recursal/Fanatic-Fandom huggingface dataset:
FF1NES

To understand how the data is organized for Final Fantasy 1, you must first understand how the original NES operated.

The NES had a 6502 microprocessor, this gave the system a maximum of 65,536 bytes, or 64K of addressable memory. At the time, RAM was very expensive, costing upwardly of one dollar per kilobyte of storage. When Nintendo created the original NES, the game slot plugged in 32K of ROM, split into two sections of 16K each. As games grew, "mapping" technologies allowed the top half of 16K to be swapped out for other sections of 16K ROM.

FF1 uses this technology to organize it's ROM. The game is split into 16 banks of 16K each. (This means the whole game is 256K in size.)

A typical NES ROM downloaded from the Internet almost always has a 10 byte header at the beginning. For our purposes, this data is going to be thrown away. This is for two reasons.

* This document assumes you have an original ROM dump and not something downloaded.
* It messes up bank boundaries and offsets by 10 bytes, making it harder to point to data

The following below is a map of the ROM.
FF7/Field/Script/Opcodes/8E MOD2

* Opcode: **0x8E**
* Short name: **MOD2**
* Long name: Modulus (16-bit)

* **const UByte** *Dest*: Contains the nominator of the division and receives the remainder.
* **const SWord** *Den*: The denominator of the division.

#### Description

Divides Ã¢â¬ÅDestÃ¢â¬Â by Ã¢â¬ÅDenÃ¢â¬Â and stores the remainder back into Ã¢â¬ÅDestÃ¢â¬Â. If the Source Bank is 0 then the Ã¢â¬ÅDenÃ¢â¬Â is the denominator. If the Source Bank is an 16 bit bank, then the Ã¢â¬ÅDenÃ¢â¬Â is the address in that bank where the denominator is.
FF7/Field/Script/Opcodes/06 PRQEW

* Opcode: **0x06**
* Short name: **PRQEW**
* Long name: Request party entity execution (synchronous, guaranteed)

* **const Bit[3]** *P*: The priority at which we want to execute the remote script (high 3 bits of byte).
* **const Bit[5]** *F*: The ID of the specific member function of *PM* 's entity to be executed (low 5 bits of byte).

#### Description

Requests that the entity associated with a character in the current party executes one of its member functions at a specified priority. The request will block until remote execution has finished before returning.
FF7/Field/Script/Opcodes/59 DLITM

* Opcode: **0x59**
* Short name: **DLITM**
* Long name: Delete Item

#### Arguments

* **const Bit[4]** *B1*: Source bank 1, or zero if *T* is set as a constant value.
* **const Bit[4]** *B2*: Source bank 2, or zero if *A* is set as a constant value.
* **const UShort** *T*: Type of item to delete, or source address to retrieve item type from.
* **const UByte** *A*: Amount of item to remove, or source address to retrieve item quantity from.

#### Description

Removes a quantity of an item from the inventory. Either the item is removed explicitly with values, in which case *B1* and *B2* are zero, or the item type and quantity are retrieved from memory. In this case, bank *B1* and address *T* retrieve the item type, whilst bank *B2* and address *A* retrieve the quantity to remove.
FF7:CC/Video Formats

## PSMF Format

Stub

[PSMF] Video files are PSP-format videos.

```
And, I think I know how to get the audio within a pmf file. You need MPlayer to extract the at3 from pmf file and
use a homebrew called 'at3decode test' written by Z33 to decode it to wav.
here is the guide http://www.psp-hacks.com/forums/f134/guide-convert-pmf-to-avi-t159985

Finally, as far as I know, there is no other way to decode the at3 to wav in Windows or any environments.
It can be done only on PSP. In short, psp system has to decode the at3 first to play it and Z33's homebrew
simply takes this moment to decode it to wav (of course, it's not as "simple" to complete such great work at all Cheesy)
--SilverWings

```
FF7/Field/Script/Opcodes/0E DSKCG

* Opcode: **0x0E**
* Short name: **DSKCG**
* Long name: Disk Change Screen

#### Description

Shows the Disk Change screen if the current disk in the drive does not match the argument given. The current script is halted until the correct disk is inserted. When the correct disk is inserted, the field fades back into view and execution continues as normal. If the disk is subsequently ejected on this field, the field is instantly hidden, and a one-line dialog box is shown asking the user to re-insert the disk where it again waits for the disk to be inserted.

If a disk number outside the range 1 to 4 is specified, an image will show, as with normal disk change screens, but no text will display to identify which disk to insert.
FF7/Field/Script/Opcodes/56 GWCOL

* Opcode: **0x56**
* Short name: **GWCOL**
* Long name: Get Window Colour

#### Arguments

* **const Bit[4]** *B1*: Bank to retrieve *C*, or zero if it specified as a literal value.
* **const Bit[4]** *B2*: Bank to store *R*.
* **const Bit[4]** *B3*: Bank to store *G*.
* **const Bit[4]** *B4*: Bank to store *B*.
* **const UByte** *C*: Corner to check, or address to retrieve value if *B1* is non-zero.
* **const UByte** *R*: Address to store red component in bank *B2*.
* **const UByte** *G*: Address to store green component in bank *B3*.
* **const UByte** *B*: Address to store blue component in bank *B4*.

#### Description

Gets the colour used in the gradient for windows in which text is displayed, into the banks and address specified.

#### Corner ID

 1
 2
 3
FF7/Field Module/DAT/Tile Map

## Background Tile Map

--Cyberman 17:17, 27 Nov 2006 (CST) & --Myst6re 06:44, 27 May 2010 (EDT)

The background tile map information on the PSX is actually stored in 2 files. The graphic tiles are in a MIM file with the same name as the DAT file. Both are needed to view the background data completely. This section covers just the Tile Map information and not how to decode the MIM data. The Tile Map consists of 5 subsections. The header for the tile map consists of 4 offsets which are relative to the begining of the section. The first section always starts at offset 0x0010, it is not in the header.

 0x0004
 0x0008
 0x000C

### Section 1

A list of data structures (size == 6 or 2 bytes). The first UINT16 indicates layer or not a layer.

```
struct {
 UINT16 Type;
 UINT16 TilePos;
 UINT16 TileCount;
} Section1LayerChange;
Type 0x7FFE is a sprite use Section 3 to find it's texture page.
Type 0x7FFF is the End of layer information Data Record.

```

### Section 2

A series of Layer 1 tile data structures (basic background information)

```
struct {
 INT16 DestinationX;
 INT16 DestinationY;
 UINT8 TexPageSourceX;
 UINT8 TexPageSourceY;
 UINT16 TileClutData;
} Layer1Tile;

```

Destination X and Y are signed, this is used for the walkmesh information and the center of the background field. The only used portion of the tile data is:

```
{
 unsigned ZZ1:6;
 unsigned ClutNumber;
 unsigned ZZ2:6;
} TileClutData;

```

### Section 3

A list of UINT16, bit fields, because the ordering of fields within such an object are unspecifiable in the C and C++ standards (IE the compilor can choose any way which it may be done the standard doesn't care), this structure will be shown (a BIT?) differently.

```
{
  unsigned ZZ:7; // 7 MSB
  unsigned deph:2;
  unsigned blending_mode:2;
  unsigned page_y:1;
  unsigned page_x:4; // 4 LSB
} SpriteTP_Blend;

```

### Section 4

This section consists of the sprite data (2d data that is either non static or can be walked behind).

```
struct {
 INT16 DestinationX;
 INT16 DestinationY;
 UINT8 TexPageSourceX;
 UINT8 TexPageSourceY;
 UINT16 TileClutData;
 UINT16 SpriteTP_Blend;
 UINT16 Group; // 12 lsb bits only
 UINT8 Parameter;
 UINT8 State;
} SpriteTile;

```

Destination X and Y are signed, this is used for the walkmesh information and the center of the background field.

Tile Color Lookup Table Data

```
{
 unsigned ZZ1:6;
 unsigned ClutNumber;
 unsigned ZZ2:6;
} TileClutData;

```

Sprite Texture Page and Blending Mode data

```
{
  unsigned ZZ:7; // 7 MSB
  unsigned deph:2;
  unsigned blending_mode:2;
  unsigned page_y:1;
  unsigned page_x:4; // 4 LSB
} SpriteTP_Blend;

```

Parameter structure

```
{
  unsigned blending:1; // MSB
  unsigned param_id:7; // LSB
} Parameter;

```

### Section 5

This section looks like section 4, it is used for additional layers. For SpriteTP\_Blend infos, you must use section 3.

```
struct {
 INT16 DestinationX;
 INT16 DestinationY;
 UINT8 TexPageSourceX;
 UINT8 TexPageSourceY;
 UINT16 TileClutData;
 UINT8 Parameter;
 UINT8 State;
} SpriteTile2;

```
FF7/Field/Script/Opcodes/C8 PRTYP

* Opcode: **0xC8**
* Short name: **PRTYP**
* Long name: Party Add

#### Description

Adds a character to the party, given by *C*. The character is added in the first given empty party slot (which can be set by PRTYE and an argument of FE for a slot). If there are no party members, the newly added character is the leader; if there is only the leader in the party, the newly added character occupies the second slot; if there are two members, the character occupies the last remaining slot. If the opcode is used when there is already a full party (with three members), the newly added party member occupies the last slot, overwriting the party member already there.
FF7/Field/Script/Opcodes/26 BLINK

* Opcode: **0x26**
* Short name: **BLINK**
* Long name: Character Blink

#### Description

Specifies whether the eyes of the current entity's visible object should blink at random intervals. As there is no argument to specify which character this refers to, this opcode must be placed in the correct character entity's script.

To open or shut the character's eyes (change the eye texture used), use KAWAI.
FF7/Field/Script/Opcodes/D0 LINE

* Opcode: **0xD0**
* Short name: **LINE**
* Long name: Line Definition

#### Description

Defines a line on the walkmesh that, when crossed by a playable character, causes one of the entity's scripts to be executed. These are similar to the triggers in Section 8. All the lines in the current field can be turned on or off by using the LINON opcode.
FF7/Field/Script/Opcodes/82 BITON

* Opcode: **0x82**
* Short name: **BITON**
* Long name: Set Bit

#### Description

Sets the nth bit in the "Dest" location, where n is a number between 0-7 supplied in "Bit".
A value of zero in "Bit" will set the least significant bit.
If the Source Bank is 0 then the bit to be set is taken from "Bit".
If the Source Bank is an 8 bit bank, then the â€œBitâ€ is the address in that bank where the operand is.
FF7/Field/Script/Opcodes/AB TURA

* Opcode: **0xAB**
* Short name: **TURA**
* Long name: Turn to entity

#### Arguments

* **const Bit[4]** *Entity id*: Entity id to which model we calculate direction during first opcode call.
* **const Short** *Rotate side type*: Specify how model will be rotated. (0 - clockwise/ 1 - anti-clockwise/ 2 - closest)
* **const Short** *Steps in rotation*: Set number of steps in rotation.

#### Description

Rotation calculated line in TUGNGEN, except end direction calculated during first opcode call. Rotation always calculated smoothly. Like in TURNGEN(XX,XX,XX,XX,02);
This opcode will be called until turn is over and then continue script execution.
FF7/Materia Types

## Types

Materia is separated into five categories of functions in the game: "Command", "Magic", "Summon", "Independent", and "Support". Graphically they are yellow, green, red, blue, and purple respectively. The materia type is determined by a single byte value that is separated into two parts. The upper nybble will be considered the sub-type and the lower nybble is the base type. For base types the values will yield the following results:

Each of these Base Types have a set of sub-types that provide different functions. They are used to determine what function to provide, usually based on the Materia's attribute list. These sub-types have the following functions when equipped:

(If sub-type is listed as 'X' then any sub-type will produce that effect. Other sub-types have no function. Battle effects not mentioned.)

1 - There are no XD, XE or XF type materias in the game. They are graphically represented as Independent but have no effect.

2 - Various in-battle conditions (Cover/Counter) and stat increases

2A - 0=Strength; 1=Vitality; 2=Magic; 3=Spirit; 4=Speed; 5=Luck; 6=Attack; 7=Defense; 8=MHP; 9=MMP; 10=EXP; higher than 10 results in memory leaks
3 - ONLY works with Materia Index 0Ch (Long Range). Attribute List is ignored

4 - Although Enemy Away's first attribute shares a value with Enemy Lure (1), it is handled differently based on index to alter a different memory address from Enemy Lure.
5 - Shield is the last magic attack with an index of 35h. The Magic menu prevents access to attacks 36h & 37h

## Materia Handler

These are the values assigned to each materia type:

It primarily (exclusively?) tells the menu loader which texts to bring up when a menu is loaded.
FF7/Field/Script/Opcodes/CD MMBud

* Opcode: **0xCD**
* Short name: **MMBud**
* Long name: Member Block +/- (Party Select: Character Switch)

#### Description

Enables or disables the availability of this character in the game, as well as in the right-hand selector pane in the party select menu. If the character is currently in the party, this will have no effect as the character is already displayed in the current party list (left pane).

This turns the character on or off globally. That is, if you turn off the character and then query whether the character is available with IFMEMBQ, the comparison will not hold, and the script will jump to the second argument of IFMEMBQ.

#### Character IDs

 1
 2
 3
 4
 5
 6
 7
 8
FF7/Field/Script/Opcodes/37 WNUMB

* Opcode: **0x37**
* Short name: **WNUMB**
* Long name: Set Number

#### Arguments

* **const Bit[4]** *B1*: Bank to retrieve lower two bytes of number, or zero if number is given as a literal value.
* **const Bit[4]** *B2*: Bank to retrieve higher two bytes of number, or zero if number is given as a literal value.
* **const UByte** *W*: Window ID whose numerical display will be set.
* **const ULong** *N*: A four-byte number to set the numerical display. If *B1* or *B2* are non-zero, this value is split into two two-byte values, indicating the address to find the number value in banks *B1* and *B2*, respectively.
* **const UByte** *C*: The number of digits to display, from 1 to 8.

#### Description

Sets the numerical display, as found in the WSPCL opcode. The number may be set with a specified value or retrieved from two 16-bit values, and the number of digits to show is specified with *C*. Unlike the other special window setting function, STTIM, the WINDOW ID must be given for this opcode.

If the value does not fit in the specified number of digits for the display, the higher units are not displayed.
FF7/Field/Script/Opcodes/4F HPd

* Opcode: **0x4F**
* Short name: **HPd**
* Long name: HP Down

#### Arguments

* **const UByte** *B*: Bank to retrieve value for decreasing, or zero if the amount is specified by a constant in *V*.
* **const UByte** *P*: Party member whose HP will decrease (0 to 2).
* **const UShort** *V*: Value to decrease HP by, or address to retrieve value from if *B* is non-zero.

#### Description

Decreases the HP of the party member specified by *P* by the amount *V*. If *B* is non-zero, then the value to decrease by is retrieved from bank *B* and address *V*.
FF7/Field/Script/Opcodes/55 WROW

* Opcode: **0x55**
* Short name: **WROW**
* Long name: Window Rows

#### Description

Sets the height of the window with ID *N*, by adjusting it to fit a specified number of rows of text, as given by *R*. If the dialog does not fit after adjusting the height of the window, the player will be able to scroll the dialog in the window by pressing [OK] to see the proceeding lines of text. When all text has scrolled, the window will close as normal.
FF7/Field/Script/Opcodes/41 MPARA

* Opcode: **0x41**
* Short name: **MPARA**
* Long name: Message Parameter (8-bit value/address)

#### Arguments

* **const UByte** *B*: Bank to retrieve value from, or zero if using a literal value.
* **const UByte** *W*: WINDOW ID for this parameter.
* **const UByte** *I*: ID of the "Variable" dialog code that this value will replace.
* **const UByte** *V*: Value to insert into dialog, or address of value, if *B* is non-zero.

#### Description

Replaces the Variable Control Code, found in lines of dialog, with a specific value. This allows either literal values or values retrieved from memory to be displayed in message boxes. Message parameters are set, and then the dialog with the Variable control codes is displayed using MESSAGE, as normal.

The ID of the *W*indow must be provided, but this can be still be provided before the window has been created using WINDOW. For lines of dialog with multiple Variable codes, the *I* argument identifies which code this value should replace, starting from zero for the first Variable code found in the line of dialog about to be displayed.

If *B* is non-zero, then bank *B* and address *V* will be accessed to retrieve the value that will be used in inserting into the dialog. Otherwise, the value provided by *V* is inserted as-is into the control code.

Whilst the *V* argument is one byte, if the address retrieved from is a 16-bit bank, a 16-bit value will display. The 8-bit nature of this opcode refers solely to the final argument size, and the size of the literal that can be specified. If a literal of greater than 0xFF is needed, MPRA2 is used instead.
Tales of Alleria Wiki

**Welcome to the Tales of Alleria Wiki!**
## five idiots play dnd so hard that sometimes they feel things

here's a comprehensive list of all the characters in the campaign that I (ki) worked way too hard on putting together when i know that only like 2 pages will get looked at (and I [ethan] made the chart)

here's the list of all the different arcs so far

## The Five Deadly Sins (the coolest ones in the whole campaign)

AtlasAlfred BorrotCorvus TanagerSara Indech (rip :( )VaalbaraReferences:1. ↑ See session 29, in which Ki cried so hard when they killed Sara they had to mute their mic in between everyone's combat turns
2. ↑ also when Atlas had to ask where she wanted to be buried that one got me a little sniffly too

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
FF7/Field/Script/Opcodes/31 IFKEYON

* Opcode: **0x31**
* Short name: **IFKEYON**
* Long name: If Key Pressed (First Time)

#### Description

Similar to IFKEY, **IFKEYON** checks if a button is being pressed with the given ID (matching those in IFKEY). However, the body of the "if" statement only executes if this is the first time the button has been recorded as being pressed. If this is not the first time it is being pressed (that is, the user has held the key down), the condition evaluates to false, and the "if" statement body does not execute, moving the script pointer forward by *A*.

This is an effective way to stop repeatedly executing the body of the "if" statement due to the user holding the key down; thus, the body of the statement will only execute once. The button state is reset when the user lets go of the button, and at this point, IFKEYON may evaluate to true once more when the button is repressed.
Taploft

**Taploft** é um personagem da franquia Smilingüido, é o inteligente da turma, gosta de ir a escola e fazer pesquisas, ele sabe mexer com as poções sem uma supervisão de um adulto, fez sua primeira aparição em Moda Amarela como personagem de fundo, ele também faz um cameo em A Invasão e se torna protagonista a partir de Histórias de Formiga 2.
Alfred Borrot

Alfred Borrot is an elf Tempest Cleric traveling on the Marauder as part of the crew, and is a party member of the Five Deadly Sins.

## Appearance

### Base Appearance

Alfred is a tall elf with light grey blue eyes and lightning-esque scarring on his temples, both of which glow bright teal whenever he channels his divine domain. His hair is dirty blonde and he sports a slightly darker beard. He wears black and gold armor with a blue crystal in the chest piece. He has a very ascetic and toned body as he works out regularly (at least every morning).

### Scars

* Four large claw marks all the way down his chest form the hags in the Rotwood Bogs
* Loss of some color in his skin from the dragon near Halings Pass

## Relationships

probably with tall people and also the clouds
Joanna

Joanna is a golden Dragonborn fighter and the Helmsman of the Marauder.

## Appearance

### Base Appearance

Joanna is a Dragonborn with golden scales that have accents of red and red claws. She has long, blonde hair that coils into thicker strands. She wears a red bandana tied around her neck, and a loose fitting white blouse. She also has two tails - an anomaly for a Dragonborn.

## Personality

Joanna is bubbly, and the light of the Marauder. She is easily excited and never one to hide what she's feeling. She smiles freely and often jokes about anything and everything.

## Relationships

in the talking stage with Vaalbara ;)

i showed u my naked face please respond

## Quotes

"This spoon is pretty shitty, but it's not, like, the shittiest!" -when Vaalbara was teaching her how to carve
Bolt

Bolt is a tiefling bard and a crewman of the Marauder. He is primary known for being the fastest at navigating the ropes of the sails.

## Appearance

### Base Appearance

Bolt has light purple skin, bright red hair with matching mutton chops, black horns, and a tail. He wears a mishmash of clothing and accessories, all garishly colored. His signature item is a pair of yellow steampunk-esque goggles. He never wears shoes.

## Personality

Bolt, in my DM notes under personality, has only "I am Fucking Insane". He is jittery, unable to sit still, and often talks so fast his words get muddled. No one on the ship has ever seen him asleep.

## Instrument Proficiencies

* Bagpipes
* Bongos
* Ye Olde Kazoo

## Relationships

Gets along well with all crewmates of the Marauder quite well. Has a particular fascination with Alfred and his bizarre workout routines.

## Quotes

"Do you do this, like, every morning? Just to sweat?" -To Alfred during his morning workout

"\*unsettling scuttling noises\*" -Bolt navigating the ropes of the Marauder
Corvus Tanager

Double-Back-Flipping Master Sorcerer

Corvus Tanager is a wild magic sorcerer traveling aboard the Marauder as part of the crew, and is a party member of the Five Deadly Sins.

## Appearance

### Base Appearance

Corvus is a young adult half-elf standing at around 5' 10". He wears dark enchanted robes with light purple and blue accent colors, a brown leather belt, and an elaborate metal-band necklace. His hair is medium-long and black, with a purple-blue tinge reminiscent of crows and ravens. Most striking about his appearance, however, is the presence of feathers around his ears - few know if they're held on by the jewelry at his temples or if they somehow grew straight from his head.

### Scars

* Gash through his left eyebrow
* Several emotional ones
* Now two real ones (slashes forming an off-center x on his chest)
	+ From being downed twice in ten seconds by the same Hand of God

## Personality

Corvus often meanders around the corner of Laid Back Avenue and Lazy Way. Not one to put any effort where effort is not entirely necessary, he often ~~(ab)~~uses his magic to do menial tasks. Most often, this results in mage hand being cast *ad nauseam*.

With other people, Corvus is an open-minded gentleman. He cheerily tries new things when offered (though this has led to him drinking literal mud), and when introduced to the Redwork Ladies, the beings responsible for sewing the fabric of reality, he is content to simply make small talk and eat their coffee and biscuits. Corvus is a forgiving sort, and holds few grudges (even against the [REDACTED] who caused him to [REDACTED] or the Redwork Ladies who had an unintentional hand in the occurrence). He has been known to be rather oblivious at times - still not picking up that Juno and Marlene are more than roommates, or that Sara and Atlas have had a budding romance for quite some time.

## Life Before the Marauder

Corvus attended Stellaris University in the city of the same name near his home village of Silmë. He studied astronomy.

[REDACTED]

## Relationships

Corvus is quite fond of Goatsy, and considers them something of a son. He thinks the rest of the crew are alright, except Shinon.

## Quotes

"If anything happened to Goatsy I would kill everyone on this ship and then myself."

"Bolt! Stop feeding my goat rocks!"
Juno Winters

Juniper "Juno" Winters is an elf rogue and the First Mate of the Marauder. She serves as the Five Deadly Sins' boss/employer, next to Marlene.

## Appearance

### Base Appearance

Juno has long, blonde hair and green eyes. She wears a green blouse and tan bracers, with tan pants. On her left hand is her wedding ring, which she never removes.

## Personality

Juno has a kind and motherly disposition. She is often concerned for the wellbeing of the crew, and serves as the softer side of worrying compared to Marlene. She is often lighthearted and ready to take on the next day with a smile.

## Heritage

Juno comes from a lineage of Vraelum royalty, and is technically the current Princess of Vraelum. However, she resents the title and deserted her position in court because [REDACTED]

## Relationships

She is happily married to her Captain, Marlene Darnell. She has a strained relationship with her family, seemingly less so with her mother.

## Quotes

"I would argue that you didn’t raise me at all, really, but that’s a conversation for a different time." -To her father, upon returning home for the first time in years
Ira Dullahan

Ira is a halfling College of Spirits bard and member of the Maruaders crew (approval from Marlene unnecessary).

## Appearance

### Base Appearance

Short halfling woman. Brown skin with red hair and grey eyes.

### Scars

* Hole in her forehead from a Mindflayer attempting to subdue her

## Relationships

* Atlas- Roasted him once
* Vaalbara- Talked to for like 10 minutes walking to the ship
* Alfred- Mutual distrust
* Corvus and Goatsy- Goat hater

## Quotes

"Ah, human, male, hates dragons - you must be Shinon!" -to Atlas, upon meeting him

## Trivia

* Ira's last name is a reference to the Celtic myth of Dullahan, the original basis for the Headless Horseman folkstory.
* Ira's character as a detective with the College of Spirits is based on the TV show Psych, which her player has been rewatching. The idea is that instead of pretending to be a psychic, she tries to hide some of her spiritual powers
Forfete

**Forfete** é uma personagem da franquia Smilingüido, é a mais nova integrante da turma, se identifica com Forfo, ela ama trabalhar, não gosta de comer muito e greve, fez sua primeira aparição em Histórias de Formiga 2 como uma personagem de fundo, até ela aparecer em algumas mercadorias, revelando seu nome.
The Festival of the Fall, Part Two

Episode 9 (transcript)

**The Festival of the Fall, Part Two** is the ninth episode of *High Guardian Spice*.

## Synopsis

Lyngarth is frozen in time and stone. Rosemary, Sage and Thyme chase down a wounded Olive in hopes of reversing the spell.

## Events

*This article is a stub.
You can help High Guardian Spice Wiki by expanding it.*

## Episode credits

* Directors: Emi Yonemura
* Writers: Katie McVay, Kristle Peluso
* Storyboard Artists: Tom Caulfield, Davin Cheng, Matthew Humphreys, Yujin Lee, Allen Oka, Beth Pecora, William Ruzicka, Emi Yonemura
* Storyboard Revisionists: Andria Besancon, Matthew Mecenas, Christina Mijares-Doung
* Timing Supervisor: Don Judge
* Timers: Nancy Avery, Ray Claffey, Phil Cummings, Jordan Judge, Terry Lennon, Juli Murphy
* Visual Effects: Aaron Chavda, Brenna Coleman, Dustin Grissom

**Animation Service: Lotto Animation**

* Layout Artists: In Cheul Jeong, Chan Hui Kim, Jin Seok Park
* Model Checker: Hye Jin Lim, Myong Ae Shim
* Key Animation: Dae Kyu Heo, Man Su Jeong, Hun Jo, Han Hyoung Lee, Jeong Seok Lee, Hyuk Soo Lee
* Inbetween Supervisors: Yu Jung Kim, Ji Hee Lee, Dong Hee Yun
* Scan: Kwang Chan Park
* Color Supervisors: Ki Yeon Kim, Myoung Sook Lee, Mi Ae Na
* Final Checker: Ho Sun Shin
* Composite Directors: Yu Ri Choi, Seung Heon Lee, Sang Bang Oh
* Background Directors: Jin Sook Cho, Heon Hee Kim, Na Young Shin
* CGI Director: Hyeong Jun Pak

## References

1. ↑ https://www.crunchyroll.com/high-guardian-spice/episode-9-the-festival-of-fall-part-two-820482
Marlene Darnell

Marlene Darnell is a half-orc fighter and the Captain of the Marauder. She serves as the Five Deadly Sins' boss/employer.

## Appearance

### Base Appearance

Marlene has greenish skin and thick, gnarled black hair to her shoulders. She wears a tunic that is a dark red (the Marauder's color), a matching bandana, and tan pants. On her left hand is her wedding ring, which she never takes off.

## Personality

Marlene is a no-bullshit kind of captain, though she cares for her crew deeply. She is often blunt and to the point, not bothering with sugarcoating anything. She has been known to have a funnier side, but only on rare occasions and mostly only with Juno.

## Relationships

She is happily married to her First Mate, Juno Winters.

## Quotes

"You sound like a prison warden runnin' across the yard jingle janglin'." -To Atlas, upon their first meeting
Cast of Characters

In the Tales of Alleria, we follow a number of #quirky characters on their quest to rebuild a dead queen:

#### The Main Party (The Five Deadly Sins):

* Atlas
* Alfred Borrot
* Corvus Tanager
* Vaalbara
* Ira Dullahan

#### The Crew of the Marauder:

* Marlene Darnell
* Juno Winters
* Joanna
* Bolt

#### Other Major NPCs:

* The Hands of God (organization)
* Emilio Hargrave
* Sarberos Hargrave
* Hollis Hargrave
* The Winters Family
* Bhinon, Shinon's even more evil grandfather

#### Gods/Otherworldly Figures:

* Ilmater
* Poseidon
* The Redwork Ladies
* Goatsy, probably

#### Previous Party Members:

* Wulfric Gungnir
* Shinon
* Sara Indech

#### The Old Hands of God

* Phil McKraken
* Mike Hawk
* Tamerity
* The Woodsman (Greg Razzle Berry)
* Glup Shitto
* Owlflight Phuck
* Phineas, the talking Bag of Holding

**Timeline**
Parnelle

## Relatives

Cal (cousin)

**Parnelle** is a minor character in High Guardian Spice and the youngest student in High Guardian Academy.

## History

In Episode 5, Thyme accidentally insults Sage and makes her cry, leading to her locking herself in a room with Parnelle and Slime Boy, and the three bond over their pain and trauma.

Sage then tries to practices her magic, but accidentally duplicates Parnelle's groags and traps Slime Boy and Parnelle in bubbles with them. Rose, Snap and Parsley find her, and try to help diffuse the situation. In the end, Sage finds a way to undo the spell, and Thyme apologizes for making her cry.

In Episode 6, he is partnered with Parsley. She quickly finds that Parnelle is rather skilled at athleticism, and she follows his example in the final obstacle course. When she is awarded as the best player, she tells Professor Hakone that Parnelle deserves it, only to be told that it is because she hammered through the most obstacles. He also says that he will only dock off points if she caused grievous bodily harm to someone, so she crushes Aster's foot with her hammer to the approval of their teacher.

In Episode 8, he attends the Festival of the Fall.

## Trivia

* While he is male, his voice actress is female. She is also best known for portraying Rita Repulsa.
* He has a pet Grog.
* Parnelle is said to be a child prodigy and was only 10 when the school made an exception to allow him in. Most students are either 14-15 when they enter.

## References

1. ↑ https://twitter.com/dinoraye/status/1462896530998784000
2. ↑ https://www.youtube.com/watch?v=fKbEM1HQkds
3. ↑ https://twitter.com/dinoraye/status/1462898947425398785

 Grog • Trabern • Bubbles
Goatsy

A goat of great latent power

Goatsy is a goat the Marauder crew found in the desert and whom Corvus purchased. They are a crew member of the Marauder.

## Relationships

Adopted son of Corvus.

It is unconfirmed that Goatsy gets along with Roe, but it IS confirmed that Roe doesn't like Goatsy.

## Favorite Snacks

* Robes
* Carrots
* Wood
* Fingers
* Rats
* People (unconfirmed)
* Coins
* Rocks
Sara Indech

Sara Indech was a half-elf rogue/fighter from a far off land, in Alleria to have a good time tricking people. She traveled on the Marauder as part of the crew, and was a party member in the Five Deadly Sins.

## Appearance

### Scars

* Scars over both eyes from the Fire Giant in the Greybanner Tournament
* Large black burn on her right forearm from Claira's Finger of Death in the Greybanner Tournament
* Left ear cut off by Khava in the Greybanner Tournament
* Entire body blasted to death with radiance by the dragon near Haling's Pass

## Personality

flirty, but especially flirty for her golden retriever paladin

## Relationships

Roommates with Atlas (oh my god they were roommates)
FF7/Field/Script/Opcodes/88 MINUS2

* Opcode: **0x88**
* Short name: **MINUS2**
* Long name: Subtraction (16-bit)

* **const UByte** *Dest*: The destination variable, to which the operand is subtracted.
* **const SWord** *Oper*: The operand to be subtracted from the destination.

#### Description

Subtracts two numbers and stores the result back into â€œDestâ€. The result of the subtraction wraps around into the 16-bit range.
If the Source Bank is 0 then the â€œOperâ€ is subtracted from the destination value.
If the Source Bank is an 16 bit bank, then the â€œOperâ€ is the address in that bank where the operand is.
Smilinguido Wiki

**Bem-vindo(a) à Wiki Smilinguido!**
Essa turma é bem legal, gostam muito de brincar

* Smilingüido - É esperto, amigo do SENHOR CRIADOR e perfeccionista, ele toca violão e canta muito. (Cor da Bota: Amarelo)
* Piriá - É o melhor amigo do Smilingüido e ele é de Santa Catarina, ele é egocêntrico, invejoso e acredita em estranhos, mas ele está esforçando. (Cor da Bota: Vermelho)
* Faniquita - É escandalosa, sapeca e ansiosa, ama a natureza, se distrai com qualquer coisa (Peixe e Borboleta), seu sonho é ser Rainha. (Cor do Sapato: Laranja)
* Forfo - É amigo, gosta de gabiri, ele está sempre pronto a ajudar ou buscar frutas. (Cor da Bota: Bege)
* Pildas - É amigo, destemido, seu alimento preferido é farinha de rosca, é nordestino e possui um bornal. (Cor da Bota: Roxo)
* Forfete - É a mais nova integrante da turma, se identifica com Forfo, ela ama trabalhar, não gosta de comer muito e greve. (Cor do Sapato: Rosa meio Arroxado)
* Talento e Tolero - São irmãos gêmeos, lentos e calmos, quando um fala, o outro repete com "É" antes do início da letra. (Cor da Bota: Verde)
* Taploft - É o inteligente da turma, gosta de ir a escola e fazer pesquisas, ele sabe mexer com as poções sem uma supervisão de um adulto. (Cor da Bota: Azul Petróleo)
* Flau - É vaidosa, teimosa e está sempre na moda, é a melhor amiga da Faniquita e não conhece bem o SENHOR CRIADOR, mas ela está aprendendo. (Cor do Sapato: Rosa)
* Mestre Formisã - É o sábio do formigueiro, inteligente e professor (A classe fica perto do condomínio das Formigamigas). (Cor da "Bota de Bico": Azul)
* Rainha Formosa - É a rainha do formigueiro, de vez em quando, ela quer ver os trabalhos do formigueiro. (Cor do "Sapato Enfeitado": Rosa-Choque)
* Formigüela - Uma formiga que se achava muito magrela, e não entendia por que o SENHOR CRIADOR tinha feito assim. (Cor da Sapatilha: Rosa)
* Formidável - Ele é o mensageiro da Rainha Formosa, todo atrapalhado que deixa ele alvoroçado fazendo uma salada de letras. (Cor da Bota: Verde)
* Parafernália - Uma lagartixa que enxerga muito mal e adora gema.
* Tamanduá - Um monstro que tenta comer essa turminha.
* Bondosa - Uma aranha "duas caras".
Seong-su Yuk

**Seong-su Yuk**, or **Sungsoo Yuk**, is an Korean key animator who worked on the High Guardian Spice animated series. They worked under DR Movie for the whole series' production.

## Episode Credits

* Journey to Lyngarth (key animator)
* Transformations (key animator)
* A Lost Cause (key animator)
* The Cave of Vinca (key animator)
* Rainy Day Memories (key animator)
* The Scypith (key animator)

## Other Resources

* *Seong-su Yuk on IMDB*
FF7/Field/Script/Opcodes/77 PLUS2!

* Opcode: **0x77**
* Short name: **PLUS2!**
* Long name: Saturated Addition (16-bit)

* **const UByte** *Dest*: The destination variable, to which the operand is added.
* **const SWord** *Oper*: The operand, added to the destination.

#### Description

Adds two numbers together and stores the result back into "Dest" The result of the addition is capped at 32767. The result is not capped at the negative end, however (-32768), so adding two large negative numbers together will still produce wrap-around.
If the Source Bank is 0 then the â€œOperâ€ is added to the destination value.
If the Source Bank is an 16 bit bank, then the â€œOperâ€ is the address in that bank where the operand is.
Parsley

## Position

Student of HGA
Guardian in training
Blacksmith

## Relatives

Angelica (mother)
Sorrel (father)
Parsley's brothers

Parsley is one of the main protagonists of the High Guardian Spice animated series. She is a dwarf who lives in Lyngarth with her big family. For a long time, she would act as a caretaker for her younger brothers.

Since her family runs a blacksmithing business, she has spent much time at the forge, sharpening her skills before she would eventually be able to go to High Guardian Academy. She chooses to become a Guardian and eventually make more out of herself. Her work morale and talent would quickly get the attention of the blacksmithing teacher, Moss Phlox.

Parsley is the most mature out of the team and would often take the lead before Rosemary officially takes up the mantle.

## Design

Being a dwarf, Parsley is far shorter than the other three girls. She has short, neck-length wavy blonde hair and blue eyes. Parsley has a somewhat round build, and because she's a blacksmith, she appears to be more muscular than most other characters. She has a white tank-top with brownish red, suspenders. She also wears fingerless gloves that have orange cuffs. Her eyebrows are brown and are noticeably thicker compared to other characters.

## Personality

She is optimistic and friendly, and when she sees anyone who needs help she drops everything she can to help them.

## Traits and Abilities

* **Superhuman Strength:** Parlsey showed strength greater than humans and other guardians. She was able to, with her hammer, smash a giant boulder, twice her size, with two hits and break off a demon's arm by hitting it.

## Appearances

* Ep 1 - Journey to Lyngarth
* Ep 2 - Disorientation Day
* Ep 3 - Transformations
* Ep 4 - Past Present
* Ep 5 - A Lost Cause
* Ep 6 - Crushing Obstacles
* Ep 7 - The Cave of Vinca
* Ep 8 - The Festival of the Fall, Part One
* Ep 9 - The Festival of the Fall, Part Two
* Ep 10 - Rainy Day Memories
* Ep 11 - The Scypith
* Ep 12 - Attack on High Guardian Academy

## References

1. ↑ https://twitter.com/dinoraye/status/1462896530998784000

 Grog • Trabern • Bubbles
Journey to Lyngarth

Episode 1 (transcript)

**Journey to Lyngarth** is the first episode of High Guardian Spice.

## Synopsis

> Rosemary and Sage say goodbye to their families and journey from the hamlet of Pebble to the bustling city of Lyngarth to attend High Guardian Academy.
>
>

## Events

* Introduction of Rosemary and Sage as well as their parents, Parsley, Thyme, Anise, and Aloe.
* Rosemary and Sage leave Pebble to head for High Guardian Academy.
* Rosemary's mother, Lavender, is implied to be missing.
* Rose experiences a nightmare that foreshadows the Rot.
* Lyngarth is introduced.
* Terraspheres are introduced.
* The concept of magic merging is being hinted at.
* Rosemary and Sage reach High Guardian Academy.

## Episode credits

* Directors: Audu Paden, Raye Rodriguez
* Writers: Kate Leth, Amalia Levari, Katie McVay
* Storyboard Artists: Bryan Baugh, Alan Caldwell, Juston-Gordon-Montgomery, Valerie Nielsen, Allen Oka, Mickey Quinn, William Ruzicka, Emi Yonemura
* Storyboard Revisionists: Caitlin Rose Boyle, Matthew Mecenas, Beth Pecora, Marky Szram
* Timing Supervisor: Jungja Kim-Wolf
* Timers: Jill Jacobs, Don Judge, Michel Lyman, Herb Moore, Hellen Roh
* Visual Effects: Aaron Chavda, Brenna Coleman, Dustin Grissom

* **Animation Service provided by DR Movie**
* Production Managers: Sunchui Hwang, Jongyeol Im
* Production Coordinators: Narae Lee, Steve Lee
* Animation Director: Jae-eui Kwak
* Animation Supervisor[note]: Youngsik Im
* Background Director: Yoonho Lee
* Layout Artists: Younghee Han, Chanhee Kim
* Key Animators: Jaehoon Choi, Hyeongoek Jang, Jaejun Kim, Jooyoung Kim, Bumgil Lee, Okmi Lee, Hoon Park, Siok Park, Hyunkyu Shin, Sungsoo Yuk
* Inbetween Animators[note]: Yong-o Bae, Hyejin Jeon, Jinki Kim, Euna Park
* Inbetween Checker[note]: Jong Min Choi
* Scan
Kyeong hwa Choi, Kyesoon Kang
* Digital Coloring[note]: Junggyun Han, Jinkyung Kim
* Compositor[note]: Unsik Kim

## References

1. ↑ https://www.crunchyroll.com/high-guardian-spice/episode-1-journey-to-lyngarth-820469
The Festival of the Fall, Part One

**The Festival of the Fall, Part One** is the eighth episode of High Guardian Spice.

## Synopsis

Lyngarth hosts the Autumn Processional — a city-wide celebration of fall.

## Events

*This article is a stub.
You can help High Guardian Spice Wiki by expanding it.*

Olive contacts Smoke Face to tell him that High Guardian Spice told no one about the rot, so they shouldn’t have to die. However, Smoke Face warns Olive that if she doesn't kill them, then the Triumvirate will kill her instead. Smoke Face then gives her a spell that’ll turn the girls to stone to make her job easier. Unbeknownst to the two of them, Neppy Cat overheard the entire conversation.

## Reception

On Crunchyroll, the episode has an overall rating of 3/5 stars, based on 210 votes.

1. ↑ https://www.crunchyroll.com/high-guardian-spice/episode-8-the-festival-of-fall-part-one-820480
Anise

**Anise** is a recurring character in *High Guardian Spice*. She is Sage's cousin, and the wife of Aloe.

## History

In the first episode, Rosemary and her best friend, Sage, are seen leaving their respective homes to go to High Guardian Academy. They reside with Sage's cousin **Anise**, and her wife Aloe, who show them to their new rooms. While sleeping, she has a nightmare of her Lavender abandoning her, which causes her to ask if she can sleep in Sage's bed. The next day the girls explore Lyngarth, but on the way there, Rosemary loses her locket to a magical creature looking to woo a female of the species and this results in it getting broken. Rose laments it because it has a picture of Lavender and her family in it. However later, a blacksmith known as Parsley sees it, and repairs it. When Rose laments this to Anise and Aloe, Anise says that she should be happy for helping a creature find love.

In the fourth episode, Sage, like the rest of the HGS students, is sent home for the weekend due to the school suffering from a tavern infestation. Anise and Aloe gift Sage her own terrasphere, but when they sense that she dislikes it, they offer to take her to the store to purchase her own. Even though Sage didn't want one and had an anxiety attack because she feared her mother will reprimand her since it utilizes new magic, she actually became drawn to one. However, at home, she began bawling her fears to her cousins, and then apologized because she hates yelling. Anise comforted her and said she will happily take the blame for any of her mom's anger, and then reveals that her mom was not always so conservative, and in her youth, had a phase where she was obsessed with newer magic.

She is also seen attending the Festival of Fall in Episode 8. She is turned to stone like the rest of the festival-goers thanks to Olive's spell (sans Rosemary, Sage, Thyme, Snapdragon, Amaryllis and Olive), but later the spell is reversed and she has no recollection of it.

## Trivia

* Shares the same voice actor as Wyverna Dretch
* Anise is a human, but her wife is an elf.

## Gallery

Young Anise (right) and her aunt, Sage's mother (left)In Episode 9, after the spell was reversed.
1. ↑ https://twitter.com/dinoraye/status/1463613956791042051?t=zWD1Kq8YQT21f55dZBJ05A&s=19
Slime Boy

*This article is a stub.
You can help High Guardian Spice Wiki by expanding it.*

## Position

Student at High Guardian Academy
Guardian in Training

**Slime Boy** is a character from *High Guardian Spice*. He works at a terrasphere shop and is also a student at High Guardian Academy. He has an interest in music which he's occasionally seen playing an instrument such as a harp.

## Physical Appearance

Slime Boy is a human with fair skin with messy greenish-brown hair. He wears a white long-sleeved shirt with a light brown vest over it. His pants are dark gray and black shoes.

## Personality

He is presented as very socially awkward and shy, very frequently stuttering and getting flustered. It is likely he has a fluency disorder. Despite this, when singing at the Festival of Fall, his usual shaky voice and stuttering is not present. While his voice is still shaky when singing about abusers, he does not seem to stutter, indicating that he is much more confident in singing than talking regularly.

## References

 Grog • Trabern • Bubbles
Rainy Day Memories

Episode 10 (transcript)

"**Rainy Day Memories**" is the tenth episode of *High Guardian Spice*.

## Synopsis

Thyme summons a demon to open a portal through which she can tell her father about the healing waters.

## Events

*This article is a stub.
You can help High Guardian Spice Wiki by expanding it.*

Rosemary is telling a scary story to a number of the other students about Oleander wandering off alone to summon a demon as a test of strength. In another shot, Thyme acts a parallel to the story Rosemary is telling. Eventually, Amaryllis interrupts the story to harass the students.

## References

1. ↑ https://www.crunchyroll.com/high-guardian-spice/episode-10-rainy-day-memories-820488
High Guardian Spice/Development/Conception & Pitches

*This article is a stub.
You can help High Guardian Spice Wiki by expanding it.*

Creator Raye Rodriguez first came up with the idea for High Guardian Spice back in 2013, during his internship at Frederator StudiosW.
His first artwork for Rosemary would be posted on July 15th of that year, and the full set of the High Guardian Spice would follow on August 30th.

## Short Film

  From 2011 to 2013, Raye attended the Tisch School of the Arts. Tasked with creating an Intermediate Animation project, he would use this opportunity to work on anything related to *High Guardian Spice*. In September of 2013, Raye started work on a short film called "Treasure Hunt". It was finished in May of 2014 and released on YouTube on July 12th, 2014.

 * **Conception & Pitches** (2013-2017)
* Comic series (2017-2018)
 * Pre-Production (2018)
* First Announcement & Early Reception (2018)
* Animation Production (2018-2019)
	+ Overseas Animation Staff Guide
 * Delay, Release,& Reception (2019-2021)
Trabern

Traberns are bioluminescent crab-like beasts that reside in High Guardian Academy. They resemble mushrooms and are shown to vary in color and size.

In the third episode, Parsley excels at her smithing class, so much that her instructor, Moss Phlox, promotes her to the third years' class. He also tasks her with a special exam, but it results in a Trabern infestation. Because of them, all students in the next episode are sent home so that the school can sort them out.

In later episodes, they can be seen no longer infesting High Guardian Academy and living in moderation.

## Trivia

* The small blue Trabern that Parsley meets is seen accompanied by her in the promotional image of the show.