Does anyone have a full list of codes for the event assembler (such as LOU1, MUSC, etc…) that I can study? I would like to know the full capabilities of the program.
There’s this but it isn’t completely finished:
# Event Master Doc
The goal here is to have a complete and detailed documentation of how event scenes are handled by the base game, including a complete description of every known event code (except world map specific codes, for now).
When this is done, I will also post that on FEU. It isn't done yet tho so it will be only here for now.
Example and other event scene source will be written in event assembler language with no macros(*), and using [my experimental EA standard raws](https://github.com/StanHash/EAStandardLibrary/tree/experimental).
(*): As sole exception, I will be using the `sX` aliases for slot identifiers, to put emphasis on what is a slot identifier and what is a number.
## Generalities
### Code representation
The binary representation of each code is as follows:
bits 0-3 | subcode : "subcode" identifier
bits 4-7 | size : byte size / 2
bits 8-15 | id : code identifier
[code-dependent layout]
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There’s also Nintenlord’s original language file but some are lacking in details:
DISCLAIMER:
All insults are used as jokes and are not supposed to offend anyone.
If you, however, still feel that you are offended, feel free to rant
in some hidden corner of the Internet as much as you want.
-------------------------------------------------
-----------Basic language abilities--------------
-------------------------------------------------
Comments:
/**/ = Ingores everything between the **'s.
Example:
MNCH /*Coment!!!11!!*/ 0x55
will look the same to the assembler as:
MNCH 0x55
The comments can be nested, meaning /*Co /*mm*/ ent*/ will be
commented out completely.
// = Ingores the rest of the line
Example:
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