User:Sanky/Scripting: Difference between revisions

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(welp)
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44 [id] - sound effect
44 [id] - sound effect
45 [id] - change music
45 [id] - change music
5d [id] [??]? - cutscene
help how does this work??  the intro one is 4d 0a 0b, changing 0a to 09 made it the index completion screen, but they all crashed in the other script.
anyway the intro one is at uhh 150962
in the intro:
  00 = opens menu (like select)
  01 = opens evolution screen
  02 = nothing, but messes up the bottom bar (← probably a side effect)
  03 = looking up the antenna tree
  04 = Kai cutscene: This guy is one of my "soldiers".
  05 = [http://img7.imagebanana.com/img/o40vfohg/20120612T214317bgbTELEFANGPWBXTJ.png UNUSED CUTSCENE] (wrong text)
  06 = explodes violently (crash)
  07 = Possibly a nuked cutscene.  Loads GB menu graphics into memory (they probably used to be something else), shows a nearly blank screen with a blue palette, after a few seconds, then continues *
  there definitely WAS something here, but it's probably gone.
  08 = *
  0a = finally, we're connected & falling
  0b = *
  0c = *
  i think the rest is like this:
* = loads antenna tree overworld tilesets into the second GBC bank (nothing else really does this) and continues
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Revision as of 12:54, 12 June 2012

Dumping the stuff I have figured out. The first T-Fanger script (inside the spring) begins at 0x150c38.

00 - end script (return to control to the player)
01 [bank] [id] - display text (not sure about bank mappings)
02 ? - also text
03 - nothing?
04 [frames] - sleep.  this is used very often
05 - wait for A
06 - nothing?
07 [map?] [position?] - change map/warp
08 [map?] [position?] - warp antenna tree?  (tries to open a small box with position)
09 ? - another warp
0a ? - another warp
0b ? - another warp
0c [direction] - turn Shigeki
0d [direction] - turn Shigeki (this one seems to be used)
0e - *hop* Shigeki
0f [direction] - *hop* Shigeki one space away
23 [npc] [xy] [speed] - make an npc move
25 [npc] - hide sprite
27 [npc] - *hop* this NPC
28 [npc] - *hop* this NPC
2c [direction] - *hop* partner Denjuu one space away
31 [party id] [t-fanger class] [enemy type] - battle!  enemy type can be 0 (wild denjuu), 1 (t-fanger) or 2 (solo denjuu)?
32 same as above?
33 same as above?
44 [id] - sound effect
45 [id] - change music
5d [id] [??]? - cutscene
help how does this work??  the intro one is 4d 0a 0b, changing 0a to 09 made it the index completion screen, but they all crashed in the other script.
anyway the intro one is at uhh 150962
in the intro:
  00 = opens menu (like select)
  01 = opens evolution screen
  02 = nothing, but messes up the bottom bar (← probably a side effect)
  03 = looking up the antenna tree
  04 = Kai cutscene: This guy is one of my "soldiers".
  05 = [http://img7.imagebanana.com/img/o40vfohg/20120612T214317bgbTELEFANGPWBXTJ.png UNUSED CUTSCENE] (wrong text)
  06 = explodes violently (crash)
  07 = Possibly a nuked cutscene.  Loads GB menu graphics into memory (they probably used to be something else), shows a nearly blank screen with a blue palette, after a few seconds, then continues *
  there definitely WAS something here, but it's probably gone.
  08 = *
  0a = finally, we're connected & falling
  0b = *
  0c = *
  i think the rest is like this:
* = loads antenna tree overworld tilesets into the second GBC bank (nothing else really does this) and continues

thus, the t-fanger script dissected:

04 04 - sleep 4 frames
45 26 - change music
01 03 aa - print text (Phew, it's hot outside…)
0d 03
04 0a
0d 01
04 0a
0d 03
04 0a
0d 01
04 0a
0d 02 - this is Shigeki's "turn body from side to side to display negation"
04 28 - sleep
01 03 ab - text - "Yeah, that's too bad…"
04 32 - sleep
33 00 27 01 - battle, t-fanger, class 27, party id 0
04 32 - sleep
28 00 - *hop*
04 32 - sleep
01 03 ac - text "S-strong…"
23 00 11 78 - move npc 0 in 1, 1 speed 78
57 00 - I don't know
23 00 13 78 - move
57 00 - ?
23 00 03 78 - move
57 00 - ???
25 00 - hide npc sprite
14 06 0d - this might be setting a flag so the npc doesn't appear any more
00 - end script