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	<id>https://projectpokemon.org/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nerketur</id>
	<title>ProjectPokemon Wiki - User contributions [en]</title>
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	<updated>2026-05-28T01:06:54Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://projectpokemon.org/wiki/index.php?title=PMD2_Strings&amp;diff=5112</id>
		<title>PMD2 Strings</title>
		<link rel="alternate" type="text/html" href="https://projectpokemon.org/wiki/index.php?title=PMD2_Strings&amp;diff=5112"/>
		<updated>2015-01-25T07:11:00Z</updated>

		<summary type="html">&lt;p&gt;Nerketur: /* Pause during text display */  Added [W]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Change color of text=&lt;br /&gt;
[CS:&amp;lt;type&amp;gt;]text[CR]&lt;br /&gt;
  A: Identified Item&lt;br /&gt;
  B: Forbidden Choice&lt;br /&gt;
  C: Caution&lt;br /&gt;
  D: Standard Color&lt;br /&gt;
  E: Bold Text&lt;br /&gt;
  F: Team Pokémon Name&lt;br /&gt;
  G: Money&lt;br /&gt;
  H: Traps (not in scripts, but used in game)&lt;br /&gt;
  I: Item Name&lt;br /&gt;
  J: Effect (of move)&lt;br /&gt;
  K: Poké Species Name&lt;br /&gt;
  L: Title Color (Also in testing)&lt;br /&gt;
  M: Move Name&lt;br /&gt;
  N: Pokémon Name&lt;br /&gt;
  O: (unused?)&lt;br /&gt;
  P: Place Name&lt;br /&gt;
  Q: (unused?)&lt;br /&gt;
  R: Selling Price&lt;br /&gt;
  S: Multiple Items Selected&lt;br /&gt;
  T: Transparent&lt;br /&gt;
  U: Unidentified Item&lt;br /&gt;
  V: Number&lt;br /&gt;
  W: Warning&lt;br /&gt;
  X: Team name&lt;br /&gt;
  Y: Team pokemon?&lt;br /&gt;
  Z: Exclusive items&lt;br /&gt;
&lt;br /&gt;
=lines=&lt;br /&gt;
A horizontal line width of window&lt;br /&gt;
 [BAR]&lt;br /&gt;
&lt;br /&gt;
=Pause during text display=&lt;br /&gt;
pause for tap, print the rest after interaction from the user&lt;br /&gt;
 [K]&lt;br /&gt;
Pause at end, rest in new message&lt;br /&gt;
 [C]&lt;br /&gt;
Pause for &amp;lt;int&amp;gt; frames, then automatically continue&lt;br /&gt;
 [W:&amp;lt;int&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
=Name replacers=&lt;br /&gt;
name of player&lt;br /&gt;
 [hero]&lt;br /&gt;
name of partner&lt;br /&gt;
 [partner]&lt;br /&gt;
name of player team&lt;br /&gt;
 [team:]&lt;br /&gt;
&lt;br /&gt;
 [c_kind:&amp;lt;type&amp;gt;]&lt;br /&gt;
 [c_name:&amp;lt;type&amp;gt;]&lt;br /&gt;
   PLAYER: player&lt;br /&gt;
   ATTENDANT1: partner/second on team&lt;br /&gt;
   ATTENDANT2: 3rd person on team (not used in-game)&lt;br /&gt;
   ATTENDANT3: 4th person on team (not used in-game)&lt;br /&gt;
   NPC_HERO: Hero, used when hero is NPC (first time seen hero)&lt;br /&gt;
   NPC_PARTNER: partner, used when partner is NPC or possibility of partner not in second slot&lt;br /&gt;
   NPC_NEW_FRIEND: friend that just joined the team&lt;br /&gt;
   NPC_MANAFI: manaphy&lt;br /&gt;
   --tests--&lt;br /&gt;
   NPC_TEST006: name of ?&lt;br /&gt;
   NPC_TEST007: name of ?&lt;br /&gt;
   --used in sky only?--&lt;br /&gt;
   NPC_HERO_REAL: hero(player) name.  Same as [player] in main story&lt;br /&gt;
   NPC_PARTNER_REAL: (partner) name.  Same as [partner] in main story&lt;br /&gt;
   NPC_HERO_FIRST: hero(player) name.  Same as [player] in main story, used in special missions&lt;br /&gt;
   NPC_PARTNER_FIRST: (partner) name.  Same as [partner] in main story, used in special missions&lt;br /&gt;
&lt;br /&gt;
=Alignment=&lt;br /&gt;
following text is centered?&lt;br /&gt;
 [CN]&lt;br /&gt;
&lt;br /&gt;
=Font=&lt;br /&gt;
[FT:&amp;lt;int&amp;gt;]&lt;br /&gt;
 0: all following text is normal text&lt;br /&gt;
 1: all following text is unown text&lt;br /&gt;
 2: all following text is buttons/same as B on the M format code, where the order in B is &#039;A-Za-z0-9&#039; and two others.  64 in all.&lt;br /&gt;
&lt;br /&gt;
Note: the [FT:?] format code doesn&#039;t reset at the end of a string.  It stays in effect until a message with another format code is displayed.&lt;br /&gt;
&lt;br /&gt;
=Objects=&lt;br /&gt;
[M:&amp;lt;type&amp;gt;] -- All of these (except the debug commands) can be accessed with B as well, only the &amp;quot;official&amp;quot; letter-numbers are used.&lt;br /&gt;
    --buttons--&lt;br /&gt;
    B0: Start&lt;br /&gt;
    B1: Select&lt;br /&gt;
    B2: A&lt;br /&gt;
    B3: B&lt;br /&gt;
    B4: X&lt;br /&gt;
    B5: Y&lt;br /&gt;
    B6: L&lt;br /&gt;
    B7: R&lt;br /&gt;
    B8: d-pad&lt;br /&gt;
    --reg buttons--&lt;br /&gt;
    B9: -&lt;br /&gt;
    B10: o&lt;br /&gt;
    B11: x&lt;br /&gt;
    B12: ^&lt;br /&gt;
    B13: v&lt;br /&gt;
    B14: &amp;lt;&lt;br /&gt;
    B15: &amp;gt;&lt;br /&gt;
    B16: &amp;lt;&amp;lt;&lt;br /&gt;
    B17: &amp;gt;&amp;gt;&lt;br /&gt;
    B18: (list)&lt;br /&gt;
    B19: (search)&lt;br /&gt;
    B20: dpad updown&lt;br /&gt;
    B21: dpad leftright&lt;br /&gt;
    --gold buttons- (active)&lt;br /&gt;
    B22: -&lt;br /&gt;
    B23: o&lt;br /&gt;
    B24: x&lt;br /&gt;
    B25: ^&lt;br /&gt;
    B26: v&lt;br /&gt;
    B27: &amp;lt;&lt;br /&gt;
    B28: &amp;gt;&lt;br /&gt;
    B29: &amp;lt;&amp;lt;&lt;br /&gt;
    B30: &amp;gt;&amp;gt;&lt;br /&gt;
    B31: (list)&lt;br /&gt;
    B32: (search)&lt;br /&gt;
    --designs--&lt;br /&gt;
    S0: Poké&lt;br /&gt;
    S1: blank&lt;br /&gt;
    S2: check&lt;br /&gt;
    S3: Star&lt;br /&gt;
    S4: x&lt;br /&gt;
    S5: checkx&lt;br /&gt;
    --hearts--&lt;br /&gt;
    H0: pink heart 1/4&lt;br /&gt;
    H1: pink heart 2/4&lt;br /&gt;
    H2: pink heart 3/4&lt;br /&gt;
    H3: pink heart 4/4&lt;br /&gt;
    H4: yellow heart 1/4&lt;br /&gt;
    H5: yellow heart 2/4&lt;br /&gt;
    H6: yellow heart 3/4&lt;br /&gt;
    H7: yellow heart 4/4&lt;br /&gt;
    --dungeon?--&lt;br /&gt;
    R0: -&lt;br /&gt;
    R1: halfstar&lt;br /&gt;
    R2: ? golden egg?&lt;br /&gt;
    R3: closed letter&lt;br /&gt;
    R4: open letter&lt;br /&gt;
    R5: design?&lt;br /&gt;
    R6: job post?&lt;br /&gt;
    R7: new story dungeon&lt;br /&gt;
    ?R8: Wifi icon&lt;br /&gt;
    ?R9: email icon&lt;br /&gt;
    --text?--&lt;br /&gt;
    T0: :&lt;br /&gt;
    T1: &#039; &#039;&lt;br /&gt;
    T2: chat balloon&lt;br /&gt;
    T3: japanese chara&lt;br /&gt;
    T4: different japanese chara&lt;br /&gt;
    --items--&lt;br /&gt;
    I0: TM (T5)&lt;br /&gt;
    I1: Orb (T6)&lt;br /&gt;
    --debug?--&lt;br /&gt;
    D0: ? turn debug off?&lt;br /&gt;
    D1: Used in wireless and debug mode text&lt;br /&gt;
    D2: used rarely&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[LS:&amp;lt;integer&amp;gt;]&lt;br /&gt;
 integer: which help info to link to&lt;br /&gt;
&lt;br /&gt;
=Spaces=&lt;br /&gt;
integer determines how many pixels of space to leave.&lt;br /&gt;
 [S:&amp;lt;int&amp;gt;]&lt;/div&gt;</summary>
		<author><name>Nerketur</name></author>
	</entry>
	<entry>
		<id>https://projectpokemon.org/wiki/index.php?title=PMD2_Strings&amp;diff=5108</id>
		<title>PMD2 Strings</title>
		<link rel="alternate" type="text/html" href="https://projectpokemon.org/wiki/index.php?title=PMD2_Strings&amp;diff=5108"/>
		<updated>2015-01-24T15:37:08Z</updated>

		<summary type="html">&lt;p&gt;Nerketur: All tested, created string format page.  More to come.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Change color of text=&lt;br /&gt;
[CS:&amp;lt;type&amp;gt;]text[CR]&lt;br /&gt;
  A: Identified Item&lt;br /&gt;
  B: Forbidden Choice&lt;br /&gt;
  C: Caution&lt;br /&gt;
  D: Standard Color&lt;br /&gt;
  E: Bold Text&lt;br /&gt;
  F: Team Pokémon Name&lt;br /&gt;
  G: Money&lt;br /&gt;
  H: Traps (not in scripts, but used in game)&lt;br /&gt;
  I: Item Name&lt;br /&gt;
  J: Effect (of move)&lt;br /&gt;
  K: Poké Species Name&lt;br /&gt;
  L: Title Color (Also in testing)&lt;br /&gt;
  M: Move Name&lt;br /&gt;
  N: Pokémon Name&lt;br /&gt;
  O: (unused?)&lt;br /&gt;
  P: Place Name&lt;br /&gt;
  Q: (unused?)&lt;br /&gt;
  R: Selling Price&lt;br /&gt;
  S: Multiple Items Selected&lt;br /&gt;
  T: Transparent&lt;br /&gt;
  U: Unidentified Item&lt;br /&gt;
  V: Number&lt;br /&gt;
  W: Warning&lt;br /&gt;
  X: Team name&lt;br /&gt;
  Y: Team pokemon?&lt;br /&gt;
  Z: Exclusive items&lt;br /&gt;
&lt;br /&gt;
=lines=&lt;br /&gt;
A horizontal line width of window&lt;br /&gt;
 [BAR]&lt;br /&gt;
&lt;br /&gt;
=Pause during text display=&lt;br /&gt;
pause for tap, print the rest after interaction from the user&lt;br /&gt;
 [K]&lt;br /&gt;
Pause at end, rest in new message&lt;br /&gt;
 [C]&lt;br /&gt;
&lt;br /&gt;
=Name replacers=&lt;br /&gt;
name of player&lt;br /&gt;
 [hero]&lt;br /&gt;
name of partner&lt;br /&gt;
 [partner]&lt;br /&gt;
name of player team&lt;br /&gt;
 [team:]&lt;br /&gt;
&lt;br /&gt;
 [c_kind:&amp;lt;type&amp;gt;]&lt;br /&gt;
 [c_name:&amp;lt;type&amp;gt;]&lt;br /&gt;
   PLAYER: player&lt;br /&gt;
   ATTENDANT1: partner/second on team&lt;br /&gt;
   ATTENDANT2: 3rd person on team (not used in-game)&lt;br /&gt;
   ATTENDANT3: 4th person on team (not used in-game)&lt;br /&gt;
   NPC_HERO: Hero, used when hero is NPC (first time seen hero)&lt;br /&gt;
   NPC_PARTNER: partner, used when partner is NPC or possibility of partner not in second slot&lt;br /&gt;
   NPC_NEW_FRIEND: friend that just joined the team&lt;br /&gt;
   NPC_MANAFI: manaphy&lt;br /&gt;
   --tests--&lt;br /&gt;
   NPC_TEST006: name of ?&lt;br /&gt;
   NPC_TEST007: name of ?&lt;br /&gt;
   --used in sky only?--&lt;br /&gt;
   NPC_HERO_REAL: hero(player) name.  Same as [player] in main story&lt;br /&gt;
   NPC_PARTNER_REAL: (partner) name.  Same as [partner] in main story&lt;br /&gt;
   NPC_HERO_FIRST: hero(player) name.  Same as [player] in main story, used in special missions&lt;br /&gt;
   NPC_PARTNER_FIRST: (partner) name.  Same as [partner] in main story, used in special missions&lt;br /&gt;
&lt;br /&gt;
=Alignment=&lt;br /&gt;
following text is centered?&lt;br /&gt;
 [CN]&lt;br /&gt;
&lt;br /&gt;
=Font=&lt;br /&gt;
[FT:&amp;lt;int&amp;gt;]&lt;br /&gt;
 0: all following text is normal text&lt;br /&gt;
 1: all following text is unown text&lt;br /&gt;
 2: all following text is buttons/same as B on the M format code, where the order in B is &#039;A-Za-z0-9&#039; and two others.  64 in all.&lt;br /&gt;
&lt;br /&gt;
Note: the [FT:?] format code doesn&#039;t reset at the end of a string.  It stays in effect until a message with another format code is displayed.&lt;br /&gt;
&lt;br /&gt;
=Objects=&lt;br /&gt;
[M:&amp;lt;type&amp;gt;] -- All of these (except the debug commands) can be accessed with B as well, only the &amp;quot;official&amp;quot; letter-numbers are used.&lt;br /&gt;
    --buttons--&lt;br /&gt;
    B0: Start&lt;br /&gt;
    B1: Select&lt;br /&gt;
    B2: A&lt;br /&gt;
    B3: B&lt;br /&gt;
    B4: X&lt;br /&gt;
    B5: Y&lt;br /&gt;
    B6: L&lt;br /&gt;
    B7: R&lt;br /&gt;
    B8: d-pad&lt;br /&gt;
    --reg buttons--&lt;br /&gt;
    B9: -&lt;br /&gt;
    B10: o&lt;br /&gt;
    B11: x&lt;br /&gt;
    B12: ^&lt;br /&gt;
    B13: v&lt;br /&gt;
    B14: &amp;lt;&lt;br /&gt;
    B15: &amp;gt;&lt;br /&gt;
    B16: &amp;lt;&amp;lt;&lt;br /&gt;
    B17: &amp;gt;&amp;gt;&lt;br /&gt;
    B18: (list)&lt;br /&gt;
    B19: (search)&lt;br /&gt;
    B20: dpad updown&lt;br /&gt;
    B21: dpad leftright&lt;br /&gt;
    --gold buttons- (active)&lt;br /&gt;
    B22: -&lt;br /&gt;
    B23: o&lt;br /&gt;
    B24: x&lt;br /&gt;
    B25: ^&lt;br /&gt;
    B26: v&lt;br /&gt;
    B27: &amp;lt;&lt;br /&gt;
    B28: &amp;gt;&lt;br /&gt;
    B29: &amp;lt;&amp;lt;&lt;br /&gt;
    B30: &amp;gt;&amp;gt;&lt;br /&gt;
    B31: (list)&lt;br /&gt;
    B32: (search)&lt;br /&gt;
    --designs--&lt;br /&gt;
    S0: Poké&lt;br /&gt;
    S1: blank&lt;br /&gt;
    S2: check&lt;br /&gt;
    S3: Star&lt;br /&gt;
    S4: x&lt;br /&gt;
    S5: checkx&lt;br /&gt;
    --hearts--&lt;br /&gt;
    H0: pink heart 1/4&lt;br /&gt;
    H1: pink heart 2/4&lt;br /&gt;
    H2: pink heart 3/4&lt;br /&gt;
    H3: pink heart 4/4&lt;br /&gt;
    H4: yellow heart 1/4&lt;br /&gt;
    H5: yellow heart 2/4&lt;br /&gt;
    H6: yellow heart 3/4&lt;br /&gt;
    H7: yellow heart 4/4&lt;br /&gt;
    --dungeon?--&lt;br /&gt;
    R0: -&lt;br /&gt;
    R1: halfstar&lt;br /&gt;
    R2: ? golden egg?&lt;br /&gt;
    R3: closed letter&lt;br /&gt;
    R4: open letter&lt;br /&gt;
    R5: design?&lt;br /&gt;
    R6: job post?&lt;br /&gt;
    R7: new story dungeon&lt;br /&gt;
    ?R8: Wifi icon&lt;br /&gt;
    ?R9: email icon&lt;br /&gt;
    --text?--&lt;br /&gt;
    T0: :&lt;br /&gt;
    T1: &#039; &#039;&lt;br /&gt;
    T2: chat balloon&lt;br /&gt;
    T3: japanese chara&lt;br /&gt;
    T4: different japanese chara&lt;br /&gt;
    --items--&lt;br /&gt;
    I0: TM (T5)&lt;br /&gt;
    I1: Orb (T6)&lt;br /&gt;
    --debug?--&lt;br /&gt;
    D0: ? turn debug off?&lt;br /&gt;
    D1: Used in wireless and debug mode text&lt;br /&gt;
    D2: used rarely&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[LS:&amp;lt;integer&amp;gt;]&lt;br /&gt;
 integer: which help info to link to&lt;br /&gt;
&lt;br /&gt;
=Spaces=&lt;br /&gt;
integer determines how many pixels of space to leave.&lt;br /&gt;
 [S:&amp;lt;int&amp;gt;]&lt;/div&gt;</summary>
		<author><name>Nerketur</name></author>
	</entry>
	<entry>
		<id>https://projectpokemon.org/wiki/index.php?title=Pmd2_SSB&amp;diff=5107</id>
		<title>Pmd2 SSB</title>
		<link rel="alternate" type="text/html" href="https://projectpokemon.org/wiki/index.php?title=Pmd2_SSB&amp;diff=5107"/>
		<updated>2015-01-24T14:58:16Z</updated>

		<summary type="html">&lt;p&gt;Nerketur: /* Const/String */ added more info, link to string format page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SSB files are always found with an associated .[[Pmd2_SSA|SSA]], .SSE, or .SSS file, with the single exception of unionall.ssb, found in the &#039;&#039;&#039;/SCRIPT/COMMON/&#039;&#039;&#039; folder of the Nitro File System.  These files contain the actual scripting code, much like the canon series of Pokémon games.  The main differences are the number and format of these commands.&lt;br /&gt;
&lt;br /&gt;
SSB files are all 16-bit word-based.  Because of this, the file itself &#039;&#039;must&#039;&#039; be an even number of bytes, and in fact the string and constant tables have special rules to ensure this.&lt;br /&gt;
&lt;br /&gt;
=Special cases=&lt;br /&gt;
==unionall==&lt;br /&gt;
This file is a very special case for two reasons.  It does not have an SSA, SSE, or SSS file connected with it, and it stays in memory for the entire time scripts are being run.&lt;br /&gt;
&lt;br /&gt;
This is the master script that is the first to run when the power is turned on, and handles all the scene changes, events, and anything else that can be scripted.  The entire titlescreen is run with unionall.ssb, as is the entire game.  It is the ONLY script that is called through ASM, and is put in a very special location in memory, staying there until the game is turned off.&lt;br /&gt;
&lt;br /&gt;
When scripts end that this script calls, the script continues from where it left off, doing various things depending on the outcome of these scripts.  More research needs to be done to find out everything this script does.&lt;br /&gt;
&lt;br /&gt;
=File Format=&lt;br /&gt;
==Header==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hex !! Short Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
! 00&lt;br /&gt;
| numConst || The number of &#039;constants&#039; in the file&lt;br /&gt;
|-&lt;br /&gt;
! 02&lt;br /&gt;
| numString || The number of &#039;strings&#039; in the file&lt;br /&gt;
|-&lt;br /&gt;
! 04&lt;br /&gt;
| offsetConst || First const offset or beginning of string table&lt;br /&gt;
|-&lt;br /&gt;
! 06&lt;br /&gt;
| sizeConst || Size of the &#039;constant&#039; table (in words)&lt;br /&gt;
|-&lt;br /&gt;
! 08&lt;br /&gt;
| sizeString || Size of the &#039;string&#039; table (in words)&lt;br /&gt;
|-&lt;br /&gt;
! 0A&lt;br /&gt;
| unknown || Unknown&lt;br /&gt;
|-&lt;br /&gt;
! 0C&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | data... || rowspan=&amp;quot;2&amp;quot; | Script data&lt;br /&gt;
|-&lt;br /&gt;
! ...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Data==&lt;br /&gt;
===Header===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hex !! Short Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
! 00&lt;br /&gt;
| LEN || Length of data, usually first constant offset + 2*numConst&lt;br /&gt;
|-&lt;br /&gt;
! 02&lt;br /&gt;
| numGroups || The number of &#039;groups&#039; in the file&lt;br /&gt;
|-&lt;br /&gt;
! 04&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | entry... (numGroup entries) || rowspan=&amp;quot;3&amp;quot; | Group entries&lt;br /&gt;
|-&lt;br /&gt;
! 06&lt;br /&gt;
|-&lt;br /&gt;
! 08&lt;br /&gt;
|-&lt;br /&gt;
! ...&lt;br /&gt;
| more groups if numGroups &amp;gt; 1 || extra groups, up to numGroups&lt;br /&gt;
|-&lt;br /&gt;
! ...&lt;br /&gt;
| commands... (LEN words) || Script commands area&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Groups===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hex !! Short Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
! 00&lt;br /&gt;
| scriptLoc || Commands location (will always be at the start of a valid command)&lt;br /&gt;
|-&lt;br /&gt;
! 02&lt;br /&gt;
| type? || possibly the type of group?  unsure&lt;br /&gt;
|-&lt;br /&gt;
! 04&lt;br /&gt;
| unknown || Unknown (char if type=3?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Commands===&lt;br /&gt;
{{main|Table of PMD2 Scripting Commands}}&lt;br /&gt;
====Time/Darkness====&lt;br /&gt;
Time has 0x150 commands in total in its scripting subsystem.  It is currently unknown what every one does, but a lot have been figured out.&lt;br /&gt;
&lt;br /&gt;
====Sky====&lt;br /&gt;
Sky has 0x180 commands in total in its scripting subsystem.  It is currently unknown what every one does, but a lot have been figured out.  Also, EVERY command from Time is in these commands as well.  This means there are 0x30 new commands introduced in Sky.  Some of the old commands are also changed slightly.&lt;br /&gt;
&lt;br /&gt;
The introduced commands were inserted into various locations in the time commands, which means the same command in Time/Darkness and Sky usually has two different command numbers.  For example, 0x8B in Time is the same as 0x9D in Sky.&lt;br /&gt;
&lt;br /&gt;
===Constants/strings tables===&lt;br /&gt;
If there is nothing in a particular table, then that table is omitted.  The strings table strings are at (offset from string table) + (LEN)&lt;br /&gt;
&lt;br /&gt;
The constant table strings have offsets as if they were part of the string table.  Therefore, the constants are actually at (offset from const table) + (LEN) - (2 * numStrings).  Another way of calculating the constants offset is assume the first offset leads to offsetConst, subtract the first offset from all the others and you will get the offset from offsetConst.  Or (offset from const table) - (first offset from const table) + (offsetConst)&lt;br /&gt;
&lt;br /&gt;
Regardless of the table, if the size in bytes of the table + offsets is an odd number, then an extra null byte is added to the end of the otherwise complete table before being stored.&lt;br /&gt;
&lt;br /&gt;
===Constant table entry===&lt;br /&gt;
 0000: (word) start of string + 2* num strings.&lt;br /&gt;
&lt;br /&gt;
===String table entry===&lt;br /&gt;
 0000: (word) start of string (from end of script section+1).&lt;br /&gt;
&lt;br /&gt;
===Const/String===&lt;br /&gt;
The differences between these two types of strings are unknown.  What is known is as follows:&lt;br /&gt;
* Every constant and every string is null-terminated.&lt;br /&gt;
* Constants are always in all-caps&lt;br /&gt;
* Strings can hold special [[PMD2 Strings|formatting instructions]] and be any conceivable length&lt;br /&gt;
* Commands that accept strings will also accept constants and display them as if they would a string.&lt;br /&gt;
* Commands that accept constants can conceivably accept strings, but it is unknown if this will work in most cases&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
==Constant Locations==&lt;br /&gt;
 Constant offsets - 2*numStrings = actual constant locations.&lt;br /&gt;
It is unclear why this is the case, but it is clear that the script commands act as if constants and strings were all in the same big array.&lt;/div&gt;</summary>
		<author><name>Nerketur</name></author>
	</entry>
	<entry>
		<id>https://projectpokemon.org/wiki/index.php?title=User:Nerketur&amp;diff=5106</id>
		<title>User:Nerketur</title>
		<link rel="alternate" type="text/html" href="https://projectpokemon.org/wiki/index.php?title=User:Nerketur&amp;diff=5106"/>
		<updated>2015-01-23T04:26:29Z</updated>

		<summary type="html">&lt;p&gt;Nerketur: /* Project Pokémon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!  I&#039;m Nerketur, quite possibly the pioneer of PMD2 hacking.  A long history, and just recently started helping out on this Wiki&lt;br /&gt;
&lt;br /&gt;
=Goal=&lt;br /&gt;
Working on something is rather pointless if you don&#039;t have a goal to achieve, and my goal is no different.  I started this project with the intent of adding in a battle with Team Skull.  It&#039;s what motivates me to continue this effort, and I will not stop until I finally accomplish this task.  A secondary goal is simply to learn as much as I can about PMD2, and a tertiary goal, is to make a tool that people can use to make their own hacks with.  Seems I have my work cut out for me, no?&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
I wasn&#039;t always interested in hacking.  I&#039;ve always been interested in programming and in computers, but my story here begins waaay back with PokéCommunity.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
I currently am a masters student for Computer Science.  I am very interested in how things work, and I program at least something almost every day!&lt;br /&gt;
&lt;br /&gt;
===Programming languages===&lt;br /&gt;
I know far too many to count now, but my favorites are C#, Python, Ruby, Java, Go, and Euphoria.&lt;br /&gt;
&lt;br /&gt;
Recently, I&#039;ve started learning all about ARM assembler, and I&#039;m fairly good at that now too!  Really helps with reverse-engineering!&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===PokéCommunity===&lt;br /&gt;
My saga starts here, with my first day on PokéCommunity.  I got interested in Pokémon hacks, started a few tries on a hack of my own, but never really got too far with it.  I eventually found PMD2, and fell in love with it.  I wanted to learn everything I could.&lt;br /&gt;
&lt;br /&gt;
===Pokémon Hacking===&lt;br /&gt;
And so I really truly got started in the hacking scene.  I was experienced with all the tools for FireRed/LeafGreen, started a thread on mapping the entire game.  I still haven&#039;t finished it, but I might try to in the future.  That&#039;s when I decided to try to start trying to actually make a PMD2 hack. And it started out really bumpy.&lt;br /&gt;
&lt;br /&gt;
===PMD2===&lt;br /&gt;
My first ever test of being a hacker/reverse engineer started with .SSB files.  Started with the first few scenes in the game.  Started with Time/Darkness, started with learning the scripting subsystem.  And boy was there a lot to learn.  The first command I learned was 0x0077, which meant character action.  And all the other commands came from there.&lt;br /&gt;
&lt;br /&gt;
===Hiatus===&lt;br /&gt;
After a while of coding, and releasing various updates to my tool that I made, I kind of dropped off of PC for a long while.  A few months at least, and it took emails from PC to get me to realize that I was still a member there and people were counting on me to succeed.  Every once in a while I was still tweaking my program, I wasn&#039;t about to let it die, but it turned into maybe once or twice a month.  At least until my thread was locked.  And that&#039;s when I started working on it again.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m back!===&lt;br /&gt;
So I messaged most of my old friends, I cleaned up my code, and I finally updated my thread after so long.  I was finally back in the game, and that&#039;s when I met someone important.  He kept discussing things with me through my PC thread, and we finally exchanged Skype info, and have been in contact ever since!  As it turns out, he&#039;s the one that keeps me actively figuring things out, even with College and things going on, finding a job, etc.  I do have to thank him.  And he&#039;s here, [[User:Psy commando|Psy commando]].  If it wasn&#039;t for him, I bet I&#039;d have already been on another hiatus.&lt;br /&gt;
&lt;br /&gt;
A second important person I re-met from before my hiatus, through dropbox.  Man, I felt bad for forgetting about him, but as it turns out, the three of us are in a Skype group, and discuss a few things each day we get new info.  Less than a year ago, I would have felt a team was pointless and unneccesary, but now, I feel its a vital reason so many things are getting done.&lt;br /&gt;
&lt;br /&gt;
===Project Pokémon===&lt;br /&gt;
And that brings us to today.  I was brought here by Psy, to finally get a few wiki pages up detailing my findings.  I&#039;m still sorting through things on my end to figure out what all to put here, and how to set it all up, but so far it&#039;s also been a great process, as it allowed me to learn more info than I knew before.&lt;/div&gt;</summary>
		<author><name>Nerketur</name></author>
	</entry>
	<entry>
		<id>https://projectpokemon.org/wiki/index.php?title=User:Nerketur&amp;diff=5105</id>
		<title>User:Nerketur</title>
		<link rel="alternate" type="text/html" href="https://projectpokemon.org/wiki/index.php?title=User:Nerketur&amp;diff=5105"/>
		<updated>2015-01-23T04:25:36Z</updated>

		<summary type="html">&lt;p&gt;Nerketur: /* I&amp;#039;m back! */  fixed up an area, added a few more tidbits of info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!  I&#039;m Nerketur, quite possibly the pioneer of PMD2 hacking.  A long history, and just recently started helping out on this Wiki&lt;br /&gt;
&lt;br /&gt;
=Goal=&lt;br /&gt;
Working on something is rather pointless if you don&#039;t have a goal to achieve, and my goal is no different.  I started this project with the intent of adding in a battle with Team Skull.  It&#039;s what motivates me to continue this effort, and I will not stop until I finally accomplish this task.  A secondary goal is simply to learn as much as I can about PMD2, and a tertiary goal, is to make a tool that people can use to make their own hacks with.  Seems I have my work cut out for me, no?&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
I wasn&#039;t always interested in hacking.  I&#039;ve always been interested in programming and in computers, but my story here begins waaay back with PokéCommunity.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
I currently am a masters student for Computer Science.  I am very interested in how things work, and I program at least something almost every day!&lt;br /&gt;
&lt;br /&gt;
===Programming languages===&lt;br /&gt;
I know far too many to count now, but my favorites are C#, Python, Ruby, Java, Go, and Euphoria.&lt;br /&gt;
&lt;br /&gt;
Recently, I&#039;ve started learning all about ARM assembler, and I&#039;m fairly good at that now too!  Really helps with reverse-engineering!&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===PokéCommunity===&lt;br /&gt;
My saga starts here, with my first day on PokéCommunity.  I got interested in Pokémon hacks, started a few tries on a hack of my own, but never really got too far with it.  I eventually found PMD2, and fell in love with it.  I wanted to learn everything I could.&lt;br /&gt;
&lt;br /&gt;
===Pokémon Hacking===&lt;br /&gt;
And so I really truly got started in the hacking scene.  I was experienced with all the tools for FireRed/LeafGreen, started a thread on mapping the entire game.  I still haven&#039;t finished it, but I might try to in the future.  That&#039;s when I decided to try to start trying to actually make a PMD2 hack. And it started out really bumpy.&lt;br /&gt;
&lt;br /&gt;
===PMD2===&lt;br /&gt;
My first ever test of being a hacker/reverse engineer started with .SSB files.  Started with the first few scenes in the game.  Started with Time/Darkness, started with learning the scripting subsystem.  And boy was there a lot to learn.  The first command I learned was 0x0077, which meant character action.  And all the other commands came from there.&lt;br /&gt;
&lt;br /&gt;
===Hiatus===&lt;br /&gt;
After a while of coding, and releasing various updates to my tool that I made, I kind of dropped off of PC for a long while.  A few months at least, and it took emails from PC to get me to realize that I was still a member there and people were counting on me to succeed.  Every once in a while I was still tweaking my program, I wasn&#039;t about to let it die, but it turned into maybe once or twice a month.  At least until my thread was locked.  And that&#039;s when I started working on it again.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m back!===&lt;br /&gt;
So I messaged most of my old friends, I cleaned up my code, and I finally updated my thread after so long.  I was finally back in the game, and that&#039;s when I met someone important.  He kept discussing things with me through my PC thread, and we finally exchanged Skype info, and have been in contact ever since!  As it turns out, he&#039;s the one that keeps me actively figuring things out, even with College and things going on, finding a job, etc.  I do have to thank him.  And he&#039;s here, [[User:Psy commando|Psy commando]].  If it wasn&#039;t for him, I bet I&#039;d have already been on another hiatus.&lt;br /&gt;
&lt;br /&gt;
A second important person I re-met from before my hiatus, through dropbox.  Man, I felt bad for forgetting about him, but as it turns out, the three of us are in a Skype group, and discuss a few things each day we get new info.  Less than a year ago, I would have felt a team was pointless and unneccesary, but now, I feel its a vital reason so many things are getting done.&lt;br /&gt;
&lt;br /&gt;
===Project Pokémon===&lt;br /&gt;
And that brings us to today.  I was brought here by that same person, to finally get a few wiki pages up detailing my findings.  I&#039;m still sorting through things on my end to figure out what all to put here, and how to set it all up, but so far it&#039;s also been a great process, as it allowed me to learn more info than I knew before.&lt;/div&gt;</summary>
		<author><name>Nerketur</name></author>
	</entry>
	<entry>
		<id>https://projectpokemon.org/wiki/index.php?title=User:Nerketur&amp;diff=5104</id>
		<title>User:Nerketur</title>
		<link rel="alternate" type="text/html" href="https://projectpokemon.org/wiki/index.php?title=User:Nerketur&amp;diff=5104"/>
		<updated>2015-01-23T04:19:26Z</updated>

		<summary type="html">&lt;p&gt;Nerketur: created my user page!  Because why not?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!  I&#039;m Nerketur, quite possibly the pioneer of PMD2 hacking.  A long history, and just recently started helping out on this Wiki&lt;br /&gt;
&lt;br /&gt;
=Goal=&lt;br /&gt;
Working on something is rather pointless if you don&#039;t have a goal to achieve, and my goal is no different.  I started this project with the intent of adding in a battle with Team Skull.  It&#039;s what motivates me to continue this effort, and I will not stop until I finally accomplish this task.  A secondary goal is simply to learn as much as I can about PMD2, and a tertiary goal, is to make a tool that people can use to make their own hacks with.  Seems I have my work cut out for me, no?&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
I wasn&#039;t always interested in hacking.  I&#039;ve always been interested in programming and in computers, but my story here begins waaay back with PokéCommunity.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
I currently am a masters student for Computer Science.  I am very interested in how things work, and I program at least something almost every day!&lt;br /&gt;
&lt;br /&gt;
===Programming languages===&lt;br /&gt;
I know far too many to count now, but my favorites are C#, Python, Ruby, Java, Go, and Euphoria.&lt;br /&gt;
&lt;br /&gt;
Recently, I&#039;ve started learning all about ARM assembler, and I&#039;m fairly good at that now too!  Really helps with reverse-engineering!&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===PokéCommunity===&lt;br /&gt;
My saga starts here, with my first day on PokéCommunity.  I got interested in Pokémon hacks, started a few tries on a hack of my own, but never really got too far with it.  I eventually found PMD2, and fell in love with it.  I wanted to learn everything I could.&lt;br /&gt;
&lt;br /&gt;
===Pokémon Hacking===&lt;br /&gt;
And so I really truly got started in the hacking scene.  I was experienced with all the tools for FireRed/LeafGreen, started a thread on mapping the entire game.  I still haven&#039;t finished it, but I might try to in the future.  That&#039;s when I decided to try to start trying to actually make a PMD2 hack. And it started out really bumpy.&lt;br /&gt;
&lt;br /&gt;
===PMD2===&lt;br /&gt;
My first ever test of being a hacker/reverse engineer started with .SSB files.  Started with the first few scenes in the game.  Started with Time/Darkness, started with learning the scripting subsystem.  And boy was there a lot to learn.  The first command I learned was 0x0077, which meant character action.  And all the other commands came from there.&lt;br /&gt;
&lt;br /&gt;
===Hiatus===&lt;br /&gt;
After a while of coding, and releasing various updates to my tool that I made, I kind of dropped off of PC for a long while.  A few months at least, and it took emails from PC to get me to realize that I was still a member there and people were counting on me to succeed.  Every once in a while I was still tweaking my program, I wasn&#039;t about to let it die, but it turned into maybe once or twice a month.  At least until my thread was locked.  And that&#039;s when I started working on it again.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m back!===&lt;br /&gt;
So I messaged most of my old friends, I cleaned up my code, and I finally updated my thread after so long.  I was finally back in the game, and that&#039;s when I met someone important.  He kept discussing things with me through my PC thread, and we finally exchanged Skype info, and have been in contact ever since!  As it turns out, he&#039;s the one that keeps me actively figuring things out, even with College and things going on, finding a job, etc.  I do have to thank him.  And he&#039;s here, [[User:Psy commando|Psy commando]].  If it wasn&#039;t for him,. I bet I&#039;d have already been on another hiatus.&lt;br /&gt;
&lt;br /&gt;
===Project Pokémon===&lt;br /&gt;
And that brings us to today.  I was brought here by that same person, to finally get a few wiki pages up detailing my findings.  I&#039;m still sorting through things on my end to figure out what all to put here, and how to set it all up, but so far it&#039;s also been a great process, as it allowed me to learn more info than I knew before.&lt;/div&gt;</summary>
		<author><name>Nerketur</name></author>
	</entry>
	<entry>
		<id>https://projectpokemon.org/wiki/index.php?title=Table_of_PMD2_Scripting_Commands&amp;diff=5101</id>
		<title>Table of PMD2 Scripting Commands</title>
		<link rel="alternate" type="text/html" href="https://projectpokemon.org/wiki/index.php?title=Table_of_PMD2_Scripting_Commands&amp;diff=5101"/>
		<updated>2015-01-23T00:41:03Z</updated>

		<summary type="html">&lt;p&gt;Nerketur: created SSB command table, working on descriptions, might change colors soon, saving for now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; caption=&amp;quot;Color code&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;blue&amp;quot; | &amp;amp;nbsp; || sky only&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;green&amp;quot; | &amp;amp;nbsp; || time only&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;grey&amp;quot; | &amp;amp;nbsp; || name not formulated&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp; || everything (mostly) known&lt;br /&gt;
|}&lt;br /&gt;
If a row matches two or more colors, the higher color in the chart takes precedence.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Sky !! Time !! Short Name !! Len !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || NOP || 0 || Do nothing.  Equivilant to nothing there.&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 1 || 1 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 2 || 2 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 3 || 3 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 || scroll? x x || 2 || pixels?:%v ?:%v&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 5 || --- || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 6 || --- || chaptTitle x x x x num title || 6 || rowspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;inherit&amp;quot; | Same command in both cases, the last two params of each are the chapter number and the string displayed as the chapter title.  This is a large black screen with a blue line under the words &amp;quot;Chapter &amp;lt;num&amp;gt;&amp;quot;, and the words in the specified title underneath that.&lt;br /&gt;
|- bgcolor=&amp;quot;green&amp;quot;&lt;br /&gt;
| --- || 5 || chaptTitle num title || 2&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 7 || 6 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 7 || loadbottxt A B || 2 || Loads text to the bottom screen&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 8 || loadbotpic A || 1 || Loads the specified pic &#039;A&#039; to the bottom screen&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| A || --- || sky:A || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| B || --- || sky:B || 2 || ???&lt;br /&gt;
|-&lt;br /&gt;
| C || 9 || centerwhite ypos str || 2 || The string &#039;str&#039;, in white, centered on a black background, where the y position is at &#039;ypos&#039;.&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| D || --- || sky:D || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| E || A || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| F || B || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 10 || C || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 11 || D || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 12 || E || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 13 || F || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 14 || 10 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 15 || 11 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 16 || 12 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 13 || loadtoppic pic || 1 || rowspan=&amp;quot;2&amp;quot; | loads a picture &#039;pic&#039; to the top screen.  Differences between these commands are unknown&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 14 || loadtoppic2 pic || 1 ||&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 19 || 15 || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 1A || 16 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 1B || 17 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 1C || 18 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 1D || 19 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 1E || 1A || bgmfadeout frames || 1 || fade out the current BGM playing in &#039;frames&#039; frames.&lt;br /&gt;
|-&lt;br /&gt;
| 1F || 1B || bgmplay songID || 1 || play song &#039;songID&#039; on in BGM&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 1C || bgmfadein songID frames vol || 3 || Fade in song &#039;songID&#039; in &#039;frames&#039; frames to volume &#039;vol&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 21 || 1D || bgmstop || 0 || Stop the curently playing BGM&lt;br /&gt;
|-&lt;br /&gt;
| 22 || 1E || bgmfadetovol frames vol || 2 || Fade the curent BM playing out to &#039;vol&#039; in &#039;frames&#039; frames.&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 1F || bgm2fadeout frames || 1 || rowspan=&amp;quot;5&amp;quot; | Same as the bgm counterpart, but with bgm2.&lt;br /&gt;
|-&lt;br /&gt;
| 24 || 20 || bgm2play songID || 1&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 21 || bgm2fadein songID frames vol || 3&lt;br /&gt;
|-&lt;br /&gt;
| 26 || 22 || bgm2stop || 0&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 23 || bgm2fadetovol frames vol || 2&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 28 || 24 || &amp;amp;nbsp; || 3 || ?:%x ?:%x %g&lt;br /&gt;
|-&lt;br /&gt;
| 29 || 25 || ifvartrue || 3 || vargroup?:%x var?:%x %g&lt;br /&gt;
|-&lt;br /&gt;
| 2A || 26 || checkdebug || 2 || ?:%v %g&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 2B || 27 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 2C || 28 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 2D || 29 || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 2E || 2A || ifvar1? || 4 || ?:%x ?:%x ?:%x %g&lt;br /&gt;
|-&lt;br /&gt;
| 2F || 2B || checkstoryvar? || 4 || kind?:%x sect?:%x val:%x %g&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 2C || ifvar3? || 4 || ?:%x ?:%x ?:%x %g&lt;br /&gt;
|-&lt;br /&gt;
| 31 || 2D || ifvar4? || 4 || ?:%x ?:%x ?:%x %g&lt;br /&gt;
|-&lt;br /&gt;
| 32 || 2E || ifvar5? || 4 || ?:%x ?:%x ?:%x %g&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 33 || 2F || &amp;amp;nbsp; || 4 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 34 || 30 || &amp;amp;nbsp; || 4 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 35 || 31 || &amp;amp;nbsp; || 4 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 36 || 32 || &amp;amp;nbsp; || 2 || ?:%x %g&lt;br /&gt;
|-&lt;br /&gt;
| 37 || 33 || call || 1 || %g&lt;br /&gt;
|-&lt;br /&gt;
| 38 || 34 || waittap? || 1 || ?:%x&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 39 || 35 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 3A || 36 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 3B || 37 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 3C || --- || &amp;amp;nbsp; || ff || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 3D || 38 || &amp;amp;nbsp; || 5 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 3E || 39 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 3F || 3A || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 40 || 3B || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 41 || --- || &amp;amp;nbsp; || ff || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 42 || 3C || &amp;amp;nbsp; || 5 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 43 || 3D || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 44 || 3E || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 45 || 3F || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 46 || --- || &amp;amp;nbsp; || ff || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 47 || 40 || &amp;amp;nbsp; || 5 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 48 || 41 || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 49 || 42 || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 4A || 43 || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 4B || 44 || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 4C || 45 || charpos || 4 || X:%v Y:%v X2:%v Y2:%v&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 4D || 46 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 4E || 47 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 4F || 48 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 50 || --- || &amp;amp;nbsp; || ff || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 51 || 49 || &amp;amp;nbsp; || 5 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 52 || 4A || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 53 || 4B || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 54 || 4C || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 55 || -- || &amp;amp;nbsp; || ff || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 56 || 4D || &amp;amp;nbsp; || 5 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 57 || 4E || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 58 || 4F || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 59 || 50 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 5A || --- || &amp;amp;nbsp; || ff || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 5B || 51 || &amp;amp;nbsp; || 5 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 5C || 52 || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 5D || 53 || imageanims? || 3 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 5E || 54 || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 5F || 55 || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 56 || imagepos || 4 || C:%v R:%v X:%v Y:%v&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 61 || --- || sky:61 || 0 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 62 || --- || sky:62 || 1 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 63 || 57 ||   case || 2 || %v %g&lt;br /&gt;
|-&lt;br /&gt;
| 64 || 58 || choice || 2 || &#039;%s&#039; %g&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 65 || --- || sky:65 || 2 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 66 || 59 || ifvareq || 3 || var:%x val:%v %g&lt;br /&gt;
|-&lt;br /&gt;
| 67 || 5A || iftype || 2 || %d disp:&#039;%s&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 68 || 5B || ifresult || 3 || #%x %d %g&lt;br /&gt;
|-&lt;br /&gt;
| 69 || 5C || ifresult2? || 3 || #%x %d %g&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 6A || 5D || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 6B || 5E || runscript || 1 || &#039;%s&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 6C || 5F || runscript2? || 2 || ?:%x &#039;%s&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 6D || 60 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 6E || 61 || else || 1 || &#039;%s&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 6F || 62 || diganim? || 0 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 70 || 63 || ENDSCRIPT || 0 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 71 || --- || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 72 || 64 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 73 || 65 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 74 || 66 || setvar || 3 || vartype?:%x var:%x value:%d&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 67 || giveuser? 3 words? || 3 || ?:%x ?:%x amt:%d&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 76 || 68 || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 77 || 69 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 78 || 6A || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 79 || 6B || partytest || 2 || position:%x char:%x&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 7A || 6C || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 7B || 6D || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 7C || 6E || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 7D || 6F || dungeonmode || 2 || dungeon:%x, mode:%d&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 7E || 70 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 7F || 71 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 80 || 72 || setstoryvar || 3 || kind:%x, sect:%x, val:%x&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 81 || 73 || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 82 || 74 || return? || 0 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 83 || --- || sky:83 || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 84 || --- || sky:84 || 3 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 85 || --- || sky:85 || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 86 || --- || sky:86 || 2 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 87 || 75 || goto || 1 || %g&lt;br /&gt;
|-&lt;br /&gt;
| 88 || 76 || gotogrp || 1 || %d&lt;br /&gt;
|-&lt;br /&gt;
| 89 || 77 || action || 1 || for:%x&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 8A || 78 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 8B || 79 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 8C || 7A || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 8D || 7B || loadscene || 2 || scene:%v ?:%x&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 8E || 7C || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 8F || 7D || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 90 || 7E || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 91 || 7F || dojo? || 2 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 92 || 80 || dojo2? || 2 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 93 || 81 || clearvar??? || 1 || var:%x&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 94 || 82 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 95 || 83 || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 96 || 84 || pausescript? || 0 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 97 || 85 || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 98 || 86 || Msg(#86) || 1 || &#039;%s&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 99 || 87 || pokepicpos || 2 || X:%v, Y:%v&lt;br /&gt;
|-&lt;br /&gt;
| 9A || 88 || Msg(#88) || 1 || &#039;%s&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 9B || 89 || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 9C || 8A || msgmail || 1 || &#039;%s&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 9D || 8B || special || 1 || %x&lt;br /&gt;
|-&lt;br /&gt;
| 9E || 8C || msgmonologue || 1 || &#039;%s&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 9F || 8D || Msgdark || 2 || frames:%d &#039;%s&#039;&lt;br /&gt;
|-&lt;br /&gt;
| A0 || 8E || msgnotice || 1 || &#039;%s&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| A1 || 8F || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|-&lt;br /&gt;
| A2 || 90 || deletepicspeak || 0 || ???&lt;br /&gt;
|-&lt;br /&gt;
| A3 || 91 || speakchar || 1 || chara:%x&lt;br /&gt;
|-&lt;br /&gt;
| A4 || 92 || picspeakchar || 3 || chara:%x facetype:%x facepos:%x&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| A5 || 93 || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|-&lt;br /&gt;
| A6 || 94 || picchar || 3 || chara:%x facetype:%x facepos:%x&lt;br /&gt;
|-&lt;br /&gt;
| A7 || 95 || setfacepos || 1 || type:%x&lt;br /&gt;
|-&lt;br /&gt;
| A8 || 96 || wait? || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| A9 || 97 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|-&lt;br /&gt;
| AA || 98 || choicemsg || 2 || ?:%x choices:%d&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| AB || --- || sky:AB || 3 || ???&lt;br /&gt;
|-&lt;br /&gt;
| AC || 99 || msgherosex || 1 || ???&lt;br /&gt;
|-&lt;br /&gt;
| AD || 9A || msgpartnertype || 1 || ???&lt;br /&gt;
|-&lt;br /&gt;
| AE || 9B || msgtalk || 1 || &#039;%s&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| AF || 9C || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| B0 || 9D || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| B1 || --- || &amp;amp;nbsp; || ff || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| B2 || 9E || &amp;amp;nbsp; || 5 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| B3 || --- || sky:B3 || ff || does FF mean not used?  or really 255?  maybe something special like multi-length?  This is from the ROM&lt;br /&gt;
|-&lt;br /&gt;
| B4 || 9F || move1 || 3 || char:%d X:%v Y:%v&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| B5 || A0 || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| B6 || A1 || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| B7 || A2 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| B8 || --- || &amp;amp;nbsp; || ff || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| B9 || A3 || &amp;amp;nbsp; || 5 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| BA || --- || &amp;amp;nbsp; || ff || ???&lt;br /&gt;
|-&lt;br /&gt;
| BB || A4 || move2 || 3 || char:%d X:%v Y:%v&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| BC || A5 || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|-&lt;br /&gt;
| BD || A6 || movesinglebound || 3 || dist:%v mult:%v dir:%v&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| BE || A7 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| BF || A8 || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| C0 || A9 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| C1 || AA || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| C2 || --- || sky:C2 || 10 (ff) || multi-length?&lt;br /&gt;
|-&lt;br /&gt;
| C3 || AB || movedest || 5 || ?:%x ?:%x ?:%x destX:%v destY:%v&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| C4 || AC || &amp;amp;nbsp; || 6 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| C5 || --- || &amp;amp;nbsp; || ff || ???&lt;br /&gt;
|-&lt;br /&gt;
| C6 || AD || moverel || 3 || ?:%x changeX:%v changeY:%v&lt;br /&gt;
|-&lt;br /&gt;
| C7 || AE || moveAE || 3 || ???&lt;br /&gt;
|-&lt;br /&gt;
| C8 || AF || moveAF || 3 || ???&lt;br /&gt;
|-&lt;br /&gt;
| C9 || B0 || objaction || 1 || obj:%x&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| CA || --- || sky:CA || 1 || ???&lt;br /&gt;
|-&lt;br /&gt;
| CB || B1 || bgaction || 1 || bg:%x&lt;br /&gt;
|-&lt;br /&gt;
| CC || B2 || checkitem || 3 || what:%x item:%x&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| CD || --- || &amp;amp;nbsp; || 4 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| CE || --- || &amp;amp;nbsp; || 4 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| CF || B3 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| D0 || B4 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| D1 || B5 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| D2 || B6 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| D3 || rowspan=&amp;quot;2&amp;quot; | B7 || &amp;amp;nbsp; || rowspan=&amp;quot;2&amp;quot; | 1 || rowspan=&amp;quot;2&amp;quot; | ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| D4 || &amp;amp;nbsp;  &lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| D5 || B8 || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| D6 || B9 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|-&lt;br /&gt;
| D7 || BA || fadeyellow || 4 || block:%d frames:%d from:%d to:%d&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| D8 || BB || &amp;amp;nbsp; || 4 || ???&lt;br /&gt;
|-&lt;br /&gt;
| D9 || BC || fadeinbotbg || 2 || block:%d frames:%d&lt;br /&gt;
|-&lt;br /&gt;
| DA || BD || fadeinbotbg2? || 2 || block:%d frames:%d&lt;br /&gt;
|-&lt;br /&gt;
| DB || BE || fadeoutbotbg || 2 || block:%d frames:%d&lt;br /&gt;
|-&lt;br /&gt;
| DC || BF || fadeinbgm? || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| DD || C0 || &amp;amp;nbsp; || 8 || ???&lt;br /&gt;
|-&lt;br /&gt;
| DE || C1 || colorchangebotoff || 6 || block:%d frames:%d type:%x R:%d G:%d B:%d&lt;br /&gt;
|-&lt;br /&gt;
| DF || C2 || colorchangeboton || 6 || block:%d frames:%d type:%x R:%d G:%d B:%d&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| E0 || C3 || &amp;amp;nbsp; || 4 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| E1 || C4 || &amp;amp;nbsp; || 4 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| E2 || C5 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| E3 || C6 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|-&lt;br /&gt;
| E4 || C7 || fadebotwhite || 2 || block:%d frames:%d&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| E5 || C8 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| E6 || C9 || &amp;amp;nbsp; || 4 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| E7 || CA || &amp;amp;nbsp; || 4 || ???&lt;br /&gt;
|-&lt;br /&gt;
| E8 || CB || fadeintopbg || 2 || block:%d frames:%d&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| E9 || CC || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|-&lt;br /&gt;
| EA || CD || fadeouttopbg || 2 || block:%d frames:%d&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| EB || CE || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| EC || CF || &amp;amp;nbsp; || 8 || ???&lt;br /&gt;
|-&lt;br /&gt;
| ED || D0 || colorchangetopoff || 6 || block:%d frames:%d type:%x R:%d G:%d B:%d&lt;br /&gt;
|-&lt;br /&gt;
| EE || D1 || colorchangetopon || 6 || block:%d frames:%d type:%x R:%d G:%d B:%d&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| EF || D2 || &amp;amp;nbsp; || 4 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| F0 || D3 || &amp;amp;nbsp; || 4 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| F1 || D4 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| F2 || D5 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| F3 || D6 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| F4 || D7 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| F5 || --- || sepan || 3 || %x frames:%d pan?:%v&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| F6 || --- || sevol || 3 || %x, frames:%d vol:%d&lt;br /&gt;
|-&lt;br /&gt;
| F7 || D8 || sefadeout || 2 || %x frames:%d&lt;br /&gt;
|-&lt;br /&gt;
| F8 || D9 || seplay || 1 || %x&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| F9 || --- || seplayvolpan || 3 || %x vol:%d pan?:%v&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| FA || --- || seplay2 || 2 || %x vol:%d&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| FB || --- || seplay3 || 2 || %x vol:%d&lt;br /&gt;
|-&lt;br /&gt;
| FC || DA || sestop || 1 || %x&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| FD || DB || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| FE || DC || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| FF || --- || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 100 || DD || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 101 || DE || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 102 || DF || emoticon || 2 || %d ?:%x&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 103 || E0 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 104 || E1 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 105 || E2 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 106 || E3 || &amp;amp;nbsp; || 6 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 107 || E4 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 108 || E5 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 109 || E6 || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 10A || E7 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 10B || E8 || &amp;amp;nbsp; || 4 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 10C || E9 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 10D || EA || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 10E || EB || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 10F || EC || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 110 || --- || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 111 || ED || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 112 || --- || &amp;amp;nbsp; || ff || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 113 || EE || &amp;amp;nbsp; || 5 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 114 || --- || &amp;amp;nbsp; || ff || ???&lt;br /&gt;
|-&lt;br /&gt;
| 115 || EF || move5 || 3 || char:%v X:%v Y:%v&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 116 || F0 || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 117 || F1 || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 118 || F2 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 119 || --- || &amp;amp;nbsp; || ff || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 11A || F3 || &amp;amp;nbsp; || 5 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 11B || --- || &amp;amp;nbsp; || ff || ???&lt;br /&gt;
|-&lt;br /&gt;
| 11C || F4 || move6 || 3 || char:%d X:%v Y:%v&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 11D || F5 || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 11E || F6 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 11F || F7 || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 120 || F8 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 121 || F9 || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 122 || --- || &amp;amp;nbsp; || ff || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 123 || FA || &amp;amp;nbsp; || 5 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 124 || FB || &amp;amp;nbsp; || 6 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 125 || --- || &amp;amp;nbsp; || ff || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 126 || FC || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 127 || FD || soundfadeout || 1 || frames:%d&lt;br /&gt;
|-&lt;br /&gt;
| 128 || FE || soundstop || 0 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 129 || --- || sky:129 || 0 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 12A || FF || sectplace || 1 || %v&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 12B || --- || sky:12B || 1 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 12C || 100 || execscript || 3 || &#039;%f/%s&#039; ?:%x&lt;br /&gt;
|-&lt;br /&gt;
| 12D || 101 || execscript2 || 3 || &#039;%f/%s&#039; ?:%x&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 12E || 102 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 12F || 103 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 130 || 104 || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 131 || 105 || addvar || 2 || var:%x, val:%v&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 132 || 106 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 133 || 107 || &amp;amp;nbsp; || 3 || ?:%x &#039;%s&#039; ?:%x&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 134 || 108 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 135 || --- || runscript3? || 1 || &#039;%s&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 136 || 109 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 137 || 10A || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 138 || 10B || sectdel || 1 || %v&lt;br /&gt;
|-&lt;br /&gt;
| 139 || 10C || objdel || 1 || obj:%x&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 13A || 10D || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 13B || 10E || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 13C || 10F || objadd || 1 || obj:%x&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 13D || 110 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 13E || 111 || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 13F || 112 || switchvar || 1 || (%x)&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 140 || 113 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 141 || 114 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 142 || 115 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 143 || 116 || &amp;amp;nbsp; || 4 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 144 || 117 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 145 || 118 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 146 || 119 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 147 || 11A || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 148 || 11B || switchvar2 || 1 || (%x)&lt;br /&gt;
|-&lt;br /&gt;
| 149 || 11C || switchparam || 0 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 14A || 11D || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 14B || 11E || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 14C || 11F || actfacedir(fast) || 3 || char:%x dir:%d ?:%x&lt;br /&gt;
|-&lt;br /&gt;
| 14D || 120 || move120 || 3 || char:%x ?:%x ?:%x&lt;br /&gt;
|-&lt;br /&gt;
| 14E || 121 || move121 || 3 || char:%x ?:%x ?:%x&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 14F || 122 || &amp;amp;nbsp; || 8 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 150 || 123 || &amp;amp;nbsp; || 3 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 151 || --- || sky:151 || 4 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 152 || 124 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 153 || 125 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 154 || 126 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 155 || 127 || &amp;amp;nbsp; || 5 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 156 || 128 || toggleextraact? || 1 || char:%x&lt;br /&gt;
|-&lt;br /&gt;
| 157 || 129 || delay || 1 || frames:%d&lt;br /&gt;
|-&lt;br /&gt;
| 158 || 12A || actraisehand || 0 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 159 || 12B || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 15A || 12C || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 15B || 12D || bgmwait || 1 || %x&lt;br /&gt;
|-&lt;br /&gt;
| 15C || 12E || bgm2wait || 1 || %x&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 15D || 12F || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 15E || 130 || norep || 0 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;blue&amp;quot;&lt;br /&gt;
| 15F || --- || sky:15F || 0 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 160 || 131 || waitanim || 1 || char:%x&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 161 || 132 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 162 || 133 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 163 || 134 || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 164 || 135 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 165 || 136 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 166 || 137 || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 167 || 138 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 168 || 139 || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 169 || 13A || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 16A || 13B || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 16B || 13C || &amp;amp;nbsp; || 2 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 16C || 13D || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 16D || 13E || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 16E || 13F || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 16F || 140 || sewait || 1 || %x&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 170 || 141 || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 171 || 142 || mapwaitanim || 0 || ???&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 172 || 143 || &amp;amp;nbsp; || 0 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 173 || 144 || mapmarkflash || 1 || %x&lt;br /&gt;
|-&lt;br /&gt;
| 174 || 145 || clearcloudlev || 1 || %x&lt;br /&gt;
|-&lt;br /&gt;
| 175 || 146 || maparrowclear || 0 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 176 || 147 || mapcameramove || 1 || %x&lt;br /&gt;
|-&lt;br /&gt;
| 177 || 148 || maplabelclear || 0 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 178 || 149 || maparrowplace || 1 || %x&lt;br /&gt;
|-&lt;br /&gt;
| 179 || 14A || mapcharaplace || 1 || %x&lt;br /&gt;
|-&lt;br /&gt;
| 17A || 14B || loadmap || 1 || %d&lt;br /&gt;
|-&lt;br /&gt;
| 17B || 14C || mapmarkunflash || 1 || %x&lt;br /&gt;
|- bgcolor=&amp;quot;grey&amp;quot;&lt;br /&gt;
| 17C || 14D || &amp;amp;nbsp; || 1 || ???&lt;br /&gt;
|-&lt;br /&gt;
| 17D || 14E || maplabelshow || 1 || %x&lt;br /&gt;
|-&lt;br /&gt;
| 17E || 14F || maptype || 1 || %x&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nerketur</name></author>
	</entry>
	<entry>
		<id>https://projectpokemon.org/wiki/index.php?title=Pmd2_SSB&amp;diff=5100</id>
		<title>Pmd2 SSB</title>
		<link rel="alternate" type="text/html" href="https://projectpokemon.org/wiki/index.php?title=Pmd2_SSB&amp;diff=5100"/>
		<updated>2015-01-21T16:32:30Z</updated>

		<summary type="html">&lt;p&gt;Nerketur: added SSA link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SSB files are always found with an associated .[[Pmd2_SSA|SSA]], .SSE, or .SSS file, with the single exception of unionall.ssb, found in the &#039;&#039;&#039;/SCRIPT/COMMON/&#039;&#039;&#039; folder of the Nitro File System.  These files contain the actual scripting code, much like the canon series of Pokémon games.  The main differences are the number and format of these commands.&lt;br /&gt;
&lt;br /&gt;
SSB files are all 16-bit word-based.  Because of this, the file itself &#039;&#039;must&#039;&#039; be an even number of bytes, and in fact the string and constant tables have special rules to ensure this.&lt;br /&gt;
&lt;br /&gt;
=Special cases=&lt;br /&gt;
==unionall==&lt;br /&gt;
This file is a very special case for two reasons.  It does not have an SSA, SSE, or SSS file connected with it, and it stays in memory for the entire time scripts are being run.&lt;br /&gt;
&lt;br /&gt;
This is the master script that is the first to run when the power is turned on, and handles all the scene changes, events, and anything else that can be scripted.  The entire titlescreen is run with unionall.ssb, as is the entire game.  It is the ONLY script that is called through ASM, and is put in a very special location in memory, staying there until the game is turned off.&lt;br /&gt;
&lt;br /&gt;
When scripts end that this script calls, the script continues from where it left off, doing various things depending on the outcome of these scripts.  More research needs to be done to find out everything this script does.&lt;br /&gt;
&lt;br /&gt;
=File Format=&lt;br /&gt;
==Header==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hex !! Short Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
! 00&lt;br /&gt;
| numConst || The number of &#039;constants&#039; in the file&lt;br /&gt;
|-&lt;br /&gt;
! 02&lt;br /&gt;
| numString || The number of &#039;strings&#039; in the file&lt;br /&gt;
|-&lt;br /&gt;
! 04&lt;br /&gt;
| offsetConst || First const offset or beginning of string table&lt;br /&gt;
|-&lt;br /&gt;
! 06&lt;br /&gt;
| sizeConst || Size of the &#039;constant&#039; table (in words)&lt;br /&gt;
|-&lt;br /&gt;
! 08&lt;br /&gt;
| sizeString || Size of the &#039;string&#039; table (in words)&lt;br /&gt;
|-&lt;br /&gt;
! 0A&lt;br /&gt;
| unknown || Unknown&lt;br /&gt;
|-&lt;br /&gt;
! 0C&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | data... || rowspan=&amp;quot;2&amp;quot; | Script data&lt;br /&gt;
|-&lt;br /&gt;
! ...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Data==&lt;br /&gt;
===Header===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hex !! Short Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
! 00&lt;br /&gt;
| LEN || Length of data, usually first constant offset + 2*numConst&lt;br /&gt;
|-&lt;br /&gt;
! 02&lt;br /&gt;
| numGroups || The number of &#039;groups&#039; in the file&lt;br /&gt;
|-&lt;br /&gt;
! 04&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | entry... (numGroup entries) || rowspan=&amp;quot;3&amp;quot; | Group entries&lt;br /&gt;
|-&lt;br /&gt;
! 06&lt;br /&gt;
|-&lt;br /&gt;
! 08&lt;br /&gt;
|-&lt;br /&gt;
! ...&lt;br /&gt;
| more groups if numGroups &amp;gt; 1 || extra groups, up to numGroups&lt;br /&gt;
|-&lt;br /&gt;
! ...&lt;br /&gt;
| commands... (LEN words) || Script commands area&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Groups===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hex !! Short Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
! 00&lt;br /&gt;
| scriptLoc || Commands location (will always be at the start of a valid command)&lt;br /&gt;
|-&lt;br /&gt;
! 02&lt;br /&gt;
| type? || possibly the type of group?  unsure&lt;br /&gt;
|-&lt;br /&gt;
! 04&lt;br /&gt;
| unknown || Unknown (char if type=3?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Commands===&lt;br /&gt;
{{main|Table of PMD2 Scripting Commands}}&lt;br /&gt;
====Time/Darkness====&lt;br /&gt;
Time has 0x150 commands in total in its scripting subsystem.  It is currently unknown what every one does, but a lot have been figured out.&lt;br /&gt;
&lt;br /&gt;
====Sky====&lt;br /&gt;
Sky has 0x180 commands in total in its scripting subsystem.  It is currently unknown what every one does, but a lot have been figured out.  Also, EVERY command from Time is in these commands as well.  This means there are 0x30 new commands introduced in Sky.  Some of the old commands are also changed slightly.&lt;br /&gt;
&lt;br /&gt;
The introduced commands were inserted into various locations in the time commands, which means the same command in Time/Darkness and Sky usually has two different command numbers.  For example, 0x8B in Time is the same as 0x9D in Sky.&lt;br /&gt;
&lt;br /&gt;
===Constants/strings tables===&lt;br /&gt;
If there is nothing in a particular table, then that table is omitted.  The strings table strings are at (offset from string table) + (LEN)&lt;br /&gt;
&lt;br /&gt;
The constant table strings have offsets as if they were part of the string table.  Therefore, the constants are actually at (offset from const table) + (LEN) - (2 * numStrings).  Another way of calculating the constants offset is assume the first offset leads to offsetConst, subtract the first offset from all the others and you will get the offset from offsetConst.  Or (offset from const table) - (first offset from const table) + (offsetConst)&lt;br /&gt;
&lt;br /&gt;
Regardless of the table, if the size in bytes of the table + offsets is an odd number, then an extra null byte is added to the end of the otherwise complete table before being stored.&lt;br /&gt;
&lt;br /&gt;
===Constant table entry===&lt;br /&gt;
 0000: (word) start of string + 2* num strings.&lt;br /&gt;
&lt;br /&gt;
===String table entry===&lt;br /&gt;
 0000: (word) start of string (from end of script section+1).&lt;br /&gt;
&lt;br /&gt;
===Const/String===&lt;br /&gt;
 Constants/Strings are null-terminated.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
==Constant Locations==&lt;br /&gt;
 Constant offsets - 2*numStrings = actual constant locations.&lt;br /&gt;
It is unclear why this is the case, but it is clear that the script commands act as if constants and strings were all in the same big array.&lt;/div&gt;</summary>
		<author><name>Nerketur</name></author>
	</entry>
	<entry>
		<id>https://projectpokemon.org/wiki/index.php?title=Pmd2_SSB&amp;diff=5099</id>
		<title>Pmd2 SSB</title>
		<link rel="alternate" type="text/html" href="https://projectpokemon.org/wiki/index.php?title=Pmd2_SSB&amp;diff=5099"/>
		<updated>2015-01-21T16:28:40Z</updated>

		<summary type="html">&lt;p&gt;Nerketur: created SSB page with link to table page that will be created for scripting commands.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SSB files are always found with an associated .SSA, .SSE, or .SSS file, with the single exception of unionall.ssb, found in the &#039;&#039;&#039;/SCRIPT/COMMON/&#039;&#039;&#039; folder of the Nitro File System.  These files contain the actual scripting code, much like the canon series of Pokémon games.  The main differences are the number and format of these commands.&lt;br /&gt;
&lt;br /&gt;
SSB files are all 16-bit word-based.  Because of this, the file itself &#039;&#039;must&#039;&#039; be an even number of bytes, and in fact the string and constant tables have special rules to ensure this.&lt;br /&gt;
&lt;br /&gt;
=Special cases=&lt;br /&gt;
==unionall==&lt;br /&gt;
This file is a very special case for two reasons.  It does not have an SSA, SSE, or SSS file connected with it, and it stays in memory for the entire time scripts are being run.&lt;br /&gt;
&lt;br /&gt;
This is the master script that is the first to run when the power is turned on, and handles all the scene changes, events, and anything else that can be scripted.  The entire titlescreen is run with unionall.ssb, as is the entire game.  It is the ONLY script that is called through ASM, and is put in a very special location in memory, staying there until the game is turned off.&lt;br /&gt;
&lt;br /&gt;
When scripts end that this script calls, the script continues from where it left off, doing various things depending on the outcome of these scripts.  More research needs to be done to find out everything this script does.&lt;br /&gt;
&lt;br /&gt;
=File Format=&lt;br /&gt;
==Header==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hex !! Short Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
! 00&lt;br /&gt;
| numConst || The number of &#039;constants&#039; in the file&lt;br /&gt;
|-&lt;br /&gt;
! 02&lt;br /&gt;
| numString || The number of &#039;strings&#039; in the file&lt;br /&gt;
|-&lt;br /&gt;
! 04&lt;br /&gt;
| offsetConst || First const offset or beginning of string table&lt;br /&gt;
|-&lt;br /&gt;
! 06&lt;br /&gt;
| sizeConst || Size of the &#039;constant&#039; table (in words)&lt;br /&gt;
|-&lt;br /&gt;
! 08&lt;br /&gt;
| sizeString || Size of the &#039;string&#039; table (in words)&lt;br /&gt;
|-&lt;br /&gt;
! 0A&lt;br /&gt;
| unknown || Unknown&lt;br /&gt;
|-&lt;br /&gt;
! 0C&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | data... || rowspan=&amp;quot;2&amp;quot; | Script data&lt;br /&gt;
|-&lt;br /&gt;
! ...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Data==&lt;br /&gt;
===Header===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hex !! Short Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
! 00&lt;br /&gt;
| LEN || Length of data, usually first constant offset + 2*numConst&lt;br /&gt;
|-&lt;br /&gt;
! 02&lt;br /&gt;
| numGroups || The number of &#039;groups&#039; in the file&lt;br /&gt;
|-&lt;br /&gt;
! 04&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | entry... (numGroup entries) || rowspan=&amp;quot;3&amp;quot; | Group entries&lt;br /&gt;
|-&lt;br /&gt;
! 06&lt;br /&gt;
|-&lt;br /&gt;
! 08&lt;br /&gt;
|-&lt;br /&gt;
! ...&lt;br /&gt;
| more groups if numGroups &amp;gt; 1 || extra groups, up to numGroups&lt;br /&gt;
|-&lt;br /&gt;
! ...&lt;br /&gt;
| commands... (LEN words) || Script commands area&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Groups===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hex !! Short Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
! 00&lt;br /&gt;
| scriptLoc || Commands location (will always be at the start of a valid command)&lt;br /&gt;
|-&lt;br /&gt;
! 02&lt;br /&gt;
| type? || possibly the type of group?  unsure&lt;br /&gt;
|-&lt;br /&gt;
! 04&lt;br /&gt;
| unknown || Unknown (char if type=3?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Commands===&lt;br /&gt;
{{main|Table of PMD2 Scripting Commands}}&lt;br /&gt;
====Time/Darkness====&lt;br /&gt;
Time has 0x150 commands in total in its scripting subsystem.  It is currently unknown what every one does, but a lot have been figured out.&lt;br /&gt;
&lt;br /&gt;
====Sky====&lt;br /&gt;
Sky has 0x180 commands in total in its scripting subsystem.  It is currently unknown what every one does, but a lot have been figured out.  Also, EVERY command from Time is in these commands as well.  This means there are 0x30 new commands introduced in Sky.  Some of the old commands are also changed slightly.&lt;br /&gt;
&lt;br /&gt;
The introduced commands were inserted into various locations in the time commands, which means the same command in Time/Darkness and Sky usually has two different command numbers.  For example, 0x8B in Time is the same as 0x9D in Sky.&lt;br /&gt;
&lt;br /&gt;
===Constants/strings tables===&lt;br /&gt;
If there is nothing in a particular table, then that table is omitted.  The strings table strings are at (offset from string table) + (LEN)&lt;br /&gt;
&lt;br /&gt;
The constant table strings have offsets as if they were part of the string table.  Therefore, the constants are actually at (offset from const table) + (LEN) - (2 * numStrings).  Another way of calculating the constants offset is assume the first offset leads to offsetConst, subtract the first offset from all the others and you will get the offset from offsetConst.  Or (offset from const table) - (first offset from const table) + (offsetConst)&lt;br /&gt;
&lt;br /&gt;
Regardless of the table, if the size in bytes of the table + offsets is an odd number, then an extra null byte is added to the end of the otherwise complete table before being stored.&lt;br /&gt;
&lt;br /&gt;
===Constant table entry===&lt;br /&gt;
 0000: (word) start of string + 2* num strings.&lt;br /&gt;
&lt;br /&gt;
===String table entry===&lt;br /&gt;
 0000: (word) start of string (from end of script section+1).&lt;br /&gt;
&lt;br /&gt;
===Const/String===&lt;br /&gt;
 Constants/Strings are null-terminated.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
==Constant Locations==&lt;br /&gt;
 Constant offsets - 2*numStrings = actual constant locations.&lt;br /&gt;
It is unclear why this is the case, but it is clear that the script commands act as if constants and strings were all in the same big array.&lt;/div&gt;</summary>
		<author><name>Nerketur</name></author>
	</entry>
	<entry>
		<id>https://projectpokemon.org/wiki/index.php?title=Pok%C3%A9mon_Mystery_Dungeon_Explorers&amp;diff=5098</id>
		<title>Pokémon Mystery Dungeon Explorers</title>
		<link rel="alternate" type="text/html" href="https://projectpokemon.org/wiki/index.php?title=Pok%C3%A9mon_Mystery_Dungeon_Explorers&amp;diff=5098"/>
		<updated>2015-01-21T11:51:31Z</updated>

		<summary type="html">&lt;p&gt;Nerketur: Changed links to point to the same page (because SSA, SSE, and SSS files are the same format.)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Incomplete Articles]]&lt;br /&gt;
[[Category:ROM Hacking]]&lt;br /&gt;
[[Category:Technical References]]&lt;br /&gt;
{{DISPLAYTITLE:Pokémon Mystery Dungeon : Explorers of Sky/Time/Darkness}}&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
This page contains data on the Pokémon Mystery Dungeon: Explorers of Sky/Time/Darkness games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ROM File Structure ==&lt;br /&gt;
A detailed list of the file structure of the ROM&#039;s nitro-fs filesystem.&lt;br /&gt;
&lt;br /&gt;
*Note: A lot of files in the ROM have an identifier that correspond to which level/event/cutscene/etc, they&#039;re used in. Something like: &amp;quot;s17p01&amp;quot; for example.&lt;br /&gt;
&lt;br /&gt;
First/Second level directories:&lt;br /&gt;
: &#039;&#039;&#039;/BACK/&#039;&#039;&#039;&lt;br /&gt;
:: Contains large compressed [[pmd2_BGP|BGP]] images. Some of those appear on the main menu, some later during the game.&lt;br /&gt;
:: In Explorers of Sky, the backgrounds used in Explorers of Time and Darkness are present but unused.&lt;br /&gt;
: &#039;&#039;&#039;/BALANCE/&#039;&#039;&#039;&lt;br /&gt;
:: Seems to contain value relative to pokemon stats and various information about levels/dungeons.&lt;br /&gt;
: &#039;&#039;&#039;/DUNGEON/&#039;&#039;&#039;&lt;br /&gt;
:: Contains what seems to be some dungeon tiles.&lt;br /&gt;
: &#039;&#039;&#039;/DWC/&#039;&#039;&#039;&lt;br /&gt;
:: Data for the standard NDS Wifi setup screen.&lt;br /&gt;
: &#039;&#039;&#039;/EFFECT/&#039;&#039;&#039;&lt;br /&gt;
:: Contains some of the effect sprites.&lt;br /&gt;
: &#039;&#039;&#039;/FONT/&#039;&#039;&#039;&lt;br /&gt;
:: Contains fonts, UI element resources, palettes, and the portraits for the talking pokemon during the game.&lt;br /&gt;
: &#039;&#039;&#039;/GROUND/&#039;&#039;&#039;&lt;br /&gt;
:: Contains various sprites, apparently mostly for decorating the maps.&lt;br /&gt;
: &#039;&#039;&#039;/MAP_BG/&#039;&#039;&#039;&lt;br /&gt;
:: Contains what seems to be map tiles.&lt;br /&gt;
: &#039;&#039;&#039;/MESSAGE/&#039;&#039;&#039;&lt;br /&gt;
:: Contains the strings for most of the game!&lt;br /&gt;
: &#039;&#039;&#039;/MONSTER/&#039;&#039;&#039;&lt;br /&gt;
:: Contains the pokemon sprites for battle and the &amp;quot;overworld&amp;quot;. &lt;br /&gt;
: &#039;&#039;&#039;/RESCUE/&#039;&#039;&#039;&lt;br /&gt;
:: Possibly linked to SOS code generation.&lt;br /&gt;
: &#039;&#039;&#039;/SCRIPT/&#039;&#039;&#039;&lt;br /&gt;
:: Contains the scripts for the whole game. Each directories has an identifier related to the context it takes place in. &lt;br /&gt;
: &#039;&#039;&#039;/SOUND/BGM/&#039;&#039;&#039;&lt;br /&gt;
:: Contains the main instrument sounds bank, &amp;quot;bgm.swd&amp;quot;, and all the music in the game. With each tracks being a pair of a [[pmd2_SMDL|SMD]] and [[pmd2_SWDL|SWD]] file.&lt;br /&gt;
: &#039;&#039;&#039;/SOUND/ME/&#039;&#039;&#039;&lt;br /&gt;
::&lt;br /&gt;
: &#039;&#039;&#039;/SOUND/SE/&#039;&#039;&#039;&lt;br /&gt;
::&lt;br /&gt;
: &#039;&#039;&#039;/SOUND/SWD/&#039;&#039;&#039;&lt;br /&gt;
:: A bunch of sound effects stored as [[pmd2_SWDL|SWD]]s&lt;br /&gt;
: &#039;&#039;&#039;/SYSTEM/&#039;&#039;&#039;&lt;br /&gt;
::&lt;br /&gt;
: &#039;&#039;&#039;/SYNTH/&#039;&#039;&#039;&lt;br /&gt;
:: Possibly data for the swap cauldron.&lt;br /&gt;
: &#039;&#039;&#039;/SYSTEM/&#039;&#039;&#039;&lt;br /&gt;
::&lt;br /&gt;
: &#039;&#039;&#039;/TABLEDAT/&#039;&#039;&#039;&lt;br /&gt;
::&lt;br /&gt;
: &#039;&#039;&#039;/TOP/&#039;&#039;&#039;&lt;br /&gt;
:: Contains [[pmd2_BGP|BGP]] files for the backgrounds used in Pokémon Mystery Dungeon: Blue Rescue Team.&lt;br /&gt;
:: It can be deleted with no immediately apparent side effects, as the backgrounds are unused.&lt;br /&gt;
&lt;br /&gt;
== ROM Overlays Details ==&lt;br /&gt;
A list of all the overlays, and what they&#039;re used for.&lt;br /&gt;
&lt;br /&gt;
===== NDS9/ARM9 Overlays( Explorers of Sky ): ===== &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #00&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x022BCA80&lt;br /&gt;
:* Length in RAM: 395,680 bytes&lt;br /&gt;
:* Description: Possibly contains data and code related to wifi multiplayer.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #01&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x02329520&lt;br /&gt;
:* Length in RAM: 77,088 bytes&lt;br /&gt;
:* Description: Seems related to wifi rescue. It mentions several files from the GROUND and BACK folders:&lt;br /&gt;
:** 0x11ab8 : &amp;quot;BACK/expback.bgp&amp;quot;&lt;br /&gt;
:** 0x11b00 : &amp;quot;BACK/s07p02a.bgp&amp;quot;&lt;br /&gt;
:** 0x11b38 : &amp;quot;BACK/expback.bgp&amp;quot;&lt;br /&gt;
:** 0x11b70 : &amp;quot;BACK/expback.bgp&amp;quot;&lt;br /&gt;
:** 0x11b84 : &amp;quot;GROUND/s18p01a4.wan&amp;quot;&lt;br /&gt;
:** 0x11b98 : &amp;quot;GROUND/s18p01a2.wan&amp;quot;&lt;br /&gt;
:** 0x11bac : &amp;quot;GROUND/s18p01a3.wan&amp;quot;&lt;br /&gt;
:** 0x11be4 : &amp;quot;GROUND/s18p01a1.wan&amp;quot;&lt;br /&gt;
:** 0x11bf8 : &amp;quot;BACK/s18p01a.bgp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #02&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x02329520&lt;br /&gt;
:* Length in RAM: 176,032 bytes&lt;br /&gt;
:* Description: Most likely code for the Nintendo wifi setup.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #03&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x0233CA80&lt;br /&gt;
:* Length in RAM: 41,312 bytes&lt;br /&gt;
:* Description: Unknown so far. Contains a single mention of &amp;quot;TABLEDAT/item00.dat&amp;quot; at 0xA078.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #04&#039;&#039;&#039;: &lt;br /&gt;
:* RAM Load address: 0x0233CA80&lt;br /&gt;
:* Length in RAM: 11,232 bytes&lt;br /&gt;
:* Description: Unknown so far. Contains a single mention of &amp;quot;TABLEDAT/item00.dat&amp;quot; at 0x2BA4.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #05&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x0233CA80&lt;br /&gt;
:* Length in RAM: 12,864 bytes&lt;br /&gt;
:* Description: Unknown so far. Contain a single line of dialog formated text &amp;quot;[CS:X][string:0][CR][CLUM_SET:88][rank:0]&amp;quot; at 0x31EC&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #06&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x0233CA80&lt;br /&gt;
:* Length in RAM: 9,312 bytes&lt;br /&gt;
:* Description: Probably linked to WiFi rescue. Found those strings:&lt;br /&gt;
:** 0x2354 : &amp;quot;Mysterious WiFi: Illegal Identifier&amp;quot;&lt;br /&gt;
:** 0x237C : &amp;quot;Mysterious WiFi: Difference Version&amp;quot;&lt;br /&gt;
:** 0x23A4 : &amp;quot;Mysterious WiFi: Difference Language&amp;quot;&lt;br /&gt;
:** 0x23CC : &amp;quot;Mysterious WiFi: Difference Check Sum: 0x%08x 0x%08x&amp;quot;&lt;br /&gt;
:** 0x2404 : &amp;quot;Mysterious WiFi: Illegal Data&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #07&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x0233CA80&lt;br /&gt;
:* Length in RAM: 20,736 bytes&lt;br /&gt;
:* Description: Unknown so far.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #08&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x0233CA80&lt;br /&gt;
:* Length in RAM: 8,704 bytes&lt;br /&gt;
:* Description: Seems related to WiFi communications, from the string search results.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #09&#039;&#039;&#039;: &lt;br /&gt;
:* RAM Load address: 0x0233CA80&lt;br /&gt;
:* Length in RAM: 11,648 bytes&lt;br /&gt;
:* Description: Unknown this far. Has a single mention of &amp;quot;BACK/s18p02a.bgp&amp;quot; at 0x2D00&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #10&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x022BCA80&lt;br /&gt;
:* Length in RAM: 128,928 bytes&lt;br /&gt;
:* Description: Unknown this far. Some interesting strings:&lt;br /&gt;
:** 0x1F58C : &amp;quot;Lv. %d&amp;quot;&lt;br /&gt;
:** 0x1F594 : &amp;quot;[value:0:3]/[value:1:3]&amp;quot;&lt;br /&gt;
:** 0x1F5AC : &amp;quot;Lv. %d [CLUM_SET:44][value:0:3]/[value:1:3]&amp;quot;&lt;br /&gt;
:** 0x1F5D8 : &amp;quot;%s[CLUM_SET:70]%s&amp;quot;&lt;br /&gt;
:** 0x1F5EC : &amp;quot;/DUNGEON/sub2.bgp&amp;quot;&lt;br /&gt;
:** 0x1F600 : &amp;quot;/DUNGEON/sub.bgp&amp;quot;&lt;br /&gt;
:** 0x1F614 : &amp;quot;MainGame enter dungeon mode %d %d&amp;quot;&lt;br /&gt;
:** 0x1F638 : &amp;quot;dungeon fade out mode %d&amp;quot;&lt;br /&gt;
:** 0x1F654 : &amp;quot;dungeon getout result %d&amp;quot;&lt;br /&gt;
:** 0x1F694 : &amp;quot;rom0:BALANCE/mappa_gs.bin&amp;quot;&lt;br /&gt;
:** 0x1F6B0 : &amp;quot;dungeon map index %3d floor %3d -&amp;gt; dg index %3d floor max %3d -&amp;gt; bg index %3d table index %3d&amp;quot;&lt;br /&gt;
:** 0x1F710 : &amp;quot;rom0:BALANCE/fixed.bin&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #11&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x022DC240&lt;br /&gt;
:* Length in RAM: 298,048 bytes&lt;br /&gt;
:* Description: Most likely the script engine for the game !&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #12&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x0238A140&lt;br /&gt;
:* Length in RAM: 32 bytes&lt;br /&gt;
:* Description: Empty, 32 bytes of zeros.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #13&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x0238A140&lt;br /&gt;
:* Length in RAM: 11,904 bytes&lt;br /&gt;
:* Description: Controls the personality test, including the available partners and playable Pokémon.  Personality test questions are stored in the MESSAGE folder.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #14&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x0238A140&lt;br /&gt;
:* Length in RAM: 15,072 bytes&lt;br /&gt;
:* Description: Probably what runs the gatekeeper mini-game(String search returned mention of footprints). &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #15&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x0238A140&lt;br /&gt;
:* Length in RAM: 4,192 bytes&lt;br /&gt;
:* Description: Possibly has to do with Duskull&#039;s bank. Got this &amp;quot;Menu_Bank_Mode_Cancel&amp;quot; at 0xFB4.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #16&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x0238A140&lt;br /&gt;
:* Length in RAM: 11,552 bytes&lt;br /&gt;
:* Description: Possibly linked to the Chimecho&#039;s assembly menu. Got this string &amp;quot;menuMonsterPictureBook_IsBusy busy&amp;quot; at 0x2CC4.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #17&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x0238A140&lt;br /&gt;
:* Length in RAM: 7,392 bytes&lt;br /&gt;
:* Description: Unknown this far.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #18&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x0238A140&lt;br /&gt;
:* Length in RAM: 13,568 bytes&lt;br /&gt;
:* Description: Unknown this far.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #19&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x0238A140&lt;br /&gt;
:* Length in RAM: 16,960 bytes&lt;br /&gt;
:* Description: Possibly linked to Spinda&#039;s cafe.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #20&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x0238A140&lt;br /&gt;
:* Length in RAM: 12,288 bytes&lt;br /&gt;
:* Description: Unknown this far.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #21&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x0238A140&lt;br /&gt;
:* Length in RAM: 11,808 bytes&lt;br /&gt;
:* Description: Most likely for the swap shop menu.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #22&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x0238A140&lt;br /&gt;
:* Length in RAM: 19,264 bytes&lt;br /&gt;
:* Description: Most likely for the Keckleon shop menu.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #23&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x0238A140&lt;br /&gt;
:* Length in RAM: 14,208 bytes&lt;br /&gt;
:* Description: Most likely for the Kangashkan storage menu.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #24&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x0238A140&lt;br /&gt;
:* Length in RAM: 9,440 bytes&lt;br /&gt;
:* Description: Unknown this far.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #25&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x0238A140&lt;br /&gt;
:* Length in RAM: 5,312 bytes&lt;br /&gt;
:* Description: Unknown this far.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #26&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x0238A140&lt;br /&gt;
:* Length in RAM: 3,648 bytes&lt;br /&gt;
:* Description: Unknown this far.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #27&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x0238A140&lt;br /&gt;
:* Length in RAM: 11,616 bytes&lt;br /&gt;
:* Description: Most likely another menu for item handling storage..&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #28&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x0238A140&lt;br /&gt;
:* Length in RAM: 3,168 bytes&lt;br /&gt;
:* Description: Unknown this far.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #29&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x022DC240&lt;br /&gt;
:* Length in RAM: 488,992 bytes&lt;br /&gt;
:* Description: Possibly having to do with running the in-dungeon game. Spotted strings for the in-dungeon menu.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #30&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x02382820&lt;br /&gt;
:* Length in RAM: 14,496 bytes&lt;br /&gt;
:* Description: Unknown this far.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #31&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x02382820&lt;br /&gt;
:* Length in RAM: 31,360 bytes&lt;br /&gt;
:* Description: Possibly the tactics menu.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #32&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x02382820&lt;br /&gt;
:* Length in RAM: 32 bytes&lt;br /&gt;
:* Description: Empty, 32 bytes of zeros.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #33&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x02382820&lt;br /&gt;
:* Length in RAM: 32 bytes&lt;br /&gt;
:* Description: Empty, 32 bytes of zeros.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #34&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x022DC240&lt;br /&gt;
:* Length in RAM: 3,680 bytes&lt;br /&gt;
:* Description: Possibly having to do with launching the game. There are mention in the strings of the ERSB logo and the &amp;quot;n_logo&amp;quot; logo.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Overlay #35&#039;&#039;&#039;:&lt;br /&gt;
:* RAM Load address: 0x022BCA80&lt;br /&gt;
:* Length in RAM: 32 bytes&lt;br /&gt;
:* Description: Empty, 32 bytes of zeros.&lt;br /&gt;
&lt;br /&gt;
== File/Data Formats ==&lt;br /&gt;
A list of all the file/data formats used in the game.&lt;br /&gt;
&lt;br /&gt;
;Graphics Formats:&lt;br /&gt;
: [[pmd2_BGP|BGP]]&lt;br /&gt;
: [[pmd2_WAN|WAN]]&lt;br /&gt;
: [[pmd2_WBA|WBA]]&lt;br /&gt;
: [[pmd2_W16|W16]]&lt;br /&gt;
: [[pmd2_WTE_and_WTU|WTE and WTU]]&lt;br /&gt;
: [[pmd2_CHR|CHR]]&lt;br /&gt;
: [[pmd2_PAL|PAL]]&lt;br /&gt;
: [[pmd2_BMA|BMA]]&lt;br /&gt;
: [[pmd2_BPC|BPC]]&lt;br /&gt;
: [[pmd2_BPL|BPL]]&lt;br /&gt;
: [[pmd2_BPA|BPA]]&lt;br /&gt;
: [[pmd2_smd_img|SMD(image)]]&lt;br /&gt;
: [[pmd2_sma|SMA]]&lt;br /&gt;
;Audio Formats:&lt;br /&gt;
: [[pmd2_SWDL|SWD]]&lt;br /&gt;
: [[pmd2_SMDL|SMD(Music Sequence)]]&lt;br /&gt;
: [[pmd2_SEDL|SED]]&lt;br /&gt;
;Data Formats:&lt;br /&gt;
: [[pmd2_BIN|BIN]]&lt;br /&gt;
: [[pmd2_DAT|DAT]]&lt;br /&gt;
: [[pmd2_monster.md|MD]]&lt;br /&gt;
: [[pmd2_tbl_talk.tlk|TLK]]&lt;br /&gt;
: [[pmd2_text_strings|STR]]&lt;br /&gt;
;Script Engine Formats&lt;br /&gt;
: [[pmd2_SSB|SSB]]&lt;br /&gt;
: [[pmd2_SSA|SSA]]&lt;br /&gt;
: [[pmd2_SSA|SSS]]&lt;br /&gt;
: [[pmd2_SSA|SSE]]&lt;br /&gt;
: [[pmd2_LSD|LSD]]&lt;br /&gt;
;Container Formats:&lt;br /&gt;
: [[pmd2_BIN_pack|BIN]](pack files)&lt;br /&gt;
: [[pmd2_kaomado.kao|KAO]]&lt;br /&gt;
: [[pmd2_SIR0|SIR0]]&lt;br /&gt;
;Compressed Container Formats:&lt;br /&gt;
: [[pmd2_AT4PX|AT4PX]]&lt;br /&gt;
: [[pmd2_AT4PN|AT4PN]]&lt;br /&gt;
: [[pmd2_PKDPX|PKDPX]]&lt;br /&gt;
;Misc:&lt;br /&gt;
: [[pmd2_DIC|DIC]]&lt;br /&gt;
: [[pmd2_SRL|SRL]]&lt;br /&gt;
&lt;br /&gt;
Additionally, several files have a file extension that doesn&#039;t match their content. For example, &amp;quot;/SYSTEM/hsd_jap.dat&amp;quot; and &amp;quot;/SYSTEM/hsd_eng.dat&amp;quot; are AT4PX files, but their extension is &amp;quot;.dat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Files with Unique Formats ==&lt;br /&gt;
A list of files that have their own unique format.&lt;br /&gt;
&lt;br /&gt;
* /BALANCE/[[pmd2_monster.md|monster.md]]&lt;br /&gt;
* /FONT/[[pmd2_kaomado.kao|kaomado.kao]]&lt;br /&gt;
* /MESSAGE/[[pmd2_tbl_talk.tlk|tbl_talk.tlk]]&lt;br /&gt;
* /MESSAGE/[[pmd2_text_strings|text_*.str]]&lt;br /&gt;
* /RESCUE/[[pmd2_rescue.bin|rescue.bin]]&lt;br /&gt;
* /SYNTH/[[pmd2_synth.bin|synth.bin]]&lt;/div&gt;</summary>
		<author><name>Nerketur</name></author>
	</entry>
	<entry>
		<id>https://projectpokemon.org/wiki/index.php?title=Pmd2_SSA&amp;diff=5097</id>
		<title>Pmd2 SSA</title>
		<link rel="alternate" type="text/html" href="https://projectpokemon.org/wiki/index.php?title=Pmd2_SSA&amp;diff=5097"/>
		<updated>2015-01-21T11:46:57Z</updated>

		<summary type="html">&lt;p&gt;Nerketur: started page for SSA/SSS/SSE files&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.SSA, .SSE, and .SSS files all use the exact same format, and as far as is currently known all do the same things.  The only differences appear to be which links exist.  These files and their respectively named [[Pmd2 SSB|.SSB]] files are effectively linked, as within the script they are not called by extension, but by name.&lt;br /&gt;
&lt;br /&gt;
These are &#039;&#039;never&#039;&#039; found alone.  They are like C/C++ .h files, in that they are connected to a certain file, and therefore useless by themselves.  They are used to determine the starting positions of Pokémon, backgrounds, and interactable areas (including ones that you simply move into to interact).  There are still some secrets that are unknown, however.&lt;br /&gt;
&lt;br /&gt;
All data contained in these files is in groups of words.  {{wplink|Word_(computer_architecture)|Word}} (as defined here) refers to the &#039;&#039;&#039;16-bit word&#039;&#039;&#039;, or the values between 0x0000 and 0xFFFF inclusive.  It is also referred to as a &#039;&#039;short&#039;&#039; in most common programming languages (on 32-bit OS&#039;s and above), or a &#039;halfword&#039; as in the ARM processors used in the NDS.&lt;br /&gt;
&lt;br /&gt;
=Specifics=&lt;br /&gt;
==SSE==&lt;br /&gt;
The only known .SSE file is &#039;enter.sse&#039;  All known links from this file go to other enter files, &#039;enterXX.ssb&#039;, and the files are all linked.  All the Pokémon, backgrounds, etc. in this file are used as initial positions for all enter files.&lt;br /&gt;
&lt;br /&gt;
This file will always exist in every subfolder of &#039;&#039;&#039;/SCRIPT/&#039;&#039;&#039;, that describes an area that can be entered by the player during normal play. (some folders contain visual effects, or only cutscenes)&lt;br /&gt;
&lt;br /&gt;
==SSS==&lt;br /&gt;
There are two types of .SSS files.  The first is &#039;umXX.sss&#039;, and the second is &#039;usXX.sss&#039;.  In both cases, the XX can stand for any decimal number.  Differences between the two types are unknown at this time.&lt;br /&gt;
&lt;br /&gt;
===umXX.sss===&lt;br /&gt;
These are linked to all the umXXYY.ssb files where XX is the same in both files.  The links themselves are determined in the .SSS file&lt;br /&gt;
&lt;br /&gt;
===usXX.sss===&lt;br /&gt;
These are linked to all the usXXYY.ssb files where XX is the same in both files.  The links themselves are determined in the .SSS file&lt;br /&gt;
&lt;br /&gt;
==SSA==&lt;br /&gt;
Every other known .SSB file, with one exception, has this file as a &amp;quot;metafile&amp;quot; of sorts, showing all initial locations, background areas, etc.  A file named &#039;m22a0201.ssb&#039;, for example, would have &#039;m22a0201.ssa&#039; as this file.  The sole exception to this rule is [[Pmd2 SSB#unionall|unionall.ssb]], contained inside the &#039;&#039;&#039;/SCRIPT/COMMON/&#039;&#039;&#039; folder.  It has no .SSA, .SSE, or .SSS file connected with it.  &lt;br /&gt;
=File Format=&lt;br /&gt;
Items with question-marks are unknown at this time, but believed.  Short names are only to give a simple mnemonic to remember by.  These names are not used inside the game&lt;br /&gt;
==Header==&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hex !! Short Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
! 0000&lt;br /&gt;
| numGroups (N) || The number of &#039;groups&#039; in the file (N)&lt;br /&gt;
|-&lt;br /&gt;
! 0002&lt;br /&gt;
| dataOffset (Z) || Length of non-groups/start of groups (Z)&lt;br /&gt;
|-&lt;br /&gt;
! 0004&lt;br /&gt;
| unkn (A) || Start of something (only enter.sse?)&lt;br /&gt;
|-&lt;br /&gt;
! 0006&lt;br /&gt;
| pokéPos (B) || Pokémon posititions&lt;br /&gt;
|-&lt;br /&gt;
! 0008&lt;br /&gt;
| objPos (C) || Object positions&lt;br /&gt;
|-&lt;br /&gt;
! 000A&lt;br /&gt;
| backPos (D) || Default backgrounds (pos?)&lt;br /&gt;
|-&lt;br /&gt;
! 000C&lt;br /&gt;
| unknown (E) || Start of third non-6 group&lt;br /&gt;
|-&lt;br /&gt;
! 000E&lt;br /&gt;
| movements (F) || Start of movements (actions)&lt;br /&gt;
|-&lt;br /&gt;
! 0010&lt;br /&gt;
| 4wordsLoc (G) || start of 4 unknown words (usually 9, -1, -1, -1)&lt;br /&gt;
|}&lt;br /&gt;
==A words from start==&lt;br /&gt;
This is apparently usually only used in enter.sse.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hex !! Short Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
! 00&lt;br /&gt;
| unknown1 || rowspan=&amp;quot;3&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
! 02&lt;br /&gt;
| unknown2&lt;br /&gt;
|-&lt;br /&gt;
! 04&lt;br /&gt;
| unknown3&lt;br /&gt;
|-&lt;br /&gt;
! 06&lt;br /&gt;
| entryNum || Number entry (enterXX.ssb if enter.sse) to go to.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;B words from start:&#039;&#039;&#039; (chara group)&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hex !! Short Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
! 00&lt;br /&gt;
| pokémon || Pokémon to change&lt;br /&gt;
|-&lt;br /&gt;
! 02&lt;br /&gt;
| faceDir || Direction to face &lt;br /&gt;
|-&lt;br /&gt;
! 04&lt;br /&gt;
| xPos || X coordinate -- 8 pixel increments. -- 0 = half of shadow there&lt;br /&gt;
|-&lt;br /&gt;
! 06&lt;br /&gt;
| yPos || Y coordinate -- 0 = Shadow 1 pixel down&lt;br /&gt;
|-&lt;br /&gt;
! 08&lt;br /&gt;
| xOffset || x offset?  0-1, 2-3, 4-7 = 0, 4, 16&lt;br /&gt;
|-&lt;br /&gt;
! 0A&lt;br /&gt;
| yOffset || y offset?  0-1, 2-3, 4-7 = 0, 4, invis&lt;br /&gt;
|-&lt;br /&gt;
! 0C&lt;br /&gt;
| entryNum || Numbered entry (XX in enterXX.ssb if enter.sse), usually FFFF (means none)&lt;br /&gt;
|-&lt;br /&gt;
! 0E&lt;br /&gt;
| unknown || Unknown, usually FFFF&lt;br /&gt;
|}&lt;br /&gt;
==C words from start:==&lt;br /&gt;
This group works with objects.  Each group of 8 words defines a new object, and has the following structure:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hex !! Short Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
! 00&lt;br /&gt;
| object || Object to change&lt;br /&gt;
|-&lt;br /&gt;
! 02&lt;br /&gt;
| unknown1 || rowspan=&amp;quot;3&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
! 04&lt;br /&gt;
| unknown2&lt;br /&gt;
|-&lt;br /&gt;
! 06&lt;br /&gt;
| unknown3&lt;br /&gt;
|-&lt;br /&gt;
! 08&lt;br /&gt;
| xPos || X coordinate -- 8 pixel increments. -- 0 = half of shadow there&lt;br /&gt;
|-&lt;br /&gt;
! 0A&lt;br /&gt;
| yPos || Y coordinate -- 0 = Shadow 1 pixel down&lt;br /&gt;
|-&lt;br /&gt;
! 0C&lt;br /&gt;
| xOffset || x offset?  0-1, 2-3, 4-7 = 0, 4, ?&lt;br /&gt;
|-&lt;br /&gt;
! 0E&lt;br /&gt;
| yOffset || y offset?  0-1, 2-3, 4-7 = 0, 4, ?&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| entryNum || Numbered entry (XX in enterXX.ssb if enter.sse) to run on interact, usually FFFF (means none)&lt;br /&gt;
|-&lt;br /&gt;
! 12&lt;br /&gt;
| unknown4 || Unknown, usually FFFF&lt;br /&gt;
|}&lt;br /&gt;
==D words from start==&lt;br /&gt;
Deals with backgrounds.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hex !! Short Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
! 00&lt;br /&gt;
| object || Spot used in code B1 (EoT/EoD)&lt;br /&gt;
|-&lt;br /&gt;
! 02&lt;br /&gt;
| unknown1 || rowspan=&amp;quot;3&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
! 04&lt;br /&gt;
| unknown2&lt;br /&gt;
|-&lt;br /&gt;
! 06&lt;br /&gt;
| unknown3&lt;br /&gt;
|-&lt;br /&gt;
! 08&lt;br /&gt;
| xPos || X coordinate -- 8 pixel increments.&lt;br /&gt;
|-&lt;br /&gt;
! 0A&lt;br /&gt;
| yPos || Y coordinate&lt;br /&gt;
|-&lt;br /&gt;
! 0C&lt;br /&gt;
| xOffset || x offset?  0-1, 2-3, 4-7 = 0, 4, ?&lt;br /&gt;
|-&lt;br /&gt;
! 0E&lt;br /&gt;
| yOffset || y offset?  0-1, 2-3, 4-7 = 0, 4, ?&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| entryNum || Numbered entry (XX in enterXX.ssb if enter.sse) to run on interact, usually FFFF (means none)&lt;br /&gt;
|-&lt;br /&gt;
! 12&lt;br /&gt;
| unknown4 || Unknown, usually FFFF&lt;br /&gt;
|}&lt;br /&gt;
==E words from start==&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hex !! Short Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
! 00&lt;br /&gt;
| what? || What to change?&lt;br /&gt;
|-&lt;br /&gt;
! 02&lt;br /&gt;
| unknown1 || Possibly facing?&lt;br /&gt;
|-&lt;br /&gt;
! 04&lt;br /&gt;
| xPos? || X coordinate?&lt;br /&gt;
|-&lt;br /&gt;
! 06&lt;br /&gt;
| yPos? || Y coordinate?&lt;br /&gt;
|-&lt;br /&gt;
! 08&lt;br /&gt;
| xOffset? || x offset?&lt;br /&gt;
|-&lt;br /&gt;
! 0A&lt;br /&gt;
| yOffset? || y offset?&lt;br /&gt;
|-&lt;br /&gt;
! 0C&lt;br /&gt;
| entryNum? || All that is known is this is NOT enterXX.ssb numbers&lt;br /&gt;
|-&lt;br /&gt;
! 0E&lt;br /&gt;
| unknown2 || Unknown, usually FFFF&lt;br /&gt;
|}&lt;br /&gt;
==F words from start==&lt;br /&gt;
Deals with movements.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hex !! Short Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
! 00&lt;br /&gt;
| xPos? || X coordinate? -- 8 pixel increments.&lt;br /&gt;
|-&lt;br /&gt;
! 02&lt;br /&gt;
| yPos? || Y coordinate?&lt;br /&gt;
|-&lt;br /&gt;
! 04&lt;br /&gt;
| xOffset? || x offset?&lt;br /&gt;
|-&lt;br /&gt;
! 06&lt;br /&gt;
| yOffset? || y offset?&lt;br /&gt;
|-&lt;br /&gt;
! 08&lt;br /&gt;
| unknown1 || rowspan=&amp;quot;4&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
! 0A&lt;br /&gt;
| unknown2&lt;br /&gt;
|-&lt;br /&gt;
! 0C&lt;br /&gt;
| unknown3&lt;br /&gt;
|-&lt;br /&gt;
! 0E&lt;br /&gt;
| unknown4&lt;br /&gt;
|}&lt;br /&gt;
==G words from start==&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hex !! Short Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
! 00&lt;br /&gt;
| unknown1 (9) || Usually 0009&lt;br /&gt;
|-&lt;br /&gt;
! 02&lt;br /&gt;
| unknown2 (-1) || rowspan=&amp;quot;3&amp;quot; | Usually FFFF&lt;br /&gt;
|-&lt;br /&gt;
! 04&lt;br /&gt;
| unknown3 (-1)&lt;br /&gt;
|-&lt;br /&gt;
! 06&lt;br /&gt;
| unknown4 (-1)&lt;br /&gt;
|}&lt;br /&gt;
==Z words from start==&lt;br /&gt;
Not much is known about this group, other than the fact it is always 10*N words long.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hex !! Short Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
! 00&lt;br /&gt;
| unknown1 || rowspan=&amp;quot;10&amp;quot; | All are apparently used, a lot of repeats&lt;br /&gt;
|-&lt;br /&gt;
! 02&lt;br /&gt;
| unknown2&lt;br /&gt;
|-&lt;br /&gt;
! 04&lt;br /&gt;
| unknown3&lt;br /&gt;
|-&lt;br /&gt;
! 06&lt;br /&gt;
| unknown4&lt;br /&gt;
|-&lt;br /&gt;
! 08&lt;br /&gt;
| unknown5&lt;br /&gt;
|-&lt;br /&gt;
! 0A&lt;br /&gt;
| unknown6&lt;br /&gt;
|-&lt;br /&gt;
! 0C&lt;br /&gt;
| unknown7&lt;br /&gt;
|-&lt;br /&gt;
! 0E&lt;br /&gt;
| unknown8&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| unknown9&lt;br /&gt;
|-&lt;br /&gt;
! 12&lt;br /&gt;
| unknown10&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nerketur</name></author>
	</entry>
	<entry>
		<id>https://projectpokemon.org/wiki/index.php?title=Pok%C3%A9mon_DP_Save_File_Structure&amp;diff=5096</id>
		<title>Pokémon DP Save File Structure</title>
		<link rel="alternate" type="text/html" href="https://projectpokemon.org/wiki/index.php?title=Pok%C3%A9mon_DP_Save_File_Structure&amp;diff=5096"/>
		<updated>2015-01-21T11:16:45Z</updated>

		<summary type="html">&lt;p&gt;Nerketur: changed links from word_(computing) to point to the actual page Word_(computer_architecture) instead of the disambiguation page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Save File Structure ==&lt;br /&gt;
&lt;br /&gt;
A Pokémon Diamond and Pearl save file is divided into two pairs of blocks.  Each pair consists of one general block, one storage box block, and one hall of fame block.  The storage box block contains current information regarding [[Bebe|Bebe&#039;s]] storage system, including stored Pokémon, box names, box wallpapers, and the current open box.  The general block contains current information on every other aspect of the game&#039;s progress, such as the trainer&#039;s name, ID number, acquired badges, party Pokémon, items, and much more.  The hall of fame block contains information about the Pokémon used to defeat the Elite 4.  The other pair is a backup from the previous save.&lt;br /&gt;
&lt;br /&gt;
The first general block in the file begins at 0x00000.  The first storage block begins at 0x0C100.  The first hall of fame block starts at 0x20000.  The second general, storage, and hall of fame blocks are at the same address + 0x40000.  The current blocks are not always stored in linear order in the save file (i.e. if the second general block is the more current, the first or second storage box block can possibly be the current as well).&lt;br /&gt;
&lt;br /&gt;
== Block Footers ==&lt;br /&gt;
&lt;br /&gt;
The last 20 bytes of each general and storage box block is a footer.  The last 24 bytes of each hall of fame block is a footer.  The footer is used to determine:&lt;br /&gt;
&lt;br /&gt;
* The size of the block&lt;br /&gt;
* Whether the block is current or a backup.&lt;br /&gt;
* Which big &amp;amp; small blocks link together.&lt;br /&gt;
&lt;br /&gt;
===General/Storage Box Footer===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #999; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ccc;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Purpose&lt;br /&gt;
|- style=&amp;quot;background: #eee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0x00 - 0x03&lt;br /&gt;
| Storage Block Save Count&lt;br /&gt;
|- style=&amp;quot;background: #eee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0x04 - 0x07&lt;br /&gt;
| General Block Save Count&lt;br /&gt;
|- style=&amp;quot;background: #eee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0x08 - 0x0B&lt;br /&gt;
| Size of block&lt;br /&gt;
|- style=&amp;quot;background: #eee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0x0C - 0x0F&lt;br /&gt;
| &#039;&#039;Run-time usage&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;background: #eee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0x10 - 0x11&lt;br /&gt;
| &#039;&#039;Run-time usage&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;background: #eee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0x12 - 0x13&lt;br /&gt;
| [[Pokémon NDS Save File Checksum|Checksum]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hall of Fame Footer===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #999; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ccc;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Purpose&lt;br /&gt;
|- style=&amp;quot;background: #eee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0x00 - 0x03&lt;br /&gt;
| Save ID number&lt;br /&gt;
|- style=&amp;quot;background: #ddd;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0x04 - 0x07&lt;br /&gt;
| Save index number&lt;br /&gt;
|- style=&amp;quot;background: #eee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0x08 - 0x0B&lt;br /&gt;
| &#039;&#039;Run-time usage&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;background: #ddd;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0x0C - 0x0F&lt;br /&gt;
| &#039;&#039;Run-time usage&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;background: #eee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0x10 - 0x13&lt;br /&gt;
| Size of block&lt;br /&gt;
|- style=&amp;quot;background: #ddd;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0x14 - 0x15&lt;br /&gt;
| &#039;&#039;Run-time usage&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;background: #eee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0x16 - 0x17&lt;br /&gt;
| [[Pokémon NDS Save File Checksum|Checksum]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading/Saving A Save File ==&lt;br /&gt;
&lt;br /&gt;
When one starts a new game for the very first time, every byte of the save file is set to 0xFF.  The first time the game is saved, the &amp;quot;current&amp;quot; info is written to the second half of the save file.  This is important to note when loading a save.&lt;br /&gt;
&lt;br /&gt;
When the game loads a save file, it first compares the small block save count of both general blocks.  If the general block with the highest save count has a correct checksum, then the game moves on to check the storage blocks.  The storage block with the highest storage block save count is chosen first, and if its general block save count matches the currently chosen general block (and has a correct checksum), the file is successfully loaded.  If both storage blocks have the same storage block save count, then the storage block with a higher general block save count is chosen instead, and the if the checksum is correct, the file is successfully loaded.  If the checksum was incorrect for either block, the game falls on the other pair of general and storage blocks; if the checksums are correct in both, the game reports a save file corruption error, and that is the data loaded.  If the checksum in either block is incorrect, the game reports a save file corruption error, and the save file is not loaded.  A new game must be started at that point.&lt;br /&gt;
&lt;br /&gt;
When the game saves data, the general block save count is incremented + 1.  If nothing in the storage block has changed, then no changes are made to the storage block and no further changes are made to the general block.  However, if changes have been made to the storage block, then the storage block save count is incremented by 1 in both the storage block and general block footers.  At this point, the backup general block is overwritten with the new general block data, and (if changes were made to the storage block), the backup storage block is also overwritten.  This is the reason why the game varies on how long it takes to save.&lt;br /&gt;
&lt;br /&gt;
Thus, either general block can be linked with either storage block, and the current pair is identified using the footer information.&lt;br /&gt;
&lt;br /&gt;
==Small block offsets==&lt;br /&gt;
&lt;br /&gt;
===Adventure Started - 0x34===&lt;br /&gt;
*Unsigned 32bit integer.&lt;br /&gt;
*Number of seconds since 1/1/2000 00:00:00&lt;br /&gt;
&lt;br /&gt;
===Pokémon League Champ Date - 0x3C===&lt;br /&gt;
*Unsigned 32bit integer.&lt;br /&gt;
*Number of seconds since 1/1/2000 00:00:00&lt;br /&gt;
&lt;br /&gt;
===Trainer Name - 0x64===&lt;br /&gt;
*8 unsigned 16bit integers.&lt;br /&gt;
*Each {{wplink|Word_(computer_architecture)|word}} represents a character in the game&#039;s [[Pokémon NDS Character Table|character table]].&lt;br /&gt;
&lt;br /&gt;
===Trainer ID - 0x74===&lt;br /&gt;
*Random unsigned 16bit integer&lt;br /&gt;
*The visible identification number of a trainer&lt;br /&gt;
*Determines ownership of Pokémon.&lt;br /&gt;
&lt;br /&gt;
===Secret ID - 0x76===&lt;br /&gt;
*Random unsigned 16bit integer&lt;br /&gt;
* The hidden identification number of a trainer&lt;br /&gt;
*Determines ownership of Pokémon.&lt;br /&gt;
*Determines variation in the game.&lt;br /&gt;
&lt;br /&gt;
===Money - 0x78===&lt;br /&gt;
*Unsigned 32bit integer.&lt;br /&gt;
*Limited to 0xF423F (999,999)&lt;br /&gt;
&lt;br /&gt;
===Trainer Gender - 0x7C===&lt;br /&gt;
*0 if male, 1 if female.&lt;br /&gt;
*Determines ownership of Pokémon.&lt;br /&gt;
&lt;br /&gt;
===Country of Origin - 0x7D===&lt;br /&gt;
*Unsigned 8bit integer.&lt;br /&gt;
*Determines whether or not Pokémon get an outsider EXP bonus.&lt;br /&gt;
: 0x1 = 日本語 (Japan)&lt;br /&gt;
: 0x2 = English (US/UK/AU)&lt;br /&gt;
: 0x3 = Français (France/Québec)&lt;br /&gt;
: 0x4 = Italiano (Italy)&lt;br /&gt;
: 0x5 = Deutsch (Germany)&lt;br /&gt;
: 0x7 = Español (Spain/Latin Americas)&lt;br /&gt;
: 0x8 = 한국어 (South Korea) &lt;br /&gt;
&lt;br /&gt;
===Badges - 0x7E===&lt;br /&gt;
*Unsigned 8bit bitfield&lt;br /&gt;
*Determines what PokéMart items are for sale, what level outsider Pokémon will obey until, and flags certain in-game events.&lt;br /&gt;
: 0x01 = Coal Badge&lt;br /&gt;
: 0x02 = Forest Badge&lt;br /&gt;
: 0x04 = Cobble Badge&lt;br /&gt;
: 0x08 = Fen Badge&lt;br /&gt;
: 0x10 = Relic Badge&lt;br /&gt;
: 0x20 = Mine Badge&lt;br /&gt;
: 0x40 = Icicle Badge&lt;br /&gt;
: 0x80 = Beacon Badge&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Avatar - 0x7F===&lt;br /&gt;
*Unsigned 8bit integer.&lt;br /&gt;
*Determines the sprite seen by other players in a multiplayer environment such as the Union Room.&lt;br /&gt;
: 0x00 = None&lt;br /&gt;
: 0x03 = School Kid&lt;br /&gt;
: 0x05 = Bug Catcher&lt;br /&gt;
: 0x06 = Lass&lt;br /&gt;
: 0x07 = Battle Girl&lt;br /&gt;
: 0x0B = Ace Trainer Male&lt;br /&gt;
: 0x0D = Beauty&lt;br /&gt;
: 0x0E = Ace Trainer Female&lt;br /&gt;
: 0x0F = Roughneck&lt;br /&gt;
: 0x1F = Pop Idol&lt;br /&gt;
: 0x23 = Social&lt;br /&gt;
: 0x25 = Cowgirl&lt;br /&gt;
: 0x2A = Ruin Maniac&lt;br /&gt;
: 0x32 = Black Belt&lt;br /&gt;
: 0x3E = Rich Boy&lt;br /&gt;
: 0x3F = Lady&lt;br /&gt;
: 0x46 = Psychic&lt;br /&gt;
&lt;br /&gt;
===Total Playtime - 0x86===&lt;br /&gt;
*Hours = unsigned 16bit integer.&lt;br /&gt;
*Minutes = unsigned 8bit integer.&lt;br /&gt;
*Seconds = unsigned 8bit integer.&lt;br /&gt;
&lt;br /&gt;
===Number of Current Party Pokémon - 0x94===&lt;br /&gt;
*Unsigned 8bit integer.&lt;br /&gt;
&lt;br /&gt;
===Party Pokémon - 0x98===&lt;br /&gt;
The Pokémon in the trainer&#039;s party.&lt;br /&gt;
*6 blocks of 236byte structures&lt;br /&gt;
{{main|Pokemon NDS Structure}}&lt;br /&gt;
&lt;br /&gt;
===General Items - 0x624===&lt;br /&gt;
{{main|Other items}}&lt;br /&gt;
The items in the Trainer&#039;s general Items bag pocket.&lt;br /&gt;
*165 blocks of 4 byte structures (two bytes for [[item index]], two bytes for quantity)&lt;br /&gt;
&lt;br /&gt;
===Key Items - 0x8B8===&lt;br /&gt;
{{main|Key items}}&lt;br /&gt;
The items in the Trainer&#039;s Key Items bag pocket.&lt;br /&gt;
*50 blocks of 4 byte structures (two bytes for item index, two bytes for quantity).&lt;br /&gt;
&lt;br /&gt;
===TMs &amp;amp; HMs - 0x980===&lt;br /&gt;
{{main|TMs and HMs}}&lt;br /&gt;
The items in the Trainer&#039;s TMs &amp;amp; HMs bag pocket.&lt;br /&gt;
*100 blocks of 4 byte structures (two bytes for item index, two bytes for quantity).&lt;br /&gt;
*TMs &amp;amp; HMs are auto-sorted by item index in ascending order.&lt;br /&gt;
&lt;br /&gt;
===Mail - 0xB10===&lt;br /&gt;
{{main|Mail}}&lt;br /&gt;
The items in the Trainer&#039;s Mail bag pocket.&lt;br /&gt;
*12 blocks of 4 byte structures (two bytes for item index, two bytes for quantity).&lt;br /&gt;
&lt;br /&gt;
===Medicine - 0xB40===&lt;br /&gt;
{{main|Medicine}}&lt;br /&gt;
The items in the Trainer&#039;s Medicine bag pocket.&lt;br /&gt;
*40 blocks of 4 byte structures (two bytes for item index, two bytes for quantity).&lt;br /&gt;
&lt;br /&gt;
===Berries - 0xBE0===&lt;br /&gt;
{{main|Berries}}&lt;br /&gt;
The items in the Trainer&#039;s Berries bag pocket.&lt;br /&gt;
*64 blocks of 4 byte structures (two bytes for item index, two bytes for quantity).&lt;br /&gt;
*Berries are auto-sorted by item index in ascending order.&lt;br /&gt;
&lt;br /&gt;
===Balls - 0xCE0===&lt;br /&gt;
{{main|Pokéballs}}&lt;br /&gt;
The items in the Trainer&#039;s Balls bag pocket.&lt;br /&gt;
*15 blocks of 4 byte structures (two bytes for item index, two bytes for quantity).&lt;br /&gt;
&lt;br /&gt;
===Battle Items - 0xD1C===&lt;br /&gt;
{{main|Battle items}}&lt;br /&gt;
The items in the Trainer&#039;s Battle Items bag pocket.&lt;br /&gt;
*56 (?) blocks of 4 byte structures (two bytes for item index, two bytes for quantity).&lt;br /&gt;
&lt;br /&gt;
===Starter Pokémon - 0xDFC===&lt;br /&gt;
The [[Nationaldex|Pokédex]] number of the starter chosen.&lt;br /&gt;
*Unsigned 16bit integer.&lt;br /&gt;
&lt;br /&gt;
===Lotto number - 0xE14===&lt;br /&gt;
*Unsigned 16bit integer.&lt;br /&gt;
&lt;br /&gt;
===Fly Locations - 0x1112===&lt;br /&gt;
*9byte bit field&lt;br /&gt;
&lt;br /&gt;
===Has obtained lotto prize - 0x1131===&lt;br /&gt;
*1 if obtained, 0 if not yet obtained&lt;br /&gt;
&lt;br /&gt;
===Pokétch Enabled (?) - 0x114C===&lt;br /&gt;
*0x00 if disabled, can be 0x03 or 0x07 if enabled&lt;br /&gt;
&lt;br /&gt;
===Number of Pokétch Apps Enabled - 0x114D===&lt;br /&gt;
*Max number = 25 (0x19)&lt;br /&gt;
&lt;br /&gt;
===Currently Selected Pokétch App - 0x114E===&lt;br /&gt;
Pokétch app currently viewed in DS bottom screen.&lt;br /&gt;
*Pokétch apps are ordered like so:&lt;br /&gt;
: 0x00 = Digital Watch&lt;br /&gt;
: 0x01 = Calculator&lt;br /&gt;
: 0x02 = Memo Pad&lt;br /&gt;
: 0x03 = Pedometer&lt;br /&gt;
: 0x04 = Pokémon List&lt;br /&gt;
: 0x05 = Friendship Checker&lt;br /&gt;
: 0x06 = Dowsing Machine&lt;br /&gt;
: 0x07 = Berry Searcher&lt;br /&gt;
: 0x08 = Day-Care Checker&lt;br /&gt;
: 0x09 = Pokémon History&lt;br /&gt;
: 0x0A = Counter&lt;br /&gt;
: 0x0B = Analog Watch&lt;br /&gt;
: 0x0C = Marking Map&lt;br /&gt;
: 0x0D = Link Searcher&lt;br /&gt;
: 0x0E = Coin Toss&lt;br /&gt;
: 0x0F = Move Tester&lt;br /&gt;
: 0x10 = Calendar&lt;br /&gt;
: 0x11 = Dot Artist&lt;br /&gt;
: 0x12 = Roulette&lt;br /&gt;
: 0x13 = Trainer Counter&lt;br /&gt;
: 0x14 = Kitchen Timer&lt;br /&gt;
: 0x15 = Color Changer&lt;br /&gt;
: 0x16 = Matchup Checker&lt;br /&gt;
: 0x17 = Stopwatch&lt;br /&gt;
: 0x18 = Alarm Clock&lt;br /&gt;
&lt;br /&gt;
===Pokétch Apps Enabled - 0x114F===&lt;br /&gt;
*25 one byte flags, each corresponding to one Pokétch app (in the same order as above)&lt;br /&gt;
*1 = enabled, 0 = disabled&lt;br /&gt;
&lt;br /&gt;
===Map ID Number - 0x1238===&lt;br /&gt;
{{main|List of Maps}}&lt;br /&gt;
*Unsigned 16bit integer.&lt;br /&gt;
&lt;br /&gt;
===Sinnoh Pokédex Unlocked - 0x1414===&lt;br /&gt;
*1 if unlocked, 0 if not unlocked.&lt;br /&gt;
&lt;br /&gt;
===National Pokédex Unlocked - 0x1415===&lt;br /&gt;
*1 if unlocked, 0 if not unlocked.&lt;br /&gt;
&lt;br /&gt;
===Berry Trees - 0x1E84===&lt;br /&gt;
*128 blocks of 14byte structures&lt;br /&gt;
*List of [[Berry Tree#Locations|Berry Tree locations]]&lt;br /&gt;
{{main|Berry Tree(Technical)|Berry Trees}}&lt;br /&gt;
&lt;br /&gt;
===Rival&#039;s Name - 0x25A8===&lt;br /&gt;
*8 unsigned 16bit integers.&lt;br /&gt;
*Each {{wplink|Word_(computer_architecture)|word}} represents a character in the game&#039;s [[Pokémon NDS Character Table|character table]].&lt;br /&gt;
&lt;br /&gt;
===Map X Coordinate - 0x25FA===&lt;br /&gt;
*Unsigned 16bit integer.&lt;br /&gt;
&lt;br /&gt;
===Map Y Coordinate - 0x25FE===&lt;br /&gt;
*Unsigned 16bit integer.&lt;br /&gt;
&lt;br /&gt;
===Map Z Coordinate - 0x2602===&lt;br /&gt;
*Unsigned 16bit integer.&lt;br /&gt;
&lt;br /&gt;
===Players Met Underground - 0x3A2C===&lt;br /&gt;
*Unsigned 32bit integer&lt;br /&gt;
*Max value = 999999 (0xF423F)&lt;br /&gt;
&lt;br /&gt;
===Spheres Obtained - 0x3A38===&lt;br /&gt;
*Unsigned 32bit integer&lt;br /&gt;
*Max value = 999999 (0xF423F)&lt;br /&gt;
&lt;br /&gt;
===Fossils Obtained - 0x3A3C===&lt;br /&gt;
*Unsigned 32bit integer&lt;br /&gt;
*Max value = 999999 (0xF423F)&lt;br /&gt;
&lt;br /&gt;
===Gifts Given - 0x3A40===&lt;br /&gt;
*Unsigned 32bit integer&lt;br /&gt;
*Max value = 999999 (0xF423F)&lt;br /&gt;
&lt;br /&gt;
===Traps Hit - 0x3A44===&lt;br /&gt;
*Unsigned 32bit integer&lt;br /&gt;
*Max value = 999999 (0xF423F)&lt;br /&gt;
&lt;br /&gt;
===Traps Triggered - 0x3A48===&lt;br /&gt;
*Unsigned 32bit integer&lt;br /&gt;
*Max value = 999999 (0xF423F)&lt;br /&gt;
&lt;br /&gt;
===Flags Captured - 0x3A60===&lt;br /&gt;
*Unsigned 32bit integer&lt;br /&gt;
*Max value = 999999 (0xF423F)&lt;br /&gt;
&lt;br /&gt;
===Poffins - 0x5050===&lt;br /&gt;
*98 (?) blocks of 8byte structures&lt;br /&gt;
: 0x00: Poffin Type (Overall flavor?)&lt;br /&gt;
: 0x01: Spicy/Cool Level&lt;br /&gt;
: 0x02: Dry/Beauty Level&lt;br /&gt;
: 0x03: Sweet/Cute Level&lt;br /&gt;
: 0x04: Bitter/Smart Level&lt;br /&gt;
: 0x05: Sour/Tough Level&lt;br /&gt;
: 0x06: Smooth Level&lt;br /&gt;
: 0x07: value is 0&lt;br /&gt;
&lt;br /&gt;
===Trainer Card Signature - 0x5904===&lt;br /&gt;
The signature on the back of the Trainer Card.&lt;br /&gt;
*192 blocks of 8 byte structures&lt;br /&gt;
*The signature can be changed by speaking to the NPC behind the leftmost counter on the top floor of any Pokémon Center.  It is created using the stylus.&lt;br /&gt;
{{main|Trainer Card Signature}}&lt;br /&gt;
&lt;br /&gt;
===Score - 0x5F08===&lt;br /&gt;
A measure of the player&#039;s progress or performance in the game.&lt;br /&gt;
*Unsigned 32bit integer&lt;br /&gt;
*Max value = 999999 (0xF423F)&lt;br /&gt;
&lt;br /&gt;
===Pokémon Caught - 0x5F2C===&lt;br /&gt;
*Unsigned 32bit integer&lt;br /&gt;
*Max value = 999999 (0xF423F)&lt;br /&gt;
&lt;br /&gt;
===Pokémon Met While Fishing - 0x5F30===&lt;br /&gt;
*Unsigned 32bit integer&lt;br /&gt;
*Max value = 999999 (0xF423F)&lt;br /&gt;
&lt;br /&gt;
===Pokémon Eggs - 0x5F34===&lt;br /&gt;
*Unsigned 32bit integer&lt;br /&gt;
*Max value = 999999 (0xF423F)&lt;br /&gt;
&lt;br /&gt;
===Pokémon Defeated - 0x5FAC===&lt;br /&gt;
*Unsigned 32bit integer&lt;br /&gt;
*Max value = 999999 (0xF423F)&lt;br /&gt;
&lt;br /&gt;
===Single Battle Wins - 0x5FCA===&lt;br /&gt;
*Unsigned 16bit integer&lt;br /&gt;
*Max value = 9999 (0x270F)&lt;br /&gt;
&lt;br /&gt;
===Consecutive Single Battle Wins - 0x5FCC===&lt;br /&gt;
*Unsigned 16bit integer&lt;br /&gt;
*Max value = 9999 (0x270F)&lt;br /&gt;
&lt;br /&gt;
===Double Battle Wins - 0x5FCE===&lt;br /&gt;
*Unsigned 16bit integer&lt;br /&gt;
*Max value = 9999 (0x270F)&lt;br /&gt;
&lt;br /&gt;
===Consecutive Double Battle Wins - 0x5FD0===&lt;br /&gt;
*Unsigned 16bit integer&lt;br /&gt;
*Max value = 9999 (0x270F)&lt;br /&gt;
&lt;br /&gt;
===Multi Battle Wins - 0x5FD2===&lt;br /&gt;
*Unsigned 16bit integer&lt;br /&gt;
*Max value = 9999 (0x270F)&lt;br /&gt;
&lt;br /&gt;
===Consecutive Multi Battle Wins - 0x5FD4===&lt;br /&gt;
*Unsigned 16bit integer&lt;br /&gt;
*Max value = 9999 (0x270F)&lt;br /&gt;
&lt;br /&gt;
===Link Multi Battle Wins - 0x5FD6===&lt;br /&gt;
*Unsigned 16bit integer&lt;br /&gt;
*Max value = 9999 (0x270F)&lt;br /&gt;
&lt;br /&gt;
===Consecutive Link Multi Battle Wins - 0x5FD8===&lt;br /&gt;
*Unsigned 16bit integer&lt;br /&gt;
*Max value = 9999 (0x270F)&lt;br /&gt;
&lt;br /&gt;
===Wi-Fi Battle Wins - 0x5FDA===&lt;br /&gt;
*Unsigned 16bit integer&lt;br /&gt;
*Max value = 9999 (0x270F)&lt;br /&gt;
&lt;br /&gt;
===Consecutive Wi-Fi Battle Wins - 0x5FDC===&lt;br /&gt;
*Unsigned 16bit integer&lt;br /&gt;
*Max value = 9999 (0x270F)&lt;br /&gt;
&lt;br /&gt;
===Contests Won - 0x5FE2===&lt;br /&gt;
*Unsigned 16bit integer&lt;br /&gt;
*Max value = 9999 (0x270F)&lt;br /&gt;
&lt;br /&gt;
===Ribbons - 0x5FE6===&lt;br /&gt;
*Unsigned 16bit integer&lt;br /&gt;
*Max value = 9999 (0x270F)&lt;br /&gt;
&lt;br /&gt;
===Capsules in PC - 0x6050===&lt;br /&gt;
*12 blocks of 24 bytes structures.&lt;br /&gt;
&lt;br /&gt;
===Battle Points - 0x65F8===&lt;br /&gt;
*Unsigned 16bit integer&lt;br /&gt;
*Max value = 9999 (0x270F)&lt;br /&gt;
&lt;br /&gt;
===Safari Zone Pokémon - 0x72D0===&lt;br /&gt;
*Unsigned 32bit integer result from the [[ARNG]].&lt;br /&gt;
*Four daily safari zone Pokémon&lt;br /&gt;
*&#039;&#039;Index&amp;lt;sub&amp;gt;n&amp;lt;/sub&amp;gt;&#039;&#039; = ( &#039;&#039;ARNG&#039;&#039; &amp;gt;&amp;gt; ( &#039;&#039;n&#039;&#039; * 0x5 ) ) &amp;amp; 0x1F&lt;br /&gt;
*List of [[Safari Zone Pokémon#Pokémon list|Safari Zone Pokémon]]&lt;br /&gt;
*&#039;&#039;Notes&#039;&#039;: Both Safari Zone Pokémon and [[#Swarm Pokémon - 0x72D0|Swarm Pokémon]] have the same [[ARNG]] value.&lt;br /&gt;
&lt;br /&gt;
===Swarm Pokémon - 0x72D4===&lt;br /&gt;
*Unsigned 32bit integer result from the [[ARNG]].&lt;br /&gt;
*One daily swarm Pokémon&lt;br /&gt;
*&#039;&#039;Index&#039;&#039; = &#039;&#039;ARNG&#039;&#039; % 0x1C&lt;br /&gt;
*List of [[Swarm Pokémon#Pokémon list|Swarm Pokémon]]&lt;br /&gt;
*&#039;&#039;Notes&#039;&#039;: Both [[#Safari Zone Pokémon - 0x72D0|Safari Zone Pokémon]] and Swarm Pokémon have the same [[ARNG]] value.&lt;br /&gt;
&lt;br /&gt;
===Daily Trophy Pokémon Today - 0x72DC===&lt;br /&gt;
*Unsigned 8bit integer&lt;br /&gt;
*First daily trophy garden Pokémon&lt;br /&gt;
*List of [[Daily Trophy Pokémon#Pokémon list|Daily Trophy Pokémon]]&lt;br /&gt;
&lt;br /&gt;
===Daily Trophy Pokémon Yesterday - 0x72DE===&lt;br /&gt;
*Unsigned 8bit integer&lt;br /&gt;
*Second daily trophy garden Pokémon&lt;br /&gt;
*List of [[Daily Trophy Pokémon#Pokémon list|Daily Trophy Pokémon]]&lt;br /&gt;
*&#039;&#039;Notes&#039;&#039;: Yesterday&#039;s Pokémon can be caught after beating the [[Elite 4]] and receiving the [[National Pokédex upgrade]].&lt;br /&gt;
&lt;br /&gt;
===Honey Trees - 0x72E4===&lt;br /&gt;
*21 blocks of 8byte structures&lt;br /&gt;
*List of [[Honey Tree#Locations|Honey Tree locations]]&lt;br /&gt;
{{main|Honey Tree(Technical)|Honey Trees}}&lt;br /&gt;
&lt;br /&gt;
===GTS Pokémon - 0x73E8===&lt;br /&gt;
One Pokémon&lt;br /&gt;
*1 block of 236byte structures&lt;br /&gt;
*The data for the Pokémon currently uploaded to the GTS (if any).&lt;br /&gt;
{{main|Pokemon NDS Structure}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;br /&gt;
[[Category:Technical References]]&lt;/div&gt;</summary>
		<author><name>Nerketur</name></author>
	</entry>
</feed>