[00]

There's not much to say about this one beyond the general formatting. In normal EB text, a new sentence will typically begin on a new line with a • placed at the beginning. However, in cases where you've dropped down in the middle of a sentence or anywhere where a • would be inappropriate, insert two spaces instead. That way, the text will line up correctly.


[01]

Deletes all text within the text window. It's a nice way to clean up your window for a new speaker, or paragraph, or something...


[02]

[02] is required to be placed at the end of every text block. It tells the game that it should should stop reading text and code. With many codes, the text editor will analyze their length and content inappropriately. This can result in the misidentification of 02 arguments as [02] endblock codes, thus chopping off the text block prematurely. Don't let this throw you off!


[03]

Pauses the text, waiting for the user to push A. A blinking triangle is displayed to signify this. During battle, [03] will act as a short pause, unless text speed is set to slow.


[04 XX XX]

• Event Flag Listing

Sets an event flag (toggles on). Event flags are specific bits of memory that indicate specific events have occured. Flags can be toggled on or off. Please help us by identifying any specific event flags you can.


[05 XX XX]

• Event Flag Listing

Unsets an event flag (toggles off). Event flags are specific bits of memory that indicate specific events have occured. Flags can be toggled on or off. Please help us by identifying any specific event flags you can.


[06 XX XX YY YY YY 00]

Moves the text to address YY YY YY if event flag XX XX is set. If the flag is unset, this code is ignored. This behaves like a [0A] go-and-break pointer (meaning the text does not return to the location of the pointer after the text pointed to finishes parsing.)


[07 XX XX]

Sets a true-false flag based on the set/unset status of event flag XX XX. This is useful in situations if you want to check for if a flag has not been set, or some such.


[08 XX XX XX 00]

Moves the text to address YY YY YY. Once the game finishes parsing through the text, it will hop back to the original location of the [08] pointer, and continue reading through that block until it is complete.


[09 XX (YY YY YY 00)]

The 09 code is a multi-address pointer storage table. It is commonly used with random number choosers, number selectors, and menus. XX indicates how many pointers are stored within the table. Therefore, it should be obvious that there is XX number of (YY YY YY 00) clusters following [09 XX.]

Example:
[09 03 EF CD CB 00 DA C0 CA 00 A9 A0 CD 00]

In this situation, if the value 01 is input into the menu (through a selector or chooser code), the game will go to CBCDEF. If 02, it goes to CAC0DA, then to CDA0A9 if it's 03. If the value is 00, it will simply skip past the [09] code and continue through the block.


[0A XX XX XX 00]

Much like the [08] pointer code, [0A] moves the text to address YY YY YY. Once the game finishes parsing through the text, it stop reading text (unlike the [08] code, which will hop back to its original location and continue reading through that block until it is complete).


[0B XX]

We're not really quite sure about this one... One theory going around is that it sets a true/false flag based on whether the current number (which you may have to pass in with [1B 04]) is equal to XX. If that's true, this is a very important little code.


[0E 01 0D 01 1B 04 1B 00 1B 01 19 05 00 XX XX]

This code string, while not fully understood, seems to afflict characters with various status effects.

Status effects
•01 01 = Normal
•01 02 = Unconscious
•01 03 = Diamondized
•01 04 = Paralyzed
•01 05 = Nauseous
•01 06 = Poisoned
•01 07 = Sunstroke
•01 08 = Sniffling
•02 02 = Mushroomized
•02 03 = Possessed
•06 02 = Homesick

Battle effects (heal ater battle)
•03 02 = Asleep
•03 03 = Crying
•03 04 = Solidified
•04 02 = Feeling strange
•05 02 = Can't concentrate

So, how the frell do you use this? Well, that's hard to say. There doesn't seem to be a recognizable targeting variable, so you'll have to use some sort of targeting code like [1C 10 XX] in conjunction with [1B 04]. I do know that if you have an item that displays text and you put this in, only the person who uses it is affected. Here's a bit of code from JonBound: Dark Future as an example:

@[1C 0D] used the Spam![03 00] The smell was intensely nauseating![03 00]@[1C 0D] felt sick.[0E 01 0D 01 1B 04 1B 00 1B 01 19 05 00 01 05 13 02]

If somebody, say, Jeff, for example, used that item, this will appear in the game as:

•Jeff used the Spam!
The smell was intensely nauseating!
•Jeff felt sick.

At this point, Jeff begins dripping with sweat and his HP starts dropping. If you don't have a specific person as a user target, then it affects the first available living person in your party like the Give Item code.


[10 XX]

Pauses the text for a short period of time. Maxiumum is about 5 seconds (Estimate the time by multiplying the code by 0.02. The result will be in seconds, of course.).


[12]

Deletes all text on the current line and places the cursor back on the far left side of the window. This can be used in situations such as when using a number chooser, or something. I'm sure you can think of some use for it.


[13]

Pauses the text, waiting for the user to push A. There is no visual alert to signify this.


[14]

Pauses the text, waiting for the user to push A. A blinking triangle is displayed to signify this. There are no special conditions for this code.


[18 XX YY]

This set of codes controls all kinds of text windows. There are many different combinations of XX and YY. Here are a few confirmed examples:


•[18 00]: Close text windows in battle.
•[18 01 01]: Open up a normal text window.
•[18 01 02]: Opens up a massive window.
•[18 01 0E]: Open up a rectangular battle text window.
•[18 01 25]: Opens a small window (Mach Pizza selection window).
•[18 04]: Close text windows out of battle.
•[18 05]: Center text vertically?
•[18 07]: Don't display text?
•[18 0A]: Open the wallet window.
•[18 0B]: Close window (I'm not sure which one - maybe the status window. - Tomato).
•[18 0D]: Status screen (You can write text in this window.)


[19]

[19] is the starting point of menus in EarthBound. Every time you see a ''Yes'' or ''No'' choice, a menu is directly involved. Menus have a distinct structure that we've been able to work out.

[19 02]Option A[02 19 02]Option B[02 1C 07 02 11 09 02 AA AA AA 00 BB BB BB 00]@Cancel text[02]

It goes like this: Every menu option starts with [19 02] and ends with [02] (i.e. [19 02]Yes[02]).

Next up is a set of formatting bytes which dictate how the options are placed. We're not quite sure how they work, so it's best to stick with the ones we see in the game (scroll down).

Finally, following that, there's a [09] code. [09]'s are multi-address pointer storage tables. To start off, input [09], then the number of options in the menu. Following that, put in pointers to the code you want your menu to link to, one for each option. Thus, the menu is complete. Whatever code follows the menu is what will occur if the player cancels by hitting B. You may want your negative response to link to the same place as the cancel text, or possibly even have the cancelling text inform the player they can't weasel out of the decision and link them back to the beginning of the menu.

•2 option menu, standard window: [1C 07 02 11]

•3 option menu, [18 01 25] window: [1C 0C 01 11 1B 05 18 00 18 03 01 1B 06]


[1A 0A]

This code opens up the phone number selection window. This could be rather important if you intend to make your own phone somewhere in the game. Check the Database for a small tutorial on making phones.


[1B 02 XX XX XX 00]

If the true/false flag is set to true, the game will jump to address XX XX XX. All true/false pointers act like [0A] codes (go to the location and break).


[1B 03 XX XX XX 00]

If the true/false flag is set to false, the game will jump to address XX XX XX. All true/false pointers act like [0A] codes (go to the location and break).


[1B 04]

This code transfers an active number into an argument-accepting control code.

...wtf?

It's pretty simple, if you think about it. Some codes like menus, number generators, and number selectors return a numeric value once they're done processing. Let's say, just to make it easy, we're using a random number generator.

Example: [1D 21 FF 1B 04 1C 05 00]

[1D 21 XX] is the random number selector code... we have it set to the value 0xFF, thus generating a number between 0 and 255. Now, it randomly generated a number... let's say, 0xBA. Next, we have [1B 04], followed by [1C 05 XX], which displays item names. Thus, [1B 04] grabs the number just churned out by [1D 21 XX] (0xBA) and fills in the blank in [1C 05 XX]. Therefore, the output generated by that string of code is:

''Pencil eraser''

(The name of item #184.) There you have it!


[1C 01 XX]

This code displays a variety of in-game data as text. It can be quite useful, depending on what you're doing...

•[1C 01 00]: This code will display one of the following values, based on what number is passed into it by a previous code.
•[1C 01 01]: Player name 1 (Input when Tony calls you in Toto)
•[1C 01 02]: Player name 2 (Input when you free the Tenda of shyness)
•[1C 01 03]: Your dog's name.
•[1C 01 04]: Favorite food.
•[1C 01 05]: Favorite thing.
•[1C 01 06]: Money on hand.
•[1C 01 07]: Money in ATM.
•[1C 01 08]: Character 1's name
•[1C 01 09]: Character 1 level
•[1C 01 0A]: Character 1 Exp. Points
•[1C 01 0B]: Character 1 Current HP?
•[1C 01 0C]: Character 1 Roll HP?
•[1C 01 0D]: Character 1 Max HP?
•[1C 01 0E]: Character 1 Current PP?
•[1C 01 0F]: Character 1 Roll PP?
•[1C 01 10]: Character 1 Max PP?
•[1C 01 11]: Character 1 Offense
•[1C 01 12]: Character 1 Defense

There are obviously more, but this list remains incomplete...


[1C 02 XX]

This code primarily displays character names as input in the beginning of the game, and as stored in the PK Hack enemy data. Virtually all instances where specific character targeting is required use this list. Also, by using the value 0xFF for XX in those instances, it will target the entire party, rather than just one person.

[1C 02 00]: This code will display one of the following names, based on what number is passed into it by a previous code. One of the best ways to handle this is the [1C 10 01] code, which targets the first person in your party.

•Example: @Hello, [1C 10 01 1B 04 1C 02 00].[13 02]

If Ness is in the lead, the text will say ''•Hello, Ness.''[03 00] However, if Paula is in the lead, it will say ''•Hello, Paula.''
Note: Names marked with € can be changed in PK Hack's enemy editor.

•[1C 02 01]: Ness
•[1C 02 02]: Paula
•[1C 02 03]: Jeff
•[1C 02 04]: Poo
•[1C 02 05]: Pokey€
•[1C 02 06]: Picky€
•[1C 02 07]: King
•[1C 02 08]: Tony€
•[1C 02 09]: Bubble Monkey€
•[1C 02 0A]: Dungeon Man€
•[1C 02 0B] - [1C 02 0F]: Flying Man€
•[1C 02 10]: Teddy Bear€
•[1C 02 11]: Super Plush Bear€


[1C 04]

I don't really have anything to say about this...

...hi.


[1C 05 XX]

[1C 05 XX] displays the name of an item as stored in the game's item data. This is useful in a lot of ways.

Let's say, for example, that you changed the name of the Cracked bat to the ''Steel pipe of dishonor.'' That wouldn't quite fit the item windows, but bear with me. Writing out Steel pipe of dishonor every time you want to refer to it is a pain. So, knowing that it's item #0x11, we can just type in [1C 05 11] and get the same result. What makes it even beter is that if you change the name of the item, you won't have to go back through your text and change everything there! Hoorj!


[1C 06 XX]

This code displays the names of teleport destinations that show up when you cast PSI Teleport. You can use these as a quick shortcut to town names. Also, since the last four slots aren't used in the game, you can fill them with random phrases you want shortcut codes for!

•[1C 06 00]: Whatever number is passed in...
•[1C 06 01]: Onett
•[1C 06 02]: Twoson
•[1C 06 03]: Threed
•[1C 06 04]: Saturn Valley
•[1C 06 05]: Fourside
•[1C 06 06]: Winters
•[1C 06 07]: Summers
•[1C 06 08]: Dalaam
•[1C 06 09]: Deep Darkness
•[1C 06 0A]: Tenda Village
•[1C 06 0B]: Underworld
•[1C 06 0C]: Blank
•[1C 06 0D]: Dusty Dunes
•[1C 06 0E]: Blank
•[1C 06 0F]: Blank


[1C 08 XX]

[1C 08 XX] is known to do generate two things:

•[1C 08 01]:

•[1C 08 02]:


[1C 0D]

This code will display the name of the character or enemy who is currently performing an action. This is used almost exclusively in battle and item text (I.E. ''@[1C 0D] used the [1C 05 00]![03 01]'' == ''•Poo used the Brain stone!'').


[1C 0E]

This code will display the name of the character or enemy who is currently targeted by an action. This is used almost exclusively in battle and item text (I.E. ''@[1C 0D] attacks![03 00] [1C 0E] dodged quickly!'' == ''•Carpainter attacks! Ness dodged quickly.'').


[1C 13 XX YY]

• Battle Animations Listing

When used in battle, 1C 13 XX YY generates an animation effect, such as the PSI attacks you see throughout the game. Sound is not inherently part of the animations, so you'll have to include that seperately (see the Audio section for more information.)


[1D 01 XX YY]

[1D 01] removes item YY from character XX's inventory. YY is, of course, the hex number of the item. XX uses the [1C 02 XX] character listing. If you don't happen to have item YY, nothing will happen.


[1D 03 XX]

[1D 03] checks to see if character XX has free space in his or her inventory, and sets a true/false flag based on that. XX uses the [1C 02 XX] character listing.


[1D 05 XX YY]

[1D 05] checks to see if character XX has item YY in his or her inventory. If he or she does, the game sets a false flag. A true flag is set if the character doesn't have the item. YY is, of course, the hex number of the item. XX uses the [1C 02 XX] character listing.


[1D 06 XX XX XX]

The value XX XX XX is added to the player's ATM account. Be careful, the ATM can't accept any amount larger than $9,999,999... (0x98967F) The ATM itself has safeguards against that - however, this code does not.


[1D 08 XX XX]

The value XX XX is removed from the player's wallet... ...didn't I already say that?


[1D 0D XX XX YY]

This code looks at character YY. If they have status effect, a False flag is set. Which status effect is which?

Status effects
•01 01 = Normal
•01 02 = Unconscious
•01 03 = Diamondized
•01 04 = Paralyzed
•01 05 = Nauseous
•01 06 = Poisoned
•01 07 = Sunstroke
•01 08 = Sniffling
•02 02 = Mushroomized
•02 03 = Possessed
•06 02 = Homesick

Battle effects (heal ater battle)
•03 02 = Asleep
•03 03 = Crying
•03 04 = Solidified
•04 02 = Feeling strange
•05 02 = Can't concentrate


[1D 0E XX YY]

This code adds item YY to character XX's inventory. You may wish to use the [1D 05] inventory space checker code first. Also, having the character value set as 0xFF makes life a lot easier, rather than checking every person for space.


[1D 17 XX XX XX XX]

This code checks to see if the player's ATM account is equal to or greater than XX XX XX, and sets a true/false flag based on the result.


[1D 20]

This code checks to see if a character or monster performing an action is not the target of the same action. If the action has a different target than a performer, a true flag is set. A false flag is set if they're the same. This is used in food like so:

[1D 20 1B 03 AB 7B C9 00 01]@[1C 0D] took[00] the [1C 05 00] out and[03 00]@[1C 0E] ate it.[03 02]

That translates to two different possibilities. Let's say Ness just gave Poo a bowl of rice gruel...
''•Ness took the Bowl of rice gruel out and Poo ate it.''

But if Ness eats it himself, it says...
''•Ness ate the Bowl of rice gruel.''


[1D 21 XX]

This code is a random number generator. It creates a random number between 0 and XX, which can be used with a variety of codes through 1B 04. This has all sorts of uses, such as characters with random messages, random battles, random background music... pretty much anything that uses an argument, you can randomize it.


[1E XX YY ZZ]

This intriguing set of codes can heal, damage, and even level up your characters! XX indicates the effect type, listed below, YY is the character or characters, and ZZ is an amount.

•00: Heal by percent - The character recovers ZZ percent of their maximum HP.
•01: Damage by percent - The character loses ZZ percent of their maximum HP.
•02: Heal by amount - The character recovers ZZ HP.
•03: Damage by amount - The character loses ZZ HP.
•04: Refresh by percent - The character recovers ZZ percent of their maximum PP.
•05: Expend by percent - The character loses ZZ percent of their maximum PP.
•06: Refresh by amount - The character recovers ZZ PP.
•07: Expend by amount - The character loses ZZ PP.
•08: Level up - The character levels up to level ZZ. It automatically calculates all stats and PSI.
•09: Gain experience - The format is a little different here: [1E 09 YY ZZ ZZ ZZ]. As you may have guessed, the character gains ZZ ZZ ZZ experience points.

Note from Shyster: ''If you use one to take away their HP, it will do the rolling damage thing. When the text block ends, they die instantly if the amount of HP taken away is greater than the amount of HP they already have. So if you want to have a dramatic scene where they appear to die, make sure to, at the end of the text block, put a healing one and a pause. (It seems as though they don't die until the text block ends, even if their HP is 0.) If you use a healing CC on a person who is already dead, they will gain HP, but will be dead. You'd have to use the status change CC to change their state from unconscious to conscious.''


[1F 00 00 XX]

• BG Music Listing

This code plays music track XX. The song will keep playing until you walk across a sector threshold on the map, into an area where a different music track is set as default. There seems to be no known way to make the music effect stick without editing the Map Music/Event Flag correlation table.


[1F 01 02]

This code seems to turn off and lock all sound throughout map areas of the same music value. For example, if you used the code in Ness' house, you could go in and out of all of the rooms, and the music would only play if you left the house and went back in.


[1F 02 XX]

• Sound Effect Listing

This code plays sound effect XX. ...that's about it.


[1F 03]

This code returns the music to the area's default. This is best if you've had a new background music playing, so it doesn't jerk and cut off when you walk along the map.


[1F 07 XX]

• Music Effect Listing

This code allows for many interesting music effects. You can make the music quiet, fade it out, even speed it up like crazy.


[1F 11 XX]

This code adds character XX to your party. Keep in mind that if you add a lot of party members, you can encounter weird bugs. Simply having King with three other people causes horrible explosions, so be cautious.


[1F 12 XX]

This code removes character XX from your party. Don't try to remove everybody! A party with no people displeases the hacking gods and will cause nothing but horrible, firery, immolation.


[1F 15 XX XX YY YY ZZ]

• Out-of-Battle Sprite Listing

Basic movement code. This makes a sprite appear (not a TPT entry, simply an image) and move around the screen. XX XX is a two byte sprite number, using the PK Hack standard. YY YY is activity number. The activity numbers are mostly undocumened, but we know that some of them have to do with the coordinate system. See, the EB map is one giant map, and the coordinates dictate not only teleports but certain movement patterns as well. The sad thing is, they're likely hard-coded in SNES assembly language. Don't be looking for too many miracles in this department for a while... :/


[1F 17 XX XX YY ZZ ZZ]

• Text Pointer Table Dump

Cause TPT entry # XX XX to appear. YY is believed to be movement number, but it's unconfirmed. The code also seems to be location-specific, so it won't work all the time...


[1F 1A 1F 1D Group]

• 1F 1A - 1F 1C Listing

[1F 1A XX XX YY], [1F 1B YY], [1F 1C XX YY], and [1F 1D YY] all relate to each other. These codes are involved with the spontaneous appearance of exclamation bubbles, floating hearts, lightning bolts, and all sorts of fun things. [1F 1A XX XX YY] generates sprite number YY near TPT entry XX XX, and [1F 1B YY] eliminates that sprite. However, [1F 1C XX YY] generates sprite number YY near character XX XX, and [1F 1D YY] eliminates that sprite.


[1F 1E XX XX YY]

This code causes TPT entry XX XX to disappear. It vanishes from view and you can walk though the space where it was. However, unless you set or unset the proper event flag to make it disappear permanently, it will reappear as soon as you leave the screen. Those flags can be configured by editing the TPT. Also, if you use this code and entry XX XX is not on the screen, horrible graphical explosions will ensue. YY dictates the style of teleportation.

•06 - Instant disappearance
•08 - Horizontal lines
•09 - Vertical lines


[1F 1F XX XX YY]

This code causes sprite XX XX (as generated by [1F 15] or a similar code) to disappear. If you use this code and sprite XX XX is not on the screen, horrible graphical explosions will ensue. YY dictates the style of teleportation.

•06 - Instant disappearance
•08 - Horizontal lines
•09 - Vertical lines


[1F 30/31]

These codes toggle between normal text and the Mr. Saturn font.

Example: ''[1F 31]@Hi ho. I Mr. Saturn. Boing![03 1F 30 00]@I tease! I not Mr. Saturn.[13 02]''

That block outputs:

•Hi ho. I Mr. Saturn. Boing!
•I tease! I not Mr. Saturn.


[1F 20 XX YY]

This teleportation code is a code-based version of PSI Teleport. XX is the location (as used with [1C 06 XX], while YY is teleportation method. (01 is straight running. 02 is spinning. 03 is buggy, don't use it. 04 is a stationary spinning teleport.)


[1F 21 XX]

• Teleport Listing

• About the 1F 21 Teleport Table

This code teleports you to a different location on the map. Long ago, all of the possible destinations were documented by Falcon24. Now, we have found the table that controls how to edit it. On a side note, the teleports look most natural if you remove any text windows currently in sight, using [18 04] or a similar code.


[1F 23 XX XX]

• 1F 23 Battle Listing

This code triggers a battle sequence. A boss-type swirl will instantly appear, and the battle will begin. On a side note, the teleports look most natural if you remove any text windows currently in sight, using [18 04] or a similar code. These battle groups also appear to be tied into the enemy placement structure that directs how certain enemies appear on the map.


[1F 41 XX]

This code triggers a special event in the game. These include everything from coffee scenes to the end credits!

•[1F 41 01]: Coffee Scene 1
•[1F 41 02]: Coffee Scene 2
•[1F 41 03]: Register your name (1)
•[1F 41 04]: Register your name (2)
•[1F 41 07]: Display town map
•[1F 41 09]: Sound stone
•[1F 41 0A]: Show the title screen
•[1F 41 0B]: Show cast of characters
•[1F 41 0C]: Show credits
•[1F 41 10]: Sound stone

Tomato notes, ''after some of these end, the game won’t know what to do next, so if you just do something like [1F 41 0C 02], the game will hang after the credits end. So be careful. I know I’m missing some stuff in this list, but when I tried them, nothing happened. I think certain event flags need to be set before they work.''


[1F 50]

Using [1F 50] completely locks the game. Everything stops moving, the player loses all control, and nothing moves at all. This isn't a bug or a misuse, it's just what it does. This code is used when you tell your dad that you're going to quit for the night - it just stops everything. An ending might be the best place to insert this code.


[1F 52 XX]

Inserting this code activates a number selector code. The XX byte indicates how many digits you can select - though any value over 6 or 7 will not work. This code generates an active number, which can be passed into another control code as an argument through [1B 04].

Example: [1F 52 03 1B 04 1F 00 00 00]

In this example, the number selector is used with the music code [1F 00 00 XX] for a jukebox-like effect. Obviously, the selector is in decimal, so the value is converted into hex. So if a player were to input 186 into the chooser, music track 0xBA (Giygas phase one) would play.

1 Digit - 0-9 (0x0 - 0x9)
2 Digit - 0-99 (0x0 - 0x63)
3 Digit - 0-999 (0x0 - 0x3E7)


[1F 61]

[1F 61] is an important code when it comes to movement sequences. It acts as a trigger to all the codes in the movement sequence before it. Not much is known about movement codes anyway, so chances are you won't have any great need to use it.


[1F 63 XX XX XX 00]

This code is an if-door pointer. As soon as the screen refreshes, the pointer will be triggered and the game will link to that location. This is often used in doors, particularly in scenes such as the Onett sunrise.


[1F 66 XX YY ZZ ZZ ZZ 00]

• Hotspot Listing

[1F 66] triggers a hotspot. Hotspots are designated areas on the map where specific events occur without interaction with TPT entries or other objects. XX is always either 01 or 02, but its significance is unknown. YY is the hotspot number - those values can be seen in the file listed above. ZZ ZZ ZZ is a pointer.

When the player touches the boundary of a hotspot (which is a square, marked off by four points on the map), the pointer is triggered. Some good examples of this include Buzz Buzz's appearance, the attack of the Starman Jr., and the visits by the Star Master.


[1F 67 XX]

This code deactivates a hotspot toggled on by [1F 66]. XX, as in [1F 66], is an unknown value. However, it seems to correspond to the XX value in the hotspot being unset.


[1F 71 XX YY]

When [1F 71] is used, character XX gains a PSI power (YY).

Values for YY -
•[1F 71 XX 01] = Teleport a
•[1F 71 XX 02] = Teleport b
•[1F 71 XX 03] = Starstorm a
•[1F 71 XX 04] = Starstorm W

Using characters other than Ness and Poo for these powers (and then only Poo for the Starstorms) does nothing. It is unlikely Paula could gain these skills, even if one were to manually hack the PSI data table.


[1F B0]

[1F B0] saves the game in the save slot chosen at the beginning of the game. You should use it wherever you want the game to be saved, oddly enough.


[1F E1 XX XX YY]

This code changes the map pallet currently being used by the game. XX XX is the pallet number, and YY indicates the speed. (3C is the generally standard value for YY.)


[1F E4 XX XX YY]

This code changes the direction (YY) that TPT entry XX XX is facing. That allows you to make it ''look around'' and such. Here is a list of acceptable values:

•[1F E4 XX XX 01]: Up
•[1F E4 XX XX 03]: Right
•[1F E4 XX XX 05]: Down
•[1F E4 XX XX 07]: Left
•[1F E4 XX XX 09]: Diagonal up right
•[1F E4 XX XX 0A]: Diagonal down left
•[1F E4 XX XX 0B]: Diagonal up left
•[1F E4 XX XX 0C]: Diagonal down right


[1F E5 FF]

This code will lock out the direction buttons until the text block finishes parsing. In short, until the game stops printing text, you can't move. It's especially useful if you start using text right after a teleport code. This ain't Chrono Trigger, after all...


[1F EB XX YY]

This code makes your characters disappear. They will still be in your party, and will fight during battles and whatnot. However, their sprites will be invisible. They can only reappear through the use of [1F EC XX YY]. XX is the characters byte, which uses the standard [1C 02 XX] listing. YY dictates the style of teleportation.

•06 - Instant disappearance
•08 - Horizontal lines
•09 - Vertical lines


[1F EC XX YY]

This code makes your characters reappear after being rendered invisible through the use of [1F EB XX YY]. XX is the characters byte, which uses the standard [1C 02 XX] listing. However, it uses a different set of YY values than most other similar codes.

•1 - Instant appearance
•2 - Blink in
•3 - Horizontal lines
•4 - Vertical lines
•5 - Reverse pencil


[1F F0 02]

Using this code activates the Bicycle. It is subject to all of the standard limitations - closeness to buildings, being indoors, having more party members than just Ness, and what not. Also, you can't do it while wearing pajamas.


[1F F1 XX XX YY YY]

• Movement Number Listing

This code changes the movement value of TPT entry XX XX to value YY YY. Nothing in particular happens if the entry isn't on the screen, thankfully. Above is a listing of what the different movement values do. However, it doesn't compensate for the location-specific movement values. Many of them are only designed to work in specific places.


[1F F2 XX XX YY YY]

• Movement Number Listing

This code changes the movement value of sprite XX XX to value YY YY. Nothing in particular happens if the sprite isn't on the screen, thankfully. Above is a listing of what the different movement values do. However, it doesn't compensate for the location-specific movement values. Many of them are only designed to work in specific places.


[1F F3 XX XX 02]

[1F F3 XX XX 02] generates walkie talkie in character or TPT entry XX XX's hand. 02 may be an argument, with different images that may appear.


[1F F4 02]

[1F F4 02] deletes images generated by the code [1F F3 XX XX 02]. I don't know if I can be more specific than that. Bah, I'm tired and it's late. Leave me alone.