System function setup routine
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r4 = 0x01 - ability range? *r5 = 1(range=3) or 0(range!=3) | r6 = ENTD ID | r7 = 0 -
r4 = 0x04 - movement RSM display? also ability range?
r4 = 0x08 - *r5 = 0 | r6 = unit ID | r7 = 0 | 0x01 stored on stack - set active turn *r5 = 1 | r6 = unit ID | r7 = 0 | 0x01 stored on stack - ability cast (2) *r5 = 2 | r6 = unit ID | r7 = 0 | 0x01 stored on stack - ability cast (1) [validation?]
r4 = 0x0a - job level up/level up event *r6 = attacker unit ID | r7 = defender unit ID | store 01 in 0x10(r29) *r6 = attacker unit ID | r7 = 0 | store 01 in 0x10(r29) *store 00 in 0x10(r29) - display fail? *r5 = 0x183f - level up event *r5 = 0x183e - job level up event *r5 = 0x1838 - *r5 = 0x1828 - *r5 = 0x1800 + post action message (for all post action messages)
r4 = 0x0b - learn on hit *r5 = learned ability ID? | r6 = ENTD ID | r7 = 00 | control check stored at 0x10(r29)
r4 = 0x0c - Post movement display - treasure/crystal *r5 = 0 | r6 = ENTD ID | 0 stored at 0x10(r29) | r7 = 0 - prep? and status changes *r5=r6= ENTD ID | 1 stored at 0x10(r29) | r7 = 0 - player unit or controlled unit display *r5=r6= ENTD ID | 0 stored at 0x10(r29) | r7 = 0 - Enemy units display
r4 = 0x0e - Trap *r5 = type of trap | r6 = unit ENTD ID | r7 = 0 | 1 stored at 0x10(r29)
r4 = 0x0f - move find item *r5 = item to display | r6 = unit ENTD ID | r7 = 0 | 1 stored at 0x10(r29) - player unit *r5 = item to display | r6 = unit ENTD ID | r7 = 0 | 0 stored at 0x10(r29) - enemy unit