Just sharing some notes that I originally posted somewhere else and I thought I should isolate it a little bit more to make it easier to find. If you have any questions or anything to add (I haven't finished the codes, I only got started) just post please but don't flame or anything, I have better things to do. D: Turn Based Events- 02 00 PP 00 *pointer* TT 00 AA 00, PP is the event ID, TT is turn #, AA specifies which phase based off of allegiance (00=ally, 40=NPC, 80=enemy). Character Conversation Events- 04 00 PP 00 *pointer* XX ZZ 00 00, XX is the initiator of the conversation and ZZ is the other character, PP is the event ID and *pointer* is the pointer to the event that happens (the event that loads the text, changes music, changes allegiance, etc.). [quote]unknown event - 01 00 00 00 *pointer* 65 00 00 00 unknown event under event pointer #4 could be end ch. event?[/quote] These have different purposes, they are in the Miscellaneous pointer data group, unless it's different in FE6 this isn't the end chapter event and isn't even 100% necessary, I don't think. Seize Point Event- 05 00 PP 00 01 00 00 00 XX YY 0F 00, PP = event ID, XX and YY are co-ordinates, and 0F represents "seize", 01 is a null sort of thing that directs to use the ending scene event (which is specified in the event's main pointer table). Location Events- Similar to FE7, 05 00 PP 00 *pointer* XX YY ZZ 00, where PP = event ID, pointer points to shop list or is 01000000 for village destroy, XX YY are co-ordinates of the thing (note that the tile ABOVE the visit tile is the one used for destroying), and ZZ is the location type (0E = village, 1D = destroy, 13 and 14 are shop and armory). -------------------- Event Code Notes- 12 00 00 00 *pointer* 14 00 00 00- Load units 43 00 00 00 SS 00 00 00 47 00 00 00 *fade in to black*, SS = speed 44 00 00 00 SS 00 00 00 48 00 00 00 *fade out of black*, SS = speed 03 00 00 00 BB 00 00 00, loads background 'BB' 07 00 00 00 TT TT 00 00, TT = text to load. 05 00 00 00, gets rid of text/background (similar to 0x09 in FE7) 0F 00 00 00 CC 00 00 00 XX 00 YY 00, move unit CC to XX and YY 06 00 00 00, end current event scene/go back to battle 2B 00 00 00 CC 00 00 00 AA 00 00 00, changes character 'CC' to allegiance 'AA' (just mess around with AA's value or look at an existing code) 2C 00 00 00 XX 00 YY 00, flashes the cursor on tile (X,Y) 2D 00 00 00 CC 00 00 00, flashes the cursor on character CC (CC is the hex for the character) 0B 00 00 00 XX 00 YY 00, center map on co-ordinates XX and YY 17 00 00 00 *pointer*, appears to execute ASM-like functions similar to the codes 3D and 3E in FE7 02 00 00 00 TT 00 00 00, pause for time TT (not 100% sure) 36 00 00 00 TT 00 00 00, change music to track TT (not 100% sure) 37 00 00 00 TT 00 00 00, change music to track TT (???, not sure either) 38 00 00 00, return to map music/initial music (used in villages?) 26 00 00 00 II 00 00 00, give item II to the character in use (used in villages and other similar events) 3D 00 00 00 CC 00 00 00 02 00 00 00 02 00 00 00 01 00 00 00 01 00 00 00 06 00 00 00, end scene and go to save screen where CC is the next chapter to go to after saving