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@HS39
Created February 18, 2019 16:05
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Common movement codes
Movement 6
(C3A2E4 - C3A33A)
Same as Movement 12.
Movement 8
(C3A2AA - C3A2C5)
Stationary, does not walk in place. When you talk to the NPC, it turns to face you. After the NPC finished talking, it will not turn back to face its original direction.
Movement 10
(C3A2D3 - C3A2E3)
Stationary, walks very fast. When you talk to the NPC, it turns to face you. After the NPC finished talking, it will not turn back to face its original direction.
Movement 12
(C3A2E4 - C3A33A)
NPC randomly walks about. Has no limit on how far it will move from start location.
Movement 13
(C3A33B - C3A348)
NPC randomly walks about. Will move up to about 16 pixels on X axis and 16 pixels on Y axis from start location.
Movement 14
(C3A349 - C3A356)
NPC randomly walks about. Will move up to about 24 pixels on X axis and 24 pixels on Y axis from start location.
Movement 15
(C3A357 - C3A364)
NPC randomly walks about. Will move up to about 40 pixels on X axis and 40 pixels on Y axis from start location.
Movement 16
(C3A365 - C3A372)
NPC randomly walks about. Will move up to about 32 pixels on X axis and 16 pixels on Y axis from start location.
Movement 17
(C3A373 - C3A380)
NPC randomly walks about. Will move up to about 32 pixels on X axis and 16 pixels on Y axis from start location. Identical to Movement 16.
Battle movements 19-32
Movement 19
(C3A48A - C3A4AB)
Continually walks in place, facing a single direction. When the player gets close, it moves quickly and directly towards the player.
Examples: No enemies
Movement 20
(C3A4C9 - C3A4FF)
Remains motionless, facing the player. Only moves when the player moves.
Examples: Black Antoid, Coil Snake
Movement 21
(C3A549 - C3A591)
Walks about looking back and forth. When the player gets close, after a brief pause it moves towards the player.
Examples: Unassuming Local Guy, Urban Zombie, Foppy
Movement 22
(C3A5C9 - C3A605)
Walks about, looking at a single direction while standing still. When the player gets close, it moves towards the player.
Examples: Runaway Dog, Gruff Goat
Movement 23
(C3A643 - C3A676)
Flies around erratically at high speeds.
Examples: Li'l UFO, Spinning Robo
Movement 24
(C3A6C4 - C3A6EF)
Uses a special "resting frame" (9th frame on the spritegroup) while standing still. When the player gets close, the sprite moves towards the player.
Examples: Ramblin' Evil Mushroom, Smilin' Sam
Movement 25
(C3A714 - C3A748)
Uses a special "resting frame" (9th frame on the spritegroup) while standing still. When the player gets close, it starts moving towards the player in a back-and-forth manner.
Examples: Spiteful Crow, Mr. Batty
Movement 26
(C3A780 - C3A7F7)
Stands motionless. When the player gets close, it starts teleporting towards the player.
Examples: Starman, Starman Super
Movement 27
(C3A7F8 - C3A82F)
Slowly moves about in circles. When the player gets close, it picks up speed and homes in on the player. If it runs into an obstacle, it might teleport a short distance to try to bypass the obstacle.
Examples: Electro Swoosh, Dali's Clock
Movement 28
(C3A874 - C3A8AB)
Remains motionless. When the player gets close, the sprite shakes, and then charges the player.
Examples: Crazed Sign, Petrified Royal Guard
Movement 29
(C3A8D2 - C3A921)
Walks about very slowly. When the player gets close, it picks up speed and moves towards the player.
Examples: Territorial Oak, Cave Boy
Movement 30
(C3A953 - C3A9A8)
Remains motionless. When the player gets close, the sprite shakes, and moves towards the player. It picks up speed as it moves.
Examples: Mad Taxi, Ego Orb
Movement 31
(C3A9DA - C3A9FE)
Remains motionless. Will charge the player in a straight line, and keep on going if it misses.
Examples: Worthless Protoplasm, Scalding Coffee Cup
Movement 32
(C3DE01 - C3DE31)
Always runs away from the player. When touched, performs the Magic Butterfly effect.
Examples: Magic Butterfly
Text Pointer Battle Movements (597-603)
Movement 597
(C36D29 - C36D3F)
Similar to enemy movement code 27, except it reads the NPC's Text Pointer 1 once the sprite touches the player.
Movement 598
(C36D40 - C36D52)
Similar to enemy movement code 21, except it reads the NPC's Text Pointer 1 once the sprite touches the player.
Movement 599
(C36D53 - C36D5B)
Similar to enemy movement code 20, except it reads the NPC's Text Pointer 1 once the sprite touches the player. Slower than 600.
Movement 600
(C36D5C - C36D7A)
Similar to enemy movement code 20, except it reads the NPC's Text Pointer 1 once the sprite touches the player.
Movement 601
(C36D7B - C36D9E)
Similar to enemy movement code 31, except it reads the NPC's Text Pointer 1 once the sprite touches the player.
Movement 602
(C36D9F - C36DBD)
Similar to enemy movement code 29, except it reads the NPC's Text Pointer 1 once the sprite touches the player.
Movement 603
(C36DBE - C36DD8)
Similar to enemy movement code 28, except it reads the NPC's Text Pointer 1 once the sprite touches the player.
Movement 605
(C36E19 - C36E2C)
Stationary, does not walk in place. When you talk to the NPC, it turns to face you. After the NPC finished talking, it will quickly turn back to face its original direction.
Movement 606
(C36E2D - C36E40)
Stationary, walks at a medium pace, but slower than Movement 10. When you talk to the NPC, it turns to face you. After the NPC finished talking, it will quickly turn back to face its original direction.
Movement 607
(C36E52 - C36E5D)
If flag 0x278 is set, then this NPC will disappear. Otherwise, this movement code is identical to Movement 12.
Movement 608
(C36E5E - C36E69)
If flag 0x278 is set, then this NPC will disappear. Otherwise, this movement code is identical to Movement 13.
Movement 609
(C36E6A - C36E75)
If flag 0x278 is set, then this NPC will disappear. Otherwise, this movement code is identical to Movement 16.
Movement 610
(C36E76 - C36E81)
If flag 0x278 is set, then this NPC will disappear. Otherwise, this movement code is identical to Movement 605.
Movement 693
(C36E76 - C36E81)
Spins around clockwise very quickly.
Movement 694
(C36E76 - C36E81)
Spins around clockwise at a moderate speed. Half as fast as Movement 693.
CUTSCENE MOVEMENT CODES
(Many of these will need to be followed by the [1F 61] control code to work)
Movement 47
(C3AFD8 - C3AFF9)
The sprite walks on top of your party lead character, or rather, the middle of the screen. Typically used when a character join your party.
Movement 233-237
(C3036F - C30393)
The sprite will run right up to your lead character at a fairly fast speed. Also causes your lead character to turn and face the sprite.
MISC MOVEMENT CODES
Movement 35
(C3A204 - C3A208)
Linked to with [19 04 A2], appears to never be used on its own. Makes it so the NPC will face its original direction after you interact with it.
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