<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.skytemple.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Skycloud383</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=Skycloud383"/>
	<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/Special:Contributions/Skycloud383"/>
	<updated>2026-08-09T07:10:07Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=List_of_Opcodes&amp;diff=1568</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=1568"/>
		<updated>2026-06-30T19:56:44Z</updated>

		<summary type="html">&lt;p&gt;Skycloud383: Just adding Adex&amp;#039;s comment&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. Value 3 was previously used in S02P01A/m00a01a.ssb in Time/Darkness, for its iteration of the personality test. In Sky, its only use is in V00P02/m01a04a.ssb, which is a leftover test script used by the developers to test the visuals of the Time/Darkness iteration of the aura test.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&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;
&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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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;
Zeroes-out the return address used by the &amp;lt;code&amp;gt;Return&amp;lt;/code&amp;gt; opcode. 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 indexed variables. Non-indexed values causes the IndexError.&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;
Item slots 0-3 are safe to use, but item slots 4 and beyond will begin to overwrite other memory!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&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_ID&lt;br /&gt;
|Some item tables related to Spinda&#039;s Cafe.&lt;br /&gt;
|}&lt;br /&gt;
The table IDs themselves are as follows. Values above 15 are currently unknown and untested. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!#&lt;br /&gt;
!Description&lt;br /&gt;
!#&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Sky Gift Item Pool&lt;br /&gt;
|8&lt;br /&gt;
|Silver Ticket Win Pool&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Numel &amp;quot;Give&amp;quot; Item Pool&lt;br /&gt;
|9&lt;br /&gt;
|Silver Ticket Big Win Pool&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Numel &amp;quot;Recieve&amp;quot; Item Pool&lt;br /&gt;
|10&lt;br /&gt;
|Gold Ticket Loss Pool&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Happiny Lost Item Pool&lt;br /&gt;
|11&lt;br /&gt;
|Gold Ticket Win Pool&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Prize Ticket Loss Pool&lt;br /&gt;
|12&lt;br /&gt;
|Gold Ticket Big Win Pool&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Prize Ticket Win Pool&lt;br /&gt;
|13&lt;br /&gt;
|Prism Ticket Loss Pool&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Prize Ticket Big Win Pool&lt;br /&gt;
|14&lt;br /&gt;
|Prism Ticket Win Pool&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Silver Ticket Loss Pool&lt;br /&gt;
|15&lt;br /&gt;
|Prism Ticket Big Win Pool&lt;br /&gt;
|}&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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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;
Plays back an [[List of Effect Animations|effect animation]] assigned to an actor or performer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;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;
|The ID of a given effect.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|position_marker_id?&lt;br /&gt;
|Set to one of the following character sprite offsets:&lt;br /&gt;
0: Head&amp;lt;br&amp;gt;1: Right Hand&amp;lt;br&amp;gt;2: Left Hand&amp;lt;br&amp;gt;3: Center&amp;lt;br&amp;gt;4: No offset (bottom of sprite)&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;
Moves an actor &amp;quot;vertically&amp;quot; by distancing it from its shadow. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&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;
|number of pixels to move up or down by.&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;
Sets certain bits of an entity&#039;s (i.e., an actor, object, or performer) &amp;quot;output&amp;quot; attribute to 1.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;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;
=== 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. 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. 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.  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;
Offsets an entity (i.e., an actor, object, or performer) from its current position across both axes without restricting the angles used. The entity does not change the direction that it faces.&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;
|&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;
Offsets an entity (i.e., an actor, object, or performer) from its current position across both axes without restricting the angles used. The entity does not change the direction that it faces.&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. Values starting at 32770 or 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;
|How much the entity is offset in the x direction.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|How much the entity is offset in the y direction.&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. &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;
|Map LEVEL the script should be located in.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ConstString&lt;br /&gt;
|script_id&lt;br /&gt;
|Name of the script itself, only the first 8 characters are read.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|script_sector&lt;br /&gt;
|The &amp;quot;sector&amp;quot; of the script, and the value &amp;lt;code&amp;gt;switch(sector())&amp;lt;/code&amp;gt; will return in def 0. Often used to determine whether a cutscene should be played as a flashback or not.&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;
|Map LEVEL the script should be located in.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ConstString&lt;br /&gt;
|script_id&lt;br /&gt;
|Name of the script itself, only the first 8 characters are read.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|script_sector&lt;br /&gt;
|The &amp;quot;sector&amp;quot; of the script, and the value &amp;lt;code&amp;gt;switch(sector())&amp;lt;/code&amp;gt; will return in def 0. Often used to determine whether a cutscene should be played as a flashback or not.&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;
It performs various hardcoded functionalities, mostly fancy graphical things like the Waterfall Cave flood, the beach bubbles, SE1 spotlight, etc&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&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;
Can be used to call sectors of an enter scene within acting scenes!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&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;
Causes the clouds parting animation on the world map, presumably hardcoded by vanilla use-case. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&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_level&lt;br /&gt;
|Level to transition the world map state to.&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;
|The world map id to move the camera to.&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;
Centers the world map camera on a specific 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;
|The world map id to set the camera to.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x17a - worldmap_SetLevel ===&lt;br /&gt;
Sets the current world map state. Additionally updates $WORLD_MAP_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;
|world_map_level&lt;br /&gt;
|Level to assign the world map state to.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x17b - worldmap_SetMark ===&lt;br /&gt;
Enables a yellow dot for 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;
|The world map id to enable the yellow dot for.&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;
Seemingly unused in vanilla.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;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;
Sets the &amp;quot;mode&amp;quot; of the world map, to align with a particular purpose. &lt;br /&gt;
&lt;br /&gt;
Mode 1 seems to be for handling travel to a dungeon or area.&lt;br /&gt;
&lt;br /&gt;
Mode 2 is only used by debug scripts.&lt;br /&gt;
&lt;br /&gt;
Mode 3 is for handling moving clouds. &lt;br /&gt;
&lt;br /&gt;
Mode 4 is for cutscene use, or for showing where things are on a map. &lt;br /&gt;
&lt;br /&gt;
All other modes are unused. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&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_mode&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;
Used for demo cutscenes.&lt;br /&gt;
&lt;br /&gt;
Jumps to the specified address if the first parameter is 0. On the demo version of the game, jumps if the first parameter is 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&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;
|Unknown. Always 3.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|jump_address&lt;br /&gt;
|Address to jump to.&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). Only one call can be stored at a time!&lt;br /&gt;
&lt;br /&gt;
Use within macros is ill-advised, as using &amp;lt;code&amp;gt;return;&amp;lt;/code&amp;gt; within a macro will just end the macro!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&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;
Will stall a script forever.&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;
Enclose within a switch case, and generates a dialogue prompt with the options present in subsequent &amp;quot;case menu(&amp;quot;text&amp;quot;):&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|cancel&lt;br /&gt;
|If player can use the B button to back out of a menu. 0 for false, 1 for true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|init&lt;br /&gt;
|Entry number to start the cursor at, starting at 1&lt;br /&gt;
|}&lt;br /&gt;
=== 0xab - message_SwitchMenu2 ===&lt;br /&gt;
Same as message_SwitchMenu, but it also takes an argument for a bitfield, and will only display dialogue options for which the corresponding bit is enabled (set to 1).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|cancel&lt;br /&gt;
|If player can use the B button to back out of a menu. 0 for false, 1 for true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|init&lt;br /&gt;
|Entry number to start the cursor at, starting at 1&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|Bitfield $VAR&lt;br /&gt;
|}&lt;br /&gt;
=== 0xac - message_SwitchMonologue ===&lt;br /&gt;
Structured similarly to a switch statement. Typically uses &amp;lt;code&amp;gt;$HERO_TALK_KIND&amp;lt;/code&amp;gt; as an argument, and uses multiple cases to display certain dialogue strings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;case 4:&amp;lt;/code&amp;gt; used when the player is male or genderless&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;case 5:&amp;lt;/code&amp;gt; used when the player is female&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;default:&amp;lt;/code&amp;gt; used when &amp;lt;code&amp;gt;$HERO_TALK_KIND&amp;lt;/code&amp;gt;&#039;s Talk Group has a value other than 4 or 5&lt;br /&gt;
&lt;br /&gt;
This opcode supports displaying a portrait. No sound effect is used when text is scrolling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&amp;lt;code&amp;gt;$x_TALK_KIND&amp;lt;/code&amp;gt;, contains Talk Group number&lt;br /&gt;
|}&lt;br /&gt;
=== 0xad - message_SwitchTalk ===&lt;br /&gt;
Same as _SwitchMonologue, but typically uses &amp;lt;code&amp;gt;$PARTNER_TALK_KIND&amp;lt;/code&amp;gt; as an argument, and the cases used vary.&lt;br /&gt;
&lt;br /&gt;
Of the vanilla game partner options:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;case 1:&amp;lt;/code&amp;gt; used if Squirtle, Tododile, Chimchar, Meowth, or Munchlax&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;case 2:&amp;lt;/code&amp;gt; used for all other male partners&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;case 3:&amp;lt;/code&amp;gt; used for all female partners&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;default:&amp;lt;/code&amp;gt; used when &amp;lt;code&amp;gt;$PARTNER_TALK_KIND&amp;lt;/code&amp;gt;&#039;s Talk Group has a value other than 1, 2, or 3&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;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&amp;lt;code&amp;gt;$x_TALK_KIND&amp;lt;/code&amp;gt;, contains Talk Group number&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;
If run from within a macro, ends the macro.&lt;br /&gt;
&lt;br /&gt;
If run after the &amp;quot;call&amp;quot; opcode was used, will return to the address of the call opcode.&lt;br /&gt;
&lt;br /&gt;
If used within a script, ends the script. &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;
If inside a Switch Case, take the case equal to the species ID of the specified Actor!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;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;
=== 0x146 - SwitchRandom ===&lt;br /&gt;
To be used in a switch statement. Will switch to a case of a random number below the specified integer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&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;
|Largest random output, plus 1&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>Skycloud383</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=ExplorerScript&amp;diff=1566</id>
		<title>ExplorerScript</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=ExplorerScript&amp;diff=1566"/>
		<updated>2026-06-11T06:22:04Z</updated>

		<summary type="html">&lt;p&gt;Skycloud383: There&amp;#039;s a perfectly good guide no need to reinvent the wheel.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
ExplorerScript is a custom programming language, created by [[User:Capypara|Capypara]], used to edit the game&#039;s SSB files. Opening a script in SkyTemple will decompile it into ExplorerScript, for easy editing. When saving, SkyTemple will recompile the ExplorerScript code back into SSB. The source code for ExplorerScript can be found on [https://github.com/SkyTemple/ExplorerScript Github].&lt;br /&gt;
&lt;br /&gt;
Most scripts in skytemple can be edited in ExplorerScript, though if the game fails to decompile the script, the game defaults to using SSBScript. The documentation for ExplorerScript can be found on https://explorerscript.skytemple.org/en/stable/.&lt;br /&gt;
{{NavScriptTerms}}&lt;/div&gt;</summary>
		<author><name>Skycloud383</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Acting_Scene&amp;diff=1565</id>
		<title>Acting Scene</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Acting_Scene&amp;diff=1565"/>
		<updated>2026-06-11T06:12:35Z</updated>

		<summary type="html">&lt;p&gt;Skycloud383: Just some small stuff.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains information about Acting scenes in [[SkyTemple]]. Acting scenes are only used for cutscenes throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
----Acting scenes can be used for cutscenes in the game. They however, can not be used for free roam areas. Acting scenes can be coded for in the skytemple debugger window, using [[List of Opcodes|opcodes]], just like [[Enter Scene|Enter]] and [[Sub Scene|Sub]] scripts.&lt;br /&gt;
&lt;br /&gt;
=== How to add an Acting Scene ===&lt;br /&gt;
----A Script Scene can have multiple Acting scenes. To add an acting scene to a script scene, you need to select the script scene by double-clicking it. Now you should have the option to add three different scene types. To add an acting scene, press &amp;quot;Add &amp;quot;Acting&amp;quot; scene&amp;quot; and enter a name for the acting scene. Note that the name of the Acting Scene has to be 8 characters long or less. &lt;br /&gt;
&lt;br /&gt;
=== How to setup a scene ===&lt;br /&gt;
----The general setup for a scene is explained in the [[Scene]] page.{{NavScriptTerms}}&lt;/div&gt;</summary>
		<author><name>Skycloud383</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=ASM_Patch&amp;diff=1564</id>
		<title>ASM Patch</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=ASM_Patch&amp;diff=1564"/>
		<updated>2026-06-11T06:07:18Z</updated>

		<summary type="html">&lt;p&gt;Skycloud383: Just an additional note.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Can someone please add a guide as to how to make skypatch files?&lt;br /&gt;
-Skycloud383 --&amp;gt;{{Stub}}&lt;br /&gt;
&#039;&#039;&#039;ASM Patches&#039;&#039;&#039; can be applied to the game to change the way it works, and allow for many changes to be made to the game that cannot be made otherwise. SkyTemple comes with many built-in ASM patches, and it&#039;s also possible to import external patches from [[Skypatch File|.skypatch files]]. This can be done  by clicking &amp;quot;Open Patch Directory...&amp;quot; and moving the [[Skypatch File|.skypatch files]] there. If you only need to modify a built-in ASM patch, you can alternatively go to where the skytemple directory is and edit the asm patch there.&lt;br /&gt;
&lt;br /&gt;
Once applied, ASM patches cannot be easily removed, so it&#039;s recommended to make a backup of the ROM before applying them. Some patches require other patches to be applied first as a prerequisite. The Utility category contains patches that do not create visible changes in game, but enable more modifications to be made to the game (e.g, [[ActorAndLevelLoader|modifying the actor list]]), and are often required for many modifications.&lt;br /&gt;
{{NavSkyTemple}}{{NavPatches}}&lt;/div&gt;</summary>
		<author><name>Skycloud383</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Actor_List&amp;diff=1563</id>
		<title>Actor List</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Actor_List&amp;diff=1563"/>
		<updated>2026-06-11T06:05:17Z</updated>

		<summary type="html">&lt;p&gt;Skycloud383: Just added some Unk4 information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Someone please explain what the type parameter means and give a better explanation of Unk4. --&amp;gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The list of &#039;&#039;&#039;Actors&#039;&#039;&#039; contains all of the entities that can be placed on maps and used in scripts. To view and modify it, the [[ActorAndLevelLoader]] patch by psy_commando must be applied. New actors can be added to the list via the &amp;quot;+&amp;quot; button, but currently, actors cannot be removed from the list. They are referred to by their &#039;Name&#039; in maps and scripts. The species indicates how an actor will appear in a map, as well as the portraits to use. The actor will use the species&#039; name in dialogue if the &#039;Text String for Name&#039; is 0. Otherwise, it will use the value of the corresponding [[Text Strings|String ID]]. Unk4 seems to decide the size of the actor&#039;s hitbox when the player is in the overworld, with a size of 0 corresponding to a very tiny hitbox while 258 seems to correspond to the default actor hitbox size.  {{NavSkyTemple}}&lt;/div&gt;</summary>
		<author><name>Skycloud383</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=AddTypes&amp;diff=1562</id>
		<title>AddTypes</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=AddTypes&amp;diff=1562"/>
		<updated>2026-06-11T05:59:44Z</updated>

		<summary type="html">&lt;p&gt;Skycloud383: Just in case someone doesn&amp;#039;t know what gen 6+ type chart is&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains information about the AddTypes [[ASM Patch]].&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
----AddTypes is an [[ASM Patch]] by Anonymous. It is located under the New Mechanics tab in Patches -&amp;gt; ASM.&lt;br /&gt;
&lt;br /&gt;
This patch adds types to the type matchup table. This replaces the old 18x18 type matchup table with a 25x25 table. This new table contains generation 6+ type matchups with the Fairy type added to the end. (So steel no longer resists dark and ghost type.)&lt;br /&gt;
&lt;br /&gt;
Important:&lt;br /&gt;
&lt;br /&gt;
* The [[ImplementFairyGummies]] patch can only be applied if this patch is applied first.&lt;br /&gt;
* Prior to SkyTemple version 1.6.0rc1, the Scrappy ability and the Exposed status do not work if this patch is applied. This is due to an error setting the Normal/Fighting vs Ghost matchup to 0 (little effect) on the type matchup table instead of leaving it at 2 (normal effectiveness; result is reduced in vanilla with a separate check).&lt;br /&gt;
&lt;br /&gt;
{{NavPatches}}&lt;/div&gt;</summary>
		<author><name>Skycloud383</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Scenario_Main_Values&amp;diff=1561</id>
		<title>Scenario Main Values</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Scenario_Main_Values&amp;diff=1561"/>
		<updated>2026-06-11T05:54:00Z</updated>

		<summary type="html">&lt;p&gt;Skycloud383: I got collapsed so hard in scn[2,2] and scn[2,3] I&amp;#039;m going to try helping others not make the same mistake.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The following table is a work-in-progress list of the [[List of Script Variables#0x3 - SCENARIO MAIN|scenario main]] (&amp;lt;code&amp;gt;$SCENARIO_MAIN&amp;lt;/code&amp;gt;) values used by the vanilla game. These values help the game know where you are in the story and what events have (or have not) been triggered. They are also used to determine things that change based on story progression, such as which NPCs spawn in Treasure Town or the dialogue said by the partner if you turn to talk to them in the overworld. &lt;br /&gt;
&lt;br /&gt;
The format used by the game for defining this variable is &amp;lt;code&amp;gt;$SCENARIO_MAIN = scn[1, 0];&amp;lt;/code&amp;gt; where the two numbers in the brackets change depending on story progression. &lt;br /&gt;
&lt;br /&gt;
For scripts that check for specific $SCENARIO_MAIN values using if-statements (such as to determine what partner dialogue should be played at that point in the story), you will usually see the value mentioned in a format like the following, which is taken from one of the partner&#039;s overworld dialogue scripts: &amp;lt;code&amp;gt;if ( scn($SCENARIO_MAIN) &amp;gt;= [26, 5] )&amp;lt;/code&amp;gt; . In this example, the game is checking to see if the current $SCENARIO_MAIN value is &#039;&#039;greater than or equal to&#039;&#039; &amp;lt;code&amp;gt;[26, 5]&amp;lt;/code&amp;gt; and, if that is indeed the case, then the partner&#039;s overworld dialogue will be some variation of &amp;quot;We&#039;re so close... There&#039;s no way we can give up now, [hero]!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;Because some scripts have identical names, the column for the script locations of each $SCENARIO_MAIN value will also include the name of the map folder they are found in. For example, the $SCENARIO_MAIN value that gets triggered following the Project P cutscene can be triggered by four seprate enter scripts that have identical names (&#039;&#039;enter01.ssb&#039;&#039; and &#039;&#039;enter02.ssb&#039;&#039;, respectively), so the corresponding map folder names are also included to help users know which enter scripts to look for.&amp;lt;/sub&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable center&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Scenario Main (Values)&lt;br /&gt;
!Game Chapter&lt;br /&gt;
!Description&lt;br /&gt;
!Script location of the value&lt;br /&gt;
!Other notes&lt;br /&gt;
!Other scripts that mention this value&lt;br /&gt;
!Debug Menu (that uses this value)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[1, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|Immediately &amp;lt;u&amp;gt;BEFORE&amp;lt;/u&amp;gt; the personality quiz&lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_DIVIDE_OPENING&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 900&#039;&#039;&lt;br /&gt;
|Contained within the larger &amp;lt;code&amp;gt;EVENT_DIVIDE&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[2, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|Immediately &amp;lt;u&amp;gt;AFTER&amp;lt;/u&amp;gt; the personality quiz&lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_M00A_01&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2261&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[2, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_DIVIDE_FIRST&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 967&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;happylappy&#039;&#039;&#039;&#039;&#039; writes that this is in a switch case in &amp;lt;code&amp;gt;EVENT_DIVIDE&amp;lt;/code&amp;gt; over $SCENARIO_MAIN&lt;br /&gt;
&#039;&#039;“Basically, if it’s [X, 0], make it [X, 1]… for these chapters only”&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;(also applies to scn[3, 1];)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[2, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!&#039;&#039;&#039;Chapter 1&#039;&#039;&#039;&lt;br /&gt;
|Partner’s Relic Fragment was just stolen on the beach&lt;br /&gt;
|&#039;&#039;&#039;D01P11B&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;code&amp;gt;m01a0208.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&#039;&#039;&#039;Skycloud383&#039;&#039;&#039; writes that upon fainting with &amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[2, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt; then due to a switch case in EVENT_DIVIDE_FIRST you might end up in an unexpected location.&amp;lt;small&amp;gt;(also applies to scn[2, 3];)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[2, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 1&lt;br /&gt;
|Pre-fight in Beach Cave&lt;br /&gt;
|&#039;&#039;&#039;D01P41A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m01a0401.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&#039;&#039;&#039;Skycloud383&#039;&#039;&#039; writes that upon fainting with &amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[2, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt; then due to a switch case in EVENT_DIVIDE_FIRST you might end up in an unexpected location.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[3, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|Visual of the Rainbow Stoneship along with &#039;&#039;“The Pokémon Company and CHUNSOFT presents”&#039;&#039; before the game title appears&lt;br /&gt;
|&#039;&#039;&#039;S11P02C&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;t01p0801.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2150&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[3, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!&#039;&#039;&#039;Chapter 2&#039;&#039;&#039;&lt;br /&gt;
|About to enter Wigglytuff’s Guild for the first time with the partner&lt;br /&gt;
|&#039;&#039;&#039;G01P01B&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m02a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|This value appears in the script mentioned by the previous cell, EVENT_DIVIDE, the debug script, and also in a switch case in EVENT_DIVIDE_FIRST (exact locations can be found in the next cell)&lt;br /&gt;
Same note from &#039;&#039;&#039;&#039;&#039;happylappy&#039;&#039;&#039;&#039;&#039; as [2, 1] where &#039;&#039;“Basically, if it’s [X, 0], make it [X, 1]… for these chapters only”&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1599&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 393&#039;&#039;&lt;br /&gt;
----Found in &#039;&#039;&#039;unionall.ssb&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_DIVIDE&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 750&#039;&#039;&lt;br /&gt;
----Found in &#039;&#039;&#039;unionall.ssb&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_DIVIDE_FIRST&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 983&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M2 The First Job&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M02-01&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[3, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 2&lt;br /&gt;
|Chatot has you follow him since it’s your first day (about to learn about the Job Bulletin Board)&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m02a0301.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[3, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 2&lt;br /&gt;
|Entering Drenched Bluff for Spoink’s mission&lt;br /&gt;
|&#039;&#039;&#039;D02P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m02a0401.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[3, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 2&lt;br /&gt;
|Enter Drenched Bluff for Spoink’s mission &#039;&#039;(if you failed previously)&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;D02P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m02a0701.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|This one is found in a case menu&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[3, 5];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 2&lt;br /&gt;
|Enter Drenched Bluff for Spoink’s mission &#039;&#039;(if you failed previously)&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;D02P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m02a0701.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|This one is in a case menu, same scene as above&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[3, 6];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 2&lt;br /&gt;
|You find Spoink’s missing pearl at the end of Drenched Bluff&lt;br /&gt;
|&#039;&#039;&#039;D02P31A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m02a0801.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|This one is in a case menu, probably relating to the &#039;&#039;&#039;demo version&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[3, 7];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 2&lt;br /&gt;
|You find Spoink’s missing pearl at the end of Drenched Bluff&lt;br /&gt;
|&#039;&#039;&#039;D02P31A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m02a0801.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|This one is in a case menu, probably relating to the &#039;&#039;&#039;demo version&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[4, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 2&lt;br /&gt;
|Going to bed after your first successful job mission (also the end of chapter 2)&lt;br /&gt;
|&#039;&#039;&#039;G01P07C&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m02a1003.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1896&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1607&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 401&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 3&#039;&#039;&#039;&lt;br /&gt;
----(under “Others”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Outlaw Notice Board&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M03-01B&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[4, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 3&lt;br /&gt;
|Chatot notices you wandering the day after your first mission (about to learn about the Outlaw Notice Board)&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m03a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1615&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 406&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;Not That Way&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M03-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[4, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 3&lt;br /&gt;
|Meeting Marill and Azurill for the first time at Kecleon Market&lt;br /&gt;
|&#039;&#039;&#039;T01P02A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m03a0301.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1623&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 411&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M3 Drowzee&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M03-03&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[4, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 3&lt;br /&gt;
|Meeting Drowzee for the first time&lt;br /&gt;
|&#039;&#039;&#039;T01P01A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m03a0401.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1631&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 416&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M3 Truth&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M03-04&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[4, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 3&lt;br /&gt;
|Bidoof is about to help you pick your first outlaw job&lt;br /&gt;
|&#039;&#039;&#039;G01P03A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m03a0502.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;D01P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;dus08.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[4, 5];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 3&lt;br /&gt;
|About to enter Mt. Bristle to save Azurill from Drowzee&lt;br /&gt;
|&#039;&#039;&#039;D03P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m03a0601.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 421&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M03-06&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[4, 6];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 3&lt;br /&gt;
|Drowzee reveals that it was all a trick to Azurill (pre-boss fight)&lt;br /&gt;
|&#039;&#039;&#039;D03P41A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m03a0801.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|For whatever reason, this particular variable appears twice in the same script (at the start of the scene and then right after the boss fight screen wipe effect)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[4, 7];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 3&lt;br /&gt;
|Drowzee is defeated and you rescue Azurill&lt;br /&gt;
|&#039;&#039;&#039;D03P41A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m03a1001.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 426&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M03-08&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[5, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|Requires you to do &#039;&#039;&#039;3+ missions&#039;&#039;&#039; and &amp;lt;code&amp;gt;scn[4, 7];&amp;lt;/code&amp;gt; &lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_HA_YU_KI&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2283&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2160&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[5, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 4&lt;br /&gt;
|Loudred calls you over to do sentry duty for the first time&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m04a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[5, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 4&lt;br /&gt;
|Triggers as the hero and partner are crawling to the sentry post&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m04a0106.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[5, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 4&lt;br /&gt;
|You have just completed sentry duty for the first time, and are about to hear your results&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m04a0201.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[5, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 4&lt;br /&gt;
|Triggers just after you receive the results if you failed sentry duty&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
m04a0201.ssb&lt;br /&gt;
|Only triggers if you failed sentry duty&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[5, 5];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 4&lt;br /&gt;
|Triggers after you’ve seen the cutscene where your team and Loudred go without dinner, which only happens if you failed sentry duty&lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_M04_02_03&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 3242&#039;&#039;&lt;br /&gt;
|&#039;&#039;Only triggers if  &amp;lt;code&amp;gt;scn[5, 4];&amp;lt;/code&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Appears in a switch case&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 431&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M04-03&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[5, 6];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 4&lt;br /&gt;
|Requires you to do &#039;&#039;&#039;2+ missions&#039;&#039;&#039; and &amp;lt;code&amp;gt;scn[5, 5];&amp;lt;/code&amp;gt; &lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_HA_YU_KI&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2314&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[5, 7];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 4&lt;br /&gt;
|Requires you to &#039;&#039;&#039;“do 0+ missions”&#039;&#039;&#039; and &amp;lt;code&amp;gt;scn[5, 6];&amp;lt;/code&amp;gt; &lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_HA_YU_KI&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2325&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;happylappy&#039;&#039;&#039;&#039;&#039; suspects that this, and others like it, are just counting the number of days that pass&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[5, 8];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 4&lt;br /&gt;
|Requires you to &#039;&#039;&#039;“do 0+ missions”&#039;&#039;&#039; and &amp;lt;code&amp;gt;scn[5, 7];&amp;lt;/code&amp;gt; &lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_HA_YU_KI&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2336&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[6, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 5&lt;br /&gt;
|Requires you to &#039;&#039;&#039;“do 0+ missions”&#039;&#039;&#039; and&amp;lt;code&amp;gt;scn[5, 8];&amp;lt;/code&amp;gt; &lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under &lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_HA_YU_KI&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2347&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2165&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[6, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 5&lt;br /&gt;
|Morning address where Chatot announces that Treeshroud Forest’s Time Gear has been stolen&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m05a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 436&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M05-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[6, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 5&lt;br /&gt;
|Triggers after you tell Chatot you understand the details of your mission to investigate Waterfall Cave&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m05a0203.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[6, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 5&lt;br /&gt;
|Chimecho Assembly opens&lt;br /&gt;
|&#039;&#039;&#039;G01P03A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m00p0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[6, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 5&lt;br /&gt;
|The hero and partner discover the stairs to Spinda’s shop for the first time (“opening soon!”)&lt;br /&gt;
|&#039;&#039;&#039;P01P01A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;s30a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[6, 5];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 5&lt;br /&gt;
|Triggers when you enter Waterfall Cave for the first time&lt;br /&gt;
|&#039;&#039;&#039;D04P12A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m05a0304.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 441&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M05-04&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[6, 6];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 5&lt;br /&gt;
|Reaching the bottom of Waterfall Cave&lt;br /&gt;
|&#039;&#039;&#039;D04P31A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m05a0601.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[7, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 5&lt;br /&gt;
|After dinner, Wigglytuff tells your team about the upcoming expedition&lt;br /&gt;
|&#039;&#039;&#039;G01P05C&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m05a0911.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2170&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[7, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 6&lt;br /&gt;
|During the morning address, Chatot talks to everyone about the expedition&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m06a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 446&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M06-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[7, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|About to encounter Koffing and Zubat at the job boards&lt;br /&gt;
|&#039;&#039;&#039;G01P03A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m06a0201.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 451&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M06-03&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[7, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Opening cutscene for Spinda’s Café&lt;br /&gt;
|&#039;&#039;&#039;P01P01A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;s30a0201.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 456&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M06-035&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[7, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Loudred calls the hero and partner over for sentry duty (again)&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m06a0401.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[7, 5];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Diglett has something else he has to do, and needs your team to do sentry duty again&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m06a0401.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;m06a0403.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggers twice for whatever reason. The first time is at the start of the scene where Diglett asks for your help again, and the second time is after you confirm to Loudred that you understand what you need to do (i.e. right before the sentry duty minigame starts)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[7, 6];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Chatot has just announced that Team Skull will be living at the guild until the expedition&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m06a0501.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 461&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M06-05&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[8, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Requires &amp;lt;code&amp;gt;scn[7, 6];&amp;lt;/code&amp;gt;&lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under &lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_HA_YU_KI&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2431&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2175&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 7&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[8, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Chatot asks your team to go find Perfect Apples at Apple Woods&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m07a0301.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 466&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M07-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[8, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Entering Apple Woods for the first time&lt;br /&gt;
|&#039;&#039;&#039;D05P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m07a0601.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 471&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M07-04&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[8, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch, 6&lt;br /&gt;
|Reaching the end of Apple Woods and encountering Team Skull&lt;br /&gt;
|&#039;&#039;&#039;D05P31A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m07a0701.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[8, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|The other guild apprentices sneak in some food for the hero and partner&lt;br /&gt;
|&#039;&#039;&#039;G01P07A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m07a1302.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 476&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M07-06&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[8, 5];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Project P is introduced to the player for the first time upon entering the crossroads&lt;br /&gt;
|&#039;&#039;&#039;P01P01A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;s30a0301.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 481&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M07-065&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[8, 6];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Seems to be triggered upon re-entering the crossroads after having seen the Project P cutscene (i.e., having &amp;lt;code&amp;gt;scn[8, 5];&amp;lt;/code&amp;gt;)&lt;br /&gt;
|&#039;&#039;&#039;G01P01A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;enter02.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
----&#039;&#039;&#039;P01P02A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;enter02.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
----&#039;&#039;&#039;P01P04A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;enter01.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
----&#039;&#039;&#039;T01P01A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;enter01.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|This value can be triggered by four different enter scripts that all connect to the crossroads&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 488&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M07-067&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[8, 7];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Requires you to do &#039;&#039;&#039;1+ missions&#039;&#039;&#039; and &amp;lt;code&amp;gt;scn[8, 6];&amp;lt;/code&amp;gt; &lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under &lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_HA_YU_KI&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2358&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 493&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M07-08&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[8, 8];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Requires you to do &#039;&#039;&#039;sentry duty&#039;&#039;&#039; and have&amp;lt;code&amp;gt;scn[8, 7];&amp;lt;/code&amp;gt;&lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under &lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_HA_YU_KI&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2370&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[8, 9];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Requires you to “&#039;&#039;&#039;do 0+ missions”&#039;&#039;&#039; and &amp;lt;code&amp;gt;scn[8, 8];&amp;lt;/code&amp;gt;&lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under &lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_HA_YU_KI&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2381&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[9, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Requires you to &#039;&#039;&#039;“do 0+ missions”&#039;&#039;&#039; and &amp;lt;code&amp;gt;scn[8, 9];&amp;lt;/code&amp;gt; &lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under &lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_HA_YU_KI&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2392&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2180&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 8&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[9, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 6&lt;br /&gt;
|Announcement of the expedition members during the morning address&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m08a0301.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1639&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1646&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 498&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M8 Ready for the Expedition?&#039;&#039;&#039; &lt;br /&gt;
----(under “Others”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M8 First Time to Craggy Coast&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M08-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[9, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 7&lt;br /&gt;
|Triggered once you enter Craggy Coast&lt;br /&gt;
|&#039;&#039;&#039;D06P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m08a0603.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1653&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M8 Craggy Coast Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[9, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 7&lt;br /&gt;
|This is triggered after exiting the Side Path dungeon &lt;br /&gt;
|&#039;&#039;&#039;D06P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m08a0701.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[9, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 7&lt;br /&gt;
|Arriving at Mt. Horn&lt;br /&gt;
|&#039;&#039;&#039;D07P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m08a1001.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1660&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M8 First Time to Mt. Horn&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[9, 5];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 7&lt;br /&gt;
|Triggered once you enter Mt. Horn (or Rock Path)&lt;br /&gt;
|&#039;&#039;&#039;D07P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m08b1301.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1667&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M8 Mt. Horn Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[9, 6];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 7 &lt;br /&gt;
|This is triggered after exiting Rock Path&lt;br /&gt;
|&#039;&#039;&#039;D07P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m08a1101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[10, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 7&lt;br /&gt;
|Requires that you clear Dungeon 10 (Mt. Horn)&lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under &lt;br /&gt;
&amp;lt;code&amp;gt;GETOUT_SCENARIO_DUNEGON&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 8864&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2185&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 9&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[10, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 8&lt;br /&gt;
|Arriving at the Foggy Forest base camp&lt;br /&gt;
|&#039;&#039;&#039;D08P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m09a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1674&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M9 First Time to Foggy Forest&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[10, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 8&lt;br /&gt;
|This is triggered after the partner picks up the Drought Stone when you choose the Foggy Forest route&lt;br /&gt;
|&#039;&#039;&#039;D08P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m09a0201.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1681&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M9 Foggy Forest Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[10, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 8&lt;br /&gt;
|Triggered upon exiting Forest Path and ending up back at base camp&lt;br /&gt;
|&#039;&#039;&#039;D08P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m09a0301.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[11, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 8&lt;br /&gt;
|Triggers right after the scene with Team Skull getting into position to attack Wigglytuff (&amp;lt;code&amp;gt;m09a0701.ssb&amp;lt;/code&amp;gt;) ends&lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;EVENT_M09_06_07&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 3656&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2190&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 10&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[11, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 9&lt;br /&gt;
|Arriving at Steam Cave&lt;br /&gt;
|&#039;&#039;&#039;D09P11A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;m10a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1688&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M10 First Time to Steam Cave&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[11, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 9&lt;br /&gt;
|Team Skull attacks Wigglytuff &lt;br /&gt;
|&#039;&#039;&#039;P03P02A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m10a0301.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1695&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M10 Steam Cave Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[11, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 9&lt;br /&gt;
|Arriving at Upper Steam Cave&lt;br /&gt;
|&#039;&#039;&#039;D10P21A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m10a0501.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1702&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M10 First Time to Steam Cave-2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[11, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 9&lt;br /&gt;
|Hero tells the partner they think they’ve been to Fogbound Lake before&lt;br /&gt;
|&#039;&#039;&#039;D10P21A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m10a0701.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1709&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M10 Steam Cave-2 Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[11, 5];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 9&lt;br /&gt;
|Hero and partner prepare to fight Groudon&lt;br /&gt;
|&#039;&#039;&#039;D10P41A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m10a0905.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[12, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 9&lt;br /&gt;
|The guild promises Uxie that they’ll keep Fogbound Lake a secre&lt;br /&gt;
|&#039;&#039;&#039;P04P01C&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m10a1213.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2195&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 11&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[12, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 10&lt;br /&gt;
|Dusknoir arrives at the guild&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m11a0201.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 503&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M11-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[12, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 10&lt;br /&gt;
|Identical to the usual scene of the partner saying goodnight to the hero, except this time there’s a scenario flag &lt;br /&gt;
|&#039;&#039;&#039;G01P07C&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m11a0301.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[12, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 10&lt;br /&gt;
|Chatot sends you on an errand to Kecleon Market to see if they have any plans to stock Perfect Apples&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m11a0401.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1716&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 508&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M11 Marill Bros. Lost Item&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M11-04&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[12, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 10&lt;br /&gt;
|Your team is talking to Dusknoir by Kecleon Market as Marill and Azurill rush by to find their lost item&lt;br /&gt;
|&#039;&#039;&#039;T01P02A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m11a0501.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 513&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M11-05&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[13, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 10&lt;br /&gt;
|Grovyle tells Uxie he will be taking the third Time Gear&lt;br /&gt;
|&#039;&#039;&#039;V03P12A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m11a0707.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2200&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 12&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[13, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 10&lt;br /&gt;
|After the morning cheer, Loudred tells the partner and hero that they have visitors&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m12a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 518&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M12-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[13, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 10&lt;br /&gt;
|Entering Amp Plains&lt;br /&gt;
|&#039;&#039;&#039;D11P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m12a0201.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1723&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 523&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M12 First Time to Amp Clearing-2&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M12-04&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[13, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 10&lt;br /&gt;
|Entering Far Amp Plains from the rest stop&lt;br /&gt;
|&#039;&#039;&#039;D12P21A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m12a0601.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1730&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M12 Amp Clearing-2 Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[13, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 10&lt;br /&gt;
|Boss fight against the Manectric tribe (first attempt)&lt;br /&gt;
|&#039;&#039;&#039;D12P41A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m12a0801.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[14, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 10&lt;br /&gt;
|Bidoof comes to find your team on the beach with Dusknoir, saying everyone is needed back at the guild &lt;br /&gt;
|&#039;&#039;&#039;T01P02A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m12a1201.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2205&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 13&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[14, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 11&lt;br /&gt;
|Back at the guild, you learn Grovyle is the one who’s been stealing all the  Time Gears&lt;br /&gt;
|&#039;&#039;&#039;G01P03A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m13a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1737&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 528&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M13 Capturing Grovyle is First&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M13-01&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[14, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 11&lt;br /&gt;
|Everyone is assigned locations to search for Time Gears&lt;br /&gt;
|&#039;&#039;&#039;G01P03A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m13a0301.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1744&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 533&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M13 First Time to Northern Desert&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M13-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[14, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 11&lt;br /&gt;
|Seems to trigger during morning cheers the next day if you did &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; go to Northern Desert (i.e., if you completed another job instead of heading directly to Northern Desert to advance the plot)&lt;br /&gt;
|&#039;&#039;&#039;G01P07A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;enter01.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[14, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 11&lt;br /&gt;
|Entering Northern Desert&lt;br /&gt;
|&#039;&#039;&#039;D13P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m13a0401.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 538&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M13-04&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[14, 5];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 11&lt;br /&gt;
|Hero and partner make it through the Northern Desert and decide the quicksand pits are a dead end&lt;br /&gt;
|&#039;&#039;&#039;D14P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m13a0701.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[14, 6];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 11&lt;br /&gt;
|Hero thinks they should go back to the quicksand pits&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m13a0903.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2210&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 543&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 14&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M13-06&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[15, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 11&lt;br /&gt;
|Back at the quicksand pits, the hero sensibly decides that jumping into the quicksand is the best course of action &lt;br /&gt;
|&#039;&#039;&#039;D14P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m14a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 548&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M14-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[15, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 11&lt;br /&gt;
|Entering Quicksand Pit from the rest stop&lt;br /&gt;
|&#039;&#039;&#039;D15P21A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m14a0501.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1752&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M14 Quicksand Cave-2 Retry&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[15, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 11&lt;br /&gt;
|The hero and partner discover the Underground Lake, but are then challenged by Mesprit&lt;br /&gt;
|&#039;&#039;&#039;D15P41A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m14a0601.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[15, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 12&lt;br /&gt;
|Based on the hero’s vision, the guild decides to set out for Crystal Cave&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m14a0905.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 553&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M14-05&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[15, 99];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1055&#039;&#039;&lt;br /&gt;
|I never saw this getting used in regular gameplay, but when you set this value using the debug menu you’ll find yourself at the Hot Spring with Torkoal missing and half of the NPCs having the wrong character’s dialogue&lt;br /&gt;
|&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;Hot Spring Check&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[16, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 12&lt;br /&gt;
|Seems to trigger during morning cheers the next day if you did &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; go to Crystal Cave (i.e., if you completed another job instead of heading directly to Crystal Cave to advance the plot)&lt;br /&gt;
|&#039;&#039;&#039;G01P07A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;enter01.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2216&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 558&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 15&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M15-01&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[16, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 12&lt;br /&gt;
|Entering Crystal Cave&lt;br /&gt;
|&#039;&#039;&#039;D16P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m15a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1759&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M15 Solve This!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[16, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 12&lt;br /&gt;
|Your team finds the puzzle with the three colored crystals at the end of Crystal Cave&lt;br /&gt;
|&#039;&#039;&#039;D16P31A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m15a0401.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 563&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M15-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[17, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 12&lt;br /&gt;
|Hero and partner explain what happened at Crystal Lake to the guild, then Magnemite tells everyone to come to Treasure Town&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m15b1201.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2222&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 16&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[17, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 13&lt;br /&gt;
|Chapter 13 title card&lt;br /&gt;
(“Dusknoir’s Secret”)&lt;br /&gt;
|&#039;&#039;&#039;P01P01A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m16a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1769&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 568&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M16 Restrain Ourselves and Go Back&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M16-01&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[17, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 13&lt;br /&gt;
|Before going to bed, the partner reflects back on what Dusknoir had revealed to everyone&lt;br /&gt;
|&#039;&#039;&#039;G01P07C&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m16a0302.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[17, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 13&lt;br /&gt;
|Having heard no news about Grovyle’s capture, Chatot tells everyone to go about their regular work&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;m16a0401.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 573&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M16-03&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[17, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 13&lt;br /&gt;
|Before bed, the partner and hero wonder about the world of the future and if Grovyle has been captured yet &#039;&#039;(this is likely the night before you go to the future)&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;G01P07C&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m16a0502.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[18, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 13&lt;br /&gt;
|Triggers immediately after you finish traveling through the Dimensional Hole into the future&lt;br /&gt;
|&#039;&#039;&#039;V16P02A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m16a0702.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2227&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 17&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[18, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 14&lt;br /&gt;
|Waking up in the future&lt;br /&gt;
|&#039;&#039;&#039;V17P03A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m17a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1777&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 578&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M17 Check the Doors&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M17-01&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[18, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 14&lt;br /&gt;
|The hero unsuccessfully tries to open the jail cell doors in the future&lt;br /&gt;
|&#039;&#039;&#039;P05P02A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m170201.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1781&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1784&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 583&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M17 To the Stockade&#039;&#039;&#039;&lt;br /&gt;
----(under “Others”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M17 First Time to Chasm Cave&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M17-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[18, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 14&lt;br /&gt;
|Grovyle decides to keep moving and leaves, meanwhile the partner struggles with the truth&lt;br /&gt;
|&#039;&#039;&#039;D18P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m17a0504.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1798&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M17 Chasm Cave Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[18, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 14&lt;br /&gt;
|Triggers if you fail Chasm Cave&lt;br /&gt;
|&#039;&#039;&#039;D18P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m17a0701.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[19, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 14&lt;br /&gt;
|&lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;GETOUT_SCENARIO_DUNEGON&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 8965&#039;&#039;&lt;br /&gt;
|Seemingly gets skipped over upon clearing Chasm Cave, so I don’t know what specifically triggers this&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2232&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1805&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 18&#039;&#039;&#039;&lt;br /&gt;
----(under “Others”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M18 First Time to Dark Hill&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[19, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 14&lt;br /&gt;
|Triggers once you complete Chasm Cave (you are about to try and use the Dimensional Scream on the frozen waterfall)&lt;br /&gt;
|&#039;&#039;&#039;D19P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m18a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1812&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1819&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M18 Dark Hill Exploration&#039;&#039;&#039;&lt;br /&gt;
----(under “Others”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M18 First Time to Sealed Ruin&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[19, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 14&lt;br /&gt;
|Triggers after you complete Dark Hill, before the partner sees the lights from the stockade&lt;br /&gt;
|&#039;&#039;&#039;P06P01A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m18a0401.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1826&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1833&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M18 Sealed Ruin Exploration&#039;&#039;&#039;&lt;br /&gt;
----(under “Others”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M18 First Time to Sealed Ruin-2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[19, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 14&lt;br /&gt;
|Entering Sealed Pit Ruin (for the first time)&lt;br /&gt;
|&#039;&#039;&#039;D21P21A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m18b0901.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1840&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M19 Sealed Ruin-2 Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[19, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 14&lt;br /&gt;
|Triggers before your first attempt at the Spiritomb boss fight&lt;br /&gt;
|&#039;&#039;&#039;D21P41A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m18b1101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[20, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 15&lt;br /&gt;
|Triggers after Grovyle has explained the truth about the future and your team decides to follow him so they can  get home&lt;br /&gt;
|&#039;&#039;&#039;P07P01A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m18b1401.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2237&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 19&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[20, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 15&lt;br /&gt;
|Visual of the paralyzed future&lt;br /&gt;
|&#039;&#039;&#039;V17P03A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m19a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1847&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 588&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M19 First Time to Dusk Forest&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M19-01&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[20, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 15&lt;br /&gt;
|Entering Dusk Forest&lt;br /&gt;
|&#039;&#039;&#039;D22P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m19a0301.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1854&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1861&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M19 Dusk Forest Exploration&#039;&#039;&#039;&lt;br /&gt;
----(under “Others”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M19 First Time to Deep Dusk Forest&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[20, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 15&lt;br /&gt;
|While heading to the entrance to Deep Dusk Forest, Celebi explains the Passage of Time&lt;br /&gt;
|&#039;&#039;&#039;D23P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m19b0701.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1868&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M19 Deep Dusk Forest Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[20, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 15&lt;br /&gt;
|Triggers if you fail Deep Dusk Forest&lt;br /&gt;
|&#039;&#039;&#039;D23P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m19b0901.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[21, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 15&lt;br /&gt;
|Traveling through the Passage of Time&lt;br /&gt;
|&#039;&#039;&#039;V16P02A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m19b1014.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2242&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 20&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[21, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 16&lt;br /&gt;
|After the chapter title card (“A New Dawn”), the hero, partner, and Grovyle all wake up on the beach back in the past&lt;br /&gt;
|&#039;&#039;&#039;D01P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m20a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1875&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 593&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M20 First Time to Treeshroud Forest&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M20-01&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[21, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 16&lt;br /&gt;
|Triggers once you say “Yes” to if you’re ready to enter Treeshroud Forest &lt;br /&gt;
|&#039;&#039;&#039;D24P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m20a0501.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1882&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M20 Treeshroud Forest Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[22, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 16&lt;br /&gt;
|The hero and partner agree to go back to the guild for help&lt;br /&gt;
|&#039;&#039;&#039;D01P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m20a0901.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2247&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 21&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[22, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 17&lt;br /&gt;
|Hero and partner return to Wigglytuff’s Guild&lt;br /&gt;
|&#039;&#039;&#039;G01P01B&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m21a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[22, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 17&lt;br /&gt;
|Chatot gives everyone their orders (your team is supposed to go visit Torkoal)&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m21a0410.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1889&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 598&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M21 The Wise, Old Torkoal&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M21-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[22, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 17&lt;br /&gt;
|Morning briefing (if you didn’t go to the Hot Spring the previous day)&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m21a0520.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 603&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M21-04&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[23, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 17&lt;br /&gt;
|Before bed, the partner reflects on the meeting with Torkoal and wonders how Grovyle is doing&lt;br /&gt;
|&#039;&#039;&#039;G01P07C&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m21a0802.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2252&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 22&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[23, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 17&lt;br /&gt;
|Torkoal appears at the sentry gate&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m22a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 608&#039;&#039;&lt;br /&gt;
|(under “Dialogue Check”)&lt;br /&gt;
&#039;&#039;&#039;TALK-M22-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[23, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 17&lt;br /&gt;
|Torkoal is leaving the guild when he gets ambushed by Team Skull&lt;br /&gt;
|&#039;&#039;&#039;P01P01A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m22a0302.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1896&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1903&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 613&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M22 Dungeon Stop&#039;&#039;&#039;&lt;br /&gt;
----(under “Others”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M22 Let’s Stop by Sharpedo Bluff!&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M22-03&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[23, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 17&lt;br /&gt;
|Before entering the Sharpedo Bluff hideout, the partner wonders if Grovyle is back&lt;br /&gt;
|&#039;&#039;&#039;H01P99A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m22a0601.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1910&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1917&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 618&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M22 Re-read Letter&#039;&#039;&#039;&lt;br /&gt;
----(under “Others”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M22 Let’s Swing by the Beach&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M22-04&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[24, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 18&lt;br /&gt;
|Lapras talks to Wigglytuff&lt;br /&gt;
|&#039;&#039;&#039;P10P01A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;m22a1004.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1924&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2257&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M23 First Time to Brine Cave&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main 23&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[24, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 18&lt;br /&gt;
|Wigglytuff has not yet returned, but Chatot plans to leave for Brine Cave as scheduled anyway&lt;br /&gt;
|&#039;&#039;&#039;G01P04A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m23a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1931&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1938&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 623&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M23 Brine Cave Exploration&#039;&#039;&#039;&lt;br /&gt;
----(under “Others”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M23 First Time to Brine Cave-2&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M23-02&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[24, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 18&lt;br /&gt;
|At the Lower Brine Cave midpoint, Team Skull steals the Relic Fragment from the partner and Chatot runs after them&lt;br /&gt;
|&#039;&#039;&#039;D26P21A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m23a0501.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1945&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M23 Brine Cave-2 Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[24, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 18&lt;br /&gt;
|The hero and partner find Team Skull knocked out and Skuntank returns the Relic Fragment&lt;br /&gt;
|&#039;&#039;&#039;D26P31A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m23a0701.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[25, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 18&lt;br /&gt;
|Triggers at the end of the scene where the hero, partner, and Grovyle meet Lapras &lt;br /&gt;
|&#039;&#039;&#039;P11P01A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m23a1008.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2262&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 24&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[25, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 19&lt;br /&gt;
|Chapter 19 title card&lt;br /&gt;
(“To the Hidden Land”)&lt;br /&gt;
|&#039;&#039;&#039;G01P01C&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m24a0102.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1952&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 628&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M24 First Time to the Hidden Land&#039;&#039;&#039;&lt;br /&gt;
----(under “Dialogue Check”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TALK-M24-01&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[25, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 19&lt;br /&gt;
|Triggers upon entering the Hidden Land&lt;br /&gt;
|&#039;&#039;&#039;D27P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m24a0401.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1959&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1966&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M24 The Hidden Land Exploration&#039;&#039;&#039;&lt;br /&gt;
----(under “Others”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M24 First Time to the Hidden Land-2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[25, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 19&lt;br /&gt;
|Triggers upon saying “Yes” to entering the Hidden Highland&lt;br /&gt;
|&#039;&#039;&#039;D28P21A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m24a0601.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1973&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M24 The Hidden Land-2 Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[25, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 19&lt;br /&gt;
|Triggers upon entering the Old Ruins&lt;br /&gt;
|&#039;&#039;&#039;D28P32A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m24a0802.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[26, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 19&lt;br /&gt;
|&lt;br /&gt;
|Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under&lt;br /&gt;
&amp;lt;code&amp;gt;GETOUT_SCENARIO_DUNEGON&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 9031&#039;&#039;&lt;br /&gt;
|Seemingly gets skipped over after defeating Dusknoir, so I don’t know what specifically triggers this&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2269&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 25&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[26, 1];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 19&lt;br /&gt;
|Triggers right after defeating Dusknoir&lt;br /&gt;
|&#039;&#039;&#039;D28P44A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m25a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1980&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M25 First Time to Temporal Towe&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[26, 2];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
!Chapter 20&lt;br /&gt;
|Arriving at the entrance to Temporal Tower &lt;br /&gt;
|&#039;&#039;&#039;D29P11A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m25a0501.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 1987&#039;&#039;&lt;br /&gt;
|(under “Others”)&lt;br /&gt;
&#039;&#039;&#039;M25 Temporal Tower Exploration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[26, 3];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 20&lt;br /&gt;
|Triggers when you interact with the entrance to Temporal Tower (regardless of if you say you’re ready to go in or not)&lt;br /&gt;
|&#039;&#039;&#039;D29P11A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;m25a0601.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[26, 4];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 20&lt;br /&gt;
|Arriving at the Temporal Tower midpoint&lt;br /&gt;
|&#039;&#039;&#039;D30P21A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m25a0801.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[26, 5];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 20&lt;br /&gt;
|Entering Temporal Spire&lt;br /&gt;
|&#039;&#039;&#039;D3021A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m25a0901.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[26, 6];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 20&lt;br /&gt;
|Reaching Temporal Pinnacle&lt;br /&gt;
|&#039;&#039;&#039;D30P41A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m25a1101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;$SCENARIO_MAIN = &#039;&#039;&#039;scn[27, 0];&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ch. 20&lt;br /&gt;
|Immediately after defeating Primal Dialga&lt;br /&gt;
|&#039;&#039;&#039;D30P41A&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;m26a0101.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;S02P01A&#039;&#039;&#039; (debug)&lt;br /&gt;
&amp;lt;code&amp;gt;m00a01a.ssb&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 2276&#039;&#039;&lt;br /&gt;
----Found in &#039;&#039;&#039;unionall&#039;&#039;&#039; under&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;GETOUT_SCENARIO_DUNEGON&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~ line 9055&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Main 26&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 0];&lt;br /&gt;
|Postgame&lt;br /&gt;
|End Screen Displayed&lt;br /&gt;
|m26a0806.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 1];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Graduation first announcement&lt;br /&gt;
|s01p0101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 2];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Encounter Teddiursa and Ursaring&lt;br /&gt;
|s01p0201.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 3];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Entered Mystifying Forest&lt;br /&gt;
|s01p0301.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 4];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Beat Mystifying Forest&lt;br /&gt;
|s01p0601.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 5];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Graduating from the guild&lt;br /&gt;
|s01p1101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 6];&lt;br /&gt;
|Postgame&lt;br /&gt;
|1 Mission Cleared&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 7];&lt;br /&gt;
|Postgame&lt;br /&gt;
|1 Mission Cleared on a separate day&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 8];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Cafe Describe Shaymin Village&lt;br /&gt;
|s31a0101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 9];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Left the Cafe&lt;br /&gt;
|P01P04A enter01.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 10];&lt;br /&gt;
|Postgame&lt;br /&gt;
|First Time at Shaymin Village&lt;br /&gt;
|s31a0201.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 11];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Returned to Shaymin Village&lt;br /&gt;
|s31a0301.ssb AND s31a0401.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 12];&lt;br /&gt;
|Postgame&lt;br /&gt;
|First Time at 1st Station Clearing&lt;br /&gt;
|s31a0601.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 13];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Return to 1st Station Clearing&lt;br /&gt;
|s31a0701.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 14];&lt;br /&gt;
|Postgame&lt;br /&gt;
|First Time at 2nd Station Clearing&lt;br /&gt;
|s31a0901.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 15];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Return to 2nd Station Clearing&lt;br /&gt;
|s31a1001.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 16];&lt;br /&gt;
|Postgame&lt;br /&gt;
|First Time at 3rd Station Clearing&lt;br /&gt;
|s31a1201.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 17];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Return to 3rd Station Clearing&lt;br /&gt;
|s31a1301.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 18];&lt;br /&gt;
|Postgame&lt;br /&gt;
|First Time at 4th Station Clearing&lt;br /&gt;
|s31a1501.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 19];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Return to 4th Station Clearing&lt;br /&gt;
|s31a1601.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 20];&lt;br /&gt;
|Postgame&lt;br /&gt;
|First time at 5th Station Clearing&lt;br /&gt;
|s31a1901.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 21];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Returned to 5th Station Clearing&lt;br /&gt;
|s31a3801.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 22];&lt;br /&gt;
|Postgame&lt;br /&gt;
|First time at 6th Station Pass&lt;br /&gt;
|s31a2101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 23];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Returned to 6th Station Clearing&lt;br /&gt;
|s31a2201.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 24];&lt;br /&gt;
|Postgame&lt;br /&gt;
|First Time at 7th Station Clearing&lt;br /&gt;
|s31a2401.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 25];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Return to 7th Station Clearing&lt;br /&gt;
|s31a2501.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 26];&lt;br /&gt;
|Postgame&lt;br /&gt;
|First Time at 8th Station Clearing&lt;br /&gt;
|s31a2801.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 27];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Return to 8th Station Clearing&lt;br /&gt;
|s31a2901.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 28];&lt;br /&gt;
|Postgame&lt;br /&gt;
|First Time at 9th Station Pass&lt;br /&gt;
|s31a3101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 29];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Return to 9th Station Clearing&lt;br /&gt;
|s31a3201.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 30];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Lost to Grimer!&lt;br /&gt;
|s31a3401.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 31];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Grimer Defeated!&lt;br /&gt;
|s31a3701.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 32];&lt;br /&gt;
|Postgame&lt;br /&gt;
|1 day passes.&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 33];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Blizzard Island Unlocked&lt;br /&gt;
|s02p0101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 34];&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Globally Unused?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 35];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Crevice Cave Opens&lt;br /&gt;
|s02p0201.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 36];&lt;br /&gt;
|Postgame&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Seemingly unused outside of quiz debug?&lt;br /&gt;
|m00a01a.ssb&lt;br /&gt;
|&amp;quot;S2 Crevice Cave Exploration &amp;amp; Return&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 37];&lt;br /&gt;
|Postgame&lt;br /&gt;
|About to Fight Froslass&lt;br /&gt;
|s02p0501.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 38];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Scizor is ABOUT to give Secret Rank&lt;br /&gt;
|s02p0702.ssb&lt;br /&gt;
|This is set at the beginning of s02p0702?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 39];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Scizor Gives Secret Rank&lt;br /&gt;
|s02p0702.ssb&lt;br /&gt;
|This is set at the end of s02p0702?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 40];&lt;br /&gt;
|Postgame&lt;br /&gt;
|1 mission complete!&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 41];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Surround Sea Unlocked&lt;br /&gt;
|s03p0101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 42];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Manaphy hatched.&lt;br /&gt;
|s03p0301.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 43];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Failed to find Blue Gummi #1&lt;br /&gt;
|s03p0401.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 44];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Fed Blue Gummi #1&lt;br /&gt;
|s03p0501.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 45];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Failed to find Blue Gummi #2&lt;br /&gt;
|s03p0601.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 46];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Manaphy is following?&lt;br /&gt;
|s03p0701.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 47];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Playing with Manaphy on beach&lt;br /&gt;
|s03p0901.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 48];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Chatot helps find Manaphy&lt;br /&gt;
|s03p1001.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 49];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Manaphy faints on beach&lt;br /&gt;
|s03p1301.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 50];&lt;br /&gt;
|Postgame&lt;br /&gt;
|One day passes&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 51];&lt;br /&gt;
|Postgame&lt;br /&gt;
|About to fight Gyarados&lt;br /&gt;
|s03p1501.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 52];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Phione Dew Obtained!&lt;br /&gt;
|s03p1701.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 53];&lt;br /&gt;
|Postgame&lt;br /&gt;
|One day passes.&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 54];&lt;br /&gt;
|Postgame&lt;br /&gt;
|2 missions complete!&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 55];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Team Charm Arrives!&lt;br /&gt;
|s04p0101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 56];&lt;br /&gt;
|Postgame&lt;br /&gt;
|One day passes.&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 57];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Entered Ice Aegis Cave Hub&lt;br /&gt;
|s04p0201.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 58];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Beat Ice Aegis Cave&lt;br /&gt;
|s04p0301.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 59];&lt;br /&gt;
|Postgame&lt;br /&gt;
|About to fight Regice&lt;br /&gt;
|s04p0501.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 60];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Defeated Regice?&lt;br /&gt;
|s04p0701.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 61];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Completing Rock Aegis Cave for the first time&lt;br /&gt;
|s04p0901.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 62];&lt;br /&gt;
|Postgame&lt;br /&gt;
|About to fight Regirock&lt;br /&gt;
|s04p1001.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 63];&lt;br /&gt;
|Postgame&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Seemingly unused outside of quiz debug?&lt;br /&gt;
|m00a01a.ssb&lt;br /&gt;
|&amp;quot;S4 Stone Marker 3&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 64];&lt;br /&gt;
|Postgame&lt;br /&gt;
|About to fight Registeel&lt;br /&gt;
|s04p1301.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 65];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Registeel Defeated, Team Charm Saved&lt;br /&gt;
|s04p1401.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 66];&lt;br /&gt;
|Postgame&lt;br /&gt;
|About to fight Regigigas&lt;br /&gt;
|s04p1601.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 67];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Aegis Cave Complete!&lt;br /&gt;
|s04p1902.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 68];&lt;br /&gt;
|Postgame&lt;br /&gt;
|1 Mission Cleared&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 69];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Hero/Partner wonder why they can&#039;t evolve&lt;br /&gt;
|s20p0101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 70];&lt;br /&gt;
|Postgame&lt;br /&gt;
|&amp;quot;Cresselia&amp;quot; enters the hero&#039;s dream&lt;br /&gt;
|s20p0201.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 71];&lt;br /&gt;
|Postgame&lt;br /&gt;
|&amp;quot;Cresselia&amp;quot; enters the hero&#039;s dream again&lt;br /&gt;
|s20p0301.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 72];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Azurill is trapped in a nightmare&lt;br /&gt;
|s20p0501.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 73];&lt;br /&gt;
|Postgame&lt;br /&gt;
|One day passes?&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 74];&lt;br /&gt;
|Postgame&lt;br /&gt;
|About to enter Mt. Trevail&lt;br /&gt;
|s20p0601.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 75];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Nightmare Unlocked&lt;br /&gt;
|s20p0701.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 76];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Nightmare entered&lt;br /&gt;
|s20p0902.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 77];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Nightmare is complete&lt;br /&gt;
|s20p1101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 78];&lt;br /&gt;
|Postgame&lt;br /&gt;
|The guild begins investigating distortions of space&lt;br /&gt;
|s21p0101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 79];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Hero convinces partner that disappearing isn&#039;t the answer&lt;br /&gt;
|s21p0201.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 80];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Asked Lapras about distortion of space&lt;br /&gt;
|s21p0301.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 81];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Palkia Kidnaps you&lt;br /&gt;
|s21p0601.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 82];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Failing Spacial Rift&lt;br /&gt;
|s21p0801.ssb AND s21p1401.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 83];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Beat Spacial Rift&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 84];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Entered Deep Spacial Rift&lt;br /&gt;
|unionall.ssb AND s21p0901.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 85];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Beat Deep Spacial Rift&lt;br /&gt;
|s21p1101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 86];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Beat Spacial Rift Bottom&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 87];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Dark Crater is Unlocked&lt;br /&gt;
|s22p0401.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 88];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Entered Dark Crater&lt;br /&gt;
|s22p0501.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 89];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Beat Dark Crater&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 90];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Entered Deep Dark Crater&lt;br /&gt;
|s22p0901.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 91];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Entered Dark Crater Pit&lt;br /&gt;
|s22p1101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 92];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Darkrai Defeated&lt;br /&gt;
|s22p1501.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 93];&lt;br /&gt;
|Postgame&lt;br /&gt;
|3 Missions Cleared Since Darkrai&#039;s Defeat&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 94];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Chatot Says Manaphy Returned&lt;br /&gt;
|s23p0101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 95];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Manaphy Recruited!&lt;br /&gt;
|s23p0103.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 96];&lt;br /&gt;
|Postgame&lt;br /&gt;
|2 Days to Marine Resort Unlock&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 97];&lt;br /&gt;
|Postgame&lt;br /&gt;
|1 Day to Marine Resort Unlock&lt;br /&gt;
|unionall.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|$SCENARIO_MAIN = scn[29, 98];&lt;br /&gt;
|Postgame&lt;br /&gt;
|Marine Resort Unlocked&lt;br /&gt;
|s11p0101.ssb&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Documentation]]&lt;/div&gt;</summary>
		<author><name>Skycloud383</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=How_to_add_a_second_partner&amp;diff=1560</id>
		<title>How to add a second partner</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=How_to_add_a_second_partner&amp;diff=1560"/>
		<updated>2026-06-11T05:45:29Z</updated>

		<summary type="html">&lt;p&gt;Skycloud383: You don&amp;#039;t have to say you made it since it&amp;#039;s in the page history already.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;How to Implement a Second Partner in SkyTemple&#039;&#039;&#039; ==&lt;br /&gt;
  &#039;&#039;&#039;Who this guide is for:&#039;&#039;&#039; People who want to have a second partner, for a total party of three pokemon for your ROM Hack. This may work to have a party of four as well but I have not tested it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Considerations:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Having a three member party also means having more pokemon talking and being present in cutscenes, thus more scripting and writing on your part.&lt;br /&gt;
# If the Chimeco Assembly is enabled, the player will be able to remove the second partner. You can either let them do this, or delete the Chimeco Assembly. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Adding a Pokemon To Your Starting Party&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
# Download this patch by Adex (please credit appropriately): &amp;lt;nowiki&amp;gt;https://github.com/Adex-8x/EoS-ASM-Effects/blob/main/special_processes/monster_entry/add_mentry_to_party.asm&amp;lt;/nowiki&amp;gt;  &lt;br /&gt;
# The above is a custom special process. In order to import custom special processes, you&#039;ll first need to apply the patch &amp;quot;ExtractSPCode&amp;quot; from Patches &amp;gt; ASM (double click) &amp;gt; Utility. &lt;br /&gt;
# That will let you go to Patches &amp;gt; ASM &amp;gt; Special Process Effects (From the dropdown), where you&#039;ll have to (in the second tab) add a new effect ID with the [+], import code to that ID to then in the first tab, add a new special process that you&#039;ll give the effect ID to. &lt;br /&gt;
# In the dropdown menus on the left, go to Lists &amp;gt; Recruitment List. Scroll to the pokemon with the ID 16 (it should be a Manaphy assuming you haven’t changed it.) &lt;br /&gt;
#* Click on the pokemon’s name and change it to whatever species you’d like. In the example below, I changed it from Manaphy to Growlithe.&lt;br /&gt;
#* You may also want to change the default level and the recruitment location. If you change the recruit location to “Beach (0215)”, then if the recruit gets ko’d in a dungeon, it counts as a party wipe.   [[File:T1.png|frameless|300x300px|right]]&lt;br /&gt;
# Add the following script to any cutscene after the tutorial dungeon (ie Beach Cave). For some reason the game will crash if you do so before Beach Cave. I personally put it in the cutscene before the first Koffing-Zubat fight and it worked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ProcessSpecial(PROCESS_SPECIAL_PREPARE_MENU_ACCEPT_TEAM_MEMBER, 16, 0) ) { }switch ( message_Menu(MENU_ACCEPT_TEAM_MEMBER) )&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ProcessSpecial(64,5,0);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;Replace the ‘64’ in ProcessSpecial(64,5,0) with whatever the ID of the special process effect is. For me it just happened to be 64. (I think by default it’s 62 but I may be wrong.)&lt;br /&gt;
&lt;br /&gt;
Those three lines will give the player a prompt to either accept or deny the second party member. To force the play to pick yes, paste this script (written by Ajifer) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;§label_5;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;   CallCommon(CORO_MESSAGE_CLOSE_WAIT_FUNC);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;   switch ( &#039;&#039;&#039;ProcessSpecial(PROCESS_SPECIAL_PREPARE_MENU_ACCEPT_TEAM_MEMBER, 16, 0) ) { }&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;   &#039;&#039;&#039;switch ( message_Menu(MENU_ACCEPT_TEAM_MEMBER) )&#039;&#039;&#039; {&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;       case 1:&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;       default:&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;           //Player said yes to accepting the partner&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;           //Celebrations for the partner joining.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;           //Script continues here, ending with an end; or you can add a jump @label_6 to continue further down for clarity.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;      &#039;&#039;&#039; ProcessSpecial(64,5,0);&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;       jump @label_6;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;       case 2:&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;           //Player said no to accepting the partner&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;           //Guilt trip the player into reconsider, have the question asked again&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;           jump @label_5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;   ;}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;§label_6;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Congrats! Now this pokemon is the third member of your party in dungeons. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Having the Second Partner Follow You In the Overworld&#039;&#039;&#039; ==&lt;br /&gt;
In every “enter(sse)” scene of every overworld map, do the following:&lt;br /&gt;
&lt;br /&gt;
# Go to the “sectors” list in the top-right.&lt;br /&gt;
# Find any sectors with 2 actors listed (player + Attendant1).&lt;br /&gt;
# Add actor “ACTOR_ATTENDANT_MANAFI” at the same location as those 2 actors. This will be the second partner’s “spawn point” whenever the player enters that map.&lt;br /&gt;
&lt;br /&gt;
==== Using the crossroads (map P01P01A) as an example. ====&lt;br /&gt;
Step 1: Open the Enter scene and scan for (2 Acts) sectors&lt;br /&gt;
&lt;br /&gt;
[[File:T2.png|frameless|600x600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2: Click the S checkbox to single-out the sector. (You can ignore any sectors that only have Bidoof + Sunflora)&lt;br /&gt;
&lt;br /&gt;
[[File:T3.png|frameless|600x600px]]&lt;br /&gt;
&lt;br /&gt;
Step 3: Add the actor of your second partner. Make sure that &lt;br /&gt;
&lt;br /&gt;
# “kind” is “ATTENDANT_MANAFI” (this will line up with the pokemon ID 16 in your recruitment list, which is Growlithe in my case)&lt;br /&gt;
# The actor’s sector is the same as the player and ATTENDANT1&lt;br /&gt;
# They are facing the same direction as the player and ATTENDANT1 [[File:T5.png|frameless|600x600px]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Step 4: Repeat for every (2 acts) sector (except the bidoof+sunflora) on every overworld map. In vanilla this includes:&lt;br /&gt;
&lt;br /&gt;
# Every Guild Floor and Room&lt;br /&gt;
# The Crossroads&lt;br /&gt;
# Spinda’s Cafe&lt;br /&gt;
# Both Town maps + Sharpedo’s Bluff&lt;br /&gt;
# The beach and path to the beach&lt;br /&gt;
# The outside of the guild&lt;br /&gt;
# I’m certain I’m missing some later on in the game. Like anytime you get to encounter a Kangaskhan Rock in the middle of or before a dungeon.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Other Tips:&#039;&#039;&#039; ==&lt;br /&gt;
# If you ever see “ProcessSpecial(PROCESS_SPECIAL_SET_TEAM_SETUP_HERO_AND_PARTNER_ONLY,0,0);” Make sure to delete it/comment it out or else it will reset your party.&lt;br /&gt;
# You can refer to the second partner in dialogue using the “[c_name:UNIT_NPC1]” variable. &lt;br /&gt;
# To have the second partner talk, use “ACTOR_UNIT_NPC1”. For ex.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;message_SetFace(ACTOR_UNIT_NPC1, FACE_NORMAL, FACE_POS_STANDARD);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;   message_Talk({&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;       english=&amp;quot; No worries little buddy![K] Just be careful ya hear!&amp;quot;,&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;   });&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4. You use the actor “UNIT_NPC1” in cutscenes/scene editors to refer to the second partner.&lt;br /&gt;
&lt;br /&gt;
5. When on the Overworld, for non-dialogue script (like turning or moving in an overworld cutscene), you refer to the second partner as “ACTOR_ATTENDANT_MANAFI” instead. For ex. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MovePositionOffset&amp;lt;actor ACTOR_ATTENDANT_MANAFI&amp;gt;(1, 15, 0);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6. The player’s bedroom only has two beds in it. You can add a third by replacing the map background with this one drawn by @Basealeios (please credit appropriately)&lt;br /&gt;
&lt;br /&gt;
https://imgur.com/gallery/3-bed-bedroom-pmd-eos-T4I9Ktb&lt;br /&gt;
&lt;br /&gt;
7. When testing, you may need to re-recruit/add the second partner to the party every time. For ex. If you’re starting your testing in Main 3, but the partner was added in Main 1, then the game will crash when it tries to call UNIT_NPC1 because it hasn’t been defined as of playing Main 3. You can resolve this by copy/pasting the below script at the beginning of Main 3 (or whatever Main you’re starting from)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;§label_5;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;   CallCommon(CORO_MESSAGE_CLOSE_WAIT_FUNC);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;   switch ( ProcessSpecial(PROCESS_SPECIAL_PREPARE_MENU_ACCEPT_TEAM_MEMBER, 16, 0) ) { }&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;   switch ( message_Menu(MENU_ACCEPT_TEAM_MEMBER) ) {&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;       case 1:&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;       default:&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;           //Player said yes to accepting the partner&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;           //Celebrations for the partner joining.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;           //Script continues here, ending with an end; or you can add a jump @label_6 to continue further down for clarity.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;       ProcessSpecial(64,5,0);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;       jump @label_6;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;       case 2:&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;           //Player said no to accepting the partner&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;           //Guilt trip the player into reconsider, have the question asked again&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;           jump @label_5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;   ;}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;§label_6;&amp;lt;/code&amp;gt;&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Skycloud383</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=User:Skycloud383&amp;diff=1559</id>
		<title>User:Skycloud383</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=User:Skycloud383&amp;diff=1559"/>
		<updated>2026-06-11T05:42:57Z</updated>

		<summary type="html">&lt;p&gt;Skycloud383: Just some small stuff.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello. I&#039;m Skycloud383, or magentarules! Or Squallskip! I go by a lot of names. It&#039;s honestly confusing.&lt;br /&gt;
&lt;br /&gt;
I just fill out information that are pet peeves of mine. My current pet peeve is the process of creating a skypatch. I don&#039;t know how people do them. Hopefully that information gets added to the wiki soon.&lt;/div&gt;</summary>
		<author><name>Skycloud383</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=ASM_Patch&amp;diff=1558</id>
		<title>ASM Patch</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=ASM_Patch&amp;diff=1558"/>
		<updated>2026-06-11T05:40:58Z</updated>

		<summary type="html">&lt;p&gt;Skycloud383: Please someone I need this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Can someone please add a guide as to how to make skypatch files?&lt;br /&gt;
-Skycloud383 --&amp;gt;{{Stub}}&lt;br /&gt;
&#039;&#039;&#039;ASM Patches&#039;&#039;&#039; can be applied to the game to change the way it works, and allow for many changes to be made to the game that cannot be made otherwise. SkyTemple comes with many built-in ASM patches, and it&#039;s also possible to import external patches from [[Skypatch File|.skypatch files]]. This can be done  by clicking &amp;quot;Open Patch Directory...&amp;quot; and moving the [[Skypatch File|.skypatch files]] there.&lt;br /&gt;
&lt;br /&gt;
Once applied, ASM patches cannot be easily removed, so it&#039;s recommended to make a backup of the ROM before applying them. Some patches require other patches to be applied first as a prerequisite. The Utility category contains patches that do not create visible changes in game, but enable more modifications to be made to the game (e.g, [[ActorAndLevelLoader|modifying the actor list]]), and are often required for many modifications.&lt;br /&gt;
{{NavSkyTemple}}{{NavPatches}}&lt;/div&gt;</summary>
		<author><name>Skycloud383</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Patches_Section&amp;diff=1557</id>
		<title>Patches Section</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Patches_Section&amp;diff=1557"/>
		<updated>2026-06-11T05:35:12Z</updated>

		<summary type="html">&lt;p&gt;Skycloud383: Changed redirect target from &amp;#039;&amp;#039;ASM Patch&amp;#039;&amp;#039; to ASM Patch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[ASM_Patch]]&lt;/div&gt;</summary>
		<author><name>Skycloud383</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Patches_Section&amp;diff=1556</id>
		<title>Patches Section</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Patches_Section&amp;diff=1556"/>
		<updated>2026-06-11T05:34:40Z</updated>

		<summary type="html">&lt;p&gt;Skycloud383: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[&#039;&#039;ASM_Patch&#039;&#039;]]&lt;/div&gt;</summary>
		<author><name>Skycloud383</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Patches_Section&amp;diff=1555</id>
		<title>Patches Section</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Patches_Section&amp;diff=1555"/>
		<updated>2026-06-11T05:34:14Z</updated>

		<summary type="html">&lt;p&gt;Skycloud383: Redirected page to &amp;#039;&amp;#039;ASM Patch&amp;#039;&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[&#039;&#039;ASM Patch&#039;&#039;]]&lt;/div&gt;</summary>
		<author><name>Skycloud383</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=Patches_Section&amp;diff=1554</id>
		<title>Patches Section</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=Patches_Section&amp;diff=1554"/>
		<updated>2026-06-11T05:33:30Z</updated>

		<summary type="html">&lt;p&gt;Skycloud383: Redirects Patches into Asm Patch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;REDIRECT [[&#039;&#039;ASM Patch&#039;&#039;]]&lt;/div&gt;</summary>
		<author><name>Skycloud383</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=List_of_Special_Processes&amp;diff=1553</id>
		<title>List of Special Processes</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=List_of_Special_Processes&amp;diff=1553"/>
		<updated>2026-06-11T05:26:40Z</updated>

		<summary type="html">&lt;p&gt;Skycloud383: Seriously add templates to make it easier to navigate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Here is the list of all [[Special Process Effect|special processes]] in the game. These are called by using &amp;lt;code&amp;gt;ProcessSpecial(PROCESS_SPECIAL_Name, Argument1, Argument2);&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!ID&lt;br /&gt;
!Name&lt;br /&gt;
!Comment&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|RETURN_DUNGEON&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|INIT_MAIN_TEAM_AFTER_QUIZ&lt;br /&gt;
|Assigns the starter Pokemon, bow color, and much more from the personality quiz. Needs to run before most cutscenes involving the starters will actually function.&lt;br /&gt;
|-&lt;br /&gt;
|3-4&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|NEXT_DAY&lt;br /&gt;
|Changes the contents of Job and Outlaw boards, Updates Kecleon Shops, Updates Croagunk, Updates Spinda Cafe, and likely more. Calls &amp;lt;code&amp;gt;GroundMainNextDay&amp;lt;/code&amp;gt;, which does the above. &lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|DUNGEON_HAD_REQUEST_DONE&lt;br /&gt;
|True if the player finished a mission in the dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|8-9&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|GET_SOS_MAIL_COUNT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|GET_SOS_MAIL_RETRIES_LEFT&lt;br /&gt;
|Used by Pelipper to determine how many rescue attempts are left on a specific rescue.&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|INIT_RANDOM_NPC_JOBS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|GET_RANDOM_NPC_JOB_TYPE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|GET_RANDOM_NPC_JOB_SUB_TYPE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|GET_RANDOM_NPC_STILL_AVAILABLE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|ACCEPT_RANDOM__NPC_JOB&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Unknown&lt;br /&gt;
|Just returns 0.&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|KEY_WAIT_PRESS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|KEY_WAIT_INIT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|KEY_WAIT_CHECK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22-23&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Unknown&lt;br /&gt;
|Allows to skip a demo if the save file exist&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|JUMP_TO_TITLE_SCREEN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|RETURN_TO_TITLE_SCREEN&lt;br /&gt;
|Exits ground mode and returns to the title screen.&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|IS_RECRUITABLE_IN_TEAM&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|GET_RECRUITABLE_CURRENT_LEvEL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|RECRUITABLE_CAN_ADD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|ADD_RECRUITABLE_TO_TEAM&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|COUNT_ITEM_IN_BAG&lt;br /&gt;
|Counts how many of a specific item ID are in the bag&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|COUNT_TABLE_ITEM_IN_BAG&lt;br /&gt;
|Counts how many of a specific set_Item item slot are in the bag&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|COUNT_ITEM_TYPE_IN_STORAGE&lt;br /&gt;
|Counts how many of a specific item ID are in storage&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|Unknown&lt;br /&gt;
|Counts how many of a specific set_Item item slot are in storage&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|ADD_ITEM_TO_BAG&lt;br /&gt;
|Adds one instance of an item ID to the bag. Results may vary for stackable items.&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|ADD_TABLE_ITEM_TO_BAG&lt;br /&gt;
|Adds one instance of a specific set_Item slot to the bag. Results may vary for stackable items.&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|Unknown&lt;br /&gt;
|Adds one instance of a specific item ID to storage. Results may vary for stackable items.&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|ADD_TABLE_ITEM_TO_STORAGE&lt;br /&gt;
|Adds one instance of a specific set_Item slot to storage. Results may vary for stackable items.&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|REMOVE_ITEMS_TYPE_IN_BAG&lt;br /&gt;
|Removes one instance of an item ID from the bag. Results may vary for stackable items.&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|REMOVE_TABLE_ITEMS_TYPE_IN_BAG&lt;br /&gt;
|Removes one instance of a set_Item slot from the bag. Results may vary for stackable items.&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|Unknown&lt;br /&gt;
|Removes one instance of an item ID from storage. Results may vary for stackable items.&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|Unknown&lt;br /&gt;
|Removes one instance of a set_Item slot from storage. Results may vary for stackable items.&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|PREPARE_MENU_ACCEPT_TEAM_MEMBER&lt;br /&gt;
|Sets a team member for menu 65 to ask the player whether accept them or not&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|GET_HERO_KIND&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|GET_PARTNER_KIND&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|IS_TEAM_SETUP_HERO_AND_PARTNER_ONLY&lt;br /&gt;
|Returns 1 if hero is a leader&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|IS_TEAM_SETUP_PARTNER_AND_HERO_ONLY&lt;br /&gt;
|Returns 1 if partner is a leader&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|IS_TEAM_SETUP_CONTAINS_PARTNER_AND_HERO&lt;br /&gt;
|Returns 1 if the hero and partner are in the team.&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|IS_TEAM_SETUP_SOLO&lt;br /&gt;
|Returns 1 if there is only 1 pokemon in the team.&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|SET_TEAM_SETUP_HERO_AND_PARTNER_ONLY&lt;br /&gt;
|Sets the active party to hero leader, partner in slot 2.&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|IS_TEAM_SETUP_HERO_ONLY&lt;br /&gt;
|Sets the active party to hero only.&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|STATUS_UPDATE&lt;br /&gt;
|Effect is unknown&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|IS_BAG_FULL&lt;br /&gt;
|1 if the bag is full, 0 otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|Unknown&lt;br /&gt;
|Seems to be IS_STORAGE_FULL. 1 if storage is full, 0 otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|58-59&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SEND_SKY_GIFT_TO_GUILDMASTER&lt;br /&gt;
|Seems to send a sky gift to the guildmaster.&lt;br /&gt;
|-&lt;br /&gt;
|61-62&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{NavScriptTerms}}&lt;br /&gt;
[[Category:Documentation]]&lt;/div&gt;</summary>
		<author><name>Skycloud383</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=List_of_Script_Menus&amp;diff=1552</id>
		<title>List of Script Menus</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=List_of_Script_Menus&amp;diff=1552"/>
		<updated>2026-06-11T05:25:40Z</updated>

		<summary type="html">&lt;p&gt;Skycloud383: Seriously make the pages more readable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is the list of all menus in the game. These are called through the [[List of Opcodes#0x9d - message Menu|message_Menu Opcode]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!ID&lt;br /&gt;
!Name&lt;br /&gt;
!Comment&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|PlayerName&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|PartnerName&lt;br /&gt;
|Doesn&#039;t work as intended.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|GenericName&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|TeamName&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5-10&lt;br /&gt;
|Unknown&lt;br /&gt;
|Doesn&#039;t seem to work.&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|SaveMenu&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|KangaskhanStorage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Storage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Unknown&lt;br /&gt;
|Doesn&#039;t seem to work.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DuskullBank&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|TeamAssembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Unknown&lt;br /&gt;
|Doesn&#039;t seem to work.&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|KecleonShop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|KecleonWares&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|LinkShop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EvolutionSequence&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EvolutionSequence2&lt;br /&gt;
|Requires menu 21 to be called right before, otherwise the game freezes.&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|SwapShop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|SwapShop2&lt;br /&gt;
|Requires menu 23 to be called right before, otherwise the game freezes.&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Appraisal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|Appraisa2&lt;br /&gt;
|Requires menu 25 to be called right before, otherwise the game freezes.&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|DayCare&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|Unknown&lt;br /&gt;
|Doesn&#039;t seem to work.&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|JuiceBar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|JuiceBarPickItem&lt;br /&gt;
|Requires menu 29 to be called right before, otherwise the game freezes.&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|RecycleShop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|RecycleShop2&lt;br /&gt;
|Requires menu 31 to be called right before, otherwise the game freezes.&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|Lottery&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|Lottery2&lt;br /&gt;
|Requires menu 34 to be called right before, otherwise the game freezes.&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|SOSMailPicker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36-38&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|JobBoard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|OutlawBoard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|JobRewardType&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|JobRewardNpcAmount&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|JobRewardText&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44-47&lt;br /&gt;
|Unknown&lt;br /&gt;
|Doesn&#039;t seem to work.&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PersonalityTest&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|PersonalityTestEnd&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|PersonalityTestContinue&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|Unknown&lt;br /&gt;
|Doesn&#039;t seem to work.&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|ScriptDebug&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|SceneDebug&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|DungeonInitializeTeam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|DungeonTeamReturnsFromMap&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|DungeonTeamDefeatedFromMap&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|GuildMiniGameStart&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|GuildMiniGameEnd&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|GuildMiniGameFlagCheck&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|GuildMiniGameScoreboard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|DemoSequence1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|DemoSequence2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|GiveItem&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|GiveItem2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|AcceptTeamMember&lt;br /&gt;
|Team member is set with ProcessSpecial(44, XX, 0);&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|DungeonExplorationResults&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|DiaryBidoof&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|DiarySunflora&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|GuildFAQBoard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|DiaryBidoofSpEP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StaffCredits1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StaffCredits2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StaffCredits3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StaffCredits4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|SpecialEpisodeDiscardItems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{NavScriptTerms}}&lt;br /&gt;
[[Category:Documentation]]&lt;/div&gt;</summary>
		<author><name>Skycloud383</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=List_of_Opcodes&amp;diff=1551</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=1551"/>
		<updated>2026-06-11T05:18:14Z</updated>

		<summary type="html">&lt;p&gt;Skycloud383: I decided to fill in some information in Slide2PositionMarkOffset since it was driving me insane.&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. Value 3 was previously used in S02P01A/m00a01a.ssb in Time/Darkness, for its iteration of the personality test. In Sky, its only use is in V00P02/m01a04a.ssb, which is a leftover test script used by the developers to test the visuals of the Time/Darkness iteration of the aura test.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&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;
&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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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;
Zeroes-out the return address used by the &amp;lt;code&amp;gt;Return&amp;lt;/code&amp;gt; opcode. 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 indexed variables. Non-indexed values causes the IndexError.&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;
Item slots 0-3 are safe to use, but item slots 4 and beyond will begin to overwrite other memory!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&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_ID&lt;br /&gt;
|Some item tables related to Spinda&#039;s Cafe.&lt;br /&gt;
|}&lt;br /&gt;
The table IDs themselves are as follows. Values above 15 are currently unknown and untested. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!#&lt;br /&gt;
!Description&lt;br /&gt;
!#&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Sky Gift Item Pool&lt;br /&gt;
|8&lt;br /&gt;
|Silver Ticket Win Pool&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Numel &amp;quot;Give&amp;quot; Item Pool&lt;br /&gt;
|9&lt;br /&gt;
|Silver Ticket Big Win Pool&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Numel &amp;quot;Recieve&amp;quot; Item Pool&lt;br /&gt;
|10&lt;br /&gt;
|Gold Ticket Loss Pool&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Happiny Lost Item Pool&lt;br /&gt;
|11&lt;br /&gt;
|Gold Ticket Win Pool&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Prize Ticket Loss Pool&lt;br /&gt;
|12&lt;br /&gt;
|Gold Ticket Big Win Pool&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Prize Ticket Win Pool&lt;br /&gt;
|13&lt;br /&gt;
|Prism Ticket Loss Pool&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Prize Ticket Big Win Pool&lt;br /&gt;
|14&lt;br /&gt;
|Prism Ticket Win Pool&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Silver Ticket Loss Pool&lt;br /&gt;
|15&lt;br /&gt;
|Prism Ticket Big Win Pool&lt;br /&gt;
|}&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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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. &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;
Plays back an [[List of Effect Animations|effect animation]] assigned to an actor or performer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;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;
|The ID of a given effect.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|position_marker_id?&lt;br /&gt;
|Set to one of the following character sprite offsets:&lt;br /&gt;
0: Head&amp;lt;br&amp;gt;1: Right Hand&amp;lt;br&amp;gt;2: Left Hand&amp;lt;br&amp;gt;3: Center&amp;lt;br&amp;gt;4: No offset (bottom of sprite)&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;
Moves an actor &amp;quot;vertically&amp;quot; by distancing it from its shadow. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&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;
|number of pixels to move up or down by.&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;
Sets certain bits of an entity&#039;s (i.e., an actor, object, or performer) &amp;quot;output&amp;quot; attribute to 1.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;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;
=== 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. 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. 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.  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;
Offsets an entity (i.e., an actor, object, or performer) from its current position across both axes without restricting the angles used. The entity does not change the direction that it faces.&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;
|&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;
Offsets an entity (i.e., an actor, object, or performer) from its current position across both axes without restricting the angles used. The entity does not change the direction that it faces.&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. Values starting at 32770 or 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;
|How much the entity is offset in the x direction.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sint&lt;br /&gt;
|y&lt;br /&gt;
|How much the entity is offset in the y direction.&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. &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;
|Map LEVEL the script should be located in.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ConstString&lt;br /&gt;
|script_id&lt;br /&gt;
|Name of the script itself, only the first 8 characters are read.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|script_sector&lt;br /&gt;
|The &amp;quot;sector&amp;quot; of the script, and the value &amp;lt;code&amp;gt;switch(sector())&amp;lt;/code&amp;gt; will return in def 0. Often used to determine whether a cutscene should be played as a flashback or not.&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;
|Map LEVEL the script should be located in.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ConstString&lt;br /&gt;
|script_id&lt;br /&gt;
|Name of the script itself, only the first 8 characters are read.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|script_sector&lt;br /&gt;
|The &amp;quot;sector&amp;quot; of the script, and the value &amp;lt;code&amp;gt;switch(sector())&amp;lt;/code&amp;gt; will return in def 0. Often used to determine whether a cutscene should be played as a flashback or not.&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;
Can be used to call sectors of an enter scene within acting scenes!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&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;
Causes the clouds parting animation on the world map, presumably hardcoded by vanilla use-case. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&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_level&lt;br /&gt;
|Level to transition the world map state to.&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;
|The world map id to move the camera to.&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;
Centers the world map camera on a specific 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;
|The world map id to set the camera to.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x17a - worldmap_SetLevel ===&lt;br /&gt;
Sets the current world map state. Additionally updates $WORLD_MAP_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;
|world_map_level&lt;br /&gt;
|Level to assign the world map state to.&lt;br /&gt;
|}&lt;br /&gt;
=== 0x17b - worldmap_SetMark ===&lt;br /&gt;
Enables a yellow dot for 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;
|The world map id to enable the yellow dot for.&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;
Seemingly unused in vanilla.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;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;
Sets the &amp;quot;mode&amp;quot; of the world map, to align with a particular purpose. &lt;br /&gt;
&lt;br /&gt;
Mode 1 seems to be for handling travel to a dungeon or area.&lt;br /&gt;
&lt;br /&gt;
Mode 2 is only used by debug scripts.&lt;br /&gt;
&lt;br /&gt;
Mode 3 is for handling moving clouds. &lt;br /&gt;
&lt;br /&gt;
Mode 4 is for cutscene use, or for showing where things are on a map. &lt;br /&gt;
&lt;br /&gt;
All other modes are unused. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&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_mode&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;
Used for demo cutscenes.&lt;br /&gt;
&lt;br /&gt;
Jumps to the specified address if the first parameter is 0. On the demo version of the game, jumps if the first parameter is 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&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;
|Unknown. Always 3.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|jump_address&lt;br /&gt;
|Address to jump to.&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). Only one call can be stored at a time!&lt;br /&gt;
&lt;br /&gt;
Use within macros is ill-advised, as using &amp;lt;code&amp;gt;return;&amp;lt;/code&amp;gt; within a macro will just end the macro!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&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;
Will stall a script forever.&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;
Enclose within a switch case, and generates a dialogue prompt with the options present in subsequent &amp;quot;case menu(&amp;quot;text&amp;quot;):&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|cancel&lt;br /&gt;
|If player can use the B button to back out of a menu. 0 for false, 1 for true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|init&lt;br /&gt;
|Entry number to start the cursor at, starting at 1&lt;br /&gt;
|}&lt;br /&gt;
=== 0xab - message_SwitchMenu2 ===&lt;br /&gt;
Same as message_SwitchMenu, but it also takes an argument for a bitfield, and will only display dialogue options for which the corresponding bit is enabled (set to 1).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|uint&lt;br /&gt;
|cancel&lt;br /&gt;
|If player can use the B button to back out of a menu. 0 for false, 1 for true.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|uint&lt;br /&gt;
|init&lt;br /&gt;
|Entry number to start the cursor at, starting at 1&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|uint&lt;br /&gt;
|unk2&lt;br /&gt;
|Bitfield $VAR&lt;br /&gt;
|}&lt;br /&gt;
=== 0xac - message_SwitchMonologue ===&lt;br /&gt;
Structured similarly to a switch statement. Typically uses &amp;lt;code&amp;gt;$HERO_TALK_KIND&amp;lt;/code&amp;gt; as an argument, and uses multiple cases to display certain dialogue strings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;case 4:&amp;lt;/code&amp;gt; used when the player is male or genderless&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;case 5:&amp;lt;/code&amp;gt; used when the player is female&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;default:&amp;lt;/code&amp;gt; used when &amp;lt;code&amp;gt;$HERO_TALK_KIND&amp;lt;/code&amp;gt;&#039;s Talk Group has a value other than 4 or 5&lt;br /&gt;
&lt;br /&gt;
This opcode supports displaying a portrait. No sound effect is used when text is scrolling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&amp;lt;code&amp;gt;$x_TALK_KIND&amp;lt;/code&amp;gt;, contains Talk Group number&lt;br /&gt;
|}&lt;br /&gt;
=== 0xad - message_SwitchTalk ===&lt;br /&gt;
Same as _SwitchMonologue, but typically uses &amp;lt;code&amp;gt;$PARTNER_TALK_KIND&amp;lt;/code&amp;gt; as an argument, and the cases used vary.&lt;br /&gt;
&lt;br /&gt;
Of the vanilla game partner options:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;case 1:&amp;lt;/code&amp;gt; used if Squirtle, Tododile, Chimchar, Meowth, or Munchlax&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;case 2:&amp;lt;/code&amp;gt; used for all other male partners&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;case 3:&amp;lt;/code&amp;gt; used for all female partners&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;default:&amp;lt;/code&amp;gt; used when &amp;lt;code&amp;gt;$PARTNER_TALK_KIND&amp;lt;/code&amp;gt;&#039;s Talk Group has a value other than 1, 2, or 3&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;
|GameVar&lt;br /&gt;
|var&lt;br /&gt;
|&amp;lt;code&amp;gt;$x_TALK_KIND&amp;lt;/code&amp;gt;, contains Talk Group number&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;
If run from within a macro, ends the macro.&lt;br /&gt;
&lt;br /&gt;
If run after the &amp;quot;call&amp;quot; opcode was used, will return to the address of the call opcode.&lt;br /&gt;
&lt;br /&gt;
If used within a script, ends the script. &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;
If inside a Switch Case, take the case equal to the species ID of the specified Actor!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;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;
=== 0x146 - SwitchRandom ===&lt;br /&gt;
To be used in a switch statement. Will switch to a case of a random number below the specified integer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Parameters&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&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;
|Largest random output, plus 1&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>Skycloud383</name></author>
	</entry>
</feed>