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  #24026    
Old March 1st, 2013 (5:48 PM).
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ShyRayq ShyRayq is offline
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    Okay, I'm not sure if this is a simple question but..
    I've looked at the TM data, and I cannot for the life of me understand what the hell it is about. If someone could please tell me, it would be gatly appreciated.
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      #24027    
    Old March 1st, 2013 (6:04 PM).
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    What happens if I push it?....
       
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      Quote:
      Originally Posted by Dragoon View Post
      Okay, I'm not sure if this is a simple question but..
      I've looked at the TM data, and I cannot for the life of me understand what the hell it is about. If someone could please tell me, it would be gatly appreciated.
      Can you be a little more specific? Are you looking into how they are are stored in the bag? Or the routine they run? Or which move they teach?

      For the last, there are several tools to do it with, so the hex data isn't needed as much.
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        #24028    
      Old March 1st, 2013 (7:46 PM). Edited March 1st, 2013 by ShyRayq.
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        EDIT EDIT:
        Don't worry I figured it out
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          #24029    
        Old March 2nd, 2013 (7:49 AM).
        rudi_skacel rudi_skacel is offline
           
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          Hey. I've been away for some time and i'm a bit rusty. I like to tweek the game for personal enjoyment and i was trying to change ghost moves to make them special type (on fr) and dark moves to make them physical. I tried using the attack editor that comes with the GBA pokemon game editor set and for some reason it says all the moves a physical type which seems strange. Thanks for any help you can give me.
            #24030    
          Old March 2nd, 2013 (9:12 AM).
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          .parado✗ .parado✗ is offline
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            As far as I know, there wasn't a real differece between physical moves and special moves but I heard of a patch, that includes a ASM routine, which differs the attacks..

            Still have fun at romhacking, dude
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              #24031    
            Old March 2nd, 2013 (9:15 AM).
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            karatekid552 karatekid552 is offline
            What happens if I push it?....
               
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              Quote:
              Originally Posted by .parado✗ View Post
              As far as I know, there wasn't a real differece between physical moves and special moves but I heard of a patch, that includes a ASM routine, which differs the attacks..

              Still have fun at romhacking, dude
              The main difference that I know of between them is when it comes to abilities such as Static which, when a physical move is used on that pokemon, can cause the other pokemon to be paralyzed. Not completely sure, but I'm pretty sure that abilities like those are the main reason for physical/special moves.
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                #24032    
              Old March 2nd, 2013 (10:16 AM).
              rudi_skacel rudi_skacel is offline
                 
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                Quote:
                Originally Posted by karatekid552 View Post
                The main difference that I know of between them is when it comes to abilities such as Static which, when a physical move is used on that pokemon, can cause the other pokemon to be paralyzed. Not completely sure, but I'm pretty sure that abilities like those are the main reason for physical/special moves.
                the main reason why i wanted to adjust them was because then dark would be even more effective against psychic (most psychic types have poor physical defense) and because i gengar (who i love) more effective by transferring its attack evs to its special attack evs.
                  #24033    
                Old March 2nd, 2013 (10:46 AM).
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                karatekid552 karatekid552 is offline
                What happens if I push it?....
                   
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                  Quote:
                  Originally Posted by rudi_skacel View Post
                  the main reason why i wanted to adjust them was because then dark would be even more effective against psychic (most psychic types have poor physical defense) and because i gengar (who i love) more effective by transferring its attack evs to its special attack evs.
                  Then yes, you should probably do as .paradox stated and find the physical/special split patch and then apply it. From there you should be able to edit the effects as you please. I know in the origional Advance gen games, the physical/special attacks were actually based on type. So like all fighting moves physical and such. This may be what you are encountering.
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                    #24034    
                  Old March 2nd, 2013 (1:00 PM).
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                  kj3400 kj3400 is offline
                  Wants a Magneton for a Charger
                     
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                    Ok. I'm wondering is it possible to have like some sort of train line running through my region like in G/S/C/HG/SS? But with more than two stations?
                      #24035    
                    Old March 2nd, 2013 (1:22 PM).
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                    karatekid552 karatekid552 is offline
                    What happens if I push it?....
                       
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                      Quote:
                      Originally Posted by kj3400 View Post
                      Ok. I'm wondering is it possible to have like some sort of train line running through my region like in G/S/C/HG/SS? But with more than two stations?
                      Anything is possible, it is just a question of how. The easiest way I could see is creating a train ow and when you board the train in the building, warping outside (keeping your player hidden) and moving the train and the player exactly the same. Then fade out, warp to the next train station, fade in and have the train come to a stop, then warp to inside the train station and show the player getting off.
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                        #24036    
                      Old March 2nd, 2013 (1:31 PM). Edited March 2nd, 2013 by kj3400.
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                      kj3400 kj3400 is offline
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                        Fascinating. And if I wanted to have a map of the inside of the train I'd just warp to that map? Is there a limit on how big the train OW can be?
                          #24037    
                        Old March 2nd, 2013 (1:33 PM).
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                        Quote:
                        Originally Posted by kj3400 View Post
                        Fascinating. And if I wanted to have a map of the inside of the train I'd just warp to that map? Is there a limit on how big the train OW can be?
                        You can replace the SS. Anne if you really wanted to.
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                          #24038    
                        Old March 2nd, 2013 (1:37 PM).
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                        karatekid552 karatekid552 is offline
                        What happens if I push it?....
                           
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                          Quote:
                          Originally Posted by kj3400 View Post
                          Fascinating. And if I wanted to have a map of the inside of the train I'd just warp to that map? Is there a limit on how big the train OW can be?
                          1) Yes, you could just warp in. It would be just like the ship in RSE.

                          2) I have no clue. The biggest OW I have seen is the S.S. Anne. You won't be able to make an OW that big in NSE. It will require hex editing to make the dimensions that size, but I feel like if the S.S. Anne could be that big, why couldn't you go bigger?
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                            #24039    
                          Old March 2nd, 2013 (1:41 PM).
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                          Mr. Whiscash Mr. Whiscash is offline
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                            So, as a very new newbie to GSC Hacking, I'm trying to find a good tool to expand my Crystal rom to allow for Gym Leaders to have more Pokemon than initially allowed. Pardon me if I'm being vague but I'm very rusty on my terminology as well.
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                              #24040    
                            Old March 2nd, 2013 (1:42 PM).
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                            kj3400 kj3400 is offline
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                              Hmmm. Much insight on the topic. Thanks!
                                #24041    
                              Old March 2nd, 2013 (4:41 PM). Edited March 2nd, 2013 by The Legacy of The Legends Creator :D.
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                              The Legacy of The Legends Creator :D The Legacy of The Legends Creator :D is offline
                                 
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                                Advanced text all the sudden stopped working

                                ill either get blank texts in the introduction of the game
                                or straight up giberish and if i try to save i get

                                The Text you entered is longer than the old on.
                                When you Continue, the Text needs to be Re-pointed to another location.

                                Due the fact fo that, the INI file will be changed and you cant edit the text of a clean ROM with that INI file again, until you restore it back to the original one.

                                Do you want to Re-Point?



                                Whether i repoint or not, itll say saved, but wont change a thing, whether its blank or giberish it plays the regular text. And if redownloaded Advance Text, changed ini files(redownloaded), redownloaded FireRed, even used a Previous version of my game that worked before hand. and nothing .-.

                                And now some maps wont switch another map, and it goes to black screen and freezes, which it did not do this before, its happening to 2 out 4 maps that have been opened and inserted to replace a previous map. and one copied from the game and edited. .-.
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                                Hey guys. lol i didnt think my username through. Wish i could change it.

                                Hey guys, I think you would enjoy a Pokemon RPG: Pokemon Eclipse!

                                It has all the current pokes. And More!!
                                Lost of variety of things to do while playing. See how high you can level your poke past 100?
                                Whats the rarest poke you can find!!
                                *New features have been added~*
                                Hope to see ya there :D
                                  #24042    
                                Old March 2nd, 2013 (8:21 PM).
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                                karatekid552 karatekid552 is offline
                                What happens if I push it?....
                                   
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                                  Quote:
                                  Originally Posted by The Legacy of The Legends Creator :D View Post
                                  Advanced text all the sudden stopped working

                                  ill either get blank texts in the introduction of the game
                                  or straight up giberish and if i try to save i get

                                  The Text you entered is longer than the old on.
                                  When you Continue, the Text needs to be Re-pointed to another location.

                                  Due the fact fo that, the INI file will be changed and you cant edit the text of a clean ROM with that INI file again, until you restore it back to the original one.

                                  Do you want to Re-Point?



                                  Whether i repoint or not, itll say saved, but wont change a thing, whether its blank or giberish it plays the regular text. And if redownloaded Advance Text, changed ini files(redownloaded), redownloaded FireRed, even used a Previous version of my game that worked before hand. and nothing .-.

                                  And now some maps wont switch another map, and it goes to black screen and freezes, which it did not do this before, its happening to 2 out 4 maps that have been opened and inserted to replace a previous map. and one copied from the game and edited. .-.
                                  I have this feeling you corrupted your rom and should try and move all of your data to a new rom. In the meantime, we need to troubleshoot A-text.

                                  -if you can, put the A-text program on a flash drive and try to run it on another computer. It may be your computer preventing A-text from running properly.
                                  -if it is indeed your computer, try creating a new account and working on that one. If that doesn't work, give CCleaner a try and clean everything.
                                  -if A-text still proves to be the problem, find a different download link. There has to be a cause somewhere.
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                                    #24043    
                                  Old March 2nd, 2013 (9:00 PM).
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                                    So...I haven't touched the Sevii Island event scripts, but all of a sudden the event order is messed up. When you go to One Island for the first time and go into the PC and step on the script, the script runs and sends me home like I've already completed the quest...

                                    I can't think of anything I've done, and it used to work...
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                                      #24044    
                                    Old March 2nd, 2013 (9:09 PM).
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                                    tajaros tajaros is offline
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                                      Quote:
                                      Originally Posted by Noossab Blue View Post
                                      So...I haven't touched the Sevii Island event scripts, but all of a sudden the event order is messed up. When you go to One Island for the first time and go into the PC and step on the script, the script runs and sends me home like I've already completed the quest...

                                      I can't think of anything I've done, and it used to work...
                                      Maybe you have set the flag that checks if you already finished the event. If so change the checkflag with another flag. :)
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                                        #24045    
                                      Old March 2nd, 2013 (9:11 PM).
                                      The Legacy of The Legends Creator :D's Avatar
                                      The Legacy of The Legends Creator :D The Legacy of The Legends Creator :D is offline
                                         
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                                        ill try that later tonight but now i have come across another problem,i did a trainer battle script and it all is orking perfectly up to the point of the trainer, the battle starts,text good,but it isnt the trainer i saved, i did the 1st one
                                        001
                                        which is an aqua person with ekans
                                        and i changed it to a full team and it puts that,but when i reopen the rom it shows what i did
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                                        Hey guys. lol i didnt think my username through. Wish i could change it.

                                        Hey guys, I think you would enjoy a Pokemon RPG: Pokemon Eclipse!

                                        It has all the current pokes. And More!!
                                        Lost of variety of things to do while playing. See how high you can level your poke past 100?
                                        Whats the rarest poke you can find!!
                                        *New features have been added~*
                                        Hope to see ya there :D
                                          #24046    
                                        Old March 2nd, 2013 (11:24 PM).
                                        Dr Awesome99 Dr Awesome99 is offline
                                           
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                                          Hi everyone, I'm quite new at GSC hacking and use TRNPKMN to hack crystal trainers, and a few of them trainers remain the same, such as the last rocket executive in Mahogany Town. Please help quickly as I am trying to make a hack and probably post it here!
                                            #24047    
                                          Old March 3rd, 2013 (4:55 AM).
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                                            @The Legacy of The Legends Creator

                                            I'd recommend you to change trainers thats ID is over 0x59.
                                            Because 0x00 to 0x58 is still data of Ruby, which can bug here and there.

                                            If you are using Advance Trainer, be sure that you made "File -> Save ROM"
                                            In case you made that but ingame the trainer isn't working, check if you had opened the
                                            correct ROM and not a backup.

                                            However its still better to change the trainers that are appearing in the original game too.
                                            Then you are on the saver side =)
                                              #24048    
                                            Old March 3rd, 2013 (5:54 AM).
                                            ArthurWaine ArthurWaine is offline
                                               
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                                              Hey guys! Hope someone can help me with a little (scripting) question I have: how do I make the sound return to normal at the end of a script? For example, my background music is Mt. Moon standard (0x120 if I'm not mistaken), and for the duration of an event I changed it to 0x11C). However, since I noticed it didn't just revert back to the default (I found somewhere that pause 0xA should accomplish something along these lines, but that didn't help either), I simply told it to play music 0x120. However, in a later event in the same map, which heals your pokemon, the game plays the pokemon healing music (0x100) at the same time as the Mt. Moon music, which sounds horrible.

                                              So my question, really: is there a scripting command that pauses the music currently playing?
                                                #24049    
                                              Old March 3rd, 2013 (6:12 AM).
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                                              karatekid552 karatekid552 is offline
                                              What happens if I push it?....
                                                 
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                                                Quote:
                                                Originally Posted by ArthurWaine View Post
                                                Hey guys! Hope someone can help me with a little (scripting) question I have: how do I make the sound return to normal at the end of a script? For example, my background music is Mt. Moon standard (0x120 if I'm not mistaken), and for the duration of an event I changed it to 0x11C). However, since I noticed it didn't just revert back to the default (I found somewhere that pause 0xA should accomplish something along these lines, but that didn't help either), I simply told it to play music 0x120. However, in a later event in the same map, which heals your pokemon, the game plays the pokemon healing music (0x100) at the same time as the Mt. Moon music, which sounds horrible.

                                                So my question, really: is there a scripting command that pauses the music currently playing?
                                                Here is a list of every single command by thethethethe. This list is kind of old, but I have yet to find a problem. Maybe some of the higher level commands are a little outdated but it still is extremely useful:

                                                Spoiler:

                                                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]
                                                ------------------------------------------------------------------------------------------


                                                Here is a link to the original post: http://thethethethesromhacking.weebly.com/commands.html

                                                I have also taken the liberty of highlighting all sound and music commands I saw in Red. Hope this helps!
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                                                  #24050    
                                                Old March 3rd, 2013 (6:41 AM).
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                                                Quote:
                                                Originally Posted by The Legacy of The Legends Creator :D View Post
                                                ill try that later tonight but now i have come across another problem,i did a trainer battle script and it all is orking perfectly up to the point of the trainer, the battle starts,text good,but it isnt the trainer i saved, i did the 1st one
                                                001
                                                which is an aqua person with ekans
                                                and i changed it to a full team and it puts that,but when i reopen the rom it shows what i did
                                                Post the script? Other than the fact that it's not working, I can't tell anything else from you inquiry. Make sure your trainer ID is not the wrong remember and that the second parameter is trainer ID and that it IS in hex.
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