[17:05:16] <Lute> 009EECBC
[17:58:19] <Lute> So, here's my chart of commands
[17:58:24] <Lute> 40 0A 00 00 __ __ __ __ - Go to __ (pointer)
[17:58:30] <Lute> 40 05 0B 00 XX 00 YY 00 - Sets coordinates to XX,YY
[17:58:37] <Lute> 20 30 XX XX - Make unit(s) stand (used always after moving a unit or loading enemies)
[17:58:37] <Lute> When this command is used, all non-standing units will stand.
[17:58:42] <Lute> 20 31 XX XX - Select unit with ID of third byte (shows movement squares)
[17:58:47] <Lute> 20 32 XX XX - Make unit with ID of third byte disappear
[17:58:57] <Lute> Not sure why 20 32 doesn't work all the time
[17:58:57] <Lute> 20 25 XX 00 - Load map (second and third byte)
[17:59:06] <Lute> 41 2C XX XX __ __ __ __ - Load units (from pointer in next four bytes)
[17:59:13] <Lute> 20 17 XX 00 - Fade map in at XX speed (10 is used most commonly)
[17:59:15] * Willfor 's eyes light up like it's christmas time O.O
[17:59:18] <Lute> 41 3A XX YY WW 00 ZZ 00 - Display text XX from bank YY in a brown text box at (ZZ,WW)
[17:59:21] <Lute> 40 3A XX YY WW 00 08 00 - Display text XX from bank YY in that "maturity increased" text box and play sound WW
[17:59:24] <Lute> 28 26 XX YY - Moves screen to XX,YY
[17:59:27] <Lute> 21 3B XX 00 - Place cursor on character XX
[17:59:34] <Lute> 22 3B 00 00 - Remove cursor
[17:59:34] <Lute> 20 3B XX YY - Place cursor on (XX,YY)
[17:59:34] <Lute> 20 0E XX 00 - Flash cursor for XX frames
[17:59:34] <Lute> 20 1A 00 00 - Always precedes 20 1B?
[17:59:39] <Lute> 20 1B XX YY - Initiate dialogue text XX from bank YY
[17:59:39] <Lute> 20 1D 00 00 - Always follows 20 1B
[17:59:39] <Lute> 22 1B 00 00 - Close dialogue.
[17:59:48] <Lute> 40 2F 00 00 XX 00 YY ZZ - Move unit XX to (YY,ZZ)
[17:59:49] <Lute> 2F 34 XX 00 - Make unit XX disappear
[17:59:49] <Lute> 41 2F 00 00 XX 00 YY 00 - Move unit XX to unit YY
[17:59:49] <Lute> 42 2F 00 00 XX 00 YY 00 - Move unit XX one space in the YY direction
[17:59:49] <Lute> Directions:
[17:59:49] <Lute> 00 - Left
[17:59:49] <Lute> 01 - Right
[17:59:49] <Lute> 02 - Down
[17:59:49] <Lute> 03 - Up
[17:59:50] <Lute> 04 - Don't move.
[18:00:05] <Lute> 43 2F 00 00 XX 00 00 00 - Move unit XX (uses commandS)
[18:00:09] <Karen_Erra> wait
[18:00:16] <Karen_Erra> since when did Twilkitri start coming here
[18:00:28] <Willfor> Since Lute came back
[18:00:29] <Lute> Since he gave me the text parser
[18:00:36] ***<Lute> 40 05 0D 00 00 00 00 00 - Starts a series of commands
[18:00:37] ***<Lute> 40 05 01 00 WW XX YY ZZ 21 07 00 00 - A command
[18:00:37] ***<Lute> 43 2F 00 00 XX 00 00 00 - Make unit XX using commands
[18:00:43] <Lute> by make
[18:00:44] <Lute> I mean move
[18:00:58] <Lute> It's a bit
[18:01:00] <Lute> vague
[18:01:05] <Willfor> Yes indeed
[18:01:06] <Lute> 21 17 XX 00 - Fade out at speed XX
[18:01:06] <Lute> 20 02 02 00 - ? Used with clear all _ units usually
[18:01:06] <Lute> 2A 34 00 00 - Clear all player units
[18:01:06] <Lute> 2C 34 00 00 - Clear all enemy units
[18:01:06] <Lute> 2B 34 00 00 - Clear all neutral units
[18:01:24] <Lute> 40 05 02 00 XX 00 00 00 - Set dialogue background to XX
[18:01:24] <Lute> 40 05 03 00 XX YY 00 00 - Dialogue XX from bank YY (?)
[18:01:30] <Lute> 40 41 00 00 - Teleport thing 1 (not sure how it works)
[18:01:31] <Lute> 40 42 00 00 XX 00 00 00 - Earthquake (not sure what XX is)
[18:01:31] <Lute> 40 43 XX 00 - Teleport thing 2 on unit XX
[18:01:31] <Lute> 40 44 XX 00 - Sparkle on unit XX
[18:01:44] <Lute> I don't know how to end an earthquake
[18:01:51] <Lute> 40 3F XX 00 YY 00 00 00 - Initiate battle between XX and YY with animation (uses the series of commands)
[18:01:52] <Lute> 41 3F XX 00 YY 00 00 00 - Initiate battle between XX and YY without animation (uses the series of commands)
[18:01:52] <Lute> 42 3F XX 00 YY 00 00 00 - Initiate battle between XX and YY?
[18:01:57] <Lute> 40 40 XX 00 YY 00 00 00 - Promote unit XX to class YY
[18:01:59] <Willfor> It stops when the earth stops shaking
[18:02:02] <Lute> 20 01 00 00 - End of section
[18:02:07] * Willfor is shot
[18:02:07] <Lute> >:(
[18:02:13] <Lute> XX 00 00 00 20 37 YY 00 - Give unit YY item XX (00 or unit must be present)
[18:02:13] <Lute> XX ZZ WW 00 21 37 YY 00 - Give unit YY gold equal to XX + (ZZ * 255) + (WW * 65535) (00 or unit must be present)
[18:02:13] <Lute> 20 12 XX 00 - Fade out current music and play XX
[18:02:13] <Lute> 22 34 XX 00 - Make unit XX player
[18:02:13] <Lute> 23 34 XX 00 - Make unit XX neutral
[18:02:13] <Lute> 24 34 XX 00 - Make unit XX enemy
[18:02:13] <Lute> 21 28 XX 00 - Weather condition XX
[18:02:13] <Lute> 21 29 XX 00 - Visibility of XX
[18:02:23] <Willfor> Sorry, sorry
[18:02:27] <Lute> For battle functions
[18:02:27] ***<Lute> Battles:
[18:02:27] ***<Lute> 40 05 01 00 WW XX YY ZZ 21 07 00 00
[18:02:27] ***<Lute> WW - Whose attack (00 = right, 01 = left)
[18:02:27] ***<Lute> XX - Damage (00 is normal, for anything else, damage will be equal to XX)
[18:02:27] ***<Lute> YY - Attack type (If XX MOD 4 = 0, attack hits, 1, critical, 2 and 3, miss)
[18:02:27] ***<Lute> ZZ - Special ability (00 = Normal, 40 = Sure Shot, 80 = Big Shield, C0 = Pierce)
[18:02:31] <Willfor> I'll try not to make any more puns
[18:03:19] ***<Lute> 40 05 01 00 XX 00 00 00 25 34 02 00
[18:03:31] ***<Lute> It seems to set unit 02's HP to XX

I want to warn you that this not the only place event data is stored, I don't know where other places they are stored are at, there are far moer commands than the ones Iggy listed to me, and damn if they aren't hard to figure out.

Good luck working with these, and nevermind the asterisks, I was too lazy to take them out, and I was using them for something I can't remember. >_>
