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	<id>https://wiki.skytemple.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Marius851000</id>
	<title>SkyTemple - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.skytemple.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Marius851000"/>
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	<updated>2026-04-06T10:48:00Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Effect.bin&amp;diff=1279</id>
		<title>Effect.bin</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Effect.bin&amp;diff=1279"/>
		<updated>2025-10-07T17:41:56Z</updated>

		<summary type="html">&lt;p&gt;Marius851000: Create page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Effect.bin is a file that contain various WAN animation.&lt;br /&gt;
&lt;br /&gt;
Of particular notes are the sprites in the range 260 to 269, containing WANs that render using the 3D engine.&lt;br /&gt;
&lt;br /&gt;
Of those:&lt;br /&gt;
&lt;br /&gt;
* 260 and 261 appear to be some smog attack effect&lt;br /&gt;
* 262 is the arch that appear when going back in time&lt;br /&gt;
* 264 and 265 are fading in japanese game title&lt;br /&gt;
&lt;br /&gt;
The other are too hard to say.&lt;/div&gt;</summary>
		<author><name>Marius851000</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=3D_rendering&amp;diff=1275</id>
		<title>3D rendering</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=3D_rendering&amp;diff=1275"/>
		<updated>2025-10-04T16:39:01Z</updated>

		<summary type="html">&lt;p&gt;Marius851000: /* Loading texture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 3D Rendering engine ==&lt;br /&gt;
The Nintendo DS dispose of hardware that can perform 3D rendering in addition to its dedicated 2D system. EoS mostly use the 2D system, but occasionally make use of the 3D engine for some effects. Those are:&lt;br /&gt;
&lt;br /&gt;
* The dialogue box border and background&lt;br /&gt;
* Rendering of the quick status at the top of the bottom screen during a dungeon&lt;br /&gt;
* The various weather effect&lt;br /&gt;
* Boss transition wipe&lt;br /&gt;
* A few other effect during cutscenes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 3D engine is capable of rendering in 2D, simply by rendering rectangle in front of the virtual camera, which is what EoS always does. The way this game work is by first buffering the elements to render to a buffer and then a function will submit those to render (probably during VBlank), which will then take effect on the next frame.&lt;br /&gt;
&lt;br /&gt;
The DS 3D hardware can only render on the main screen, which in EoS is the bottom screen. Some game (but not EoS) render on both screen by switching the main screen every frame, dividing by two the frame rate from 60 to 30 FPS.&lt;br /&gt;
&lt;br /&gt;
=== Memory management ===&lt;br /&gt;
The bank D is dedicated to storing the textures used for the 3D render, and bank F is used to store the palettes. Bank D is 128KiB large, and bank F is 16KiB large. The game seems to mostly allocate texture on a multiple of 1KiB, and palette on a multiple of 0x100 bytes, thought it is possible to perform allocation not aligned on those arbitrary values (but it still (maybe, untested) need to be 4-bytes aligned).&lt;br /&gt;
&lt;br /&gt;
The game store its 3D data in WTE files. It contain the texture and the palette, but not where the file will be stored in the RAM, which is specified in the game’s code. Here is table of the (known) allocation the game make. It is probably exhaustive.&lt;br /&gt;
&lt;br /&gt;
ProcessWTE is the function used to load them (function address is for EU ROM, but palette and texture allocation have no reason to be different).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!file location&lt;br /&gt;
!dungeon or overworld&lt;br /&gt;
!description&lt;br /&gt;
!call to ProcessWTE&lt;br /&gt;
!texture offset&lt;br /&gt;
!texture size (bytes) &lt;br /&gt;
!palette offset&lt;br /&gt;
!note&lt;br /&gt;
|-&lt;br /&gt;
|1025 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::022eda20&lt;br /&gt;
|0x400&lt;br /&gt;
|0xc00&lt;br /&gt;
|0x1d00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1007 to 1011 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::02336200&lt;br /&gt;
|0x0&lt;br /&gt;
|0x400&lt;br /&gt;
|0x0&lt;br /&gt;
|which one is loaded depend on language&lt;br /&gt;
|-&lt;br /&gt;
|1031 or 1003 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|both are fogs texture&lt;br /&gt;
|overlay_29::023394e4 or overlay_29::023395f8&lt;br /&gt;
|0xB000&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x1400&lt;br /&gt;
|unknown how which one is choosed&lt;br /&gt;
|-&lt;br /&gt;
|1005 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::023394e4&lt;br /&gt;
|0xD000&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x1500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1001 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::023394e4&lt;br /&gt;
|0xF000&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x1600&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some between 1012 to 1020 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::0233614c&lt;br /&gt;
|0x1000&lt;br /&gt;
|0x400&lt;br /&gt;
|0x200&lt;br /&gt;
|which one is loaded depend on language&lt;br /&gt;
|-&lt;br /&gt;
|c_wipe.wte or w_wipe2.wte&lt;br /&gt;
|&lt;br /&gt;
|horizontal bar of differing colors, presumably for wiping the screen&lt;br /&gt;
|0x0206afb0&lt;br /&gt;
|&lt;br /&gt;
|0x8000&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|w_heart.wte&lt;br /&gt;
|&lt;br /&gt;
|multiple hearts symbol, filled and shaded&lt;br /&gt;
|0x0206b000&lt;br /&gt;
|&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|circle.wte&lt;br /&gt;
|&lt;br /&gt;
|hearth symbol, not filled&lt;br /&gt;
|0x0206b050&lt;br /&gt;
|&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x200&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|s13p01t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|boss wipe graphic&lt;br /&gt;
|overlay_11::02316d4c&lt;br /&gt;
|0x8000&lt;br /&gt;
|0x8000&lt;br /&gt;
|0x100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|d04p31t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|big wave of the waterfall cave diamond &lt;br /&gt;
|overlay_11::02314b9c&lt;br /&gt;
|0x0&lt;br /&gt;
|0x4800&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|v15p03t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|Some crystal cave crystals&lt;br /&gt;
|overlay_11::02314d20&lt;br /&gt;
|0x0&lt;br /&gt;
|0x8000&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|p03p01t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|fog/mist texture&lt;br /&gt;
|overlay_11::02314eec&lt;br /&gt;
overlay_11::022f33d8&lt;br /&gt;
|0x0&lt;br /&gt;
|0x6000&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|frameX.wte (where X is between 0 to 4)&lt;br /&gt;
|both&lt;br /&gt;
|dialog box frame&lt;br /&gt;
|0x020274e4&lt;br /&gt;
|0x1F000&lt;br /&gt;
|0x800&lt;br /&gt;
|0x1F00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|t01p01t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|some clouds&lt;br /&gt;
|overlay_11::022f3368 (loading weather 1)&lt;br /&gt;
|0x0&lt;br /&gt;
|0x4000&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|t01p01t2.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|some clouds&lt;br /&gt;
|overlay_11::022f3394 (loading weather 1)&lt;br /&gt;
|0x4000&lt;br /&gt;
|0x4000&lt;br /&gt;
|0x100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|d73p41t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|another kind of mist/fog (top of Shaymin mountain?)&lt;br /&gt;
|overlay_11::022f341c (loading weather 3)&lt;br /&gt;
|0x0&lt;br /&gt;
|0x6000&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Based on those allocations, it seems that VRAM from 0x11000 to 0x1EFFF (included) are free to be used both in overworld and dungeon. For the palette, it seems everything from 0x300 to 0x13FF (included) are unused.&lt;br /&gt;
&lt;br /&gt;
==== Loading texture ====&lt;br /&gt;
Once you have your texture in the WTE format saved in the rom, you need to call a function to load WTE (&#039;&#039;&#039;LoadWteFromRom&#039;&#039;&#039;) and then copy stuff to the appropriate texture RAM with &#039;&#039;&#039;ProcessWTEWrapper&#039;&#039;&#039; (this will create a task to process the copy, once access to texture-RAM is safe), and then call &#039;&#039;&#039;DelayWTEFree&#039;&#039;&#039; (to make sure the original texture is freed once copy to texture-RAM is finished).&lt;/div&gt;</summary>
		<author><name>Marius851000</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=User:Marius851000/Draft/Something_attributes&amp;diff=880</id>
		<title>User:Marius851000/Draft/Something attributes</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=User:Marius851000/Draft/Something_attributes&amp;diff=880"/>
		<updated>2024-08-30T17:57:09Z</updated>

		<summary type="html">&lt;p&gt;Marius851000: Some presentation test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Testing some presentation&lt;br /&gt;
&lt;br /&gt;
(note: this is to test the presentation. The data may be incorrect. In particular the “enabled by default” part)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Order&lt;br /&gt;
!Number&lt;br /&gt;
!enabled by default&lt;br /&gt;
!description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|no&lt;br /&gt;
|Underlay below entities.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|no&lt;br /&gt;
|Overlay above entities.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|no&lt;br /&gt;
|Overlay above the current Map Background&#039;s Layer 2.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|no&lt;br /&gt;
|Overlay above the game&#039;s canvas system, which includes the textbox, portrait, and some &amp;lt;code&amp;gt;screen_&amp;lt;/code&amp;gt; commands that do not end in &amp;lt;code&amp;gt;All&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|16&lt;br /&gt;
|no&lt;br /&gt;
|Flicker.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|32&lt;br /&gt;
|no&lt;br /&gt;
|Transparency.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|64&lt;br /&gt;
|no&lt;br /&gt;
|Invisibility.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|128&lt;br /&gt;
|yes&lt;br /&gt;
|Displays shadow.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Marius851000</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=List_of_Opcodes&amp;diff=879</id>
		<title>List of Opcodes</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=List_of_Opcodes&amp;diff=879"/>
		<updated>2024-08-30T17:46:54Z</updated>

		<summary type="html">&lt;p&gt;Marius851000: /* Types of parameters */ Add some documentation about bitfields&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The scripting engine used in Explorers of Sky has different opcodes. [[ExplorerScript]] translates most of them literally, preserving the same parameters and functionality. However, some opcodes are translated to [[ExplorerScript]] constructs, such as if statements.&lt;br /&gt;
&lt;br /&gt;
This article documents the different opcodes, their purpose and parameters. The purpose of unkX parameters is unknown.&lt;br /&gt;
&lt;br /&gt;
== What is an opcode? ==&lt;br /&gt;
An opcode is an instruction to the machine (it tells the machine to &#039;do&#039; something). In modern programming, it would be most similar to a [https://en.wikipedia.org/wiki/Function_(computer_programming) function]. For a more technical description, see [https://en.wikipedia.org/wiki/Opcode here].&lt;br /&gt;
&lt;br /&gt;
== Types of parameters ==&lt;br /&gt;
* uint: An unsigned integer (a number without decimals). It cannot be negative. It is possible that in the game&#039;s code, there are only signed integers and no unsigned integers, but not enough research has been done on the matter. For the most part, it shouldn&#039;t matter.&lt;br /&gt;
* sint: A signed integer (a number without decimals). It can be either positive or negative.&lt;br /&gt;
* bitfield: A bitfield is uint where each bits (0 or 1) are treated independantly. They are used to store multiple binary (boolean) values efficiently. Opcodes that use it usually come in the &amp;lt;code&amp;gt;Set&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Reset&amp;lt;/code&amp;gt; variant. The &amp;lt;code&amp;gt;Set&amp;lt;/code&amp;gt; variant define to true the values which are 1 in the input bitfield (while leaving the others untouched), and &amp;lt;code&amp;gt;Reset&amp;lt;/code&amp;gt; define to false the values which are 1 in the input bitfield (while also leaving the others untouched).&lt;br /&gt;
* String: Text (i.e dialogue). There should always be a quotation mark (&amp;quot;) at the beginning and end.&lt;br /&gt;
* ConstString: Same as String.&lt;br /&gt;
* Routine: Any of the 701 coroutines from [[Unionall]]. Always begins with &amp;quot;CORO_&amp;quot;&lt;br /&gt;
* Entity: An actor, performer. (not an object!)&lt;br /&gt;
* Object: An object in a scene. (not an actor or perfomer!)&lt;br /&gt;
* Level: Any level from the [[Script Engine|Level List]]. Will always begin with &amp;quot;LEVEL_&amp;quot;.&lt;br /&gt;
* Bgm: Any music in the game. Will always begin with &amp;quot;BGM_&amp;quot;. (example: BGM_CRAGGY_COAST)&lt;br /&gt;
* PositionMark: A position. Will be written as &amp;quot;Position&amp;lt;&#039;MarkName&#039;, x, y&amp;gt;&amp;quot;. Once a position mark is written in a script, SkyTemple will show an option to place it visually in the scene.&lt;br /&gt;
* Face: A portrait expression. Will always begin with &amp;quot;FACE_&amp;quot;. (examples: FACE_NORMAL, FACE_HAPPY, FACE_PAIN)&lt;br /&gt;
* FaceMode: A portrait position. Will always begin with &amp;quot;FACE_MODE_&amp;quot;.&lt;br /&gt;
* Direction: A direction for an entity to move in or turn to. Will always begin with &amp;quot;DIR_&amp;quot;. (examples: DIR_UP, DIR_RIGHT)&lt;br /&gt;
* ProcessSpecial: One of the games special processes. Can be referred to by its number, or name.&lt;br /&gt;
* Effect: A graphical effect.&lt;br /&gt;
* GameVar: Any of the game&#039;s [[List of Script Variables|Script Variables]]. Will always begin with &amp;quot;$&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Relevant Opcodes ==&lt;br /&gt;
These opcodes can be directly called from ExplorerScript.&lt;br /&gt;
&lt;br /&gt;
=== 0x0 - Null ===&lt;br /&gt;
Does nothing.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x1 - back_ChangeGround ===&lt;br /&gt;
Sets the Map Background from a Level without changing the chunks from the currently loaded Map Background. Entities such as actors, objects, and performers will not be deleted when this opcode is executed. &lt;br /&gt;
&lt;br /&gt;
This has very few uses in the game—a notable use is how Wigglytuff&#039;s Chamber has its door open, as seen via LEVEL_G01P04A and LEVEL_G01P04A2. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level_id&lt;br /&gt;
|An entry in the Level List. This opcode will pull from the Level&#039;s Map Background.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x2 - back_SetBackEffect ===&lt;br /&gt;
Performs various effects related to the currently loaded Animation Palettes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|effect&lt;br /&gt;
|&lt;br /&gt;
# The default state of the Animation Palette.&lt;br /&gt;
# Plays the Animation Palette in a loop.&lt;br /&gt;
# Plays the Animation Palette once.&lt;br /&gt;
# Freezes the Animation Palette at its current frame.&lt;br /&gt;
# Resumes the Animation Palette.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x3 - back_SetBackScrollOffset ===&lt;br /&gt;
Shifts the background by a certain number of pixels, without affecting entities such as actors, objects, or performers. Backgrounds used with this opcode will display a &amp;quot;loop&amp;quot; effect, i.e., it has the appearance of scrolling forever.&lt;br /&gt;
&lt;br /&gt;
This opcode seems to only work for only a few Levels, such as LEVEL_P13P01A, LEVEL_S13P06A, and LEVEL_V03P11A.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|offset0&lt;br /&gt;
|The number of pixels to shift either:&lt;br /&gt;
&lt;br /&gt;
* The Map Background&#039;s Layer 1 and Layer 2 X-axis.&lt;br /&gt;
* The Map Background&#039;s Layer 1 X-axis.&lt;br /&gt;
&lt;br /&gt;
Which one the game performs for a given Level is hardcoded.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|offset1&lt;br /&gt;
|The number of pixels to shift either:&lt;br /&gt;
&lt;br /&gt;
* The Map Background&#039;s Layer 1 and Layer 2 Y-axis.&lt;br /&gt;
* The Map Background&#039;s Layer 2 X-axis.&lt;br /&gt;
&lt;br /&gt;
Which one the game performs for a given Level is hardcoded.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x4 - back_SetBackScrollSpeed ===&lt;br /&gt;
Continuously scrolls the background at a certain speed, without affecting entities such as actors, objects, or performers. Backgrounds used with this opcode will display a &amp;quot;loop&amp;quot; effect, i.e., it has the appearance of scrolling forever.&lt;br /&gt;
&lt;br /&gt;
This opcode seems to only work for only a few Levels, such as LEVEL_P13P01A, LEVEL_S13P06A, and LEVEL_V03P11A.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint16&lt;br /&gt;
|speed0&lt;br /&gt;
|The speed to scroll either:&lt;br /&gt;
&lt;br /&gt;
* The Map Background&#039;s Layer 1 and Layer 2 X-axis.&lt;br /&gt;
* The Map Background&#039;s Layer 1 X-axis.&lt;br /&gt;
&lt;br /&gt;
Which one the game performs for a given Level seems to be hardcoded.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint16&lt;br /&gt;
|speed1&lt;br /&gt;
|The speed to scroll either:&lt;br /&gt;
&lt;br /&gt;
* The Map Background&#039;s Layer 1 and Layer 2 Y-axis.&lt;br /&gt;
* The Map Background&#039;s Layer 2 X-axis.&lt;br /&gt;
&lt;br /&gt;
Which one the game performs for a given Level seems to be hardcoded.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x5 - back_SetBanner ===&lt;br /&gt;
Displays broken text using the &amp;lt;code&amp;gt;FONT/banner.bin:FONT/b_pal.bin&amp;lt;/code&amp;gt; font, editable in the Misc. Graphics tab of SkyTemple. This opcode will delete any actors, objects, and performers that are currently loaded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|chapter_number&lt;br /&gt;
|The chapter number displayed for the banner. A value of -1 will be &amp;quot;Final Chapter&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x6 - back_SetBanner2 ===&lt;br /&gt;
Displays text using the &amp;lt;code&amp;gt;FONT/banner.bin:FONT/b_pal.bin&amp;lt;/code&amp;gt; font, editable in the Misc. Graphics tab of SkyTemple. This opcode is typically used for chapter introductions, which includes chapter text and a subtitle displayed over a Map Background. This opcode will delete any actors, objects, and performers that are currently loaded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level&lt;br /&gt;
|An entry in the Level List. This opcode will pull from the Level&#039;s Map Background.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown. Typically, the game uses 0 for this parameter, but it seems to have no effect.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|x&lt;br /&gt;
|The pixel position the camera will center the Map Background on its X-axis.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|y&lt;br /&gt;
|The pixel position the camera will center the Map Background on its Y-axis.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|sint&lt;br /&gt;
|chapter_number&lt;br /&gt;
|The chapter number displayed for the banner. A value of -1 will be &amp;quot;Final Chapter&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|String&lt;br /&gt;
|title&lt;br /&gt;
|The title of the chapter, e.g., &amp;quot;A Storm At Sea&amp;quot; for Chapter 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x7 - back_SetEffect ===&lt;br /&gt;
Performs various effects related to the current Map Background&#039;s layers across a certain number of frames.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|effect&lt;br /&gt;
|&lt;br /&gt;
* Transitions from Layer 2 to Layer 1.&lt;br /&gt;
* Fades in Layer 1 from total darkness.&lt;br /&gt;
* Transitions from Layer 2 to Layer 1.&lt;br /&gt;
* Fades in Layer 1 from total darkness.&lt;br /&gt;
* Transitions from Layer 1 to Layer 2.&lt;br /&gt;
* Fades out Layer 1 to total darkness.&lt;br /&gt;
* Merges Layer 1 onto Layer 2, but fades in Layer 1 from total darkness.&lt;br /&gt;
* Fades in Layer 1 from total darkness.&lt;br /&gt;
* Merges Layer onto Layer 2, but fades out Layer 1 to total darkness.&lt;br /&gt;
* Fades out Layer 1 to total darkness.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to play a given effect.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
=== 0x8 - back_SetDungeonBanner ===&lt;br /&gt;
Displays a specific string using the &amp;lt;code&amp;gt;FONT/banner.bin:FONT/b_pal.bin&amp;lt;/code&amp;gt; font, editable in the Misc. Graphics tab of SkyTemple. The text chosen is defined in Dungeons tab as a dungeon&#039;s &amp;lt;code&amp;gt;back_SetDungeonBanner&amp;lt;/code&amp;gt; string. This opcode will delete any actors, objects, and performers that are currently loaded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|dungeon_id&lt;br /&gt;
|The ID of a dungeon, as listed in the Dungeons tab of SkyTemple.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown. Does not seem to affect much.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x9 - back_SetGround ===&lt;br /&gt;
Sets the Map Background from a Level. Upon using this opcode, the variable &amp;lt;code&amp;gt;$GROUND_MAP&amp;lt;/code&amp;gt; will be updated to match the ID of the chosen Level. This opcode will delete any actors, objects, and performers that are currently loaded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level_id&lt;br /&gt;
|An entry in the Level List. This opcode will pull from the Level&#039;s Map Background.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xa - back_SetSpecialEpisodeBanner ===&lt;br /&gt;
Displays text using the &amp;lt;code&amp;gt;FONT/banner.bin:FONT/b_pal.bin&amp;lt;/code&amp;gt; font, editable in the Misc. Graphics tab of SkyTemple. This opcode is used for Special Episodes 1-3. This opcode plays a short animation of a green line shooting across the screen, followed by text scrolling across the screen horizontally from opposite directions. This opcode will delete any actors, objects, and performers that are currently loaded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|episode_number&lt;br /&gt;
|The episode number displayed for the banner. A value of -1 will be &amp;quot;Final Chapter&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|String&lt;br /&gt;
|title&lt;br /&gt;
|The title of the episode, e.g., &amp;quot;Bidoof&#039;s Wish&amp;quot; for Special Episode 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xb - back_SetSpecialEpisodeBanner2 ===&lt;br /&gt;
Displays text using the &amp;lt;code&amp;gt;FONT/banner_c.bin:FONT/b_pal_r.bin&amp;lt;/code&amp;gt; font, editable in the Misc. Graphics tab of SkyTemple. This opcode is only used for Special Episode 4. This opcode features an elaborate animation featuring hearts and sparkles, along with text scrolling across the screen horizontally from opposite directions. This opcode will delete any actors, objects, and performers that are currently loaded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|episode_number&lt;br /&gt;
|The episode number displayed for the banner. A value of -1 will be &amp;quot;Final Chapter&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|String&lt;br /&gt;
|title&lt;br /&gt;
|The title of the episode, e.g., &amp;quot;Bidoof&#039;s Wish&amp;quot; for Special Episode 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xc - back_SetSpecialEpisodeBanner3 ===&lt;br /&gt;
Displays text using the &amp;lt;code&amp;gt;FONT/banner.bin:FONT/b_pal.bin&amp;lt;/code&amp;gt; font, editable in the Misc. Graphics tab of SkyTemple. This opcode is only used for Special Episode 5. This opcode features no animation, but the end result is similar to the opcode &amp;lt;code&amp;gt;back_SetSpecialEpisodeBanner&amp;lt;/code&amp;gt;. This opcode will delete any actors, objects, and performers that are currently loaded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|episode_number&lt;br /&gt;
|The episode number displayed for the banner. A value of -1 will be &amp;quot;Final Chapter&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|String&lt;br /&gt;
|title&lt;br /&gt;
|The title of the episode, e.g., &amp;quot;Bidoof&#039;s Wish&amp;quot; for Special Episode 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xd - back_SetTitleBanner ===&lt;br /&gt;
Displays user-defined text using the &amp;lt;code&amp;gt;FONT/banner.bin:FONT/b_pal.bin&amp;lt;/code&amp;gt; font, editable in the Misc. Graphics tab of SkyTemple. This opcode will delete any actors, objects, and performers that are currently loaded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|y&lt;br /&gt;
|The Y-axis pixel position of the title.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|String&lt;br /&gt;
|title&lt;br /&gt;
|The title displayed on the Touch Screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xe - back_SetWeather ===&lt;br /&gt;
Displays a weather effect that overlays the current Map Background.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|weather_id&lt;br /&gt;
|Values of 0 and below mean no weather effect is to be displayed.&lt;br /&gt;
&lt;br /&gt;
# Dark, unmoving clouds.&lt;br /&gt;
# Dark, unmoving clouds.&lt;br /&gt;
# Clouds.&lt;br /&gt;
# No weather.&lt;br /&gt;
# Clouds.&lt;br /&gt;
# Unknown; seems to either softlock the game or drastically change the current Map Background.&lt;br /&gt;
# Fog.&lt;br /&gt;
# No weather.&lt;br /&gt;
# Unknown; does not seem to have a visible effect, but it loads something into memory.&lt;br /&gt;
# Unknown; seems to either softlock the game or drastically change the current Map Background.&lt;br /&gt;
# Purple smog.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xf - back_SetWeatherEffect ===&lt;br /&gt;
Currently unknown. The only values this opcode accepts seems to be 1, 2, and 3. Its only known use is in V00P02/m01a04a.ssb, which is a test script used by the developers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x10 - back_SetWeatherScrollOffset ===&lt;br /&gt;
Currently unknown. This opcode is not used in the base game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x11 - back_SetWeatherScrollSpeed ===&lt;br /&gt;
Currently unknown. This opcode is not used in the base game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x12 - back2_SetBackEffect ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;back_SetBackEffect&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|effect_id&lt;br /&gt;
|&lt;br /&gt;
# The default state of the Animation Palette.&lt;br /&gt;
# Plays the Animation Palette in a loop.&lt;br /&gt;
# Plays the Animation Palette once.&lt;br /&gt;
# Freezes the Animation Palette at its current frame.&lt;br /&gt;
# Resumes the Animation Palette.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x13 - back2_SetBackScrollOffset ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;back_SetBackScrollOffset&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|offset0&lt;br /&gt;
|The number of pixels to shift either:&lt;br /&gt;
&lt;br /&gt;
* The Map Background&#039;s Layer 1 and Layer 2 X-axis.&lt;br /&gt;
* The Map Background&#039;s Layer 1 X-axis.&lt;br /&gt;
&lt;br /&gt;
Which one the game performs for a given Level seems to be hardcoded.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|offset1&lt;br /&gt;
|The number of pixels to shift either:&lt;br /&gt;
&lt;br /&gt;
* The Map Background&#039;s Layer 1 and Layer 2 Y-axis.&lt;br /&gt;
* The Map Background&#039;s Layer 2 X-axis.&lt;br /&gt;
&lt;br /&gt;
Which one the game performs for a given Level seems to be hardcoded.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x14 - back2_SetBackScrollSpeed ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;back_SetBackScrollSpeed&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|speed0&lt;br /&gt;
|The speed to scroll either:&lt;br /&gt;
&lt;br /&gt;
* The Map Background&#039;s Layer 1 and Layer 2 X-axis.&lt;br /&gt;
* The Map Background&#039;s Layer 1 X-axis.&lt;br /&gt;
&lt;br /&gt;
Which one the game performs for a given Level seems to be hardcoded.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|speed1&lt;br /&gt;
|The speed to scroll either:&lt;br /&gt;
&lt;br /&gt;
* The Map Background&#039;s Layer 1 and Layer 2 Y-axis.&lt;br /&gt;
* The Map Background&#039;s Layer 2 X-axis.&lt;br /&gt;
&lt;br /&gt;
Which one the game performs for a given Level seems to be hardcoded.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x15 - back2_SetData ===&lt;br /&gt;
Currently unknown. This opcode is not used in the base game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x16 - back2_SetEffect ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;back_SetEffect&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|effect&lt;br /&gt;
|&lt;br /&gt;
* Transitions from Layer 2 to Layer 1.&lt;br /&gt;
* Fades in Layer 1 from total darkness.&lt;br /&gt;
* Transitions from Layer 2 to Layer 1.&lt;br /&gt;
* Fades in Layer 1 from total darkness.&lt;br /&gt;
* Transitions from Layer 1 to Layer 2.&lt;br /&gt;
* Fades out Layer 1 to total darkness.&lt;br /&gt;
* Merges Layer 1 onto Layer 2, but fades in Layer 1 from total darkness.&lt;br /&gt;
* Fades in Layer 1 from total darkness.&lt;br /&gt;
* Merges Layer onto Layer 2, but fades out Layer 1 to total darkness.&lt;br /&gt;
* Fades out Layer 1 to total darkness.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to play a given effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
=== 0x17 - back2_SetGround ===&lt;br /&gt;
Mostly the same as &amp;lt;code&amp;gt;back_SetGround&amp;lt;/code&amp;gt;, but for the Top Screen. This opcode only works if &amp;lt;code&amp;gt;back2_SetMode(4);&amp;lt;/code&amp;gt; is used prior to this opcode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level_id&lt;br /&gt;
|An entry in the Level List. This opcode will pull from the Level&#039;s Map Background.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x18 - back2_SetMode ===&lt;br /&gt;
Determines a hardcoded status of the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|mode&lt;br /&gt;
|A value of 0 is no mode. A negative value seems to set the Top Screen to the overworld&#039;s current Top Screen setting.&lt;br /&gt;
&lt;br /&gt;
# Fades out the Top Screen.&lt;br /&gt;
# Team Stats.&lt;br /&gt;
# The Map Background S01P01A with the hero idling on a World Map Marker.&lt;br /&gt;
# Allows for the Top Screen to display a Map Background from a Level using the &amp;lt;code&amp;gt;back2_SetGround&amp;lt;/code&amp;gt; opcode.&lt;br /&gt;
# Splits the Map Background used in the Level defined by &amp;lt;code&amp;gt;back_SetGround&amp;lt;/code&amp;gt; equally between the Top and Touch Screen.&lt;br /&gt;
#Splits the Map Background used in the Level defined by &amp;lt;code&amp;gt;back_SetGround&amp;lt;/code&amp;gt; between the Top and Touch Screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x19 - back2_SetSpecialActing ===&lt;br /&gt;
Currently unknown.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x1a - back2_SetWeather ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;back_SetWeather&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|weather_id&lt;br /&gt;
|Values of 0 and below mean no weather effect is to be displayed.&lt;br /&gt;
&lt;br /&gt;
# Dark, unmoving clouds.&lt;br /&gt;
# Dark, unmoving clouds.&lt;br /&gt;
# Clouds.&lt;br /&gt;
# No weather.&lt;br /&gt;
# Clouds.&lt;br /&gt;
# Unknown; seems to either softlock the game or drastically change the current Map Background.&lt;br /&gt;
# Fog.&lt;br /&gt;
# No weather.&lt;br /&gt;
# Unknown; does not seem to have a visible effect, but it loads something into memory.&lt;br /&gt;
# Unknown; seems to either softlock the game or drastically change the current Map Background.&lt;br /&gt;
# Purple smog.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x1b - back2_SetWeatherEffect ===&lt;br /&gt;
Currently unknown. Potentially has similar functionality as &amp;lt;code&amp;gt;back_SetWeatherEffect&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x1c - back2_SetWeatherScrollOffset ===&lt;br /&gt;
Currently unknown. Potentially has similar functionality as &amp;lt;code&amp;gt;back_SetWeatherScrollOffset&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x1d - back2_SetWeatherScrollSpeed ===&lt;br /&gt;
Currently unknown. Potentially has similar functionality as &amp;lt;code&amp;gt;back_SetWeatherScrollSpeed&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x1e - bgm_FadeOut ===&lt;br /&gt;
Fades out the BGM that is currently playing over a certain period of time on the first BGM track.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to fade out and silence a given BGM.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x1f - bgm_Play ===&lt;br /&gt;
Instantly plays a BGM on the first BGM track.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Bgm&lt;br /&gt;
|bgm_id&lt;br /&gt;
|A music track defined in SOUND/BGM of the ROM.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x20 - bgm_PlayFadeIn ===&lt;br /&gt;
Starts playing a BGM over a certain period of time and at a certain volume on the first BGM track.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Bgm&lt;br /&gt;
|bgm_id&lt;br /&gt;
|A music track defined in SOUND/BGM of the ROM.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to fade in the BGM.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|volume&lt;br /&gt;
|The volume that the BGM will play at. It has a maximum of 256 and a minimum of 0.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x21 - bgm_Stop ===&lt;br /&gt;
Instantly stops the BGM that is currently playing on the first BGM track.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x22 - bgm_ChangeVolume ===&lt;br /&gt;
Changes the volume of the BGM that is currently playing on the first BGM track.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the BGM&#039;s volume.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|volume&lt;br /&gt;
|The volume that the BGM will play at. It has a maximum of 256 and a minimum of 0.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x23 - bgm2_FadeOut ===&lt;br /&gt;
Fades out the BGM that is currently playing over a certain period of time on the second BGM track.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to fade out and silence a given BGM.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x24 - bgm2_Play ===&lt;br /&gt;
Instantly plays a BGM on the second BGM track.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Bgm&lt;br /&gt;
|bgm_id&lt;br /&gt;
|A music track defined in SOUND/BGM of the ROM.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x25 - bgm2_PlayFadeIn ===&lt;br /&gt;
Starts playing a BGM over a certain period of time and at a certain volume on the second BGM track.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Bgm&lt;br /&gt;
|bgm_id&lt;br /&gt;
|A music track defined in SOUND/BGM of the ROM.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to fade in the BGM.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|volume&lt;br /&gt;
|The volume that the BGM will play at. It has a maximum of 256 and a minimum of 0.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x26 - bgm2_Stop ===&lt;br /&gt;
Instantly stops the BGM that is currently playing on the second BGM track.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x27 - bgm2_ChangeVolume ===&lt;br /&gt;
Changes the volume of the BGM that is currently playing on the second BGM track.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames to change the BGM&#039;s volume.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|volume&lt;br /&gt;
|The volume that the BGM will play at. It has a maximum of 256 and a minimum of 0.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x38 - CallCommon ===&lt;br /&gt;
Jumps to the specified Unionall Coroutine, runs its code, and returns to the line of code in which this opcode was used (only if &amp;lt;code&amp;gt;return;&amp;lt;/code&amp;gt; was used in the Coroutine). This opcode can be used in any script, no matter the type (Common, Enter, Acting, or Sub).&lt;br /&gt;
&lt;br /&gt;
If used in the context of an actor/object/performer, this should not be used in with-statements.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Routine&lt;br /&gt;
|coro_id&lt;br /&gt;
|One of the 701 possible Unionall Coroutines.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x39 - camera_Move2Default ===&lt;br /&gt;
Moves the camera toward an active Type 1 actor (e.g., ACTOR_PLAYER) without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x3a - camera_Move2MyPosition ===&lt;br /&gt;
Moves the camera toward a specific entity&#039;s position (i.e., an actor, object, or performer) without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x3b - camera_Move2Myself ===&lt;br /&gt;
Moves the camera toward a specific entity (i.e., an actor, object, or performer) without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x3c - camera_Move2PositionMark ===&lt;br /&gt;
Moves the camera to one or more Position Marks without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x3d - camera_Move2PositionMark ===&lt;br /&gt;
Moves the camera to a Position Mark without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x3e - camera_Move3Default ===&lt;br /&gt;
Moves the camera toward an active Type 1 actor (e.g., ACTOR_PLAYER) in a rapid, strange motion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Supposedly movement speed based off of similar opcodes, but does not seem to affect much.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x3f - camera_Move3MyPosition ===&lt;br /&gt;
Moves the camera toward a specific entity&#039;s position (i.e., an actor, object, or performer) in a rapid, strange motion.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Supposedly movement speed based off of similar opcodes, but does not seem to affect much.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x40 - camera_Move3Myself ===&lt;br /&gt;
Moves the camera toward a specific entity (i.e., an actor, object, or performer) in a rapid, strange motion.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Supposedly movement speed based off of similar opcodes, but does not seem to affect much.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x41 - camera_Move3PositionMark ===&lt;br /&gt;
Moves the camera to one or more Position Marks in a rapid, strange motion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x42 - camera_Move3PositionMark ===&lt;br /&gt;
Moves the camera to a Position Mark without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Supposedly movement speed based off of similar opcodes, but does not seem to affect much.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x43 - camera_MoveDefault ===&lt;br /&gt;
Moves the camera toward an active Type 1 actor (e.g., ACTOR_PLAYER) while restricting movement by eight angles—as if movement was performed using the D-Pad.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x44 - camera_MoveMyPosition ===&lt;br /&gt;
Moves the camera toward a specific entity&#039;s position (i.e., an actor, object, or performer) while restricting movement by eight angles—as if movement was performed using the D-Pad.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x45 - camera_MoveMyself ===&lt;br /&gt;
Moves the camera toward a specific entity (i.e., an actor, object, or performer) while restricting movement by eight angles—as if movement was performed using the D-Pad.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x46 - camera_MovePositionMark ===&lt;br /&gt;
Moves the camera to one or more Position Marks while restricting movement by eight angles—as if movement was performed using the D-Pad.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x47 - camera_MovePositionMark ===&lt;br /&gt;
Moves the camera to a Position Mark while restricting movement by eight angles—as if movement was performed using the D-Pad.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x48 - camera_SetDefault ===&lt;br /&gt;
Instantly sets the camera to a Type 1 actor (e.g., ACTOR_PLAYER).&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x49 - camera_SetEffect ===&lt;br /&gt;
Continuously shakes the camera at specified intensities. Entities will be affected by the camera shaking, but not textboxes and portraits. The camera will continue to shake even if it is moved using another opcode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|mode&lt;br /&gt;
|Values of 0 or 3+ mean the camera will not shake.&lt;br /&gt;
&lt;br /&gt;
# Erratic, jerky shaking.&lt;br /&gt;
# Subdued, smoother shaking.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|intensity&lt;br /&gt;
|The intensity of the shake. Higher values will result in a more intense shake.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a slower speed.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x4a - camera_SetMyPosition ===&lt;br /&gt;
Instantly sets the camera toward a specific entity&#039;s position (i.e., an actor, object, or performer).&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x4b - camera_SetMyself ===&lt;br /&gt;
Instantly sets the camera to a specific entity (i.e., an actor, object, or performer). Once performed, the camera will now follow the entity wherever it moves.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x4c - camera_SetPositionMark ===&lt;br /&gt;
Instantly sets the camera to a Position Mark.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x4d - camera2_Move2Default ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_Move2Default&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x4e - camera2_Move2MyPosition ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_Move2MyPosition&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x4f - camera2_Move2Myself ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_Move2Myself&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x50 - camera2_Move2PositionMark ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_Move2PositionMark&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x51 - camera2_Move2PositionMark ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_Move2PositionMark&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x52 - camera2_Move3Default ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_Move3Default&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Supposedly movement speed based off of similar opcodes, but does not seem to affect much.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x53 - camera2_Move3MyPosition ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_Move3MyPosition&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Supposedly movement speed based off of similar opcodes, but does not seem to affect much.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x54 - camera2_Move3Myself ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_Move3Myself&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Supposedly movement speed based off of similar opcodes, but does not seem to affect much.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x55 - camera2_Move3PositionMark ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_Move3PositionMark&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x56 - camera2_Move3PositionMark ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_Move3PositionMark&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Supposedly movement speed based off of similar opcodes, but does not seem to affect much.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x57 - camera2_MoveDefault ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_MoveDefault&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x58 - camera2_MoveMyPosition ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_MoveMyPosition&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x59 - camera2_MoveMyself ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_MoveMyself&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x5a - camera2_MovePositionMark ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_MovePositionMark&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x5b - camera2_MovePositionMark ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_MovePositionMark&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x5c - camera2_SetDefault ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_SetDefault&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x5d - camera2_SetEffect ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_SetEffect&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|mode&lt;br /&gt;
|Values of 0 or 3+ mean the camera will not shake.&lt;br /&gt;
&lt;br /&gt;
# Erratic, jerky shaking.&lt;br /&gt;
# Subdued, smoother shaking.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|intensity&lt;br /&gt;
|The intensity of the shake. Higher values will result in a more intense shake.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a slower speed.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x5e - camera2_SetMyPosition ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_SetMyPosition&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x5f - camera2_SetMyself ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_SetMyself&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x60 - camera2_SetPositionMark ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_SetPositionMark&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x61 - CancelCut ===&lt;br /&gt;
Reverses the effects of the opcode &amp;lt;code&amp;gt;CancelRecoverCommon&amp;lt;/code&amp;gt;, i.e., disallows the game from reloading Unionall at a Coroutine by pressing the Start button.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x62 - CancelRecoverCommon ===&lt;br /&gt;
Allows reloading Unionall at a specified Coroutine by pressing the Start button. This can be done in a cutscene and the overworld.&lt;br /&gt;
&lt;br /&gt;
Once the Start button is pressed, the game will stop the current script, fade out the entire screen, and reload Unionall and begin running code at the specified Coroutine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Routine&lt;br /&gt;
|coro_id&lt;br /&gt;
|One of the 701 possible Unionall Coroutines.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x6a - debug_Assert ===&lt;br /&gt;
Does nothing in the final game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x6b - debug_Print ===&lt;br /&gt;
Does nothing in the final game.&lt;br /&gt;
&lt;br /&gt;
If the script is running using SkyTemple&#039;s debugger and the &amp;quot;Script Debug&amp;quot; checkbox is ticked, the specified string will be printed to the Debug Log.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|ConstString&lt;br /&gt;
|txt&lt;br /&gt;
|A string to be printed to the Debug Log.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x6c - debug_PrintFlag ===&lt;br /&gt;
Does nothing in the final game.&lt;br /&gt;
&lt;br /&gt;
If the script is running using SkyTemple&#039;s debugger and the &amp;quot;Script Debug&amp;quot; checkbox is ticked, the specified string will be printed to the Debug Log, along with the value of the specified script variable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|One of the 115 possible script variables. Indexed variables are not encouraged to use, since the Debug Log will only read from the first index.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ConstString&lt;br /&gt;
|txt&lt;br /&gt;
|A string to be printed to the Debug Log.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x6d - debug_PrintScenario ===&lt;br /&gt;
If the script is running using SkyTemple&#039;s debugger and the &amp;quot;Script Debug&amp;quot; checkbox is ticked, the specified string will be printed to the Debug Log, along with two indices of the specified script variable.&lt;br /&gt;
&lt;br /&gt;
This opcode&#039;s Debug Log implementation currently seems broken, as it prints the first index of the specified variable twice.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|One of the 115 possible script variables. A two-indexed variable (e.g., &amp;lt;code&amp;gt;$SCENARIO_MAIN&amp;lt;/code&amp;gt;) is encouraged to use.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ConstString&lt;br /&gt;
|txt&lt;br /&gt;
|A string to be printed to the Debug Log.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x6f - Destroy ===&lt;br /&gt;
Instantly removes an active entity (i.e., an actor, object, or performer) from memory.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
&lt;br /&gt;
=== 0x71 - EndAnimation ===&lt;br /&gt;
Stops an actor or object&#039;s looping animation once it reaches the end of its animation frames.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x72 - ExecuteActing ===&lt;br /&gt;
Currently unknown.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x73 - ExecuteCommon ===&lt;br /&gt;
Jumps to a Unionall Coroutine, runs its code, and returns to the line in which this opcode was called. This opcode should be called if the specified Coroutine ends with &amp;lt;code&amp;gt;hold;&amp;lt;/code&amp;gt;. Typically, the base game uses this command with Coroutines whose names end with &amp;quot;FUNC_SERIES&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Routine&lt;br /&gt;
|coro_id&lt;br /&gt;
|One of the 701 possible Unionall Coroutines.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x81 - Flash ===&lt;br /&gt;
Currently unknown; it does not seem to affect much. This opcode is not used in the base game.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x83 - item_GetVariable ===&lt;br /&gt;
Saves the value in a specific item slot (set by &amp;lt;code&amp;gt;item_Set&amp;lt;/code&amp;gt;) to a script variable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|slot&lt;br /&gt;
|An item slot used by many &amp;lt;code&amp;gt;item_&amp;lt;/code&amp;gt; opcodes.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|One of the 115 possible script variables.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x84 - item_Set ===&lt;br /&gt;
Sets an item into an item slot, which can be used by other various &amp;lt;code&amp;gt;item_&amp;lt;/code&amp;gt; opcodes.&lt;br /&gt;
&lt;br /&gt;
Items in slot 0 may also be added to the player&#039;s bag and storage with hardcoded menus, such as &amp;lt;code&amp;gt;message_Menu(MENU_GIVE_ITEM);&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;message_Menu(MENU_GIVE_ITEM2);&amp;lt;/code&amp;gt;, respectively. Additionally, the text tag &amp;lt;code&amp;gt;[s_item:X]&amp;lt;/code&amp;gt; will display the item&#039;s name, where X is the item slot number.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|slot&lt;br /&gt;
|An item slot used by many &amp;lt;code&amp;gt;item_&amp;lt;/code&amp;gt; opcodes.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|item_id&lt;br /&gt;
|The ID of the item, where all are listed in the Items tab of SkyTemple.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|item_stack&lt;br /&gt;
|The stack count of an item, if it belongs to a Thrown category. Treasure Boxes will also use this as the item earned when opening the box at Xatu&#039;s Appraisal.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x85 - item_SetTableData ===&lt;br /&gt;
Sets a random item from predefined tables into an item slot, which can be used by other various &amp;lt;code&amp;gt;item_&amp;lt;/code&amp;gt; opcodes. This opcode is used mainly in Spinda&#039;s Cafe, for redeeming a random Recycle Shop prize and for receiving items from Treasure Town NPCs after giving them Sky Gifts.&lt;br /&gt;
&lt;br /&gt;
Items in slot 0 may also be added to the player&#039;s bag and storage with hardcoded menus, such as &amp;lt;code&amp;gt;message_Menu(MENU_GIVE_ITEM);&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;message_Menu(MENU_GIVE_ITEM2);&amp;lt;/code&amp;gt;, respectively. Additionally, the text tag &amp;lt;code&amp;gt;[s_item:X]&amp;lt;/code&amp;gt; will display the item&#039;s name, where X is the item slot number.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|slot&lt;br /&gt;
|An item slot used by many &amp;lt;code&amp;gt;item_&amp;lt;/code&amp;gt; opcodes.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|table&lt;br /&gt;
|Some unknown item tables related to Spinda&#039;s Cafe.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x86 - item_SetVariable ===&lt;br /&gt;
Saves the value of a script variable to an item slot. Items in slot 0 may also be added to the player&#039;s bag and storage with hardcoded menus, such as &amp;lt;code&amp;gt;message_Menu(MENU_GIVE_ITEM);&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;message_Menu(MENU_GIVE_ITEM2);&amp;lt;/code&amp;gt;, respectively. Additionally, the text tag &amp;lt;code&amp;gt;[s_item:X]&amp;lt;/code&amp;gt; will display the item&#039;s name, where X is the item slot number.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|slot&lt;br /&gt;
|An item slot used by many &amp;lt;code&amp;gt;item_&amp;lt;/code&amp;gt; opcodes.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|One of the 115 possible script variables.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x88 - JumpCommon ===&lt;br /&gt;
Jumps to the specified Unionall Coroutine and runs its code, without returning to the line in which this opcode was first used. This opcode can be used in any script, no matter the type (Common, Enter, Acting, or Sub), but is mostly used by the base game in Unionall.&lt;br /&gt;
&lt;br /&gt;
If attempting to execute a Unionall Coroutine from inside an Enter, Acting, or Sub script to play Acting scripts, use &amp;lt;code&amp;gt;supervision_ExecuteCommon&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Routine&lt;br /&gt;
|coro_id&lt;br /&gt;
|One of the 701 possible Unionall Coroutines.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x8a - LoadPosition ===&lt;br /&gt;
Sets various attributes of an entity (i.e., an actor, object, or performer) to the values of all indexed &amp;lt;code&amp;gt;$POSITION_&amp;lt;/code&amp;gt; script variables. These include changing the entity&#039;s X and Y coordinates, height, and direction.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|index&lt;br /&gt;
|Index used by all &amp;lt;code&amp;gt;$POSITION_&amp;lt;/code&amp;gt; script variables, ranged from 0-2 (inclusive).&lt;br /&gt;
|}&lt;br /&gt;
=== 0x8b - Lock ===&lt;br /&gt;
Suspends the current routine until the opcode &amp;lt;code&amp;gt;Unlock&amp;lt;/code&amp;gt; is called with the same &#039;&#039;lock_id&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|lock_id&lt;br /&gt;
|The ID of a Lock, ranged from 0-19 (inclusive).&lt;br /&gt;
|}&lt;br /&gt;
=== 0x8c - main_EnterAdventure ===&lt;br /&gt;
Performs various functions related to entering a dungeon using the crossroads menu.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|mode&lt;br /&gt;
|Most modes are not known, but:&lt;br /&gt;
&lt;br /&gt;
* 32767 opens the dungeon selection menu.&lt;br /&gt;
* 251 stops the current script to reload Unionall starting from the Coroutine CORO_MOVE_WORLD_MAP.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x8d - main_EnterDungeon ===&lt;br /&gt;
Attempts to exit ground mode and begins dungeon mode at a specific dungeon.&lt;br /&gt;
&lt;br /&gt;
If attempting to run this opcode before selecting any option from the Top Menu, the game will not enter any dungeon and instead attempt to load a DEMO Unionall coroutine or the Top Menu.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|dungeon_id&lt;br /&gt;
|The dungeon ID to enter, which are all listed in the Dungeons tab of SkyTemple. A value of -1 actually enters dungeon mode—it is insufficient to use this opcode a single time to enter a specific dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to fade out the screens.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x8e - main_EnterGround ===&lt;br /&gt;
Stops the current script to reload Unionall starting from the Coroutine CORO_EVENT_DIVIDE. This opcode also updates the following script variables:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_ENTER&amp;lt;/code&amp;gt;: This opcode&#039;s &#039;&#039;level_id_enter&#039;&#039; parameter.&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_ENTER_LINK&amp;lt;/code&amp;gt;: Set to 0.&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_GETOUT&amp;lt;/code&amp;gt;: The value of &amp;lt;code&amp;gt;$GROUND_ENTER&amp;lt;/code&amp;gt; prior to using this opcode.&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_MAP&amp;lt;/code&amp;gt;: The Level ID used to display the Map Background.&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_PLACE&amp;lt;/code&amp;gt;: The World Map Marker ID that determines where the player appears on the Top Screen when selecting &amp;quot;Map and team&amp;quot; in the overworld.&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_START_MODE&amp;lt;/code&amp;gt;: Set to 3.&lt;br /&gt;
&lt;br /&gt;
In the base game, using this opcode allows for transitioning between Levels in the Overworld, as the game will eventually run the &amp;lt;code&amp;gt;supervision_ExecuteEnter&amp;lt;/code&amp;gt; opcode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level_id&lt;br /&gt;
|An entry in the Level List. Ideally, this opcode would load the specified Level&#039;s Enter00 script.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to fade out the screens.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x8f - main_EnterGroundMulti ===&lt;br /&gt;
Stops the current script to reload Unionall starting from the Coroutine CORO_EVENT_DIVIDE. This opcode also updates the following script variables:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_ENTER&amp;lt;/code&amp;gt;: This opcode&#039;s &#039;&#039;level_id_enter&#039;&#039; parameter.&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_ENTER_LINK&amp;lt;/code&amp;gt;: This opcode&#039;s &#039;&#039;level_id_link&#039;&#039; parameter.&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_GETOUT&amp;lt;/code&amp;gt;: The value of &amp;lt;code&amp;gt;$GROUND_ENTER&amp;lt;/code&amp;gt; prior to using this opcode.&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_MAP&amp;lt;/code&amp;gt;: The Level ID used to display the Map Background.&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_PLACE&amp;lt;/code&amp;gt;: The World Map Marker ID that determines where the player appears on the Top Screen when selecting &amp;quot;Map and team&amp;quot; in the overworld.&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_START_MODE&amp;lt;/code&amp;gt;: Set to 3.&lt;br /&gt;
&lt;br /&gt;
In the base game, using this opcode allows for transitioning between Levels in the Overworld, as the game will eventually run the &amp;lt;code&amp;gt;supervision_ExecuteEnter&amp;lt;/code&amp;gt; opcode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level_id_enter&lt;br /&gt;
|An entry in the Level List. Ideally, this opcode would load the specified Level&#039;s Enter00 script.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to fade out the screens.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Level&lt;br /&gt;
|level_id_link&lt;br /&gt;
|An entry in the Level List. Used to update &amp;lt;code&amp;gt;$GROUND_ENTER_LINK&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x90 - main_EnterRescueUser ===&lt;br /&gt;
Exits ground mode and begins dungeon mode while taking an SOS Mail. Dungeon selection seems to be determined by the SOS Mail chosen via &amp;lt;code&amp;gt;message_Menu(MENU_S_O_S_MAIL_PICKER);&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to fade out the screens.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x91 - main_EnterTraining ===&lt;br /&gt;
Performs various functions related to entering a dungeon using Marowak Dojo.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|mode&lt;br /&gt;
|Most modes are not known, but:&lt;br /&gt;
&lt;br /&gt;
* 32767 opens the generic dojo selection menu&lt;br /&gt;
* 251 goes to the Coroutine CORO_GOTO_TRAINING_DUNGEON, which later stops the current script to reload Unionall starting from the Coroutine CORO_ENTER_TRAINING_DUNGEON.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x92 - main_EnterTraining2 ===&lt;br /&gt;
Performs various functions related to entering a dungeon using Marowak Dojo&#039;s Final Maze.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|mode&lt;br /&gt;
|Most modes are not known, but:&lt;br /&gt;
&lt;br /&gt;
* 32767 opens a dojo selection menu that only involves Final Maze.&lt;br /&gt;
* 251 goes to the Coroutine CORO_GOTO_TRAINING_DUNGEON, which later stops the current script to reload Unionall starting from the Coroutine CORO_ENTER_TRAINING_DUNGEON.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x93 - main_SetGround ===&lt;br /&gt;
Updates the following variables&#039; values to be this opcode&#039;s &#039;&#039;level_id&#039;&#039; parameter:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_ENTER&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_GETOUT&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level_id&lt;br /&gt;
|An entry in the Level List.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x94 - me_Play ===&lt;br /&gt;
Instantly plays a special [[sound effect]] that can seamlessly interrupt any BGM tracks that are currently playing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|me_id&lt;br /&gt;
|A sound effect defined in SOUND/ME of the ROM.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x95 - me_Stop ===&lt;br /&gt;
Instantly stops the currently-playing special [[sound effect]] called with &amp;lt;code&amp;gt;me_Play&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x96 - message_Close ===&lt;br /&gt;
Suspends the current routine and allows for closing an active textbox (and portrait, if active) set by one of the following opcodes:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;message_ImitationSound&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_Mail&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_Monologue&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_Notice&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_SpecialTalk&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_Talk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By pressing the A Button, B Button, or tapping the textbox via the Touch Screen. Once the textbox is closed, the current routine resumes.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x97 - message_CloseEnforce ===&lt;br /&gt;
Instantly closes an active textbox (and portrait, if active) once the game finishes displaying a string set by one of the following opcodes:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;message_ImitationSound&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_Mail&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_Monologue&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_Notice&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_SpecialTalk&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_Talk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x98 - message_Explanation ===&lt;br /&gt;
Displays the string defined in the &#039;&#039;txt&#039;&#039; parameter centered in the middle of the Touch Screen. The string will appear without any frame defined in &amp;lt;code&amp;gt;FONT/frameX.wte&amp;lt;/code&amp;gt; (as seen in the Misc. Graphics tab of SkyTemple). This opcode does not need &amp;lt;code&amp;gt;message_Close&amp;lt;/code&amp;gt; to suspend the routine.&lt;br /&gt;
&lt;br /&gt;
This opcode does not support displaying a portrait. No sound will emit from the text scrolling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|String&lt;br /&gt;
|txt&lt;br /&gt;
|Text to be displayed on the Touch Screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x99 - message_FacePositionOffset ===&lt;br /&gt;
Offsets the active portrait in pixels by multiples of 8.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|The offset to shift the portrait box across the X-axis.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|The offset to shift the portrait box across the Y-axis.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x9a - message_ImitationSound ===&lt;br /&gt;
Displays the string defined in the &#039;&#039;txt&#039;&#039; parameter at the bottom of the Touch Screen. The string will appear surrounded by a player-chosen frame defined in &amp;lt;code&amp;gt;FONT/frameX.wte&amp;lt;/code&amp;gt; (as seen in the Misc. Graphics tab of SkyTemple).&lt;br /&gt;
&lt;br /&gt;
This opcode does not support displaying a portrait. No sound will emit from the text scrolling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|String&lt;br /&gt;
|txt&lt;br /&gt;
|Text to be displayed on the Touch Screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x9b - message_KeyWait ===&lt;br /&gt;
If an active textbox has finished displaying its string and was created by one of the following opcodes:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;message_ImitationSound&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_Mail&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_Monologue&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_Notice&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_SpecialTalk&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_Talk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This opcode suspends the current routine until the A Button, B Button or textbox is pressed (via the Touch Screen). Once done so, the textbox will not close, but the current routine will resume.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x9c - message_Mail ===&lt;br /&gt;
Displays the string defined in the &#039;&#039;txt&#039;&#039; parameter at the bottom of the Touch Screen. The string will appear surrounded by a player-chosen frame defined in &amp;lt;code&amp;gt;FONT/frameX.wte&amp;lt;/code&amp;gt; (as seen in the Misc. Graphics tab of SkyTemple).&lt;br /&gt;
&lt;br /&gt;
This opcode does not support displaying a portrait. No sound will emit from the text scrolling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|String&lt;br /&gt;
|txt&lt;br /&gt;
|Text to be displayed on the Touch Screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x9d - message_Menu ===&lt;br /&gt;
Executes various hardcoded &amp;quot;menu&amp;quot; functionalities given a certain ID. Some IDs result in an actual menu, while others simply perform a silent task.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Menu&lt;br /&gt;
|menu_id&lt;br /&gt;
|The ID of a menu, the list of which can be seen by typing &amp;lt;code&amp;gt;MENU_&amp;lt;/code&amp;gt; in SkyTemple&#039;s Script Engine Debugger.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x9e - message_Monologue ===&lt;br /&gt;
Displays the string defined in the &#039;&#039;txt&#039;&#039; parameter at the bottom of the Touch Screen. The string will appear surrounded by a player-chosen frame defined in &amp;lt;code&amp;gt;FONT/frameX.wte&amp;lt;/code&amp;gt; (as seen in the Misc. Graphics tab of SkyTemple).&lt;br /&gt;
&lt;br /&gt;
This opcode supports displaying a portrait. No sound will emit from the text scrolling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|String&lt;br /&gt;
|txt&lt;br /&gt;
|Text to be displayed on the Touch Screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x9f - message_Narration ===&lt;br /&gt;
Fades in the screen and instantly displays the string defined in the &#039;&#039;txt&#039;&#039; parameter centered in the middle of the Touch Screen. The string will appear without any frame defined in &amp;lt;code&amp;gt;FONT/frameX.wte&amp;lt;/code&amp;gt; (as seen in the Misc. Graphics tab of SkyTemple). This opcode does not need &amp;lt;code&amp;gt;message_Close&amp;lt;/code&amp;gt; to suspend the routine. Once the routine is resumed (by pressing the A Button, B Button, or text via the Touch Screen), the screen will fade out, including the string.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to fade in/out the Touch Screen.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|String&lt;br /&gt;
|txt&lt;br /&gt;
|Text to be displayed on the Touch Screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xa0 - message_Notice ===&lt;br /&gt;
Instantly displays the string defined in the &#039;&#039;txt&#039;&#039; parameter at the bottom of the Touch Screen. The string will appear surrounded by a player-chosen frame defined in &amp;lt;code&amp;gt;FONT/frameX.wte&amp;lt;/code&amp;gt; (as seen in the Misc. Graphics tab of SkyTemple).&lt;br /&gt;
&lt;br /&gt;
This opcode does not support displaying a portrait.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|String&lt;br /&gt;
|txt&lt;br /&gt;
|Text to be displayed on the Touch Screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xa1 - message_EmptyActor ===&lt;br /&gt;
Disallows a portrait from appearing alongside a textbox, along with disallowing a name to appear in the textbox if &amp;lt;code&amp;gt;message_Talk&amp;lt;/code&amp;gt; follows this opcode.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0xa2 - message_ResetActor ===&lt;br /&gt;
Disallows a portrait from appearing alongside a textbox, along with setting a speech bubble (the text tag [M:T1]) to the start of next script string if &amp;lt;code&amp;gt;message_Talk&amp;lt;/code&amp;gt; follows this opcode.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0xa3 - message_SetActor ===&lt;br /&gt;
Sets the specified actor&#039;s name to the start of the next script string if &amp;lt;code&amp;gt;message_Talk&amp;lt;/code&amp;gt; follows this opcode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|An entry in the Actor List.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xa4 - message_SetFace ===&lt;br /&gt;
Sets the specified actor&#039;s name to the start of the next script string if &amp;lt;code&amp;gt;message_Talk&amp;lt;/code&amp;gt; follows this opcode. Will also display a portrait of the actor&#039;s species at a specified position if &amp;lt;code&amp;gt;message_Talk&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;message_Monologue&amp;lt;/code&amp;gt; follow this opcode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|An entry in the Actor List.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Face&lt;br /&gt;
|face_id&lt;br /&gt;
|The ID of a portrait, the list of which can be seen by typing FACE_ in SkyTemple&#039;s Script Engine Debugger.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|FaceMode&lt;br /&gt;
|face_mode&lt;br /&gt;
|The position of a portrait, the list of which can be seen by typing &amp;lt;code&amp;gt;FACE_POS_&amp;lt;/code&amp;gt; in SkyTemple&#039;s Script Engine Debugger.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xa5 - message_SetFaceEmpty ===&lt;br /&gt;
Displays a portrait of the actor&#039;s species at a specified position if &amp;lt;code&amp;gt;message_Talk&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;message_Monologue&amp;lt;/code&amp;gt; follow this opcode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|An entry in the Actor List.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Face&lt;br /&gt;
|face_id&lt;br /&gt;
|The ID of a portrait, the list of which can be seen by typing FACE_ in SkyTemple&#039;s Script Engine Debugger.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|FaceMode&lt;br /&gt;
|face_mode&lt;br /&gt;
|The position of a portrait, the list of which can be seen by typing &amp;lt;code&amp;gt;FACE_POS_&amp;lt;/code&amp;gt; in SkyTemple&#039;s Script Engine Debugger.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xa6 - message_SetFaceOnly ===&lt;br /&gt;
Sets a speech bubble (the text tag [M:T1]) to the start of the next script string if &amp;lt;code&amp;gt;message_Talk&amp;lt;/code&amp;gt; follows this opcode. Will also display a portrait of the actor&#039;s species at a specified position if &amp;lt;code&amp;gt;message_Talk&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;message_Monologue&amp;lt;/code&amp;gt; follow this opcode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|An entry in the Actor List.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Face&lt;br /&gt;
|face_id&lt;br /&gt;
|The ID of a portrait, the list of which can be seen by typing FACE_ in SkyTemple&#039;s Script Engine Debugger.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|FaceMode&lt;br /&gt;
|face_mode&lt;br /&gt;
|The position of a portrait, the list of which can be seen by typing &amp;lt;code&amp;gt;FACE_POS_&amp;lt;/code&amp;gt; in SkyTemple&#039;s Script Engine Debugger.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xa7 - message_SetFacePosition ===&lt;br /&gt;
Re-positions an actor&#039;s portrait.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|FaceMode&lt;br /&gt;
|face_mode&lt;br /&gt;
|The position of a portrait, the list of which can be seen by typing &amp;lt;code&amp;gt;FACE_POS_&amp;lt;/code&amp;gt; in SkyTemple&#039;s Script Engine Debugger.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xa8 - message_SetWaitMode ===&lt;br /&gt;
Makes strings displayed with a &amp;lt;code&amp;gt;message_&amp;lt;/code&amp;gt; opcode auto-scroll. For both parameters, a value of -1 means the auto-scroll will stop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|duration0&lt;br /&gt;
|Sets the frame count for a textbox auto-advancing, once the end of the string has been displayed and the following opcode is &amp;lt;code&amp;gt;message_KeyWait();&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|duration1&lt;br /&gt;
|Sets the frame count for text tags such as [K] auto-advancing.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xa9 - message_SpecialTalk ===&lt;br /&gt;
Displays a random Text String based off of the actor ACTOR_TALK_SUB&#039;s Talk Group.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|category&lt;br /&gt;
|A category of Text String.&lt;br /&gt;
&lt;br /&gt;
* 0 seems to use Text Strings while not in a dungeon (e.g., teammates waiting at Spinda&#039;s Cafe).&lt;br /&gt;
* 1 seems to be use Text Strings while mid-dungeon (e.g., teammates at Amp Plains).&lt;br /&gt;
|}&lt;br /&gt;
=== 0xae - message_Talk ===&lt;br /&gt;
Displays the string defined in the &#039;&#039;txt&#039;&#039; parameter at the bottom of the Touch Screen. The string will appear surrounded by a player-chosen frame defined in &amp;lt;code&amp;gt;FONT/frameX.wte&amp;lt;/code&amp;gt; (as seen in the Misc. Graphics tab of SkyTemple). &lt;br /&gt;
&lt;br /&gt;
This opcode supports displaying a portrait. The [[sound effect]] 16133 will emit from the each character scrolling in the text.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|String&lt;br /&gt;
|txt&lt;br /&gt;
|Text to be displayed on the Touch Screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xaf - Move2Position ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to a specific pixel position without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|x&lt;br /&gt;
|The pixel position on the X-axis.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|y&lt;br /&gt;
|The pixel position on the Y-axis.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xb0 - Move2PositionLives ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to an actor without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
This opcode must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|An entry in the Actor List.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xb1 - Move2PositionMark ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to one or more Position Marks without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0xb2 - Move2PositionMark ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to a Position Mark without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xb3 - Move2PositionOffset ===&lt;br /&gt;
Offsets an entity (i.e., an actor, object, or performer) from its current position across both axes without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|sint&lt;br /&gt;
|x, y&lt;br /&gt;
|The pixel offset to shift the entity across the X or Y-axis.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xb4 - Move2PositionOffset ===&lt;br /&gt;
Offsets an entity (i.e., an actor, object, or performer) from its current position across both axes without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|The pixel offset to shift the entity across the X-axis.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|The pixel offset to shift the entity across the Y-axis.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xb5 - Move2PositionOffsetRandom ===&lt;br /&gt;
Continuously and randomly offsets an entity (i.e., an actor, object, or performer) from its current position across both axes without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|Determines something about the random pixel value chosen to apply to the X-axis; somewhat unknown.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|Determines something about the random pixel value chosen to apply to the Y-axis; somewhat unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xb6 - Move3Position ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to a specific pixel position in a rapid, strange motion.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|x&lt;br /&gt;
|The pixel position on the X-axis.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|y&lt;br /&gt;
|The pixel position on the Y-axis.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xb7 - Move3PositionLives ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to an actor in a rapid, strange motion.&lt;br /&gt;
&lt;br /&gt;
This opcode must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|An entry in the Actor List.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xb8 - Move3PositionMark ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to a Position Mark in a rapid, strange motion.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xb9 - Move3PositionMark ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to a Position Mark in a rapid, strange motion.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xba - Move3PositionOffset ===&lt;br /&gt;
Offsets an entity (i.e., an actor, object, or performer) from its current position across both axes in a rapid, strange motion.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|sint&lt;br /&gt;
|x, y&lt;br /&gt;
|The pixel offset to shift the entity across the X or Y-axis.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xbb - Move3PositionOffset ===&lt;br /&gt;
Offsets an entity (i.e., an actor, object, or performer) from its current position across both axes in a rapid, strange motion.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|The pixel offset to shift the entity across the X-axis.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|The pixel offset to shift the entity across the Y-axis.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xbc - Move3PositionOffsetRandom ===&lt;br /&gt;
Continuously and randomly offsets an entity (i.e., an actor, object, or performer) from its current position across both axes in a rapid, strange motion.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|Determines something about the random pixel value chosen to apply to the X-axis; somewhat unknown.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|Determines something about the random pixel value chosen to apply to the Y-axis; somewhat unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xbd - MoveDirection ===&lt;br /&gt;
Offsets an entity (i.e., an actor, object, or performer) by a certain number of pixels based on a given direction. Movement is performed while restricting movement by eight angles—as if movement was performed using the D-Pad.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|offset&lt;br /&gt;
|The pixel offset to shift the entity relative to the entity&#039;s direction.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Direction&lt;br /&gt;
|direction&lt;br /&gt;
|The type of direction, the list of which can be seen by typing &amp;lt;code&amp;gt;DIR_&amp;lt;/code&amp;gt; in SkyTemple&#039;s Script Engine Debugger.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xbe - MoveHeight ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to a certain pixel height, displacing it from its shadow. When used, the entity&#039;s animation and direction will not change.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|height&lt;br /&gt;
|The pixel height to set the entity relative to their shadow.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xbf - MovePosition ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to a specific pixel position while restricting movement by eight angles—as if movement was performed using the D-Pad.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|x&lt;br /&gt;
|The pixel position on the X-axis.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|y&lt;br /&gt;
|The pixel position on the Y-axis.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xc0 - MovePositionLives ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to an actor while restricting movement by eight angles—as if movement was performed using the D-Pad.&lt;br /&gt;
&lt;br /&gt;
This opcode must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|An entry in the Actor List.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xc1 - MovePositionLivesTime ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to an actor while restricting movement by eight angles—as if movement was performed using the D-Pad. Movement will end once either the entity reaches the actor or after a certain number of frames have passed—whichever comes first.&lt;br /&gt;
&lt;br /&gt;
This opcode must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|An entry in the Actor List.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to move the entity.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xc2 - MovePositionMark ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to a Position Mark while restricting movement by eight angles—as if movement was performed using the D-Pad.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xc3 - MovePositionMark ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to a Position Mark while restricting movement by eight angles—as if movement was performed using the D-Pad.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xc4 - MovePositionMarkTime ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to an Position Mark while restricting movement by eight angles—as if movement was performed using the D-Pad. Movement will end once either the entity reaches the Position Mark or after a certain number of frames have passed—whichever comes first.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to move the entity.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xc5 - MovePositionOffset ===&lt;br /&gt;
Offsets an entity (i.e., an actor, object, or performer) from its current position across both axes while restricting movement by eight angles—as if movement was performed using the D-Pad.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|sint&lt;br /&gt;
|x, y&lt;br /&gt;
|The pixel offset to shift the entity across the X or Y-axis.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xc6 - MovePositionOffset ===&lt;br /&gt;
Offsets an entity (i.e., an actor, object, or performer) from its current position across both axes while restricting movement by eight angles—as if movement was performed using the D-Pad.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|The pixel offset to shift the entity across the X-axis.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|The pixel offset to shift the entity across the Y-axis.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xc7 - MoveSpecial ===&lt;br /&gt;
Currently unknown. Seems to move an entity (i.e., an actor, object, or performer) based on some hardcoded behaviors.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|mode&lt;br /&gt;
|Determines the kind of action.&lt;br /&gt;
&lt;br /&gt;
# Spin and move in a circular motion.&lt;br /&gt;
# Spin and move in a circular motion.&lt;br /&gt;
# Currently unknown.&lt;br /&gt;
# Currently unknown.&lt;br /&gt;
# Currently unknown. Seems to be the most commonly-used value, as a part of the Unionall Coroutine CORO_LIVES_REPLY_NOMRAL.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown. Seems to affect how far the entity will move?&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xc8 - MoveTurn ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) based on a certain pattern. Unlike other &amp;lt;code&amp;gt;Move&amp;lt;/code&amp;gt; opcodes, this opcode will make the entity interact with the currently loaded Map Background&#039;s collision (i.e., the entity stops when hitting a wall).&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|distance&lt;br /&gt;
|How far the entity will move. Higher values result in greater distance being covered.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
&lt;br /&gt;
This parameter also seems to affect the distance traveled.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|pattern&lt;br /&gt;
|A hardcoded pattern to move in.&lt;br /&gt;
&lt;br /&gt;
# Moves in a circle clockwise.&lt;br /&gt;
# Moves in a circle counterclockwise.&lt;br /&gt;
# Moves in a square clockwise.&lt;br /&gt;
# Moves in a square counterclockwise.&lt;br /&gt;
# Zig-zags back and forth.&lt;br /&gt;
&lt;br /&gt;
Values 6 and above seem to be variations of random movement.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xca - PauseEffect ===&lt;br /&gt;
Instantly pauses the current graphical effect of an entity (i.e., an actor, object, or performer). The effect will freeze mid-frame.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Effect&lt;br /&gt;
|effect_id&lt;br /&gt;
|A graphical effect to display relative to an entity.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xcc - ProcessSpecial ===&lt;br /&gt;
Executes one of the game&#039;s Special Processes. The return value of a Special Process can be checked by encasing this opcode in a &amp;lt;code&amp;gt;switch&amp;lt;/code&amp;gt; statement. A negative return value is not acceptable and will cause the game to suspend indefinitely.&lt;br /&gt;
&lt;br /&gt;
This opcode cannot be used in targeted routines.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|ProcessSpecial&lt;br /&gt;
|process_id&lt;br /&gt;
|One of the game&#039;s Special Processes.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|process_param1&lt;br /&gt;
|The first parameter used by the Special Process.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sint&lt;br /&gt;
|process_param2&lt;br /&gt;
|The first parameter used by the Special Process.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xcd - PursueTurnLives ===&lt;br /&gt;
Causes an entity (i.e., an actor, object, or performer) to continuously turn toward an actor for a certain number of frames.&lt;br /&gt;
&lt;br /&gt;
This opcode must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to make the entity turn. A value of 0 will make the entity turn forever.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Turning speed. Higher values result in a slower speed.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|The actor to turn toward.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|rotation&lt;br /&gt;
|&lt;br /&gt;
# Clockwise.&lt;br /&gt;
# Counterclockwise.&lt;br /&gt;
&lt;br /&gt;
A value of 10 will make the entity choose the nearest rotation.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xce - PursueTurnLives2 ===&lt;br /&gt;
Causes an entity (i.e., an actor, object, or performer) to continuously turn toward an actor for a certain number of frames.&lt;br /&gt;
&lt;br /&gt;
This opcode must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to make the entity turn. A value of 0 will make the entity turn forever.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Turning speed. Higher values result in a slower speed.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|The actor to turn toward.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|rotation&lt;br /&gt;
|&lt;br /&gt;
# Clockwise.&lt;br /&gt;
# Counterclockwise.&lt;br /&gt;
&lt;br /&gt;
A value of 10 will make the entity choose the nearest rotation.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xcf - ResetAttribute ===&lt;br /&gt;
Currently unknown. Seems to get ignored when parsed in the scripting engine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xd0 - ResetFunctionAttribute ===&lt;br /&gt;
Sets certain bits of an entity&#039;s (i.e., an actor, object, or performer) &amp;quot;function&amp;quot; attribute to 0.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bitfield&lt;br /&gt;
|function_bitfield&lt;br /&gt;
|Most bits&#039; purposes are unknown. Bit 1 appears to be the bit used for allowing an entity to follow a Type 1 actor, like the actor ACTOR_ATTENDANT1 in the overworld.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xd1 - ResetHitAttribute ===&lt;br /&gt;
Sets certain bits of an entity&#039;s (i.e., an actor, object, or performer) &amp;quot;hit&amp;quot; attribute to 0.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bitfield&lt;br /&gt;
|hit_bitfield&lt;br /&gt;
|Most bits&#039; purposes are unknown.&lt;br /&gt;
&lt;br /&gt;
* 2: Entity collision.&lt;br /&gt;
* 6: Talk Script upon collision.&lt;br /&gt;
* 7: Talk Script upon pressing the A Button near the entity.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xd2 - ResetOutputAttribute ===&lt;br /&gt;
Sets certain bits of an entity&#039;s (i.e., an actor, object, or performer) &amp;quot;output&amp;quot; attribute to 0.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bitfield&lt;br /&gt;
|output_bitfield&lt;br /&gt;
|&lt;br /&gt;
# Underlay below entities.&lt;br /&gt;
# Overlay above entities.&lt;br /&gt;
# Overlay above the current Map Background&#039;s Layer 2.&lt;br /&gt;
# Overlay above the game&#039;s canvas system, which includes the textbox, portrait, and some &amp;lt;code&amp;gt;screen_&amp;lt;/code&amp;gt; commands that do not end in &amp;lt;code&amp;gt;All&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Flicker.&lt;br /&gt;
# Transparency.&lt;br /&gt;
# Invisibility.&lt;br /&gt;
# Displays shadow.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xd3 - ResetReplyAttribute ===&lt;br /&gt;
Sets certain bits of an entity&#039;s (i.e., an actor, object, or performer) &amp;quot;reply&amp;quot; attribute to 0.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bitfield&lt;br /&gt;
|reply_bitfield&lt;br /&gt;
|Most bits&#039; purposes are unknown.&lt;br /&gt;
&lt;br /&gt;
* 1: Talk Script upon collision.&lt;br /&gt;
* 2: Talk Script upon pressing the A Button near the entity.&lt;br /&gt;
* 6: Underlay below entities.&lt;br /&gt;
* 7: Overlay above entities.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xd4 - ResumeEffect ===&lt;br /&gt;
Resumes the current graphical effect of an entity (i.e., an actor, object, or performer) that has been paused with &amp;lt;code&amp;gt;PauseEffect&amp;lt;/code&amp;gt; prior to using this opcode.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Effect&lt;br /&gt;
|effect_id&lt;br /&gt;
|A graphical effect to display relative to an entity.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xd6 - SavePosition ===&lt;br /&gt;
Saves various attributes of an entity (i.e., an actor, object, or performer) to the following script variables:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;$POSITION_X&amp;lt;/code&amp;gt;: The pixel position of the entity on the X-axis multiplied by 256.&lt;br /&gt;
* &amp;lt;code&amp;gt;$POSITION_Y&amp;lt;/code&amp;gt;: The pixel position of the entity on the Y-axis multiplied by 256.&lt;br /&gt;
* &amp;lt;code&amp;gt;$POSITION_HEIGHT&amp;lt;/code&amp;gt;: The pixel height (i.e., displacement of the entity from their shadow) of the entity multiplied by 256.&lt;br /&gt;
* &amp;lt;code&amp;gt;$POSITION_DIRECTION&amp;lt;/code&amp;gt;: The direction the entity is facing.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|index&lt;br /&gt;
|Index used by all &amp;lt;code&amp;gt;$POSITION_&amp;lt;/code&amp;gt; script variables, ranged from 0-2 (inclusive).&lt;br /&gt;
|}&lt;br /&gt;
=== 0xd7 - screen_FadeChange ===&lt;br /&gt;
Changes the brightness of the screen across a certain number of frames. This opcode will not affect:&lt;br /&gt;
&lt;br /&gt;
* Entities who have had their 4th &amp;quot;output&amp;quot; bit set to 1 (e.g., by using &amp;lt;code&amp;gt;SetOutputAttribute(16);&amp;lt;/code&amp;gt; with them).&lt;br /&gt;
* Portraits.&lt;br /&gt;
* Textboxes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and 1 is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Touch Screen&#039;s brightness.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|start_brightness&lt;br /&gt;
|The brightness level the opcode will begin at.&lt;br /&gt;
&lt;br /&gt;
* The minimum brightness is 0, which results in a black screen.&lt;br /&gt;
* The default brightness is 256.&lt;br /&gt;
* The maximum brightness is 512, which results in a white screen.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|end_brightness&lt;br /&gt;
|The brightness level the opcode will end at.&lt;br /&gt;
&lt;br /&gt;
* The minimum brightness is 0, which results in a black screen.&lt;br /&gt;
* The default brightness is 256.&lt;br /&gt;
* The maximum brightness is 512, which results in a white screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xd8 - screen_FadeChangeAll ===&lt;br /&gt;
Changes the brightness of the screen across a certain number of frames. This opcode will affect everything on the Touch Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Touch Screen&#039;s brightness.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|start_brightness&lt;br /&gt;
|The brightness level the opcode will begin at.&lt;br /&gt;
&lt;br /&gt;
* The minimum brightness is 0, which results in a black screen.&lt;br /&gt;
* The default brightness is 256.&lt;br /&gt;
* The maximum brightness is 512, which results in a white screen.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|end_brightness&lt;br /&gt;
|The brightness level the opcode will end at.&lt;br /&gt;
&lt;br /&gt;
* The minimum brightness is 0, which results in a black screen.&lt;br /&gt;
* The default brightness is 256.&lt;br /&gt;
* The maximum brightness is 512, which results in a white screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xd9 - screen_FadeIn ===&lt;br /&gt;
Changes the brightness of the screen to its default state across a certain number of frames. This opcode will not affect:&lt;br /&gt;
&lt;br /&gt;
* Entities who have had their 4th &amp;quot;output&amp;quot; bit set to 1 (e.g., by using &amp;lt;code&amp;gt;SetOutputAttribute(16);&amp;lt;/code&amp;gt; with them).&lt;br /&gt;
* Portraits.&lt;br /&gt;
* Textboxes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Touch Screen&#039;s brightness.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xda - screen_FadeInAll ===&lt;br /&gt;
Changes the brightness of the screen to its default state across a certain number of frames. This opcode will affect everything on the Touch Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Touch Screen&#039;s brightness.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xdb - screen_FadeOut ===&lt;br /&gt;
Changes the brightness of the screen to its minimum (i.e., a black screen) across a certain number of frames. This opcode will not affect:&lt;br /&gt;
&lt;br /&gt;
* Entities who have had their 4th &amp;quot;output&amp;quot; bit set to 1 (e.g., by using &amp;lt;code&amp;gt;SetOutputAttribute(16);&amp;lt;/code&amp;gt; with them).&lt;br /&gt;
* Portraits.&lt;br /&gt;
* Textboxes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Touch Screen&#039;s brightness.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xdc - screen_FadeOutAll ===&lt;br /&gt;
Changes the brightness of the screen to its minimum (i.e., a black screen) across a certain number of frames. This opcode will affect everything on the Touch Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Touch Screen&#039;s brightness.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xdd - screen_FlushChange ===&lt;br /&gt;
Does nothing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|unk3&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|uint&lt;br /&gt;
|unk4&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|uint&lt;br /&gt;
|unk5&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|uint&lt;br /&gt;
|unk6&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|uint&lt;br /&gt;
|unk7&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0xde - screen_FlushIn ===&lt;br /&gt;
Changes the color of the screen from a specific state (given by the opcode&#039;s parameters, which affect the Touch Screen instantly) to its default state across a certain number of frames. This opcode will affect all entities (i.e., actors, objects, and performers) on the Touch Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Touch Screen&#039;s color.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|mode&lt;br /&gt;
|&lt;br /&gt;
# Completely darkens the Touch Screen.&lt;br /&gt;
# Completely turns the Touch Screen to a certain color.&lt;br /&gt;
# Instantly darkens the Touch Screen?&lt;br /&gt;
# Overlays the Touch Screen with a certain color.&lt;br /&gt;
# Instantly darkens the Touch Screen?&lt;br /&gt;
# Overlays the Touch Screen with hardcoded color bytes: 144, 144, and 255.&lt;br /&gt;
# Instantly darkens the Touch Screen?&lt;br /&gt;
# Overlays the Touch Screen with hardcoded color bytes: 255, 192, and 128.&lt;br /&gt;
# Instantly darkens the Touch Screen?&lt;br /&gt;
# Overlays the Touch Screen with hardcoded color bytes: All 255. The Touch Screen is not turned completely white.&lt;br /&gt;
# Instantly overlays the Touch Screen with hardcoded color bytes: All 255. The Touch Screen is not turned completely white.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|r&lt;br /&gt;
|Unused if &#039;&#039;mode&#039;&#039; is not 2 or 4. Byte used for the color red. Has a minimum of 0 and a maximium of 255.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|uint&lt;br /&gt;
|g&lt;br /&gt;
|Unused if &#039;&#039;mode&#039;&#039; is not 2 or 4. Byte used for the color green. Has a minimum of 0 and a maximium of 255.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|uint&lt;br /&gt;
|b&lt;br /&gt;
|Unused if &#039;&#039;mode&#039;&#039; is not 2 or 4. Byte used for the color blue. Has a minimum of 0 and a maximium of 255.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xdf - screen_FlushOut ===&lt;br /&gt;
Changes the color of the screen across a certain number of frames. This opcode will affect all entities (i.e., actors, objects, and performers) on the Touch Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Touch Screen&#039;s color.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|mode&lt;br /&gt;
|&lt;br /&gt;
# Completely darkens the Touch Screen.&lt;br /&gt;
# Completely turns the Touch Screen to a certain color.&lt;br /&gt;
# Instantly darkens the Touch Screen?&lt;br /&gt;
# Overlays the Touch Screen with a certain color.&lt;br /&gt;
# Instantly darkens the Touch Screen?&lt;br /&gt;
# Overlays the Touch Screen with hardcoded color bytes: 144, 144, and 255.&lt;br /&gt;
# Instantly darkens the Touch Screen?&lt;br /&gt;
# Overlays the Touch Screen with hardcoded color bytes: 255, 192, and 128.&lt;br /&gt;
# Instantly darkens the Touch Screen?&lt;br /&gt;
# Overlays the Touch Screen with hardcoded color bytes: All 255. The Touch Screen is not turned completely white.&lt;br /&gt;
# Instantly overlays the Touch Screen with hardcoded color bytes: All 255. The Touch Screen is not turned completely white.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|r&lt;br /&gt;
|Unused if &#039;&#039;mode&#039;&#039; is not 2 or 4. Byte used for the color red. Has a minimum of 0 and a maximium of 255.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|uint&lt;br /&gt;
|g&lt;br /&gt;
|Unused if &#039;&#039;mode&#039;&#039; is not 2 or 4. Byte used for the color green. Has a minimum of 0 and a maximium of 255.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|uint&lt;br /&gt;
|b&lt;br /&gt;
|Unused if &#039;&#039;mode&#039;&#039; is not 2 or 4. Byte used for the color blue. Has a minimum of 0 and a maximium of 255.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xe0 - screen_WhiteChange ===&lt;br /&gt;
Changes the brightness of the screen across a certain number of frames. This opcode will not affect:&lt;br /&gt;
&lt;br /&gt;
* Entities who have had their 4th &amp;quot;output&amp;quot; bit set to 1 (e.g., by using &amp;lt;code&amp;gt;SetOutputAttribute(16);&amp;lt;/code&amp;gt; with them).&lt;br /&gt;
* Portraits.&lt;br /&gt;
* Textboxes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and 1 is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Touch Screen&#039;s brightness.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|start_brightness&lt;br /&gt;
|The brightness level the opcode will begin at.&lt;br /&gt;
&lt;br /&gt;
* The minimum brightness is 0, which results in a white screen.&lt;br /&gt;
* The default brightness is 256.&lt;br /&gt;
* The maximum brightness is 512, which results in a black screen.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|end_brightness&lt;br /&gt;
|The brightness level the opcode will end at.&lt;br /&gt;
&lt;br /&gt;
* The minimum brightness is 0, which results in a white screen.&lt;br /&gt;
* The default brightness is 256.&lt;br /&gt;
* The maximum brightness is 512, which results in a black screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xe1 - screen_WhiteChangeAll ===&lt;br /&gt;
Changes the brightness of the screen across a certain number of frames. This opcode will affect everything on the Touch Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Touch Screen&#039;s brightness.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|start_brightness&lt;br /&gt;
|The brightness level the opcode will begin at.&lt;br /&gt;
&lt;br /&gt;
* The minimum brightness is 0, which results in a white screen.&lt;br /&gt;
* The default brightness is 256.&lt;br /&gt;
* The maximum brightness is 512, which results in a black screen.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|end_brightness&lt;br /&gt;
|The brightness level the opcode will end at.&lt;br /&gt;
&lt;br /&gt;
* The minimum brightness is 0, which results in a white screen.&lt;br /&gt;
* The default brightness is 256.&lt;br /&gt;
* The maximum brightness is 512, which results in a black screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xe2 - screen_WhiteIn ===&lt;br /&gt;
Does nothing. Do not be deceived by this opcode&#039;s name: After using &amp;lt;code&amp;gt;screen_WhiteOut&amp;lt;/code&amp;gt;, use &amp;lt;code&amp;gt;screen_FadeIn&amp;lt;/code&amp;gt; to restore the Touch Screen&#039;s brightness level!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xe3 - screen_WhiteInAll ===&lt;br /&gt;
Does nothing. Do not be deceived by this opcode&#039;s name: After using &amp;lt;code&amp;gt;screen_WhiteOutAll&amp;lt;/code&amp;gt;, use &amp;lt;code&amp;gt;screen_FadeInAll&amp;lt;/code&amp;gt; to restore the Touch Screen&#039;s brightness level!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xe4 - screen_WhiteOut ===&lt;br /&gt;
Changes the brightness of the screen to its maximum (i.e., a white screen) across a certain number of frames. This opcode will not affect:&lt;br /&gt;
&lt;br /&gt;
* Entities who have had their 4th &amp;quot;output&amp;quot; bit set to 1 (e.g., by using &amp;lt;code&amp;gt;SetOutputAttribute(16);&amp;lt;/code&amp;gt; with them).&lt;br /&gt;
* Portraits.&lt;br /&gt;
* Textboxes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Touch Screen&#039;s brightness.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xe5 - screen_WhiteOutAll ===&lt;br /&gt;
Changes the brightness of the screen to its maximum (i.e., a white screen) across a certain number of frames. This opcode will affect everything on the Touch Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Touch Screen&#039;s brightness.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xe6 - screen2_FadeChange ===&lt;br /&gt;
Changes the brightness of the screen across a certain number of frames. This opcode will affect everything on the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and 1 is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Top Screen&#039;s brightness.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|start_brightness&lt;br /&gt;
|The brightness level the opcode will begin at.&lt;br /&gt;
&lt;br /&gt;
* The minimum brightness is 0, which results in a black screen.&lt;br /&gt;
* The default brightness is 256.&lt;br /&gt;
* The maximum brightness is 512, which results in a white screen.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|end_brightness&lt;br /&gt;
|The brightness level the opcode will end at.&lt;br /&gt;
&lt;br /&gt;
* The minimum brightness is 0, which results in a black screen.&lt;br /&gt;
* The default brightness is 256.&lt;br /&gt;
* The maximum brightness is 512, which results in a white screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xe7 - screen2_FadeChangeAll ===&lt;br /&gt;
Does nothing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|unk3&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xe8 - screen2_FadeIn ===&lt;br /&gt;
Changes the brightness of the screen to its default state across a certain number of frames. This opcode will affect everything on the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Top Screen&#039;s brightness.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xe9 - screen2_FadeInAll ===&lt;br /&gt;
Does nothing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xea - screen2_FadeOut ===&lt;br /&gt;
Changes the brightness of the screen to its minimum (i.e., a black screen) across a certain number of frames. This opcode will affect everything on the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Top Screen&#039;s brightness.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xeb - screen2_FadeOutAll ===&lt;br /&gt;
Does nothing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xec - screen2_FlushChange ===&lt;br /&gt;
Does nothing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|unk3&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|uint&lt;br /&gt;
|unk4&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|uint&lt;br /&gt;
|unk5&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|uint&lt;br /&gt;
|unk6&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|uint&lt;br /&gt;
|unk7&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xed - screen2_FlushIn ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;screen_FlushIn&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Top Screen&#039;s color.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|mode&lt;br /&gt;
|&lt;br /&gt;
# Completely darkens the Top Screen.&lt;br /&gt;
# Completely turns the Top Screen to a certain color.&lt;br /&gt;
# Instantly darkens the Top Screen?&lt;br /&gt;
# Overlays the Top Screen with a certain color.&lt;br /&gt;
# Instantly darkens the Top Screen?&lt;br /&gt;
# Overlays the Top Screen with hardcoded color bytes: 144, 144, and 255.&lt;br /&gt;
# Instantly darkens the Top Screen?&lt;br /&gt;
# Overlays the Top Screen with hardcoded color bytes: 255, 192, and 128.&lt;br /&gt;
# Instantly darkens the Top Screen?&lt;br /&gt;
# Overlays the Top Screen with hardcoded color bytes: All 255. The Top Screen is not turned completely white.&lt;br /&gt;
# Instantly overlays the Top Screen with hardcoded color bytes: All 255. The Top Screen is not turned completely white.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|r&lt;br /&gt;
|Unused if &#039;&#039;mode&#039;&#039; is not 2 or 4. Byte used for the color red. Has a minimum of 0 and a maximium of 255.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|uint&lt;br /&gt;
|g&lt;br /&gt;
|Unused if &#039;&#039;mode&#039;&#039; is not 2 or 4. Byte used for the color green. Has a minimum of 0 and a maximium of 255.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|uint&lt;br /&gt;
|b&lt;br /&gt;
|Unused if &#039;&#039;mode&#039;&#039; is not 2 or 4. Byte used for the color blue. Has a minimum of 0 and a maximium of 255.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xee - screen2_FlushOut ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;screen_FlushOut&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Top Screen&#039;s color.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|mode&lt;br /&gt;
|&lt;br /&gt;
# Completely darkens the Top Screen.&lt;br /&gt;
# Completely turns the Top Screen to a certain color.&lt;br /&gt;
# Instantly darkens the Top Screen?&lt;br /&gt;
# Overlays the Top Screen with a certain color.&lt;br /&gt;
# Instantly darkens the Top Screen?&lt;br /&gt;
# Overlays the Top Screen with hardcoded color bytes: 144, 144, and 255.&lt;br /&gt;
# Instantly darkens the Top Screen?&lt;br /&gt;
# Overlays the Top Screen with hardcoded color bytes: 255, 192, and 128.&lt;br /&gt;
# Instantly darkens the Top Screen?&lt;br /&gt;
# Overlays the Top Screen with hardcoded color bytes: All 255. The Top Screen is not turned completely white.&lt;br /&gt;
# Instantly overlays the Top Screen with hardcoded color bytes: All 255. The Top Screen is not turned completely white.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|r&lt;br /&gt;
|Unused if &#039;&#039;mode&#039;&#039; is not 2 or 4. Byte used for the color red. Has a minimum of 0 and a maximium of 255.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|uint&lt;br /&gt;
|g&lt;br /&gt;
|Unused if &#039;&#039;mode&#039;&#039; is not 2 or 4. Byte used for the color green. Has a minimum of 0 and a maximium of 255.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|uint&lt;br /&gt;
|b&lt;br /&gt;
|Unused if &#039;&#039;mode&#039;&#039; is not 2 or 4. Byte used for the color blue. Has a minimum of 0 and a maximium of 255.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xef - screen2_WhiteChange ===&lt;br /&gt;
Changes the brightness of the screen across a certain number of frames. This opcode will affect everything on the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Top Screen&#039;s brightness.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|start_brightness&lt;br /&gt;
|The brightness level the opcode will begin at.&lt;br /&gt;
&lt;br /&gt;
* The minimum brightness is 0, which results in a white screen.&lt;br /&gt;
* The default brightness is 256.&lt;br /&gt;
* The maximum brightness is 512, which results in a black screen.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|end_brightness&lt;br /&gt;
|The brightness level the opcode will end at.&lt;br /&gt;
&lt;br /&gt;
* The minimum brightness is 0, which results in a white screen.&lt;br /&gt;
* The default brightness is 256.&lt;br /&gt;
* The maximum brightness is 512, which results in a black screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xf0 - screen2_WhiteChangeAll ===&lt;br /&gt;
Does nothing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|unk3&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xf1 - screen2_WhiteIn ===&lt;br /&gt;
Does nothing. Do not be deceived by this opcode&#039;s name: After using &amp;lt;code&amp;gt;screen2_WhiteOut&amp;lt;/code&amp;gt;, use &amp;lt;code&amp;gt;screen2_FadeIn&amp;lt;/code&amp;gt; to restore the Top Screen&#039;s brightness level!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xf2 - screen2_WhiteInAll ===&lt;br /&gt;
Does nothing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xf3 - screen2_WhiteOut ===&lt;br /&gt;
Changes the brightness of the screen to its maximum (i.e., a white screen) across a certain number of frames. This opcode will affect everything on the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Top Screen&#039;s brightness.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xf4 - screen2_WhiteOutAll ===&lt;br /&gt;
Does nothing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xf5 - se_ChangePan ===&lt;br /&gt;
Changes the panning of the currently-playing [[sound effect]] across a certain number of frames.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|se_id&lt;br /&gt;
|A sound effect defined in SOUND/SE of the ROM. Actually encoded as &amp;lt;code&amp;gt;sound_bank_id &amp;lt;&amp;lt; 8 + sound_id&amp;lt;/code&amp;gt;, but it can also be represented as an integer.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the SE&#039;s panning.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|pan&lt;br /&gt;
|The panning of the SE. This parameter gets recalculated internally as  &amp;lt;code&amp;gt;((&#039;&#039;pan&#039;&#039; * 0x3f + ((&#039;&#039;pan&#039;&#039; * 0x3f &amp;gt;&amp;gt; 7) &amp;gt;&amp;gt; 0x18)) &amp;gt;&amp;gt; 8) + 0x40&amp;lt;/code&amp;gt;, which is eventually split up into two halfwords, then recalculated further into a signed byte.&lt;br /&gt;
What this means is that:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;pan&#039;&#039; parameter of 260 will result in sound panning only to the right channel.&lt;br /&gt;
* A &#039;&#039;pan&#039;&#039; parameter of 261 will result in sound panning only to the left channel.&lt;br /&gt;
&lt;br /&gt;
More research on this parameter may be needed.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xf6 - se_ChangeVolume ===&lt;br /&gt;
Changes the volume of the currently-playing [[sound effect]] across a certain number of frames.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|se_id&lt;br /&gt;
|A sound effect defined in SOUND/SE of the ROM. Actually encoded as &amp;lt;code&amp;gt;sound_bank_id &amp;lt;&amp;lt; 8 + sound_id&amp;lt;/code&amp;gt;, but it can also be represented as an integer.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the SE&#039;s volume.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|volume&lt;br /&gt;
|The volume that the SE will play at. It has a maximum of 256 and a minimum of 0.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xf7 - se_FadeOut ===&lt;br /&gt;
Fades out the currently-playing [[sound effect]] across a certain number of frames.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|se_id&lt;br /&gt;
|A sound effect defined in SOUND/SE of the ROM. Actually encoded as &amp;lt;code&amp;gt;sound_bank_id &amp;lt;&amp;lt; 8 + sound_id&amp;lt;/code&amp;gt;, but it can also be represented as an integer.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to fade out and silence a given SE.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xf8 - se_Play ===&lt;br /&gt;
Instantly plays a [[sound effect]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|se_id&lt;br /&gt;
|A sound effect defined in SOUND/SE of the ROM. Actually encoded as &amp;lt;code&amp;gt;sound_bank_id &amp;lt;&amp;lt; 8 + sound_id&amp;lt;/code&amp;gt;, but it can also be represented as an integer.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xf9 - se_PlayFull ===&lt;br /&gt;
Instantly plays a [[sound effect]] at a specified volume and panning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|se_id&lt;br /&gt;
|A sound effect defined in SOUND/SE of the ROM. Actually encoded as &amp;lt;code&amp;gt;sound_bank_id &amp;lt;&amp;lt; 8 + sound_id&amp;lt;/code&amp;gt;, but it can also be represented as an integer.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|volume&lt;br /&gt;
|The volume that the SE will play at. It has a maximum of 256 and a minimum of 0.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|pan&lt;br /&gt;
|The panning of the SE. This parameter gets recalculated internally as  &amp;lt;code&amp;gt;((&#039;&#039;pan&#039;&#039; * 0x3f + ((&#039;&#039;pan&#039;&#039; * 0x3f &amp;gt;&amp;gt; 7) &amp;gt;&amp;gt; 0x18)) &amp;gt;&amp;gt; 8) + 0x40&amp;lt;/code&amp;gt;, which is eventually split up into two halfwords, then recalculated further into a signed byte.&lt;br /&gt;
What this means is that:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;pan&#039;&#039; parameter of 260 will result in sound panning only to the right channel.&lt;br /&gt;
* A &#039;&#039;pan&#039;&#039; parameter of 261 will result in sound panning only to the left channel.&lt;br /&gt;
&lt;br /&gt;
More research on this parameter may be needed.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xfa - se_PlayPan ===&lt;br /&gt;
Instantly plays a [[sound effect]] at a specified panning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|se_id&lt;br /&gt;
|A sound effect defined in SOUND/SE of the ROM. Actually encoded as &amp;lt;code&amp;gt;sound_bank_id &amp;lt;&amp;lt; 8 + sound_id&amp;lt;/code&amp;gt;, but it can also be represented as an integer.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|pan&lt;br /&gt;
|The panning of the SE. This parameter gets recalculated internally as  &amp;lt;code&amp;gt;((&#039;&#039;pan&#039;&#039; * 0x3f + ((&#039;&#039;pan&#039;&#039; * 0x3f &amp;gt;&amp;gt; 7) &amp;gt;&amp;gt; 0x18)) &amp;gt;&amp;gt; 8) + 0x40&amp;lt;/code&amp;gt;, which is eventually split up into two halfwords, then recalculated further into a signed byte.&lt;br /&gt;
What this means is that:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;pan&#039;&#039; parameter of 260 will result in sound panning only to the right channel.&lt;br /&gt;
* A &#039;&#039;pan&#039;&#039; parameter of 261 will result in sound panning only to the left channel.&lt;br /&gt;
&lt;br /&gt;
More research on this parameter may be needed.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xfb - se_PlayVolume ===&lt;br /&gt;
Instantly plays a [[sound effect]] at a specified volume.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|se_id&lt;br /&gt;
|A sound effect defined in SOUND/SE of the ROM. Actually encoded as &amp;lt;code&amp;gt;sound_bank_id &amp;lt;&amp;lt; 8 + sound_id&amp;lt;/code&amp;gt;, but it can also be represented as an integer.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|volume&lt;br /&gt;
|The volume that the SE will play at. It has a maximum of 256 and a minimum of 0.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xfc - se_Stop ===&lt;br /&gt;
Instantly stops a specified sound effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|se_id&lt;br /&gt;
|A sound effect defined in SOUND/SE of the ROM. Actually encoded as &amp;lt;code&amp;gt;sound_bank_id &amp;lt;&amp;lt; 8 + sound_id&amp;lt;/code&amp;gt;, but it can also be represented as an integer.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xfd - SetAnimation ===&lt;br /&gt;
Plays a sprite&#039;s animation, optionally changing its speed and animation flags.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|id&lt;br /&gt;
|Animation table index. Converted to an [[Animation ID]] for the current sprite using the [https://docs.google.com/spreadsheets/d/11xHv80Def5mtF60ZsfI1lF1eNX0dBE2It837Q08AlRk/htmlview SetAnimation table].&lt;br /&gt;
|}&lt;br /&gt;
=== 0xfe - SetAttribute ===&lt;br /&gt;
Does nothing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xff - SetBlink ===&lt;br /&gt;
Sets a specific entity (i.e., an actor, object, or performer) to continuously flicker in and out of view at a certain interval.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|visible_interval&lt;br /&gt;
|The number of frames to wait for while the entity is visible. &lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|invisible_interval&lt;br /&gt;
|The number of frames to wait for while the entity is invisible. &lt;br /&gt;
|}&lt;br /&gt;
=== 0x100 - SetDirection ===&lt;br /&gt;
Instantly sets a specific entity (i.e., an actor, object, or performer) to a specified direction.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Direction&lt;br /&gt;
|direction&lt;br /&gt;
|The type of direction, the list of which can be seen by typing &amp;lt;code&amp;gt;DIR_&amp;lt;/code&amp;gt; in SkyTemple&#039;s Script Engine Debugger.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x101 - SetDirectionLives ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x102 - SetEffect ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Effect&lt;br /&gt;
|effect_id&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|position_marker_id?&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x103 - SetFunctionAttribute ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bitfield&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x104 - SetHeight ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x105 - SetHitAttribute ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bitfield&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x106 - SetMoveRange ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|uint&lt;br /&gt;
|unk4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|uint&lt;br /&gt;
|unk5&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x107 - SetOutputAttribute ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bitfield&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x108 - SetPosition ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|x&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|y&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x109 - SetPositionInitial ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x10a - SetPositionLives ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x10b - SetPositionMark ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x10c - SetPositionOffset ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x10d - SetPositionOffsetRandom ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x10e - SetReplyAttribute ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bitfield&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x10f - SetupOutputAttributeAndAnimation ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x110 - Slide2Position ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to a specific pixel position without animation. Must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|x&lt;br /&gt;
|The pixel position on the X-axis.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|y&lt;br /&gt;
|The pixel position on the Y-axis.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x111 - Slide2PositionLives ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to an actor without animation. Must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|actor_id&lt;br /&gt;
|The ID of the actor to move the entity to.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x112 - Slide2PositionMark ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to one or more Position Marks without animation, and without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x113 - Slide2PositionMark ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to a Position Mark without animation, and without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement. Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_mark&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x114 - Slide2PositionOffset ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |These two parameters may be repeated multiple times&lt;br /&gt;
|-&lt;br /&gt;
|3+&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|}&lt;br /&gt;
=== 0x115 - Slide2PositionOffset ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x116 - Slide2PositionOffsetRandom ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x117 - Slide3Position ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|x&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|y&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x118 - Slide3PositionLives ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|actor_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x119 - Slide3PositionMark ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|This parameter may be repeated multiple times&lt;br /&gt;
|}&lt;br /&gt;
=== 0x11a - Slide3PositionMark ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x11b - Slide3PositionOffset ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |These two parameters may be repeated multiple times&lt;br /&gt;
|-&lt;br /&gt;
|3+&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|}&lt;br /&gt;
=== 0x11c - Slide3PositionOffset ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x11d - Slide3PositionOffsetRandom ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x11e - SlideHeight ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x11f - SlidePosition ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|x&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|y&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x120 - SlidePositionLives ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x121 - SlidePositionLivesTime ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x122 - SlidePositionMark ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to a Position Mark while restricting movement by eight angles—as if movement was performed using the D-Pad. Unlike MovePositionMark, this will not turn the entity to face the direction they are moving in.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x123 - SlidePositionMark ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to a Position Mark while restricting movement by eight angles—as if movement was performed using the D-Pad. Unlike MovePositionMark, this will not turn the entity to face the direction they are moving in.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x124 - SlidePositionMarkTime ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x125 - SlidePositionOffset ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|This parameter may be repeated multiple times&lt;br /&gt;
|}&lt;br /&gt;
=== 0x126 - SlidePositionOffset ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x127 - sound_FadeOut ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x128 - sound_Stop ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x129 - StopAnimation ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x12a - supervision_Acting ===&lt;br /&gt;
Loads a sector of the Acting scene.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|layer_id&lt;br /&gt;
|The ID of the sector to load.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x12b - supervision_ActingInvisible ===&lt;br /&gt;
Loads a sector of the Acting scene. Actors and objects in this sector will be invisible. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|layer_id&lt;br /&gt;
|The ID of the sector to load.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x12c - supervision_ExecuteActing ===&lt;br /&gt;
Loads a specified Acting script from the specified level from within Enter/Acting/Sub scripts. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ConstString&lt;br /&gt;
|script_id&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x12d - supervision_ExecuteActingSub ===&lt;br /&gt;
Loads a specified Acting script from the specified level from within Unionall&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ConstString&lt;br /&gt;
|script_id&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x12e - supervision_ExecuteCommon ===&lt;br /&gt;
Loads a specified Unionall coroutine from within Enter/Acting/Sub scripts. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Routine&lt;br /&gt;
|coro_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x12f - supervision_ExecuteEnter ===&lt;br /&gt;
Loads an Enter script from the specified level. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|level_id&lt;br /&gt;
|An entry in the Level list. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x130 - supervision_ExecuteStation ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ConstString&lt;br /&gt;
|script_id&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x131 - supervision_ExecuteStationCommon ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x132 - supervision_ExecuteStationCommonSub ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x133 - supervision_ExecuteStationSub ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ConstString&lt;br /&gt;
|script_id&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x134 - supervision_ExecuteExport ===&lt;br /&gt;
Loads a specified Acting scene of the level S00P01A&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|ConstString&lt;br /&gt;
|script_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x135 - supervision_ExecuteExportSub ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|ConstString&lt;br /&gt;
|const&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x136 - supervision_LoadStation ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ConstString&lt;br /&gt;
|script_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x137 - supervision_Remove ===&lt;br /&gt;
Unloads a sector of the Sub scene.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|layer_id&lt;br /&gt;
|The ID of the sector to unload.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x138 - supervision_RemoveActing ===&lt;br /&gt;
Unloads a sector of the Acting scene. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|layer_id&lt;br /&gt;
|The ID of the sector to unload.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x139 - supervision_RemoveCommon ===&lt;br /&gt;
Unloads a sector of the Enter scene. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|layer_id&lt;br /&gt;
|The ID of the sector to unload.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x13a - supervision_SpecialActing ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x13b - supervision_Station ===&lt;br /&gt;
Loads a sector of the Sub scene.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|station_id&lt;br /&gt;
|The ID of the sector to load.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x13c - supervision_StationCommon ===&lt;br /&gt;
Loads a sector of the Enter scene.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|station_id&lt;br /&gt;
|The ID of the sector to load.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x13d - supervision_Suspend ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x13e - supervision2_SpecialActing ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x14c - Turn2Direction ===&lt;br /&gt;
Makes an actor rotate to a specified direction.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|How fast the actor turns. The higher the number, the slower the turn.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|rotationdirection&lt;br /&gt;
|The way that the actor will turn to face the specified direction. 1 = clockwise, 2 = counterclockwise, 10 = the most efficient direction to turn.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Direction&lt;br /&gt;
|direction&lt;br /&gt;
|The direction that the actor will turn to face.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x14d - Turn2DirectionLives ===&lt;br /&gt;
Makes an actor rotate to face another actor. Must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|How fast the actor turns. The higher the number, the slower the turn.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|rotationdirection&lt;br /&gt;
|The way that the actor will turn to face the specified direction. 1 = clockwise, 2 = counterclockwise, 10 = the most efficient direction to turn.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|The target actor that the actor will turn to face.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x14e - Turn2DirectionLives2 ===&lt;br /&gt;
Makes an actor rotate to face another actor. Must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|How fast the actor turns. The higher the number, the slower the turn.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|rotationdirection&lt;br /&gt;
|The way that the actor will turn to face the specified direction. 1 = clockwise, 2 = counterclockwise, 10 = the most efficient direction to turn.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|actor_id&lt;br /&gt;
|ID of the target actor from Level List that the actor will turn to face.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x14f - Turn2DirectionMark ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|unk6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|uint&lt;br /&gt;
|unk7&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x150 - Turn2DirectionTurn ===&lt;br /&gt;
Makes an actor turn at a certain angle. &lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|How fast the actor turns. The higher the number, the slower the turn.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|rotationdirection&lt;br /&gt;
|The way that the actor will turn to face the specified direction. 1 = clockwise, 2 = counterclockwise, 10 = the most efficient direction to turn.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|angle&lt;br /&gt;
|1: 45 degrees left, 2: 45 degrees right, 3: 90 degrees right, 4: 90 degrees left, 5: 180 degrees&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x151 - Turn3 ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|unk3&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x152 - TurnDirection ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Direction&lt;br /&gt;
|direction&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x153 - TurnDirectionLives ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x154 - TurnDirectionLives2 ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x155 - TurnDirectionMark ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x156 - Unlock ===&lt;br /&gt;
Resumes the routine that was suspended when &amp;lt;code&amp;gt;Lock&amp;lt;/code&amp;gt; was called with the specified &#039;&#039;lock_id&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|lock_id&lt;br /&gt;
|The ID of a Lock, ranged from 0-19 (inclusive).&lt;br /&gt;
|}&lt;br /&gt;
=== 0x157 - Wait ===&lt;br /&gt;
Pauses the routine for a set number of frames. After the number of frames, the routine will resume.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames that the routine will wait for before resuming.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x158 - WaitAnimation ===&lt;br /&gt;
Pauses the routine until the specified actor has finished its animation. After the actor finishes its animation, the routine will resume.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
=== 0x159 - WaitBackEffect ===&lt;br /&gt;
Pauses the current routine until [[List of Opcodes#0x2 - back SetBackEffect|back_SetBackEffect]] is called.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x15a - WaitBack2Effect ===&lt;br /&gt;
Pauses the current routine until [[List of Opcodes#0x12 - back2 SetBackEffect|back2_SetBackEffect]] is called.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
&lt;br /&gt;
=== 0x15b - WaitBgm ===&lt;br /&gt;
Pauses the current routine until the specified BGM on the first BGM track has ended. After the BGM ends, the routine will resume.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Bgm&lt;br /&gt;
|bgm_id&lt;br /&gt;
|A non-looped music track defined in SOUND/BGM of the ROM. Looped music tracks softlocks the game. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x15c - WaitBgm2 ===&lt;br /&gt;
Pauses the current routine until the specified BGM on the second BGM track has ended. After the BGM ends, the routine will resume.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Bgm&lt;br /&gt;
|bgm_id&lt;br /&gt;
|A non-looped music track defined in SOUND/BGM of the ROM. Looped music tracks softlocks the game. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x15d - WaitBgmSignal ===&lt;br /&gt;
Pauses the routine until a DSE event with ID 0xF6 on the current BGM track is triggered. This can be used to sync certain parts of the scene to the background music.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x15e - WaitEffect ===&lt;br /&gt;
Pauses the routine until the effect on the specified actor/peformer has ended. After the effect ends, the routine will resume.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
=== 0x15f - WaitEndAnimation ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x160 - WaitExecuteLives ===&lt;br /&gt;
Pauses the routine until the specified actor has finished its action (Move2Position, Slide2Position, etc.). After the actor finishes its action, the routine will resume.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|The actor that the routine will wait for.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x161 - WaitExecuteObject ===&lt;br /&gt;
Pauses the current routine until the specified object has finished its action (Move2Position, Slide2Position, etc.). After the object finishes its action, the routine will resume.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Object&lt;br /&gt;
|object_id&lt;br /&gt;
|The ID of the object that the routine will wait for.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x162 - WaitExecutePerformer ===&lt;br /&gt;
Pauses the current routine until the specified performer has finished its current action (Move2Position, Slide2Position, etc.) After the performer has finished its action, the routine will resume.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|performer_id&lt;br /&gt;
|The ID of the performer that the routine will wait for.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x163 - WaitFadeIn ===&lt;br /&gt;
Pauses the current routine and waits for the screen to fade in. After the screen fades in, the routine will resume.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
&lt;br /&gt;
=== 0x164 - WaitLockLives ===&lt;br /&gt;
Pauses the current routine until a [[List of Opcodes#0x8b - Lock|Lock]] opcode with the specified &#039;&#039;lock_id&#039;&#039; is reached in the specified actor&#039;s targeted routine. After the lock is reached, the routine will resume.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|lock_id&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Entity&lt;br /&gt;
|actor&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x165 - WaitLockObject ===&lt;br /&gt;
Pauses the current routine until a [[List of Opcodes#0x8b - Lock|Lock]] opcode with the specified &#039;&#039;lock_id&#039;&#039; is reached in the specified object&#039;s targeted routine. After the lock is reached, the routine will resume.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|lock_id&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Object&lt;br /&gt;
|object&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x166 - WaitLockPerformer ===&lt;br /&gt;
Pauses the current routine until a [[List of Opcodes#0x8b - Lock|Lock]] opcode with the specified &#039;&#039;lock_id&#039;&#039; is reached in the specified performer&#039;s targeted routine. After the lock is reached, the routine will resume.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|lock_id&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|performer&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x167 - WaitLockSupervision ===&lt;br /&gt;
Pauses the current routine until a [[List of Opcodes#0x8b - Lock|Lock]] opcode with the specified &#039;&#039;lock_id&#039;&#039; is reached in &amp;lt;code&amp;gt;def 0&amp;lt;/code&amp;gt;. After the lock is reached, the routine will resume.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|lock_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x168 - WaitMe ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x169 - WaitMoveCamera ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x16a - WaitMoveCamera2 ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x16b - WaitRandom ===&lt;br /&gt;
Pauses the routine for a random number of frames. After the number of frames, the routine will resume.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|duration_min&lt;br /&gt;
|Minimum number of frames that the routine will wait for before resuming.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration_max&lt;br /&gt;
|Maximum number of frames that the routine will wait for before resuming.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x16c - WaitScreenFade ===&lt;br /&gt;
Waits until screen_FadeIn finishes executing. &lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x16d - WaitScreenFadeAll ===&lt;br /&gt;
Waits until screen_FadeInAll finishes executing. &lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x16e - WaitScreen2Fade ===&lt;br /&gt;
Waits until screen2_FadeIn finishes executing. &lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x16f - WaitSe ===&lt;br /&gt;
Pauses the current routine until the specified sound effect has ended. After the sound effect ends, the routine will resume.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|se_id&lt;br /&gt;
|The ID of the sound to wait for the end of before resuming the routine.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x170 - WaitSpecialActing ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x171 - WaitSubScreen ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x172 - WaitSubSpecialActing ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x173 - worldmap_BlinkMark ===&lt;br /&gt;
Shows a blinking world map marker. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|world_map_marker_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x174 - worldmap_ChangeLevel ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x175 - worldmap_DeleteArrow ===&lt;br /&gt;
Remove the yellow arrow from the world map. &lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
&lt;br /&gt;
=== 0x176 - worldmap_MoveCamera ===&lt;br /&gt;
Moves the camera to the specified world map marker. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|world_map_marker_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x177 - worldmap_OffMessage ===&lt;br /&gt;
Removes a textbox with the world map marker&#039;s name from the Top Screen&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
&lt;br /&gt;
=== 0x178 - worldmap_SetArrow ===&lt;br /&gt;
Shows an arrow pointing to a specified world map marker&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|world_map_marker_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x179 - worldmap_SetCamera ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x17a - worldmap_SetLevel ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x17b - worldmap_SetMark ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x17c - worldmap_SetMessage ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|String&lt;br /&gt;
|txt&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x17d - worldmap_SetMessagePlace ===&lt;br /&gt;
Shows a textbox on the Top Screen with the specified world map marker&#039;s name. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|world_map_marker_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x17e - worldmap_SetMode ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Opcodes ==&lt;br /&gt;
These opcodes cannot be directly called from ExplorerScript, since they are represented as higher-level constructs.&lt;br /&gt;
&lt;br /&gt;
=== 0x28 - Branch ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|value&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x29 - BranchBit ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|index&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x2a - BranchDebug ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|param&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x2b - BranchEdit ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|param&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x2c - BranchExecuteSub ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x2d - BranchPerformance ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|index&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|value&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x2e - BranchScenarioNow ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x2f - BranchScenarioNowAfter ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x30 - BranchScenarioNowBefore ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x31 - BranchScenarioAfter ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x32 - BranchScenarioBefore ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x33 - BranchSum ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x34 - BranchValue ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|operator&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|value&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x35 - BranchVariable ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|operator&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|GameVar&lt;br /&gt;
|cmp_var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x36 - BranchVariation ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|param&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x37 - Call ===&lt;br /&gt;
Jumps to the specified address, runs code, and returns to the line of code in which this opcode was used (only if &amp;lt;code&amp;gt;return;&amp;lt;/code&amp;gt; was used in the routine this opcode calls).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|jump_address&lt;br /&gt;
|The address to call, e.g., &amp;lt;code&amp;gt;call @label_0;&amp;lt;/code&amp;gt; if &amp;lt;code&amp;gt;§label_0;&amp;lt;/code&amp;gt; is defined in the script.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x63 - Case ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|value&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x64 - CaseMenu ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|String&lt;br /&gt;
|choice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x65 - CaseMenu2 ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint?&lt;br /&gt;
|choice?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x66 - CaseScenario ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|operator&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|value&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x67 - CaseText ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|value&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|String&lt;br /&gt;
|display&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x68 - CaseValue ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|operator&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|value&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x69 - CaseVariable ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|operator&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x6e - DefaultText ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|String&lt;br /&gt;
|txt&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x70 - End ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x74 - flag_CalcBit ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|index&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|value&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x75 - flag_CalcValue ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|calc_operator&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|value&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x76 - flag_CalcVariable ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|calc_operator&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|GameVar&lt;br /&gt;
|var_to_set_from&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x77 - flag_Clear ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x78 - flag_Initial ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x79 - flag_Set ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|value&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x7a - flag_ResetDungeonResult ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x7b - flag_ResetScenario ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x7c - flag_SetAdventureLog ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x7d - flag_SetDungeonMode ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|dungeon_id&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|DungeonMode&lt;br /&gt;
|dungen_mode&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x7e - flag_SetDungeonResult ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x7f - flag_SetPerformance ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|index&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|value&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x80 - flag_SetScenario ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|scenario_value&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|level_value&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x82 - Hold ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x87 - Jump ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x89 - lives ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0xaa - message_SwitchMenu ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0xab - message_SwitchMenu2 ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0xac - message_SwitchMonologue ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0xad - message_SwitchTalk ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0xc9 - object ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Object&lt;br /&gt;
|object_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0xcb - performer ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|performer_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0xd5 - Return ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x13f - Switch ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x140 - SwitchDirection ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Direction&lt;br /&gt;
|direction&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x141 - SwitchDirectionLives ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x142 - SwitchDirectionLives2 ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x143 - SwitchDirectionMark ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x144 - SwitchDungeonMode ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|dungeon_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x145 - SwitchLives ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x146 - SwitchRandom ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|max_value&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x147 - SwitchScenario ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x148 - SwitchScenarioLevel ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x149 - SwitchSector ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x14a - SwitchValue ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x14b - SwitchVariable ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{NavScriptTerms}}&lt;br /&gt;
[[Category:Documentation]]&lt;/div&gt;</summary>
		<author><name>Marius851000</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=User:Marius851000&amp;diff=877</id>
		<title>User:Marius851000</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=User:Marius851000&amp;diff=877"/>
		<updated>2024-08-30T06:07:13Z</updated>

		<summary type="html">&lt;p&gt;Marius851000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Drafts ===&lt;br /&gt;
[[User:Marius851000/Draft/3drender]]&lt;br /&gt;
&lt;br /&gt;
[[User:marius851000/Draft/Something attributes]]&lt;/div&gt;</summary>
		<author><name>Marius851000</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=3D_rendering&amp;diff=876</id>
		<title>3D rendering</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=3D_rendering&amp;diff=876"/>
		<updated>2024-08-30T06:00:27Z</updated>

		<summary type="html">&lt;p&gt;Marius851000: Improved syntax and some typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 3D Rendering engine ==&lt;br /&gt;
The Nintendo DS dispose of hardware that can perform 3D rendering in addition to its dedicated 2D system. EoS mostly use the 2D system, but occasionally make use of the 3D engine for some effects. Those are:&lt;br /&gt;
&lt;br /&gt;
* The dialogue box border and background&lt;br /&gt;
* Rendering of the quick status at the top of the bottom screen during a dungeon&lt;br /&gt;
* The various weather effect&lt;br /&gt;
* Boss transition wipe&lt;br /&gt;
* A few other effect during cutscenes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 3D engine is capable of rendering in 2D, simply by rendering rectangle in front of the virtual camera, which is what EoS always does. The way this game work is by first buffering the elements to render to a buffer and then a function will submit those to render (probably during VBlank), which will then take effect on the next frame.&lt;br /&gt;
&lt;br /&gt;
The DS 3D hardware can only render on the main screen, which in EoS is the bottom screen. Some game (but not EoS) render on both screen by switching the main screen every frame, dividing by two the frame rate from 60 to 30 FPS.&lt;br /&gt;
&lt;br /&gt;
=== Memory management ===&lt;br /&gt;
The bank D is dedicated to storing the textures used for the 3D render, and bank F is used to store the palettes. Bank D is 128KiB large, and bank F is 16KiB large. The game seems to mostly allocate texture on a multiple of 1KiB, and palette on a multiple of 0x100 bytes, thought it is possible to perform allocation not aligned on those arbitrary values (but it still (maybe, untested) need to be 4-bytes aligned).&lt;br /&gt;
&lt;br /&gt;
The game store its 3D data in WTE files. It contain the texture and the palette, but not where the file will be stored in the RAM, which is specified in the game’s code. Here is table of the (known) allocation the game make. It is probably exhaustive.&lt;br /&gt;
&lt;br /&gt;
ProcessWTE is the function used to load them (function address is for EU ROM, but palette and texture allocation have no reason to be different).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!file location&lt;br /&gt;
!dungeon or overworld&lt;br /&gt;
!description&lt;br /&gt;
!call to ProcessWTE&lt;br /&gt;
!texture offset&lt;br /&gt;
!texture size (bytes) &lt;br /&gt;
!palette offset&lt;br /&gt;
!note&lt;br /&gt;
|-&lt;br /&gt;
|1025 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::022eda20&lt;br /&gt;
|0x400&lt;br /&gt;
|0xc00&lt;br /&gt;
|0x1d00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1007 to 1011 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::02336200&lt;br /&gt;
|0x0&lt;br /&gt;
|0x400&lt;br /&gt;
|0x0&lt;br /&gt;
|which one is loaded depend on language&lt;br /&gt;
|-&lt;br /&gt;
|1031 or 1003 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|both are fogs texture&lt;br /&gt;
|overlay_29::023394e4 or overlay_29::023395f8&lt;br /&gt;
|0xB000&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x1400&lt;br /&gt;
|unknown how which one is choosed&lt;br /&gt;
|-&lt;br /&gt;
|1005 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::023394e4&lt;br /&gt;
|0xD000&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x1500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1001 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::023394e4&lt;br /&gt;
|0xF000&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x1600&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some between 1012 to 1020 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::0233614c&lt;br /&gt;
|0x1000&lt;br /&gt;
|0x400&lt;br /&gt;
|0x200&lt;br /&gt;
|which one is loaded depend on language&lt;br /&gt;
|-&lt;br /&gt;
|c_wipe.wte or w_wipe2.wte&lt;br /&gt;
|&lt;br /&gt;
|horizontal bar of differing colors, presumably for wiping the screen&lt;br /&gt;
|0x0206afb0&lt;br /&gt;
|&lt;br /&gt;
|0x8000&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|w_heart.wte&lt;br /&gt;
|&lt;br /&gt;
|multiple hearts symbol, filled and shaded&lt;br /&gt;
|0x0206b000&lt;br /&gt;
|&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|circle.wte&lt;br /&gt;
|&lt;br /&gt;
|hearth symbol, not filled&lt;br /&gt;
|0x0206b050&lt;br /&gt;
|&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x200&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|s13p01t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|boss wipe graphic&lt;br /&gt;
|overlay_11::02316d4c&lt;br /&gt;
|0x8000&lt;br /&gt;
|0x8000&lt;br /&gt;
|0x100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|d04p31t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|big wave of the waterfall cave diamond &lt;br /&gt;
|overlay_11::02314b9c&lt;br /&gt;
|0x0&lt;br /&gt;
|0x4800&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|v15p03t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|Some crystal cave crystals&lt;br /&gt;
|overlay_11::02314d20&lt;br /&gt;
|0x0&lt;br /&gt;
|0x8000&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|p03p01t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|fog/mist texture&lt;br /&gt;
|overlay_11::02314eec&lt;br /&gt;
overlay_11::022f33d8&lt;br /&gt;
|0x0&lt;br /&gt;
|0x6000&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|frameX.wte (where X is between 0 to 4)&lt;br /&gt;
|both&lt;br /&gt;
|dialog box frame&lt;br /&gt;
|0x020274e4&lt;br /&gt;
|0x1F000&lt;br /&gt;
|0x800&lt;br /&gt;
|0x1F00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|t01p01t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|some clouds&lt;br /&gt;
|overlay_11::022f3368 (loading weather 1)&lt;br /&gt;
|0x0&lt;br /&gt;
|0x4000&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|t01p01t2.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|some clouds&lt;br /&gt;
|overlay_11::022f3394 (loading weather 1)&lt;br /&gt;
|0x4000&lt;br /&gt;
|0x4000&lt;br /&gt;
|0x100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|d73p41t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|another kind of mist/fog (top of Shaymin mountain?)&lt;br /&gt;
|overlay_11::022f341c (loading weather 3)&lt;br /&gt;
|0x0&lt;br /&gt;
|0x6000&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Based on those allocations, it seems that VRAM from 0x11000 to 0x1EFFF (included) are free to be used both in overworld and dungeon. For the palette, it seems everything from 0x300 to 0x13FF (included) are unused.&lt;br /&gt;
&lt;br /&gt;
==== Loading texture ====&lt;br /&gt;
Once you have your texture in the WTE format saved in the rom, you need to call a function to load WTE (&#039;&#039;&#039;LoadWteFromRom&#039;&#039;&#039;) and then copy stuff to RAM with &#039;&#039;&#039;ProcessWTEWrapper&#039;&#039;&#039;, and then call another (unnamed in pmdsky-debug) function &#039;&#039;&#039;DoSomethingOn3dAllocAndClearInput&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Marius851000</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=3D_rendering&amp;diff=778</id>
		<title>3D rendering</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=3D_rendering&amp;diff=778"/>
		<updated>2024-06-26T16:22:31Z</updated>

		<summary type="html">&lt;p&gt;Marius851000: /* Memory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 3D Rendering engine ==&lt;br /&gt;
The Nintendo DS dispose of hardware that can perform 3D rendering in addition to it’s dedicated 2D system. EoS mostly use the 2D system, but occasionally make use of the 3D engine for some effects. Those are:&lt;br /&gt;
&lt;br /&gt;
* The dialogue box border and background&lt;br /&gt;
* Rendering of the quick status at the top of the bottom screen during a dungeon&lt;br /&gt;
* The various weather effect&lt;br /&gt;
* Boss transition wipe&lt;br /&gt;
* A few other effect during cutscenes&lt;br /&gt;
** (TODO: which one?)&lt;br /&gt;
* (TODO: check that I forgot none)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 3D engine is capable of rendering in 2D, simply by rendering rectangle in front of the virtual camera, which is what EoS always does. The way this game work is by first buffering the elements to render to a buffer and then a function will submit those to render (probably during VBlank), which will then take effect on the next frame.&lt;br /&gt;
&lt;br /&gt;
The 3D engine can only render on the main screen, which in EoS is the bottom screen. Some game (but not EoS) render on both screen by switching the main screen every frame, dividing by two the framerate from 60 to 30 FPS.&lt;br /&gt;
&lt;br /&gt;
=== Memory ===&lt;br /&gt;
The bank D is dedicated to store the textures used for the 3D render, and bank F is used to store the palettes. Bank D is 128KiB large, and bank F is 16KiB large. The game seems to mostly allocate texture on a multiple of 1KiB, and palette on a multiple of 0x100B, but there it is possible to perform allocation not aligned on those arbitrary values (but it still (maybe, untested) need to be 4-bytes aligned).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game store its 3D data in WTE files. It contain the texture and the palette, but not where the file will be stored in the RAM, which is specified in the game’s code. Here is table of the (known) allocation the game make. It is probably exhaustive.&lt;br /&gt;
&lt;br /&gt;
ProcessWTE is the function used to load them (on EU).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!file location&lt;br /&gt;
!dungeon or overworld&lt;br /&gt;
!description&lt;br /&gt;
!call to ProcessWTE&lt;br /&gt;
!texture offset&lt;br /&gt;
!texture size (bytes) &lt;br /&gt;
!palette offset&lt;br /&gt;
!note&lt;br /&gt;
|-&lt;br /&gt;
|1025 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::022eda20&lt;br /&gt;
|0x400&lt;br /&gt;
|0xc00&lt;br /&gt;
|0x1d00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1007 to 1011 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::02336200&lt;br /&gt;
|0x0&lt;br /&gt;
|0x400&lt;br /&gt;
|0x0&lt;br /&gt;
|which one is loaded depend on language&lt;br /&gt;
|-&lt;br /&gt;
|1031 or 1003 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|both are fogs texture&lt;br /&gt;
|overlay_29::023394e4 or overlay_29::023395f8&lt;br /&gt;
|0xB000&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x1400&lt;br /&gt;
|unknown how which one is choosed&lt;br /&gt;
|-&lt;br /&gt;
|1005 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::023394e4&lt;br /&gt;
|0xD000&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x1500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1001 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::023394e4&lt;br /&gt;
|0xF000&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x1600&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some between 1012 to 1020 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::0233614c&lt;br /&gt;
|0x1000&lt;br /&gt;
|0x400&lt;br /&gt;
|0x200&lt;br /&gt;
|which one depend on language&lt;br /&gt;
|-&lt;br /&gt;
|c_wipe.wte or w_wipe2.wte&lt;br /&gt;
|&lt;br /&gt;
|horizontal bar of differing colors, presumably for wiping the screen&lt;br /&gt;
|0x0206afb0&lt;br /&gt;
|&lt;br /&gt;
|0x8000&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|w_heart.wte&lt;br /&gt;
|&lt;br /&gt;
|multiple hearts sumbol, filled and shaded&lt;br /&gt;
|0x0206b000&lt;br /&gt;
|&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|circle.wte&lt;br /&gt;
|&lt;br /&gt;
|hearth symbol, not filled&lt;br /&gt;
|0x0206b050&lt;br /&gt;
|&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x200&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|s13p01t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|boss wipe graphic&lt;br /&gt;
|overlay_11::02316d4c&lt;br /&gt;
|0x8000&lt;br /&gt;
|0x8000&lt;br /&gt;
|0x100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|d04p31t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|waterfall cave diamond wave&lt;br /&gt;
|overlay_11::02314b9c&lt;br /&gt;
|0x0&lt;br /&gt;
|0x4800&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|v15p03t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|Some crystal cave crystals&lt;br /&gt;
|overlay_11::02314d20&lt;br /&gt;
|0x0&lt;br /&gt;
|0x8000&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|p03p01t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|fog/mist texture&lt;br /&gt;
|overlay_11::02314eec&lt;br /&gt;
overlay_11::022f33d8&lt;br /&gt;
|0x0&lt;br /&gt;
|0x6000&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|frameX.wte (where X is from 0 to 4)&lt;br /&gt;
|both&lt;br /&gt;
|dialog box frame&lt;br /&gt;
|0x020274e4&lt;br /&gt;
|0x1F000&lt;br /&gt;
|0x800&lt;br /&gt;
|0x1F00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|t01p01t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|some clouds&lt;br /&gt;
|overlay_11::022f3368 (loading weather 1)&lt;br /&gt;
|0x0&lt;br /&gt;
|0x4000&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|t01p01t2.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|some clouds&lt;br /&gt;
|overlay_11::022f3394 (loading weather 1)&lt;br /&gt;
|0x4000&lt;br /&gt;
|0x4000&lt;br /&gt;
|0x100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|d73p41t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|another kind of mist/fog (top of Shaymin mountain?)&lt;br /&gt;
|overlay_11::022f341c (loading weather 3)&lt;br /&gt;
|0x0&lt;br /&gt;
|0x6000&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
From those allocations, it seems that VRAM from 0x11000 to 0x1EFFF (included) are free to be used both in overworld and dungeon. For the palette, it seems everything from 0x300 to 0x13FF (included) are unused.&lt;br /&gt;
&lt;br /&gt;
==== Loading texture ====&lt;br /&gt;
Once you have your texture in the WTE format saved in the rom, you need to call a function to load WTE (&#039;&#039;&#039;LoadWteFromRom&#039;&#039;&#039;) and then copy stuff to RAM with &#039;&#039;&#039;ProcessWTEWrapper&#039;&#039;&#039;, and then call another (unnamed) function &#039;&#039;&#039;DoSomethingOn3dAllocAndClearInput&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Marius851000</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=3D_rendering&amp;diff=777</id>
		<title>3D rendering</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=3D_rendering&amp;diff=777"/>
		<updated>2024-06-26T16:14:14Z</updated>

		<summary type="html">&lt;p&gt;Marius851000: More info on the table.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 3D Rendering engine ==&lt;br /&gt;
The Nintendo DS dispose of hardware that can perform 3D rendering in addition to it’s dedicated 2D system. EoS mostly use the 2D system, but occasionally make use of the 3D engine for some effects. Those are:&lt;br /&gt;
&lt;br /&gt;
* The dialogue box border and background&lt;br /&gt;
* Rendering of the quick status at the top of the bottom screen during a dungeon&lt;br /&gt;
* The various weather effect&lt;br /&gt;
* Boss transition wipe&lt;br /&gt;
* A few other effect during cutscenes&lt;br /&gt;
** (TODO: which one?)&lt;br /&gt;
* (TODO: check that I forgot none)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 3D engine is capable of rendering in 2D, simply by rendering rectangle in front of the virtual camera, which is what EoS always does. The way this game work is by first buffering the elements to render to a buffer and then a function will submit those to render (probably during VBlank), which will then take effect on the next frame.&lt;br /&gt;
&lt;br /&gt;
The 3D engine can only render on the main screen, which in EoS is the bottom screen. Some game (but not EoS) render on both screen by switching the main screen every frame, dividing by two the framerate from 60 to 30 FPS.&lt;br /&gt;
&lt;br /&gt;
=== Memory ===&lt;br /&gt;
The bank D is dedicated to store the textures used for the 3D render, and bank F is used to store the palettes. Bank D is 128KiB large, and bank F is 16KiB large. The game seems to mostly allocate texture on a multiple of 1KiB, and palette on a multiple of 0x100B, but there it is possible to perform allocation not aligned on those arbitrary values (but it still (maybe, untested) need to be 4-bytes aligned).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game store its 3D data in WTE files. It contain the texture and the palette, but not where the file will be stored in the RAM, which is specified in the game’s code. Here is table of the (known) allocation the game make. It is probably exhaustive.&lt;br /&gt;
&lt;br /&gt;
ProcessWTE is the function used to load them (on EU).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!file location&lt;br /&gt;
!dungeon or overworld&lt;br /&gt;
!description&lt;br /&gt;
!call to ProcessWTE&lt;br /&gt;
!texture offset&lt;br /&gt;
!texture size (bytes) &lt;br /&gt;
!palette offset&lt;br /&gt;
!note&lt;br /&gt;
|-&lt;br /&gt;
|1025 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::022eda20&lt;br /&gt;
|0x400&lt;br /&gt;
|0xc00&lt;br /&gt;
|0x1d00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1007 to 1011 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::02336200&lt;br /&gt;
|0x0&lt;br /&gt;
|0x400&lt;br /&gt;
|0x0&lt;br /&gt;
|which one is loaded depend on language&lt;br /&gt;
|-&lt;br /&gt;
|1031 or 1003 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|both are fogs texture&lt;br /&gt;
|overlay_29::023394e4 or overlay_29::023395f8&lt;br /&gt;
|0xB000&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x1400&lt;br /&gt;
|unknown how which one is choosed&lt;br /&gt;
|-&lt;br /&gt;
|1005 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::023394e4&lt;br /&gt;
|0xD000&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x1500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1001 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::023394e4&lt;br /&gt;
|0xF000&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x1600&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some between 1012 to 1020 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::0233614c&lt;br /&gt;
|0x1000&lt;br /&gt;
|0x400&lt;br /&gt;
|0x200&lt;br /&gt;
|which one depend on language&lt;br /&gt;
|-&lt;br /&gt;
|c_wipe.wte or w_wipe2.wte&lt;br /&gt;
|&lt;br /&gt;
|horizontal bar of differing colors, presumably for wiping the screen&lt;br /&gt;
|0x0206afb0&lt;br /&gt;
|&lt;br /&gt;
|0x8000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|w_heart.wte&lt;br /&gt;
|&lt;br /&gt;
|multiple hearts sumbol, filled and shaded&lt;br /&gt;
|0x0206b000&lt;br /&gt;
|&lt;br /&gt;
|0x2000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|circle.wte&lt;br /&gt;
|&lt;br /&gt;
|hearth symbol, not filled&lt;br /&gt;
|0x0206b050&lt;br /&gt;
|&lt;br /&gt;
|0x2000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|s13p01t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|boss wipe graphic&lt;br /&gt;
|overlay_11::02316d4c&lt;br /&gt;
|0x8000&lt;br /&gt;
|0x8000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|d04p31t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|waterfall cave diamond wave&lt;br /&gt;
|overlay_11::02314b9c&lt;br /&gt;
|0x0&lt;br /&gt;
|0x4800&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|v15p03t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|Some crystal cave crystals&lt;br /&gt;
|overlay_11::02314d20&lt;br /&gt;
|0x0&lt;br /&gt;
|0x8000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|p03p01t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|fog/mist texture&lt;br /&gt;
|overlay_11::02314eec&lt;br /&gt;
overlay_11::022f33d8&lt;br /&gt;
|0x0&lt;br /&gt;
|0x6000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|frameX.wte (where X is from 0 to 4)&lt;br /&gt;
|both&lt;br /&gt;
|dialog box frame&lt;br /&gt;
|0x020274e4&lt;br /&gt;
|0x1F000&lt;br /&gt;
|0x800&lt;br /&gt;
|0x1F00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|t01p01t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|some clouds&lt;br /&gt;
|overlay_11::022f3368 (loading weather 1)&lt;br /&gt;
|0x0&lt;br /&gt;
|0x4000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|t01p01t2.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|some clouds&lt;br /&gt;
|overlay_11::022f3394 (loading weather 1)&lt;br /&gt;
|0x4000&lt;br /&gt;
|0x4000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|d73p41t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|another kind of mist/fog (top of Shaymin mountain?)&lt;br /&gt;
|overlay_11::022f341c (loading weather 3)&lt;br /&gt;
|0x0&lt;br /&gt;
|0x6000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
From those allocations, it seems that VRAM from 0x11000 to 0x1EFFF (included) are free to be used both in overworld and dungeon. (todo: check palette more precisely)&lt;/div&gt;</summary>
		<author><name>Marius851000</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=3D_rendering&amp;diff=776</id>
		<title>3D rendering</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=3D_rendering&amp;diff=776"/>
		<updated>2024-06-26T15:51:43Z</updated>

		<summary type="html">&lt;p&gt;Marius851000: /* Memory */ minor spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 3D Rendering engine ==&lt;br /&gt;
The Nintendo DS dispose of hardware that can perform 3D rendering in addition to it’s dedicated 2D system. EoS mostly use the 2D system, but occasionally make use of the 3D engine for some effects. Those are:&lt;br /&gt;
&lt;br /&gt;
* The dialogue box border and background&lt;br /&gt;
* Rendering of the quick status at the top of the bottom screen during a dungeon&lt;br /&gt;
* The various weather effect&lt;br /&gt;
* Boss transition wipe&lt;br /&gt;
* A few other effect during cutscenes&lt;br /&gt;
** (TODO: which one?)&lt;br /&gt;
* (TODO: check that I forgot none)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 3D engine is capable of rendering in 2D, simply by rendering rectangle in front of the virtual camera, which is what EoS always does. The way this game work is by first buffering the elements to render to a buffer and then a function will submit those to render (probably during VBlank), which will then take effect on the next frame.&lt;br /&gt;
&lt;br /&gt;
The 3D engine can only render on the main screen, which in EoS is the bottom screen. Some game (but not EoS) render on both screen by switching the main screen every frame, dividing by two the framerate from 60 to 30 FPS.&lt;br /&gt;
&lt;br /&gt;
=== Memory ===&lt;br /&gt;
The bank D is dedicated to store the textures used for the 3D render, and bank F is used to store the palettes. Bank D is 128KiB large, and bank F is 16KiB large. The game seems to mostly allocate texture on a multiple of 1KiB, and palette on a multiple of 0x100B, but there it is possible to perform allocation not aligned on those arbitrary values (but it still (maybe, untested) need to be 4-bytes aligned).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game store its 3D data in WTE files. It contain the texture and the palette, but not where the file will be stored in the RAM, which is specified in the game’s code. Here is table of the (known) allocation the game make. It is probably exhaustive.&lt;br /&gt;
&lt;br /&gt;
ProcessWTE is the function used to load them.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!file location&lt;br /&gt;
!dungeon or overworld&lt;br /&gt;
!description&lt;br /&gt;
!call to ProcessWTE&lt;br /&gt;
!texture offset&lt;br /&gt;
!texture size (bytes) &lt;br /&gt;
!palette offset&lt;br /&gt;
!note&lt;br /&gt;
|-&lt;br /&gt;
|1025 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::022eda20&lt;br /&gt;
|0x400&lt;br /&gt;
|0xc00&lt;br /&gt;
|0x1d00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1007 to 1011 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::02336200&lt;br /&gt;
|0x0&lt;br /&gt;
|0x400&lt;br /&gt;
|0x0&lt;br /&gt;
|which one is loaded depend on language&lt;br /&gt;
|-&lt;br /&gt;
|1031 or 1003 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|both are fogs texture&lt;br /&gt;
|overlay_29::023394e4 or overlay_29::023395f8&lt;br /&gt;
|0xB000&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x1400&lt;br /&gt;
|unknown how which one is choosed&lt;br /&gt;
|-&lt;br /&gt;
|1005 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::023394e4&lt;br /&gt;
|0xD000&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x1500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1001 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::023394e4&lt;br /&gt;
|0xF000&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x1600&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some between 1012 to 1020 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::0233614c&lt;br /&gt;
|0x1000&lt;br /&gt;
|0x400&lt;br /&gt;
|0x200&lt;br /&gt;
|which one depend on language&lt;br /&gt;
|-&lt;br /&gt;
|c_wipe.wte or w_wipe2.wte&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0x0206afb0&lt;br /&gt;
|&lt;br /&gt;
|0x8000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|w_heart.wte&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0x0206b000&lt;br /&gt;
|&lt;br /&gt;
|0x2000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|circle.wte&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0x0206b050&lt;br /&gt;
|&lt;br /&gt;
|0x2000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|s13p01t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|&lt;br /&gt;
|overlay_11::02316d4c&lt;br /&gt;
|0x8000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|d04p31t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|&lt;br /&gt;
|overlay_11::02314b9c&lt;br /&gt;
|0x0&lt;br /&gt;
|0x4800&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|v15p03t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|&lt;br /&gt;
|overlay_11::02314d20&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|p03p01t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|&lt;br /&gt;
|overlay_11::02314eec&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|frameX.wte (where X is from 0 to 4)&lt;br /&gt;
|both&lt;br /&gt;
|&lt;br /&gt;
|0x020274e4&lt;br /&gt;
|0x1F000&lt;br /&gt;
|0x800&lt;br /&gt;
|0x1F00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|t01p01t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|&lt;br /&gt;
|overlay_11::022f3368&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|t01p01t2.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|&lt;br /&gt;
|overlay_11::022f3394&lt;br /&gt;
|0x4000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|p03p01t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|&lt;br /&gt;
|overlay_11::022f33d8&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|d73p41t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|&lt;br /&gt;
|overlay_11::022f341c&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Marius851000</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=3D_rendering&amp;diff=701</id>
		<title>3D rendering</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=3D_rendering&amp;diff=701"/>
		<updated>2024-04-14T17:33:34Z</updated>

		<summary type="html">&lt;p&gt;Marius851000: First version of Memory use table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 3D Rendering engine ==&lt;br /&gt;
The Nintendo DS dispose of hardware that can perform 3D rendering in addition to it’s dedicated 2D system. EoS mostly use the 2D system, but occasionally make use of the 3D engine for some effects. Those are:&lt;br /&gt;
&lt;br /&gt;
* The dialogue box border and background&lt;br /&gt;
* Rendering of the quick status at the top of the bottom screen during a dungeon&lt;br /&gt;
* The various weather effect&lt;br /&gt;
* Boss transition wipe&lt;br /&gt;
* A few other effect during cutscenes&lt;br /&gt;
** (TODO: which one?)&lt;br /&gt;
* (TODO: check that I forgot none)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 3D engine is totally capable of rendering in 2D, simply by rendering rectangle in front of the virtual camera, which is what EoS always does. The way this game work is by first buffering the things to render to a buffer and then a function will submit those to render (probably during VBlank), which will then take effect on the next frame.&lt;br /&gt;
&lt;br /&gt;
The 3D engine can only render on the main screen, which in EoS is the bottom screen. Some game (but not EoS) render on both screen by switching the main screen every frame, dividing by two the framerate from 60 to 30 FPS.&lt;br /&gt;
&lt;br /&gt;
=== Memory ===&lt;br /&gt;
The bank D is dedicated to store the textures used for the 3D render, and bank F is used to store the palettes. Bank D is 128KiB large, and bank F is 16KiB large. The game seems to mostly allocate texture on a multiple of 1KiB, and palette on a multiple of 0x100B, but there it is possible to perform allocation not aligned on those arbitrary values (but it still (maybe, untested) need to be 4-bytes aligned).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game store it’s 3D data in WTE files. It contain the texture and the palette, but not where the file will be stored in the RAM, which is specified in the game’s code. Here is table of the (known) allocation the game make. It is probably exhaustive.&lt;br /&gt;
&lt;br /&gt;
ProcessWTE is the function used to load them.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!file location&lt;br /&gt;
!dungeon or overworld&lt;br /&gt;
!description&lt;br /&gt;
!call to ProcessWTE&lt;br /&gt;
!texture offset&lt;br /&gt;
!texture size (bytes) &lt;br /&gt;
!palette offset&lt;br /&gt;
!note&lt;br /&gt;
|-&lt;br /&gt;
|1025 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::022eda20&lt;br /&gt;
|0x400&lt;br /&gt;
|0xc00&lt;br /&gt;
|0x1d00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1007 to 1011 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::02336200&lt;br /&gt;
|0x0&lt;br /&gt;
|0x400&lt;br /&gt;
|0x0&lt;br /&gt;
|which one is loaded depend on language&lt;br /&gt;
|-&lt;br /&gt;
|1031 or 1003 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|both are fogs texture&lt;br /&gt;
|overlay_29::023394e4 or overlay_29::023395f8&lt;br /&gt;
|0xB000&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x1400&lt;br /&gt;
|unknown how which one is choosed&lt;br /&gt;
|-&lt;br /&gt;
|1005 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::023394e4&lt;br /&gt;
|0xD000&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x1500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1001 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::023394e4&lt;br /&gt;
|0xF000&lt;br /&gt;
|0x2000&lt;br /&gt;
|0x1600&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some between 1012 to 1020 in dungeon pack&lt;br /&gt;
|dungeon&lt;br /&gt;
|&lt;br /&gt;
|overlay_29::0233614c&lt;br /&gt;
|0x1000&lt;br /&gt;
|0x400&lt;br /&gt;
|0x200&lt;br /&gt;
|which one depend on language&lt;br /&gt;
|-&lt;br /&gt;
|c_wipe.wte or w_wipe2.wte&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0x0206afb0&lt;br /&gt;
|&lt;br /&gt;
|0x8000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|w_heart.wte&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0x0206b000&lt;br /&gt;
|&lt;br /&gt;
|0x2000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|circle.wte&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0x0206b050&lt;br /&gt;
|&lt;br /&gt;
|0x2000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|s13p01t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|&lt;br /&gt;
|overlay_11::02316d4c&lt;br /&gt;
|0x8000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|d04p31t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|&lt;br /&gt;
|overlay_11::02314b9c&lt;br /&gt;
|0x0&lt;br /&gt;
|0x4800&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|v15p03t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|&lt;br /&gt;
|overlay_11::02314d20&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|p03p01t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|&lt;br /&gt;
|overlay_11::02314eec&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|frameX.wte (where X is from 0 to 4)&lt;br /&gt;
|both&lt;br /&gt;
|&lt;br /&gt;
|0x020274e4&lt;br /&gt;
|0x1F000&lt;br /&gt;
|0x800&lt;br /&gt;
|0x1F00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|t01p01t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|&lt;br /&gt;
|overlay_11::022f3368&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|t01p01t2.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|&lt;br /&gt;
|overlay_11::022f3394&lt;br /&gt;
|0x4000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|p03p01t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|&lt;br /&gt;
|overlay_11::022f33d8&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|d73p41t1.wte&lt;br /&gt;
|overworld&lt;br /&gt;
|&lt;br /&gt;
|overlay_11::022f341c&lt;br /&gt;
|0x0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Marius851000</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=3D_rendering&amp;diff=700</id>
		<title>3D rendering</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=3D_rendering&amp;diff=700"/>
		<updated>2024-04-14T17:15:31Z</updated>

		<summary type="html">&lt;p&gt;Marius851000: Initial page creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 3D Rendering engine ==&lt;br /&gt;
The Nintendo DS dispose of hardware that can perform 3D rendering in addition to it’s dedicated 2D system. EoS mostly use the 2D system, but occasionally make use of the 3D engine for some effects. Those are:&lt;br /&gt;
&lt;br /&gt;
* The dialogue box border and background&lt;br /&gt;
* Rendering of the quick status at the top of the bottom screen during a dungeon&lt;br /&gt;
* The various weather effect&lt;br /&gt;
* Boss transition wipe&lt;br /&gt;
* A few other effect during cutscenes&lt;br /&gt;
** (TODO: which one?)&lt;br /&gt;
* (TODO: check that I forgot none)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 3D engine is totally capable of rendering in 2D, simply by rendering rectangle in front of the virtual camera, which is what EoS always does. The way this game work is by first buffering the things to render to a buffer and then a function will submit those to render (probably during VBlank), which will then take effect on the next frame.&lt;br /&gt;
&lt;br /&gt;
The 3D engine can only render on the main screen, which in EoS is the bottom screen. Some game (but not EoS) render on both screen by switching the main screen every frame, dividing by two the framerate from 60 to 30 FPS.&lt;br /&gt;
&lt;br /&gt;
=== Memory ===&lt;br /&gt;
The bank D is dedicated to store the textures used for the 3D render, and bank F is used to store the palettes. Bank D is 128KiB large, and bank F is 16KiB large. The game seems to only allocate texture on a multiple of 1KiB, and palette on a multiple of 0x100B, but there it is possible to perform allocation not aligned on those arbitrary values (but it still (maybe, untested) need to be 4-bytes aligned).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO:&lt;/div&gt;</summary>
		<author><name>Marius851000</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=User:Marius851000&amp;diff=699</id>
		<title>User:Marius851000</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=User:Marius851000&amp;diff=699"/>
		<updated>2024-04-14T16:59:00Z</updated>

		<summary type="html">&lt;p&gt;Marius851000: Fixed title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Drafts ===&lt;br /&gt;
[[User:Marius851000/Draft/3drender]]&lt;/div&gt;</summary>
		<author><name>Marius851000</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=User:Marius851000&amp;diff=698</id>
		<title>User:Marius851000</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=User:Marius851000&amp;diff=698"/>
		<updated>2024-04-14T16:58:31Z</updated>

		<summary type="html">&lt;p&gt;Marius851000: prepare 3d rendering draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;## 3D Rendering&lt;br /&gt;
&lt;br /&gt;
[[User:Marius851000/Draft/3drender]]&lt;/div&gt;</summary>
		<author><name>Marius851000</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=User:Marius851000/WIP:snd_stream&amp;diff=391</id>
		<title>User:Marius851000/WIP:snd stream</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=User:Marius851000/WIP:snd_stream&amp;diff=391"/>
		<updated>2023-10-09T17:21:51Z</updated>

		<summary type="html">&lt;p&gt;Marius851000: WIP: blurp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;code&amp;gt;snd_stream&amp;lt;/code&amp;gt; is the name of an EoS patch made by Irdkwia that allow playback of arbitrary audio files (not just MIDI-encoded audio, unlike with [[SkySongBuilder]]).&lt;/div&gt;</summary>
		<author><name>Marius851000</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=List_of_Opcodes&amp;diff=384</id>
		<title>List of Opcodes</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=List_of_Opcodes&amp;diff=384"/>
		<updated>2023-10-01T07:54:41Z</updated>

		<summary type="html">&lt;p&gt;Marius851000: /* 0x3 - back_SetBackScrollOffset */ I can confirm they are hardcoded (will fill the exact detail later)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The scripting engine used in Explorers of Sky has different opcodes. [[ExplorerScript]] translates most of them literally, preserving the same parameters and functionality. However, some opcodes are translated to [[ExplorerScript]] constructs, such as if statements.&lt;br /&gt;
&lt;br /&gt;
This article documents the different opcodes, their purpose and parameters. The purpose of unkX parameters is unknown.&lt;br /&gt;
&lt;br /&gt;
== Relevant Opcodes ==&lt;br /&gt;
These opcodes can be directly called from ExplorerScript.&lt;br /&gt;
&lt;br /&gt;
=== 0x0 - Null ===&lt;br /&gt;
Does nothing.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x1 - back_ChangeGround ===&lt;br /&gt;
Sets the Map Background from a Level without changing the chunks from the currently loaded Map Background. Entities such as actors, objects, and performers will not be deleted when this opcode is executed. &lt;br /&gt;
&lt;br /&gt;
This has very few uses in the game—a notable use is how Wigglytuff&#039;s Chamber has its door open, as seen via LEVEL_G01P04A and LEVEL_G01P04A2. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level_id&lt;br /&gt;
|An entry in the Level List. This opcode will pull from the Level&#039;s Map Background.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x2 - back_SetBackEffect ===&lt;br /&gt;
Performs various effects related to the currently loaded Animation Palettes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|effect&lt;br /&gt;
|&lt;br /&gt;
# The default state of the Animation Palette.&lt;br /&gt;
# Plays the Animation Palette in a loop.&lt;br /&gt;
# Plays the Animation Palette once.&lt;br /&gt;
# Freezes the Animation Palette at its current frame.&lt;br /&gt;
# Resumes the Animation Palette.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x3 - back_SetBackScrollOffset ===&lt;br /&gt;
Shifts the background by a certain number of pixels, without affecting entities such as actors, objects, or performers. Backgrounds used with this opcode will display a &amp;quot;loop&amp;quot; effect, i.e., it has the appearance of scrolling forever.&lt;br /&gt;
&lt;br /&gt;
This opcode seems to only work for only a few Levels, such as LEVEL_P13P01A, LEVEL_S13P06A, and LEVEL_V03P11A.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|offset0&lt;br /&gt;
|The number of pixels to shift either:&lt;br /&gt;
&lt;br /&gt;
* The Map Background&#039;s Layer 1 and Layer 2 X-axis.&lt;br /&gt;
* The Map Background&#039;s Layer 1 X-axis.&lt;br /&gt;
&lt;br /&gt;
Which one the game performs for a given Level is hardcoded.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|offset1&lt;br /&gt;
|The number of pixels to shift either:&lt;br /&gt;
&lt;br /&gt;
* The Map Background&#039;s Layer 1 and Layer 2 Y-axis.&lt;br /&gt;
* The Map Background&#039;s Layer 2 X-axis.&lt;br /&gt;
&lt;br /&gt;
Which one the game performs for a given Level is hardcoded.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x4 - back_SetBackScrollSpeed ===&lt;br /&gt;
Continuously scrolls the background at a certain speed, without affecting entities such as actors, objects, or performers. Backgrounds used with this opcode will display a &amp;quot;loop&amp;quot; effect, i.e., it has the appearance of scrolling forever.&lt;br /&gt;
&lt;br /&gt;
This opcode seems to only work for only a few Levels, such as LEVEL_P13P01A, LEVEL_S13P06A, and LEVEL_V03P11A.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|speed0&lt;br /&gt;
|The speed to scroll either:&lt;br /&gt;
&lt;br /&gt;
* The Map Background&#039;s Layer 1 and Layer 2 X-axis.&lt;br /&gt;
* The Map Background&#039;s Layer 1 X-axis.&lt;br /&gt;
&lt;br /&gt;
Which one the game performs for a given Level seems to be hardcoded.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|speed1&lt;br /&gt;
|The speed to scroll either:&lt;br /&gt;
&lt;br /&gt;
* The Map Background&#039;s Layer 1 and Layer 2 Y-axis.&lt;br /&gt;
* The Map Background&#039;s Layer 2 X-axis.&lt;br /&gt;
&lt;br /&gt;
Which one the game performs for a given Level seems to be hardcoded.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x5 - back_SetBanner ===&lt;br /&gt;
Displays broken text using the &amp;lt;code&amp;gt;FONT/banner.bin:FONT/b_pal.bin&amp;lt;/code&amp;gt; font, editable in the Misc. Graphics tab of SkyTemple. This opcode will delete any actors, objects, and performers that are currently loaded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|chapter_number&lt;br /&gt;
|The chapter number displayed for the banner. A value of -1 will be &amp;quot;Final Chapter&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x6 - back_SetBanner2 ===&lt;br /&gt;
Displays text using the &amp;lt;code&amp;gt;FONT/banner.bin:FONT/b_pal.bin&amp;lt;/code&amp;gt; font, editable in the Misc. Graphics tab of SkyTemple. This opcode is typically used for chapter introductions, which includes chapter text and a subtitle displayed over a Map Background. This opcode will delete any actors, objects, and performers that are currently loaded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level&lt;br /&gt;
|An entry in the Level List. This opcode will pull from the Level&#039;s Map Background.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown. Typically, the game uses 0 for this parameter, but it seems to have no effect.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|x&lt;br /&gt;
|The pixel position the camera will center the Map Background on its X-axis.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|y&lt;br /&gt;
|The pixel position the camera will center the Map Background on its Y-axis.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|sint&lt;br /&gt;
|chapter_number&lt;br /&gt;
|The chapter number displayed for the banner. A value of -1 will be &amp;quot;Final Chapter&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|String&lt;br /&gt;
|title&lt;br /&gt;
|The title of the chapter, e.g., &amp;quot;A Storm At Sea&amp;quot; for Chapter 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x7 - back_SetEffect ===&lt;br /&gt;
Performs various effects related to the current Map Background&#039;s layers across a certain number of frames.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to play a given effect.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|effect&lt;br /&gt;
|&lt;br /&gt;
# Transitions from Layer 2 to Layer 1.&lt;br /&gt;
# Fades in Layer 1 from total darkness.&lt;br /&gt;
# Transitions from Layer 2 to Layer 1.&lt;br /&gt;
# Fades in Layer 1 from total darkness.&lt;br /&gt;
# Transitions from Layer 1 to Layer 2.&lt;br /&gt;
# Fades out Layer 1 to total darkness.&lt;br /&gt;
# Merges Layer 1 onto Layer 2, but fades in Layer 1 from total darkness.&lt;br /&gt;
# Fades in Layer 1 from total darkness.&lt;br /&gt;
# Merges Layer onto Layer 2, but fades out Layer 1 to total darkness.&lt;br /&gt;
# Fades out Layer 1 to total darkness.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x8 - back_SetDungeonBanner ===&lt;br /&gt;
Displays a specific string using the &amp;lt;code&amp;gt;FONT/banner.bin:FONT/b_pal.bin&amp;lt;/code&amp;gt; font, editable in the Misc. Graphics tab of SkyTemple. The text chosen is defined in Dungeons tab as a dungeon&#039;s &amp;lt;code&amp;gt;back_SetDungeonBanner&amp;lt;/code&amp;gt; string. This opcode will delete any actors, objects, and performers that are currently loaded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|dungeon_id&lt;br /&gt;
|The ID of a dungeon, as listed in the Dungeons tab of SkyTemple.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown. Does not seem to affect much.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x9 - back_SetGround ===&lt;br /&gt;
Sets the Map Background from a Level. Upon using this opcode, the variable &amp;lt;code&amp;gt;$GROUND_MAP&amp;lt;/code&amp;gt; will be updated to match the ID of the chosen Level. This opcode will delete any actors, objects, and performers that are currently loaded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level_id&lt;br /&gt;
|An entry in the Level List. This opcode will pull from the Level&#039;s Map Background.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xa - back_SetSpecialEpisodeBanner ===&lt;br /&gt;
Displays text using the &amp;lt;code&amp;gt;FONT/banner.bin:FONT/b_pal.bin&amp;lt;/code&amp;gt; font, editable in the Misc. Graphics tab of SkyTemple. This opcode is used for Special Episodes 1-3. This opcode plays a short animation of a green line shooting across the screen, followed by text scrolling across the screen horizontally from opposite directions. This opcode will delete any actors, objects, and performers that are currently loaded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|episode_number&lt;br /&gt;
|The episode number displayed for the banner. A value of -1 will be &amp;quot;Final Chapter&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|String&lt;br /&gt;
|title&lt;br /&gt;
|The title of the episode, e.g., &amp;quot;Bidoof&#039;s Wish&amp;quot; for Special Episode 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xb - back_SetSpecialEpisodeBanner2 ===&lt;br /&gt;
Displays text using the &amp;lt;code&amp;gt;FONT/banner_c.bin:FONT/b_pal_r.bin&amp;lt;/code&amp;gt; font, editable in the Misc. Graphics tab of SkyTemple. This opcode is only used for Special Episode 4. This opcode features an elaborate animation featuring hearts and sparkles, along with text scrolling across the screen horizontally from opposite directions. This opcode will delete any actors, objects, and performers that are currently loaded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|episode_number&lt;br /&gt;
|The episode number displayed for the banner. A value of -1 will be &amp;quot;Final Chapter&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|String&lt;br /&gt;
|title&lt;br /&gt;
|The title of the episode, e.g., &amp;quot;Bidoof&#039;s Wish&amp;quot; for Special Episode 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xc - back_SetSpecialEpisodeBanner3 ===&lt;br /&gt;
Displays text using the &amp;lt;code&amp;gt;FONT/banner.bin:FONT/b_pal.bin&amp;lt;/code&amp;gt; font, editable in the Misc. Graphics tab of SkyTemple. This opcode is only used for Special Episode 5. This opcode features no animation, but the end result is similar to the opcode &amp;lt;code&amp;gt;back_SetSpecialEpisodeBanner&amp;lt;/code&amp;gt;. This opcode will delete any actors, objects, and performers that are currently loaded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|episode_number&lt;br /&gt;
|The episode number displayed for the banner. A value of -1 will be &amp;quot;Final Chapter&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|String&lt;br /&gt;
|title&lt;br /&gt;
|The title of the episode, e.g., &amp;quot;Bidoof&#039;s Wish&amp;quot; for Special Episode 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xd - back_SetTitleBanner ===&lt;br /&gt;
Displays user-defined text using the &amp;lt;code&amp;gt;FONT/banner.bin:FONT/b_pal.bin&amp;lt;/code&amp;gt; font, editable in the Misc. Graphics tab of SkyTemple. This opcode will delete any actors, objects, and performers that are currently loaded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|y&lt;br /&gt;
|The Y-axis pixel position of the title.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|String&lt;br /&gt;
|title&lt;br /&gt;
|The title displayed on the Touch Screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xe - back_SetWeather ===&lt;br /&gt;
Displays a weather effect that overlays the current Map Background.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|weather_id&lt;br /&gt;
|Values of 0 and below mean no weather effect is to be displayed.&lt;br /&gt;
&lt;br /&gt;
# Dark, unmoving clouds.&lt;br /&gt;
# Dark, unmoving clouds.&lt;br /&gt;
# Clouds.&lt;br /&gt;
# No weather.&lt;br /&gt;
# Clouds.&lt;br /&gt;
# Unknown; seems to either softlock the game or drastically change the current Map Background.&lt;br /&gt;
# Fog.&lt;br /&gt;
# No weather.&lt;br /&gt;
# Unknown; does not seem to have a visible effect, but it loads something into memory.&lt;br /&gt;
# Unknown; seems to either softlock the game or drastically change the current Map Background.&lt;br /&gt;
# Purple smog.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xf - back_SetWeatherEffect ===&lt;br /&gt;
Currently unknown. The only values this opcode accepts seems to be 1, 2, and 3. Its only known use is in V00P02/m01a04a.ssb, which is a test script used by the developers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x10 - back_SetWeatherScrollOffset ===&lt;br /&gt;
Currently unknown. This opcode is not used in the base game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x11 - back_SetWeatherScrollSpeed ===&lt;br /&gt;
Currently unknown. This opcode is not used in the base game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x12 - back2_SetBackEffect ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;back_SetBackEffect&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|effect&lt;br /&gt;
|&lt;br /&gt;
# The default state of the Animation Palette.&lt;br /&gt;
# Plays the Animation Palette in a loop.&lt;br /&gt;
# Plays the Animation Palette once.&lt;br /&gt;
# Freezes the Animation Palette at its current frame.&lt;br /&gt;
# Resumes the Animation Palette.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x13 - back2_SetBackScrollOffset ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;back_SetBackScrollOffset&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|offset0&lt;br /&gt;
|The number of pixels to shift either:&lt;br /&gt;
&lt;br /&gt;
* The Map Background&#039;s Layer 1 and Layer 2 X-axis.&lt;br /&gt;
* The Map Background&#039;s Layer 1 X-axis.&lt;br /&gt;
&lt;br /&gt;
Which one the game performs for a given Level seems to be hardcoded.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|offset1&lt;br /&gt;
|The number of pixels to shift either:&lt;br /&gt;
&lt;br /&gt;
* The Map Background&#039;s Layer 1 and Layer 2 Y-axis.&lt;br /&gt;
* The Map Background&#039;s Layer 2 X-axis.&lt;br /&gt;
&lt;br /&gt;
Which one the game performs for a given Level seems to be hardcoded.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x14 - back2_SetBackScrollSpeed ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;back_SetBackScrollSpeed&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|speed0&lt;br /&gt;
|The speed to scroll either:&lt;br /&gt;
&lt;br /&gt;
* The Map Background&#039;s Layer 1 and Layer 2 X-axis.&lt;br /&gt;
* The Map Background&#039;s Layer 1 X-axis.&lt;br /&gt;
&lt;br /&gt;
Which one the game performs for a given Level seems to be hardcoded.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|speed1&lt;br /&gt;
|The speed to scroll either:&lt;br /&gt;
&lt;br /&gt;
* The Map Background&#039;s Layer 1 and Layer 2 Y-axis.&lt;br /&gt;
* The Map Background&#039;s Layer 2 X-axis.&lt;br /&gt;
&lt;br /&gt;
Which one the game performs for a given Level seems to be hardcoded.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x15 - back2_SetData ===&lt;br /&gt;
Currently unknown. This opcode is not used in the base game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x16 - back2_SetEffect ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;back_SetEffect&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to play a given effect.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|effect&lt;br /&gt;
|&lt;br /&gt;
# Transitions from Layer 2 to Layer 1.&lt;br /&gt;
# Fades in Layer 1 from total darkness.&lt;br /&gt;
# Transitions from Layer 2 to Layer 1.&lt;br /&gt;
# Fades in Layer 1 from total darkness.&lt;br /&gt;
# Transitions from Layer 1 to Layer 2.&lt;br /&gt;
# Fades out Layer 1 to total darkness.&lt;br /&gt;
# Merges Layer 1 onto Layer 2, but fades in Layer 1 from total darkness.&lt;br /&gt;
# Fades in Layer 1 from total darkness.&lt;br /&gt;
# Merges Layer onto Layer 2, but fades out Layer 1 to total darkness.&lt;br /&gt;
# Fades out Layer 1 to total darkness.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x17 - back2_SetGround ===&lt;br /&gt;
Mostly the same as &amp;lt;code&amp;gt;back_SetGround&amp;lt;/code&amp;gt;, but for the Top Screen. This opcode only works if &amp;lt;code&amp;gt;back2_SetMode(4);&amp;lt;/code&amp;gt; is used prior to this opcode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level_id&lt;br /&gt;
|An entry in the Level List. This opcode will pull from the Level&#039;s Map Background.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x18 - back2_SetMode ===&lt;br /&gt;
Determines a hardcoded status of the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|mode&lt;br /&gt;
|A value of 0 is no mode. A negative value seems to set the Top Screen to the overworld&#039;s current Top Screen setting.&lt;br /&gt;
&lt;br /&gt;
# Fades out the Top Screen.&lt;br /&gt;
# Team Stats.&lt;br /&gt;
# The Map Background S01P01A with the hero idling on a World Map Marker.&lt;br /&gt;
# Allows for the Top Screen to display a Map Background from a Level using the &amp;lt;code&amp;gt;back2_SetGround&amp;lt;/code&amp;gt; opcode.&lt;br /&gt;
# Splits the Map Background used in the Level defined by &amp;lt;code&amp;gt;back_SetGround&amp;lt;/code&amp;gt; equally between the Top and Touch Screen.&lt;br /&gt;
#Splits the Map Background used in the Level defined by &amp;lt;code&amp;gt;back_SetGround&amp;lt;/code&amp;gt; between the Top and Touch Screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x19 - back2_SetSpecialActing ===&lt;br /&gt;
Currently unknown.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x1a - back2_SetWeather ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;back_SetWeather&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|weather_id&lt;br /&gt;
|Values of 0 and below mean no weather effect is to be displayed.&lt;br /&gt;
&lt;br /&gt;
# Dark, unmoving clouds.&lt;br /&gt;
# Dark, unmoving clouds.&lt;br /&gt;
# Clouds.&lt;br /&gt;
# No weather.&lt;br /&gt;
# Clouds.&lt;br /&gt;
# Unknown; seems to either softlock the game or drastically change the current Map Background.&lt;br /&gt;
# Fog.&lt;br /&gt;
# No weather.&lt;br /&gt;
# Unknown; does not seem to have a visible effect, but it loads something into memory.&lt;br /&gt;
# Unknown; seems to either softlock the game or drastically change the current Map Background.&lt;br /&gt;
# Purple smog.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0x1b - back2_SetWeatherEffect ===&lt;br /&gt;
Currently unknown. Potentially has similar functionality as &amp;lt;code&amp;gt;back_SetWeatherEffect&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x1c - back2_SetWeatherScrollOffset ===&lt;br /&gt;
Currently unknown. Potentially has similar functionality as &amp;lt;code&amp;gt;back_SetWeatherScrollOffset&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x1d - back2_SetWeatherScrollSpeed ===&lt;br /&gt;
Currently unknown. Potentially has similar functionality as &amp;lt;code&amp;gt;back_SetWeatherScrollSpeed&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x1e - bgm_FadeOut ===&lt;br /&gt;
Fades out the BGM that is currently playing over a certain period of time on the first BGM track.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to fade out and silence a given BGM.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x1f - bgm_Play ===&lt;br /&gt;
Instantly plays a BGM on the first BGM track.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Bgm&lt;br /&gt;
|bgm_id&lt;br /&gt;
|A music track defined in SOUND/BGM of the ROM.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x20 - bgm_PlayFadeIn ===&lt;br /&gt;
Starts playing a BGM over a certain period of time and at a certain volume on the first BGM track.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Bgm&lt;br /&gt;
|bgm_id&lt;br /&gt;
|A music track defined in SOUND/BGM of the ROM.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to fade in the BGM.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|volume&lt;br /&gt;
|The volume that the BGM will play at. It has a maximum of 256 and a minimum of 0.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x21 - bgm_Stop ===&lt;br /&gt;
Instantly stops the BGM that is currently playing on the first BGM track.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x22 - bgm_ChangeVolume ===&lt;br /&gt;
Changes the volume of the BGM that is currently playing on the first BGM track.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the BGM&#039;s volume.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|volume&lt;br /&gt;
|The volume that the BGM will play at. It has a maximum of 256 and a minimum of 0.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x23 - bgm2_FadeOut ===&lt;br /&gt;
Fades out the BGM that is currently playing over a certain period of time on the second BGM track.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to fade out and silence a given BGM.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x24 - bgm2_Play ===&lt;br /&gt;
Instantly plays a BGM on the second BGM track.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Bgm&lt;br /&gt;
|bgm_id&lt;br /&gt;
|A music track defined in SOUND/BGM of the ROM.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x25 - bgm2_PlayFadeIn ===&lt;br /&gt;
Starts playing a BGM over a certain period of time and at a certain volume on the second BGM track.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Bgm&lt;br /&gt;
|bgm_id&lt;br /&gt;
|A music track defined in SOUND/BGM of the ROM.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to fade in the BGM.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|volume&lt;br /&gt;
|The volume that the BGM will play at. It has a maximum of 256 and a minimum of 0.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x26 - bgm2_Stop ===&lt;br /&gt;
Instantly stops the BGM that is currently playing on the second BGM track.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x27 - bgm2_ChangeVolume ===&lt;br /&gt;
Changes the volume of the BGM that is currently playing on the second BGM track.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames to change the BGM&#039;s volume.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|volume&lt;br /&gt;
|The volume that the BGM will play at. It has a maximum of 256 and a minimum of 0.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x38 - CallCommon ===&lt;br /&gt;
Jumps to the specified Unionall Coroutine, runs its code, and returns to the line of code in which this opcode was used (only if &amp;lt;code&amp;gt;return;&amp;lt;/code&amp;gt; was used in the Coroutine). This opcode can be used in any script, no matter the type (Common, Enter, Acting, or Sub).&lt;br /&gt;
&lt;br /&gt;
If used in the context of an actor/object/performer, this should not be used in with-statements.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Coroutine&lt;br /&gt;
|coro_id&lt;br /&gt;
|One of the 701 possible Unionall Coroutines.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x39 - camera_Move2Default ===&lt;br /&gt;
Moves the camera toward an active Type 1 actor (e.g., ACTOR_PLAYER) without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x3a - camera_Move2MyPosition ===&lt;br /&gt;
Moves the camera toward a specific entity&#039;s position (i.e., an actor, object, or performer) without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x3b - camera_Move2Myself ===&lt;br /&gt;
Moves the camera toward a specific entity (i.e., an actor, object, or performer) without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x3c - camera_Move2PositionMark ===&lt;br /&gt;
Moves the camera to one or more Position Marks without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x3d - camera_Move2PositionMark ===&lt;br /&gt;
Moves the camera to a Position Mark without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x3e - camera_Move3Default ===&lt;br /&gt;
Moves the camera toward an active Type 1 actor (e.g., ACTOR_PLAYER) in a rapid, strange motion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Supposedly movement speed based off of similar opcodes, but does not seem to affect much.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x3f - camera_Move3MyPosition ===&lt;br /&gt;
Moves the camera toward a specific entity&#039;s position (i.e., an actor, object, or performer) in a rapid, strange motion.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Supposedly movement speed based off of similar opcodes, but does not seem to affect much.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x40 - camera_Move3Myself ===&lt;br /&gt;
Moves the camera toward a specific entity (i.e., an actor, object, or performer) in a rapid, strange motion.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Supposedly movement speed based off of similar opcodes, but does not seem to affect much.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x41 - camera_Move3PositionMark ===&lt;br /&gt;
Moves the camera to one or more Position Marks in a rapid, strange motion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x42 - camera_Move3PositionMark ===&lt;br /&gt;
Moves the camera to a Position Mark without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Supposedly movement speed based off of similar opcodes, but does not seem to affect much.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x43 - camera_MoveDefault ===&lt;br /&gt;
Moves the camera toward an active Type 1 actor (e.g., ACTOR_PLAYER) while restricting movement by eight angles—as if movement was performed using the D-Pad.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x44 - camera_MoveMyPosition ===&lt;br /&gt;
Moves the camera toward a specific entity&#039;s position (i.e., an actor, object, or performer) while restricting movement by eight angles—as if movement was performed using the D-Pad.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x45 - camera_MoveMyself ===&lt;br /&gt;
Moves the camera toward a specific entity (i.e., an actor, object, or performer) while restricting movement by eight angles—as if movement was performed using the D-Pad.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x46 - camera_MovePositionMark ===&lt;br /&gt;
Moves the camera to one or more Position Marks while restricting movement by eight angles—as if movement was performed using the D-Pad.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x47 - camera_MovePositionMark ===&lt;br /&gt;
Moves the camera to a Position Mark while restricting movement by eight angles—as if movement was performed using the D-Pad.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x48 - camera_SetDefault ===&lt;br /&gt;
Instantly sets the camera to a Type 1 actor (e.g., ACTOR_PLAYER).&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x49 - camera_SetEffect ===&lt;br /&gt;
Continuously shakes the camera at specified intensities. Entities will be affected by the camera shaking, but not textboxes and portraits. The camera will continue to shake even if it is moved using another opcode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|mode&lt;br /&gt;
|Values of 0 or 3+ mean the camera will not shake.&lt;br /&gt;
&lt;br /&gt;
# Erratic, jerky shaking.&lt;br /&gt;
# Subdued, smoother shaking.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|intensity&lt;br /&gt;
|The intensity of the shake. Higher values will result in a more intense shake.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a slower speed.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x4a - camera_SetMyPosition ===&lt;br /&gt;
Instantly sets the camera toward a specific entity&#039;s position (i.e., an actor, object, or performer).&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x4b - camera_SetMyself ===&lt;br /&gt;
Instantly sets the camera to a specific entity (i.e., an actor, object, or performer). Once performed, the camera will now follow the entity wherever it moves.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x4c - camera_SetPositionMark ===&lt;br /&gt;
Instantly sets the camera to a Position Mark.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x4d - camera2_Move2Default ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_Move2Default&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x4e - camera2_Move2MyPosition ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_Move2MyPosition&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x4f - camera2_Move2Myself ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_Move2Myself&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x50 - camera2_Move2PositionMark ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_Move2PositionMark&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x51 - camera2_Move2PositionMark ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_Move2PositionMark&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x52 - camera2_Move3Default ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_Move3Default&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Supposedly movement speed based off of similar opcodes, but does not seem to affect much.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x53 - camera2_Move3MyPosition ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_Move3MyPosition&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Supposedly movement speed based off of similar opcodes, but does not seem to affect much.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x54 - camera2_Move3Myself ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_Move3Myself&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Supposedly movement speed based off of similar opcodes, but does not seem to affect much.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x55 - camera2_Move3PositionMark ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_Move3PositionMark&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x56 - camera2_Move3PositionMark ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_Move3PositionMark&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Supposedly movement speed based off of similar opcodes, but does not seem to affect much.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x57 - camera2_MoveDefault ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_MoveDefault&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x58 - camera2_MoveMyPosition ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_MoveMyPosition&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x59 - camera2_MoveMyself ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_MoveMyself&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x5a - camera2_MovePositionMark ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_MovePositionMark&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x5b - camera2_MovePositionMark ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_MovePositionMark&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x5c - camera2_SetDefault ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_SetDefault&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x5d - camera2_SetEffect ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_SetEffect&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|mode&lt;br /&gt;
|Values of 0 or 3+ mean the camera will not shake.&lt;br /&gt;
&lt;br /&gt;
# Erratic, jerky shaking.&lt;br /&gt;
# Subdued, smoother shaking.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|intensity&lt;br /&gt;
|The intensity of the shake. Higher values will result in a more intense shake.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a slower speed.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x5e - camera2_SetMyPosition ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_SetMyPosition&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x5f - camera2_SetMyself ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_SetMyself&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x60 - camera2_SetPositionMark ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;camera_SetPositionMark&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x61 - CancelCut ===&lt;br /&gt;
Reverses the effects of the opcode &amp;lt;code&amp;gt;CancelRecoverCommon&amp;lt;/code&amp;gt;, i.e., disallows the game from reloading Unionall at a Coroutine by pressing the Start button.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x62 - CancelRecoverCommon ===&lt;br /&gt;
Allows reloading Unionall at a specified Coroutine by pressing the Start button. This can be done in a cutscene and the overworld.&lt;br /&gt;
&lt;br /&gt;
Once the Start button is pressed, the game will stop the current script, fade out the entire screen, and reload Unionall and begin running code at the specified Coroutine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Coroutine&lt;br /&gt;
|coro_id&lt;br /&gt;
|One of the 701 possible Unionall Coroutines.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x6a - debug_Assert ===&lt;br /&gt;
Does nothing in the final game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x6b - debug_Print ===&lt;br /&gt;
Does nothing in the final game.&lt;br /&gt;
&lt;br /&gt;
If the script is running using SkyTemple&#039;s debugger and the &amp;quot;Script Debug&amp;quot; checkbox is ticked, the specified string will be printed to the Debug Log.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|ConstString&lt;br /&gt;
|txt&lt;br /&gt;
|A string to be printed to the Debug Log.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x6c - debug_PrintFlag ===&lt;br /&gt;
Does nothing in the final game.&lt;br /&gt;
&lt;br /&gt;
If the script is running using SkyTemple&#039;s debugger and the &amp;quot;Script Debug&amp;quot; checkbox is ticked, the specified string will be printed to the Debug Log, along with the value of the specified script variable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|One of the 115 possible script variables. Indexed variables are not encouraged to use, since the Debug Log will only read from the first index.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ConstString&lt;br /&gt;
|txt&lt;br /&gt;
|A string to be printed to the Debug Log.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x6d - debug_PrintScenario ===&lt;br /&gt;
If the script is running using SkyTemple&#039;s debugger and the &amp;quot;Script Debug&amp;quot; checkbox is ticked, the specified string will be printed to the Debug Log, along with two indices of the specified script variable.&lt;br /&gt;
&lt;br /&gt;
This opcode&#039;s Debug Log implementation currently seems broken, as it prints the first index of the specified variable twice.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|One of the 115 possible script variables. A two-indexed variable (e.g., &amp;lt;code&amp;gt;$SCENARIO_MAIN&amp;lt;/code&amp;gt;) is encouraged to use.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ConstString&lt;br /&gt;
|txt&lt;br /&gt;
|A string to be printed to the Debug Log.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x6f - Destroy ===&lt;br /&gt;
Instantly removes an active entity (i.e., an actor, object, or performer) from memory.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
&lt;br /&gt;
=== 0x71 - EndAnimation ===&lt;br /&gt;
Stops an actor or object&#039;s looping animation once it reaches the end of its animation frames.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x72 - ExecuteActing ===&lt;br /&gt;
Currently unknown.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x73 - ExecuteCommon ===&lt;br /&gt;
Jumps to a Unionall Coroutine, runs its code, and returns to the line in which this opcode was called. This opcode should be called if the specified Coroutine ends with &amp;lt;code&amp;gt;hold;&amp;lt;/code&amp;gt;. Typically, the base game uses this command with Coroutines whose names end with &amp;quot;FUNC_SERIES&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Routine&lt;br /&gt;
|coro_id&lt;br /&gt;
|One of the 701 possible Unionall Coroutines.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x81 - Flash ===&lt;br /&gt;
Currently unknown; it does not seem to affect much. This opcode is not used in the base game.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x83 - item_GetVariable ===&lt;br /&gt;
Saves the value in a specific item slot (set by &amp;lt;code&amp;gt;item_Set&amp;lt;/code&amp;gt;) to a script variable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|slot&lt;br /&gt;
|An item slot used by many &amp;lt;code&amp;gt;item_&amp;lt;/code&amp;gt; opcodes.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|One of the 115 possible script variables.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x84 - item_Set ===&lt;br /&gt;
Sets an item into an item slot, which can be used by other various &amp;lt;code&amp;gt;item_&amp;lt;/code&amp;gt; opcodes.&lt;br /&gt;
&lt;br /&gt;
Items in slot 0 may also be added to the player&#039;s bag and storage with hardcoded menus, such as &amp;lt;code&amp;gt;message_Menu(MENU_GIVE_ITEM);&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;message_Menu(MENU_GIVE_ITEM2);&amp;lt;/code&amp;gt;, respectively. Additionally, the text tag &amp;lt;code&amp;gt;[s_item:X]&amp;lt;/code&amp;gt; will display the item&#039;s name, where X is the item slot number.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|slot&lt;br /&gt;
|An item slot used by many &amp;lt;code&amp;gt;item_&amp;lt;/code&amp;gt; opcodes.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|item_id&lt;br /&gt;
|The ID of the item, where all are listed in the Items tab of SkyTemple.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|item_stack&lt;br /&gt;
|The stack count of an item, if it belongs to a Thrown category. Treasure Boxes will also use this as the item earned when opening the box at Xatu&#039;s Appraisal.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x85 - item_SetTableData ===&lt;br /&gt;
Sets a random item from predefined tables into an item slot, which can be used by other various &amp;lt;code&amp;gt;item_&amp;lt;/code&amp;gt; opcodes. This opcode is used mainly in Spinda&#039;s Cafe, for redeeming a random Recycle Shop prize and for receiving items from Treasure Town NPCs after giving them Sky Gifts.&lt;br /&gt;
&lt;br /&gt;
Items in slot 0 may also be added to the player&#039;s bag and storage with hardcoded menus, such as &amp;lt;code&amp;gt;message_Menu(MENU_GIVE_ITEM);&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;message_Menu(MENU_GIVE_ITEM2);&amp;lt;/code&amp;gt;, respectively. Additionally, the text tag &amp;lt;code&amp;gt;[s_item:X]&amp;lt;/code&amp;gt; will display the item&#039;s name, where X is the item slot number.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|slot&lt;br /&gt;
|An item slot used by many &amp;lt;code&amp;gt;item_&amp;lt;/code&amp;gt; opcodes.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|table&lt;br /&gt;
|Some unknown item tables related to Spinda&#039;s Cafe.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x86 - item_SetVariable ===&lt;br /&gt;
Saves the value of a script variable to an item slot. Items in slot 0 may also be added to the player&#039;s bag and storage with hardcoded menus, such as &amp;lt;code&amp;gt;message_Menu(MENU_GIVE_ITEM);&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;message_Menu(MENU_GIVE_ITEM2);&amp;lt;/code&amp;gt;, respectively. Additionally, the text tag &amp;lt;code&amp;gt;[s_item:X]&amp;lt;/code&amp;gt; will display the item&#039;s name, where X is the item slot number.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|slot&lt;br /&gt;
|An item slot used by many &amp;lt;code&amp;gt;item_&amp;lt;/code&amp;gt; opcodes.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|One of the 115 possible script variables.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x88 - JumpCommon ===&lt;br /&gt;
Jumps to the specified Unionall Coroutine and runs its code, without returning to the line in which this opcode was first used. This opcode can be used in any script, no matter the type (Common, Enter, Acting, or Sub), but is mostly used by the base game in Unionall.&lt;br /&gt;
&lt;br /&gt;
If attempting to execute a Unionall Coroutine from inside an Enter, Acting, or Sub script to play Acting scripts, use &amp;lt;code&amp;gt;supervision_ExecuteCommon&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Coroutine&lt;br /&gt;
|coro_id&lt;br /&gt;
|One of the 701 possible Unionall Coroutines.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x8a - LoadPosition ===&lt;br /&gt;
Sets various attributes of an entity (i.e., an actor, object, or performer) to the values of all indexed &amp;lt;code&amp;gt;$POSITION_&amp;lt;/code&amp;gt; script variables. These include changing the entity&#039;s X and Y coordinates, height, and direction.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|index&lt;br /&gt;
|Index used by all &amp;lt;code&amp;gt;$POSITION_&amp;lt;/code&amp;gt; script variables, ranged from 0-2 (inclusive).&lt;br /&gt;
|}&lt;br /&gt;
=== 0x8b - Lock ===&lt;br /&gt;
Suspends the current routine until the opcode &amp;lt;code&amp;gt;Unlock&amp;lt;/code&amp;gt; is called with the same &#039;&#039;lock_id&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|lock_id&lt;br /&gt;
|The ID of a Lock, ranged from 0-19 (inclusive).&lt;br /&gt;
|}&lt;br /&gt;
=== 0x8c - main_EnterAdventure ===&lt;br /&gt;
Performs various functions related to entering a dungeon using the crossroads menu.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|mode&lt;br /&gt;
|Most modes are not known, but:&lt;br /&gt;
&lt;br /&gt;
* 32767 opens the dungeon selection menu.&lt;br /&gt;
* 251 stops the current script to reload Unionall starting from the Coroutine CORO_MOVE_WORLD_MAP.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x8d - main_EnterDungeon ===&lt;br /&gt;
Exits ground mode and begins dungeon mode at a specific dungeon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|dungeon_id&lt;br /&gt;
|The dungeon ID to enter, which are all listed in the Dungeons tab of SkyTemple. A value of -1 actually enters dungeon mode—it is insufficient to use this opcode a single time to enter a specific dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to fade out the screens.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x8e - main_EnterGround ===&lt;br /&gt;
Stops the current script to reload Unionall starting from the Coroutine CORO_EVENT_DIVIDE. This opcode also updates the following script variables:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_ENTER&amp;lt;/code&amp;gt;: This opcode&#039;s &#039;&#039;level_id_enter&#039;&#039; parameter.&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_ENTER_LINK&amp;lt;/code&amp;gt;: Set to 0.&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_GETOUT&amp;lt;/code&amp;gt;: The value of &amp;lt;code&amp;gt;$GROUND_ENTER&amp;lt;/code&amp;gt; prior to using this opcode.&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_MAP&amp;lt;/code&amp;gt;: The Level ID used to display the Map Background.&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_PLACE&amp;lt;/code&amp;gt;: The World Map Marker ID that determines where the player appears on the Top Screen when selecting &amp;quot;Map and team&amp;quot; in the overworld.&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_START_MODE&amp;lt;/code&amp;gt;: Set to 3.&lt;br /&gt;
&lt;br /&gt;
In the base game, using this opcode allows for transitioning between Levels in the Overworld, as the game will eventually run the &amp;lt;code&amp;gt;supervision_ExecuteEnter&amp;lt;/code&amp;gt; opcode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level_id&lt;br /&gt;
|An entry in the Level List. Ideally, this opcode would load the specified Level&#039;s Enter00 script.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to fade out the screens.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x8f - main_EnterGroundMulti ===&lt;br /&gt;
Stops the current script to reload Unionall starting from the Coroutine CORO_EVENT_DIVIDE. This opcode also updates the following script variables:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_ENTER&amp;lt;/code&amp;gt;: This opcode&#039;s &#039;&#039;level_id_enter&#039;&#039; parameter.&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_ENTER_LINK&amp;lt;/code&amp;gt;: This opcode&#039;s &#039;&#039;level_id_link&#039;&#039; parameter.&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_GETOUT&amp;lt;/code&amp;gt;: The value of &amp;lt;code&amp;gt;$GROUND_ENTER&amp;lt;/code&amp;gt; prior to using this opcode.&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_MAP&amp;lt;/code&amp;gt;: The Level ID used to display the Map Background.&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_PLACE&amp;lt;/code&amp;gt;: The World Map Marker ID that determines where the player appears on the Top Screen when selecting &amp;quot;Map and team&amp;quot; in the overworld.&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_START_MODE&amp;lt;/code&amp;gt;: Set to 3.&lt;br /&gt;
&lt;br /&gt;
In the base game, using this opcode allows for transitioning between Levels in the Overworld, as the game will eventually run the &amp;lt;code&amp;gt;supervision_ExecuteEnter&amp;lt;/code&amp;gt; opcode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level_id_enter&lt;br /&gt;
|An entry in the Level List. Ideally, this opcode would load the specified Level&#039;s Enter00 script.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to fade out the screens.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Level&lt;br /&gt;
|level_id_link&lt;br /&gt;
|An entry in the Level List. Used to update &amp;lt;code&amp;gt;$GROUND_ENTER_LINK&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x90 - main_EnterRescueUser ===&lt;br /&gt;
Exits ground mode and begins dungeon mode while taking an SOS Mail. Dungeon selection seems to be determined by the SOS Mail chosen via &amp;lt;code&amp;gt;message_Menu(MENU_S_O_S_MAIL_PICKER);&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to fade out the screens.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x91 - main_EnterTraining ===&lt;br /&gt;
Performs various functions related to entering a dungeon using Marowak Dojo.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|mode&lt;br /&gt;
|Most modes are not known, but:&lt;br /&gt;
&lt;br /&gt;
* 32767 opens the generic dojo selection menu&lt;br /&gt;
* 251 goes to the Coroutine CORO_GOTO_TRAINING_DUNGEON, which later stops the current script to reload Unionall starting from the Coroutine CORO_ENTER_TRAINING_DUNGEON.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x92 - main_EnterTraining2 ===&lt;br /&gt;
Performs various functions related to entering a dungeon using Marowak Dojo&#039;s Final Maze.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|mode&lt;br /&gt;
|Most modes are not known, but:&lt;br /&gt;
&lt;br /&gt;
* 32767 opens a dojo selection menu that only involves Final Maze.&lt;br /&gt;
* 251 goes to the Coroutine CORO_GOTO_TRAINING_DUNGEON, which later stops the current script to reload Unionall starting from the Coroutine CORO_ENTER_TRAINING_DUNGEON.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x93 - main_SetGround ===&lt;br /&gt;
Updates the following variables&#039; values to be this opcode&#039;s &#039;&#039;level_id&#039;&#039; parameter:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_ENTER&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;$GROUND_GETOUT&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level_id&lt;br /&gt;
|An entry in the Level List.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x94 - me_Play ===&lt;br /&gt;
Instantly plays a special [[sound effect]] that can seamlessly interrupt any BGM tracks that are currently playing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|me_id&lt;br /&gt;
|A sound effect defined in SOUND/ME of the ROM.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x95 - me_Stop ===&lt;br /&gt;
Instantly stops the currently-playing special [[sound effect]] called with &amp;lt;code&amp;gt;me_Play&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x96 - message_Close ===&lt;br /&gt;
Suspends the current routine and allows for closing an active textbox (and portrait, if active) set by one of the following opcodes:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;message_ImitationSound&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_Mail&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_Monologue&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_Notice&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_SpecialTalk&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_Talk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By pressing the A Button, B Button, or tapping the textbox via the Touch Screen. Once the textbox is closed, the current routine resumes.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x97 - message_CloseEnforce ===&lt;br /&gt;
Instantly closes an active textbox (and portrait, if active) once the game finishes displaying a string set by one of the following opcodes:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;message_ImitationSound&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_Mail&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_Monologue&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_Notice&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_SpecialTalk&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_Talk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x98 - message_Explanation ===&lt;br /&gt;
Displays the string defined in the &#039;&#039;txt&#039;&#039; parameter centered in the middle of the Touch Screen. The string will appear without any frame defined in &amp;lt;code&amp;gt;FONT/frameX.wte&amp;lt;/code&amp;gt; (as seen in the Misc. Graphics tab of SkyTemple). This opcode does not need &amp;lt;code&amp;gt;message_Close&amp;lt;/code&amp;gt; to suspend the routine.&lt;br /&gt;
&lt;br /&gt;
This opcode does not support displaying a portrait. No sound will emit from the text scrolling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|String&lt;br /&gt;
|txt&lt;br /&gt;
|Text to be displayed on the Touch Screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x99 - message_FacePositionOffset ===&lt;br /&gt;
Offsets the active portrait in pixels by multiples of 8.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|The offset to shift the portrait box across the X-axis.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|The offset to shift the portrait box across the Y-axis.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x9a - message_ImitationSound ===&lt;br /&gt;
Displays the string defined in the &#039;&#039;txt&#039;&#039; parameter at the bottom of the Touch Screen. The string will appear surrounded by a player-chosen frame defined in &amp;lt;code&amp;gt;FONT/frameX.wte&amp;lt;/code&amp;gt; (as seen in the Misc. Graphics tab of SkyTemple).&lt;br /&gt;
&lt;br /&gt;
This opcode does not support displaying a portrait. No sound will emit from the text scrolling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|String&lt;br /&gt;
|txt&lt;br /&gt;
|Text to be displayed on the Touch Screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x9b - message_KeyWait ===&lt;br /&gt;
If an active textbox has finished displaying its string and was created by one of the following opcodes:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;message_ImitationSound&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_Mail&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_Monologue&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_Notice&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_SpecialTalk&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;message_Talk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This opcode suspends the current routine until the A Button, B Button or textbox is pressed (via the Touch Screen). Once done so, the textbox will not close, but the current routine will resume.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x9c - message_Mail ===&lt;br /&gt;
Displays the string defined in the &#039;&#039;txt&#039;&#039; parameter at the bottom of the Touch Screen. The string will appear surrounded by a player-chosen frame defined in &amp;lt;code&amp;gt;FONT/frameX.wte&amp;lt;/code&amp;gt; (as seen in the Misc. Graphics tab of SkyTemple).&lt;br /&gt;
&lt;br /&gt;
This opcode does not support displaying a portrait. No sound will emit from the text scrolling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|String&lt;br /&gt;
|txt&lt;br /&gt;
|Text to be displayed on the Touch Screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x9d - message_Menu ===&lt;br /&gt;
Executes various hardcoded &amp;quot;menu&amp;quot; functionalities given a certain ID. Some IDs result in an actual menu, while others simply perform a silent task.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Menu&lt;br /&gt;
|menu_id&lt;br /&gt;
|The ID of a menu, the list of which can be seen by typing &amp;lt;code&amp;gt;MENU_&amp;lt;/code&amp;gt; in SkyTemple&#039;s Script Engine Debugger.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x9e - message_Monologue ===&lt;br /&gt;
Displays the string defined in the &#039;&#039;txt&#039;&#039; parameter at the bottom of the Touch Screen. The string will appear surrounded by a player-chosen frame defined in &amp;lt;code&amp;gt;FONT/frameX.wte&amp;lt;/code&amp;gt; (as seen in the Misc. Graphics tab of SkyTemple).&lt;br /&gt;
&lt;br /&gt;
This opcode supports displaying a portrait. No sound will emit from the text scrolling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|String&lt;br /&gt;
|txt&lt;br /&gt;
|Text to be displayed on the Touch Screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x9f - message_Narration ===&lt;br /&gt;
Fades in the screen and instantly displays the string defined in the &#039;&#039;txt&#039;&#039; parameter centered in the middle of the Touch Screen. The string will appear without any frame defined in &amp;lt;code&amp;gt;FONT/frameX.wte&amp;lt;/code&amp;gt; (as seen in the Misc. Graphics tab of SkyTemple). This opcode does not need &amp;lt;code&amp;gt;message_Close&amp;lt;/code&amp;gt; to suspend the routine. Once the routine is resumed (by pressing the A Button, B Button, or text via the Touch Screen), the screen will fade out, including the string.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to fade in/out the Touch Screen.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|String&lt;br /&gt;
|txt&lt;br /&gt;
|Text to be displayed on the Touch Screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xa0 - message_Notice ===&lt;br /&gt;
Instantly displays the string defined in the &#039;&#039;txt&#039;&#039; parameter at the bottom of the Touch Screen. The string will appear surrounded by a player-chosen frame defined in &amp;lt;code&amp;gt;FONT/frameX.wte&amp;lt;/code&amp;gt; (as seen in the Misc. Graphics tab of SkyTemple).&lt;br /&gt;
&lt;br /&gt;
This opcode does not support displaying a portrait.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|String&lt;br /&gt;
|txt&lt;br /&gt;
|Text to be displayed on the Touch Screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xa1 - message_EmptyActor ===&lt;br /&gt;
Disallows a portrait from appearing alongside a textbox, along with disallowing a name to appear in the textbox if &amp;lt;code&amp;gt;message_Talk&amp;lt;/code&amp;gt; follows this opcode.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0xa2 - message_ResetActor ===&lt;br /&gt;
Disallows a portrait from appearing alongside a textbox, along with setting a speech bubble (the text tag [M:T1]) to the start of next script string if &amp;lt;code&amp;gt;message_Talk&amp;lt;/code&amp;gt; follows this opcode.&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0xa3 - message_SetActor ===&lt;br /&gt;
Sets the specified actor&#039;s name to the start of the next script string if &amp;lt;code&amp;gt;message_Talk&amp;lt;/code&amp;gt; follows this opcode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|An entry in the Actor List.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xa4 - message_SetFace ===&lt;br /&gt;
Sets the specified actor&#039;s name to the start of the next script string if &amp;lt;code&amp;gt;message_Talk&amp;lt;/code&amp;gt; follows this opcode. Will also display a portrait of the actor&#039;s species at a specified position if &amp;lt;code&amp;gt;message_Talk&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;message_Monologue&amp;lt;/code&amp;gt; follow this opcode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|An entry in the Actor List.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Face&lt;br /&gt;
|face_id&lt;br /&gt;
|The ID of a portrait, the list of which can be seen by typing FACE_ in SkyTemple&#039;s Script Engine Debugger.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|FaceMode&lt;br /&gt;
|face_mode&lt;br /&gt;
|The position of a portrait, the list of which can be seen by typing &amp;lt;code&amp;gt;FACE_POS_&amp;lt;/code&amp;gt; in SkyTemple&#039;s Script Engine Debugger.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xa5 - message_SetFaceEmpty ===&lt;br /&gt;
Displays a portrait of the actor&#039;s species at a specified position if &amp;lt;code&amp;gt;message_Talk&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;message_Monologue&amp;lt;/code&amp;gt; follow this opcode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|An entry in the Actor List.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Face&lt;br /&gt;
|face_id&lt;br /&gt;
|The ID of a portrait, the list of which can be seen by typing FACE_ in SkyTemple&#039;s Script Engine Debugger.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|FaceMode&lt;br /&gt;
|face_mode&lt;br /&gt;
|The position of a portrait, the list of which can be seen by typing &amp;lt;code&amp;gt;FACE_POS_&amp;lt;/code&amp;gt; in SkyTemple&#039;s Script Engine Debugger.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xa6 - message_SetFaceOnly ===&lt;br /&gt;
Sets a speech bubble (the text tag [M:T1]) to the start of the next script string if &amp;lt;code&amp;gt;message_Talk&amp;lt;/code&amp;gt; follows this opcode. Will also display a portrait of the actor&#039;s species at a specified position if &amp;lt;code&amp;gt;message_Talk&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;message_Monologue&amp;lt;/code&amp;gt; follow this opcode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|An entry in the Actor List.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Face&lt;br /&gt;
|face_id&lt;br /&gt;
|The ID of a portrait, the list of which can be seen by typing FACE_ in SkyTemple&#039;s Script Engine Debugger.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|FaceMode&lt;br /&gt;
|face_mode&lt;br /&gt;
|The position of a portrait, the list of which can be seen by typing &amp;lt;code&amp;gt;FACE_POS_&amp;lt;/code&amp;gt; in SkyTemple&#039;s Script Engine Debugger.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xa7 - message_SetFacePosition ===&lt;br /&gt;
Re-positions an actor&#039;s portrait.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|FaceMode&lt;br /&gt;
|face_mode&lt;br /&gt;
|The position of a portrait, the list of which can be seen by typing &amp;lt;code&amp;gt;FACE_POS_&amp;lt;/code&amp;gt; in SkyTemple&#039;s Script Engine Debugger.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xa8 - message_SetWaitMode ===&lt;br /&gt;
Makes strings displayed with a &amp;lt;code&amp;gt;message_&amp;lt;/code&amp;gt; opcode auto-scroll. For both parameters, a value of -1 means the auto-scroll will stop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|duration0&lt;br /&gt;
|Sets the frame count for a textbox auto-advancing, once the end of the string has been displayed and the following opcode is &amp;lt;code&amp;gt;message_KeyWait();&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|duration1&lt;br /&gt;
|Sets the frame count for text tags such as [K] auto-advancing.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xa9 - message_SpecialTalk ===&lt;br /&gt;
Displays a random Text String based off of the actor ACTOR_TALK_SUB&#039;s Talk Group.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|category&lt;br /&gt;
|A category of Text String.&lt;br /&gt;
&lt;br /&gt;
* 0 seems to use Text Strings while not in a dungeon (e.g., teammates waiting at Spinda&#039;s Cafe).&lt;br /&gt;
* 1 seems to be use Text Strings while mid-dungeon (e.g., teammates at Amp Plains).&lt;br /&gt;
|}&lt;br /&gt;
=== 0xae - message_Talk ===&lt;br /&gt;
Displays the string defined in the &#039;&#039;txt&#039;&#039; parameter at the bottom of the Touch Screen. The string will appear surrounded by a player-chosen frame defined in &amp;lt;code&amp;gt;FONT/frameX.wte&amp;lt;/code&amp;gt; (as seen in the Misc. Graphics tab of SkyTemple). &lt;br /&gt;
&lt;br /&gt;
This opcode supports displaying a portrait. The [[sound effect]] 16133 will emit from the each character scrolling in the text.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|String&lt;br /&gt;
|txt&lt;br /&gt;
|Text to be displayed on the Touch Screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xaf - Move2Position ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to a specific pixel position without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|x&lt;br /&gt;
|The pixel position on the X-axis.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|y&lt;br /&gt;
|The pixel position on the Y-axis.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xb0 - Move2PositionLives ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to an actor without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
This opcode must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|An entry in the Actor List.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xb1 - Move2PositionMark ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to a Position Mark without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xb2 - Move2PositionMark ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to a Position Mark without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xb3 - Move2PositionOffset ===&lt;br /&gt;
Offsets an entity (i.e., an actor, object, or performer) from its current position across both axes without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|sint&lt;br /&gt;
|x, y&lt;br /&gt;
|The pixel offset to shift the entity across the X or Y-axis.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xb4 - Move2PositionOffset ===&lt;br /&gt;
Offsets an entity (i.e., an actor, object, or performer) from its current position across both axes without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|The pixel offset to shift the entity across the X-axis.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|The pixel offset to shift the entity across the Y-axis.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xb5 - Move2PositionOffsetRandom ===&lt;br /&gt;
Continuously and randomly offsets an entity (i.e., an actor, object, or performer) from its current position across both axes without restricting the angles used.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|Determines something about the random pixel value chosen to apply to the X-axis; somewhat unknown.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|Determines something about the random pixel value chosen to apply to the Y-axis; somewhat unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xb6 - Move3Position ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to a specific pixel position in a rapid, strange motion.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|x&lt;br /&gt;
|The pixel position on the X-axis.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|y&lt;br /&gt;
|The pixel position on the Y-axis.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xb7 - Move3PositionLives ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to an actor in a rapid, strange motion.&lt;br /&gt;
&lt;br /&gt;
This opcode must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|An entry in the Actor List.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xb8 - Move3PositionMark ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to a Position Mark in a rapid, strange motion.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xb9 - Move3PositionMark ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to a Position Mark in a rapid, strange motion.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xba - Move3PositionOffset ===&lt;br /&gt;
Offsets an entity (i.e., an actor, object, or performer) from its current position across both axes in a rapid, strange motion.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|sint&lt;br /&gt;
|x, y&lt;br /&gt;
|The pixel offset to shift the entity across the X or Y-axis.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xbb - Move3PositionOffset ===&lt;br /&gt;
Offsets an entity (i.e., an actor, object, or performer) from its current position across both axes in a rapid, strange motion.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|The pixel offset to shift the entity across the X-axis.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|The pixel offset to shift the entity across the Y-axis.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xbc - Move3PositionOffsetRandom ===&lt;br /&gt;
Continuously and randomly offsets an entity (i.e., an actor, object, or performer) from its current position across both axes in a rapid, strange motion.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|Determines something about the random pixel value chosen to apply to the X-axis; somewhat unknown.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|Determines something about the random pixel value chosen to apply to the Y-axis; somewhat unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xbd - MoveDirection ===&lt;br /&gt;
Offsets an entity (i.e., an actor, object, or performer) by a certain number of pixels based on a given direction. Movement is performed while restricting movement by eight angles—as if movement was performed using the D-Pad.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|offset&lt;br /&gt;
|The pixel offset to shift the entity relative to the entity&#039;s direction.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Direction&lt;br /&gt;
|direction&lt;br /&gt;
|The type of direction, the list of which can be seen by typing &amp;lt;code&amp;gt;DIR_&amp;lt;/code&amp;gt; in SkyTemple&#039;s Script Engine Debugger.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xbe - MoveHeight ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to a certain pixel height, displacing it from its shadow. When used, the entity&#039;s animation and direction will not change.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|height&lt;br /&gt;
|The pixel height to set the entity relative to their shadow.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xbf - MovePosition ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to a specific pixel position while restricting movement by eight angles—as if movement was performed using the D-Pad.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|x&lt;br /&gt;
|The pixel position on the X-axis.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|y&lt;br /&gt;
|The pixel position on the Y-axis.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xc0 - MovePositionLives ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to an actor while restricting movement by eight angles—as if movement was performed using the D-Pad.&lt;br /&gt;
&lt;br /&gt;
This opcode must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|An entry in the Actor List.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xc1 - MovePositionLivesTime ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to an actor while restricting movement by eight angles—as if movement was performed using the D-Pad. Movement will end once either the entity reaches the actor or after a certain number of frames have passed—whichever comes first.&lt;br /&gt;
&lt;br /&gt;
This opcode must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|An entry in the Actor List.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to move the entity.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xc2 - MovePositionMark ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to a Position Mark while restricting movement by eight angles—as if movement was performed using the D-Pad.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xc3 - MovePositionMark ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to a Position Mark while restricting movement by eight angles—as if movement was performed using the D-Pad.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xc4 - MovePositionMarkTime ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) to an Position Mark while restricting movement by eight angles—as if movement was performed using the D-Pad. Movement will end once either the entity reaches the Position Mark or after a certain number of frames have passed—whichever comes first.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|A structure consisting of a name, X unit, and Y unit. Units are defined as 8 pixels.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to move the entity.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xc5 - MovePositionOffset ===&lt;br /&gt;
Offsets an entity (i.e., an actor, object, or performer) from its current position across both axes while restricting movement by eight angles—as if movement was performed using the D-Pad.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|The number of parameters to read from this opcode.&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|sint&lt;br /&gt;
|x, y&lt;br /&gt;
|The pixel offset to shift the entity across the X or Y-axis.&lt;br /&gt;
This parameter may be repeated multiple times.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xc6 - MovePositionOffset ===&lt;br /&gt;
Offsets an entity (i.e., an actor, object, or performer) from its current position across both axes while restricting movement by eight angles—as if movement was performed using the D-Pad.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|The pixel offset to shift the entity across the X-axis.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|The pixel offset to shift the entity across the Y-axis.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xc7 - MoveSpecial ===&lt;br /&gt;
Currently unknown. Seems to move an entity (i.e., an actor, object, or performer) based on some hardcoded behaviors.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|mode&lt;br /&gt;
|Determines the kind of action.&lt;br /&gt;
&lt;br /&gt;
# Spin and move in a circular motion.&lt;br /&gt;
# Spin and move in a circular motion.&lt;br /&gt;
# Currently unknown.&lt;br /&gt;
# Currently unknown.&lt;br /&gt;
# Currently unknown. Seems to be the most commonly-used value, as a part of the Unionall Coroutine CORO_LIVES_REPLY_NOMRAL.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Currently unknown. Seems to affect how far the entity will move?&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xc8 - MoveTurn ===&lt;br /&gt;
Moves an entity (i.e., an actor, object, or performer) based on a certain pattern. Unlike other &amp;lt;code&amp;gt;Move&amp;lt;/code&amp;gt; opcodes, this opcode will make the entity interact with the currently loaded Map Background&#039;s collision (i.e., the entity stops when hitting a wall).&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|distance&lt;br /&gt;
|How far the entity will move. Higher values result in greater distance being covered.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Movement speed. Higher values result in a faster speed. 0 will result in an instant movement.&lt;br /&gt;
Values starting at 32770 and above will be slower than a value of 1.&lt;br /&gt;
&lt;br /&gt;
This parameter also seems to affect the distance traveled.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|pattern&lt;br /&gt;
|A hardcoded pattern to move in.&lt;br /&gt;
&lt;br /&gt;
# Moves in a circle clockwise.&lt;br /&gt;
# Moves in a circle counterclockwise.&lt;br /&gt;
# Moves in a square clockwise.&lt;br /&gt;
# Moves in a square counterclockwise.&lt;br /&gt;
# Zig-zags back and forth.&lt;br /&gt;
&lt;br /&gt;
Values 6 and above seem to be variations of random movement.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xca - PauseEffect ===&lt;br /&gt;
Instantly pauses the current graphical effect of an entity (i.e., an actor, object, or performer). The effect will freeze mid-frame.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Effect&lt;br /&gt;
|effect_id&lt;br /&gt;
|A graphical effect to display relative to an entity.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xcc - ProcessSpecial ===&lt;br /&gt;
Executes one of the game&#039;s Special Processes. The return value of a Special Process can be checked by encasing this opcode in a &amp;lt;code&amp;gt;switch&amp;lt;/code&amp;gt; statement. A negative return value is not acceptable and will cause the game to suspend indefinitely.&lt;br /&gt;
&lt;br /&gt;
This opcode cannot be used in targeted routines.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|ProcessSpecial&lt;br /&gt;
|process_id&lt;br /&gt;
|One of the game&#039;s Special Processes.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|process_param1&lt;br /&gt;
|The first parameter used by the Special Process.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sint&lt;br /&gt;
|process_param2&lt;br /&gt;
|The first parameter used by the Special Process.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xcd - PursueTurnLives ===&lt;br /&gt;
Causes an entity (i.e., an actor, object, or performer) to continuously turn toward an actor for a certain number of frames.&lt;br /&gt;
&lt;br /&gt;
This opcode must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to make the entity turn. A value of 0 will make the entity turn forever.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Turning speed. Higher values result in a slower speed.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|The actor to turn toward.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|rotation&lt;br /&gt;
|&lt;br /&gt;
# Clockwise.&lt;br /&gt;
# Counterclockwise.&lt;br /&gt;
&lt;br /&gt;
A value of 10 will make the entity choose the nearest rotation.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xce - PursueTurnLives2 ===&lt;br /&gt;
Causes an entity (i.e., an actor, object, or performer) to continuously turn toward an actor for a certain number of frames.&lt;br /&gt;
&lt;br /&gt;
This opcode must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to make the entity turn. A value of 0 will make the entity turn forever.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|speed&lt;br /&gt;
|Turning speed. Higher values result in a slower speed.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|The actor to turn toward.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|rotation&lt;br /&gt;
|&lt;br /&gt;
# Clockwise.&lt;br /&gt;
# Counterclockwise.&lt;br /&gt;
&lt;br /&gt;
A value of 10 will make the entity choose the nearest rotation.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xcf - ResetAttribute ===&lt;br /&gt;
Currently unknown. Seems to get ignored when parsed in the scripting engine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xd0 - ResetFunctionAttribute ===&lt;br /&gt;
Sets certain bits of an entity&#039;s (i.e., an actor, object, or performer) &amp;quot;function&amp;quot; attribute to 0.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|function_bitfield&lt;br /&gt;
|Most bits&#039; purposes are unknown. Bit 1 appears to be the bit used for allowing an entity to follow a Type 1 actor, like the actor ACTOR_ATTENDANT1 in the overworld.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xd1 - ResetHitAttribute ===&lt;br /&gt;
Sets certain bits of an entity&#039;s (i.e., an actor, object, or performer) &amp;quot;hit&amp;quot; attribute to 0.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|hit_bitfield&lt;br /&gt;
|Most bits&#039; purposes are unknown.&lt;br /&gt;
&lt;br /&gt;
* 2: Entity collision.&lt;br /&gt;
* 6: Talk Script upon collision.&lt;br /&gt;
* 7: Talk Script upon pressing the A Button near the entity.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xd2 - ResetOutputAttribute ===&lt;br /&gt;
Sets certain bits of an entity&#039;s (i.e., an actor, object, or performer) &amp;quot;output&amp;quot; attribute to 0.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|output_bitfield&lt;br /&gt;
|&lt;br /&gt;
# Underlay below entities.&lt;br /&gt;
# Overlay above entities.&lt;br /&gt;
# Overlay above the current Map Background&#039;s Layer 2.&lt;br /&gt;
# Overlay above the game&#039;s canvas system, which includes the textbox, portrait, and some &amp;lt;code&amp;gt;screen_&amp;lt;/code&amp;gt; commands that do not end in &amp;lt;code&amp;gt;All&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Flicker.&lt;br /&gt;
# Transparency.&lt;br /&gt;
# Invisibility.&lt;br /&gt;
# Displays shadow.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xd3 - ResetReplyAttribute ===&lt;br /&gt;
Sets certain bits of an entity&#039;s (i.e., an actor, object, or performer) &amp;quot;reply&amp;quot; attribute to 0.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|reply_bitfield&lt;br /&gt;
|Most bits&#039; purposes are unknown.&lt;br /&gt;
&lt;br /&gt;
* 1: Talk Script upon collision.&lt;br /&gt;
* 2: Talk Script upon pressing the A Button near the entity.&lt;br /&gt;
* 6: Underlay below entities.&lt;br /&gt;
* 7: Overlay above entities.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xd4 - ResumeEffect ===&lt;br /&gt;
Resumes the current graphical effect of an entity (i.e., an actor, object, or performer) that has been paused with &amp;lt;code&amp;gt;PauseEffect&amp;lt;/code&amp;gt; prior to using this opcode.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Effect&lt;br /&gt;
|effect_id&lt;br /&gt;
|A graphical effect to display relative to an entity.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xd6 - SavePosition ===&lt;br /&gt;
Saves various attributes of an entity (i.e., an actor, object, or performer) to the following script variables:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;$POSITION_X&amp;lt;/code&amp;gt;: The pixel position of the entity on the X-axis multiplied by 256.&lt;br /&gt;
* &amp;lt;code&amp;gt;$POSITION_Y&amp;lt;/code&amp;gt;: The pixel position of the entity on the Y-axis multiplied by 256.&lt;br /&gt;
* &amp;lt;code&amp;gt;$POSITION_HEIGHT&amp;lt;/code&amp;gt;: The pixel height (i.e., displacement of the entity from their shadow) of the entity multiplied by 256.&lt;br /&gt;
* &amp;lt;code&amp;gt;$POSITION_DIRECTION&amp;lt;/code&amp;gt;: The direction the entity is facing.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|index&lt;br /&gt;
|Index used by all &amp;lt;code&amp;gt;$POSITION_&amp;lt;/code&amp;gt; script variables, ranged from 0-2 (inclusive).&lt;br /&gt;
|}&lt;br /&gt;
=== 0xd7 - screen_FadeChange ===&lt;br /&gt;
Changes the brightness of the screen across a certain number of frames. This opcode will not affect:&lt;br /&gt;
&lt;br /&gt;
* Entities who have had their 4th &amp;quot;output&amp;quot; bit set to 1 (e.g., by using &amp;lt;code&amp;gt;SetOutputAttribute(16);&amp;lt;/code&amp;gt; with them).&lt;br /&gt;
* Portraits.&lt;br /&gt;
* Textboxes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bool&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and 1 is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Touch Screen&#039;s brightness.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|start_brightness&lt;br /&gt;
|The brightness level the opcode will begin at.&lt;br /&gt;
&lt;br /&gt;
* The minimum brightness is 0, which results in a black screen.&lt;br /&gt;
* The default brightness is 256.&lt;br /&gt;
* The maximum brightness is 512, which results in a white screen.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|end_brightness&lt;br /&gt;
|The brightness level the opcode will end at.&lt;br /&gt;
&lt;br /&gt;
* The minimum brightness is 0, which results in a black screen.&lt;br /&gt;
* The default brightness is 256.&lt;br /&gt;
* The maximum brightness is 512, which results in a white screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xd8 - screen_FadeChangeAll ===&lt;br /&gt;
Changes the brightness of the screen across a certain number of frames. This opcode will affect everything on the Touch Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bool&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Touch Screen&#039;s brightness.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|start_brightness&lt;br /&gt;
|The brightness level the opcode will begin at.&lt;br /&gt;
&lt;br /&gt;
* The minimum brightness is 0, which results in a black screen.&lt;br /&gt;
* The default brightness is 256.&lt;br /&gt;
* The maximum brightness is 512, which results in a white screen.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|end_brightness&lt;br /&gt;
|The brightness level the opcode will end at.&lt;br /&gt;
&lt;br /&gt;
* The minimum brightness is 0, which results in a black screen.&lt;br /&gt;
* The default brightness is 256.&lt;br /&gt;
* The maximum brightness is 512, which results in a white screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xd9 - screen_FadeIn ===&lt;br /&gt;
Changes the brightness of the screen to its default state across a certain number of frames. This opcode will not affect:&lt;br /&gt;
&lt;br /&gt;
* Entities who have had their 4th &amp;quot;output&amp;quot; bit set to 1 (e.g., by using &amp;lt;code&amp;gt;SetOutputAttribute(16);&amp;lt;/code&amp;gt; with them).&lt;br /&gt;
* Portraits.&lt;br /&gt;
* Textboxes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bool&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Touch Screen&#039;s brightness.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xda - screen_FadeInAll ===&lt;br /&gt;
Changes the brightness of the screen to its default state across a certain number of frames. This opcode will affect everything on the Touch Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bool&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Touch Screen&#039;s brightness.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xdb - screen_FadeOut ===&lt;br /&gt;
Changes the brightness of the screen to its minimum (i.e., a black screen) across a certain number of frames. This opcode will not affect:&lt;br /&gt;
&lt;br /&gt;
* Entities who have had their 4th &amp;quot;output&amp;quot; bit set to 1 (e.g., by using &amp;lt;code&amp;gt;SetOutputAttribute(16);&amp;lt;/code&amp;gt; with them).&lt;br /&gt;
* Portraits.&lt;br /&gt;
* Textboxes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bool&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Touch Screen&#039;s brightness.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xdc - screen_FadeOutAll ===&lt;br /&gt;
Changes the brightness of the screen to its minimum (i.e., a black screen) across a certain number of frames. This opcode will affect everything on the Touch Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bool&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Touch Screen&#039;s brightness.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xdd - screen_FlushChange ===&lt;br /&gt;
Does nothing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|unk3&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|uint&lt;br /&gt;
|unk4&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|uint&lt;br /&gt;
|unk5&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|uint&lt;br /&gt;
|unk6&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|uint&lt;br /&gt;
|unk7&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 0xde - screen_FlushIn ===&lt;br /&gt;
Changes the color of the screen from a specific state (given by the opcode&#039;s parameters, which affect the Touch Screen instantly) to its default state across a certain number of frames. This opcode will affect all entities (i.e., actors, objects, and performers) on the Touch Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bool&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Touch Screen&#039;s color.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|mode&lt;br /&gt;
|&lt;br /&gt;
# Completely darkens the Touch Screen.&lt;br /&gt;
# Completely turns the Touch Screen to a certain color.&lt;br /&gt;
# Instantly darkens the Touch Screen?&lt;br /&gt;
# Overlays the Touch Screen with a certain color.&lt;br /&gt;
# Instantly darkens the Touch Screen?&lt;br /&gt;
# Overlays the Touch Screen with hardcoded color bytes: 144, 144, and 255.&lt;br /&gt;
# Instantly darkens the Touch Screen?&lt;br /&gt;
# Overlays the Touch Screen with hardcoded color bytes: 255, 192, and 128.&lt;br /&gt;
# Instantly darkens the Touch Screen?&lt;br /&gt;
# Overlays the Touch Screen with hardcoded color bytes: All 255. The Touch Screen is not turned completely white.&lt;br /&gt;
# Instantly overlays the Touch Screen with hardcoded color bytes: All 255. The Touch Screen is not turned completely white.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|r&lt;br /&gt;
|Unused if &#039;&#039;mode&#039;&#039; is not 2 or 4. Byte used for the color red. Has a minimum of 0 and a maximium of 255.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|uint&lt;br /&gt;
|g&lt;br /&gt;
|Unused if &#039;&#039;mode&#039;&#039; is not 2 or 4. Byte used for the color green. Has a minimum of 0 and a maximium of 255.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|uint&lt;br /&gt;
|b&lt;br /&gt;
|Unused if &#039;&#039;mode&#039;&#039; is not 2 or 4. Byte used for the color blue. Has a minimum of 0 and a maximium of 255.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xdf - screen_FlushOut ===&lt;br /&gt;
Changes the color of the screen across a certain number of frames. This opcode will affect all entities (i.e., actors, objects, and performers) on the Touch Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bool&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Touch Screen&#039;s color.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|mode&lt;br /&gt;
|&lt;br /&gt;
# Completely darkens the Touch Screen.&lt;br /&gt;
# Completely turns the Touch Screen to a certain color.&lt;br /&gt;
# Instantly darkens the Touch Screen?&lt;br /&gt;
# Overlays the Touch Screen with a certain color.&lt;br /&gt;
# Instantly darkens the Touch Screen?&lt;br /&gt;
# Overlays the Touch Screen with hardcoded color bytes: 144, 144, and 255.&lt;br /&gt;
# Instantly darkens the Touch Screen?&lt;br /&gt;
# Overlays the Touch Screen with hardcoded color bytes: 255, 192, and 128.&lt;br /&gt;
# Instantly darkens the Touch Screen?&lt;br /&gt;
# Overlays the Touch Screen with hardcoded color bytes: All 255. The Touch Screen is not turned completely white.&lt;br /&gt;
# Instantly overlays the Touch Screen with hardcoded color bytes: All 255. The Touch Screen is not turned completely white.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|r&lt;br /&gt;
|Unused if &#039;&#039;mode&#039;&#039; is not 2 or 4. Byte used for the color red. Has a minimum of 0 and a maximium of 255.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|uint&lt;br /&gt;
|g&lt;br /&gt;
|Unused if &#039;&#039;mode&#039;&#039; is not 2 or 4. Byte used for the color green. Has a minimum of 0 and a maximium of 255.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|uint&lt;br /&gt;
|b&lt;br /&gt;
|Unused if &#039;&#039;mode&#039;&#039; is not 2 or 4. Byte used for the color blue. Has a minimum of 0 and a maximium of 255.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xe0 - screen_WhiteChange ===&lt;br /&gt;
Changes the brightness of the screen across a certain number of frames. This opcode will not affect:&lt;br /&gt;
&lt;br /&gt;
* Entities who have had their 4th &amp;quot;output&amp;quot; bit set to 1 (e.g., by using &amp;lt;code&amp;gt;SetOutputAttribute(16);&amp;lt;/code&amp;gt; with them).&lt;br /&gt;
* Portraits.&lt;br /&gt;
* Textboxes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bool&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and 1 is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Touch Screen&#039;s brightness.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|start_brightness&lt;br /&gt;
|The brightness level the opcode will begin at.&lt;br /&gt;
&lt;br /&gt;
* The minimum brightness is 0, which results in a white screen.&lt;br /&gt;
* The default brightness is 256.&lt;br /&gt;
* The maximum brightness is 512, which results in a black screen.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|end_brightness&lt;br /&gt;
|The brightness level the opcode will end at.&lt;br /&gt;
&lt;br /&gt;
* The minimum brightness is 0, which results in a white screen.&lt;br /&gt;
* The default brightness is 256.&lt;br /&gt;
* The maximum brightness is 512, which results in a black screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xe1 - screen_WhiteChangeAll ===&lt;br /&gt;
Changes the brightness of the screen across a certain number of frames. This opcode will affect everything on the Touch Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bool&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Touch Screen&#039;s brightness.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|start_brightness&lt;br /&gt;
|The brightness level the opcode will begin at.&lt;br /&gt;
&lt;br /&gt;
* The minimum brightness is 0, which results in a white screen.&lt;br /&gt;
* The default brightness is 256.&lt;br /&gt;
* The maximum brightness is 512, which results in a black screen.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|end_brightness&lt;br /&gt;
|The brightness level the opcode will end at.&lt;br /&gt;
&lt;br /&gt;
* The minimum brightness is 0, which results in a white screen.&lt;br /&gt;
* The default brightness is 256.&lt;br /&gt;
* The maximum brightness is 512, which results in a black screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xe2 - screen_WhiteIn ===&lt;br /&gt;
Does nothing. Do not be deceived by this opcode&#039;s name: After using &amp;lt;code&amp;gt;screen_WhiteOut&amp;lt;/code&amp;gt;, use &amp;lt;code&amp;gt;screen_FadeIn&amp;lt;/code&amp;gt; to restore the Touch Screen&#039;s brightness level!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xe3 - screen_WhiteInAll ===&lt;br /&gt;
Does nothing. Do not be deceived by this opcode&#039;s name: After using &amp;lt;code&amp;gt;screen_WhiteOutAll&amp;lt;/code&amp;gt;, use &amp;lt;code&amp;gt;screen_FadeInAll&amp;lt;/code&amp;gt; to restore the Touch Screen&#039;s brightness level!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xe4 - screen_WhiteOut ===&lt;br /&gt;
Changes the brightness of the screen to its maximum (i.e., a white screen) across a certain number of frames. This opcode will not affect:&lt;br /&gt;
&lt;br /&gt;
* Entities who have had their 4th &amp;quot;output&amp;quot; bit set to 1 (e.g., by using &amp;lt;code&amp;gt;SetOutputAttribute(16);&amp;lt;/code&amp;gt; with them).&lt;br /&gt;
* Portraits.&lt;br /&gt;
* Textboxes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bool&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Touch Screen&#039;s brightness.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xe5 - screen_WhiteOutAll ===&lt;br /&gt;
Changes the brightness of the screen to its maximum (i.e., a white screen) across a certain number of frames. This opcode will affect everything on the Touch Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bool&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Touch Screen&#039;s brightness.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xe6 - screen2_FadeChange ===&lt;br /&gt;
Changes the brightness of the screen across a certain number of frames. This opcode will affect everything on the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bool&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and 1 is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Top Screen&#039;s brightness.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|start_brightness&lt;br /&gt;
|The brightness level the opcode will begin at.&lt;br /&gt;
&lt;br /&gt;
* The minimum brightness is 0, which results in a black screen.&lt;br /&gt;
* The default brightness is 256.&lt;br /&gt;
* The maximum brightness is 512, which results in a white screen.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|end_brightness&lt;br /&gt;
|The brightness level the opcode will end at.&lt;br /&gt;
&lt;br /&gt;
* The minimum brightness is 0, which results in a black screen.&lt;br /&gt;
* The default brightness is 256.&lt;br /&gt;
* The maximum brightness is 512, which results in a white screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xe7 - screen2_FadeChangeAll ===&lt;br /&gt;
Does nothing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|unk3&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xe8 - screen2_FadeIn ===&lt;br /&gt;
Changes the brightness of the screen to its default state across a certain number of frames. This opcode will affect everything on the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bool&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Top Screen&#039;s brightness.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xe9 - screen2_FadeInAll ===&lt;br /&gt;
Does nothing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xea - screen2_FadeOut ===&lt;br /&gt;
Changes the brightness of the screen to its minimum (i.e., a black screen) across a certain number of frames. This opcode will affect everything on the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bool&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Top Screen&#039;s brightness.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xeb - screen2_FadeOutAll ===&lt;br /&gt;
Does nothing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xec - screen2_FlushChange ===&lt;br /&gt;
Does nothing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|unk3&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|uint&lt;br /&gt;
|unk4&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|uint&lt;br /&gt;
|unk5&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|uint&lt;br /&gt;
|unk6&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|uint&lt;br /&gt;
|unk7&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xed - screen2_FlushIn ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;screen_FlushIn&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bool&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Top Screen&#039;s color.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|mode&lt;br /&gt;
|&lt;br /&gt;
# Completely darkens the Top Screen.&lt;br /&gt;
# Completely turns the Top Screen to a certain color.&lt;br /&gt;
# Instantly darkens the Top Screen?&lt;br /&gt;
# Overlays the Top Screen with a certain color.&lt;br /&gt;
# Instantly darkens the Top Screen?&lt;br /&gt;
# Overlays the Top Screen with hardcoded color bytes: 144, 144, and 255.&lt;br /&gt;
# Instantly darkens the Top Screen?&lt;br /&gt;
# Overlays the Top Screen with hardcoded color bytes: 255, 192, and 128.&lt;br /&gt;
# Instantly darkens the Top Screen?&lt;br /&gt;
# Overlays the Top Screen with hardcoded color bytes: All 255. The Top Screen is not turned completely white.&lt;br /&gt;
# Instantly overlays the Top Screen with hardcoded color bytes: All 255. The Top Screen is not turned completely white.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|r&lt;br /&gt;
|Unused if &#039;&#039;mode&#039;&#039; is not 2 or 4. Byte used for the color red. Has a minimum of 0 and a maximium of 255.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|uint&lt;br /&gt;
|g&lt;br /&gt;
|Unused if &#039;&#039;mode&#039;&#039; is not 2 or 4. Byte used for the color green. Has a minimum of 0 and a maximium of 255.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|uint&lt;br /&gt;
|b&lt;br /&gt;
|Unused if &#039;&#039;mode&#039;&#039; is not 2 or 4. Byte used for the color blue. Has a minimum of 0 and a maximium of 255.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xee - screen2_FlushOut ===&lt;br /&gt;
The same as &amp;lt;code&amp;gt;screen_FlushOut&amp;lt;/code&amp;gt;, but for the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bool&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Top Screen&#039;s color.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|mode&lt;br /&gt;
|&lt;br /&gt;
# Completely darkens the Top Screen.&lt;br /&gt;
# Completely turns the Top Screen to a certain color.&lt;br /&gt;
# Instantly darkens the Top Screen?&lt;br /&gt;
# Overlays the Top Screen with a certain color.&lt;br /&gt;
# Instantly darkens the Top Screen?&lt;br /&gt;
# Overlays the Top Screen with hardcoded color bytes: 144, 144, and 255.&lt;br /&gt;
# Instantly darkens the Top Screen?&lt;br /&gt;
# Overlays the Top Screen with hardcoded color bytes: 255, 192, and 128.&lt;br /&gt;
# Instantly darkens the Top Screen?&lt;br /&gt;
# Overlays the Top Screen with hardcoded color bytes: All 255. The Top Screen is not turned completely white.&lt;br /&gt;
# Instantly overlays the Top Screen with hardcoded color bytes: All 255. The Top Screen is not turned completely white.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|r&lt;br /&gt;
|Unused if &#039;&#039;mode&#039;&#039; is not 2 or 4. Byte used for the color red. Has a minimum of 0 and a maximium of 255.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|uint&lt;br /&gt;
|g&lt;br /&gt;
|Unused if &#039;&#039;mode&#039;&#039; is not 2 or 4. Byte used for the color green. Has a minimum of 0 and a maximium of 255.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|uint&lt;br /&gt;
|b&lt;br /&gt;
|Unused if &#039;&#039;mode&#039;&#039; is not 2 or 4. Byte used for the color blue. Has a minimum of 0 and a maximium of 255.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xef - screen2_WhiteChange ===&lt;br /&gt;
Changes the brightness of the screen across a certain number of frames. This opcode will affect everything on the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bool&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Top Screen&#039;s brightness.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|start_brightness&lt;br /&gt;
|The brightness level the opcode will begin at.&lt;br /&gt;
&lt;br /&gt;
* The minimum brightness is 0, which results in a white screen.&lt;br /&gt;
* The default brightness is 256.&lt;br /&gt;
* The maximum brightness is 512, which results in a black screen.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|end_brightness&lt;br /&gt;
|The brightness level the opcode will end at.&lt;br /&gt;
&lt;br /&gt;
* The minimum brightness is 0, which results in a white screen.&lt;br /&gt;
* The default brightness is 256.&lt;br /&gt;
* The maximum brightness is 512, which results in a black screen.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xf0 - screen2_WhiteChangeAll ===&lt;br /&gt;
Does nothing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|unk3&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xf1 - screen2_WhiteIn ===&lt;br /&gt;
Does nothing. Do not be deceived by this opcode&#039;s name: After using &amp;lt;code&amp;gt;screen2_WhiteOut&amp;lt;/code&amp;gt;, use &amp;lt;code&amp;gt;screen2_FadeIn&amp;lt;/code&amp;gt; to restore the Top Screen&#039;s brightness level!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xf2 - screen2_WhiteInAll ===&lt;br /&gt;
Does nothing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xf3 - screen2_WhiteOut ===&lt;br /&gt;
Changes the brightness of the screen to its maximum (i.e., a white screen) across a certain number of frames. This opcode will affect everything on the Top Screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bool&lt;br /&gt;
|suspension_flag&lt;br /&gt;
|Determines whether the script will suspend until this opcode&#039;s operation is complete. 0 is false and anything else is true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the Top Screen&#039;s brightness.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xf4 - screen2_WhiteOutAll ===&lt;br /&gt;
Does nothing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xf5 - se_ChangePan ===&lt;br /&gt;
Changes the panning of the currently-playing [[sound effect]] across a certain number of frames.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|se_id&lt;br /&gt;
|A sound effect defined in SOUND/SE of the ROM. Actually encoded as &amp;lt;code&amp;gt;sound_bank_id &amp;lt;&amp;lt; 8 + sound_id&amp;lt;/code&amp;gt;, but it can also be represented as an integer.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the SE&#039;s panning.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|pan&lt;br /&gt;
|The panning of the SE. This parameter gets recalculated internally as  &amp;lt;code&amp;gt;((&#039;&#039;pan&#039;&#039; * 0x3f + ((&#039;&#039;pan&#039;&#039; * 0x3f &amp;gt;&amp;gt; 7) &amp;gt;&amp;gt; 0x18)) &amp;gt;&amp;gt; 8) + 0x40&amp;lt;/code&amp;gt;, which is eventually split up into two halfwords, then recalculated further into a signed byte.&lt;br /&gt;
What this means is that:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;pan&#039;&#039; parameter of 260 will result in sound panning only to the right channel.&lt;br /&gt;
* A &#039;&#039;pan&#039;&#039; parameter of 261 will result in sound panning only to the left channel.&lt;br /&gt;
&lt;br /&gt;
More research on this parameter may be needed.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xf6 - se_ChangeVolume ===&lt;br /&gt;
Changes the volume of the currently-playing [[sound effect]] across a certain number of frames.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|se_id&lt;br /&gt;
|A sound effect defined in SOUND/SE of the ROM. Actually encoded as &amp;lt;code&amp;gt;sound_bank_id &amp;lt;&amp;lt; 8 + sound_id&amp;lt;/code&amp;gt;, but it can also be represented as an integer.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to change the SE&#039;s volume.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|volume&lt;br /&gt;
|The volume that the SE will play at. It has a maximum of 256 and a minimum of 0.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xf7 - se_FadeOut ===&lt;br /&gt;
Fades out the currently-playing [[sound effect]] across a certain number of frames.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|se_id&lt;br /&gt;
|A sound effect defined in SOUND/SE of the ROM. Actually encoded as &amp;lt;code&amp;gt;sound_bank_id &amp;lt;&amp;lt; 8 + sound_id&amp;lt;/code&amp;gt;, but it can also be represented as an integer.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|The number of frames used to fade out and silence a given SE.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xf8 - se_Play ===&lt;br /&gt;
Instantly plays a [[sound effect]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|se_id&lt;br /&gt;
|A sound effect defined in SOUND/SE of the ROM. Actually encoded as &amp;lt;code&amp;gt;sound_bank_id &amp;lt;&amp;lt; 8 + sound_id&amp;lt;/code&amp;gt;, but it can also be represented as an integer.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xf9 - se_PlayFull ===&lt;br /&gt;
Instantly plays a [[sound effect]] at a specified volume and panning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|se_id&lt;br /&gt;
|A sound effect defined in SOUND/SE of the ROM. Actually encoded as &amp;lt;code&amp;gt;sound_bank_id &amp;lt;&amp;lt; 8 + sound_id&amp;lt;/code&amp;gt;, but it can also be represented as an integer.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|volume&lt;br /&gt;
|The volume that the SE will play at. It has a maximum of 256 and a minimum of 0.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|pan&lt;br /&gt;
|The panning of the SE. This parameter gets recalculated internally as  &amp;lt;code&amp;gt;((&#039;&#039;pan&#039;&#039; * 0x3f + ((&#039;&#039;pan&#039;&#039; * 0x3f &amp;gt;&amp;gt; 7) &amp;gt;&amp;gt; 0x18)) &amp;gt;&amp;gt; 8) + 0x40&amp;lt;/code&amp;gt;, which is eventually split up into two halfwords, then recalculated further into a signed byte.&lt;br /&gt;
What this means is that:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;pan&#039;&#039; parameter of 260 will result in sound panning only to the right channel.&lt;br /&gt;
* A &#039;&#039;pan&#039;&#039; parameter of 261 will result in sound panning only to the left channel.&lt;br /&gt;
&lt;br /&gt;
More research on this parameter may be needed.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xfa - se_PlayPan ===&lt;br /&gt;
Instantly plays a [[sound effect]] at a specified panning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|se_id&lt;br /&gt;
|A sound effect defined in SOUND/SE of the ROM. Actually encoded as &amp;lt;code&amp;gt;sound_bank_id &amp;lt;&amp;lt; 8 + sound_id&amp;lt;/code&amp;gt;, but it can also be represented as an integer.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|pan&lt;br /&gt;
|The panning of the SE. This parameter gets recalculated internally as  &amp;lt;code&amp;gt;((&#039;&#039;pan&#039;&#039; * 0x3f + ((&#039;&#039;pan&#039;&#039; * 0x3f &amp;gt;&amp;gt; 7) &amp;gt;&amp;gt; 0x18)) &amp;gt;&amp;gt; 8) + 0x40&amp;lt;/code&amp;gt;, which is eventually split up into two halfwords, then recalculated further into a signed byte.&lt;br /&gt;
What this means is that:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;pan&#039;&#039; parameter of 260 will result in sound panning only to the right channel.&lt;br /&gt;
* A &#039;&#039;pan&#039;&#039; parameter of 261 will result in sound panning only to the left channel.&lt;br /&gt;
&lt;br /&gt;
More research on this parameter may be needed.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xfb - se_PlayVolume ===&lt;br /&gt;
Instantly plays a [[sound effect]] at a specified volume.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|se_id&lt;br /&gt;
|A sound effect defined in SOUND/SE of the ROM. Actually encoded as &amp;lt;code&amp;gt;sound_bank_id &amp;lt;&amp;lt; 8 + sound_id&amp;lt;/code&amp;gt;, but it can also be represented as an integer.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|volume&lt;br /&gt;
|The volume that the SE will play at. It has a maximum of 256 and a minimum of 0.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xfc - se_Stop ===&lt;br /&gt;
Instantly stops a specified sound effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|se_id&lt;br /&gt;
|A sound effect defined in SOUND/SE of the ROM. Actually encoded as &amp;lt;code&amp;gt;sound_bank_id &amp;lt;&amp;lt; 8 + sound_id&amp;lt;/code&amp;gt;, but it can also be represented as an integer.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xfd - SetAnimation ===&lt;br /&gt;
Plays a sprite&#039;s animation, optionally changing its speed and animation flags.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|id&lt;br /&gt;
|Animation table index. Converted to an [[Animation ID]] for the current sprite using the [https://docs.google.com/spreadsheets/d/11xHv80Def5mtF60ZsfI1lF1eNX0dBE2It837Q08AlRk/htmlview SetAnimation table].&lt;br /&gt;
|}&lt;br /&gt;
=== 0xfe - SetAttribute ===&lt;br /&gt;
Does nothing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|}&lt;br /&gt;
=== 0xff - SetBlink ===&lt;br /&gt;
Sets a specific entity (i.e., an actor, object, or performer) to continuously flicker in and out of view at a certain interval.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|visible_interval&lt;br /&gt;
|The number of frames to wait for while the entity is visible. &lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|invisible_interval&lt;br /&gt;
|The number of frames to wait for while the entity is invisible. &lt;br /&gt;
|}&lt;br /&gt;
=== 0x100 - SetDirection ===&lt;br /&gt;
Instantly sets a specific entity (i.e., an actor, object, or performer) to a specified direction.&lt;br /&gt;
&lt;br /&gt;
This opcode does not have a parameter for an entity, as it must be used in a with-statement or a targeted routine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Direction&lt;br /&gt;
|direction&lt;br /&gt;
|The type of direction, the list of which can be seen by typing &amp;lt;code&amp;gt;DIR_&amp;lt;/code&amp;gt; in SkyTemple&#039;s Script Engine Debugger.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x101 - SetDirectionLives ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x102 - SetEffect ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Effect&lt;br /&gt;
|effect_id&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|position_marker_id?&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x103 - SetFunctionAttribute ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x104 - SetHeight ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x105 - SetHitAttribute ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x106 - SetMoveRange ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|uint&lt;br /&gt;
|unk4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|uint&lt;br /&gt;
|unk5&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x107 - SetOutputAttribute ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x108 - SetPosition ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|x&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|y&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x109 - SetPositionInitial ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x10a - SetPositionLives ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x10b - SetPositionMark ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x10c - SetPositionOffset ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x10d - SetPositionOffsetRandom ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x10e - SetReplyAttribute ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x10f - SetupOutputAttributeAndAnimation ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x110 - Slide2Position ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|x&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|y&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x111 - Slide2PositionLives ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x112 - Slide2PositionMark ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|This parameter may be repeated multiple times&lt;br /&gt;
|}&lt;br /&gt;
=== 0x113 - Slide2PositionMark ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_mark&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x114 - Slide2PositionOffset ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |These two parameters may be repeated multiple times&lt;br /&gt;
|-&lt;br /&gt;
|3+&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|}&lt;br /&gt;
=== 0x115 - Slide2PositionOffset ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x116 - Slide2PositionOffsetRandom ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x117 - Slide3Position ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|x&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|y&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x118 - Slide3PositionLives ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x119 - Slide3PositionMark ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|This parameter may be repeated multiple times&lt;br /&gt;
|}&lt;br /&gt;
=== 0x11a - Slide3PositionMark ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x11b - Slide3PositionOffset ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |These two parameters may be repeated multiple times&lt;br /&gt;
|-&lt;br /&gt;
|3+&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|}&lt;br /&gt;
=== 0x11c - Slide3PositionOffset ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x11d - Slide3PositionOffsetRandom ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x11e - SlideHeight ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x11f - SlidePosition ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|x&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|y&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x120 - SlidePositionLives ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x121 - SlidePositionLivesTime ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x122 - SlidePositionMark ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|This parameter may be repeated multiple times&lt;br /&gt;
|}&lt;br /&gt;
=== 0x123 - SlidePositionMark ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x124 - SlidePositionMarkTime ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x125 - SlidePositionOffset ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|num_parameters&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2+&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|This parameter may be repeated multiple times&lt;br /&gt;
|}&lt;br /&gt;
=== 0x126 - SlidePositionOffset ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sint&lt;br /&gt;
|x&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x127 - sound_FadeOut ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x128 - sound_Stop ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x129 - StopAnimation ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x12a - supervision_Acting ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|layer_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x12b - supervision_ActingInvisible ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|layer_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x12c - supervision_ExecuteActing ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ConstString&lt;br /&gt;
|script_id&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x12d - supervision_ExecuteActingSub ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ConstString&lt;br /&gt;
|script_id&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x12e - supervision_ExecuteCommon ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Routine&lt;br /&gt;
|coro_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x12f - supervision_ExecuteEnter ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x130 - supervision_ExecuteStation ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ConstString&lt;br /&gt;
|script_id&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x131 - supervision_ExecuteStationCommon ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x132 - supervision_ExecuteStationCommonSub ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x133 - supervision_ExecuteStationSub ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ConstString&lt;br /&gt;
|script_id&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x134 - supervision_ExecuteExport ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|ConstString&lt;br /&gt;
|const&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x135 - supervision_ExecuteExportSub ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|ConstString&lt;br /&gt;
|const&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x136 - supervision_LoadStation ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Level&lt;br /&gt;
|level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ConstString&lt;br /&gt;
|script_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x137 - supervision_Remove ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x138 - supervision_RemoveActing ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|layer_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x139 - supervision_RemoveCommon ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x13a - supervision_SpecialActing ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x13b - supervision_Station ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|station_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x13c - supervision_StationCommon ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|station_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x13d - supervision_Suspend ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x13e - supervision2_SpecialActing ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x14c - Turn2Direction ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Direction&lt;br /&gt;
|direction&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x14d - Turn2DirectionLives ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x14e - Turn2DirectionLives2 ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x14f - Turn2DirectionMark ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|unk6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|uint&lt;br /&gt;
|unk7&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x150 - Turn2DirectionTurn ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x151 - Turn3 ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|uint&lt;br /&gt;
|unk3&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x152 - TurnDirection ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Direction&lt;br /&gt;
|direction&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x153 - TurnDirectionLives ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x154 - TurnDirectionLives2 ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x155 - TurnDirectionMark ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x156 - Unlock ===&lt;br /&gt;
Resumes the routine that was suspended when &amp;lt;code&amp;gt;Lock&amp;lt;/code&amp;gt; was called with the specified &#039;&#039;lock_id&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|lock_id&lt;br /&gt;
|The ID of a Lock, ranged from 0-19 (inclusive).&lt;br /&gt;
|}&lt;br /&gt;
=== 0x157 - Wait ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|duration&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x158 - WaitAnimation ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x159 - WaitBackEffect ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x15a - WaitBack2Effect ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x15b - WaitBgm ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Bgm&lt;br /&gt;
|bgm_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x15c - WaitBgm2 ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Bgm&lt;br /&gt;
|bgm_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x15d - WaitBgmSignal ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x15e - WaitEffect ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x15f - WaitEndAnimation ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x160 - WaitExecuteLives ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x161 - WaitExecuteObject ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Object&lt;br /&gt;
|object_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x162 - WaitExecutePerformer ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|performer_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x163 - WaitFadeIn ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x164 - WaitLockLives ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|lock_id&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Entity&lt;br /&gt;
|actor&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x165 - WaitLockObject ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|lock_id&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Object&lt;br /&gt;
|object&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x166 - WaitLockPerformer ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|lock_id&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|performer&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x167 - WaitLockSupervision ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x168 - WaitMe ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x169 - WaitMoveCamera ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x16a - WaitMoveCamera2 ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x16b - WaitRandom ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x16c - WaitScreenFade ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x16d - WaitScreenFadeAll ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x16e - WaitScreen2Fade ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x16f - WaitSe ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|se_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x170 - WaitSpecialActing ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x171 - WaitSubScreen ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x172 - WaitSubSpecialActing ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x173 - worldmap_BlinkMark ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x174 - worldmap_ChangeLevel ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x175 - worldmap_DeleteArrow ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x176 - worldmap_MoveCamera ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x177 - worldmap_OffMessage ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x178 - worldmap_SetArrow ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x179 - worldmap_SetCamera ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x17a - worldmap_SetLevel ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x17b - worldmap_SetMark ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x17c - worldmap_SetMessage ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|String&lt;br /&gt;
|txt&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x17d - worldmap_SetMessagePlace ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x17e - worldmap_SetMode ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Opcodes ==&lt;br /&gt;
These opcodes cannot be directly called from ExplorerScript, since they are represented as higher-level constructs.&lt;br /&gt;
&lt;br /&gt;
=== 0x28 - Branch ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|value&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Addr&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x29 - BranchBit ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|index&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Addr&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x2a - BranchDebug ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|bool&lt;br /&gt;
|param&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Addr&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x2b - BranchEdit ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|param&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Addr&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x2c - BranchExecuteSub ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Addr&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x2d - BranchPerformance ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|index&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|bool&lt;br /&gt;
|value&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Addr&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x2e - BranchScenarioNow ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Addr&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x2f - BranchScenarioNowAfter ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Addr&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x30 - BranchScenarioNowBefore ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Addr&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x31 - BranchScenarioAfter ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Addr&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x32 - BranchScenarioBefore ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Addr&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x33 - BranchSum ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Addr&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x34 - BranchValue ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Operator&lt;br /&gt;
|operator&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|value&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Addr&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x35 - BranchVariable ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Operator&lt;br /&gt;
|operator&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|GameVar&lt;br /&gt;
|cmp_var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Addr&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x36 - BranchVariation ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|param&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Addr&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x37 - Call ===&lt;br /&gt;
Jumps to the specified address, runs code, and returns to the line of code in which this opcode was used (only if &amp;lt;code&amp;gt;return;&amp;lt;/code&amp;gt; was used in the routine this opcode calls).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Addr&lt;br /&gt;
|jump_address&lt;br /&gt;
|The address to call, e.g., &amp;lt;code&amp;gt;call @label_0;&amp;lt;/code&amp;gt; if &amp;lt;code&amp;gt;§label_0;&amp;lt;/code&amp;gt; is defined in the script.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x63 - Case ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|value&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Addr&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x64 - CaseMenu ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|String&lt;br /&gt;
|choice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Addr&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x65 - CaseMenu2 ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint?&lt;br /&gt;
|choice?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Addr&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x66 - CaseScenario ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Operator&lt;br /&gt;
|operator&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|value&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Addr&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x67 - CaseText ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|value&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|String&lt;br /&gt;
|display&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x68 - CaseValue ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Operator&lt;br /&gt;
|operator&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|value&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Addr&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x69 - CaseVariable ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Operator&lt;br /&gt;
|operator&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Addr&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x6e - DefaultText ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|String&lt;br /&gt;
|txt&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x70 - End ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x74 - flag_CalcBit ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|index&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|bool&lt;br /&gt;
|value&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x75 - flag_CalcValue ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|CalcOperator&lt;br /&gt;
|calc_operator&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|value&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x76 - flag_CalcVariable ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|CalcOperator&lt;br /&gt;
|calc_operator&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|GameVar&lt;br /&gt;
|var_to_set_from&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x77 - flag_Clear ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x78 - flag_Initial ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x79 - flag_Set ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|value&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x7a - flag_ResetDungeonResult ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x7b - flag_ResetScenario ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x7c - flag_SetAdventureLog ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x7d - flag_SetDungeonMode ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|dungeon_id&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|DungeonMode&lt;br /&gt;
|dungen_mode&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x7e - flag_SetDungeonResult ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x7f - flag_SetPerformance ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|index&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|bool&lt;br /&gt;
|value&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x80 - flag_SetScenario ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|scenario_value&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|level_value&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x82 - Hold ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x87 - Jump ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Addr&lt;br /&gt;
|jump_address&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x89 - lives ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Entity&lt;br /&gt;
|actor_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0xaa - message_SwitchMenu ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0xab - message_SwitchMenu2 ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0xac - message_SwitchMonologue ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0xad - message_SwitchTalk ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0xc9 - object ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Object&lt;br /&gt;
|object_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0xcb - performer ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|performer_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0xd5 - Return ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x13f - Switch ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x140 - SwitchDirection ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Direction&lt;br /&gt;
|direction&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x141 - SwitchDirectionLives ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x142 - SwitchDirectionLives2 ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x143 - SwitchDirectionMark ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|PositionMark&lt;br /&gt;
|pos_marker&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x144 - SwitchDungeonMode ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|dungeon_id&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x145 - SwitchLives ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|unk0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x146 - SwitchRandom ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|max_value&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x147 - SwitchScenario ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x148 - SwitchScenarioLevel ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x149 - SwitchSector ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No parameters.&lt;br /&gt;
=== 0x14a - SwitchValue ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
=== 0x14b - SwitchVariable ===&lt;br /&gt;
&amp;lt;TO DO: Opcode description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|unk1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{NavScriptTerms}}&lt;/div&gt;</summary>
		<author><name>Marius851000</name></author>
	</entry>
</feed>