Commands:
-----------------------------------------------------------------------------------------------------
nop, nop0:
Does nothing.
Structure: [00]
-----------------------------------------------------------------------------------------------------
nop1:
Does nothing.
Hex Structure: [01]
-----------------------------------------------------------------------------------------------------
end:
Ends script execution.
Hex Structure: [02]
-----------------------------------------------------------------------------------------------------
return:
Returns to a call function.
Hex Structure: [03]
-----------------------------------------------------------------------------------------------------
call:
Call a designated function, can be returned to.
Hex Structure: [04] [aabbccdd]
aabbccdd: Location of called script.
-----------------------------------------------------------------------------------------------------
goto, jump:
Go to a designated function, can not be returned to.
Hex Structure: [05] [aabbccdd]
aabbccdd: Location of script that has been jumped to.
-----------------------------------------------------------------------------------------------------
if, if1, jumpif:
XSE Description: If the last comparison returned a certain value, jumps to another script.
Hex Structure: [06] [xx] [aabbccdd]
[Conditional Byte], byte;
[Pointer], double word
xx: Conditional Byte describing
[00] - Lower than
[01] - Equal
[02] - Higher
[03] - Lower than or equal to
[04] - Higher than or equal to
[05] - Not equal
aabbccdd: Location to jump to.
-----------------------------------------------------------------------------------------------------
if2, callif:
Call version of if1.
Hex Structure: [07] [xx] [aabbccdd]
xx: Conditional byte, refer if, if1
aabbccdd: Location Called.
-----------------------------------------------------------------------------------------------------
jumpstd:
Jump to a built in function.
Hex Structure: [08] [xx]
xx: Function
-----------------------------------------------------------------------------------------------------
callstd, boxset:
Calls a built in function, most commonly used following command #0F.
Hex Structure: [09] [xx]
xx: Function used with callstd
[00] - Obtained item
[01] - Found Item
[02] - Standard
[03] - Signpost
[04] - Does not close
[05] - Yes/No
[06] - Normal
-----------------------------------------------------------------------------------------------------
jumpstdif:
Conditional form of command #08.
Hex Structure: [0A] [xx] [yy]
xx: Condition see if, if1
yy: Function, see jumpstd
-----------------------------------------------------------------------------------------------------
callstdif:
Conditional form of command #09.
Hex Structure: [0B] [xx] [yy]
xx: Condition see if, if1
yy: Function, see callstd, boxset
-----------------------------------------------------------------------------------------------------
jumpram:
Jumps to a default RAM location.
Hex Structure: [0C]
-----------------------------------------------------------------------------------------------------
killscript:
Resets the RAM, and kills the script.
Hex Structure: [0D]
-----------------------------------------------------------------------------------------------------
setbyte:
Set 0x2039288 + 6c to a specified byte value.
Hex Structure: [0E] [xx]
xx: Byte value.
-----------------------------------------------------------------------------------------------------
loadpointer:
Load a pointer into the script RAM.
Hex Structure: [0F] [xx] [aabbccdd]
xx: Memory bank in use,
aabbccdd: Location of script/text.
-----------------------------------------------------------------------------------------------------
setbyte2:
Sets a memory bank to a chosen byte value.
Hex Structure: [10] [xx] [yy]
xx: Memory bank
yy: Byte Value
-----------------------------------------------------------------------------------------------------
writebytetooffset:
Set a byte to a specified destination.
Hex Structure: [11] [xx] [aabbccdd]
xx: Byte Value
aabbccdd: Desstination.
-----------------------------------------------------------------------------------------------------
loadbytefrompointer:
Load a byte found at a specified destination into the RAM.
Hex Structure: [12] [xx] [aabbccdd]
xx: Memory Bank
aabbccdd: Byte Desctination.
-----------------------------------------------------------------------------------------------------
setfarbyte:
Sets the byte into a specified destination.
Hex Structure: [13] [xx] [aabbccdd]
xx: Memory Bank
aabbccdd: Location to set at.
-----------------------------------------------------------------------------------------------------
copyscriptbanks:
Copy one script bank into another bank.
Hex Structure: [14] [xx] [yy]
xx: Source Bank
yy: Destination Bank
-----------------------------------------------------------------------------------------------------
copybyte:
Copy a byte from one destination to another.
Hex Structure: [15] [aabbccdd] [eeffgghh]
aabbccdd: Source byte location.
aabbccdd: Destination byte location.
-----------------------------------------------------------------------------------------------------
setvar:
Set a value up 0xFFFF to setvar.
Hex Structure: [16] [xxyy] [aabb]
xxyy: Variable
aabb: Value
-----------------------------------------------------------------------------------------------------
addvar:
Add a value up to 0xFFFF to a variable.
Hex Structure: [17] [xxyy] [aabb]
xxyy: Variable
aabb: Value
-----------------------------------------------------------------------------------------------------
subvar, subtractvar:
Subtract any value up to 0xFFFF from a variable.
Hex Structure: [18] [xxyy] [aabb]
xxyy: Variable
aabb: Value
-----------------------------------------------------------------------------------------------------
copyvar:
Copy the value stored from one variable into another variable.
Hex Structure: [19] [xxyy] [aabb]
xxyy: Source Variable
aabb: Destination Variable
-----------------------------------------------------------------------------------------------------
copyvarifnotzero:
Copy the value stored from one variable into another variable only if destination is greater than zero.
Hex Structure: [1A] [xxyy] [aabb]
xxyy: Source Variable
aabb: Destination Variable
-----------------------------------------------------------------------------------------------------
comparevars:
Compare two variables.
Hex Structure: [1B] [xxyy] [aabb]
xxyy: Variable One
aabb: Variable Two
-----------------------------------------------------------------------------------------------------
comparevartobyte:
Compares a variable stored in a buffer to a byte value.
Hex Structure: [1C] [xx] [yy]
xx: Buffer number
yy: Byte value
-----------------------------------------------------------------------------------------------------
comparevartofarbyte:
Compare a variable stored in a buffer to a byte at a location.
Hex Structure: [1D] [xx] [aabbccdd]
xx: Buffer Number
aabbccdd: Location of byte.
-----------------------------------------------------------------------------------------------------
comparefarbytetovar:
Compare a byte at location to variable in a buffer.
Hex Structure: [1E] [aabbccdd] [xx]
aabbccdd: Byte Location
xx: Buffer Number
-----------------------------------------------------------------------------------------------------
comparefarbytetobyte:
Compare a byte at a location to a byte.
Hex Structure: [1F] [aabbccdd] [xx]
aabbccdd: Byte location
xx: Byte Value
-----------------------------------------------------------------------------------------------------
comparefarbytetofarbyte:
Compare a byte at one location to a byte at another location.
Hex Structure: [20] [aabbccdd] [eeffgghh]
aabbccdd: Location of Byte One.
eeffgghh: Location of byte two.
-----------------------------------------------------------------------------------------------------
compare:
Compare a variable to a specified value.
Hex Structure: [21] [xxyy] [aabb]
xxyy: Variable
aabb: Value
-----------------------------------------------------------------------------------------------------
comparevars2:
Compare two variables.
Hex Structure: [22] [xxyy] [aabb]
xxyy: Variable One
aabb: Variable Two
-----------------------------------------------------------------------------------------------------
callasm:
Call a custom assembly routine. Some would say the most powerful command.
Hex Structure: [23] [aabbccdd]
aabbccdd: Location of routine
-----------------------------------------------------------------------------------------------------
callasm2:
Calls an ASM routine.
Hex Structure: [24] [aabbccdd]
aabbccdd: Location of routine.
-----------------------------------------------------------------------------------------------------
special:
Call a special.
Hex Structure: [25] [xxyy]
xxyy: Refer to special list
-----------------------------------------------------------------------------------------------------
special2:
A different form of special. Can return a value into 0x800D.
Hex Structure: [26] [xxyy] [aabb]
xxyy: Variable to store value
aabb: Special Event
[D400] - Pokedex Check
[E600] - Check Happiness
[6501] - Move Pokemon to PC?
[7C01] - Check Pokemon
-----------------------------------------------------------------------------------------------------
waitstate, waitspecial:
Used to wait for special events to end.
Hex Structure: [27]
-----------------------------------------------------------------------------------------------------
pause:
Pause a script for designated amount of time.
Hex Structure: [28] [xxyy]
xxyy: Designated delay
-----------------------------------------------------------------------------------------------------
setflag:
Sets a flag.
Hex Structure: [29] [xxyy]
xxyy: Flag Number
-----------------------------------------------------------------------------------------------------
clearflag:
Clear a flag so that it can be reset.
Hex Structure: [2A] [xxyy]
xxyy: Flag Number
-----------------------------------------------------------------------------------------------------
checkflag:
Checks if a flag is set, stores value into 0x800D.
Hex Structure: [2B] [xxyy]
xxyy: Flag Number
-----------------------------------------------------------------------------------------------------
cmd_2C:
Command currently unknown.
Hex Structure: [2C] [xxyy] [aabb]
xxyy: ?
aabb: ?
-----------------------------------------------------------------------------------------------------
cmd_2D:
Command currently unknown.
Hex Structure: [2D]
-----------------------------------------------------------------------------------------------------
resetvars:
Resets values of variables 0x8000, 0x8001, 0x8002.
Hex Structure: [2E]
-----------------------------------------------------------------------------------------------------
sound:
Plays a sound.
Hex Structure: [2F] [xxyy]
xxyy: Sound Number
-----------------------------------------------------------------------------------------------------
checksound:
Checks if a sound is being played.
Hex Structure: [30]
-----------------------------------------------------------------------------------------------------
fanfare:
Play a song as a fanfare.
Hex Structure: [31] [xxyy]
xxyy: Song to play.
-----------------------------------------------------------------------------------------------------
waitfanfare:
Waits for the fanfare to finish being played.
Hex Structure: [32]
-----------------------------------------------------------------------------------------------------
playsong, playsound:
Plays a song.
Hex Structure: [33] [xxyy] [00]
xxyy: Song Number.
-----------------------------------------------------------------------------------------------------
playsong2, playsong:
Plays a song.
Hex Structure: [34] [xxyy]
xxyy: Song number.
-----------------------------------------------------------------------------------------------------
fadedefault:
Slowly fades back to the maps default music.
Hex Structure: [35]
-----------------------------------------------------------------------------------------------------
fadesong:
Fades out from one song into another.
Hex Structure: [36] [xxyy]
xxyy: Song to switch to.
-----------------------------------------------------------------------------------------------------
fadeout:
Fades out the currently playing song.
Hex Structure: [37] [xx]
xx: Fading speed.
-----------------------------------------------------------------------------------------------------
fadein:
Fades Current song back in.
Hex Structure: [38] [xx]
xx: Fading Speed.
-----------------------------------------------------------------------------------------------------
warp:
Warp the played to another map.
Hex Structure: Two options;
warp: [39] [xx] [yy] [zz]
xx: Bank Number
yy: Map Number
zz: Exit Number
warp: [39] [xx] [yy] [FF] [aabb] [ccdd]
xx: Bank Number
yy: Map Number
aabb: X Co-ordinate
ccdd: Y Co-ordinate
-----------------------------------------------------------------------------------------------------
warp2, mutedwarp:
Warps to another map without a sound effect.
Hex Structure: [3A] [xx] [yy] [zz]
xx: Bank Number
yy: Map Number
zz: Exit Number
warp: [3A] [xx] [yy] [FF] [aabb] [ccdd]
xx: Bank Number
yy: Map Number
aabb: X Co-ordinate
ccdd: Y Co-ordinate
-----------------------------------------------------------------------------------------------------
warpwalk, warpwalking:
Warps to another map with a walking effect.
Hex Structure: [3B] [xx] [yy] [zz]
xx: Bank Number
yy: Map Number
zz: Exit Number
warp: [3B] [xx] [yy] [FF] [aabb] [ccdd]
xx: Bank Number
yy: Map Number
aabb: X Co-ordinate
ccdd: Y Co-ordinate
-----------------------------------------------------------------------------------------------------
warphole, falldownhole:
Warps the player to another map with the fall down hole effect.
Hex Structure: [3C] [xx] [yy]
xx: Bank Number
yy: Map Number
-----------------------------------------------------------------------------------------------------
warpteleport:
Warp the player to another map with the teleport effect.
Hex Structure: [3D] [xx] [yy] [zz]
xx: Bank Number
yy: Map Number
zz: Exit Number
warp: [3D] [xx] [yy] [FF] [aabb] [ccdd]
xx: Bank Number
yy: Map Number
aabb: X Co-ordinate
ccdd: Y Co-ordinate
-----------------------------------------------------------------------------------------------------
warp3:
Warp player to another map.
Hex Structure: [3E] [xx] [yy] [zz]
xx: Bank Number
yy: Map Number
zz: Exit Number
warp: [3E] [xx] [yy] [FF] [aabb] [ccdd]
xx: Bank Number
yy: Map Number
aabb: X Co-ordinate
ccdd: Y Co-ordinate
-----------------------------------------------------------------------------------------------------
warpelevator:
Warp a player to another map.
Hex Structure: [3F] [xx] [yy] [zz]
xx: Bank Number
yy: Map Number
zz: Exit Number
warp: [3F] [xx] [yy] [FF] [aabb] [ccdd]
xx: Bank Number
yy: Map Number
aabb: X Co-ordinate
ccdd: Y Co-ordinate
-----------------------------------------------------------------------------------------------------
warp4:
Warp player to another map.
Hex Structure: [40] [xx] [yy] [zz]
xx: Bank Number
yy: Map Number
zz: Exit Number
warp: [40] [xx] [yy] [FF] [aabb] [ccdd]
xx: Bank Number
yy: Map Number
aabb: X Co-ordinate
ccdd: Y Co-ordinate
-----------------------------------------------------------------------------------------------------
warp5:
Warp a player to another map.
Hex Structure: [41] [xx] [yy] [zz]
xx: Bank Number
yy: Map Number
zz: Exit Number
warp: [41] [xx] [yy] [FF] [aabb] [ccdd]
xx: Bank Number
yy: Map Number
aabb: X Co-ordinate
ccdd: Y Co-ordinate
-----------------------------------------------------------------------------------------------------
getplayerpos, getplayerxy:
Stores the players current x and y positions on the current map.
Hex Structure: [42] [xxyy] [aabb]
xxyy: Variable for x position
aabb: Variable for y position
-----------------------------------------------------------------------------------------------------
countpokemon:
Stores the amount of Pokemon in your party into 0x800D.
Hex Structure: [43]
-----------------------------------------------------------------------------------------------------
additem:
Adds the quantity of a specified item.
Hex Structure: [44] [xxyy] [aabb]
xxyy: Item Number, refer items.
aabb: Quantity
-----------------------------------------------------------------------------------------------------
removeitem:
Removes the quantity of a designated item.
Hex Structure: [45] [xxyy] [aabb]
xxyy: Item Number, refer items.
aabb: Quantity
-----------------------------------------------------------------------------------------------------
checkitemamout:
Check the quantity of an item. Store into 0x800D.
Hex Structure: [46] [xxyy] [aabb]
xxyy: Item Number, refer items.
aabb: Quantity
-----------------------------------------------------------------------------------------------------
checkitem:
Checks if the player is holding a certain item. Store result in 0x800D.
Hex Structure: [47] [xxyy] [aabb]
xxyy: Item Number, refer items.
aabb: Quantity
-----------------------------------------------------------------------------------------------------
Checkitemtype:
Check the item type for the specified item.
Hex Structure: [48] [xxyy]
xxyy: Item number.
Item types for use with compare:
[00] - Mail
[01] - Items used out of Battle
[02] - Items only usable in certain locations, i.e. Bicycle
[03] - Pokeblock
[04] - Item which cannot be used outside of battle.
-----------------------------------------------------------------------------------------------------
addpcitem, giveitemtopc:
Add a specified item to the player's PC.
Hex Structure: [49] [xxyy] [aabb]
xxyy: Item Number
aabb: Quantity
-----------------------------------------------------------------------------------------------------
checkpcitem, checkiteminpc:
Checks if an item is stored in the player's PC.
Hex Structure: [4A] [xxyy] [aabb]
xxyy: Item Number
aabb: Quantity
-----------------------------------------------------------------------------------------------------
adddecoration, addfurniture:
Add a decoration to player's PC.
Hex Structure: [4B] [xxyy]
xxyy: Decoration Number. Refer, Decoration/Furniture List.
-----------------------------------------------------------------------------------------------------
removedecoration, takefurniture:
Remove a decoration from the player's PC.
Hex Structure: [4C] [xxyy]
xxyy: Decoration Number. Refer, Decoration/Furniture List.
-----------------------------------------------------------------------------------------------------
testdecoration, checkifroomforfurniture:
Test a specific decoration to see if there's enough room to store it.
Hex Structure: [4D] [xxyy]
xxyy: Decoration Number. Refer, Decoration/Furniture List.
-----------------------------------------------------------------------------------------------------
checkdecoration, checkfurniture:
Check if a certain decoration is present in a player's PC.
Hex Structure: [4E] [xxyy]
xxyy: Decoration Number. Refer, Decoration/Furniture List.
-----------------------------------------------------------------------------------------------------
applymovement:
Make a player move from due to designated movements.
Hex Structure: [4F] [xxyy] [aabbccdd]
xxyy: People Number. Player is #00FF
aabbccdd: Location of movement data.
-----------------------------------------------------------------------------------------------------
applymovement2, applymovementfinishat:
Applies movement data to a sprite, then sets specified X/Y co-ordinates.
Hex Structure: [50] [xxyy] [aabbccdd] [ee] [ff]
xxyy: People Number
aabbccdd: Location of movement data
ee: X Co-ordinate
ff: Y Co-ordinate
-----------------------------------------------------------------------------------------------------
waitmovement, pausemove, pauseevent:
Used to wait for applymovement to finish.
Hex Structure: [51] [xxyy]
xxyy: Value. #0000 for complete wait of applymovement.
-----------------------------------------------------------------------------------------------------
waitmovement2, pausemove2:
Waits for applymovement to finish. Then set XY co-ordinates.
Hex Structure: [52] [xxyy] [aa] [bb]
xxyy: Value. #0000 for complete applymovement wait.
aa: X Co-ordinate
bb: Y Co-ordinate.
-----------------------------------------------------------------------------------------------------
hidesprite, disappear:
Hide a sprite from interaction.
Hex Structure: [53] [xxyy]
xxyy: People Number.
-----------------------------------------------------------------------------------------------------
hidesprite2, disappearat:
Hide a sprite from interaction, then set X/Y co-ordinates.
Hex Structure: [54] [xxyy] [aa] [bb]
xxyy: People Number
aa: X co-ordinate
bb: Y co-ordinate
-----------------------------------------------------------------------------------------------------
showsprite, reappear:
Show a hidden sprite.
Hex Structure: [55] [xxyy]
xxyy: People Number.
-----------------------------------------------------------------------------------------------------
showsprite2, reappearat:
Show a hidden sprite, then set X/Y co-ordinates.
Hex Structure: [56] [xxyy] [aa] [bb]
xxyy: People Number
aa: X co-ordinate
bb: Y co-ordinate
-----------------------------------------------------------------------------------------------------
movesprite:
Move a sprite to a designated location.
Hex Structure: [57] [xxyy] [aabb] [ccdd]
xxyy: People Number
aabb: X Co-ordinate
ccdd: Y co-ordinate
-----------------------------------------------------------------------------------------------------
spriteshow, spritevisible, farreappear:
Make a sprite visible at a chosen bank and map.
Hex Structure: [58] [xxyy] [aa] [bb]
xxyy: People Number
aa: Bank Number
bb: Map Number
-----------------------------------------------------------------------------------------------------
spritehide, spriteinvisible, fardisappear:
Makes a sprite invisible at a chosen bank and map.
Hex Structure: [59] [xxyy] [aa] [bb]
xxyy: People Number
aa: Bank Number
bb: Map Number
-----------------------------------------------------------------------------------------------------
faceplayer:
Turn the sprite interacted with towards the player.
Hex Structure: [5A]
-----------------------------------------------------------------------------------------------------
spriteface:
Change the facing of a sprite.
Hex Structure: [5B] [xxyy] [xx]
xxyy: People Number
xx: Way facing.
[01] - Down
[02] - Up
[03] - Left
[04] - Right
-----------------------------------------------------------------------------------------------------
trainerbattle:
Start a trainer battle.
Hex Structure: Two options;
1) [5C] [xx] [aabb] [0000] [ccddeeff] [gghhiijj]
2) [5C] [xx] [aabb] [0000] [ccddeeff] [gghhiijj] [kkllmmnn]
xx: Trainerbattle type
[00] - Normal Battle
[01] - Continued Battle
[04] - Double Battle
aabb: Trainer ID Number
ccddeeff: Location of text to appear before battle
gghhiijj: Location for text to appear at end of battle
kkllmmnn: Location of coninuation of script.
-----------------------------------------------------------------------------------------------------
lasttrainerbattle, repeattrainerbattle:
Repeats the last trainerbattle started.
Hex Structure: [5D]
-----------------------------------------------------------------------------------------------------
endtrainerbattle:
Ends trainer battle before starting message.
Hex Structure: [5E]
-----------------------------------------------------------------------------------------------------
endtrainerbattle2:
Ends trainer battle before ending message.
Hex Structure: [5F]
-----------------------------------------------------------------------------------------------------
checktrainer, checktrainerflag:
Checks if a trainer has been battled. Stores result in 0x800D.
Hex Structure: [60] [xxyy]
xxyy: Trainer ID
-----------------------------------------------------------------------------------------------------
disabletrainer, cleartrainerflag:
Enables a trainer for battle.
Hex Structure: [61] [xxyy]
xxyy: Trainer ID
-----------------------------------------------------------------------------------------------------
enabletrainer, settrainerflag:
Disables a trainer for battle.
Hex Structure: [62] [xxyy]
xxyy: Trainer ID
-----------------------------------------------------------------------------------------------------
movesprite2:
Move a sprite to chosen location, Permanent change.
Hex Structure: [63] [xxyy] [aabb] [ccdd]
xxyy: People Number
aabb: X Co-ordinate
xxdd: Y co-ordinate
-----------------------------------------------------------------------------------------------------
moveoffscreen:
Moves a sprite one tile above the yop left corner of the screen.
Hex Structure: [64] [xxyy]
xxyy: People number
-----------------------------------------------------------------------------------------------------
spritebehave:
Chenges behaviour of a sprite.
Hex Structure: [65] [xxyy] [zz]
xxyy: People Number
zz: Behaviour
-----------------------------------------------------------------------------------------------------
waitmsgbox2, waitmsgbox, showmsg:
Wait for msgbox2 and msgbox3 to finish.
Hex Structure: [66]
-----------------------------------------------------------------------------------------------------
msgbox2, message:
Point to text. Usually used with multi or other similar commands.
Hex Structure: [67] [aabbccdd]
aabbccdd: Location of text.
-----------------------------------------------------------------------------------------------------
closemsg, closeonkeypress:
Used with callstd 0x4. Closes a msgbox on key press.
Hex Structure: [68]
-----------------------------------------------------------------------------------------------------
lockall:
Locks down all movement of all overworld sprites on screen.
Hex Structure: [69]
-----------------------------------------------------------------------------------------------------
lock:
Locks down movement from sprite interacted with.
Hex Structure: [6A]
-----------------------------------------------------------------------------------------------------
releaseall:
Sprites on screen are released for movement. Closes any open message boxes.
Hex Structure: [6B]
-----------------------------------------------------------------------------------------------------
release:
Sprite interacted with may resume movement.
Hex Structure: [6C]
-----------------------------------------------------------------------------------------------------
waitkeypress, waitbutton:
Wait until a key is pressed.
Hex Structure: [6D]
-----------------------------------------------------------------------------------------------------
yesnobox, showyesno:
Displays a yes/no box at specified co-ordinates.
Hex Structure: [6E] [xx] [yy]
xx: X co-ordinate
yy: Y co-ordinate
-----------------------------------------------------------------------------------------------------
multichoice, multi:
Put up a list of choices for the player to make.
Hex Structure: [6F] [xx] [yy] [zz] [aa]
xx: X co-ordinate
yy: Y co-ordinate
zz: Multi ID. Refer Multi list
aa: Determines if B = Cancel. 0 means B = Cancel.
-----------------------------------------------------------------------------------------------------
multi2, multichoice2:
Same as command #6F, except a default multi choice can be set.
Hex Structure: [70] [xx] [yy] [zz] [aa] [bb]
xx: X co-ordinate
yy: Y co-ordinate
zz: Multi ID, refer multi list
aa: Default selection.
bb: Determines if B=Cancel.
-----------------------------------------------------------------------------------------------------
multi3, multichoice3:
Same as command #71, except the number of options per row can be set.
Hex Structure: [71] [xx] [yy] [zz] [aa] [bb]
xx: X co-ordinate
yy: Y co-ordinate
zz: Multi ID, refer multi list
aa: Number of choices per row.
bb: Determines if B=Cancel.
-----------------------------------------------------------------------------------------------------
showbox:
Displays a box of specified size.
Hex Structure: [72] [xx] [yy] [zz] [aa]
xx: X co-ordinate
yy: Y co-ordinate
zz: Width
aa: Height
-----------------------------------------------------------------------------------------------------
hidebox:
Hide a displayed box.
Hex Structure: [73] [xx] [yy] [zz] [aa]
xx: X co-ordinate
yy: Y co-ordinate
zz: Width
aa: Height
-----------------------------------------------------------------------------------------------------
clearbox:
Clear part of a custom box.
Hex Structure: [74] [xx] [yy] [zz] [aa]
xx: X co-ordinate
yy: Y co-ordinate
zz: Width
aa: Height
-----------------------------------------------------------------------------------------------------
pokepic, showpokepic:
Displays a Pokemon in a picture box.
Hex Structure: [75] [xxyy] [aa] [bb]
xxyy: Pokemon Species, see Pokemon list.
aa: X co-ordinate
bb: Y co-ordinate
-----------------------------------------------------------------------------------------------------
hidepokepic:
Hide the Pokemon in a box displayed with command #75.
Hex Structure: [76]
-----------------------------------------------------------------------------------------------------
showcontestwinner, picture:
Show a picture of the winner of a set contest.
Hex Structure: [77] [xx]
xx: Contest Number
[01] -
[02] -
[03] -
[04] -
[05] -
[06] -
-----------------------------------------------------------------------------------------------------
braille:
Display a braille box.
Hex Structure: [78] [aabbccdd]
aabbccdd: Location of braille data.
-----------------------------------------------------------------------------------------------------
addpokemon, givepokemon:
Give a Pokemon to the player.
Hex Structure: [79] [xxyy] [zz] [aabb] [00000000] [00000000] [00]
xxyy: Pokemon Species, refer pokemon list.
zz: Level of Pokemon.
aabb: Item number, refer to item list.
-----------------------------------------------------------------------------------------------------
giveegg:
Gives the player the egg of a Pokemon.
Hex Structure: [7A] [xxyy]
xxyy: Pokemon Species, see Pokemon list.
-----------------------------------------------------------------------------------------------------
setpkmnpp, setpokemonpp:
Sets an amount to one attack of one Pokemon of the Players Party.
Hex Structure: [7B] [xx] [yy] [aabb]
xx: Party number.
yy: Attack Slot
aabb: PP amount.
-----------------------------------------------------------------------------------------------------
checkattack:
Checks if a Pokemon in the players party knows a specific attack. Pokemon with attack stored to 0x800D.
Hex Structure: [7C] [xxyy]
xxyy: Attack Number, refer attack list.
-----------------------------------------------------------------------------------------------------
bufferpokemon, storepokemon:
Store a Pokemon name into a buffer.
Hex Structure: [7D] [xx] [yyzz]
xx: Buffer number
Commonly Used Buffers:
[00] - [FD] [02] or in scripting terms \v\h02
[01] - [FD] [03] or in scripting terms \v\h03
yyzz: Pokemon Number, refer Pokemon list.
-----------------------------------------------------------------------------------------------------
bufferfirstpokemon, storefirstpokemon:
Store the name of the first Pokemon in your party into a buffer.
Hex Structure: [7E] [xx]
xx: Buffer number
Commonly Used Buffers:
[00] - [FD] [02] or in scripting terms \v\h02
[01] - [FD] [03] or in scripting terms \v\h03
-----------------------------------------------------------------------------------------------------
bufferpokemon2, storepokemonvar:
Similiar to command #7D, although Pokemon species is stored through a variable.
Hex Structure: [7F] [xx] [yyzz]
xx: Buffer number
Commonly Used Buffers:
[00] - [FD] [02] or in scripting terms \v\h02
[01] - [FD] [03] or in scripting terms \v\h03
yyzz: Variable
-----------------------------------------------------------------------------------------------------
bufferitem, storeitem:
Stores an item into a buffer.
Hex Structure: [80] [xx] [yyzz]
xx: Buffer number
Commonly Used Buffers:
[00] - [FD] [02] or in scripting terms \v\h02
[01] - [FD] [03] or in scripting terms \v\h03
yyzz: Item number.Refer Item list.
-----------------------------------------------------------------------------------------------------
bufferpcitem, storefurniture:
Store a PC item name into a buffer.
Hex Structure: [81] [xx] [yyzz]
xx: Buffer number
Commonly Used Buffers:
[00] - [FD] [02] or in scripting terms \v\h02
[01] - [FD] [03] or in scripting terms \v\h03
yyzz: Item number.Refer Item list.
-----------------------------------------------------------------------------------------------------
bufferattack, storeattack, storeatk:
Store an attack name into a buffer.
Hex Structure: [82] [xx] [yyzz]
xx: Buffer number
Commonly Used Buffers:
[00] - [FD] [02] or in scripting terms \v\h02
[01] - [FD] [03] or in scripting terms \v\h03
yyzz: Attack number, refer attack list.
-----------------------------------------------------------------------------------------------------
buffernumber, storenumber, vardisplay, storevar:
Store the value stored into a variable into a buffer.
Hex Structure: [83] [xx] [yyzz]
xx: Buffer number
Commonly Used Buffers:
[00] - [FD] [02] or in scripting terms \v\h02
[01] - [FD] [03] or in scripting terms \v\h03
yyzz: Variable to store.
-----------------------------------------------------------------------------------------------------
bufferstandard, storecomp:
Store a standard string into a buffer.
Hex Structure: [84] [xx] [yyzz]
xx: Buffer number
Commonly Used Buffers:
[00] - [FD] [02] or in scripting terms \v\h02
[01] - [FD] [03] or in scripting terms \v\h03
yyzz: Standard String
-----------------------------------------------------------------------------------------------------
bufferstring, storetext:
String a string into a buffer.
Hex Structure: [85] [xx] [aabbccdd]
xx: Buffer number
Commonly Used Buffers:
[00] - [FD] [02] or in scripting terms \v\h02
[01] - [FD] [03] or in scripting terms \v\h03
aabbccdd: Location of text.
-----------------------------------------------------------------------------------------------------
pokemart:
Open up a PokeMart shop system.
Hex Structure: [86] [aabbccdd]
aabbccdd: Location of item list.
-----------------------------------------------------------------------------------------------------
pokemart2:
Open up a PokeMart shop system.
Hex Structure: [87] [aabbccdd]
aabbccdd: Location of item list.
-----------------------------------------------------------------------------------------------------
pokemart3, fakejumpstd, slotmachine:
Open up a PokeMart shop system.
Hex Structure: [88] [aabbccdd]
aabbccdd: Location of item list.
-----------------------------------------------------------------------------------------------------
pokecasino, fakecallstd:
Open the casino game.
Hex Structure: [89] [xxyy]
xxyy: Variable
-----------------------------------------------------------------------------------------------------
cmd_8A:
Command currently unknown. Although apparently does nothing.
Hex Structure: [8A] [xx] [yy] [zz]
xx: Unknown
yy: Unknown
zz: Unknown
-----------------------------------------------------------------------------------------------------
choosecontestpkmn:
Open's menu to choose a contest Pokemon.
Hex Structure: [8B]
-----------------------------------------------------------------------------------------------------
startcontest:
Start a Pokemon Contest.
Hex Structure: [8C]
-----------------------------------------------------------------------------------------------------
showcontestresults:
Shows Pokemon Contest results.
Hex Structure: [8D]
-----------------------------------------------------------------------------------------------------
contestlinktransfer, startwireless:
Establish a connection with wireless adapter. (Emerald Only)
Hex Structure: [8E]
-----------------------------------------------------------------------------------------------------
random:
Creates a random number between zero and a designated number. Stores value in 0x800D.
Hex Structure: [8F] [xxyy]
xxyy: Highest possible value.
-----------------------------------------------------------------------------------------------------
givemoney:
Gives the player money.
Hex Structure: [90] [aabbccdd] [00]
aabbccdd: Monetary amount
-----------------------------------------------------------------------------------------------------
takemoney, paymoney:
Take money from the player.
Hex Structure: [91] [aabbccdd] [00]
aabbccdd: Monetary amount.
-----------------------------------------------------------------------------------------------------
checkmoney:
Checks if a player has a chosen amount of money.
Hex Structure: [92] [aabbccdd] [00]
aabbccdd: Monetary amount.
-----------------------------------------------------------------------------------------------------
showmoney, showmoneybox:
Displays the players money amount at time of command use.
Hex Structure: [93] [xx] [yy] [00]
xx: X co-ordinate.
yy: Y co-ordinate.
-----------------------------------------------------------------------------------------------------
hidemoney, hidemoneybox:
Hide's counter displayed with command #93.
Hex Structure: [94] [xx] [yy]
xx: X co-ordinate
yy: Y co-ordinate
-----------------------------------------------------------------------------------------------------
updatemoney, updatemoneybox:
Updates money counter shown with command #93.
Hex Structure: [95] [xx] [yy] [00]
xx: X co-ordinate
yy: Y co-ordinate
-----------------------------------------------------------------------------------------------------
cmd_96:
Command currently unknown. Although apparently does nothing.
Hex Structure: [96] [xxyy]
xxyy: Unknown.
-----------------------------------------------------------------------------------------------------
fadescreen:
Fades the screen in our out.
Hex Structure: [97] [xx]
xx: Effect.
[00] - Fade in (Black)
[01] - Fade out (Black)
[02] - Fade in (White)
[03] - Fade out (White)
-----------------------------------------------------------------------------------------------------
fadescreen2, fadescreendelay:
Fades the screen in our out, but also has option of a delay.
Hex Structure: [98] [xx] [yy]
xx: Effect.
[00] - Fade in (Black)
[01] - Fade out (Black)
[02] - Fade in (White)
[03] - Fade out (White)
yy: Delay
-----------------------------------------------------------------------------------------------------
darken, darkenroom:
Similiar to flash animation, darkens the area. Can only be used in a level script.
Hex Structure: [99] [xxyy]
xxyy: Flash Size
-----------------------------------------------------------------------------------------------------
lighten, lightenroom:
Similiar to flash animation, lightens the area.
Hex Structure: [9A] [xx]
xx: Flash Size
-----------------------------------------------------------------------------------------------------
msgbox3, msgbox2:
Display a message.
Hex Structure: [9B] [aabbccdd]
aabbccdd: Location of text.
-----------------------------------------------------------------------------------------------------
doanimation:
Displays a chosen animation.
Hex Structure: [9C] [xxyy]
xxyy: Animation Number
Some Animations:
[0100] = Cutting Grass
[0200] = Cutting Trees
[0900] = Surfing
[1900] = Pokemon Center Heal
[1E00] = Fly (Taking Off)
[1F00] = Fly (Whole Thing)
[2000] = Fly (Beginning)
[2500] = Rock Smash
[2600] = Teleport
[2B00] = Waterfall
[2C00] = Dive in Ruby Sapphire and Emerald
[3300] = Sweet Scent
[3E00] = Pokemon Center Heal
[3F00] = Teleport Home
-----------------------------------------------------------------------------------------------------
setanimation:
Sets a pokemon for animation.
Hex Structure: [9D] [xx] [yyzz]
xx: Animation
yyzz: Variable with Pokemon stored.
-----------------------------------------------------------------------------------------------------
checkanimation:
Checks if an animation is currently being played. If yes, it will wait for animation to finish.
Hex Structure: [9E] [xxyy]
xxyy: Animation, refer command #9C
-----------------------------------------------------------------------------------------------------
sethealingplace:
Sets the place where the player is warped to once he or she is out of usable Pokemon.
Hex Structure: [9F] [xxyy]
xxyy: Place.
Codes only for FR/LG
[0100] - Map [4.0] or Player's Home
[0200] - Map [5.4] or Viridian City Pokemon Center
[0300] - Map [6.5] or Pewter City Pokemon Center
[0400] - Map [7.3] or Cerulean City Pokemon Center
[0500] - Map [8.0] or Lavender Town Pokemon Center
[0600] - Map [9.1] or Vermillion City Pokemon Center
[0700] - Map [10.12] or Celadon City Pokemon Center
[0800] - Map [11.5] or Fushia City Pokemon Center
[0900] - Map [12.5] or Cinnabar Island Pokemon Center
[0A00] - Map [13.0] or Indigo Plateau
[0B00] - Map [14.6] or Saffron City Pokemon Center
[0C00] - Map [16.0] or Mt. Moon Pokemon Center
[0D00] - Map [21.0] or Rock Tunnel Pokemon Center
[0E00] - Map [32.0] or One Island Pokemon Center
[0F00] - Map [33.2] or Two Island Pokemon Center
[1000] - Map [34.1] or Three Island Pokemon Center
[1100] - Map [35.1] or Four Island Pokemon Center
[1200] - Map [36.0] or Five Island Pokemon Center
[1300] - Map [31.3] or Seven Island Pokemon Center
[1400] - Map [37.0] or Six Island Pokemon Center
Sorry Ruby, Sapphire and Emerald hackers for my laziness.
-----------------------------------------------------------------------------------------------------
checkgender:
Checks if the player is a girl or boy. Result stored in 0x800D.
Hex Structure: [A0]
Note: If male, stores &H0 into 0x800D, if female, stored &H1 into 0x800D.
-----------------------------------------------------------------------------------------------------
cry, cryfr:
Plays cry of Pokemon.
Hex Structure: [A1] [xxyy] [aabb]
xxyy: Pokemon Number, refer Pokemon list.
aabb: Effect, when in doubt use [0000]
-----------------------------------------------------------------------------------------------------
setmaptile:
Set tile into map, you must refresh the area for tile change to take place.
Hex Structure: [A2] [aabb] [ccdd] [eeff] [gghh]
aabb: Map x co-ordinate
ccdd: Map y co-ordinate
eeff: Tile Number, refer to Advancemap for tile numbers
gghh: Passable or not.
[0000] - Passable
[0100] - Unpassable
-----------------------------------------------------------------------------------------------------
resetweather:
Prepares to fade weather back to map's default weather.
Hex Structure: [A3]
-----------------------------------------------------------------------------------------------------
setweather:
Prepares to fade the weather back to the specified type.
Hex Structure: [A4] [xxyy]
xxyy: Weather type
[0000] - None
[0100] - Reflected Clouds
[0200] - Normal
[0300] - Rain
[0400] - 3 Snowflakes
[0500] - Thunderstorm
[0600] - Fog
[0700] - Snow
[0800] - Sandstorm
[0900] - Diagonal Fog
[0A00] - Thin Fog
[0B00] - Bit Dark
[0C00] - Overheat
[0D00] - Thunderstorm2
-----------------------------------------------------------------------------------------------------
doweather:
Triggers the weather change set with command #A3 or #A4.
Hex Structure: [A5]
-----------------------------------------------------------------------------------------------------
cmd_A6:
Command Currently unknown.
Hex Structure: [A6] [xx]
xx: Unknown
-----------------------------------------------------------------------------------------------------
setmapfooter:
Changes the current map footer. The map must be refreshed for this to take place.
Hex Structure: [A7] [xxyy]
xxyy: Map footer
-----------------------------------------------------------------------------------------------------
spritelevelup, increasespritelevel:
Makes a chosen sprite move up on level at a designated bank and map.
Hex Structure: [A8] [xxyy] [aa] [bb] [cc]
xxyy: People ID.
aa: Bank Number
bb: Map Number
cc: Unknown. When in doubt use [00].
-----------------------------------------------------------------------------------------------------
restorespritelevel:
Restore a sprite to its original level on selected map and bank.
Hex Structure: [A9] [xxyy] [aa] [bb]
xxyy: People Number.
aa: Bank number.
bb: Map Number.
-----------------------------------------------------------------------------------------------------
createsprite, creattempsprite:
Creates a virtual sprite on a map.
Hex Structure: [AA] [xx] [yy] [aabb] [ccdd] [ee] [ff]
xx: Sprite Number
yy: Virtual People Number
aabb: X Co-ordinate
ccdd: Y Co-ordinate
ee: Behaviour
ff: Facing
-----------------------------------------------------------------------------------------------------
spriteface2, tempspriteface:
Changes the direction a virtual sprite is facing.
Hex Structure: [AB] [xx] [yy]
xx: Virtual People Number
yy: Facing
-----------------------------------------------------------------------------------------------------
setdooropened:
Prepare to open a door.
Hex Structure: [AC] [xxyy] [aabb]
xxyy: X co-ordinate
aabb: Y Co-ordinate
-----------------------------------------------------------------------------------------------------
setdoorclosed:
Prepare to close a door.
Hex Structure: [AD] [xxyy] [aabb]
xxyy: X co-ordinate
aabb: Y Co-ordinate
-----------------------------------------------------------------------------------------------------
doorchange:
Activates preperation made with command #AC and #AE.
Hex Structure: [AE]
-----------------------------------------------------------------------------------------------------
setdooropened2, setdooropenedstatic:
Prepare a door to be opened.
Hex Structure: [AF] [xxyy] [aabb]
xxyy: X co-ordinate
aabb: Y Co-ordinate
-----------------------------------------------------------------------------------------------------
setdoorclosed2, setdoorclosedstatic:
Prepare a door to be closed.
Hex Structure: [B0] [xxyy] [aabb]
xxyy: X co-ordinate
aabb: Y Co-ordinate
-----------------------------------------------------------------------------------------------------
cmd_B1:
Command Currently unknown although apparently does nothing.
Hex Structure: [B1] [xx] [yyzz] [aa] [bbcc]
xx: Unknown
yyzz: Unknown
aa: Unknown
bbcc: Unknown
-----------------------------------------------------------------------------------------------------
cmd_B2:
Command Currently unknown although apparently does nothing.
Hex Structure: [B2]
-----------------------------------------------------------------------------------------------------
checkcoins, coincasetovar:
Check the amount of coins in the player's coin case and stores the result in a chosen variable.
Hex Structure: [B3] [xxyy]
xxyy: Variable to store amount in.
-----------------------------------------------------------------------------------------------------
givecoins, givetocoincase:
Give the player a designated amount of coins.
Hex Structure: [B4] [xxyy]
xxyy: Amount of coins.
-----------------------------------------------------------------------------------------------------
removecoins, takefromcoincase:
Takes a designated amount of coins from the player.
Hex Structure: [B5] [xxyy]
xxyy: Amount of coins to take.
-----------------------------------------------------------------------------------------------------
startwildbattle, wildbattle, battle:
Starts a battle with a chosen Pokemon, level and item.
Hex Structure: [B6] [xxyy] [zz] [aabb]
xxyy: Pokemon Species, refer Pokemon list.
zz: Level.
aabb: Item Number, refer to item list.
-----------------------------------------------------------------------------------------------------
lastwildbattle, repeatwildbattle, lastbattle:
Repeats the last wildbattle started.
Hex Structure: [B7]
-----------------------------------------------------------------------------------------------------
setvirtualaddress:
Jumps to a specified value - value at 0x020375C4 in RAM, continuing execution from there.
Hex Structure: [B8] [aabbccdd]
aabbccdd: value
-----------------------------------------------------------------------------------------------------
virtualjump:
Go to a custom function.
Hex Structure: [B9] [aabbccdd]
aabbccdd: Location of custom function.
-----------------------------------------------------------------------------------------------------
virtualcall:
Call a custom function.
Hex Structure: [BA] [aabbccdd]
aabbccdd: Location of custom function.
-----------------------------------------------------------------------------------------------------
virtualjumpif:
Go to a custom function, conditional form.
Hex Structure: [BB] [xx] [aabbccdd]
xx: Condition, refer if, if1
aabbccdd: Location of custom function.
-----------------------------------------------------------------------------------------------------
virtualcallif:
Call a custom function, conditional form.
Hex Structure: [BC] [xx] [aabbccdd]
xx: Condition, refer if, if1
aabbccdd: Location of custom function.
-----------------------------------------------------------------------------------------------------
virtualmsgbox:
Prepare text for use.
Hex Structure: [BD] [aabbccdd]
aabbccdd: Location of text.
-----------------------------------------------------------------------------------------------------
virtualloadpointer:
Prepare dialogue for use.
Hex Structure: [BE] [aabbccdd]
aabbccdd: Location.
-----------------------------------------------------------------------------------------------------
virtualbuffer:
Store a string into a buffer.
Hex Structure:
-----------------------------------------------------------------------------------------------------
virtualbuffer:
Store a string into a buffer.
Hex Structure: [BF] [xx] [aabbccdd]
xx: Buffer number
Commonly Used Buffers:
[00] - [FD] [02] or in scripting terms \v\h02
[01] - [FD] [03] or in scripting terms \v\h03
aabbccdd: Location of text.
-----------------------------------------------------------------------------------------------------
showcoins:
Show a coin counter at a set spot on the screen. Does not update itself.
Hex Structure: [C0] [xx] [yy]
xx: X co-ordinate
yy: Y co-ordinate
-----------------------------------------------------------------------------------------------------
hidecoins:
Hides the coin counter shown with command #C0.
Hex Structure: [C1] [xx] [yy]
xx: X co-ordinate
yy: Y co-ordinate
-----------------------------------------------------------------------------------------------------
updatecoins:
Updates the coin counter shown with command #C0.
Hex Structure: [C2] [xx] [yy]
xx: X co-ordinate
yy: Y co-ordinate
-----------------------------------------------------------------------------------------------------
cmd_C3:
Command currently unknown.
Hex Structure: [C3] [xx]
xx: Unknown
-----------------------------------------------------------------------------------------------------
warp6:
Warps the player to a different map.
Hex Structure: Two options;
warp: [C4] [xx] [yy] [zz]
xx: Bank Number
yy: Map Number
zz: Exit Number
warp: [C4] [xx] [yy] [FF] [aabb] [ccdd]
xx: Bank Number
yy: Map Number
aabb: X Co-ordinate
ccdd: Y Co-ordinate
-----------------------------------------------------------------------------------------------------
waitcry:
waits for a cry to finish playing.
Hex Structure: [C5]
-----------------------------------------------------------------------------------------------------
bufferboxname, storeboxname:
Stores the name of a PC box into a buffer.
Hex Structure: [C6] [xx] [yyzz]
xx: Buffer number
Commonly Used Buffers:
[00] - [FD] [02] or in scripting terms \v\h02
[01] - [FD] [03] or in scripting terms \v\h03
yyzz: PC Box Number
-----------------------------------------------------------------------------------------------------
textcolour, textcolor:
Changes the colour of text. (Fire Red and Leaf Green Only)
Hex Structure: [C7] [xx]
xx: Colour
[00] - Blue
[01] - Red
[02] - Black
-----------------------------------------------------------------------------------------------------
cmd_C8:
Command Currently Unknown.
Hex Structure: [C8]
-----------------------------------------------------------------------------------------------------
cmd_C9:
Command Currently Unknown.
Hex Structure: [C9]
-----------------------------------------------------------------------------------------------------
msgboxsign:
Changes the message boxes graphics to appear as a sign post box. (Fire Red and Leaf Green Only)
Hex Structure: [CA]
-----------------------------------------------------------------------------------------------------
msgboxnormal:
Clears effects of command #CA. (Fire Red and Leaf Green Only)
Hex Structure: [CB]
-----------------------------------------------------------------------------------------------------
comparehiddenvar:
Compares the value of a chosen hidden variable. (Fire Red and Leaf Green Only)
Hex Structure: [CC] [xx] [yyzz]
xx: Variable Number
yyzz: Variable to compare to.
-----------------------------------------------------------------------------------------------------
setobedience:
Sets a Pokemon in the player's party as obedient.
Hex Structure: [CD] [xxyy]
xxyy: Pokemon Party Number.
-----------------------------------------------------------------------------------------------------
checkobedience:
Checks if a Pokemon in the players party is obedient or not. Result stored in 0x800D.
Hex Structure: [CE] [xxyy]
xxyy: Pokemon Party Number.
-----------------------------------------------------------------------------------------------------
executeram:
Calculates the current location of the RAM script area and passes the execution to that offset.
Hex Structure: [CF]
-----------------------------------------------------------------------------------------------------
setworldmapflag:
Sets a flag to allow the player to fly to an area. (Fire Red and Leaf Green Only)
Hex Structure: [D0] [xxyy]
xxyy: Flag Number
[9008] - Pallet Town
[9108] - Viridian City
[9208] - Pewter City
[9308] - Cerulean City
[9408] - Lavender Town
[9508] - Vermillion City
[9608] - Celadon City
[9708] - Fushia City
[9808] - Cinnabar Island
[9908] - Indigo Plateau
[9A08] - Saffron City
[9B08] - One Island
[9C08] - Two Island
[9D08] - Three Island
[9E08] - Four Island
[9F08] - Five Island
[A008] - Seven Island
[A108] - Six Island
-----------------------------------------------------------------------------------------------------
warpteleport2:
Warp the player to another map with the teleport effect.
Hex Structure: [D1] [xx] [yy] [zz]
xx: Bank Number
yy: Map Number
zz: Exit Number
warp: [D1] [xx] [yy] [FF] [aabb] [ccdd]
xx: Bank Number
yy: Map Number
aabb: X Co-ordinate
ccdd: Y Co-ordinate
-----------------------------------------------------------------------------------------------------
setcatchlocation:
Changes the catch location of a Pokemon in the Players party.
Hex Structure: [D2] [xxyy] [zz]
xxyy: Pokemon Party Slot
zz: Catch location.
-----------------------------------------------------------------------------------------------------
cmd_D3, braille2:
Command Currently unknown. Assumed to be braille2.
Hex Structure: [D3] [aabbccdd]
aabbccdd: Location
-----------------------------------------------------------------------------------------------------
bufferitems, storeitems:
Stores a plural item name into a buffer. (Fire Red and Leaf Green Only)
Hex Structure: [D4] [xx] [yyzz] [aabb]
xx: Buffer number
Commonly Used Buffers:
[00] - [FD] [02] or in scripting terms \v\h02
[01] - [FD] [03] or in scripting terms \v\h03
yyzz: Item number, refer item list.
aabb: Amount of item.
-----------------------------------------------------------------------------------------------------
cmd_D5:
Command currently unknown.
Hex Structure: [D5] [xxyy]
xxyy: Unknown.
-----------------------------------------------------------------------------------------------------
cmd_D6:
Command currently unknown.
Hex Structure: [D6]
------------------------------------------------------------------------------------------