br /&gt;
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|65&lt;br /&gt;
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| 6&lt;br /&gt;
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|66&lt;br /&gt;
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|67&lt;br /&gt;
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|68&lt;br /&gt;
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|-&lt;br /&gt;
|69&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6B&lt;br /&gt;
| PrintRelative2&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6C&lt;br /&gt;
| PrintAbsolute2&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6E&lt;br /&gt;
| SceneUpdate&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6F&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|70&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|71&lt;br /&gt;
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|-&lt;br /&gt;
|72&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|73&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| Wait for unknown condition and then jump&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
| SystemRegisterWrite&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
| BackgroundUpdateFade&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|7A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7B&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unknown Command, Only implemented in JP version, FFFF in German and English&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
| AnimationSetA&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
| AnimationSetB&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
| AnimationSetC&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
| AnimationSetD&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
| AnimationSetE&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
| ObjectMove&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8A&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8B&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8C&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8D&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8E&lt;br /&gt;
| AnimationWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8F&lt;br /&gt;
| AnimationWait2&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
| ObjectCloneInsertAtBeginSF&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at begin of list, set script pointer and flags&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9A&lt;br /&gt;
| ObjectCloneInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9B&lt;br /&gt;
| ObjectCloneInsertBeforeSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9C&lt;br /&gt;
| ObjectCloneInsertBeforeSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9D&lt;br /&gt;
| ObjectCloneInsertBeforeSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9E&lt;br /&gt;
| ObjectCloneInsertBeforeSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9F&lt;br /&gt;
| ObjectCloneInsertBeforeSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A0&lt;br /&gt;
| ObjectCloneInsertAtEndSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at end of list, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A1&lt;br /&gt;
| ObjectCloneInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A2&lt;br /&gt;
| ObjectCloneInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A3&lt;br /&gt;
| ObjectCloneInsertAfterSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
| ObjectCloneInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
Same handler as 0xE8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A5&lt;br /&gt;
| ObjectCloneInsertAfterSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A6&lt;br /&gt;
| ObjectCloneInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A7&lt;br /&gt;
| ObjectDelete&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AA&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AF&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B0&lt;br /&gt;
|&lt;br /&gt;
| 2 or 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B1&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B3&lt;br /&gt;
| SpriteMove&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
| SpriteSetUpsideDown&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B5&lt;br /&gt;
| SpriteSetDownsideUp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B6&lt;br /&gt;
| SpriteSetFacingRight &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
| SpriteSetFacingLeft&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B8&lt;br /&gt;
| SpriteFlipVertical&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B9&lt;br /&gt;
| SpriteFlipHorizontal&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BA&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BB&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BC&lt;br /&gt;
| MarkOrigin&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BD&lt;br /&gt;
| MarkOriginAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BE&lt;br /&gt;
| JumpAndSetOriginWithDelay&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BF&lt;br /&gt;
| JumpAndSetOriginAsync&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C0&lt;br /&gt;
| SetOriginAndEraseDelay&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C1&lt;br /&gt;
| Delay&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
| JumpIfMapCollisionAbove&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C3&lt;br /&gt;
| JumpIfMapCollisionBelow&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C4&lt;br /&gt;
| JumpIfMapCollisionLeft&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
| JumpIfMapCollisionRight&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
| GetCurrentBlockCollision&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C7&lt;br /&gt;
| CheckMapCollisionAbove&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C8&lt;br /&gt;
| CheckMapCollisionBelow&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
| CheckMapCollisionLeft&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CA&lt;br /&gt;
| CheckMapCollisionRight&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CB&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| Change other object script ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D3&lt;br /&gt;
| CheckHorizontalRange&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D4&lt;br /&gt;
| CheckVerticalRange&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
| ProximityTrigger&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D7&lt;br /&gt;
| DetermineNearestAxis&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D8&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D9&lt;br /&gt;
| LoadFightingStats&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Load pointer to index in enemy table&lt;br /&gt;
&lt;br /&gt;
80: Don&amp;#039;t load max HP&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DA&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DD&lt;br /&gt;
|&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DF&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E6&lt;br /&gt;
| ObjectCloneDepInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Like A1, but additionally makes new object depend on the old one, which mainly matters for mass deletion with command EB.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E7&lt;br /&gt;
| ObjectCloneDepInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Like A2, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E8&lt;br /&gt;
| ObjectCloneDepInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Like A4, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E9&lt;br /&gt;
| ObjectCloneDepInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Like A6, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EA&lt;br /&gt;
| ObjectCloneDepInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Like 9A, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EB&lt;br /&gt;
| DeleteAllDependingObjects&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| Delete all depending objects, but only if &amp;#039;this&amp;#039; has no parent&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|ED&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Script_Format&amp;diff=286</id>
		<title>Script Format</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Script_Format&amp;diff=286"/>
		<updated>2016-02-13T01:00:21Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: fixed lengths for cmds: 6E, 73, 78, B2, DC (also checked all the other lengths)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are parsed bytewise.&lt;br /&gt;
&lt;br /&gt;
== A note about event flags ==&lt;br /&gt;
&lt;br /&gt;
Event flags are calculated from an u16 value like this:&lt;br /&gt;
&lt;br /&gt;
 u16 EventFlag;&lt;br /&gt;
 &lt;br /&gt;
 Flag  = (EventFlag &amp;amp; 0xFFF) &amp;gt;&amp;gt; 3;&lt;br /&gt;
 Value = 1 &amp;lt;&amp;lt; (EventFlag &amp;amp; 7);&lt;br /&gt;
 IsSet = EventFlag &amp;amp; 0x8000&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Opcode&lt;br /&gt;
! Function&lt;br /&gt;
! Length&lt;br /&gt;
! Arguments&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
| Call&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command has no stack for return addresses. Nested calls simply overwrite any previous return address, so return is only possible to the most recent call site.&lt;br /&gt;
&lt;br /&gt;
If a simple jump is desired, use command 06 for an async jump, or ASM BRA or JMP for an instantaneous jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
| ReturnFrom00&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| If not inside 00-Call, this command is ignored.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
| LoopSetup&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
| LoopDoAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
| LoopDo&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
| WaitOnEventFlag&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
| JumpAndSetOrigin&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
| EventFlagModify&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
| EventFlagCheckJump&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
| EventFlagCheckMultiple&lt;br /&gt;
| 3+2*x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0A&lt;br /&gt;
| CheckMapId&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0B&lt;br /&gt;
| CheckDeathwarpMapId&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0C&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0D&lt;br /&gt;
| TriggerOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0E&lt;br /&gt;
| TriggerOnAreaAbsolutePixel&lt;br /&gt;
| 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0F&lt;br /&gt;
| TriggerOnBlockAbsolute&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| TriggerOnBlockRelative&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| TriggerObjectOnAreaAbsolute&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle, for which the trigger is checked.&lt;br /&gt;
Remaining parameters are same as command 0C.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| TriggerObjectOnAreaRelative&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| Broken command.&lt;br /&gt;
&lt;br /&gt;
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter&lt;br /&gt;
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| SpriteSetPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| PlayerPort&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
| RespawnSetLocation&lt;br /&gt;
| 15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1A&lt;br /&gt;
| DialogSwitchChoice&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1B&lt;br /&gt;
| PrintRelative&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
| PrintAbsolute&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1F&lt;br /&gt;
| MessageWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
| Trigger&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| Rand&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
| RandomMoveInArea&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Set 0x7F2018 to value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2A&lt;br /&gt;
| PadDisableButtons&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2B&lt;br /&gt;
| PadCheckAllButtonsPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
| PadCheckNoButtonPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2E&lt;br /&gt;
| PadCheckAnyButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2F&lt;br /&gt;
| PadCheckNoButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
| MusicPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
| MusicPlayFadeOver&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
| MusicPlay2&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| This saves the last track played via this command.&lt;br /&gt;
When calling it with the value set to 0xFF it plays the last played track again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
| SoundEffectPlayOnce&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
| SoundEffectPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
| SoundEffect?&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
| SpriteGotoPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3A&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3B&lt;br /&gt;
| ObjectSetSolid&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3C&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3D&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
| MapCopyRect&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
| ObjectDeleteIfEventFlags&lt;br /&gt;
| 1+2*x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
| ObjectDeleteIfEventFlag&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
| ObjectDeleteIfMapId&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4B&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4F&lt;br /&gt;
|&lt;br /&gt;
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|6C&lt;br /&gt;
| PrintAbsolute2&lt;br /&gt;
| 4&lt;br /&gt;
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|6E&lt;br /&gt;
| UpdateScene&lt;br /&gt;
| 1&lt;br /&gt;
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|73&lt;br /&gt;
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| 5&lt;br /&gt;
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| Wait for unknown condition and then jump&lt;br /&gt;
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|74&lt;br /&gt;
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|76&lt;br /&gt;
| WriteSystemRegister&lt;br /&gt;
| 3&lt;br /&gt;
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|78&lt;br /&gt;
| BackgroundUpdateFade&lt;br /&gt;
| 2&lt;br /&gt;
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|79&lt;br /&gt;
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| Unused command&lt;br /&gt;
 &lt;br /&gt;
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|7A&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|-&lt;br /&gt;
|7B&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|-&lt;br /&gt;
|7C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unknown Command, Only implemented in JP version, FFFF in German and English&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7D&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|7E&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|7F&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|80&lt;br /&gt;
| AnimationSetA&lt;br /&gt;
| 2&lt;br /&gt;
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| AnimationSetB&lt;br /&gt;
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|85&lt;br /&gt;
| AnimationSetC&lt;br /&gt;
| 3&lt;br /&gt;
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|86&lt;br /&gt;
| AnimationSetD&lt;br /&gt;
| 3&lt;br /&gt;
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|87&lt;br /&gt;
| ObjectMove&lt;br /&gt;
| 4&lt;br /&gt;
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|8A&lt;br /&gt;
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|8C&lt;br /&gt;
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|8D&lt;br /&gt;
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|-&lt;br /&gt;
|8E&lt;br /&gt;
| AnimationWait&lt;br /&gt;
| 1&lt;br /&gt;
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|8F&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
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|-&lt;br /&gt;
|90&lt;br /&gt;
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|-&lt;br /&gt;
|93&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|94&lt;br /&gt;
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|-&lt;br /&gt;
|95&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|96&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
| ObjectCloneInsertAtBeginSF&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at begin of list, set script pointer and flags&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9A&lt;br /&gt;
| ObjectCloneInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9B&lt;br /&gt;
| ObjectCloneInsertBeforeSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9C&lt;br /&gt;
| ObjectCloneInsertBeforeSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9D&lt;br /&gt;
| ObjectCloneInsertBeforeSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9E&lt;br /&gt;
| ObjectCloneInsertBeforeSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9F&lt;br /&gt;
| ObjectCloneInsertBeforeSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A0&lt;br /&gt;
| ObjectCloneInsertAtEndSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at end of list, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A1&lt;br /&gt;
| ObjectCloneInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A2&lt;br /&gt;
| ObjectCloneInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A3&lt;br /&gt;
| ObjectCloneInsertAfterSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
| ObjectCloneInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
Same handler as 0xE8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A5&lt;br /&gt;
| ObjectCloneInsertAfterSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A6&lt;br /&gt;
| ObjectCloneInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A7&lt;br /&gt;
| ObjectDelete&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AA&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AF&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B0&lt;br /&gt;
|&lt;br /&gt;
| 2 or 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B1&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B3&lt;br /&gt;
| SpriteMove&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
| SpriteSetUpsideDown&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B5&lt;br /&gt;
| SpriteSetDownsideUp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B6&lt;br /&gt;
| SpriteSetFacingRight &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
| SpriteSetFacingLeft&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B8&lt;br /&gt;
| SpriteFlipVertical&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B9&lt;br /&gt;
| SpriteFlipHorizontal&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BA&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BB&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BC&lt;br /&gt;
| MarkOrigin&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BD&lt;br /&gt;
| MarkOriginAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BE&lt;br /&gt;
| JumpAndSetOriginWithDelay&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BF&lt;br /&gt;
| JumpAndSetOriginAsync&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C0&lt;br /&gt;
| SetOriginAndEraseDelay&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C1&lt;br /&gt;
| Delay&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
| JumpIfMapCollisionAbove&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C3&lt;br /&gt;
| JumpIfMapCollisionBelow&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C4&lt;br /&gt;
| JumpIfMapCollisionLeft&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
| JumpIfMapCollisionRight&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
| GetCurrentBlockCollision&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C7&lt;br /&gt;
| CheckMapCollisionAbove&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C8&lt;br /&gt;
| CheckMapCollisionBelow&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
| CheckMapCollisionLeft&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CA&lt;br /&gt;
| CheckMapCollisionRight&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CB&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| Change other object script ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D3&lt;br /&gt;
| CheckHorizontalRange&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D4&lt;br /&gt;
| CheckVerticalRange&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
| ProximityTrigger&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D7&lt;br /&gt;
| DetermineNearestAxis&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D8&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D9&lt;br /&gt;
| LoadFightingStats&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Load pointer to index in enemy table&lt;br /&gt;
&lt;br /&gt;
80: Don&amp;#039;t load max HP&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DA&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DD&lt;br /&gt;
|&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DF&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E6&lt;br /&gt;
| ObjectCloneDepInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Like A1, but additionally makes new object depend on the old one, which mainly matters for mass deletion with command EB.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E7&lt;br /&gt;
| ObjectCloneDepInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Like A2, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E8&lt;br /&gt;
| ObjectCloneDepInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Like A4, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E9&lt;br /&gt;
| ObjectCloneDepInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Like A6, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EA&lt;br /&gt;
| ObjectCloneDepInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Like 9A, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EB&lt;br /&gt;
| DeleteAllDependingObjects&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| Delete all depending objects, but only if &amp;#039;this&amp;#039; has no parent&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|ED&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Talk:Script_Format&amp;diff=285</id>
		<title>Talk:Script Format</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Talk:Script_Format&amp;diff=285"/>
		<updated>2016-02-12T23:50:32Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: Suggestions about command length and categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Command Length ==&lt;br /&gt;
&lt;br /&gt;
I would like to use the distance between the current and the next command as command length. This would include the 02 prefix and effectively increase every command length by 1.&lt;br /&gt;
--[[User:Nethraz|Nethraz]] 00:50, 13 February 2016 (CET)&lt;br /&gt;
&lt;br /&gt;
== Categorizing Commands ==&lt;br /&gt;
&lt;br /&gt;
Maybe it would be a good idea to group commands by category and put an index at the top of the page.&lt;br /&gt;
&lt;br /&gt;
Suggestions for possible categories are:&lt;br /&gt;
* Control Flow&lt;br /&gt;
* Waiting&lt;br /&gt;
* Position Checking/Triggers&lt;br /&gt;
* Event Flags&lt;br /&gt;
* Joypad&lt;br /&gt;
* Text/Dialog Display&lt;br /&gt;
* Music/SFX&lt;br /&gt;
* Sprites&lt;br /&gt;
* Objects&lt;br /&gt;
* Map/Collision&lt;br /&gt;
* Items/Magic/Inventory&lt;br /&gt;
* Fighting&lt;br /&gt;
* System&lt;br /&gt;
&lt;br /&gt;
Some commands might also be in multiple categories.&lt;br /&gt;
&lt;br /&gt;
This doesn&amp;#039;t need to be done right now. It might be better to wait until more commands are known and well described.&lt;br /&gt;
--[[User:Nethraz|Nethraz]] 00:50, 13 February 2016 (CET)&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Script_Format&amp;diff=284</id>
		<title>Script Format</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Script_Format&amp;diff=284"/>
		<updated>2016-02-12T23:00:34Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: commands E6-EB (object creation and deletion with dependency)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are parsed bytewise.&lt;br /&gt;
&lt;br /&gt;
== A note about event flags ==&lt;br /&gt;
&lt;br /&gt;
Event flags are calculated from an u16 value like this:&lt;br /&gt;
&lt;br /&gt;
 u16 EventFlag;&lt;br /&gt;
 &lt;br /&gt;
 Flag  = (EventFlag &amp;amp; 0xFFF) &amp;gt;&amp;gt; 3;&lt;br /&gt;
 Value = 1 &amp;lt;&amp;lt; (EventFlag &amp;amp; 7);&lt;br /&gt;
 IsSet = EventFlag &amp;amp; 0x8000&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Opcode&lt;br /&gt;
! Function&lt;br /&gt;
! Length&lt;br /&gt;
! Arguments&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
| Call&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command has no stack for return addresses. Nested calls simply overwrite any previous return address, so return is only possible to the most recent call site.&lt;br /&gt;
&lt;br /&gt;
If a simple jump is desired, use command 06 for an async jump, or ASM BRA or JMP for an instantaneous jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
| ReturnFrom00&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| If not inside 00-Call, this command is ignored.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
| LoopSetup&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
| LoopDoAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
| LoopDo&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
| WaitOnEventFlag&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
| JumpAndSetOrigin&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
| EventFlagModify&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
| EventFlagCheckJump&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
| EventFlagCheckMultiple&lt;br /&gt;
| 3+2*x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0A&lt;br /&gt;
| CheckMapId&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0B&lt;br /&gt;
| CheckDeathwarpMapId&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0C&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0D&lt;br /&gt;
| TriggerOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0E&lt;br /&gt;
| TriggerOnAreaAbsolutePixel&lt;br /&gt;
| 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0F&lt;br /&gt;
| TriggerOnBlockAbsolute&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| TriggerOnBlockRelative&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| TriggerObjectOnAreaAbsolute&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle, for which the trigger is checked.&lt;br /&gt;
Remaining parameters are same as command 0C.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| TriggerObjectOnAreaRelative&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| Broken command.&lt;br /&gt;
&lt;br /&gt;
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter&lt;br /&gt;
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| SpriteSetPosition&lt;br /&gt;
| 4&lt;br /&gt;
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|14&lt;br /&gt;
| PlayerPort&lt;br /&gt;
| 9&lt;br /&gt;
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|19&lt;br /&gt;
| RespawnSetLocation&lt;br /&gt;
| 15&lt;br /&gt;
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|-&lt;br /&gt;
|1A&lt;br /&gt;
| DialogSwitchChoice&lt;br /&gt;
| 4&lt;br /&gt;
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| PrintRelative&lt;br /&gt;
| 3&lt;br /&gt;
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| PrintAbsolute&lt;br /&gt;
| 4&lt;br /&gt;
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| MessageWait&lt;br /&gt;
| 1&lt;br /&gt;
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|21&lt;br /&gt;
| Trigger&lt;br /&gt;
| 3&lt;br /&gt;
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| Rand&lt;br /&gt;
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|26&lt;br /&gt;
| RandomMoveInArea&lt;br /&gt;
| 5&lt;br /&gt;
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|28&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Set 0x7F2018 to value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
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|-&lt;br /&gt;
|2A&lt;br /&gt;
| PadDisableButtons&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2B&lt;br /&gt;
| PadCheckAllButtonsPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
| PadCheckNoButtonPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2D&lt;br /&gt;
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|-&lt;br /&gt;
|2E&lt;br /&gt;
| PadCheckAnyButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2F&lt;br /&gt;
| PadCheckNoButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|30&lt;br /&gt;
| MusicPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
| MusicPlayFadeOver&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
| MusicPlay2&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| This saves the last track played via this command.&lt;br /&gt;
When calling it with the value set to 0xFF it plays the last played track again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
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|35&lt;br /&gt;
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|-&lt;br /&gt;
|36&lt;br /&gt;
| SoundEffectPlayOnce&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|37&lt;br /&gt;
| SoundEffectPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
| SoundEffect?&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|39&lt;br /&gt;
| SpriteGotoPosition&lt;br /&gt;
| 4&lt;br /&gt;
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|-&lt;br /&gt;
|3A&lt;br /&gt;
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|-&lt;br /&gt;
|3B&lt;br /&gt;
| ObjectSetSolid&lt;br /&gt;
| 1&lt;br /&gt;
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|3C&lt;br /&gt;
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| 1&lt;br /&gt;
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|3D&lt;br /&gt;
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| 4&lt;br /&gt;
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|3E&lt;br /&gt;
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|3F&lt;br /&gt;
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|40&lt;br /&gt;
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|-&lt;br /&gt;
|46&lt;br /&gt;
| MapCopyRect&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
| ObjectDeleteIfEventFlags&lt;br /&gt;
| 1+2*x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
| ObjectDeleteIfEventFlag&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|49&lt;br /&gt;
| ObjectDeleteIfMapId&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4A&lt;br /&gt;
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|4B&lt;br /&gt;
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|4C&lt;br /&gt;
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|4D&lt;br /&gt;
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|-&lt;br /&gt;
|54&lt;br /&gt;
| ItemGive&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|55&lt;br /&gt;
| ItemTake&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
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|56&lt;br /&gt;
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|&lt;br /&gt;
| 2&lt;br /&gt;
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|5A&lt;br /&gt;
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| 6&lt;br /&gt;
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|5B&lt;br /&gt;
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|5C&lt;br /&gt;
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|-&lt;br /&gt;
|5D&lt;br /&gt;
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|-&lt;br /&gt;
|5E&lt;br /&gt;
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|-&lt;br /&gt;
|5F&lt;br /&gt;
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|60&lt;br /&gt;
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|65&lt;br /&gt;
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| 6&lt;br /&gt;
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|66&lt;br /&gt;
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|67&lt;br /&gt;
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|69&lt;br /&gt;
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|6A&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|6B&lt;br /&gt;
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|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6C&lt;br /&gt;
| PrintAbsolute2&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|6D&lt;br /&gt;
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|-&lt;br /&gt;
|6E&lt;br /&gt;
| UpdateScene&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|6F&lt;br /&gt;
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|70&lt;br /&gt;
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|73&lt;br /&gt;
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| 3&lt;br /&gt;
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|75&lt;br /&gt;
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|-&lt;br /&gt;
|76&lt;br /&gt;
| WriteSystemRegister&lt;br /&gt;
| 3&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
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|-&lt;br /&gt;
|78&lt;br /&gt;
| BackgroundUpdateFade&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|79&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|7A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7B&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unknown Command, Only implemented in JP version, FFFF in German and English&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
| AnimationSetA&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
| AnimationSetB&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
| AnimationSetC&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
| AnimationSetD&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
| ObjectMove&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8B&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8E&lt;br /&gt;
| AnimationWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8F&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
| ObjectCloneInsertAtBeginSF&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at begin of list, set script pointer and flags&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9A&lt;br /&gt;
| ObjectCloneInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9B&lt;br /&gt;
| ObjectCloneInsertBeforeSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9C&lt;br /&gt;
| ObjectCloneInsertBeforeSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9D&lt;br /&gt;
| ObjectCloneInsertBeforeSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9E&lt;br /&gt;
| ObjectCloneInsertBeforeSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9F&lt;br /&gt;
| ObjectCloneInsertBeforeSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A0&lt;br /&gt;
| ObjectCloneInsertAtEndSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at end of list, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A1&lt;br /&gt;
| ObjectCloneInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A2&lt;br /&gt;
| ObjectCloneInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A3&lt;br /&gt;
| ObjectCloneInsertAfterSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
| ObjectCloneInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
Same handler as 0xE8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A5&lt;br /&gt;
| ObjectCloneInsertAfterSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A6&lt;br /&gt;
| ObjectCloneInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A7&lt;br /&gt;
| ObjectDelete&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AA&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AF&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B0&lt;br /&gt;
|&lt;br /&gt;
| 2 or 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B1&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B3&lt;br /&gt;
| SpriteMove&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
| SpriteSetUpsideDown&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B5&lt;br /&gt;
| SpriteSetDownsideUp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B6&lt;br /&gt;
| SpriteSetFacingRight &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
| SpriteSetFacingLeft&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B8&lt;br /&gt;
| SpriteFlipVertical&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B9&lt;br /&gt;
| SpriteFlipHorizontal&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BA&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BB&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BC&lt;br /&gt;
| MarkOrigin&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BD&lt;br /&gt;
| MarkOriginAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BE&lt;br /&gt;
| JumpAndSetOriginWithDelay&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BF&lt;br /&gt;
| JumpAndSetOriginAsync&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C0&lt;br /&gt;
| SetOriginAndEraseDelay&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C1&lt;br /&gt;
| Delay&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
| JumpIfMapCollisionAbove&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C3&lt;br /&gt;
| JumpIfMapCollisionBelow&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C4&lt;br /&gt;
| JumpIfMapCollisionLeft&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
| JumpIfMapCollisionRight&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
| GetCurrentBlockCollision&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C7&lt;br /&gt;
| CheckMapCollisionAbove&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C8&lt;br /&gt;
| CheckMapCollisionBelow&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
| CheckMapCollisionLeft&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CA&lt;br /&gt;
| CheckMapCollisionRight&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CB&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| Change other object script ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D3&lt;br /&gt;
| CheckHorizontalRange&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D4&lt;br /&gt;
| CheckVerticalRange&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
| ProximityTrigger&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D7&lt;br /&gt;
| DetermineNearestAxis&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D8&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D9&lt;br /&gt;
| LoadFightingStats&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Load pointer to index in enemy table&lt;br /&gt;
&lt;br /&gt;
80: Don&amp;#039;t load max HP&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DA&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DC&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DD&lt;br /&gt;
|&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DF&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E6&lt;br /&gt;
| ObjectCloneDepInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Like A1, but additionally makes new object depend on the old one, which mainly matters for mass deletion with command EB.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E7&lt;br /&gt;
| ObjectCloneDepInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Like A2, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E8&lt;br /&gt;
| ObjectCloneDepInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Like A4, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E9&lt;br /&gt;
| ObjectCloneDepInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Like A6, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EA&lt;br /&gt;
| ObjectCloneDepInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Like 9A, but additionally makes new object depend on the old one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EB&lt;br /&gt;
| DeleteAllDependingObjects&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| Delete all depending objects, but only if &amp;#039;this&amp;#039; has no parent&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|ED&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Script_Format&amp;diff=283</id>
		<title>Script Format</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Script_Format&amp;diff=283"/>
		<updated>2016-02-12T22:48:47Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: commands: D3, D4, D6, D7, D9 (more Triggers), B0 length&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are parsed bytewise.&lt;br /&gt;
&lt;br /&gt;
== A note about event flags ==&lt;br /&gt;
&lt;br /&gt;
Event flags are calculated from an u16 value like this:&lt;br /&gt;
&lt;br /&gt;
 u16 EventFlag;&lt;br /&gt;
 &lt;br /&gt;
 Flag  = (EventFlag &amp;amp; 0xFFF) &amp;gt;&amp;gt; 3;&lt;br /&gt;
 Value = 1 &amp;lt;&amp;lt; (EventFlag &amp;amp; 7);&lt;br /&gt;
 IsSet = EventFlag &amp;amp; 0x8000&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Opcode&lt;br /&gt;
! Function&lt;br /&gt;
! Length&lt;br /&gt;
! Arguments&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
| Call&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command has no stack for return addresses. Nested calls simply overwrite any previous return address, so return is only possible to the most recent call site.&lt;br /&gt;
&lt;br /&gt;
If a simple jump is desired, use command 06 for an async jump, or ASM BRA or JMP for an instantaneous jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
| ReturnFrom00&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| If not inside 00-Call, this command is ignored.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
| LoopSetup&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
| LoopDoAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
| LoopDo&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
| WaitOnEventFlag&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
| JumpAndSetOrigin&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
| EventFlagModify&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
| EventFlagCheckJump&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
| EventFlagCheckMultiple&lt;br /&gt;
| 3+2*x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0A&lt;br /&gt;
| CheckMapId&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0B&lt;br /&gt;
| CheckDeathwarpMapId&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0C&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0D&lt;br /&gt;
| TriggerOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0E&lt;br /&gt;
| TriggerOnAreaAbsolutePixel&lt;br /&gt;
| 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0F&lt;br /&gt;
| TriggerOnBlockAbsolute&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| TriggerOnBlockRelative&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| TriggerObjectOnAreaAbsolute&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle, for which the trigger is checked.&lt;br /&gt;
Remaining parameters are same as command 0C.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| TriggerObjectOnAreaRelative&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| Broken command.&lt;br /&gt;
&lt;br /&gt;
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter&lt;br /&gt;
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| SpriteSetPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| PlayerPort&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
| RespawnSetLocation&lt;br /&gt;
| 15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1A&lt;br /&gt;
| DialogSwitchChoice&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1B&lt;br /&gt;
| PrintRelative&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
| PrintAbsolute&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1F&lt;br /&gt;
| MessageWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
| Trigger&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| Rand&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
| RandomMoveInArea&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Set 0x7F2018 to value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2A&lt;br /&gt;
| PadDisableButtons&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2B&lt;br /&gt;
| PadCheckAllButtonsPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
| PadCheckNoButtonPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2E&lt;br /&gt;
| PadCheckAnyButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2F&lt;br /&gt;
| PadCheckNoButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
| MusicPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
| MusicPlayFadeOver&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
| MusicPlay2&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| This saves the last track played via this command.&lt;br /&gt;
When calling it with the value set to 0xFF it plays the last played track again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
| SoundEffectPlayOnce&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
| SoundEffectPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
| SoundEffect?&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
| SpriteGotoPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3A&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3B&lt;br /&gt;
| ObjectSetSolid&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3C&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3D&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
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| PrintAbsolute2&lt;br /&gt;
| 4&lt;br /&gt;
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| UpdateScene&lt;br /&gt;
| 3&lt;br /&gt;
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|76&lt;br /&gt;
| WriteSystemRegister&lt;br /&gt;
| 3&lt;br /&gt;
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|78&lt;br /&gt;
| BackgroundUpdateFade&lt;br /&gt;
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|79&lt;br /&gt;
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|&lt;br /&gt;
| Unused command&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|7A&lt;br /&gt;
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| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7B&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|-&lt;br /&gt;
|7C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unknown Command, Only implemented in JP version, FFFF in German and English&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7D&lt;br /&gt;
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| Unused command&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|7F&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|80&lt;br /&gt;
| AnimationSetA&lt;br /&gt;
| 2&lt;br /&gt;
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|85&lt;br /&gt;
| AnimationSetC&lt;br /&gt;
| 3&lt;br /&gt;
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|86&lt;br /&gt;
| AnimationSetD&lt;br /&gt;
| 3&lt;br /&gt;
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|87&lt;br /&gt;
| ObjectMove&lt;br /&gt;
| 4&lt;br /&gt;
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|8C&lt;br /&gt;
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|8D&lt;br /&gt;
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|-&lt;br /&gt;
|8E&lt;br /&gt;
| AnimationWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|8F&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
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|-&lt;br /&gt;
|90&lt;br /&gt;
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|-&lt;br /&gt;
|93&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|94&lt;br /&gt;
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|-&lt;br /&gt;
|95&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|96&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|98&lt;br /&gt;
|&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
| ObjectCloneInsertAtBeginSF&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at begin of list, set script pointer and flags&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9A&lt;br /&gt;
| ObjectCloneInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9B&lt;br /&gt;
| ObjectCloneInsertBeforeSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9C&lt;br /&gt;
| ObjectCloneInsertBeforeSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9D&lt;br /&gt;
| ObjectCloneInsertBeforeSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9E&lt;br /&gt;
| ObjectCloneInsertBeforeSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9F&lt;br /&gt;
| ObjectCloneInsertBeforeSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A0&lt;br /&gt;
| ObjectCloneInsertAtEndSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at end of list, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A1&lt;br /&gt;
| ObjectCloneInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A2&lt;br /&gt;
| ObjectCloneInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A3&lt;br /&gt;
| ObjectCloneInsertAfterSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
| ObjectCloneInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
Same handler as 0xE8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A5&lt;br /&gt;
| ObjectCloneInsertAfterSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A6&lt;br /&gt;
| ObjectCloneInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A7&lt;br /&gt;
| ObjectDelete&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AA&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AF&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B0&lt;br /&gt;
|&lt;br /&gt;
| 2 or 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B1&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B3&lt;br /&gt;
| SpriteMove&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
| SpriteSetUpsideDown&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B5&lt;br /&gt;
| SpriteSetDownsideUp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B6&lt;br /&gt;
| SpriteSetFacingRight &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
| SpriteSetFacingLeft&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B8&lt;br /&gt;
| SpriteFlipVertical&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B9&lt;br /&gt;
| SpriteFlipHorizontal&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BA&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BB&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BC&lt;br /&gt;
| MarkOrigin&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BD&lt;br /&gt;
| MarkOriginAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BE&lt;br /&gt;
| JumpAndSetOriginWithDelay&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BF&lt;br /&gt;
| JumpAndSetOriginAsync&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C0&lt;br /&gt;
| SetOriginAndEraseDelay&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C1&lt;br /&gt;
| Delay&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
| JumpIfMapCollisionAbove&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C3&lt;br /&gt;
| JumpIfMapCollisionBelow&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C4&lt;br /&gt;
| JumpIfMapCollisionLeft&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
| JumpIfMapCollisionRight&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
| GetCurrentBlockCollision&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C7&lt;br /&gt;
| CheckMapCollisionAbove&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C8&lt;br /&gt;
| CheckMapCollisionBelow&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
| CheckMapCollisionLeft&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CA&lt;br /&gt;
| CheckMapCollisionRight&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CB&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| Change other object script ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D3&lt;br /&gt;
| CheckHorizontalRange&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D4&lt;br /&gt;
| CheckVerticalRange&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
| ProximityTrigger&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D7&lt;br /&gt;
| DetermineNearestAxis&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D8&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D9&lt;br /&gt;
| LoadFightingStats&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Load pointer to index in enemy table&lt;br /&gt;
&lt;br /&gt;
80: Don&amp;#039;t load max HP&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DA&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DC&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DD&lt;br /&gt;
|&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DF&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E7&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E8&lt;br /&gt;
|&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EA&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EB&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|ED&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Script_Format&amp;diff=282</id>
		<title>Script Format</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Script_Format&amp;diff=282"/>
		<updated>2016-02-12T22:23:56Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: commands C2-CB (check map collision)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are parsed bytewise.&lt;br /&gt;
&lt;br /&gt;
== A note about event flags ==&lt;br /&gt;
&lt;br /&gt;
Event flags are calculated from an u16 value like this:&lt;br /&gt;
&lt;br /&gt;
 u16 EventFlag;&lt;br /&gt;
 &lt;br /&gt;
 Flag  = (EventFlag &amp;amp; 0xFFF) &amp;gt;&amp;gt; 3;&lt;br /&gt;
 Value = 1 &amp;lt;&amp;lt; (EventFlag &amp;amp; 7);&lt;br /&gt;
 IsSet = EventFlag &amp;amp; 0x8000&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Opcode&lt;br /&gt;
! Function&lt;br /&gt;
! Length&lt;br /&gt;
! Arguments&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
| Call&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command has no stack for return addresses. Nested calls simply overwrite any previous return address, so return is only possible to the most recent call site.&lt;br /&gt;
&lt;br /&gt;
If a simple jump is desired, use command 06 for an async jump, or ASM BRA or JMP for an instantaneous jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
| ReturnFrom00&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| If not inside 00-Call, this command is ignored.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
| LoopSetup&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
| LoopDoAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
| LoopDo&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
| WaitOnEventFlag&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
| JumpAndSetOrigin&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
| EventFlagModify&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
| EventFlagCheckJump&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
| EventFlagCheckMultiple&lt;br /&gt;
| 3+2*x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0A&lt;br /&gt;
| CheckMapId&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0B&lt;br /&gt;
| CheckDeathwarpMapId&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0C&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0D&lt;br /&gt;
| TriggerOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0E&lt;br /&gt;
| TriggerOnAreaAbsolutePixel&lt;br /&gt;
| 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0F&lt;br /&gt;
| TriggerOnBlockAbsolute&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| TriggerOnBlockRelative&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| TriggerObjectOnAreaAbsolute&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle, for which the trigger is checked.&lt;br /&gt;
Remaining parameters are same as command 0C.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| TriggerObjectOnAreaRelative&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| Broken command.&lt;br /&gt;
&lt;br /&gt;
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter&lt;br /&gt;
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| SpriteSetPosition&lt;br /&gt;
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| 2&lt;br /&gt;
|&lt;br /&gt;
| Set 0x7F2018 to value&lt;br /&gt;
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|29&lt;br /&gt;
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| PadDisableButtons&lt;br /&gt;
| 3&lt;br /&gt;
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| &lt;br /&gt;
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|-&lt;br /&gt;
|2B&lt;br /&gt;
| PadCheckAllButtonsPressed2&lt;br /&gt;
| 5&lt;br /&gt;
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|-&lt;br /&gt;
|2C&lt;br /&gt;
| PadCheckNoButtonPressed2&lt;br /&gt;
| 5&lt;br /&gt;
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| PadCheckAnyButtonPressed&lt;br /&gt;
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| PadCheckNoButtonPressed&lt;br /&gt;
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| MusicPlay&lt;br /&gt;
| 2&lt;br /&gt;
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|31&lt;br /&gt;
| MusicPlayFadeOver&lt;br /&gt;
| 2&lt;br /&gt;
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|-&lt;br /&gt;
|32&lt;br /&gt;
| MusicPlay2&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| This saves the last track played via this command.&lt;br /&gt;
When calling it with the value set to 0xFF it plays the last played track again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
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|-&lt;br /&gt;
|36&lt;br /&gt;
| SoundEffectPlayOnce&lt;br /&gt;
| 2&lt;br /&gt;
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|-&lt;br /&gt;
|37&lt;br /&gt;
| SoundEffectPlay&lt;br /&gt;
| 2&lt;br /&gt;
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|38&lt;br /&gt;
| SoundEffect?&lt;br /&gt;
| 3&lt;br /&gt;
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| MapCopyRect&lt;br /&gt;
| 8&lt;br /&gt;
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|-&lt;br /&gt;
|47&lt;br /&gt;
| ObjectDeleteIfEventFlags&lt;br /&gt;
| 1+2*x&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|48&lt;br /&gt;
| ObjectDeleteIfEventFlag&lt;br /&gt;
| 3&lt;br /&gt;
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|-&lt;br /&gt;
|49&lt;br /&gt;
| ObjectDeleteIfMapId&lt;br /&gt;
| 3&lt;br /&gt;
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| ItemGive&lt;br /&gt;
| 4&lt;br /&gt;
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| 2&lt;br /&gt;
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| PrintAbsolute2&lt;br /&gt;
| 4&lt;br /&gt;
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| UpdateScene&lt;br /&gt;
| 3&lt;br /&gt;
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|76&lt;br /&gt;
| WriteSystemRegister&lt;br /&gt;
| 3&lt;br /&gt;
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|78&lt;br /&gt;
| BackgroundUpdateFade&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|7A&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7B&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unknown Command, Only implemented in JP version, FFFF in German and English&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7D&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7E&lt;br /&gt;
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|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7F&lt;br /&gt;
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|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
| AnimationSetA&lt;br /&gt;
| 2&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
| AnimationSetB&lt;br /&gt;
| 2&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
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|-&lt;br /&gt;
|83&lt;br /&gt;
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|-&lt;br /&gt;
|84&lt;br /&gt;
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|-&lt;br /&gt;
|85&lt;br /&gt;
| AnimationSetC&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
| AnimationSetD&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
| ObjectMove&lt;br /&gt;
| 4&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
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|-&lt;br /&gt;
|89&lt;br /&gt;
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|-&lt;br /&gt;
|8A&lt;br /&gt;
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|-&lt;br /&gt;
|8B&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|8C&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|8D&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8E&lt;br /&gt;
| AnimationWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8F&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
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|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
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|-&lt;br /&gt;
|91&lt;br /&gt;
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|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
| ObjectCloneInsertAtBeginSF&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at begin of list, set script pointer and flags&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9A&lt;br /&gt;
| ObjectCloneInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9B&lt;br /&gt;
| ObjectCloneInsertBeforeSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9C&lt;br /&gt;
| ObjectCloneInsertBeforeSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9D&lt;br /&gt;
| ObjectCloneInsertBeforeSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9E&lt;br /&gt;
| ObjectCloneInsertBeforeSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9F&lt;br /&gt;
| ObjectCloneInsertBeforeSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A0&lt;br /&gt;
| ObjectCloneInsertAtEndSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at end of list, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A1&lt;br /&gt;
| ObjectCloneInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A2&lt;br /&gt;
| ObjectCloneInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A3&lt;br /&gt;
| ObjectCloneInsertAfterSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
| ObjectCloneInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
Same handler as 0xE8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A5&lt;br /&gt;
| ObjectCloneInsertAfterSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A6&lt;br /&gt;
| ObjectCloneInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A7&lt;br /&gt;
| ObjectDelete&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AA&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AF&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B0&lt;br /&gt;
|&lt;br /&gt;
| 2 or 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B1&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B3&lt;br /&gt;
| SpriteMove&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
| SpriteSetUpsideDown&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B5&lt;br /&gt;
| SpriteSetDownsideUp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B6&lt;br /&gt;
| SpriteSetFacingRight &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
| SpriteSetFacingLeft&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B8&lt;br /&gt;
| SpriteFlipVertical&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B9&lt;br /&gt;
| SpriteFlipHorizontal&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BA&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BB&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BC&lt;br /&gt;
| MarkOrigin&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BD&lt;br /&gt;
| MarkOriginAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BE&lt;br /&gt;
| JumpAndSetOriginWithDelay&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BF&lt;br /&gt;
| JumpAndSetOriginAsync&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C0&lt;br /&gt;
| SetOriginAndEraseDelay&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C1&lt;br /&gt;
| Delay&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
| JumpIfMapCollisionAbove&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C3&lt;br /&gt;
| JumpIfMapCollisionBelow&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C4&lt;br /&gt;
| JumpIfMapCollisionLeft&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
| JumpIfMapCollisionRight&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
| GetCurrentBlockCollision&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C7&lt;br /&gt;
| CheckMapCollisionAbove&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C8&lt;br /&gt;
| CheckMapCollisionBelow&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
| CheckMapCollisionLeft&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CA&lt;br /&gt;
| CheckMapCollisionRight&lt;br /&gt;
| 3 or 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CB&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| Change other object script ??&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D4&lt;br /&gt;
|&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D7&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D8&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D9&lt;br /&gt;
| ProjectileSetDamage&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
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|DB&lt;br /&gt;
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|-&lt;br /&gt;
|DC&lt;br /&gt;
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| 5&lt;br /&gt;
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|DD&lt;br /&gt;
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| 8&lt;br /&gt;
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|-&lt;br /&gt;
|DE&lt;br /&gt;
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| 2&lt;br /&gt;
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|-&lt;br /&gt;
|DF&lt;br /&gt;
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| 4&lt;br /&gt;
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|-&lt;br /&gt;
|E0&lt;br /&gt;
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|-&lt;br /&gt;
|E1&lt;br /&gt;
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|-&lt;br /&gt;
|E2&lt;br /&gt;
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|E3&lt;br /&gt;
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|-&lt;br /&gt;
|E4&lt;br /&gt;
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|-&lt;br /&gt;
|E5&lt;br /&gt;
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|-&lt;br /&gt;
|E6&lt;br /&gt;
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|-&lt;br /&gt;
|E7&lt;br /&gt;
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| 6&lt;br /&gt;
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|-&lt;br /&gt;
|E8&lt;br /&gt;
|&lt;br /&gt;
| 10&lt;br /&gt;
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|-&lt;br /&gt;
|E9&lt;br /&gt;
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|-&lt;br /&gt;
|EA&lt;br /&gt;
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|-&lt;br /&gt;
|EB&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
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|-&lt;br /&gt;
|EC&lt;br /&gt;
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|-&lt;br /&gt;
|ED&lt;br /&gt;
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| 6&lt;br /&gt;
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|EE&lt;br /&gt;
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| 2&lt;br /&gt;
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|-&lt;br /&gt;
|EF&lt;br /&gt;
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|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Script_Format&amp;diff=281</id>
		<title>Script Format</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Script_Format&amp;diff=281"/>
		<updated>2016-02-12T22:16:41Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: commands: B3, BC-C0 (more jumps)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are parsed bytewise.&lt;br /&gt;
&lt;br /&gt;
== A note about event flags ==&lt;br /&gt;
&lt;br /&gt;
Event flags are calculated from an u16 value like this:&lt;br /&gt;
&lt;br /&gt;
 u16 EventFlag;&lt;br /&gt;
 &lt;br /&gt;
 Flag  = (EventFlag &amp;amp; 0xFFF) &amp;gt;&amp;gt; 3;&lt;br /&gt;
 Value = 1 &amp;lt;&amp;lt; (EventFlag &amp;amp; 7);&lt;br /&gt;
 IsSet = EventFlag &amp;amp; 0x8000&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Opcode&lt;br /&gt;
! Function&lt;br /&gt;
! Length&lt;br /&gt;
! Arguments&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
| Call&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command has no stack for return addresses. Nested calls simply overwrite any previous return address, so return is only possible to the most recent call site.&lt;br /&gt;
&lt;br /&gt;
If a simple jump is desired, use command 06 for an async jump, or ASM BRA or JMP for an instantaneous jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
| ReturnFrom00&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| If not inside 00-Call, this command is ignored.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
| LoopSetup&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
| LoopDoAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
| LoopDo&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
| WaitOnEventFlag&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
| JumpAndSetOrigin&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
| EventFlagModify&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
| EventFlagCheckJump&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
| EventFlagCheckMultiple&lt;br /&gt;
| 3+2*x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0A&lt;br /&gt;
| CheckMapId&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0B&lt;br /&gt;
| CheckDeathwarpMapId&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0C&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0D&lt;br /&gt;
| TriggerOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0E&lt;br /&gt;
| TriggerOnAreaAbsolutePixel&lt;br /&gt;
| 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0F&lt;br /&gt;
| TriggerOnBlockAbsolute&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| TriggerOnBlockRelative&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| TriggerObjectOnAreaAbsolute&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle, for which the trigger is checked.&lt;br /&gt;
Remaining parameters are same as command 0C.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| TriggerObjectOnAreaRelative&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| Broken command.&lt;br /&gt;
&lt;br /&gt;
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter&lt;br /&gt;
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| SpriteSetPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| PlayerPort&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
| RespawnSetLocation&lt;br /&gt;
| 15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1A&lt;br /&gt;
| DialogSwitchChoice&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1B&lt;br /&gt;
| PrintRelative&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
| PrintAbsolute&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1D&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|1E&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1F&lt;br /&gt;
| MessageWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
| Trigger&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| Rand&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
| RandomMoveInArea&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Set 0x7F2018 to value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2A&lt;br /&gt;
| PadDisableButtons&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2B&lt;br /&gt;
| PadCheckAllButtonsPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
| PadCheckNoButtonPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2E&lt;br /&gt;
| PadCheckAnyButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2F&lt;br /&gt;
| PadCheckNoButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
| MusicPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
| MusicPlayFadeOver&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
| MusicPlay2&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| This saves the last track played via this command.&lt;br /&gt;
When calling it with the value set to 0xFF it plays the last played track again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
| SoundEffectPlayOnce&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
| SoundEffectPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
| SoundEffect?&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
| SpriteGotoPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3A&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3B&lt;br /&gt;
| ObjectSetSolid&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3C&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3D&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
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| PrintAbsolute2&lt;br /&gt;
| 4&lt;br /&gt;
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| UpdateScene&lt;br /&gt;
| 3&lt;br /&gt;
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|76&lt;br /&gt;
| WriteSystemRegister&lt;br /&gt;
| 3&lt;br /&gt;
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|78&lt;br /&gt;
| BackgroundUpdateFade&lt;br /&gt;
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|-&lt;br /&gt;
|79&lt;br /&gt;
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|&lt;br /&gt;
| Unused command&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|7A&lt;br /&gt;
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| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7B&lt;br /&gt;
|&lt;br /&gt;
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| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unknown Command, Only implemented in JP version, FFFF in German and English&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7D&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|7E&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|7F&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|-&lt;br /&gt;
|80&lt;br /&gt;
| AnimationSetA&lt;br /&gt;
| 2&lt;br /&gt;
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|85&lt;br /&gt;
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| 3&lt;br /&gt;
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|86&lt;br /&gt;
| AnimationSetD&lt;br /&gt;
| 3&lt;br /&gt;
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|-&lt;br /&gt;
|87&lt;br /&gt;
| ObjectMove&lt;br /&gt;
| 4&lt;br /&gt;
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|8D&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|8E&lt;br /&gt;
| AnimationWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|8F&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
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|-&lt;br /&gt;
|90&lt;br /&gt;
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|-&lt;br /&gt;
|91&lt;br /&gt;
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|-&lt;br /&gt;
|93&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|94&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|95&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|96&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
| ObjectCloneInsertAtBeginSF&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at begin of list, set script pointer and flags&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9A&lt;br /&gt;
| ObjectCloneInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9B&lt;br /&gt;
| ObjectCloneInsertBeforeSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9C&lt;br /&gt;
| ObjectCloneInsertBeforeSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9D&lt;br /&gt;
| ObjectCloneInsertBeforeSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9E&lt;br /&gt;
| ObjectCloneInsertBeforeSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9F&lt;br /&gt;
| ObjectCloneInsertBeforeSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A0&lt;br /&gt;
| ObjectCloneInsertAtEndSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at end of list, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A1&lt;br /&gt;
| ObjectCloneInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A2&lt;br /&gt;
| ObjectCloneInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A3&lt;br /&gt;
| ObjectCloneInsertAfterSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
| ObjectCloneInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
Same handler as 0xE8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A5&lt;br /&gt;
| ObjectCloneInsertAfterSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A6&lt;br /&gt;
| ObjectCloneInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A7&lt;br /&gt;
| ObjectDelete&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AA&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AF&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B0&lt;br /&gt;
|&lt;br /&gt;
| 2 or 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B1&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B3&lt;br /&gt;
| SpriteMove&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
| SpriteSetUpsideDown&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B5&lt;br /&gt;
| SpriteSetDownsideUp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B6&lt;br /&gt;
| SpriteSetFacingRight &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
| SpriteSetFacingLeft&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B8&lt;br /&gt;
| SpriteFlipVertical&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B9&lt;br /&gt;
| SpriteFlipHorizontal&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BA&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BB&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BC&lt;br /&gt;
| MarkOrigin&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BD&lt;br /&gt;
| MarkOriginAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BE&lt;br /&gt;
| JumpAndSetOriginWithDelay&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BF&lt;br /&gt;
| JumpAndSetOriginAsync&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C0&lt;br /&gt;
| SetOriginAndEraseDelay&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C1&lt;br /&gt;
| Delay&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CA&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CB&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D4&lt;br /&gt;
|&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D7&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D8&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D9&lt;br /&gt;
| ProjectileSetDamage&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DA&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DC&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DD&lt;br /&gt;
|&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DF&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E7&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E8&lt;br /&gt;
|&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EA&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EB&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|ED&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Script_Format&amp;diff=280</id>
		<title>Script Format</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Script_Format&amp;diff=280"/>
		<updated>2016-02-12T22:03:40Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: more precise description of variable length for 09 and 47&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are parsed bytewise.&lt;br /&gt;
&lt;br /&gt;
== A note about event flags ==&lt;br /&gt;
&lt;br /&gt;
Event flags are calculated from an u16 value like this:&lt;br /&gt;
&lt;br /&gt;
 u16 EventFlag;&lt;br /&gt;
 &lt;br /&gt;
 Flag  = (EventFlag &amp;amp; 0xFFF) &amp;gt;&amp;gt; 3;&lt;br /&gt;
 Value = 1 &amp;lt;&amp;lt; (EventFlag &amp;amp; 7);&lt;br /&gt;
 IsSet = EventFlag &amp;amp; 0x8000&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Opcode&lt;br /&gt;
! Function&lt;br /&gt;
! Length&lt;br /&gt;
! Arguments&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
| Call&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command has no stack for return addresses. Nested calls simply overwrite any previous return address, so return is only possible to the most recent call site.&lt;br /&gt;
&lt;br /&gt;
If a simple jump is desired, use command 06 for an async jump, or ASM BRA or JMP for an instantaneous jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
| ReturnFrom00&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| If not inside 00-Call, this command is ignored.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
| LoopSetup&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
| LoopDoAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
| LoopDo&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
| WaitOnEventFlag&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
| JumpAndSetOrigin&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
| EventFlagModify&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
| EventFlagCheckJump&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
| EventFlagCheckMultiple&lt;br /&gt;
| 3+2*x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0A&lt;br /&gt;
| CheckMapId&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0B&lt;br /&gt;
| CheckDeathwarpMapId&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0C&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0D&lt;br /&gt;
| TriggerOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0E&lt;br /&gt;
| TriggerOnAreaAbsolutePixel&lt;br /&gt;
| 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0F&lt;br /&gt;
| TriggerOnBlockAbsolute&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| TriggerOnBlockRelative&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| TriggerObjectOnAreaAbsolute&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle, for which the trigger is checked.&lt;br /&gt;
Remaining parameters are same as command 0C.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| TriggerObjectOnAreaRelative&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| Broken command.&lt;br /&gt;
&lt;br /&gt;
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter&lt;br /&gt;
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| SpriteSetPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| PlayerPort&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|19&lt;br /&gt;
| RespawnSetLocation&lt;br /&gt;
| 15&lt;br /&gt;
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|-&lt;br /&gt;
|1A&lt;br /&gt;
| DialogSwitchChoice&lt;br /&gt;
| 4&lt;br /&gt;
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|-&lt;br /&gt;
|1B&lt;br /&gt;
| PrintRelative&lt;br /&gt;
| 3&lt;br /&gt;
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|-&lt;br /&gt;
|1C&lt;br /&gt;
| PrintAbsolute&lt;br /&gt;
| 4&lt;br /&gt;
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|1F&lt;br /&gt;
| MessageWait&lt;br /&gt;
| 1&lt;br /&gt;
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|21&lt;br /&gt;
| Trigger&lt;br /&gt;
| 3&lt;br /&gt;
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|24&lt;br /&gt;
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|25&lt;br /&gt;
| Rand&lt;br /&gt;
| 1&lt;br /&gt;
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|-&lt;br /&gt;
|26&lt;br /&gt;
| RandomMoveInArea&lt;br /&gt;
| 5&lt;br /&gt;
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|-&lt;br /&gt;
|27&lt;br /&gt;
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|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Set 0x7F2018 to value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
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|-&lt;br /&gt;
|2A&lt;br /&gt;
| PadDisableButtons&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2B&lt;br /&gt;
| PadCheckAllButtonsPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
| PadCheckNoButtonPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2D&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2E&lt;br /&gt;
| PadCheckAnyButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2F&lt;br /&gt;
| PadCheckNoButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
| MusicPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
| MusicPlayFadeOver&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
| MusicPlay2&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| This saves the last track played via this command.&lt;br /&gt;
When calling it with the value set to 0xFF it plays the last played track again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
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|34&lt;br /&gt;
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|35&lt;br /&gt;
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|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
| SoundEffectPlayOnce&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
| SoundEffectPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
| SoundEffect?&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
| SpriteGotoPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3A&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3B&lt;br /&gt;
| ObjectSetSolid&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3C&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
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|-&lt;br /&gt;
|3D&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
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|-&lt;br /&gt;
|3E&lt;br /&gt;
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|-&lt;br /&gt;
|3F&lt;br /&gt;
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|40&lt;br /&gt;
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|41&lt;br /&gt;
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|42&lt;br /&gt;
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|43&lt;br /&gt;
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|44&lt;br /&gt;
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|45&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
| MapCopyRect&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
| ObjectDeleteIfEventFlags&lt;br /&gt;
| 1+2*x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
| ObjectDeleteIfEventFlag&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
| ObjectDeleteIfMapId&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4A&lt;br /&gt;
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|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4B&lt;br /&gt;
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|-&lt;br /&gt;
|4C&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4D&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|4E&lt;br /&gt;
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|-&lt;br /&gt;
|4F&lt;br /&gt;
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|50&lt;br /&gt;
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|53&lt;br /&gt;
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|-&lt;br /&gt;
|54&lt;br /&gt;
| ItemGive&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|55&lt;br /&gt;
| ItemTake&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|&lt;br /&gt;
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|57&lt;br /&gt;
|&lt;br /&gt;
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|58&lt;br /&gt;
|&lt;br /&gt;
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|59&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|5A&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5B&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|5C&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|61&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
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|-&lt;br /&gt;
|62&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|63&lt;br /&gt;
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|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
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|-&lt;br /&gt;
|65&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|66&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
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|-&lt;br /&gt;
|67&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|68&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|69&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6B&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6C&lt;br /&gt;
| PrintAbsolute2&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6E&lt;br /&gt;
| UpdateScene&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|6F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|71&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|72&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
| WriteSystemRegister&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
| BackgroundUpdateFade&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|7A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7B&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unknown Command, Only implemented in JP version, FFFF in German and English&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
| AnimationSetA&lt;br /&gt;
| 2&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
| AnimationSetB&lt;br /&gt;
| 2&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
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|83&lt;br /&gt;
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|84&lt;br /&gt;
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|-&lt;br /&gt;
|85&lt;br /&gt;
| AnimationSetC&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
| AnimationSetD&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
| ObjectMove&lt;br /&gt;
| 4&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
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|-&lt;br /&gt;
|89&lt;br /&gt;
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|-&lt;br /&gt;
|8A&lt;br /&gt;
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|-&lt;br /&gt;
|8B&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|8C&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|8D&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8E&lt;br /&gt;
| AnimationWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8F&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
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|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
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|-&lt;br /&gt;
|91&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|92&lt;br /&gt;
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|-&lt;br /&gt;
|93&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
| ObjectCloneInsertAtBeginSF&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at begin of list, set script pointer and flags&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9A&lt;br /&gt;
| ObjectCloneInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9B&lt;br /&gt;
| ObjectCloneInsertBeforeSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9C&lt;br /&gt;
| ObjectCloneInsertBeforeSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9D&lt;br /&gt;
| ObjectCloneInsertBeforeSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9E&lt;br /&gt;
| ObjectCloneInsertBeforeSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9F&lt;br /&gt;
| ObjectCloneInsertBeforeSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A0&lt;br /&gt;
| ObjectCloneInsertAtEndSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at end of list, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A1&lt;br /&gt;
| ObjectCloneInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A2&lt;br /&gt;
| ObjectCloneInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A3&lt;br /&gt;
| ObjectCloneInsertAfterSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
| ObjectCloneInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
Same handler as 0xE8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A5&lt;br /&gt;
| ObjectCloneInsertAfterSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A6&lt;br /&gt;
| ObjectCloneInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A7&lt;br /&gt;
| ObjectDelete&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AA&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AD&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AF&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B0&lt;br /&gt;
|&lt;br /&gt;
| 2 or 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B1&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B3&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
| SpriteSetUpsideDown&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B5&lt;br /&gt;
| SpriteSetDownsideUp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B6&lt;br /&gt;
| SpriteSetFacingRight &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
| SpriteSetFacingLeft&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B8&lt;br /&gt;
| SpriteFlipVertical&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B9&lt;br /&gt;
| SpriteFlipHorizontal&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BA&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BB&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BC&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BD&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BE&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BF&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C0&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C1&lt;br /&gt;
| Delay&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CA&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CB&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D4&lt;br /&gt;
|&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D7&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D8&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D9&lt;br /&gt;
| ProjectileSetDamage&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DA&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DC&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DD&lt;br /&gt;
|&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DF&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|E1&lt;br /&gt;
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|-&lt;br /&gt;
|E2&lt;br /&gt;
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|-&lt;br /&gt;
|E3&lt;br /&gt;
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|-&lt;br /&gt;
|E4&lt;br /&gt;
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|-&lt;br /&gt;
|E5&lt;br /&gt;
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|-&lt;br /&gt;
|E6&lt;br /&gt;
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|-&lt;br /&gt;
|E7&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|E8&lt;br /&gt;
|&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E9&lt;br /&gt;
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|-&lt;br /&gt;
|EA&lt;br /&gt;
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|-&lt;br /&gt;
|EB&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EC&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|ED&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|EE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|EF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Script_Format&amp;diff=279</id>
		<title>Script Format</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Script_Format&amp;diff=279"/>
		<updated>2016-02-12T21:59:28Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: commands: 99-A7 (object creation and deletion)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are parsed bytewise.&lt;br /&gt;
&lt;br /&gt;
== A note about event flags ==&lt;br /&gt;
&lt;br /&gt;
Event flags are calculated from an u16 value like this:&lt;br /&gt;
&lt;br /&gt;
 u16 EventFlag;&lt;br /&gt;
 &lt;br /&gt;
 Flag  = (EventFlag &amp;amp; 0xFFF) &amp;gt;&amp;gt; 3;&lt;br /&gt;
 Value = 1 &amp;lt;&amp;lt; (EventFlag &amp;amp; 7);&lt;br /&gt;
 IsSet = EventFlag &amp;amp; 0x8000&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Opcode&lt;br /&gt;
! Function&lt;br /&gt;
! Length&lt;br /&gt;
! Arguments&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
| Call&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command has no stack for return addresses. Nested calls simply overwrite any previous return address, so return is only possible to the most recent call site.&lt;br /&gt;
&lt;br /&gt;
If a simple jump is desired, use command 06 for an async jump, or ASM BRA or JMP for an instantaneous jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
| ReturnFrom00&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| If not inside 00-Call, this command is ignored.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
| LoopSetup&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
| LoopDoAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
| LoopDo&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
| WaitOnEventFlag&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
| JumpAndSetOrigin&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
| EventFlagModify&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
| EventFlagCheckJump&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
| EventFlagCheckMultiple&lt;br /&gt;
| variable&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0A&lt;br /&gt;
| CheckMapId&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0B&lt;br /&gt;
| CheckDeathwarpMapId&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0C&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0D&lt;br /&gt;
| TriggerOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0E&lt;br /&gt;
| TriggerOnAreaAbsolutePixel&lt;br /&gt;
| 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0F&lt;br /&gt;
| TriggerOnBlockAbsolute&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| TriggerOnBlockRelative&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| TriggerObjectOnAreaAbsolute&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle, for which the trigger is checked.&lt;br /&gt;
Remaining parameters are same as command 0C.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| TriggerObjectOnAreaRelative&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| Broken command.&lt;br /&gt;
&lt;br /&gt;
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter&lt;br /&gt;
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| SpriteSetPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| PlayerPort&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
| RespawnSetLocation&lt;br /&gt;
| 15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1A&lt;br /&gt;
| DialogSwitchChoice&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1B&lt;br /&gt;
| PrintRelative&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
| PrintAbsolute&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1F&lt;br /&gt;
| MessageWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
| Trigger&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| Rand&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
| RandomMoveInArea&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Set 0x7F2018 to value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2A&lt;br /&gt;
| PadDisableButtons&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2B&lt;br /&gt;
| PadCheckAllButtonsPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
| PadCheckNoButtonPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2E&lt;br /&gt;
| PadCheckAnyButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2F&lt;br /&gt;
| PadCheckNoButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
| MusicPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
| MusicPlayFadeOver&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
| MusicPlay2&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| This saves the last track played via this command.&lt;br /&gt;
When calling it with the value set to 0xFF it plays the last played track again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
| SoundEffectPlayOnce&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
| SoundEffectPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
| SoundEffect?&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
| SpriteGotoPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3A&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3B&lt;br /&gt;
| ObjectSetSolid&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3C&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3D&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
| MapCopyRect&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
| ObjectDeleteIfEventFlags&lt;br /&gt;
| variable&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
| ObjectDeleteIfEventFlag&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
| ObjectDeleteIfMapId&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
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| PrintAbsolute2&lt;br /&gt;
| 4&lt;br /&gt;
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|6E&lt;br /&gt;
| UpdateScene&lt;br /&gt;
| 3&lt;br /&gt;
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|76&lt;br /&gt;
| WriteSystemRegister&lt;br /&gt;
| 3&lt;br /&gt;
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|78&lt;br /&gt;
| BackgroundUpdateFade&lt;br /&gt;
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|79&lt;br /&gt;
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| Unused command&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|7A&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|-&lt;br /&gt;
|7B&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|7C&lt;br /&gt;
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|&lt;br /&gt;
| Unknown Command, Only implemented in JP version, FFFF in German and English&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7D&lt;br /&gt;
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| Unused command&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|7F&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|80&lt;br /&gt;
| AnimationSetA&lt;br /&gt;
| 2&lt;br /&gt;
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|85&lt;br /&gt;
| AnimationSetC&lt;br /&gt;
| 3&lt;br /&gt;
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|86&lt;br /&gt;
| AnimationSetD&lt;br /&gt;
| 3&lt;br /&gt;
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|87&lt;br /&gt;
| ObjectMove&lt;br /&gt;
| 4&lt;br /&gt;
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|8D&lt;br /&gt;
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|-&lt;br /&gt;
|8E&lt;br /&gt;
| AnimationWait&lt;br /&gt;
| 1&lt;br /&gt;
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|8F&lt;br /&gt;
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| 1&lt;br /&gt;
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|-&lt;br /&gt;
|90&lt;br /&gt;
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|93&lt;br /&gt;
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|-&lt;br /&gt;
|94&lt;br /&gt;
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|-&lt;br /&gt;
|95&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
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|-&lt;br /&gt;
|96&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|98&lt;br /&gt;
|&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
| ObjectCloneInsertAtBeginSF&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at begin of list, set script pointer and flags&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9A&lt;br /&gt;
| ObjectCloneInsertBeforeSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9B&lt;br /&gt;
| ObjectCloneInsertBeforeSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9C&lt;br /&gt;
| ObjectCloneInsertBeforeSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9D&lt;br /&gt;
| ObjectCloneInsertBeforeSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9E&lt;br /&gt;
| ObjectCloneInsertBeforeSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9F&lt;br /&gt;
| ObjectCloneInsertBeforeSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert before current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A0&lt;br /&gt;
| ObjectCloneInsertAtEndSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert at end of list, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A1&lt;br /&gt;
| ObjectCloneInsertAfterSP&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A2&lt;br /&gt;
| ObjectCloneInsertAfterSFP&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A3&lt;br /&gt;
| ObjectCloneInsertAfterSRP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
| ObjectCloneInsertAfterSRFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, relative placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
Same handler as 0xE8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A5&lt;br /&gt;
| ObjectCloneInsertAfterSAP&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A6&lt;br /&gt;
| ObjectCloneInsertAfterSAFP&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Insert after current object, set script pointer, absolute placement, flags and parent (implied)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A7&lt;br /&gt;
| ObjectDelete&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AA&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AF&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B0&lt;br /&gt;
|&lt;br /&gt;
| 2 or 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B1&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B3&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
| SpriteSetUpsideDown&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B5&lt;br /&gt;
| SpriteSetDownsideUp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B6&lt;br /&gt;
| SpriteSetFacingRight &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
| SpriteSetFacingLeft&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B8&lt;br /&gt;
| SpriteFlipVertical&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B9&lt;br /&gt;
| SpriteFlipHorizontal&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BA&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BB&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BC&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BD&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BE&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BF&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C0&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C1&lt;br /&gt;
| Delay&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CA&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CB&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D4&lt;br /&gt;
|&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D7&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D8&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D9&lt;br /&gt;
| ProjectileSetDamage&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DA&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DC&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DD&lt;br /&gt;
|&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DF&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|E0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|E3&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E7&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E8&lt;br /&gt;
|&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E9&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|EA&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EB&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EC&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|ED&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|EF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Script_Format&amp;diff=277</id>
		<title>Script Format</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Script_Format&amp;diff=277"/>
		<updated>2016-02-12T20:18:34Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: commands 00-04, 55&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are parsed bytewise.&lt;br /&gt;
&lt;br /&gt;
== A note about event flags ==&lt;br /&gt;
&lt;br /&gt;
Event flags are calculated from an u16 value like this:&lt;br /&gt;
&lt;br /&gt;
 u16 EventFlag;&lt;br /&gt;
 &lt;br /&gt;
 Flag  = (EventFlag &amp;amp; 0xFFF) &amp;gt;&amp;gt; 3;&lt;br /&gt;
 Value = 1 &amp;lt;&amp;lt; (EventFlag &amp;amp; 7);&lt;br /&gt;
 IsSet = EventFlag &amp;amp; 0x8000&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Opcode&lt;br /&gt;
! Function&lt;br /&gt;
! Length&lt;br /&gt;
! Arguments&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
| Call&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| This command has no stack for return addresses. Nested calls simply overwrite any previous return address, so return is only possible to the most recent call site.&lt;br /&gt;
&lt;br /&gt;
If a simple jump is desired, use command 06 for an async jump, or ASM BRA or JMP for an instantaneous jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
| ReturnFrom00&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| If not inside 00-Call, this command is ignored.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
| LoopSetup&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
| LoopDoAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
| LoopDo&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
| WaitOnEventFlag&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
| JumpAndSetOrigin&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
| EventFlagModify&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
| EventFlagCheckJump&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
| EventFlagCheckMultiple&lt;br /&gt;
| variable&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0A&lt;br /&gt;
| CheckMapId&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0B&lt;br /&gt;
| CheckDeathwarpMapId&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0C&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0D&lt;br /&gt;
| TriggerOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0E&lt;br /&gt;
| TriggerOnAreaAbsolutePixel&lt;br /&gt;
| 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0F&lt;br /&gt;
| TriggerOnBlockAbsolute&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| TriggerOnBlockRelative&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| TriggerObjectOnAreaAbsolute&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle, for which the trigger is checked.&lt;br /&gt;
Remaining parameters are same as command 0C.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| TriggerObjectOnAreaRelative&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| Broken command.&lt;br /&gt;
&lt;br /&gt;
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter&lt;br /&gt;
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| SpriteSetPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| PlayerPort&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
| RespawnSetLocation&lt;br /&gt;
| 15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1A&lt;br /&gt;
| DialogSwitchChoice&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1B&lt;br /&gt;
| PrintRelative&lt;br /&gt;
| 3&lt;br /&gt;
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| Set 0x7F2018 to value&lt;br /&gt;
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| PadDisableButtons&lt;br /&gt;
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| PadCheckAllButtonsPressed2&lt;br /&gt;
| 5&lt;br /&gt;
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| PadCheckNoButtonPressed2&lt;br /&gt;
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|2E&lt;br /&gt;
| PadCheckAnyButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
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| PadCheckNoButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
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|30&lt;br /&gt;
| MusicPlay&lt;br /&gt;
| 2&lt;br /&gt;
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| MusicPlayFadeOver&lt;br /&gt;
| 2&lt;br /&gt;
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|-&lt;br /&gt;
|32&lt;br /&gt;
| MusicPlay2&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| This saves the last track played via this command.&lt;br /&gt;
When calling it with the value set to 0xFF it plays the last played track again.&lt;br /&gt;
&lt;br /&gt;
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|33&lt;br /&gt;
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|36&lt;br /&gt;
| SoundEffectPlayOnce&lt;br /&gt;
| 2&lt;br /&gt;
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|37&lt;br /&gt;
| SoundEffectPlay&lt;br /&gt;
| 2&lt;br /&gt;
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| SoundEffect?&lt;br /&gt;
| 3&lt;br /&gt;
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|39&lt;br /&gt;
| SpriteGotoPosition&lt;br /&gt;
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| ObjectSetSolid&lt;br /&gt;
| 1&lt;br /&gt;
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| MapCopyRect&lt;br /&gt;
| 8&lt;br /&gt;
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| ObjectDeleteIfEventFlags&lt;br /&gt;
| variable&lt;br /&gt;
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|48&lt;br /&gt;
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| 3&lt;br /&gt;
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| ObjectDeleteIfMapId&lt;br /&gt;
| 3&lt;br /&gt;
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|6B&lt;br /&gt;
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|-&lt;br /&gt;
|6C&lt;br /&gt;
| PrintAbsolute2&lt;br /&gt;
| 4&lt;br /&gt;
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|-&lt;br /&gt;
|6E&lt;br /&gt;
| UpdateScene&lt;br /&gt;
| 3&lt;br /&gt;
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|-&lt;br /&gt;
|76&lt;br /&gt;
| WriteSystemRegister&lt;br /&gt;
| 3&lt;br /&gt;
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|-&lt;br /&gt;
|78&lt;br /&gt;
| BackgroundUpdateFade&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|79&lt;br /&gt;
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|&lt;br /&gt;
| Unused command&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|7A&lt;br /&gt;
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| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7B&lt;br /&gt;
|&lt;br /&gt;
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| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unknown Command, Only implemented in JP version, FFFF in German and English&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7D&lt;br /&gt;
|&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|7E&lt;br /&gt;
|&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|7F&lt;br /&gt;
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| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
| AnimationSetA&lt;br /&gt;
| 2&lt;br /&gt;
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|81&lt;br /&gt;
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| 2&lt;br /&gt;
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| Same handler as 0xE8&lt;br /&gt;
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| SpriteSetDownsideUp&lt;br /&gt;
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|B6&lt;br /&gt;
| SpriteSetFacingRight &lt;br /&gt;
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|BD&lt;br /&gt;
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|BE&lt;br /&gt;
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|CA&lt;br /&gt;
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|CD&lt;br /&gt;
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|CE&lt;br /&gt;
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|CF&lt;br /&gt;
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| 9&lt;br /&gt;
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|D9&lt;br /&gt;
| ProjectileSetDamage&lt;br /&gt;
| 2&lt;br /&gt;
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|DB&lt;br /&gt;
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|DC&lt;br /&gt;
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| 5&lt;br /&gt;
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|DD&lt;br /&gt;
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| 8&lt;br /&gt;
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|DE&lt;br /&gt;
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| 2&lt;br /&gt;
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| 10&lt;br /&gt;
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|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EA&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EB&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|ED&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Script_Format&amp;diff=276</id>
		<title>Script Format</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Script_Format&amp;diff=276"/>
		<updated>2016-02-12T17:51:48Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: commands: 1A, 26, 2B, 2C, 2E, 2F, 46-49, 76&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are parsed bytewise.&lt;br /&gt;
&lt;br /&gt;
== A note about event flags ==&lt;br /&gt;
&lt;br /&gt;
Event flags are calculated from an u16 value like this:&lt;br /&gt;
&lt;br /&gt;
 u16 EventFlag;&lt;br /&gt;
 &lt;br /&gt;
 Flag  = (EventFlag &amp;amp; 0xFFF) &amp;gt;&amp;gt; 3;&lt;br /&gt;
 Value = 1 &amp;lt;&amp;lt; (EventFlag &amp;amp; 7);&lt;br /&gt;
 IsSet = EventFlag &amp;amp; 0x8000&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Opcode&lt;br /&gt;
! Function&lt;br /&gt;
! Length&lt;br /&gt;
! Arguments&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
| JumpSetOffset&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
| JumpOffset&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
| LoopSetup&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
| LoopDo&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
| LoopDoAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
| WaitOnEventFlag&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
| JumpAndSetOrigin&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
| EventFlagModify&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
| EventFlagCheckJump&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
| EventFlagCheckMultiple&lt;br /&gt;
| variable&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0A&lt;br /&gt;
| CheckMapId&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0B&lt;br /&gt;
| CheckDeathwarpMapId&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0C&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0D&lt;br /&gt;
| TriggerOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0E&lt;br /&gt;
| TriggerOnAreaAbsolutePixel&lt;br /&gt;
| 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0F&lt;br /&gt;
| TriggerOnBlockAbsolute&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| TriggerOnBlockRelative&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| TriggerObjectOnAreaAbsolute&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle,&lt;br /&gt;
for which the trigger is checked.&lt;br /&gt;
Remaining parameters are same as command 0C.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| TriggerObjectOnAreaRelative&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| Broken command.&lt;br /&gt;
&lt;br /&gt;
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter&lt;br /&gt;
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| SpriteSetPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| PlayerPort&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
| RespawnSetLocation&lt;br /&gt;
| 15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1A&lt;br /&gt;
| DialogSwitchChoice&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1B&lt;br /&gt;
| PrintRelative&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
| PrintAbsolute&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1F&lt;br /&gt;
| MessageWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
| Trigger&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| Rand&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
| RandomMoveInArea&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Set 0x7F2018 to value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2A&lt;br /&gt;
| PadDisableButtons&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2B&lt;br /&gt;
| PadCheckAllButtonsPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
| PadCheckNoButtonPressed2&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2E&lt;br /&gt;
| PadCheckAnyButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2F&lt;br /&gt;
| PadCheckNoButtonPressed&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
| MusicPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
| MusicPlayFadeOver&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
| MusicPlay2&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| This saves the last track played via this command.&lt;br /&gt;
When calling it with the value set to 0xFF it plays the last played track again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
| SoundEffectPlayOnce&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
| SoundEffectPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
| SoundEffect?&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
| SpriteGotoPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3A&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3B&lt;br /&gt;
| ObjectSetSolid&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3C&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3D&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
| MapCopyRect&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
| ObjectDeleteIfEventFlags&lt;br /&gt;
| variable&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
| ObjectDeleteIfEventFlag&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
| ObjectDeleteIfMapId&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4B&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4F&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
| ItemGive&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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| PrintAbsolute2&lt;br /&gt;
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|76&lt;br /&gt;
| WriteSystemRegister&lt;br /&gt;
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|78&lt;br /&gt;
| BackgroundUpdateFade&lt;br /&gt;
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| Unused command&lt;br /&gt;
 &lt;br /&gt;
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|7A&lt;br /&gt;
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| Unused command&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|7C&lt;br /&gt;
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| Unknown Command, Only implemented in JP version, FFFF in German and English&lt;br /&gt;
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|7D&lt;br /&gt;
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| Unused command&lt;br /&gt;
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| Unused command&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|80&lt;br /&gt;
| AnimationSetA&lt;br /&gt;
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| AnimationWait&lt;br /&gt;
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|A4&lt;br /&gt;
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| 10&lt;br /&gt;
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| Same handler as 0xE8&lt;br /&gt;
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|A5&lt;br /&gt;
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|AE&lt;br /&gt;
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|AF&lt;br /&gt;
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|B0&lt;br /&gt;
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| 2 or 4&lt;br /&gt;
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|B1&lt;br /&gt;
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| 5&lt;br /&gt;
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|-&lt;br /&gt;
|B4&lt;br /&gt;
| SpriteSetUpsideDown&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|B5&lt;br /&gt;
| SpriteSetDownsideUp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|B6&lt;br /&gt;
| SpriteSetFacingRight &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|B7&lt;br /&gt;
| SpriteSetFacingLeft&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|B8&lt;br /&gt;
| SpriteFlipVertical&lt;br /&gt;
| 1&lt;br /&gt;
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|-&lt;br /&gt;
|B9&lt;br /&gt;
| SpriteFlipHorizontal&lt;br /&gt;
| 1&lt;br /&gt;
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|-&lt;br /&gt;
|BA&lt;br /&gt;
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| 2&lt;br /&gt;
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|-&lt;br /&gt;
|BB&lt;br /&gt;
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| 2&lt;br /&gt;
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|-&lt;br /&gt;
|BC&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BD&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BE&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BF&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C0&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C1&lt;br /&gt;
| Delay&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CA&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CB&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D4&lt;br /&gt;
|&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D7&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D8&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D9&lt;br /&gt;
| ProjectileSetDamage&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DA&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DC&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DD&lt;br /&gt;
|&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DF&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E2&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
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|-&lt;br /&gt;
|E3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E7&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E8&lt;br /&gt;
|&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E9&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|EA&lt;br /&gt;
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|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EB&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|EC&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|ED&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|EE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|EF&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Script_Format&amp;diff=275</id>
		<title>Script Format</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Script_Format&amp;diff=275"/>
		<updated>2016-02-12T17:22:16Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: commands 05, 06, 09-11 (Triggers)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are parsed bytewise.&lt;br /&gt;
&lt;br /&gt;
== A note about event flags ==&lt;br /&gt;
&lt;br /&gt;
Event flags are calculated from an u16 value like this:&lt;br /&gt;
&lt;br /&gt;
 u16 EventFlag;&lt;br /&gt;
 &lt;br /&gt;
 Flag  = (EventFlag &amp;amp; 0xFFF) &amp;gt;&amp;gt; 3;&lt;br /&gt;
 Value = 1 &amp;lt;&amp;lt; (EventFlag &amp;amp; 7);&lt;br /&gt;
 IsSet = EventFlag &amp;amp; 0x8000&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Opcode&lt;br /&gt;
! Function&lt;br /&gt;
! Length&lt;br /&gt;
! Arguments&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
| JumpSetOffset&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
| JumpOffset&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
| LoopSetup&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
| LoopDo&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
| LoopDoAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
| WaitOnEventFlag&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
| JumpAndSetOrigin&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
| EventFlagModify&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
| EventFlagCheckJump&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
| EventFlagCheckMultiple&lt;br /&gt;
| variable&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0A&lt;br /&gt;
| CheckMapId&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0B&lt;br /&gt;
| CheckDeathwarpMapId&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0C&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0D&lt;br /&gt;
| TriggerOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0E&lt;br /&gt;
| TriggerOnAreaAbsolutePixel&lt;br /&gt;
| 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0F&lt;br /&gt;
| TriggerOnBlockAbsolute&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| TriggerOnBlockRelative&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| TriggerObjectOnAreaAbsolute&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle,&lt;br /&gt;
for which the trigger is checked.&lt;br /&gt;
Remaining parameters are same as command 0C.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| TriggerObjectOnAreaRelative&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| Broken command.&lt;br /&gt;
&lt;br /&gt;
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter&lt;br /&gt;
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| SpriteSetPosition&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| PlayerPort&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
| RespawnSetLocation&lt;br /&gt;
| 15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1A&lt;br /&gt;
| DialogChoice&lt;br /&gt;
| x&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1B&lt;br /&gt;
| PrintRelative&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
| PrintAbsolute&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1E&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1F&lt;br /&gt;
| MessageWait&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
| Trigger&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| Rand&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Set 0x7F2018 to value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2A&lt;br /&gt;
| PadDisableButtons&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2B&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
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|2E&lt;br /&gt;
| CallCodeOnMovementMaskSet&lt;br /&gt;
| 5&lt;br /&gt;
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|-&lt;br /&gt;
|2F&lt;br /&gt;
| CallCodeOnMovementMaskUnSet&lt;br /&gt;
| 5&lt;br /&gt;
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|30&lt;br /&gt;
| MusicPlay&lt;br /&gt;
| 2&lt;br /&gt;
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|31&lt;br /&gt;
| MusicPlayFadeOver&lt;br /&gt;
| 2&lt;br /&gt;
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|-&lt;br /&gt;
|32&lt;br /&gt;
| MusicPlay2&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| This saves the last track played via this command.&lt;br /&gt;
When calling it with the value set to 0xFF it plays the last played track again.&lt;br /&gt;
&lt;br /&gt;
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|33&lt;br /&gt;
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|36&lt;br /&gt;
| SoundEffectPlayOnce&lt;br /&gt;
| 2&lt;br /&gt;
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|37&lt;br /&gt;
| SoundEffectPlay&lt;br /&gt;
| 2&lt;br /&gt;
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|38&lt;br /&gt;
| SoundEffect?&lt;br /&gt;
| 3&lt;br /&gt;
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|39&lt;br /&gt;
| SpriteGotoPosition&lt;br /&gt;
| 4&lt;br /&gt;
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|3B&lt;br /&gt;
| ObjectSetSolid&lt;br /&gt;
| 1&lt;br /&gt;
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| EventFlagCheck&lt;br /&gt;
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|48&lt;br /&gt;
| EventFlagCheckSkipNext&lt;br /&gt;
| 3&lt;br /&gt;
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|6C&lt;br /&gt;
| PrintAbsolute2&lt;br /&gt;
| 4&lt;br /&gt;
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|6E&lt;br /&gt;
| UpdateScene&lt;br /&gt;
| 3&lt;br /&gt;
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|78&lt;br /&gt;
| BackgroundUpdateFade&lt;br /&gt;
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|79&lt;br /&gt;
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| Unused command&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|7A&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|7B&lt;br /&gt;
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| Unused command&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unknown Command, Only implemented in JP version, FFFF in German and English&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7D&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|7E&lt;br /&gt;
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| Unused command&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|80&lt;br /&gt;
| AnimationSetA&lt;br /&gt;
| 2&lt;br /&gt;
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|8E&lt;br /&gt;
| AnimationWait&lt;br /&gt;
| 1&lt;br /&gt;
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|93&lt;br /&gt;
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|99&lt;br /&gt;
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| 6&lt;br /&gt;
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|9A&lt;br /&gt;
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|9F&lt;br /&gt;
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|-&lt;br /&gt;
|A0&lt;br /&gt;
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|-&lt;br /&gt;
|A1&lt;br /&gt;
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| 4&lt;br /&gt;
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|A2&lt;br /&gt;
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| 6&lt;br /&gt;
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|-&lt;br /&gt;
|A4&lt;br /&gt;
|&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Same handler as 0xE8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|A5&lt;br /&gt;
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|AA&lt;br /&gt;
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| 4&lt;br /&gt;
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|-&lt;br /&gt;
|AB&lt;br /&gt;
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|AC&lt;br /&gt;
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|-&lt;br /&gt;
|AD&lt;br /&gt;
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|-&lt;br /&gt;
|AE&lt;br /&gt;
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|-&lt;br /&gt;
|AF&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
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|-&lt;br /&gt;
|B0&lt;br /&gt;
|&lt;br /&gt;
| 2 or 4&lt;br /&gt;
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|B1&lt;br /&gt;
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| 3&lt;br /&gt;
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| 5&lt;br /&gt;
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|B3&lt;br /&gt;
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| 5&lt;br /&gt;
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|-&lt;br /&gt;
|B4&lt;br /&gt;
| SpriteSetUpsideDown&lt;br /&gt;
| 1&lt;br /&gt;
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|-&lt;br /&gt;
|B5&lt;br /&gt;
| SpriteSetDownsideUp&lt;br /&gt;
| 1&lt;br /&gt;
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|-&lt;br /&gt;
|B6&lt;br /&gt;
| SpriteSetFacingRight &lt;br /&gt;
| 1&lt;br /&gt;
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|-&lt;br /&gt;
|B7&lt;br /&gt;
| SpriteSetFacingLeft&lt;br /&gt;
| 1&lt;br /&gt;
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|-&lt;br /&gt;
|B8&lt;br /&gt;
| SpriteFlipVertical&lt;br /&gt;
| 1&lt;br /&gt;
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|-&lt;br /&gt;
|B9&lt;br /&gt;
| SpriteFlipHorizontal&lt;br /&gt;
| 1&lt;br /&gt;
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|-&lt;br /&gt;
|BA&lt;br /&gt;
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| 2&lt;br /&gt;
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|BB&lt;br /&gt;
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| 2&lt;br /&gt;
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|-&lt;br /&gt;
|BC&lt;br /&gt;
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| 1&lt;br /&gt;
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|-&lt;br /&gt;
|BD&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
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|-&lt;br /&gt;
|BE&lt;br /&gt;
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| 6&lt;br /&gt;
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|-&lt;br /&gt;
|BF&lt;br /&gt;
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| 4&lt;br /&gt;
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|-&lt;br /&gt;
|C0&lt;br /&gt;
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| 4&lt;br /&gt;
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|-&lt;br /&gt;
|C1&lt;br /&gt;
| Delay&lt;br /&gt;
| 3&lt;br /&gt;
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|-&lt;br /&gt;
|C2&lt;br /&gt;
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|-&lt;br /&gt;
|C3&lt;br /&gt;
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|-&lt;br /&gt;
|C4&lt;br /&gt;
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|-&lt;br /&gt;
|C5&lt;br /&gt;
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|-&lt;br /&gt;
|C6&lt;br /&gt;
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|-&lt;br /&gt;
|C7&lt;br /&gt;
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|-&lt;br /&gt;
|C8&lt;br /&gt;
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|-&lt;br /&gt;
|C9&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CA&lt;br /&gt;
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|&lt;br /&gt;
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|-&lt;br /&gt;
|CB&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
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|-&lt;br /&gt;
|CC&lt;br /&gt;
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| 6&lt;br /&gt;
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|-&lt;br /&gt;
|CD&lt;br /&gt;
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|&lt;br /&gt;
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|-&lt;br /&gt;
|CE&lt;br /&gt;
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|-&lt;br /&gt;
|CF&lt;br /&gt;
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|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D0&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D1&lt;br /&gt;
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|-&lt;br /&gt;
|D2&lt;br /&gt;
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|D3&lt;br /&gt;
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|D4&lt;br /&gt;
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| 9&lt;br /&gt;
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|D5&lt;br /&gt;
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|D6&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
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|-&lt;br /&gt;
|D7&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
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|-&lt;br /&gt;
|D8&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
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|-&lt;br /&gt;
|D9&lt;br /&gt;
| ProjectileSetDamage&lt;br /&gt;
| 2&lt;br /&gt;
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|-&lt;br /&gt;
|DA&lt;br /&gt;
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|-&lt;br /&gt;
|DB&lt;br /&gt;
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|-&lt;br /&gt;
|DC&lt;br /&gt;
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| 5&lt;br /&gt;
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|-&lt;br /&gt;
|DD&lt;br /&gt;
|&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|DF&lt;br /&gt;
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| 4&lt;br /&gt;
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|-&lt;br /&gt;
|E0&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|E1&lt;br /&gt;
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|-&lt;br /&gt;
|E2&lt;br /&gt;
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|E3&lt;br /&gt;
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|E4&lt;br /&gt;
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|-&lt;br /&gt;
|E5&lt;br /&gt;
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|E6&lt;br /&gt;
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|-&lt;br /&gt;
|E7&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
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|-&lt;br /&gt;
|E8&lt;br /&gt;
|&lt;br /&gt;
| 10&lt;br /&gt;
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|-&lt;br /&gt;
|E9&lt;br /&gt;
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|-&lt;br /&gt;
|EA&lt;br /&gt;
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|-&lt;br /&gt;
|EB&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|EC&lt;br /&gt;
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|&lt;br /&gt;
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|-&lt;br /&gt;
|ED&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|EE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|EF&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Script_Format&amp;diff=274</id>
		<title>Script Format</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Script_Format&amp;diff=274"/>
		<updated>2016-02-12T16:58:02Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: unused commands, 7C is only present in JP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are parsed bytewise.&lt;br /&gt;
&lt;br /&gt;
== A note about event flags ==&lt;br /&gt;
&lt;br /&gt;
Event flags are calculated from an u16 value like this:&lt;br /&gt;
&lt;br /&gt;
 u16 EventFlag;&lt;br /&gt;
 &lt;br /&gt;
 Flag  = (EventFlag &amp;amp; 0xFFF) &amp;gt;&amp;gt; 3;&lt;br /&gt;
 Value = 1 &amp;lt;&amp;lt; (EventFlag &amp;amp; 7);&lt;br /&gt;
 IsSet = EventFlag &amp;amp; 0x8000&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Opcode&lt;br /&gt;
! Function&lt;br /&gt;
! Length&lt;br /&gt;
! Arguments&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
| JumpSetOffset&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
| JumpOffset&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
| LoopSetup&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
| LoopDo&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|04&lt;br /&gt;
| LoopDoAsync&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|05&lt;br /&gt;
| EventFlag?&lt;br /&gt;
| 3&lt;br /&gt;
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|06&lt;br /&gt;
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| 4&lt;br /&gt;
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|07&lt;br /&gt;
| EventFlagModify&lt;br /&gt;
| 3&lt;br /&gt;
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|08&lt;br /&gt;
| EventFlagCheckJump&lt;br /&gt;
| 5&lt;br /&gt;
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|09&lt;br /&gt;
| EventFlagCheckJump2&lt;br /&gt;
| 7&lt;br /&gt;
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|0A&lt;br /&gt;
| EventFlagCheckJump3&lt;br /&gt;
| 5&lt;br /&gt;
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|-&lt;br /&gt;
|0B&lt;br /&gt;
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|-&lt;br /&gt;
|0C&lt;br /&gt;
| TriggerOnAreaAbsolute&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|0D&lt;br /&gt;
| TriggerOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|0E&lt;br /&gt;
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|0F&lt;br /&gt;
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|-&lt;br /&gt;
|12&lt;br /&gt;
| TriggerObjectOnAreaRelative&lt;br /&gt;
| 8&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| SpriteSetPosition&lt;br /&gt;
| 4&lt;br /&gt;
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|-&lt;br /&gt;
|14&lt;br /&gt;
| PlayerPort&lt;br /&gt;
| 9&lt;br /&gt;
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|19&lt;br /&gt;
| RespawnSetLocation&lt;br /&gt;
| 15&lt;br /&gt;
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|-&lt;br /&gt;
|1A&lt;br /&gt;
| DialogChoice&lt;br /&gt;
| x&lt;br /&gt;
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| PrintRelative&lt;br /&gt;
| 3&lt;br /&gt;
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| PrintAbsolute&lt;br /&gt;
| 4&lt;br /&gt;
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|1F&lt;br /&gt;
| MessageWait&lt;br /&gt;
| 1&lt;br /&gt;
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| Trigger&lt;br /&gt;
| 3&lt;br /&gt;
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|25&lt;br /&gt;
| Rand&lt;br /&gt;
| 1&lt;br /&gt;
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|27&lt;br /&gt;
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|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Set 0x7F2018 to value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
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|-&lt;br /&gt;
|2A&lt;br /&gt;
| PadDisableButtons&lt;br /&gt;
| 3&lt;br /&gt;
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| &lt;br /&gt;
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|-&lt;br /&gt;
|2B&lt;br /&gt;
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|2C&lt;br /&gt;
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|2D&lt;br /&gt;
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|-&lt;br /&gt;
|2E&lt;br /&gt;
| CallCodeOnMovementMaskSet&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|2F&lt;br /&gt;
| CallCodeOnMovementMaskUnSet&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|30&lt;br /&gt;
| MusicPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
| MusicPlayFadeOver&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
| MusicPlay2&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| This saves the last track played via this command.&lt;br /&gt;
When calling it with the value set to 0xFF it plays the last played track again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
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|-&lt;br /&gt;
|36&lt;br /&gt;
| SoundEffectPlayOnce&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|37&lt;br /&gt;
| SoundEffectPlay&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|38&lt;br /&gt;
| SoundEffect?&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|39&lt;br /&gt;
| SpriteGotoPosition&lt;br /&gt;
| 4&lt;br /&gt;
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|&lt;br /&gt;
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|-&lt;br /&gt;
|3A&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
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|-&lt;br /&gt;
|3B&lt;br /&gt;
| ObjectSetSolid&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|3C&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
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|-&lt;br /&gt;
|3D&lt;br /&gt;
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| 4&lt;br /&gt;
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|3E&lt;br /&gt;
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|3F&lt;br /&gt;
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|40&lt;br /&gt;
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|41&lt;br /&gt;
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|42&lt;br /&gt;
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|43&lt;br /&gt;
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|44&lt;br /&gt;
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|-&lt;br /&gt;
|47&lt;br /&gt;
| EventFlagCheck&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
| EventFlagCheckSkipNext&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|4A&lt;br /&gt;
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|-&lt;br /&gt;
|4B&lt;br /&gt;
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|&lt;br /&gt;
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|-&lt;br /&gt;
|4C&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4D&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4E&lt;br /&gt;
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|-&lt;br /&gt;
|4F&lt;br /&gt;
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|-&lt;br /&gt;
|50&lt;br /&gt;
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|53&lt;br /&gt;
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|-&lt;br /&gt;
|54&lt;br /&gt;
| ItemGive&lt;br /&gt;
| 4&lt;br /&gt;
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|55&lt;br /&gt;
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|56&lt;br /&gt;
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|57&lt;br /&gt;
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|58&lt;br /&gt;
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|59&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
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|-&lt;br /&gt;
|5A&lt;br /&gt;
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| 6&lt;br /&gt;
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|-&lt;br /&gt;
|5B&lt;br /&gt;
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|-&lt;br /&gt;
|5C&lt;br /&gt;
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|-&lt;br /&gt;
|5D&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|5E&lt;br /&gt;
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|-&lt;br /&gt;
|5F&lt;br /&gt;
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|-&lt;br /&gt;
|60&lt;br /&gt;
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|61&lt;br /&gt;
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|62&lt;br /&gt;
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|63&lt;br /&gt;
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|64&lt;br /&gt;
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|-&lt;br /&gt;
|65&lt;br /&gt;
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| 6&lt;br /&gt;
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|66&lt;br /&gt;
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|67&lt;br /&gt;
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|68&lt;br /&gt;
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|69&lt;br /&gt;
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|-&lt;br /&gt;
|6A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|6C&lt;br /&gt;
| PrintAbsolute2&lt;br /&gt;
| 4&lt;br /&gt;
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|6E&lt;br /&gt;
| UpdateScene&lt;br /&gt;
| 3&lt;br /&gt;
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|78&lt;br /&gt;
| BackgroundUpdateFade&lt;br /&gt;
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|79&lt;br /&gt;
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| Unused command&lt;br /&gt;
 &lt;br /&gt;
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|7A&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|7B&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|-&lt;br /&gt;
|7C&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Unknown Command, Only implemented in JP version, FFFF in German and English&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7D&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|7E&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|7F&lt;br /&gt;
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| Unused command&lt;br /&gt;
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|-&lt;br /&gt;
|80&lt;br /&gt;
| AnimationSetA&lt;br /&gt;
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|81&lt;br /&gt;
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|87&lt;br /&gt;
| ObjectMove&lt;br /&gt;
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|8E&lt;br /&gt;
| AnimationWait&lt;br /&gt;
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|A4&lt;br /&gt;
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| 10&lt;br /&gt;
|&lt;br /&gt;
| Same handler as 0xE8&lt;br /&gt;
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|A5&lt;br /&gt;
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|AB&lt;br /&gt;
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|AD&lt;br /&gt;
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|AE&lt;br /&gt;
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|AF&lt;br /&gt;
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|B0&lt;br /&gt;
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| 2 or 4&lt;br /&gt;
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|B1&lt;br /&gt;
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| 3&lt;br /&gt;
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|B3&lt;br /&gt;
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| 5&lt;br /&gt;
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|-&lt;br /&gt;
|B4&lt;br /&gt;
| SpriteSetUpsideDown&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|B5&lt;br /&gt;
| SpriteSetDownsideUp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|B6&lt;br /&gt;
| SpriteSetFacingRight &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|B7&lt;br /&gt;
| SpriteSetFacingLeft&lt;br /&gt;
| 1&lt;br /&gt;
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|-&lt;br /&gt;
|B8&lt;br /&gt;
| SpriteFlipVertical&lt;br /&gt;
| 1&lt;br /&gt;
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|-&lt;br /&gt;
|B9&lt;br /&gt;
| SpriteFlipHorizontal&lt;br /&gt;
| 1&lt;br /&gt;
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|-&lt;br /&gt;
|BA&lt;br /&gt;
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| 2&lt;br /&gt;
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|-&lt;br /&gt;
|BB&lt;br /&gt;
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| 2&lt;br /&gt;
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|-&lt;br /&gt;
|BC&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
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|-&lt;br /&gt;
|BD&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
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|-&lt;br /&gt;
|BE&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
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|-&lt;br /&gt;
|BF&lt;br /&gt;
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| 4&lt;br /&gt;
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|-&lt;br /&gt;
|C0&lt;br /&gt;
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| 4&lt;br /&gt;
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|-&lt;br /&gt;
|C1&lt;br /&gt;
| Delay&lt;br /&gt;
| 3&lt;br /&gt;
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|C2&lt;br /&gt;
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|C3&lt;br /&gt;
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|C4&lt;br /&gt;
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|C5&lt;br /&gt;
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|C6&lt;br /&gt;
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|C7&lt;br /&gt;
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|C8&lt;br /&gt;
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|-&lt;br /&gt;
|C9&lt;br /&gt;
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|-&lt;br /&gt;
|CA&lt;br /&gt;
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|-&lt;br /&gt;
|CB&lt;br /&gt;
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| 5&lt;br /&gt;
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|-&lt;br /&gt;
|CC&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|CD&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CE&lt;br /&gt;
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|&lt;br /&gt;
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|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CF&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D0&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|D1&lt;br /&gt;
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|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D4&lt;br /&gt;
|&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D7&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D8&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|D9&lt;br /&gt;
| ProjectileSetDamage&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DA&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DC&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DD&lt;br /&gt;
|&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DF&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E7&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E8&lt;br /&gt;
|&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|E9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EA&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EB&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|ED&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EE&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=User:Nethraz/Script_Commands&amp;diff=271</id>
		<title>User:Nethraz/Script Commands</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=User:Nethraz/Script_Commands&amp;diff=271"/>
		<updated>2016-02-11T22:48:41Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: fixed table header alignment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are basically written in ASM.&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;02&amp;#039;&amp;#039;&amp;#039; (COP) ASM instruction is used to execute custom script commands,&lt;br /&gt;
with the actual command and parameters following the 02 opcode.&lt;br /&gt;
&lt;br /&gt;
For example the command 07 (Modify Flag) is written as:&lt;br /&gt;
&lt;br /&gt;
 02 07 flag_value&lt;br /&gt;
&lt;br /&gt;
where flag_value is the 2 byte flag and value encoded in little endian format,&lt;br /&gt;
so the whole command takes up 4 bytes.&lt;br /&gt;
&lt;br /&gt;
The length of every known command is shown in the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console; text-align:right&amp;quot;&lt;br /&gt;
|+ Command Length Table&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! 00 !! 01 !! 02 !! 03 !! 04 !! 05 !! 06 !! 07 !! 08 !! 09 !! 0A !! 0B !! 0C !! 0D !! 0E !! 0F&lt;br /&gt;
|-&lt;br /&gt;
! 00&lt;br /&gt;
|  5 ||  2 ||  4 ||  2 ||  2 ||  4 ||  5 ||  4 ||  6 ||  8 ||  6 ||  6 ||  9 ||  9 || 13 ||  7&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
|  7 || 10 || 10 ||  5 || 10 ||  2 ||  9 ||  7 ||  8 || 16 ||  5 ||  4 ||  5 ||  4 ||  5 ||  2&lt;br /&gt;
|-&lt;br /&gt;
! 20&lt;br /&gt;
|  2 ||  4 ||  6 ||  4 ||  5 ||  2 ||  6 ||    ||    ||  4 ||  4 ||  6 ||  6 ||  9 ||  6 ||  6&lt;br /&gt;
|-&lt;br /&gt;
! 30&lt;br /&gt;
|  3 ||  3 ||  3 ||  2 ||    || 12 ||  3 ||  3 ||  4 ||  5 ||  5 ||  2 ||  2 ||  5 ||  5 ||  5&lt;br /&gt;
|-&lt;br /&gt;
! 40&lt;br /&gt;
|  5 ||    ||  8 ||  6 ||  6 ||  2 ||  9 ||  6 ||  4 ||  4 ||  7 ||  5 ||    ||    ||  6 ||  6&lt;br /&gt;
|-&lt;br /&gt;
! 50&lt;br /&gt;
|    ||    ||    ||    ||  5 ||  3 ||  5 ||  5 ||  5 ||  3 ||  7 ||  7 ||    ||  7 ||  8 || 10&lt;br /&gt;
|-&lt;br /&gt;
! 60&lt;br /&gt;
|  6 ||  8 ||  3 ||  4 ||  7 ||  7 ||  2 ||  3 ||    ||  2 ||  4 ||  4 ||  5 ||  2 ||  2 ||  2&lt;br /&gt;
|-&lt;br /&gt;
! 70&lt;br /&gt;
|  8 ||  8 ||  5 ||    ||    ||  6 ||  4 ||    ||  3 ||    ||    ||    ||    ||    ||    ||   &lt;br /&gt;
|-&lt;br /&gt;
! 80&lt;br /&gt;
|  3 ||  3 ||  4 ||  4 ||  5 ||  4 ||  4 ||  5 ||  5 ||  3 ||  3 ||    ||  3 ||    ||  2 ||  2&lt;br /&gt;
|-&lt;br /&gt;
! 90&lt;br /&gt;
|    ||  2 ||    ||  2 ||    ||  2 ||    || 10 || 12 ||  7 ||  5 ||  7 ||  9 || 11 ||  9 || 11&lt;br /&gt;
|-&lt;br /&gt;
! A0&lt;br /&gt;
|  7 ||  5 ||  7 ||  9 || 11 ||  9 || 11 ||  2 ||   3 ||    ||  5 ||  7 ||  6 ||  8 ||  3 ||  3&lt;br /&gt;
|-&lt;br /&gt;
! B0&lt;br /&gt;
|  3 ||  4 ||  4 ||  6 ||  2 ||  2 ||  2 ||  2 ||   2 ||  2 ||  3 ||  3 ||  2 ||  2 ||  7 ||  5&lt;br /&gt;
|-&lt;br /&gt;
! C0&lt;br /&gt;
|  5 ||  4 ||  4 ||  4 ||  4 ||  4 ||  2 ||  4 ||   4 ||  4 ||  4 ||  6 ||  7 ||  2 || 11 ||  2&lt;br /&gt;
|-&lt;br /&gt;
! D0&lt;br /&gt;
| 18 ||  2 ||  7 || 10 || 10 ||  4 ||  5 ||  6 ||   5 ||  3 || 11 ||  9 ||  7 ||  9 ||  3 ||  5&lt;br /&gt;
|-&lt;br /&gt;
! E0&lt;br /&gt;
|    ||    ||    ||    ||  2 || 13 ||  5 ||  7 ||  11 || 11 ||  5 ||  2 || 10 ||  7 ||  3 ||   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [[#00 - Call]]&lt;br /&gt;
 [[#01 - Return if Called With 00]]&lt;br /&gt;
 [[#02 - Loop Begin]]&lt;br /&gt;
 [[#03 - Loop Next (yield)]]&lt;br /&gt;
 [[#04 - Loop Next (no yield)]]&lt;br /&gt;
 [[#05 - Wait On Flag]]&lt;br /&gt;
 [[#06 - Goto New Script Origin]]&lt;br /&gt;
 [[#07 - Modify Flag]]&lt;br /&gt;
 [[#08 - Check Flag]]&lt;br /&gt;
 [[#09 - Check Multiple Flags]]&lt;br /&gt;
 [[#0A - Check Map Id]]&lt;br /&gt;
 [[#0B - Check 0600]]&lt;br /&gt;
&lt;br /&gt;
== 00 - Call ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 01 - Return if Called With 00 ==&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=User:Nethraz/Script_Commands&amp;diff=270</id>
		<title>User:Nethraz/Script Commands</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=User:Nethraz/Script_Commands&amp;diff=270"/>
		<updated>2016-02-11T22:46:41Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: Added introduction and command length table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts are basically written in ASM.&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;02&amp;#039;&amp;#039;&amp;#039; (COP) ASM instruction is used to execute custom script commands,&lt;br /&gt;
with the actual command and parameters following the 02 opcode.&lt;br /&gt;
&lt;br /&gt;
For example the command 07 (Modify Flag) is written as:&lt;br /&gt;
&lt;br /&gt;
 02 07 flag_value&lt;br /&gt;
&lt;br /&gt;
where flag_value is the 2 byte flag and value encoded in little endian format,&lt;br /&gt;
so the whole command takes up 4 bytes.&lt;br /&gt;
&lt;br /&gt;
The length of every known command is shown in the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible&amp;quot; style=&amp;quot;font-family:Lucida Console; text-align:right&amp;quot;&lt;br /&gt;
|+ Command Length Table&lt;br /&gt;
|-&lt;br /&gt;
! 00 !! 01 !! 02 !! 03 !! 04 !! 05 !! 06 !! 07 !! 08 !! 09 !! 0A !! 0B !! 0C !! 0D !! 0E !! 0F&lt;br /&gt;
|-&lt;br /&gt;
! 00&lt;br /&gt;
|  5 ||  2 ||  4 ||  2 ||  2 ||  4 ||  5 ||  4 ||  6 ||  8 ||  6 ||  6 ||  9 ||  9 || 13 ||  7&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
|  7 || 10 || 10 ||  5 || 10 ||  2 ||  9 ||  7 ||  8 || 16 ||  5 ||  4 ||  5 ||  4 ||  5 ||  2&lt;br /&gt;
|-&lt;br /&gt;
! 20&lt;br /&gt;
|  2 ||  4 ||  6 ||  4 ||  5 ||  2 ||  6 ||    ||    ||  4 ||  4 ||  6 ||  6 ||  9 ||  6 ||  6&lt;br /&gt;
|-&lt;br /&gt;
! 30&lt;br /&gt;
|  3 ||  3 ||  3 ||  2 ||    || 12 ||  3 ||  3 ||  4 ||  5 ||  5 ||  2 ||  2 ||  5 ||  5 ||  5&lt;br /&gt;
|-&lt;br /&gt;
! 40&lt;br /&gt;
|  5 ||    ||  8 ||  6 ||  6 ||  2 ||  9 ||  6 ||  4 ||  4 ||  7 ||  5 ||    ||    ||  6 ||  6&lt;br /&gt;
|-&lt;br /&gt;
! 50&lt;br /&gt;
|    ||    ||    ||    ||  5 ||  3 ||  5 ||  5 ||  5 ||  3 ||  7 ||  7 ||    ||  7 ||  8 || 10&lt;br /&gt;
|-&lt;br /&gt;
! 60&lt;br /&gt;
|  6 ||  8 ||  3 ||  4 ||  7 ||  7 ||  2 ||  3 ||    ||  2 ||  4 ||  4 ||  5 ||  2 ||  2 ||  2&lt;br /&gt;
|-&lt;br /&gt;
! 70&lt;br /&gt;
|  8 ||  8 ||  5 ||    ||    ||  6 ||  4 ||    ||  3 ||    ||    ||    ||    ||    ||    ||   &lt;br /&gt;
|-&lt;br /&gt;
! 80&lt;br /&gt;
|  3 ||  3 ||  4 ||  4 ||  5 ||  4 ||  4 ||  5 ||  5 ||  3 ||  3 ||    ||  3 ||    ||  2 ||  2&lt;br /&gt;
|-&lt;br /&gt;
! 90&lt;br /&gt;
|    ||  2 ||    ||  2 ||    ||  2 ||    || 10 || 12 ||  7 ||  5 ||  7 ||  9 || 11 ||  9 || 11&lt;br /&gt;
|-&lt;br /&gt;
! A0&lt;br /&gt;
|  7 ||  5 ||  7 ||  9 || 11 ||  9 || 11 ||  2 ||   3 ||    ||  5 ||  7 ||  6 ||  8 ||  3 ||  3&lt;br /&gt;
|-&lt;br /&gt;
! B0&lt;br /&gt;
|  3 ||  4 ||  4 ||  6 ||  2 ||  2 ||  2 ||  2 ||   2 ||  2 ||  3 ||  3 ||  2 ||  2 ||  7 ||  5&lt;br /&gt;
|-&lt;br /&gt;
! C0&lt;br /&gt;
|  5 ||  4 ||  4 ||  4 ||  4 ||  4 ||  2 ||  4 ||   4 ||  4 ||  4 ||  6 ||  7 ||  2 || 11 ||  2&lt;br /&gt;
|-&lt;br /&gt;
! D0&lt;br /&gt;
| 18 ||  2 ||  7 || 10 || 10 ||  4 ||  5 ||  6 ||   5 ||  3 || 11 ||  9 ||  7 ||  9 ||  3 ||  5&lt;br /&gt;
|-&lt;br /&gt;
! E0&lt;br /&gt;
|    ||    ||    ||    ||  2 || 13 ||  5 ||  7 ||  11 || 11 ||  5 ||  2 || 10 ||  7 ||  3 ||   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [[#00 - Call]]&lt;br /&gt;
 [[#01 - Return if Called With 00]]&lt;br /&gt;
 [[#02 - Loop Begin]]&lt;br /&gt;
 [[#03 - Loop Next (yield)]]&lt;br /&gt;
 [[#04 - Loop Next (no yield)]]&lt;br /&gt;
 [[#05 - Wait On Flag]]&lt;br /&gt;
 [[#06 - Goto New Script Origin]]&lt;br /&gt;
 [[#07 - Modify Flag]]&lt;br /&gt;
 [[#08 - Check Flag]]&lt;br /&gt;
 [[#09 - Check Multiple Flags]]&lt;br /&gt;
 [[#0A - Check Map Id]]&lt;br /&gt;
 [[#0B - Check 0600]]&lt;br /&gt;
&lt;br /&gt;
== 00 - Call ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 01 - Return if Called With 00 ==&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=User:Nethraz&amp;diff=269</id>
		<title>User:Nethraz</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=User:Nethraz&amp;diff=269"/>
		<updated>2016-02-11T20:14:35Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: Created page with &amp;quot;== WIP Pages ==  Script Commands&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WIP Pages ==&lt;br /&gt;
&lt;br /&gt;
[[User:Nethraz/Script Commands|Script Commands]]&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=Autohealing&amp;diff=268</id>
		<title>Autohealing</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=Autohealing&amp;diff=268"/>
		<updated>2016-02-11T19:57:41Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: Explain autoheal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Autoheal is enabled if [07EF] == 0001 and Weapon [064A] == 0081 or 009C (Crystal Spear or Hero Pike).&lt;br /&gt;
&lt;br /&gt;
Hero Pike has 4 times faster healing.&lt;br /&gt;
&lt;br /&gt;
Autoheal gets disabled by setting [07EF] = 0 in the script of map 0129 (Chapter 2 intro screen).&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
	<entry>
		<id>https://www.terranigma.be/index.php?title=ROM&amp;diff=267</id>
		<title>ROM</title>
		<link rel="alternate" type="text/html" href="https://www.terranigma.be/index.php?title=ROM&amp;diff=267"/>
		<updated>2016-02-11T19:53:42Z</updated>

		<summary type="html">&lt;p&gt;Nethraz: new link for &amp;quot;Autohealing&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All these offsets are for the &amp;quot;Terranigma (G) (V1.0) [!]&amp;quot; version of Terranigma!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Additional Information]] Unused content, debug stuff, ...&lt;br /&gt;
&lt;br /&gt;
[[Chest Information]]&lt;br /&gt;
&lt;br /&gt;
[[Compression]]&lt;br /&gt;
&lt;br /&gt;
[[Enemy Information]]&lt;br /&gt;
&lt;br /&gt;
[[Event Flags]]&lt;br /&gt;
&lt;br /&gt;
[[Graphics]]&lt;br /&gt;
&lt;br /&gt;
[[Items]]&lt;br /&gt;
&lt;br /&gt;
[[Maps]] ([[Map Script Format]], [[Map Exit Format]])&lt;br /&gt;
&lt;br /&gt;
[[Messages]] ([[Message Format]])&lt;br /&gt;
&lt;br /&gt;
[[Music]]&lt;br /&gt;
&lt;br /&gt;
[[RAM]]&lt;br /&gt;
&lt;br /&gt;
[[ROM Layout]]&lt;br /&gt;
&lt;br /&gt;
[[Scripts]] ([[Script Format]])&lt;br /&gt;
&lt;br /&gt;
[[Sprite Layout Information]]&lt;br /&gt;
&lt;br /&gt;
[[Store Information]]&lt;br /&gt;
&lt;br /&gt;
[[Tiles]]&lt;br /&gt;
&lt;br /&gt;
[[XP Table]]&lt;br /&gt;
&lt;br /&gt;
[[Autohealing]]&lt;/div&gt;</summary>
		<author><name>Nethraz</name></author>
	</entry>
</feed>