// This file documents newserv's quest assembler syntax and format. This is a // slightly modified copy of the English version of Sega's Lost HEAT SWORD quest // for PSO GC. // Generally the metadata directives should appear before the quest's code. // These specify the quest's name, description, and other information. // The .version directive specifies which version of the game the quest is for. // The values are DC_NTE, DC_V1_11_2000_PROTOTYPE, DC_V1, DC_V2, PC_V2, GC_NTE, // GC_V3, GC_EP3_TRIAL_EDITION, GC_EP3, XB_V3, and BB_V4. This determines which // set of opcodes to use during compilation, and also specifies the header // format and string encoding. This does not affect where the quest appears in // menus, so for versions that use the same opcodes, headers, and string // encodings, it is OK to use a symbolic link (hence q058-xb-e.bin.txt is a link // to this file). .version GC_V3 // The .quest_num directive specifies the internal number of the quest. This // has no meaning for online quests, though it's recommended for this value to // match the number in the filename. For download quests, the game deduplicates // quest files with the same number, so download quests should all have unique // numbers in this field. On Episodes 1&2, this field must be in the range // 0-255; on other versions, it can be 0-65535, but generally numbers less than // 1000 are recommended. .quest_num 58 // The .language field specifies the internal language of the quest. On console // versions (DC, GC, and XB), this affects how strings are encoded - Japanese // uses Shift-JIS and other languages use ISO8859. The language values are: // 0 = Japanese // 1 = English // 2 = German // 3 = French // 4 = Spanish // 5 = Chinese (simplified) // 6 = Chinese (traditional) // 7 = Korean .language 1 // The .episode directive specifies the quest's episode. The server ignores this // if a set_episode or set_episode2 opcode is present in the start function. .episode Episode1 // These directives specify the quest's name, short description, and long // description. Non-ASCII characters can be used here and in the script below; // this entire file is encoded as UTF-8 and strings are transcoded to the // encoding the client expects based on the .version and .language directives. // Common escape codes (e.g. \n for a newline) are supported in these strings. .name "Lost HEAT SWORD" .short_desc "Retrieve a\nweapon from\na Dragon!" .long_desc "Client: Hopkins, hunter\nQuest:\n My weapon was taken\n from me when I was\n fighting a Dragon.\nReward: ??? Meseta\n\n\n" // On BB, quests may specify a maximum number of players with this directive. If // not specified, the default is 4. // .max_players 4 // On BB, quests may be joinable while in progress. This directive enables that // capability. // .joinable // The quest script begins here. A quest script is a sequence of opcodes, and // labels denoting positions within that sequence that can be jumped to or // called like a function. All labels have names, and some have numbers. (In the // compiled format, labels have only numbers and no names; during compilation, // each label that doesn't have a number is assigned a number that isn't in use // by another label.) To explicitly specify a label number (for example, if an // object or NPC refers to a label by number), use an @ sign followed by the // desired number. Note that numbers can be specified in decimal or hexadecimal; // see on_talk_to_npc1 and on_talk_to_npc2 for examples. // This quest does not contain any examples of non-script data, but such data // can be included in the quest script using the .data directive, like this: // hello_symbol_chat: // .data 28000000 FFFF 0D00 FFFF FFFF 05 18 1D 00 05 28 1D 01 36 20 2A 00 3C 00 32 00 FF 00 00 00 FF 00 00 00 FF 00 00 00 FF 00 00 02 FF 00 00 02 FF 00 00 02 FF 00 00 02 FF 00 00 02 // There is also a directive for including a large number of zero bytes: // .zero 0x400 // 1024 bytes of zeroes // Every quest must have a start function; this is the main thread that starts // when the quest begins. The start label implicitly has a number of zero. start: gget 0x0091, r252 set_floor_handler 0, floor_handler_pioneer_2 set_floor_handler 1, floor_handler_forest_1 set_floor_handler 2, floor_handler_forest_2 set_floor_handler 11, floor_handler_dragon set_qt_success on_quest_success get_difficulty_level_v2 r83 leti r60, 0 // Pioneer 2 leti r61, 0 leti r62, 0 leti r63, 0 map_designate r60-r63 leti r60, 1 // Forest 1 leti r61, 0 leti r62, 0 leti r63, 0 map_designate r60-r63 leti r60, 2 // Forest 2 leti r61, 0 leti r62, 0 leti r63, 0 map_designate r60-r63 leti r60, 11 // Dragon leti r61, 0 leti r62, 0 leti r63, 0 map_designate r60-r63 ret return_immediately: ret floor_handler_pioneer_2: switch_jmp r0, [floor_handler_pioneer_2_first_time, floor_handler_pioneer_2_not_first_time] floor_handler_pioneer_2_first_time: set r50 set_mainwarp 1 leti r60, 0x000000ED leti r61, 0x00000000 leti r62, 0x0000014D leti r63, 0xFFFFFFF1 p_setpos 0, r60-r63 leti r60, 0x000000FF leti r61, 0x00000000 leti r62, 0x00000152 leti r63, 0xFFFFFFD5 p_setpos 1, r60-r63 leti r60, 0x000000DE leti r61, 0x00000000 leti r62, 0x00000142 leti r63, 0x00000019 p_setpos 2, r60-r63 leti r60, 0x000000F8 leti r61, 0x00000000 leti r62, 0x00000143 leti r63, 0xFFFFFFEC p_setpos 3, r60-r63 call on_talk_to_hopkins ret floor_handler_pioneer_2_not_first_time: set r50 thread_stg watch_for_dragon_killed_in_forest thread_stg show_mission_complete_if_needed ret label00CA: clear r50 set r51 ret label00CB: clear r51 set r50 ret on_quest_success: jmpi_eq r83, 0, on_quest_success_normal jmpi_eq r83, 1, on_quest_success_hard jmpi_eq r83, 2, on_quest_success_very_hard jmpi_eq r83, 3, on_quest_success_ultimate on_quest_success_normal: window_msg "You\'ve been awarded\n100 Meseta." bgm 1 winend pl_add_meseta2 100 ret on_quest_success_hard: window_msg "You\'ve been awarded\n5000 Meseta." bgm 1 winend pl_add_meseta2 5000 ret on_quest_success_very_hard: window_msg "You\'ve been awarded\n10000 Meseta." bgm 1 winend pl_add_meseta2 10000 ret on_quest_success_ultimate: window_msg "You\'ve been awarded\n15000 Meseta." bgm 1 winend pl_add_meseta2 15000 ret floor_handler_forest_1: thread_stg watch_for_dragon_killed_in_forest thread_stg show_mission_complete_if_needed ret floor_handler_forest_2: thread_stg watch_for_dragon_killed_in_forest thread_stg show_mission_complete_if_needed ret floor_handler_dragon: thread_stg watch_for_dragon_zone_clear thread_stg play_dragon_killed_cutscene_when_ready thread_stg show_mission_complete_if_needed ret watch_for_dragon_zone_clear: jmpi_eq r15, 1, return_immediately sync leti r240, 11 leti r241, 1 if_zone_clear r242, r240-r241 jmpi_eq r242, 0, watch_for_dragon_zone_clear sync_register2 r15, 1 ret watch_for_dragon_killed_in_forest: jmpi_eq r18, 1, return_immediately jmpi_eq r19, 1, return_immediately watch_for_dragon_killed_in_forest_check_again: sync jmpi_eq r15, 0, watch_for_dragon_killed_in_forest_check_again call wait_30_frames p_action_disable call on_dragon_killed set r18 p_action_enable ret play_dragon_killed_cutscene_when_ready: jmpi_eq r18, 1, return_immediately jmpi_eq r19, 1, return_immediately play_dragon_killed_cutscene_when_ready_check_again: sync jmpi_eq r15, 0, play_dragon_killed_cutscene_when_ready_check_again call wait_30_frames call start_cutscene set r19 set_quest_board_handler 0, quest_board_item_handler, "HEAT SWORD" set r74 set r254 call on_dragon_killed call end_cutscene ret on_dragon_killed: jmpi_eq r83, 3, on_dragon_killed_ultimate window_msg "Dragon killed!" add_msg "Hopkins\'s HEAT SWORD found\nin Dragon\'s mouth!" se 1 winend ret on_dragon_killed_ultimate: window_msg "Sil Dragon killed!" add_msg "Hopkins\'s HEAT SWORD found\nin Sil Dragon\'s mouth!" se 1 winend ret quest_board_item_handler: disp_msg_qb "My dad gave HEAT SWORD\nto me." close_msg_qb ret show_mission_complete_if_needed: jmpi_eq r20, 1, return_immediately show_mission_complete_if_needed_check_again: sync jmpi_eq r16, 0, show_mission_complete_if_needed_check_again jmpi_eq r17, 1, return_immediately p_action_disable window_msg "Mission complete!" bgm 0 add_msg "You will be taken to the lobby\nafter you receive your reward." set r20 winend clear_quest_board_handler 0 clear r74 p_action_enable playbgm_epi 1 ret on_talk_to_hopkins@310: jmpi_eq r255, 1, on_talk_to_hopkins_complete_again jmpi_eq r254, 1, on_talk_to_hopkins_complete jmpi_eq r0, 1, on_talk_to_hopkins_incomplete_again call start_cutscene call wait_30_frames message 100, "Ca... can you help\nme? Please?" add_msg "I almost killed a\nDragon." add_msg "But... but..." add_msg "My HEAT SWORD...\nMy dad gave HEAT SWORD\nto me..." add_msg "It\'s really important to\nme. I don\'t know how it\nwas taken from me." add_msg "I cannot do my job\nwithout it! Please\nget it back for me." set r0 mesend bgm 1 call end_cutscene ret on_talk_to_hopkins_incomplete_again: message 100, "Please get my\nHEAT SWORD\nback to me." add_msg "Perhaps it\'s in the\nDragon\'s stomach!" mesend ret on_talk_to_hopkins_complete: call start_cutscene message 100, "My item!\nThis is great! Wow!" add_msg "Thank you very much!\nYou\'re great!" add_msg "Please get your reward\nat the counter!" add_msg "This is all I can do to\nshow my appreciation." mesend set r17 sync_register2 r16, 1 sync_register2 r255, 1 clear_quest_board_handler 0 clear r74 bgm 0 playbgm_epi 1 call end_cutscene ret on_talk_to_hopkins_complete_again: message 100, "Please go get your\nreward at the counter!\nThank you!" mesend ret on_talk_to_npc1@320: jmpi_eq r254, 1, on_talk_to_npc1_complete message 104, "Did Hopkins do it again?" add_msg "Nothing. Forget about\nit." mesend ret on_talk_to_npc1_complete: message 104, "Well, Hopkins often\nloses his..." mesend ret on_talk_to_npc2@0x14A: jmpi_eq r254, 1, on_talk_to_npc2_complete message 103, "It\'s kind of his\n\"talent,\" I think." mesend ret on_talk_to_npc2_complete: message 103, "Thanks for taking care\nof Hopkins." mesend ret start_cutscene: p_action_disable disable_movement1 0 disable_movement1 1 disable_movement1 2 disable_movement1 3 hud_hide cine_enable cam_zmin ret end_cutscene: cam_zmout cine_disable hud_show enable_movement1 0 enable_movement1 1 enable_movement1 2 enable_movement1 3 p_action_enable ret wait_30_frames: leti r72, 0 wait_30_frames_next_frame: sync addi r72, 1 jmpi_le r72, 30, wait_30_frames_next_frame ret