format: Note: Don't know if this is pointing at a table or not, but these are all the codes I have found so far. I have not started collecting the codes for different screen effects, such as shaking or coloring... All these codes are related to textual purposes. All 81 40 = (space) 41 = Japanese comma 42 = Japanese period 43 = English comma 44 = English period 45 = (Bullet) 46 = BIG : 47 = BIG ; 48 = BIG ? 49 = BIG ! 4A = Nothing 4B = Nothing 4C = Nothing 4D = Nothing 4E = Nothing All 85s 4F = 0 50 = 1 51 = 2 52 = 3 53 = 4 54 = 5 55 = 6 56 = 7 57 = 8 58 = 9 59 = : 5A = ; 5B = ... 5C = = 5D = > 5E = ? 5F = @ A = 60 B = 61 C = 62 D = 63 E = 64 F = 65 G = 66 H = 67 I = 68 J = 69 K = 6A L = 6B M = 6C N = 6D O = 6E P = 6F Q = 70 R = 71 S = 72 T = 73 U = 74 V = 75 W = 76 X = 77 Y = 78 Z = 79 [ = 7A (yen) = 7B ] = 7C ^ = 7D _ = 7E ` = 7F a = 80 b = 81 c = 82 d = 83 e = 84 f = 85 g = 86 h = 87 i = 88 j = 89 k = 8A l = 8B m = 8C n = 8D o = 8E p = 8F q = 90 r = 91 s = 92 t = 93 u = 94 v = 95 w = 96 x = 97 y = 98 z = 99 9A = { 9B = | 9C = } 9D = \ 9E = --- Nothing 9F = / A0 = accented e A1 = garbage A2 = open quotation mark A3 = Regular question mark A4 - AF = Japanese B0 - B5 = Japanese ... I think we know what the rest is... format: Note: again I don't know if this is pointing at a table, but I know all these colors has 24 as the xx, the yy are the color values, and zz is the speed the color fades in. Remember in hex the counting doesn't stop at 9, but F. i.e. 70 is the lightest white, while 7F is the darkest white. xx = table yy = value zz = speed (FF is slowest, 00 is almost instant) 10s = red 20s = green 30s = gold 40s = blue 50s = purple (pink?) 60s = really light blue (can't remember color's name) 70s = white The rest = transparent (return a screen to normal) some examples... <24, 7F, 08> - white screen <24, FF, 08> - transparent <24, 15, 02> - transparent red screen <24, 73, 00> - Transparent white screen <24, 1E, 04> - Transparent Bright red Screen <24, 1F, 04> - Transparent Even Brighter Red Screen <24, 19, 1E> - Slow dim red screen <24, 3A, 14> - Deep Gold <24, 37, 14> - Slightly less deep Gold <24, 45, 3C> - light blue -Function calls for screen effects- Note: You have to use Fadein command with some of these. 0x000767 - Credits ? 0x000775 - Credits ? 0x000780 - Credits ? 0x00078B - Credits ? 0x00096A - Closed Book Graphic 0x0009A8 - Closing Book Graphic 0x000970 - Opening Book Graphic 0x00097A - Part of the opening book? 0x000988 - Just the open book (Fine) 0x00099A - Loads the background without the book (Not recommended by itself) 0x0009B4 - Moving Mansion (from the side of the mansion) 0x0009C4 - Non-moving Mansion 0x0009D2 - Closed book ? 0x0009D5 - Cloudy Skies with moon 0x0009E8 - Cloudy Skies with moon ? 0x000A04 - Closed book (but the top was all glitchy if something was moving.) 0x000A12 - Mansion and town view at the end of Scenario 1 0x000A1F - Mid-open or Mid-closed book 0x000A27 - Radical Dreamers overhead 0x000A38 - terrace / garden screen 0x000A4F - Closed book moved to Part-open book (I'll explore more of this) 0x000A52 - Passage way facing left (slanted) 0x000A58 - Treasure Room 0x000A66 - Lynx's Room 0x000A72 - Mid-open book (?) 0x000A79 - Closed Book (Slightly Glitched) (?) 0x000A7D - Closed Book (Slightly Glitched) (?) 0x000A81 - Study 0x000ABA - Atrium 0x000AD9 - Torture Chamber 0x000ADF - Moving Ceiling 0x000A89 - Ball room (organ steaming) 0x000A9D - Final Confrontation with Lynx 0x000AAE - Closed Book (Slightly Glitched) (?) 0x000AC3 - ClockRoom 0x000AC9 - Closed Book (Slightly Glitched) (?) 0x000AD6 - Closed Book (?) 0x000AD9 - Round Floor 0x000ADF - Closed Book (Almost Off Screen) (?) 0x000AE2 - Man behind bars 0x000AEE - Stairs going up (clockwise) 0x000AF4 - Goblin reading book 0x000AFD - Kitchen 0x000B03 - Closed book (?) 0x000B07 - Cat battle scene 0x000B0D - Closed Book (Slightly Glitched) (?) 0x000B1D - Frozen Flame 0x000B2B - Magic Circle (glitched up a bit by itself; follow up later) 0x000B3D - Scene where Serge sees other Serges. (Really weird! Try for yerself!) 0x000B53 - Gryphon 0x000B5C - Gryphon 0x000B6E - Demon Warlock 0x000B80 - Skeleton 0x000B9A - Poltergeist 0x000BAA - Jail bars 0x000BB0 - Closed book 0x000BC3 - Shea 0x000BCE - Closed book 0x000BD2 - Dead hand 0x000BE2 - lynx as monster 0x000BEF - Open book (glitched) 0x000BF6 - Arena 0x000C02 - Mostly open book 0x000C05 - Robot fight 0x000C10 - Riddel Picture 0x000C1E - spike ceiling 0x000C37 - Moving Corrdior 0x000C3F - Hall facing right 0x000C45 - Riddel's Room 0x000C5A - Closed book 0x000C5E - Closed book 0x000C6A - Closed book 0x000C70 - Closed book 0x000C74 - Closed book 0x000C87 - Stairs on up (counterclockwise) 0x000C8D - Frozen Flame (closeup) 0x000C98 - Mouth of Truth 0x000C9E - Small door 0x000CAA - closed book (glitched) 0x000CB1 - midopen book (glitched) 0x000CBA - Treasure door closed 0x000CC0 - Treasure door open 0x000CC6 - quarter open book 0x000CCD - midopen book 0x000CD4 - Radical Dreamers and lynx in purple light thingy 0x000CDF - quarter open book (glitched) 0x000CE9 - Siren w/ Frozen Flame 0x000CF7 - Siren w/o Frozen Flame 0x000D02 - Fast moving Corrdior 0x000D0A - Book with little picture out 0x000D13 - Just the picture 0x000D1A - Zoom into picture (Need to Fadeout before getting too close) 0x000D1F - Ending Picture w/ all three and birds flying 0x000D2E - moves right 0x000D34 - closed book (glitched) 0x000D3C - Closeup of Lynx 0x000D44 - Cat battle scene 0x000D4A - Closed book 0x000D56 - Closed book (glitched) 0x000D5A - Closed book 0x000D5E - Ending picture with UFOs 0x000D6D - moves right 0x000D70 - Title screen 0x000D7D - Closed book 0x000D80 - Shaking 0x000D83 - Shake and stop 0x000D86 - ???? 0x000D89 - When you hit an enemy 0x000DA0 - When enemy hits you - Different Commands - FadeIn: 70 is BG and 90 is font for xx, yy is the speed. Fades In a picture or words FadeOut: 70 is BG and 90 is font for xx, yy is the speed Fades Out a pciture or words PlaySong: List will be created later. ClearText: Clears all text on screen ClearBG: Clears The Background Waitpad: Waits until you push a button Delay: 00 is forever, FF is the fastest. Pauses the actions PlaySound List will be created later TextSpeed: Controls how fast the text moves. List later Goto: Controls the direction of the game. Goto this label. If: < Check flags to see if true or false OR: Used to generate a number, rare usage though. Return: After a Call, you *must* use this to return to where you came from Volume: This is pretty oblivious. FF is the loudest, 00 is the softest Call: This is normally used to use a screen effect (see above) Auto LineFeeds: This is used to keep the text from scrolling offscreen.