TSC notes, flag list
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#1
13 April 2006 - 05:14 AM
![]() | "Wow! The more I drink of this magical beverage, the more games I can play! Wheee!" |
http://lotlot.net/mi...oukutsu/tsc.txt
http://lotlot.net/mi...kutsu/flags.txt
EDIT:
List of profile.dat bytes:
http://lotlot.net/mi...tsu/profile.txt
#2
13 April 2006 - 04:27 PM
If so, I love you and thats the most helpful thing I've ever seen.
While editing I have always feared one of my new flags would screw something else later. This is so rediculously helpful thanks alot!
Do you mind if I post these elsewhere?
#3
13 April 2006 - 06:38 PM
![]() | "Huzzah!" |
If you did you should also include my translations for <SMC, & <HMC, & <NCJ
& in my opinion cease sounds better than clear
#4
13 April 2006 - 07:20 PM
![]() | "Wow! The more I drink of this magical beverage, the more games I can play! Wheee!" |
Sure, as long as the header (name, website, email) is on there.Do you mind if I post these elsewhere?
If you mean extending the abbreviations, I'm not sure SMC and HMC affect "my character" as well as the status bars. If it's confirmed I'll go with that. NCJ seems to be "eNtity [something] Jump", but whether it's the entity changing or being destroyed or if it only works on killable enemies needs to be looked into. I want the descriptions to be as accurate as possible so people know what they can and can't do with it.If you did you should also include my translations for <SMC, & <HMC, & <NCJ
#5
13 April 2006 - 09:52 PM
#6
13 April 2006 - 11:17 PM
![]() | "Wow! The more I drink of this magical beverage, the more games I can play! Wheee!" |
It isn't, that's one of the unused commands.Where in the game is <ECJ used?
#7
14 April 2006 - 12:12 AM
![]() | "Huzzah!" |
Sure, as long as the header (name, website, email) is on there.
If you mean extending the abbreviations, I'm not sure SMC and HMC affect "my character" as well as the status bars. If it's confirmed I'll go with that. NCJ seems to be "eNtity [something] Jump", but whether it's the entity changing or being destroyed or if it only works on killable enemies needs to be looked into. I want the descriptions to be as accurate as possible so people know what they can and can't do with it.
I know exactly what it does <NCJx:y means NpC Jump & it's used as jump to event y if sprite X exists
<HMC hides your character i've tested it myself likewise <SMC obviously show's my character
#8
14 April 2006 - 12:26 AM
![]() | "Huzzah!" |
It isn't, that's one of the unused commands.
If it isin't used in the game ten how do you even know it exists?
#9
14 April 2006 - 06:49 AM
![]() | "I, Ikachan. The Life and Documentary of the OrigiNAL SQuiD." |
<CMPx:y:z Change Map Piece Change map tile X:Y to Z <CNPx:y:z Change eNtity Piece Change entity X to type Y with flags Z (flags that effect how the entity triggers events are ignored in Z.) <FMUx Fade MUsic Fade the music out to volume level x. Defaults to 0000 (silence) <LDP LoaD Profile [used when retrying - loads saved game?] <MNPx:y:z:w Move eNtity Piece Move entity X to coords Y:Z [is W animation to jump to?] <MYBx MY Bounce [make you jump a little to the side - 0000 is right? are they opposite?] <NCJx:y eNtity Control Jump Jump to event Y if sprite X is on the map. <SMPx:y [?] [only used before and after the fight with omega - moves sunstones?] <SSSx Start Stream Sound Makes the river sound start. X is speed, defaults to 9999 (very very fast) <STC [STop Clock?] [stop the nikumaru counter?] <SVP SaVe Profile Save game <TAMx:y:z Trade ArMs Trade weapon X for weapon Y with max ammo Z (0000 keeps the same amount of max ammo) <UNIx [?] Zero-G movement + locks camera (disabling <FOx commands), 0001 enables, 0000 disables, 0002-9999 lock out all movement except for firing and swapping weapons.
#10
14 April 2006 - 08:07 AM
![]() | "Wow! The more I drink of this magical beverage, the more games I can play! Wheee!" |
That N seems to be the same as ANP, CNP, DNP, FON, etc. There shouldn't be both NpC and NPc, and besides, I don't think a table counts as a "non-player character". "Entity Piece" doesn't sound right either, I'm still holding off on this.I know exactly what it does <NCJx:y means NpC Jump & it's used as jump to event y if sprite X exists
<HMC hides your character i've tested it myself likewise <SMC obviously show's my character
Anyway, all of the descriptions are correct, thank you.
Like I said, someone was looking into the code with a disassembler and sent me an email about unused commands they found. I discovered that any invalid command brings up an error message showing the command, so that let me confirm that most of the ones he mentioned are real commands.If it isin't used in the game ten how do you even know it exists?
<LDP LoaD Profile [used when retrying - loads saved game?] <NCJx:y eNtity Control Jump Jump to event Y if sprite X is on the map. <SVP SaVe Profile Save game <SSSx Start Stream Sound Makes the river sound start. X is speed, defaults to 9999 (very very fast) <TAMx:y:z Trade ArMs Trade weapon X for weapon Y with max ammo Z (0000 keeps the same amount of max ammo) <UNIx [?] Zero-G movement + locks camera (disabling <FOx commands), 0001 enables, 0000 disables, 0002-9999 lock out all movement except for firing and swapping weapons. <CNPx:y:z Change eNtity Piece Change entity X to type Y with flags Z (flags that effect how the entity triggers events are ignored in Z.)All correct. I almost missed that CNP changes the entity flags as well as the direction, I'll look into that next.
<MNPx:y:z:w Move eNtity Piece Move entity X to coords Y:Z [is W animation to jump to?]The last value is used in the game for direction, but it might be able to change flags like CNP as well. Also needs testing.
<STC [STop Clock?] [stop the nikumaru counter?]That pointed me in the right direction - it actually saves the current time counted to the 290.rec file. "<EQ-0256" stops the counter.
<FMUx Fade MUsic Fade the music out to volume level x. Defaults to 0000 (silence)FMU is definitely a zero-parameter command. I had it wrong though, it fades the music to a low level and then "<CMU0000" silences it.
<SMPx:y [?] [only used before and after the fight with omega - moves sunstones?]No, the sunstones are moved with ANP when you hit the v-trigger near them. Still can't figure out what that one is.
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