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psopeeps-newserv/system/quests/retrieval/q058-gc-e.bin.txt
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2023-12-10 15:22:40 -08:00

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// 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