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B9A5: Data: Berk Put-Down Scripts
Script and table data used when Berk puts an entity down (Data_BerkPutDownScripts, BerkPutDownScript_TrapDoor).
script-b9a5
Data_BerkPutDownScripts B9A5 DEFW $0008 Script opcode 08 (move entity up two characters).
B9A7 DEFW $0013 Script opcode 13 (position put-down entity to the right).
B9A9 DEFB $08,$92 Graphic-layout pointer GraphicLayout_Berk.
B9AB DEFB $14,$92 Graphic-layout pointer 9214.
B9AD DEFW $000A Script opcode 0A (reset entity direction flags).
B9AF DEFW $0009 Script opcode 09 (move entity down two characters).
B9B1 DEFW $0007 Script opcode 07 (move entity right two characters).
B9B3 DEFW $0015 Script opcode 15 (jump if carrying).
B9B5 DEFB $BD,$B9 Graphic-layout pointer B9BD.
B9B7 DEFB $47,$96 Graphic-layout pointer GraphicLayout_BerkFacingOut_Idle.
B9B9 DEFW $0001 Script opcode 01 (load script address).
B9BB DEFB $B7,$B9 Graphic-layout pointer B9B7.
B9BD DEFW $0010 Script opcode 10 (have entity face left after putting down).
Continuation after the standard put-down preamble.
BerkPutDownScript_AfterStandard B9BF DEFB $42,$97 Graphic-layout pointer 9742.
B9C1 DEFW $0001 Script opcode 01 (load script address).
B9C3 DEFB $BD,$B9,$08,$00 Graphic-layout pointer B9BD; Script opcode 08 (move entity up two characters).
B9C7 DEFW $0012 Script opcode 12 (position put-down entity to the left).
B9C9 DEFB $58,$94 Graphic-layout pointer GraphicLayout_BerkWalkingLeft.
B9CB DEFB $61,$94,$09,$00 Graphic-layout pointer 9461; Script opcode 09 (move entity down two characters).
B9CF DEFW $0006 Script opcode 06 (task entity script is active).
B9D1 DEFW $000A Script opcode 0A (reset entity direction flags).
B9D3 DEFW $0015 Script opcode 15 (jump if carrying).
B9D5 DEFB $11,$BA Graphic-layout pointer BA11.
B9D7 DEFB $69,$98 Graphic-layout pointer 9869.
B9D9 DEFB $69,$98 Graphic-layout pointer 9869.
B9DB DEFB $69,$98 Graphic-layout pointer 9869.
B9DD DEFB $69,$98 Graphic-layout pointer 9869.
B9DF DEFB $69,$98 Graphic-layout pointer 9869.
B9E1 DEFB $69,$98 Graphic-layout pointer 9869.
B9E3 DEFB $69,$98 Graphic-layout pointer 9869.
B9E5 DEFB $69,$98 Graphic-layout pointer 9869.
B9E7 DEFW $0001 Script opcode 01 (load script address).
B9E9 DEFB $A5,$B9,$0A,$00 Graphic-layout pointer Data_BerkPutDownScripts; Script opcode 0A (reset entity direction flags).
B9ED DEFW $0008 Script opcode 08 (move entity up two characters).
B9EF DEFB $5A,$98 Graphic-layout pointer GraphicLayout_BerkFacingIn.
B9F1 DEFB $C1,$9B Graphic-layout pointer 9BC1.
B9F3 DEFW $000F Script opcode 0F (put down carried entity).
B9F5 DEFW $0001 Script opcode 01 (load script address).
B9F7 DEFB $11,$BA,$0A,$00 Graphic-layout pointer BA11; Script opcode 0A (reset entity direction flags).
B9FB DEFW $0008 Script opcode 08 (move entity up two characters).
B9FD DEFB $06,$9C Graphic-layout pointer 9C06.
B9FF DEFB $06,$9C Graphic-layout pointer 9C06.
BA01 DEFW $000F Script opcode 0F (put down carried entity).
BA03 DEFW $0001 Script opcode 01 (load script address).
BA05 DEFB $11,$BA Graphic-layout pointer BA11.
BA07 DEFW $000A Script opcode 0A (reset entity direction flags).
BA09 DEFW $0008 Script opcode 08 (move entity up two characters).
BA0B DEFB $5A,$98 Graphic-layout pointer GraphicLayout_BerkFacingIn.
BA0D DEFB $B4,$98 Graphic-layout pointer 98B4.
BA0F DEFW $000F Script opcode 0F (put down carried entity).
BA11 DEFW $0011 Script opcode 11 (face right after put-down).
BA13 DEFB $B4,$98 Graphic-layout pointer 98B4.
BA15 DEFB $B4,$98 Graphic-layout pointer 98B4.
BA17 DEFB $B4,$98 Graphic-layout pointer 98B4.
BA19 DEFB $B4,$98 Graphic-layout pointer 98B4.
BA1B DEFW $0001 Script opcode 01 (load script address).
BA1D DEFB $A5,$B9 Graphic-layout pointer Data_BerkPutDownScripts.
Script used when the down-control interact path loads a put-down.
BerkPutDownScript_DownInteract BA1F DEFW $0008 Script opcode 08 (move entity up two characters).
BA21 DEFW $000A Script opcode 0A (reset entity direction flags).
BA23 DEFB $3B,$96 Graphic-layout pointer GraphicLayout_BerkFacingOut.
BA25 DEFB $67,$9B Graphic-layout pointer GraphicLayout_BerkInAction.
BA27 DEFB $67,$9B Graphic-layout pointer GraphicLayout_BerkInAction.
BA29 DEFB $67,$9B Graphic-layout pointer GraphicLayout_BerkInAction.
BA2B DEFW $000F Script opcode 0F (put down carried entity).
BA2D DEFW $0001 Script opcode 01 (load script address).
BA2F DEFB $AD,$B9,$08,$00 Graphic-layout pointer B9AD; Script opcode 08 (move entity up two characters).
BA33 DEFW $0010 Script opcode 10 (have entity face left after putting down).
Script installed into Berk's script pointer when camera-follow engages.
BerkPutDownScript_CameraFollow BA35 DEFB $3B,$96 Graphic-layout pointer GraphicLayout_BerkFacingOut.
BA37 DEFW $0018 Script opcode 18 (start loop).
Body of the camera-follow put-down script.
BerkPutDownScript_CameraFollowCont BA39 DEFB $3B,$96 Graphic-layout pointer GraphicLayout_BerkFacingOut.
BA3B DEFW $0001 Script opcode 01 (load script address).
BA3D DEFB $AD,$B9,$08,$00 Graphic-layout pointer B9AD; Script opcode 08 (move entity up two characters).
BA41 DEFW $0014 Script opcode 14 (pick up / restore held entity).
BA43 DEFB $C1,$9B Graphic-layout pointer 9BC1.
BA45 DEFB $C1,$9B Graphic-layout pointer 9BC1.
BA47 DEFB $5A,$98 Graphic-layout pointer GraphicLayout_BerkFacingIn.
BA49 DEFW $0001 Script opcode 01 (load script address).
BA4B DEFB $CD,$B9,$08,$00 Graphic-layout pointer B9CD; Script opcode 08 (move entity up two characters).
BA4F DEFW $0011 Script opcode 11 (face right after put-down).
BA51 DEFW $0014 Script opcode 14 (pick up / restore held entity).
BA53 DEFB $06,$9C Graphic-layout pointer 9C06.
BA55 DEFB $06,$9C Graphic-layout pointer 9C06.
BA57 DEFW $0001 Script opcode 01 (load script address).
BA59 DEFB $A5,$B9,$08,$00 Graphic-layout pointer Data_BerkPutDownScripts; Script opcode 08 (move entity up two characters).
BA5D DEFW $0011 Script opcode 11 (face right after put-down).
BA5F DEFW $0014 Script opcode 14 (pick up / restore held entity).
BA61 DEFB $5A,$98 Graphic-layout pointer GraphicLayout_BerkFacingIn.
BA63 DEFW $0001 Script opcode 01 (load script address).
BA65 DEFB $A5,$B9,$08,$00 Graphic-layout pointer Data_BerkPutDownScripts; Script opcode 08 (move entity up two characters).
BA69 DEFW $0010 Script opcode 10 (have entity face left after putting down).
Script fragment that loops back toward the standard put-down.
BerkPutDownScript_NearLoop BA6B DEFB $3B,$96 Graphic-layout pointer GraphicLayout_BerkFacingOut.
BA6D DEFW $0017 Script opcode 17 (load script parameter into A).
BA6F DEFB $3B,$96 Graphic-layout pointer GraphicLayout_BerkFacingOut.
BA71 DEFW $0018 Script opcode 18 (start loop).
Script just before the walk-left facing put-down.
BerkPutDownScript_BeforeWalkLeft BA73 DEFW $0001 Script opcode 01 (load script address).
BA75 DEFB $AD,$B9 Graphic-layout pointer B9AD.
Put-down script when Berk faces right while walking.
BerkPutDownScript_WalkRightFace BA77 DEFW $000C Script opcode 0C (face left).
BA79 DEFW $0013 Script opcode 13 (position put-down entity to the right).
BA7B DEFB $26,$92 Graphic-layout pointer 9226.
BA7D DEFW $0003 Script opcode 03 (task-two helper busy).
BA7F DEFW $0001 Script opcode 01 (load script address).
BA81 DEFB $7B,$BA Graphic-layout pointer BA7B.
Put-down script when Berk faces left while walking.
BerkPutDownScript_WalkLeftFace BA83 DEFW $000B Script opcode 0B (face right).
BA85 DEFW $0012 Script opcode 12 (position put-down entity to the left).
BA87 DEFB $70,$94 Graphic-layout pointer 9470.
Script just before the drop / control put-down.
BerkPutDownScript_BeforeDrop BA89 DEFW $0002 Script opcode 02 (object has been offered to the trap (Bad Tempered Thing path)).
BA8B DEFW $0001 Script opcode 01 (load script address).
BA8D DEFB $87,$BA Graphic-layout pointer BA87.
Control put-down script used when Berk drops / releases an entity.
BerkPutDownScript_Drop BA8F DEFW $000D Script opcode 0D (face up).
BA91 DEFW $0015 Script opcode 15 (jump if carrying).
BA93 DEFB $CD,$BA Graphic-layout pointer BACD.
BA95 DEFB $78,$98 Graphic-layout pointer 9878.
BA97 DEFW $0004 Script opcode 04 (reserved / unused in the observed call sites).
BA99 DEFB $87,$98 Graphic-layout pointer 9887.
BA9B DEFB $96,$98 Graphic-layout pointer 9896.
BA9D DEFW $0004 Script opcode 04 (reserved / unused in the observed call sites).
BA9F DEFB $A5,$98 Graphic-layout pointer 98A5.
BAA1 DEFW $0001 Script opcode 01 (load script address).
BAA3 DEFB $95,$BA Graphic-layout pointer BA95.
Put-down script from the down-control handler.
BerkPutDownScript_DownControl BAA5 DEFW $000E Script opcode 0E (face down).
BAA7 DEFW $0015 Script opcode 15 (jump if carrying).
BAA9 DEFB $DF,$BA Graphic-layout pointer BADF.
BAAB DEFB $06,$97 Graphic-layout pointer 9706.
BAAD DEFW $0005 Script opcode 05 (task-two room-transition latch).
BAAF DEFB $15,$97 Graphic-layout pointer 9715.
BAB1 DEFB $24,$97 Graphic-layout pointer 9724.
BAB3 DEFW $0005 Script opcode 05 (task-two room-transition latch).
BAB5 DEFB $33,$97 Graphic-layout pointer 9733.
BAB7 DEFW $0001 Script opcode 01 (load script address).
BAB9 DEFB $AB,$BA Graphic-layout pointer BAAB.
Put-down script when direction/state bit 03 is set.
BerkPutDownScript_Bit3Set BABB DEFW $0008 Script opcode 08 (move entity up two characters).
BABD DEFB $BD,$98 Graphic-layout pointer 98BD.
BABF DEFW $0004 Script opcode 04 (reserved / unused in the observed call sites).
BAC1 DEFB $C6,$98 Graphic-layout pointer 98C6.
BAC3 DEFB $CF,$98 Graphic-layout pointer 98CF.
BAC5 DEFB $D8,$98 Graphic-layout pointer 98D8.
BAC7 DEFW $0009 Script opcode 09 (move entity down two characters).
BAC9 DEFW $0001 Script opcode 01 (load script address).
BACB DEFB $CD,$B9 Graphic-layout pointer B9CD.
BACD DEFW $0011 Script opcode 11 (face right after put-down).
BACF DEFB $BD,$98 Graphic-layout pointer 98BD.
BAD1 DEFW $0004 Script opcode 04 (reserved / unused in the observed call sites).
BAD3 DEFB $C6,$98 Graphic-layout pointer 98C6.
BAD5 DEFB $CF,$98 Graphic-layout pointer 98CF.
BAD7 DEFW $0004 Script opcode 04 (reserved / unused in the observed call sites).
BAD9 DEFB $D8,$98 Graphic-layout pointer 98D8.
BADB DEFW $0001 Script opcode 01 (load script address).
BADD DEFB $CF,$BA Graphic-layout pointer BACF.
BADF DEFW $0010 Script opcode 10 (have entity face left after putting down).
Self-looping animation fragment within the put-down scripts.
BerkPutDownScript_AnimLoop BAE1 DEFB $4E,$97 Graphic-layout pointer 974E.
BAE3 DEFW $0005 Script opcode 05 (task-two room-transition latch).
BAE5 DEFB $5A,$97 Graphic-layout pointer 975A.
BAE7 DEFB $66,$97 Graphic-layout pointer 9766.
BAE9 DEFW $0005 Script opcode 05 (task-two room-transition latch).
BAEB DEFB $72,$97 Graphic-layout pointer 9772.
BAED DEFW $0001 Script opcode 01 (load script address).
BAEF DEFB $E1,$BA Graphic-layout pointer BerkPutDownScript_AnimLoop.
BAF1 DEFW $000C Script opcode 0C (face left).
BAF3 DEFW $0008 Script opcode 08 (move entity up two characters).
BAF5 DEFB $20,$92 Graphic-layout pointer 9220.
BAF7 DEFW $0003 Script opcode 03 (task-two helper busy).
BAF9 DEFW $0009 Script opcode 09 (move entity down two characters).
BAFB DEFB $20,$92 Graphic-layout pointer 9220.
BAFD DEFW $0001 Script opcode 01 (load script address).
BAFF DEFB $F1,$BA Graphic-layout pointer BAF1.
BB01 DEFW $000B Script opcode 0B (face right).
BB03 DEFW $0008 Script opcode 08 (move entity up two characters).
BB05 DEFB $6A,$94 Graphic-layout pointer 946A.
BB07 DEFW $0002 Script opcode 02 (object has been offered to the trap (Bad Tempered Thing path)).
BB09 DEFW $0009 Script opcode 09 (move entity down two characters).
BB0B DEFB $6A,$94 Graphic-layout pointer 946A.
BB0D DEFW $0001 Script opcode 01 (load script address).
BB0F DEFB $01,$BB Graphic-layout pointer BB01.
BB11 DEFW $0008 Script opcode 08 (move entity up two characters).
BB13 DEFB $51,$92 Graphic-layout pointer 9251.
BB15 DEFB $51,$92 Graphic-layout pointer 9251.
BB17 DEFW $0016 Script opcode 16 (start Drutt script).
BB19 DEFB $45,$92 Graphic-layout pointer 9245.
BB1B DEFB $45,$92 Graphic-layout pointer 9245.
BB1D DEFW $0001 Script opcode 01 (load script address).
BB1F DEFB $AD,$B9 Graphic-layout pointer B9AD.
Put-down script used at the trap door.
BerkPutDownScript_TrapDoor BB21 DEFW $0008 Script opcode 08 (move entity up two characters).
BB23 DEFB $51,$92 Graphic-layout pointer 9251.
BB25 DEFB $51,$92 Graphic-layout pointer 9251.
BB27 DEFW $001B Script opcode 1B (animate trap door).
BB29 DEFB $45,$92 Graphic-layout pointer 9245.
BB2B DEFB $45,$92 Graphic-layout pointer 9245.
BB2D DEFW $001B Script opcode 1B (animate trap door).
BB2F DEFW $0001 Script opcode 01 (load script address).
BB31 DEFB $AD,$B9,$08,$00 Graphic-layout pointer B9AD; Script opcode 08 (move entity up two characters).
BB35 DEFB $69,$92 Graphic-layout pointer 9269.
BB37 DEFB $69,$92 Graphic-layout pointer 9269.
BB39 DEFW $001A Script opcode 1A (open trap door).
BB3B DEFB $5D,$92 Graphic-layout pointer 925D.
BB3D DEFW $0001 Script opcode 01 (load script address).
BB3F DEFB $AD,$B9 Graphic-layout pointer B9AD.
BB41 DEFW $0008 Script opcode 08 (move entity up two characters).
BB43 DEFB $5D,$92 Graphic-layout pointer 925D.
BB45 DEFB $5D,$92 Graphic-layout pointer 925D.
BB47 DEFW $001C Script opcode 1C (close trap door).
BB49 DEFB $69,$92 Graphic-layout pointer 9269.
BB4B DEFW $0001 Script opcode 01 (load script address).
BB4D DEFB $AD,$B9,$08,$00 Graphic-layout pointer B9AD; Script opcode 08 (move entity up two characters).
BB51 DEFW $0011 Script opcode 11 (face right after put-down).
BB53 DEFB $78,$98 Graphic-layout pointer 9878.
BB55 DEFW $0004 Script opcode 04 (reserved / unused in the observed call sites).
BB57 DEFB $87,$98 Graphic-layout pointer 9887.
BB59 DEFW $0001 Script opcode 01 (load script address).
BB5B DEFB $99,$BB Graphic-layout pointer BB99.
Put-down script for the high y-extent down-interact path.
BerkPutDownScript_DownHighY BB5D DEFW $0008 Script opcode 08 (move entity up two characters).
BB5F DEFW $000E Script opcode 0E (face down).
BB61 DEFW $0015 Script opcode 15 (jump if carrying).
BB63 DEFB $6F,$BB Graphic-layout pointer BB6F.
BB65 DEFB $06,$97 Graphic-layout pointer 9706.
BB67 DEFW $0005 Script opcode 05 (task-two room-transition latch).
BB69 DEFB $15,$97 Graphic-layout pointer 9715.
BB6B DEFW $0001 Script opcode 01 (load script address).
BB6D DEFB $99,$BB Graphic-layout pointer BB99.
BB6F DEFW $0010 Script opcode 10 (have entity face left after putting down).
Prep fragment ahead of the trap door put-down animation.
BerkPutDownScript_TrapDoorPrep BB71 DEFB $4E,$97 Graphic-layout pointer 974E.
BB73 DEFW $0005 Script opcode 05 (task-two room-transition latch).
BB75 DEFB $5A,$97 Graphic-layout pointer 975A.
BB77 DEFW $0001 Script opcode 01 (load script address).
BB79 DEFB $99,$BB,$08,$00 Graphic-layout pointer BB99; Script opcode 08 (move entity up two characters).
BB7D DEFW $000C Script opcode 0C (face left).
BB7F DEFW $0013 Script opcode 13 (position put-down entity to the right).
BB81 DEFB $26,$92 Graphic-layout pointer 9226.
BB83 DEFW $0003 Script opcode 03 (task-two helper busy).
BB85 DEFB $26,$92 Graphic-layout pointer 9226.
BB87 DEFW $0003 Script opcode 03 (task-two helper busy).
BB89 DEFB $26,$92 Graphic-layout pointer 9226.
BB8B DEFW $0003 Script opcode 03 (task-two helper busy).
BB8D DEFB $26,$92 Graphic-layout pointer 9226.
BB8F DEFW $0003 Script opcode 03 (task-two helper busy).
BB91 DEFB $26,$92 Graphic-layout pointer 9226.
BB93 DEFW $0003 Script opcode 03 (task-two helper busy).
BB95 DEFW $0010 Script opcode 10 (have entity face left after putting down).
Trap door put-down animation script.
BerkPutDownScript_TrapDoorAnim BB97 DEFB $06,$97 Graphic-layout pointer 9706.
BB99 DEFW $001D Script opcode 1D (set event flags after interaction).
BB9B DEFB $3B,$96 Graphic-layout pointer GraphicLayout_BerkFacingOut.
BB9D DEFW $0001 Script opcode 01 (load script address).
BB9F DEFB $9B,$BB,$08,$00 Graphic-layout pointer BB9B; Script opcode 08 (move entity up two characters).
BBA3 DEFW $0010 Script opcode 10 (have entity face left after putting down).
Trap door put-down frame table / script.
BerkPutDownScript_TrapDoorFrames BBA5 DEFB $42,$97 Graphic-layout pointer 9742.
BBA7 DEFB $1E,$00,$42,$97 Script opcode 1E (berk interact with door ahead); Graphic-layout pointer 9742.
BBAB DEFW $001F Script opcode 1F (berk interact with door behind).
BBAD DEFB $42,$97 Graphic-layout pointer 9742.
BBAF DEFB $42,$97 Graphic-layout pointer 9742.
BBB1 DEFB $42,$97 Graphic-layout pointer 9742.
BBB3 DEFW $001E Script opcode 1E (berk interact with door ahead).
BBB5 DEFB $42,$97 Graphic-layout pointer 9742.
BBB7 DEFW $0020 Script opcode 20 (berk open door ahead).
Release fragment at the end of the put-down sequence.
BerkPutDownScript_Release BBB9 DEFW $0001 Script opcode 01 (load script address).
BBBB DEFB $AD,$B9,$10,$00 Graphic-layout pointer B9AD; Script opcode 10 (have entity face left after putting down).
Tail of the release put-down fragment.
BerkPutDownScript_ReleaseTail BBBF DEFW $0018 Script opcode 18 (start loop).
Continuation of the release put-down fragment.
BerkPutDownScript_ReleaseCont BBC1 DEFB $3B,$96 Graphic-layout pointer GraphicLayout_BerkFacingOut.
BBC3 DEFB $26,$92 Graphic-layout pointer 9226.
BBC5 DEFB $3B,$96 Graphic-layout pointer GraphicLayout_BerkFacingOut.
BBC7 DEFB $70,$94 Graphic-layout pointer 9470.
BBC9 DEFB $78,$98 Graphic-layout pointer 9878.
BBCB DEFB $26,$92 Graphic-layout pointer 9226.
BBCD DEFB $C1,$9B Graphic-layout pointer 9BC1.
BBCF DEFB $70,$94 Graphic-layout pointer 9470.
BBD1 DEFB $06,$9C Graphic-layout pointer 9C06.
BBD3 DEFB $26,$92 Graphic-layout pointer 9226.
BBD5 DEFB $C1,$9B Graphic-layout pointer 9BC1.
BBD7 DEFB $26,$92 Graphic-layout pointer 9226.
BBD9 DEFB $06,$9C Graphic-layout pointer 9C06.
BBDB DEFW $0001 Script opcode 01 (load script address).
BBDD DEFW $B9AD Script address B9AD.
BBDF DEFB $00 Move-delay flag for the Thing Upstairs entity.
BBE0 DEFW GraphicLayout_Ghost Graphic-layout pointer GraphicLayout_Ghost.
BBE2 DEFW $0031 Script opcode 31 (Thing Upstairs chase step).
BBE4 DEFW GraphicLayout_Ghost Graphic-layout pointer GraphicLayout_Ghost.
BBE6 DEFW $0031 Script opcode 31 (Thing Upstairs chase step).
BBE8 DEFW GraphicLayout_Ghost Graphic-layout pointer GraphicLayout_Ghost.
BBEA DEFW $0031 Script opcode 31 (Thing Upstairs chase step).
BBEC DEFW GraphicLayout_Ghost Graphic-layout pointer GraphicLayout_Ghost.
BBEE DEFW $0031 Script opcode 31 (Thing Upstairs chase step).
BBF0 DEFW GraphicLayout_Ghost Graphic-layout pointer GraphicLayout_Ghost.
BBF2 DEFW $0032 Script opcode 32 (Thing Upstairs chase variant).
BBF4 DEFW GraphicLayout_Ghost Graphic-layout pointer GraphicLayout_Ghost.
BBF6 DEFW $0034 Script opcode 34 (Thing Upstairs chase variant).
BBF8 DEFW $0001 Script opcode 01 (load script address).
BBFA DEFW $BBF4 Script address BBF4.
BBFC DEFW GraphicLayout_GhostBoo Graphic-layout pointer GraphicLayout_GhostBoo.
BBFE DEFW GraphicLayout_GhostBoo Graphic-layout pointer GraphicLayout_GhostBoo.
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