Is there a list of the codes that call for specific effects during animations? For example, 1B calls for the heavy step sound effect. There was a thread asking for it years ago, but that resource has since been deleted.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mode list ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Animations have 12 modes that need to be completed for the animation data to be complete. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Part 1: Normal attack Layered in front of the enemy Part 2: Called with normal attack - mimicks sound effects and uses blank frames to keep the timing Layered behind the enemy Part 3: Critical attack Layered in front of the enemy Part 4: See mode 2; this is for critical attacks, however Layered behind the enemy Part 5: Magic attack Part 6: Critical magic attack Part 7: Close range dodge Part 8: Ranged dodge Part 9: Standing "animation" Can have more than one frame - they actually play, too! Must have at LEAST one frame, or the game will crash, though These get to play about the first 16 frames of the animation before they are interrupted Part 10: Standing "animation" 2 Should be same as previous (could probably get more creative though) Part 11: Ranged standing "animation" Can be the same as the previous two standing animations Part 12: Dodged attack ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mode requirements ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Below are descriptions of the format of the different modes; items marked by "*" are required; items named "frames" are optional animation frames. Terminators are implicitly required. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Normal and critical attacks: 03*, 07*, standing frame, frames, 04*, 1A for normal hit/08 for critical hit*, frames, 01, frames, 06*, frames, 0D*, terminator Magic attacks: 03*, 07*, frames, 05*, frames, 01, frame, 06*, frames, 0D*, terminator Dodging animations: 02*, Dodging frames, 0E*, frame(s) for being out of the way, 01*, return to standing frame, 0D*, terminator Standing animations: Standing frame*, 01*, terminator Dodged attack: 03*, 07*, standing frame, frames, 04*, frames, 01, frames, 06*, frames, 0D*, terminator ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Important note about attack animations: If more than one hit is used and the second hit doesn't land before the target's health depletes, it will stick the game's health handling routine into a permanent state of raising the target's HP, causing the game to freeze if the target counter attacks to queue another HP decrease. It is recommended command 0x51 (81) be used as a short white flash signifying a hit, rather than an actual hit, when multiple hits are desired. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Command list ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 0x00 NOP 0x01 Wait for HP to deplete (freezes if no HP depletion is occurring/has occurred) (should be used even in missed attack) (should end standing animations) 0x02 Start of dodge 0x03 Start attack animation; should be followed by 0x07; should head "dodged attack" (melee that will miss) 0x04 Prepare HP depletion routine; needed to animate return to standing frame after hit 0x05 Call spell associated with equipped weapon 0x06 Begin opponent's turn after hit 0x07 Start attack animation; should be preceeded by 0x03 0x08 Critical hit 0x09 Critical hit 0x0A Critical hit 0x0B Critical hit 0x0C Critical hit 0x0D End of dodge animation (should have an 0x01 command before it and after a preceding 0x0E) (should be used just before 00 00 00 80 and should end missed attack as well) 0x0E Start of dodging frames (should go after standing frame and before dodging animation) 0x0F Unused; does nothing 0x10 Unused; does nothing 0x11 Unused; does nothing 0x12 Unused; does nothing 0x13 ? (ranged attack - hand axe for Hector) 0x14 Heavy vibration of screen 0x15 Slight vibration of screen 0x16 Unused; does nothing 0x17 Unused; does nothing 0x18 Use this instead of 0x02 to dodge toward the foreground instead of toward the background 0x19 Play bow pulling SFE 0x1A Normal hit 0x1B Play quick "heavy step" SFE 0x1C Play light horse stepping SFE; pitch decreases 0x1D Play light horse stepping SFE; pitch increases 0x1E Similar to 0x1D; a bit louder 0x1F Play hit SFE (sounds like Eliwood with sword's hit) (Will be normal hit sound during normal attack and critical hit sound during critical attack) 0x20 Play hit SFE (sounds like Knight Lord with Durandal's hit) (see previous note) 0x21 Play hit SFE (sounds like Knight Lord with sword's hit) (see previous note) 0x22 Play short sword swinging SFE 0x23 Play shorter sword swinging SFE 0x24 Play sword slashing air SFE 0x25 Play wing flap SFE 0x26 Sword toss; VERY hardcoded (uses 32x32 at linear sheet index 0x1C from current sheet) 0x27 Shield toss; while this command is used for shield tossing, it is actually just a copy of command 0x26 0x28 Play electrical charging SFE (Used by Shamans) 0x29 Kills BGM 0x2A Kills BGM 0x2B Play armored unit "leaping" SFE 0x2C Show fire (that envelopes Sealed Sword; contains all Sealed Sword fire frames) animation Slashing frames missing in FE 7/8! 0x2D ? (Assassin critical) (Lethality activator that is dependent on other commands?) 0x2E Show sage's normal magic rune drawing animation 0x2F Show sage's critical magic rune drawing animation 0x30 Show dirt kicking (as from dashing forward) animation 0x31 Show small dirt wave moving forward animation (starts about mid screen) 0x32 Show medium sized dirt wave moving backward animation (starts from feet of attacker) 0x33 Play battle cry SFE (REALLY stupid) 0x34 Play heavy stepping SFE 0x35 Play longer wing flapping SFE 0x36 Play sword unsheathing SFE 0x37 Play sword clicking SFE 0x38 Play heavy spear spinning SFE 0x39 Pauses the attacker, makes them flash white and makes the screen flash white Essentially makes it look as though the attacker was hit, but without blue sparks 0x3A Play dancer magic release SFE 0x3B Play bard song SFE 0x3C Play sword "whooshing" SFE (done by Nomads; sounds like wing flap) 0x3D Show Nergal's dark aura animation - FE 7 only! 0x3E Play burning SFE 0x3F Play alternate arrow firing SFE? 0x40 Kills BGM 0x41 Play short axe swinging SFE 0x42 Play long axe swinging SFE 0x43 Play weapon stance SFE (Clicking noise) 0x44 Play short "light emission" SFE (I seriously don't know a better way to describe this) 0x45 Play horse neighing SFE 0x46 Play dropped axe crashing onto ground SFE 0x47 Show cape flowing animation; VERY hardcoded 0x48 Kills BGM 0x49 Play sage's magic firing SFE 0x4A Play valkyrie's magic charging SFE (Pretty much the same as the shaman's) 0x4B Play monk's magic casting SFE 0x4C Play Athos' magic casting SFE 0x4D Play Athos' critical glint SFE 0x4E Show dirt wave (as from horse kicking forward from ground) animation 0x4F Play druid critical charging SFE 0x50 ? (Nergal's critical uses this) 0x51 Show brief white flash animation 0x52 See command 0x2D 0x53 through 0xFF - Unused Massive thanks to these people for documentation help: Nintenlord/Timo Vesa...that Finnish guy; **** if I know how to spell his damn name Fire Blazer/Keriku Ayumu/Kate