Fire Emblem 4 Hacking Documentation By Dark Twilkitri Section: Scripting Events Information Do events start with FD or end with FD...? And furthermore, some strings of events aren't seperated by FDs. Buh? Xl Xh means a two-byte X. Xl is the lo part and Xh is the hi part. Xl Xm Xh means a three-byte X, with lo, medi, and hi parts. SS and TT are both used for timing arguments. The difference between the two is that with TT, the smaller the number the quicker, and with SS, the larger the number the quicker. For movestring commands, see 'scripting/movestrings.txt'. It's very difficult not to muck events up and cause a crash, so current details are sketchy. However, here is what I know: 0C: Speech 0C Al Am Ah This will start a speech from the address given. Note that speechs may not act like you think. The speech engine is totally seperate to the game engine - characters do not have to be on the screen, or even in the level, to talk. This is how it lets people like King Azmule talk. So don't expect it to automatically scroll to the characters or anything... There's probably a code for that (ie: when Mahnya gets killed off) but I haven't found it. Yet. 0D: Show Message Box 0D Al Am Ah LL TT This displays a message box in the center of the screen, with the text from the address A given. The background is the colour of the alignment LL chosen. 00 - Good 01 - Bad 02 - Ally 03 - Neutral The message box will stay on the screen for time TT. 0E: Play Music 0E MM Play the music with number MM. A partial list can be found in 'controlcodes_changemusic.txt'. 12: Fade Music 12 SS Fades the currently playing music. SS is the speed of the fade. 14: Speech with Background 14 Al Am Ah BB RR SS Works the same as 0C: Speech, except that it's a bit more customisable. The background BB is one of: 00 - Village with fountain 01 - Castle garden 02 - Castle streets 03 - Castle throne room 04 - Castle hall 05 - Barhara castle 06 - Barhara castle (same as 05) RR, or the Return To seems to specify what screen to go to after the conversation is finished. I need to find more than one example before I can check this. SS is the speed of the fading effect before and after the conversation. 23: Mobilize 23 CC Nl Nh XX YY SS ?? This command causes a character to optimizedly walk from a given starting location to the location specified in the Army Data. CC is the chapter, and N is the number of the character in the Army Data. That is, 02 01 00 means the first entry in the Army Data for Chapter 1. XX and YY are the starting location for the unit. SS is the speed of the unit. '4' is normal. ?? is, of course, unknown. This is currently being researched. 27: Create Character 27 Cl Ch XX YY SS LL Ml Mm Mh C is the character number of the character to be created. XX and YY are the location to put the character. SS controls how quickly the character moves. The default is 4 - probably best just to leave it at that. LL is the alignment of the character, wherein: 02 - Good 04 - Bad 06 - Ally 08 - Neutral M is the address of the movestring which you want the character to do. 2B: Dis-Break Movement 2B This command will restart all movements which had been broken via an '81' in their movestring. Often used to coordinate movements: For example, when Eltosian finishes talking to the border guard, it 2Bs. The border guard's routine tells him to move down one, so he does. Eltosian's, however, continues with another 81. The next 2B comes after a pause - this starts Eltosian back on his movement after the border guard has moved out of the way, instead of Eltosian walking through the border guard. 34: Pause 34 Tl Th T indicates how long to pause. I do not know the exact time paused for every 1 you add to T... For the (very) short pauses between events, the game seems to usually use 14 00. Examples of this pause of 14 occur between the Shift Map to Gandolf in the Prologue and his speech, and between when he's killed off Mideel and he starts talking to Edin. 3A: Relocate Map 3A XX YY Set the current map location to be such that the upper left tile is tile XX YY. 3F: Shift Map via Movestring 3F Al Am Ah SS A is the address of the movestring, and SS is the speed of the shift. Please remember that it's actually the view of the map that you are giving the commands to, not the map itself. A movestring command to the right will move the view to the right, not the map (which would have the effect of moving the view to the left). 40: Shift Map 40 XX YY SS The tile indicated by XX and YY will be in the upper left corner at the end of the shift. The argument 'SS' determines the speed of the shift. 65: Select Character? 65 Cl Ch The character indicated by C is the character to be selected(?).