Chrono Cross Fieldscript Research

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Currently identified commands :

Regular opcodes

00 - Return/Halt

Self explanatory

01 GoTo

Memory layout:

0x01N

Arguments:
N - 16 bit integer.

Goes to offset N in the fieldscript.

0F - Load NPC model

Memory Layout:

0x0FN

Arguments:
const/var N - 16-bit.
Loads NPC model N in the room's data for the current entity.

5A - Mapjump

Memory Layout:

0x5AMP

Arguments:
const/var M - 16-bit
const/var P - 16-bit
Mapjump to map M using map parameter P.

7E - Set Movie

Memory Layout:

0x7EN

Arguments: const/var N - 16 bit
Sets movie to be played to N.

88 - Play song

Memory layout:

0x88N

Arguments: const/var N - 16 bit
Play song N.

9E Set Dialog Portrait

Memory layout:

0x9EN

Arguments: const/var N - 16 bit
Sets entity's dialog portrait to N.

BB - Item give/take

Memory layout:

0xBBAN

Arguments:
const byte A
const/var N - 16-bit

If A is not 0, then an item will be taken away. Otherwise, an item is added to your inventory. N determines what item is involved. By default, it's a normal item. If bit 0x200 is set, the item will be an Element. If 0x400 is set, the item will be a key item.

Command FE Sub-opcodes

10 - Battle

0xFE 10

Arguments:
None. Initiates a battle set by opcode A3 or C9.

4A - Naming screen

0xFE 4AN

Arguments:
const/var N - 16 bit
Brings up the naming screen for character N.

5B - Character exchange

0xFE 5B

Arguments:
None
Brings up the character exchange menu.

5E - Element shop

0xFE 5EN

Arguments:
const/var N - 16-bit

Brings up Element shop N.

68 - Element shop

0xFE 68N

Arguments:
const/var N - 16-bit

Brings up blacksmith N.

(In-progress)

From: Chrono Cross File Structure