Cavestory/tsc

Commands
<AE+        Arms Energy +          Refill ammo <AM+x:y     ArMs +                 Get weapon X, add Y to max ammo (just adds ammo if you have the weapon) <AM-x       ArMs -                 Lose weapon X <AMJx:y      ArMs Jump              Jump to event Y if you have weapon X <ANPx:y:z     Animate eNtity [P?]    Animate entity X with method Y in direction Z [entity type determines Y values?] <BOAx        Boss [OA?]             [animate boss entity?] <BSLx        Boss [Script Load?]   Start a boss fight with entity X (entity flag 0200 must be set) (should work with anything that has HP) <CAT                             @  [same as SAT?] <CIL        Clear ILlustration     Clear illustration during credits (used after SIL) <CLO        CLOse                  Close the text box (used after MSG/MS2/MS3) <CLR        CLeaR                  Clear the text box (used after MSG/MS2/MS3) <CMPx:y:z    Change Map [P?]       Change map coords X:Y to tile Z <CMUx        Change MUsic           Change music to song X <CNPx:y:z     Change eNtity [P?]     Change entity X to entity type Y with direction Z <CPS         Clear Prop. Sound     Stop propeller sound (used after SPS) (from helicopter cutscene after final battles) <CRE        CREdits                Roll credits <CSS        Clear Stream Sound     Stop stream sound (used after SSS) (from River area) <DNAx        [?]                    [something to do with bosses] <DNPx        Delete eNtity [P?]    Entity X is removed completely <ECJx:y      [EC?] Jump          @ Jump to event Y if any entity with ID X is present <END        END                    End scripted event <EQ+x       EQuip +                Add X to equip flag bytes <EQ-x       EQuip -                Subtract X from equip flag bytes <ESC        ESCape                 Quit to title screen <EVEx       EVEnt                  Jump to event X (non-conditional) <FACx       FACe                   Show face X in text box <FAIx       FAde In                Fade in with direction X <FAOx        FAde Out               Fade out with direction X <FL+x        FLag +                 Set flag X <FL-x        FLag -                 Clear flag X <FLA         FLAsh                  Flash the screen <FLJx:y     FLag Jump              Jump to event Y if flag X is set <FMU        Fade MUsic             Fade the music to a low volume (good to use before CMU) <FOBx:y      Focus On [Boss?]       [Focus view on boss entity X? why not use FON?], view movement takes Y ticks <FOMx       Focus On Me            Focus view on you (normal view), view movement takes X ticks (WARNING: speed 0000 crashes) <FONx:y     Focus On eNtity        Focus view on entity X, view movement takes Y ticks <FRE        FREe                    Frees menu cursor [also used after ZAM for some reason?] <GITx       Graphic ITem           Show weapon/item X icon above text box - add 1000 to X for items - GIT0000 to hide <HMC        Hide My Character      Removes main character entity (use SMC after) <INI        INItialize             Resets memory and starts game from the beginning <INPx:y:z    [I?] eNtity [P?]    @  [same as CNP?] <IT+x       ITem +                 Get item X <IT-x        ITem -                 Lose item X <ITJx:y      ITem Jump              Jump to event Y if you have item X <KEY         KEYlock                Hides status bars and locks out input to your character until END (used with MSG/MS2/MS3 and PRI) <LDP        LoaD Profile           Loads profile.dat into memory and starts game from save <LI+x       LIfe +                 Restore X amount of health <ML+x       Max Life +             Max health increased X amount <MLP         Map [LP?]              Display map [how is this used without blanking screen while map is displayed?] <MM0        My Motion 0            Instantly halts your horizontal motion <MNA         [Name? New Area?]    Displays name of current map <MNPx:y:z:w  Move eNtity [P?]      Move entity X to coords Y:Z facing direction W <MOVx:y      MOVe                   Move you to coords X:Y <MP+x        [MaP ??]            @  [map-related] <MPJx        [MaP Jump?]            [Jump to event X if map exists for current area? the single instance of this seems to be dummied out] <MS2        MeSsage 2              Open invisible text box at top of screen (text follows) <MS3        MeSsage 3              Open normal text box at top of screen (text follows) <MSG        MeSsaGe 1              Open normal text box (text follows) <MYBx       MY Bump                Knocks you back from direction X (0000 knocked right, 0002 knocked left, any other just hops in place) <MYDx       MY Direction           Make you face direction X <NCJx:y       [NC?] Jump            Jump to event Y if any entity of type X is present <NOD         [?]                   Text box wait for button press (used after MSG/MS2/MS3) <NUM0000     [?]                    [used to output Y from AM+ as text, not sure exactly what it is] <PRI         [?]                   Hides status bars and freezes game action until KEY or END (used with MSG/MS2/MS3) <PS+x:y      [?]                   Set teleporter slot X to location Y <QUAx        QUAke                  Shake the screen for X ticks <RMU        Restore MUsic           Restore music playback [plays previous song? or only works with some songs?] <SAT        Speed-up All Text      Instant text display on all messages until END (glitches scrolling text) <SILx       Show ILlustration      Show illustration during credits (use CIL after) <SK+x       SKipflag +             Set skipflag X (remains set until program exits, to avoid repeating cutscenes/dialogue after retrying) <SK-x        [SKipflag -?]       @  [clear skipflag?] <SKJx:y     SKipflag Jump          Jump to event Y if skipflag X is set <SLP         [?]                   Teleporter location menu <SMC        Show My Character      Restores main character entity (used after HMC) <SMPx:y      [?]                    [do something with entity X? - only used before and after the Omega fight] <SNPx:y:z:w  [S?] eNtity [P?]    @  [create enemy/entity type X?] at coords Y:Z with direction W <SOUx        SOUnd                  Play sound effect X <SPS         Start Prop. Sound     Start propeller sound (use CPS after) (from helicopter cutscene after final battles) <SSSx       Start Stream Sound     Start stream sound at pitch X (use CSS after) (from River area - normal pitch is 0400) <STC        Save Time Counted      Saves the current time to 290.rec <SVP        SaVe Profile           Save game <TAMx:y:z   Trade ArMs             Trade weapon X for weapon Y, set max ammo to Z (max ammo 0000 = no change) (GLITCH: first weapon 0000) <TRAx:y:z:w TRAnsport              Load map X, run event Y, transport you to coords Z:W <TUR         [?]                    Instant text display [until what? CLR?] (used after MSG/MS2/MS3) <UNIx        [?]                    [0000 normal / 0001 zero-g movement, facing direction is locked (disables focus commands) (from Stream boss) / 0002 movement is locked, can still fire] <WAIx       WAIt                   Pause script for X ticks <WAS        WAit until Standing    Pause script until your character touches the ground <XX1x        [?]                    [shows distant view of island?] <YNJx       Yes/No Jump            Ask yes or no, jump to event X if No <ZAM         Zero ArMs              All weapons drop to level 1