HexManiacAdvance/src/HexManiac.Core/Models/Code/scriptReference.txt
ShinyTillDawn 6eb79dac33
New trainerbattle macros (#162)
* Configured the macroes.

* Added comments to the macros.

They seem all jumbled up.

* Added corresponding cmds. for trainerbattle 0−8.

Testing needs to be done to make sure they work atm.

* Updated trainerbattle 09 & 0C.

though trainerbattle 09 will need another change.

* Added trainerbattle 09 types based on a bit field.

Right-most bit: Whether or not the player can lose

Second-right-most bit: Tutorial battle w/ Professor Oak

Based on the combinations of bits, I added more variants to FRLG's `trainerbattle 09` command.

* LocalIDs are correctly filled in as 1/2-words now.

My bad

---------

Co-authored-by: haven1433 <haven1433@gmail.com>
2023-06-05 22:22:34 -05:00

392 lines
34 KiB
Plaintext

# compare with event.inc in the decomp
# conditions:
# 00 A < B
# 01 A = B
# 02 A > B
# 03 A <= B
# 04 A >= B
# 05 A != B
# memory banks:
# There are only 4 banks. Each can store a byte (see setbyte2) or a pointer (see loadpointer).
# buffers:
# The only buffers are 0, 1, and 2. They can hold strings and numbers.
# variables:
# Range from 4000 to 40FF, as well as from 8000 to 8015. They can hold two-byte numbers.
# Variable references: https://github.com/pret/pokeemerald/blob/3cc68031560b3efcbe3c838a180fe5cad924060b/include/constants/vars.h
# https://github.com/pret/pokefirered/blob/master/include/constants/vars.h
# https://github.com/pret/pokeruby/blob/master/include/constants/vars.h
# RAM:
# You can write individual bytes into set locations in the RAM. Examples?
# macros:
msgbox.npc 0F 00 ptr<""> 09 02 # loadpointer, callstd 2
msgbox.sign 0F 00 ptr<""> 09 03 # loadpointer, callstd 3
msgbox.default 0F 00 ptr<""> 09 04 # loadpointer, callstd 4
msgbox.yesno 0F 00 ptr<""> 09 05 # loadpointer, callstd 5
msgbox.autoclose 0F 00 ptr<""> 09 06 # loadpointer, callstd 6
wild.battle B6 species:data.pokemon.names level. item:data.items.stats B7 # setwildbattle, dowildbattle
give.item 1A 00 80 item:data.items.stats 1A 01 80 count: 09 01 # copyvarifnotzero (item and count), callstd 1
npc.item 1A 00 80 item:data.items.stats 1A 01 80 count: 09 00 # copyvarifnotzero (item and count), callstd 0
msgbox.item 0F 00 msg<""> 1A 00 80 item:data.items.stats 1A 01 80 count: 1A 02 80 song:songnames 09 09 # shows a message about a received item,
# followed by a standard 'put away' message.
# loadpointer, copyvarifnotzero (item, count, song), callstd 9
msgbox.instant.autoclose 6A DB ptr<""> 66 6D 68 6C #Skips the typewriter effect
msgbox.instant.npc 6A 5A DB ptr<""> 66 6D 68 6C #Skips the typewriter effect
msgbox.instant.default 6A DB ptr<""> 66 6D 6C #Skips the typewriter effect
msgbox.fanfare 31 song:songnames 67 ptr<""> 66 32 # fanfare, preparemsg, waitmsg
register.matchcall trainer:data.trainers.stats -> register.matchcall 16 04 80 trainer:data.trainers.stats 25 EA 01 1A 00 80 trainer:data.trainers.stats 09 08 # setvar, special 0xEA, copyvarifnotzero, callstd 8
if.compare.goto variable: condition.script_compare value: pointer<`xse`> -> if.compare.goto 21 variable: value: 06 condition.script_compare pointer<`xse`> # compare, if1
if.compare.call variable: condition.script_compare value: pointer<`xse`> -> if.compare.call 21 variable: value: 07 condition.script_compare pointer<`xse`> # compare, if2
if.flag.set.goto 2B flag:|h 06 01 pointer<`xse`> # checkflag, if1
if.flag.set.call 2B flag:|h 07 01 pointer<`xse`> # checkflag, if2
if.flag.clear.goto 2B flag:|h 06 00 pointer<`xse`> # checkflag, if1
if.flag.clear.call 2B flag:|h 07 00 pointer<`xse`> # checkflag, if2
if.trainer.defeated.goto 60 trainer:data.trainers.stats 06 01 pointer<`xse`> # checktrainerflag, if1
if.trainer.defeated.call 60 trainer:data.trainers.stats 07 01 pointer<`xse`> # checktrainerflag, if2
if.trainer.ready.goto 60 trainer:data.trainers.stats 06 00 pointer<`xse`> # checktrainerflag, if1
if.trainer.ready.call 60 trainer:data.trainers.stats 07 00 pointer<`xse`> # checktrainerflag, if2
move.player 4F FF 00 data<`move`> 51 00 00 # Moves the player (NPC object #255) around the map.
# This macro assumes using "waitmovement 0" instead of "waitmovement 255".
move.camera 4F 7F 00 data<`move`> 51 00 00 # Moves the camera (NPC object #127) around the map.
# Requires "special SpawnCameraObject" and "special RemoveCameraObject".
move.npc 4F npc: data<`move`> 51 00 00 # Moves an overworld NPC with ID 'npc' according to the specified movement commands in the 'data' pointer.
# This macro assumes using "waitmovement 0" instead of "waitmovement npc".
# Trainer battle macros (assume a localID (arg) parameter of 0)
single.battle 5C 00 trainer:data.trainers.stats 00 00 start<""> playerwin<""> # trainerbattle 00: Default trainer battle command.
single.battle.continue.silent 5C 01 trainer:data.trainers.stats 00 00 start<""> playerwin<""> winscript<`xse`> # trainerbattle 01: No intro music. Continues the script after winning.
single.battle.continue.music 5C 02 trainer:data.trainers.stats 00 00 start<""> playerwin<""> winscript<`xse`> # trainerbattle 02: Plays the trainer's intro music. Continues the script after winning.
single.battle.nointro 5C 03 trainer:data.trainers.stats 00 00 playerwin<""> # trainerbattle 03: No intro music nor intro text.
double.battle 5C 04 trainer:data.trainers.stats 00 00 start<""> playerwin<""> needmorepokemonText<""> # trainerbattle 04: Refuses a battle if the player only has 1 Pokémon alive.
single.battle.rematch 5C 05 trainer:data.trainers.stats 00 00 start<""> playerwin<""> # trainerbattle 05: Starts a trainer battle rematch.
double.battle.continue.music 5C 06 trainer:data.trainers.stats 00 00 start<""> playerwin<""> needmorepokemonText<""> continuescript<`xse`> # trainerbattle 06: Plays the trainer's intro music. Continues the script after winning. The battle can be refused.
double.battle.rematch 5C 07 trainer:data.trainers.stats 00 00 start<""> playerwin<""> needmorepokemonText<""> # trainerbattle 07: Starts a trainer battle rematch. The battle can be refused.
double.battle.continue.silent 5C 08 trainer:data.trainers.stats 00 00 start<""> playerwin<""> needmorepokemonText<""> continuescript<`xse`> # trainerbattle 08: No intro music. Continues the script after winning. The battle can be refused.
[BPRE_BPGE] single.battle.canlose 5C 09 trainer:data.trainers.stats 01 00 playerlose<""> playerwin<""> # trainerbattle 09: Starts a battle where the player can lose.
[BPRE_BPGE] tutorial.battle 5C 09 trainer:data.trainers.stats 02 00 playerlose<""> playerwin<""> # trainerbattle 09: Starts a tutorial battle with Prof. Oak interjecting. The player must win.
[BPRE_BPGE] tutorial.battle.canlose 5C 09 trainer:data.trainers.stats 03 00 playerlose<""> playerwin<""> # trainerbattle 09: Starts a tutorial battle with Prof. Oak interjecting. The player can lose.
[BPEE] pyramid.battle 5C 09 trainer:data.trainers.stats 00 00 start<""> playerwin<""> # trainerbattle 09: Only works when called by Battle Pyramid ASM.
[BPEE] setup.battle.A 5C 0A trainer:data.trainers.stats 00 00 start<""> playerwin<""> # trainerbattle 0A: Sets up the 1st trainer for a multi battle.
[BPEE] setup.battle.B 5C 0B trainer:data.trainers.stats 00 00 start<""> playerwin<""> # trainerbattle 0B: Sets up the 2nd trainer for a multi battle.
[BPEE] trainerhill.battle 5C 0C trainer:data.trainers.stats 00 00 start<""> playerwin<""> # trainerbattle 0C: Only works when called by Trainer Hill ASM.
00 nop # does nothing
01 nop1 # does nothing
02 end # ends the script
03 return # pops back to the last calling command used.
04 call pointer<`xse`> # Continues script execution from another point. Can be returned to.
05 goto pointer<`xse`> # Continues script execution from another point. Cannot return.
06 if1 condition.script_compare pointer<`xse`> # if the last comparison returned a certain value, "goto" to another script
07 if2 condition.script_compare pointer<`xse`> # if the last comparison returned a certain value, "call" to another script
08 gotostd function. # goto a built-in function
09 callstd function. # call a built-in function
0A gotostdif condition.script_compare function. # goto a built in function if the condition is met
0B callstdif condition.script_compare function. # call a built in function if the condition is met
0C jumpram # executes a script from the default RAM location (???)
0D killscript # kill the script, reset script RAM
0E setbyte byte. # sets a predefined address to the specified byte value
0F loadpointer bank.4 pointer<""> # loads a pointer into script RAM so other commands can use it
10 setbyte2 bank.4 value. # sets a memory bank to the specified byte value.
11 writebytetooffset value. offset::|h # store the byte 'value' at the RAM address 'offset'
12 loadbytefrompointer bank.4 pointer::|h # load a byte value from a RAM address into the specified memory bank
13 setfarbyte bank.4 pointer::h # stores the least-significant byte in the bank to a RAM address
14 copyscriptbanks destination.4 source.4 # copies the value in source to destination
15 copybyte destination::|h source::|h # copies the value from the source RAM address to the destination RAM address
16 setvar variable: value: # sets the given variable to the given value
17 addvar variable: value: # variable += value
18 subvar variable: value: # variable -= value
19 copyvar destination: source: # destination = source
1A setorcopyvar destination: source: # Works like the copyvar command if the source field is a variable number;
# works like the setvar command if the source field is not a variable number.
1A copyvarifnotzero destination: source: # destination = source (or) destination = *source
# (if source isn't a valid variable, it's read as a value)
1B comparebanks bankA.4 bankB.4 # sets the condition variable based on the values in the two banks
1C comparebanktobyte bank.4 value. # sets the condition variable
1D compareBankTofarbyte bank.4 pointer::|h # compares the bank value to the value stored in the RAM address
1E compareFarByteToBank pointer::|h bank.4 # opposite of 1D
1F compareFarByteToByte pointer::|h value. # compares the value at the RAM address to the value
20 compareFarBytes a::|h b::|h # compares the two values at the two RAM addresses
21 compare variable: value:
22 comparevars var1: var2:
23 callasm code<>
24 setcode pointer<> # puts a pointer to some assembly code at a specific place in RAM
25 special function:specials # calls a piece of ASM code from a table
26 special2 variable: function:specials # calls a special and puts the ASM's return value in the variable you listed
27 waitstate # blocks the script until it gets unblocked by a command or some ASM code.
28 pause time: # blocks the script for 'time' ticks
29 setflag flag:|h # flag = 1
2A clearflag flag:|h # flag = 0
2B checkflag flag:|h # compares the flag to the value of 1. Used with !=(5) or =(1) compare values
[BPRE_BPGE] 2C nop2C # Only returns a false value.
[AXPE_AXVE_BPEE] 2C initclock hour: minute:
2D checkdailyflags # nop in firered. Does some flag checking in R/S/E based on real-time-clock
2E resetvars # sets x8000, x8001, and x8002 to 0
2F sound number:songnames # 0000 mutes the music
30 waitsound # blocks script execution until any playing sounds finish
31 fanfare song:songnames # plays a song from the song list as a fanfare
32 waitfanfare # blocks script execution until any playing fanfair finishes
33 playsong song:songnames mode.songloopoptions # plays a song once or loop
34 playsong2 song:songnames # seems buggy? (saves the background music)
35 fadedefault # fades the music back to the default song
36 fadesong song:songnames # fades the music into the given song
37 fadeout speed. # fades out the current song to silent
38 fadein speed. # fades in the current song from silent
39 warp mapbank. map. warp. x: y: # sends player to mapbank/map at tile 'warp'. If warp is FF, uses x/y instead
# does it terminate script execution?
3A warpmuted mapbank. map. warp. x: y: # same as warp, but doesn't play sappy song 0009
3B warpwalk mapbank. map. warp. x: y: # same as warp, but with a walking effect
3C warphole mapbank. map. # hole effect. Sends the player to same X/Y as on the map they started on.
3D warpteleport mapbank. map. warp. x: y: # teleport effect on a warp. Warping to a door/cave opening causes the player to land on the exact same block as it.
3E warp3 mapbank. map. warp. x: y: # Sets the map & coordinates for the player to go to in conjunction with specific "special" commands.
3F setwarpplace mapbank. map. warp. x: y: # sets a variable position (dynamic warp). Go to it with warp 7F 7F 7F 0000 0000
40 warp4 mapbank. map. warp. x: y: # Sets the map & coordinates that the player would go to after using Dive.
41 warp5 mapbank. map. warp. x: y: # Sets the map & coordinates that the player would go to if they fell in a hole.
42 getplayerpos varX: varY: # stores the current player position into varX and varY
43 countPokemon # stores number of pokemon in your party into LASTRESULT (800D)
44 additem item:data.items.stats quantity: # item/quantity can both be either a literal or a variable.
# if the operation was succcessful, LASTRESULT (variable 800D) is set to 1.
45 removeitem item:data.items.stats quantity: # opposite of additem. 800D is set to 0 if the removal cannot happen
46 checkitemroom item:data.items.stats quantity: # 800D is set to 1 if additem would succeed
47 checkitem item:data.items.stats quantity: # 800D is set to 1 if removeitem would succeed
48 checkitemtype item:data.items.stats # 800D is set to the bag pocket number of the item
49 addpcitem item:data.items.stats quantity: # adds 'quantity' of 'item' into the PC
4A checkpcitem item:data.items.stats quantity: # 800D is set to 1 if the PC has at least 'quantity' of 'item'
4B adddecoration decoration:data.decorations.stats # adds a decoration to the player's PC in FR/LG, this is a NOP
# decoration can be either a literal or a variable
4C removedecoration decoration:data.decorations.stats # removes a decoration to the player's PC in FR/LG, this is a NOP
4D testdecoration decoration:data.decorations.stats # 800D is set to 1 if the PC could store at least 1 more of that decoration (not in FR/LG)
4E checkdecoration decoration:data.decorations.stats # 800D is set to 1 if the PC has at least 1 of that decoration (not in FR/LG)
4F applymovement npc: data<`move`> # has character 'npc' move according to movement data 'data'
# npc can be a character number or a variable.
# FF is the player, 7F is the camera.
50 applymovement2 npc: data<`move`> # like applymovement, but only uses variables, not literals
51 waitmovement npc: # block further script execution until the npc movement is completed
52 waitmovementpos npc: x. y. # seems bugged. x/y do nothing, only works for FF (the player). Do not use.
53 hidesprite npc: # hides an NPC, but only if they have a Person ID. Doesn't work on the player.
54 hidespritepos npc: x. y. # removes the object at the specified coordinates. Do not use.
55 showsprite npc: # opposite of hidesprite
56 showspritepos npc: x. y. # shows a previously hidden sprite, then moves it to (x,y)
57 movesprite npc: x: y:
58 spritevisible npc: bank. map. # shows the sprite on the given map
59 spriteinvisible npc: bank. map. # hides the sprite on the given map
5A faceplayer # if the script was called by a person event, make that person face the player
5B spriteface npc: direction.directions
5C trainerbattle 00 trainer:data.trainers.stats arg: start<""> playerwin<"">
5C trainerbattle 01 trainer:data.trainers.stats arg: start<""> playerwin<""> winscript<`xse`> # doesn't play encounter music, continues with winscript
5C trainerbattle 02 trainer:data.trainers.stats arg: start<""> playerwin<""> winscript<`xse`> # does play encounter music, continues with winscript
5C trainerbattle 03 trainer:data.trainers.stats arg: playerwin<""> # no intro text
5C trainerbattle 04 trainer:data.trainers.stats arg: start<""> playerwin<""> needmorepokemonText<""> # double battles
5C trainerbattle 05 trainer:data.trainers.stats arg: start<""> playerwin<""> # clone of 0, but with rematch potential
5C trainerbattle 06 trainer:data.trainers.stats arg: start<""> playerwin<""> needmorepokemonText<""> continuescript<`xse`> # double battles, continues the script
5C trainerbattle 07 trainer:data.trainers.stats arg: start<""> playerwin<""> needmorepokemonText<""> # clone of 4, but with rematch potential
5C trainerbattle 08 trainer:data.trainers.stats arg: start<""> playerwin<""> needmorepokemonText<""> continuescript<`xse`> # clone of 6, does not play encounter music
5C trainerbattle 09 trainer:data.trainers.stats arg: start<""> playerwin<""> # tutorial battle (can't lose) (set arg=3 for oak's naration) (Pyramid type for Emerald)
5C trainerbattle other. trainer:data.trainers.stats arg: start<""> playerwin<""> # same as 0
# trainer battle takes different parameters depending on the
# 'type', or the first parameter.
# 'trainer' is the ID of the trainer battle
# start is the text that the character says at the start of the battle
# playerwin is the text that the character says when the player wins
# rematches are weird. Look into them later.
5D repeattrainerbattle # do the last trainer battle again
5E endtrainerbattle # returns from the trainerbattle screen without starting message (go to after battle script)
5F endtrainerbattle2 # same as 5E? (go to beaten battle script)
60 checktrainerflag trainer:data.trainers.stats # if flag 0x500+trainer is 1, then the trainer has been defeated, set 800D to 1
61 defeatedtrainer trainer:data.trainers.stats # set flag 0x500+trainer to 1. That trainer now counts as defeated.
62 readytrainer trainer:data.trainers.stats # set flag 0x500+trainer to 0. That trainer now counts as active.
63 movesprite2 npc: x: y: # permanently move the npc to the x/y location
64 moveoffscreen npc: # moves the npc to just above the left-top corner of the screen
65 spritebehave npc: behavior. # temporarily changes the movement type of a selected NPC.
66 waitmsg # block script execution until box/text is fully drawn
67 preparemsg text<""> # text can be a pointer to a text pointer, or just a pointer to text
# starts displaying text in a textbox. Does not block. Call waitmsg to block.
68 closeonkeypress # keeps the current textbox open until the player presses a button.
69 lockall # don't let characters move
6A lock # stop the movement of the person that called the script
6B releaseall # closes open textboxes and lets characters move freely
6C release # allow the movement of the person that called the script
6D waitkeypress # blocks script execution until the player pushes a button
6E yesnobox x. y. # shows a yes/no dialog, 800D stores 1 if YES was selected.
6F multichoice x. y. list. allowCancel.allowcanceloptions # player selection stored in 800D. If they backed out, 800D=7F
70 multichoice2 x. y. list. default. canCancel.allowcanceloptions # like multichoice, but you can choose which option is selected at the start
71 multichoice3 x. y. list. per_row. canCancel.allowcanceloptions # like multichoice, but shows multiple columns.
72 showbox x. y. width. height.
73 hidebox x. y. width. height. # ruby/sapphire only
74 clearbox x. y. width. height. # clear only a part of a custom box
75 showpokepic species:data.pokemon.names x. y. # show the pokemon in a box. Can be a literal or a variable.
76 hidepokepic # hides all shown pokepics
77 showcontestwinner contest. # nop in FireRed. Shows the painting of a wenner of the given contest.
78 braille text<> # displays a message in braille. The text must be formatted to use braille.
79 givePokemon species:data.pokemon.names level. item:data.items.stats filler. filler:: filler::
# gives the player one of that pokemon. the last 9 bytes are all 00.
# 800D=0 if it was added to the party
# 800D=1 if it was put in the PC
# 800D=2 if there was no room
# 4037=? number of the PC box the pokemon was sent to, if it was boxed?
7A giveEgg species:data.pokemon.names
7B setmonmove pokemonSlot. attackSlot. newMove:data.pokemon.moves.names # set a given pokemon in your party to have a specific move.
# Slots range 0-4 and 0-3.
7C checkattack move:data.pokemon.moves.names # 800D=n, where n is the index of the pokemon that knows the move.
# 800D=6, if no pokemon in your party knows the move
# if successful, 8004 is set to the pokemon species
7D bufferPokemon buffer.3 species:data.pokemon.names # species can be a literal or variable. Store the name in the given buffer
7E bufferfirstPokemon buffer.3 # name of your first pokemon gets stored in the given buffer
7F bufferpartyPokemon buffer.3 party: # name of pokemon 'party' from your party gets stored in the buffer
80 bufferitem buffer.3 item:data.items.stats # stores an item name in a buffer
81 bufferdecoration buffer.3 decoration:
82 bufferattack buffer.3 move:data.pokemon.moves.names # species, party, item, decoration, and move can all be literals or variables
83 buffernumber buffer.3 number: # literal or variable gets converted to a string and put in the buffer.
84 bufferstd buffer.3 index: # gets one of the standard strings and pushes it into a buffer
85 bufferstring buffer.3 pointer<> # copies the string into the buffer.
86 pokemart products<`mart`> # products is a list of 2-byte items, terminated with 0000
87 decorationmart products<`decor`> # same as pokemart, but with decorations instead of items
88 decorationmart2 products<`decor`> # near-clone of decorationmart, but with slightly changed dialogue
89 pokecasino index:
[BPRE_BPGE] 8A nop8A
[AXPE_AXVE_BPEE] 8A setberrytree plantID. berryID.data.items.berry.stats+1 growth. # sets a specific berry-growing spot on the map with the specific berry and growth level.
8B choosecontextpkmn # in FireRed, 03000EA8 = '1'. In R/S/E, prompt for a pokemon to enter contest
8C startcontest # nop in FireRed. Starts a contest.
8D showcontestresults # nop in FireRed. Shows contest results.
8E contestlinktransfer # nop in FireRed. In Emerald, starts a wireless connection contest
8F random high: # returns 0<=number<high, stored in 800D (LASTRESULT)
90 givemoney money:: check. # if check is 0, gives the player money
91 paymoney money:: check. # if check is 0, takes money from the player
92 checkmoney money:: check. # if check is 0, checks if the player has at least that much money. if so, 800D=1
[AXPE_AXVE] 93 showmoney x. y. # shows how much money the player has in a separate box
[BPRE_BPGE_BPEE] 93 showmoney x. y. check. # shows how much money the player has in a separate box
94 hidemoney x. y.
[AXPE_AXVE] 95 updatemoney x. y. # updates the amount of money shown after a money change
[BPRE_BPGE_BPEE] 95 updatemoney x. y. check. # updates the amount of money shown after a money change
[AXPE_AXVE] 96 getpricereduction index:data.items.stats
[BPRE_BPGE] 96 nop96
[BPEE] 96 getpokenewsactive newsKind:
97 fadescreen effect.screenfades # 00 fades in, 01 fades out
98 fadescreendelay effect. delay.
99 darken flashSize: # makes the screen go dark. Related to flash? Call from a level script.
9A lighten flashSize. # lightens an area around the player?
9B preparemsg2 pointer<""> # unknown
9C doanimation animation: # executes field move animation
9D setanimation animation. slot: # which party pokemon to use for the next field animation?
9E checkanimation animation: # if the given animation is playing, pause the script until the animation completes
9F sethealingplace flightspot: # where does the player warp when they die?
A0 checkgender # if male, 800D=0. If female, 800D=1
A1 cry species:data.pokemon.names effect: # plays that pokemon's cry. Can use a variable or a literal. what's effect do?
A2 setmaptile x: y: tile: isWall: # sets the tile at x/y to be the given tile: with the attribute.
# 0 = passable (false), 1 = impassable (true)
A3 resetweather # queues a weather change to the map's default weather
A4 setweather type: #
A5 doweather # actually does the weather change from resetweather or setweather
A6 changewalktile method. # used with ash-grass(1), breaking ice(4), and crumbling floor (7). Complicated.
A7 setmapfooter footer: # updates the current map's footer.
A8 spritelevelup npc: bank. map. unknown. # the chosen npc goes 'up one level'
A9 restorespritelevel npc: bank. map. # the chosen npc is restored to its original level
AA createsprite sprite. virtualNPC. x: y: behavior. facing.
AB spriteface2 virtualNPC. facing.
AC setdooropened x: y: # queues the animation, but doesn't do it
AD setdoorclosed x: y: # queues the animation, but doesn't do it
AE doorchange # runs the animation from the queue
AF setdooropened2 x: y: # clone
B0 setdoorclosed2 x: y: # clone
[AXVE_AXPE] B1 nopB1 # ???
[BPRE_BPGE] B1 nopB1
[BPEE] B1 addelevmenuitem # ???
[AXVE_AXPE] B2 nopB2
[BPRE_BPGE] B2 nopB2
[BPEE] B2 showelevmenu
B3 checkcoins output: # your number of coins is stored to the given variable
B4 givecoins count:
B5 removecoins count:
B6 setwildbattle species:data.pokemon.names level. item:data.items.stats
B7 dowildbattle # runs a battle setup with setwildbattle
B8 setvirtualaddress value:: # some kind of jump? Complicated.
B9 virtualgoto destination<> # ???
BA virtualcall destination<>
BB virtualgotoif condition. destination<>
BC virtualcallif condition. destination<>
BD virtualmsgbox text<>
BE virtualloadpointer text<>
BF virtualbuffer buffer.3 text<> # stores text in a buffer
C0 showcoins x. y.
C1 hidecoins x. y.
C2 updatecoins x. y.
C3 incrementhiddenvalue a. # example: pokecenter nurse uses variable 0xF after you pick yes
C4 warp6 mapbank. map. warp. x: y: # sets a particular map to warp to upon using an escape rope/teleport
C5 waitcry # used after cry, it pauses the script
[BPRE_BPGE_BPEE] C6 bufferboxname buffer.3 box: # box can be a variable or a literal
[BPRE_BPGE] C7 textcolor color. # 00=blue, 01=red, FF=default, XX=black. Only in FR/LG
[BPEE] C7 nopC7
[BPRE_BPGE] C8 helptext pointer<> # something with helptext? Does some tile loading, which can glitch textboxes
[BPEE] C8 nopC8
[BPRE_BPGE] C9 helptext2 # related to help-text box that appears in the opened Main Menu
[BPEE] C9 nopC9
[BPRE_BPGE] CA signmsg # makes message boxes look like signposts
[BPEE] CA nopCA
[BPRE_BPGE] CB normalmsg # ends the effect of signmsg. Textboxes look like normal textboxes.
[BPEE] CB nopCB
[BPRE_BPGE] CC comparehiddenvar a. value:: # compares a hidden value to a given value.
[BPEE] CC nopCC
[BPRE_BPGE_BPEE] CD setobedience slot: # a pokemon in your party becomes obedient (no longer disobeys)
[BPRE_BPGE_BPEE] CE checkobedience slot: # if the pokemon is disobedient, 800D=1. If obedient (or empty), 800D=0
[BPRE_BPGE_BPEE] CF executeram # Tries a wonder card script.
[BPRE_BPGE] D0 setworldmapflag flag: # This lets the player fly to a given map, if the map has a flight spot
[BPEE] D0 nopD0 # (nop in Emerald)
[BPRE_BPGE_BPEE] D1 warpteleport2 bank. map. exit. x: y: # clone of warpteleport, only used in FR/LG and only with specials
[BPRE_BPGE_BPEE] D2 setcatchlocation slot: location.data.maps.names # changes the catch location of a pokemon in your party (0-5)
[BPEE] D3 moverotatingtileobjects puzzleNumber:
[BPRE_BPGE] D3 braillelength pointer<> # sets variable 8004 based on the braille string's length
# call this, then special 0x1B2 to make a cursor appear at the end of the text
[BPRE_BPGE] D4 bufferitems2 buffer.3 item: quantity: # buffers the item name, but pluralized if quantity is 2 or more
[BPEE] D4 turnrotatingtileobjects
# there is no D5 in ruby nor firered
[BPEE] D5 initrotatingtilepuzzle isTrickHouse:
[BPEE] D6 freerotatingtilepuzzle
[BPEE] D7 warp7 mapbank. map. warp. x: y: # used in Mossdeep City's gym
[BPEE] D8 selectapproachingtrainer # unknown
[BPEE] D9 lockfortrainer # unknown
[BPEE] DA hidebox2 # hides a displayed Braille textbox. Only for Emerald
[BPEE] DB preparemsg3 pointer<""> # shows a text box with text appearing instantaneously.
[BPEE] DC fadescreen3 mode.screenfades # fades the screen in or out, swapping buffers. Emerald only.
[BPEE] DD buffertrainerclass buffer.3 class:data.trainers.classes.names # stores a trainer class into a specific buffer (Emerald only)
[BPEE] DE buffertrainername buffer.3 trainer:data.trainers.stats # stores a trainer name into a specific buffer (Emerald only)
[BPEE] DF pokenavcall pointer<> # displays a pokenav call. (Emerald only)
[BPEE] E0 warp8 bank. map. exit. x: y: # warps the player while fading the screen to white
[BPEE] E1 buffercontesttype buffer.3 contest: # stores the contest type name in a buffer. (Emerald Only)
[BPEE] E2 bufferitems2 buffer.3 item:data.items.stats quantity: # stores pluralized item name in a buffer. (Emerald Only)
# XX msgbox text<> type. # multicommand, 8 bytes total
# XX message text<> type.
# XX giveitem item: quantity: message. # multicommand, 12 bytes total
# XX giveitem2 item: quantity: song: # multicommand, 17 bytes total (like giveitem, but with fanfare)
# XX giveitem3 decoration: # multicommand, 7 bytes
# XX wildbattle species: level. item: # multicommand, 7 bytes
# setwildbattle species: level. item:
# dowildbattle
# XX wildbattle2 species: level. item: style. # multicommand, 10 bytes
# setwildbattle species: level. item:
# (3 bytes?)
# dowildbattle
# XX registernav trainer: #multicommand, 7 bytes (Emerald Only)
# givemoney/paymoney/checkmoney/showmoney/hidemoney/updatemoney
# verify which of these have the execution check flag, and which don't
# darken/lighten: flashSize different lengths?