Thread: Development: Creating New Battle Animations
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  #64    
Old February 9th, 2013 (2:26 AM).
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knizz knizz is offline
     
    Join Date: Aug 2007
    Posts: 192
    Code:
    00 xxxx
    01 xxxx
    02 08xxxxxx xx nn [0000 1111 2222 … nnnn]
    03 08xxxxxx xx nn [0000 1111 2222 … nnnn]
    04 xx
    05
    06
    07
    08
    09 xxxx
    0A xx
    0B xx
    0C xxxx
    0D
    0E 08xxxxxx
    0F
    10 xx xxxx
    11 08aaaaaa 08bbbbbb
    12 vv 08xxxxxx
    13 08xxxxxx
    14 xx
    15
    16
    17
    18 xx
    19 xxxx xx
    1A xx
    1B ?
    1C xxxx xx xx xx
    1D xxxx xx xx
    1E xxxx
    1F 08xxxxxx nn [0000 1111 2222 … nnnn]
    20
    21 xx xxxx 08xxxxxx
    22 xx
    23 xx
    24 xxxxxxxx
    25 xx xx xx
    26 ?
    27 ?
    28 xx
    29
    2A xx
    2B xx
    2C xx
    2D xx
    2E xx
    2F
    --END
    the implementations of these commands can be found in the table at 083ADF5C

    02: The "08xxxxxx" points to an object template.
    0C: BLDCNT=0x3F40; BLDALPHA=x;
    0D: BLDCNT=0; BLDALPHA=0;
    0E: call (calls in calls are not supported)
    0F: return
    11: if(cond&1) goto b; else goto a;
    12: if(cond==v) goto x;
    13: goto x;
    1E: BLDCNT=x
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