General TSC Notes

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* TSC Command list

## TSC

This contains general information (Sourced from the Tribute Site) about the TSC commands and various other pieces of information regarding flags, equipment variables, and more.

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```
Doukutsu Monogatari - TSC notes     (aka Cave Story)
 by Kapow - 2006 April 24
 additions by ShInInG PhAnToM - 2007 June 05
 Finalization of TSC, hamfisted Credits info integration and other small fixes by Jazz Jackalope - 2013 March 13
 original: http://lotlot.net/misc/doukutsu/tsc.txt
 updated: http://filespace.org/ShInInG\_PhAnToM/TSC.TXT
 super-updated: http://thornbush.ath.cx/miscfiles/tsc.txt

THANKS:
  caveoholic and upthorn from gameflaws forums
  robert vandiver, for unused TSC commands
  supergodantman

Map script sizes can be a maximum of 17,999 characters (including spaces and line returns).

TSC COMMANDS
# Commands are of the form <CMDwwww:xxxx:yyyy:zzzz. Entity x refers to entities tagged x. Entity type x refers to entities of type x.
<AE+         Arms Energy +          Refill all weapon ammo.
<AM+w:x      ArMs +                 Give weapon W (if not already acquired), and add X ammo. Use 0000 for infinite ammo.
<AM-w        ArMs -                 Remove weapon W.
<AMJw:x      ArMs Jump              Jump to event X if the PC has weapon W.
<ANPw:x:y    Animate NPc            Give all entities W scriptstate X and direction Y. Used for animation.
<BOAw        BOss Animate           Give map-boss (eg Omega) scriptstate W
<BSLw        Boss Script Load       Start boss fight with entity W. Use 0000 to end the boss fight. (NPC flag 0200 must be set; should work with anything that has HP)
<CAT         (C?) All Text          Instantly display text. Use before a <MSG/2/3; works until <END. Same command as <SAT.
<CIL         Clear ILlustration     Clear illustration (during credits).
<CLO         CLOse                  Close message box.
<CLR         CLeaR                  Clear message box.
<CMPw:x:y    Change MaP tile        Change the tile at coordinates W:X to type Y. Produces smoke.
<CMUw        Change MUsic           Change music to song W.
<CNPw:x:y    Change NPc             Change all entities W to type X with direction Y.
<CPS         Clear Prop. Sound      Stops the propeller sound.
<CRE         CREdits                Rolls credits.
<CSS         Clear Stream Sound     Stops the stream sound.
<DNAw        Delete Npc All         Remove all entities of type W.
<DNPw        Delete NPc             Remove all entities W.
<ECJw:x      Event Check Jump       Jump to event X if any entities W exist.
<END         END                    End the current scripted event.
<EQ+w        EQuip +                Equip item W.
<EQ-w        EQuip -                Dequip item W.
<ESC         ESCape                 Quit to title screen.
<EVEw        EVEnt                  Go to event W.
<FACw        FACe                   Show face W in the message box.
<FAIw        FAde In                Fade in with direction W.
<FAOw        FAde Out               Fade out with direction W.
<FL+w        FLag +                 Set flag W. Using flags over 8000 is inadvisable.
<FL-w        FLag -                 Clear flag W.
<FLA         FLAsh                  Flash the screen white.
<FLJw:x      FLag Jump              Jump to event X if flag W is set.
<FMU         Fade MUsic             Fade the music out.
<FOBx:y      Focus On Boss          Focus on boss W in X ticks. Use X > 0.
<FOMx        Focus On Me            Focus on the PC in W ticks. Use W > 0.
<FONw:x      Focus On Npc           Focus on entity W in X ticks. Use X > 0.
<FRE         FREe                   Free game action and the PC.
<GITw        Graphic ITem           Display an item or weapon icon above the message box. Add 1000 to W for items. Use 0000 to remove.
<HMC         Hide My Character      Hide the PC.
<INI         INItialize             Reset memory and restart game.
<INPw:x:y    [Initialize?] NPc      Change entity W to type X with direction Y and set entity flag 100 (0x8000).
<IT+x        ITem +                 Give item W.
<IT-x        ITem -                 Remove item W.
<ITJw:x      ITem Jump              Jump to event X if the PC has item W.
<KEY         KEY lock               Lock player controls and hide status bars until <END.
<LDP         LoaD Profile           Load the saved game.
<LI+x        LIfe +                 Recover W health.
<ML+x        Max Life +             Increase the current and maximum health by W.
<MLP         Map/Location Picture   Display a map of the current area.
<MM0         My Motion 0            Halt the PC's forward motion.
<MNA         Map NAme               Display name of current map.
<MNPw:x:y:z  Move NPc               Move entity W to coordinates X:Y with direction Z.
<MOVw:x      MOVe                   Move the PC to coordinates W:X.
<MP+w        MaP flag +             Set map flag W. Map flags cannot be unset. Highest usable flag is 127.
<MPJx        MaP flag Jump          Jump to event W if the map flag for the current area is set.
<MS2         MeSsage 2              Open an invisible message box at the top of screen.
<MS3         MeSsage 3              Open a message box at the top of screen.
<MSG         MeSsaGe 1              Open a message box at the bottom of the screen.
<MYBw        MY Bump                Causes the PC to hop in the direction opposite of W. Using up or down causes the jump to be vertical.
<MYDw        MY Direction           Causes the PC to face direction W.
<NCJw:x      Npc Check Jump         Jump to event X if any entity of type W exists.
<NOD         [Newline On Demand?]   Wait for player input before resuming script.
<NUMw        NUMber                 Prints the value [4a5b34+W*4] to the message box. Use 0000 to print the last used W from compatible commands (eg AM+).
<PRI         PRevent Interaction    Lock player controls and freeze game action until KEY or END.
<PS+w:x      Portal Slot +          Set teleporter slot W to event X. Selecting slot W while using the teleporter menu will jump to event X.
<QUAw        QUAke                  Shake the screen for W ticks.
<RMU         Resume MUsic           Resume the song last played.
<SAT         Speed-up All Text      Instantly display text. Use before a <MSG/2/3; works until <END. Same command as <CAT. (glitches scrolling text)
<SILw        Show ILlustration      Show illustration W (during credits).
<SK+w        SKipflag +             Set skipflag W. (remains set until program exits, to avoid repeating cutscenes/dialogue after retrying)
<SK-w        SKipflag -             Clear skipflag W.
<SKJw:x      SKipflag Jump          Jump to event Y if skipflag X is set
<SLP         Show Location Portals  Show the teleporter menu.
<SMC         Show My Character      Unhides the PC.
<SMPw:x      Shift MaP tile         Jump to event X if skipflag W is set. Does not create smoke.
<SNPw:x:y:z  Set NPc                Create an entity of type W at coordinates X:Y with direction Z.
<SOUw        SOUnd                  Play sound effect W.
<SPS         Start Prop. Sound      Start the propeller sound.
<SSSw        Start Stream Sound     Start the stream sound with volume W. (from River area - normal pitch is 0400)
<STC         Save Time Counter      Saves current time to 290.rec.
<SVP         SaVe Profile           Saves current game.
<TAMw:x:y    Trade ArMs             Trade weapon W for weapon X and set max ammo to Y. Use 0000 to keep the same amount of ammo. (GLITCH: first weapon 0000)
<TRAw:x:y:z  TRAnsport              Travel to map W, run event X, and move the PC to coordinates Y:Z.
<TUR         [Text UnRead?]         Instantly display text. Use after a <MSG/2/3; works until another <MSG/2/3 or an <END.
<UNIx        UNIverse               Set character movement type. Use 0000 for normal, 0001 for zero-G (disables focus commands) and 0002 to disallow movement (can still fire).
<UNJw:x      UNiverse Jump          Jump to event X if movement is of type W (0000 for normal, 0001 for zero-G).
<WAIw        WAIt                   Pause script for W ticks.
<WAS         WAit until Standing    Pause script until character is on ground.
<XX1w        XX1                    Show the island falling in manner W. Use 0000 to have it crash and 0001 to have it stop midway.
<YNJw        Yes/No Jump            Prompt Yes/No; jump to event W if No is selected.
<ZAM         Zero ArMs              Sets all weapon energy to zero.

Notes:
 Invalid commands show an error message displaying the command before the game exits
 The "jump if equipped" function is done with FLJ - an arbitrary flag is chosen, and every instance of EQ+/EQ- must also have the FL+/FL- command
 The colon between parameters can be any character (it's ignored)

# CREDITS FORMAT (credit.tsc) [Info finalized by HaydenStudios]
[T]X  Displays [casts.pbm] image of number Y to the left of X text
+X    Sets the X value of the scrolling text
!X    Same as <CMU - Play music X
-X    Separates lines of scrolling text by X number of pixels
fX:Y  Same as <FLJ - Jump to location Y if flag X is set
jX    Calls the part of the script marked by an l of the same #
lX    Location (Event) number - Sets where the script starts when an event is called
~     Same as <FMU - Fade music to low volume
/     Makes the credits stop scrolling
<<<   [comment? Could do nothing at all; only instance is after / and thus ignored]

# NPC FLAGS
0x0001 - Solid
0x0002 - No effect about Tile 44
0x0004 - Invulnerable (Blink Sound)
0x0008 - Ignore solid
0x0010 - Bouncing at top
0x0020 - Shootable
0x0040 - Special Solid
0x0080 - Rear and top attack power 0
0x0100 - Custom
0x0200 - Boss Flag
0x0400 - ???
0x0800 - Is visible if FlagID is set
0x1000 - Custom
0x2000 - Call on Event
0x4000 - Is invisible if FlagID is set
0x8000 - Show Damage Numbers

# COMMAND VALUES
Maps (TRA)        Profile.dat byte 0x008 - for position, 0x011-012: distance from left,
                  0x015-016: distance from top, 20h (32) per map tile (low byte first)
0000 0        Credits
0001 Pens1    Arthur's House - normal
0002 Eggs     Egg Corridor
0003 EggX     Egg No. 00 - normal
0004 Egg6     Egg No. 06
0005 EggR     Egg Observation Room
0006 Weed     Grasstown
0007 Santa    Santa's House
0008 Chako    Chaco's House
0009 MazeI    Labyrinth I (vertical starting room)
0010 Sand     Sand Zone - normal
0011 Mimi     Mimiga Village
0012 Cave     First Cave
0013 Start    Start Point
0014 Barr     Shack (Mimiga Village)
0015 Pool     Reservoir
0016 Cemet    Graveyard
0017 Plant    Yamashita Farm
0018 Shelt    Shelter (Grasstown)
0019 Comu     Assembly Hall (Mimiga Village)
0020 MiBox    Save Point (Mimiga Village)
0021 EgEnd1   Side Room (Egg Corridor)
0022 Cthu     Cthulhu's Abode (Egg Corridor)
0023 Egg1     Egg No. 01
0024 Pens2    Arthur's House - Sue on computer
0025 Malco    Power Room (Grasstown)
0026 WeedS    Save Point (Grasstown)
0027 WeedD    Execution Chamber (Grasstown)
0028 Frog     Gum (Grasstown)
0029 Curly    Sand Zone Residence
0030 WeedB    Grasstown Hut
0031 Stream   Main Artery (Waterway)
0032 CurlyS   Small Room (Sand Zone)
0033 Jenka1   Jenka's House - normal
0034 Dark     Deserted House (Sand Zone)
0035 Gard     Sand Zone Storehouse
0036 Jenka2   Jenka's House - after Balrog attacks
0037 SandE    Sand Zone - after boss fight
0038 MazeH    Labyrinth H (sliding block room)
0039 MazeW    Labyrinth W (main area w/shop, camp)
0040 MazeO    Camp (Labyrinth)
0041 MazeD    Clinic Ruins (Labyrinth)
0042 MazeA    Labyrinth Shop
0043 MazeB    Labyrinth B (booster)
0044 MazeS    Boulder Chamber (Labyrinth)
0045 MazeM    Labyrinth M (gaudi eggs)
0046 Drain    Dark Place (Labyrinth)
0047 Almond   Core (Labyrinth)
0048 River    Waterway
0049 Eggs2    Egg Corridor?
0050 Cthu2    Cthulhu's Abode? (Egg Corridor?)
0051 EggR2    Egg Observation Room?
0052 EggX2    Egg No. 00 - hatched
0053 Oside    Outer Wall
0054 EgEnd2   Side Room (Egg Corridor?)
0055 Itoh     Storehouse (Outer Wall)
0056 Cent     Plantation
0057 Jail1    Jail No. 1 (Plantation)
0058 Momo     Hideout (Plantation)
0059 Lounge   Rest Area (Plantation)
0060 CentW    Teleporter (Plantation)
0061 Jail2    Jail No. 2 (Plantation)
0062 Blcny1   Balcony - normal
0063 Priso1   Last Cave
0064 Ring1    Throne Room (Balcony)
0065 Ring2    The King's Table (Balcony)
0066 Prefa1   Prefab House (Balcony) - normal
0067 Priso2   Last Cave Hidden
0068 Ring3    Black Space (Balcony)
0069 Little   Little House (Outer Wall)
0070 Blcny2   Balcony - after boss fights
0071 Fall     Ending
0072 Kings    Intro
0073 Pixel    Waterway Cabin
0074 e_Maze   Credits - Labyrinth
0075 e_Jenk   Credits - Jenka's House
0076 e_Malc   Credits - Power Room
0077 e_Ceme   Credits - Graveyard
0078 e_Sky    Credits - Sky
0079 Prefa2   Prefab House (Balcony) - entrance to hell
0080 Hell1    Sacred Ground B1
0081 Hell2    Sacred Ground B2
0082 Hell3    Sacred Ground B3
0083 Mapi     Storage (Graveyard)
0084 Hell4    Passage? - normal
0085 Hell42   Passage? - from Sacred Ground B3
0086 Statue   Statue Chamber (Plantation/Sacred Grounds)
0087 Ballo1   Seal Chamber (Sacred Grounds) - normal
0088 Ostep    Corridor (Sacred Grounds)
0089 e_Labo   Credits - Laboratory
0090 Pole     Hermit Gunsmith
0091 Island    [map is totally blank - TSC is called right before good/best endings]
0092 Ballo2   Seal Chamber (Sacred Grounds) - after boss fight
0093 e_Blcn   Credits - Balcony
0094 Clock    Clock Room (Outer Wall)

Directions (FAI/FAO/MYD/MYB)    Profile.dat bytes 0x018 (your direction)
0000 Left
0001 Up [FAI/FAO only?]
0002 Right
0003 Down
0004 Center [FAI/FAO only?]
 NOTE: MYB is 0000 Right, 0002 Left (reversed)

Focus speed (FOB/FOM/FON)
0000 (CRASH - probably divide by zero error)
0001 Instant
0016 Fast
0032 Medium
0064 Slow
 NOTE: Any value besides zero should work, these four are the only ones used normally

Weapons (AM+/AM-/AMJ/GIT/TAM)    Profile.dat bytes 0x038-098 (every 4 bytes: weapon, level (1-3),
                                 energy, max ammo (0 = infinite), current ammo) (every 20 bytes)
0000  [nothing?]
0001 Snake
0002 Polar Star
0003 Fireball
0004 Machine Gun
0005 Missile Launcher
0006 Missiles (GIT only)
0007 Bubbler
0008  [nothing?]
0009 Blade
0010 Super Missile Launcher
0011 Super Missiles (GIT only)
0012 Nemesis
0013 Spur

Items (GIT/IT+/IT-/ITJ)    Profile.dat bytes 0x0D8-14C (every 4 bytes) [Add 1000 to GIT?]
0000  [Blank - Clears box in GIT]
0001 Arthur's Key
0002 Map System
0003 Santa's Key
0004 Silver Locket
0005 Beast Fang
0006 Life Capsule (GIT only)
0007 ID Card
0008 Jellyfish Juice
0009 Rusty Key
0010 Gum Key
0011 Gum Base
0012 Charcoal
0013 Explosive
0014 Puppy
0015 Life Pot
0016 Cure-All
0017 Clinic Key
0018 Booster 0.8
0019 Arms Barrier
0020 Turbocharge
0021 Curly's Air Tank
0022 Nikumaru Counter
0023 Booster v2.0
0024 Mimiga Mask
0025 Teleporter Room Key
0026 Sue's Letter
0027 Controller
0028 Broken Sprinkler
0029 Sprinkler
0030 Tow Rope
0031 Clay Figure Medal
0032 Little Man
0033 Mushroom Badge
0034 Ma Pignon
0035 Curly's Underwear
0036 Alien Medal
0037 Chaco's Lipstick
0038 Whimsical Star
0039 Iron Bond

Equip (EQ+/EQ-)        Profile.dat bytes 0x02C-02D (low byte first)
0001 Booster v0.8 (ignored if v2.0 on)
0002 Map System
0004 Arms Barrier
0008 Turbocharge
0016 Curly's Air Tank
0032 Booster v2.0
0064 Mimiga Mask
0128 Whimsical Star
0256 Nikumaru Counter
 NOTE: these are bitwise flags, the final value is the sum of the equipped items

Faces (FAC)
0000  [blank - set the text to normal width]
0001 Sue (smile)
0002 Sue (frown)
0003 Sue (angry)
0004 Sue (hurt)
0005 Balrog (normal)
0006 Toroko (normal)
0007 King
0008 Toroko (angry)
0009 Jack
0010 Kazuma
0011 Toroko (rage)
0012 Igor
0013 Jenka
0014 Balrog (smile)
0015 Misery (normal)
0016 Misery (smile)
0017 Booster (hurt)
0018 Booster (normal)
0019 Curly (smile)
0020 Curly (frown)
0021 Doctor
0022 Momorin
0023 Balrog (hurt)
0024 Broken robot
0025 Curly (?)
0026 Misery (angry)
0027 Human Sue
0028 Itoh
0029 Ballos

Illustrations (SIL)
0001 riding Sky Dragon
0002 fighting Core
0003 fighting Misery
0004 Momorin's rocket
0005 Outer Wall
0006 fighting Ironhead
0007 fighting Balrog (with missiles)
0008 Clinic
0009 King fighting the Doctor
0010 Jenka with puppies
0011 Curly with Mimiga children
0012 riding Balrog
0014 Hell
0015 floating island (blue sky)
0016 floating island (orange sky)
0017 King, Jack, Sue
0018 Ballos
 NOTE: any other values (including 0013) show 0001

Songs (CMU)        Profile.dat byte 0x00C
0000 (none - silence)    XXXX
0001 Mischievous Robot   WANPAKU     Egg Chamber
0002 Safety              ANZEN       various homes
0003 (no title)          GAMEOVER    game over
0004 Gravity             GRAVITY     boss battle
0005 On To Grasstown     WEED        Grasstown
0006 Meltdown 2          MDOWN2      Sand Zone
0007 Eyes of Flame       FIREEYE     major boss battle
0008 Gestation           VIVI        First Cave, various small rooms
0009 Mimiga Town         MURA        Mimiga Village
0010 (no title)          FANFALE1    get item
0011 Balrog's Theme      GINSUKE     Balrog cutscenes
0012 Cemetery            CEMETERY    Graveyard
0013 Plant               PLANT       Yamashita Farm
0014 Pulse               KODOU       Egg No. 00, Waterway Cabin, Arthur's House after Waterway
0015 (no title)          FANFALE3    boss defeated
0016 (no title)          FANFALE2    get life capsule
0017 Tyrant              DR          Doctor cutscenes
0018 Run!                ESCAPE      Balcony areas after boss fights
0019 Jenka 1             JENKA       Jenka's House, Labyrinth I & H (first two areas)
0020 Labyrinth Fight     MAZE        Labyrinth M (gaudi eggs)
0021 Access              ACCESS      Shelter (Kazuma on computer)
0022 Oppression          IRONH       Core battle
0023 Geothermal          GRAND       Dark Place, Core, [Main Artery?]
0024 Cave Story          CURLY       title screen, Plantation
0025 Moonsong            OSIDE       Outer Wall
0026 Hero's End          REQUIEM     bad ending
0027 Scorching Back      WANPAK2     Egg Corridor?
0028 Quiet               QUIET       Mimiga Village and homes after Waterway
0029 Last Cave           LASTCAVE    Last Cave
0030 Balcony             BALCONY     Balcony
0031 Charge              LASTBTL     Muscle Doctor battle
0032 Last Battle         LASTBTL3    final battles
0033 The Way Back Home   ENDING      Credits
0034 Zombie              ZONBIE      before Undead Core battle, after Ballos battle
0035 Break Down          BDOWN       Ending
0036 Running Hell        HELL        Sacred Grounds
0037 Jenka 2             JENKA2      Labyrinth W (main area w/shop, camp)
0038 Living Waterway     MARINE      Waterway
0039 Seal Chamber        BALLOS      before Ballos battle
0040 Toroko's Theme      TOROKO      Title Screen - Toroko
0041 White Stone Wall    WHITE       Title Screen - King

Sound Effects (SOU) [nobody on the planet seems to feel like completing this list]
0000 <nothing>
0001 BLIP, sound of moving cursor while paused
0002 Message typing, text sound
0003 Bonk, bump head
0004 CHEE, Weapon switch
0005  BleeP, sound when "yes or no" comes up, probably other stuff too
0006  Bee, [critter hop?]
0007  [nothing?]
0008  [nothing?]
0009  [nothing?]
0010  [nothing?]
0011 Door
0012 CHKRA, sound of break block getting shot [*plsh* - map tile change?]
0013  [nothing?]
0014 BooWahh, some computer sound/Get weapon energy
0015 keh, jump [click]
0016 Take damage
0017 Die
0018 Pwee, when you select somehting like "yes or no" [menu?]
0019  [nothing?]
0020 Health/ammo refill
0021 bwhebwhe, sounds bubbly, probably an underwater sound. [bubble]
0022 Chwweh/Click (chest, life capsule, unlock door)
0023 Pwah, sound when you land from a jump [thud]
0024 part of your walk sounds [tap - walking?]
0025 Pwah Che Che,  [enemy killed?]
0026 low pitch DUMMMmm, moving blocks hitting wall? [loud thud - balrog?]
0027 PWEEeHT, Level Up
0028 TEE,  [thump]
0029 WhoooWooo, Teleport
0030 bweee, critters jumping? [jump]
0031 high pitch TINK, shot hitting something that doesn't take damage?/Invulnerable "ting"
0032 TCH,  [shot - polar star?]
0033 FHROM, sound of jellyfish juice putting out fire? sounds like fire. [shot - fireball]
0034  [shot - fireball bounce?]
0035  [explosion (missiles?]
0036  [nothing?]
0037  [click]
0038  [get item?]
0039  [*bvng*]
0040  [water?]
0041  [water?]
0042  [beep]
0043 Computer beep (activate terminals, etc.)
0044 Blast (blow up door to Shelt)
0045 Weapon energy bounce
0046  [*ftt*]
0047  [?]
0048  [shot - bubble pop?]
0049  [shot - spur lv 1]
0050  [enemy squeak]
0051  [enemy take damage]
0052  [large enemy take damage (roar)]
0053  [enemy squeak-bblblbl]
0054  [object shot (thud)]
0055  [enemy squeak]
0056  [splash]
0057  [little damage sound]
0058  [*chlk*]
0059  [nothing?]
0060  [spur charge - lower]
0061  [spur charge - higher]
0062 Shot - Spur lv 2
0063 Shot - Spur lv 3
0064 Shot - Spur max
0065 Spur fully charged
0066  [nothing?]
0067  [nothing?]
0068  [nothing?]
0069  [nothing?]
0070  [Sue hitting you while you're unconscious in Jail1]
0071  [explosion]
0072  [explosion]
0073  [nothing?]
0074  [nothing?]
0075  [nothing?]
0076  [nothing?]
0077  [nothing?]
0078  [nothing?]
0079  [nothing?]
0080  [nothing?]
0081  [nothing?]
0082  [nothing?]
0083  [nothing?]
0084  [nothing?]
0085  [nothing?]
0086  [nothing?]
0087  [nothing?]
0088  [nothing?]
0089  [nothing?]
0090  [nothing?]
0091  [nothing?]
0092  [nothing?]
0093  [nothing?]
0094  [nothing?]
0095  [nothing?]
0096  [nothing?]
0097  [nothing?]
0098  [nothing?]
0099  [nothing?]

```

## <ANP TSC Notes

This portion covers the variables on the <ANP TSC command. Sourced from the Tribute Site.

Download

```
Cave Story Animations [<ANP]

* PLAYER

 	Quote [0150] -By J.T.E.
 0000	Stand around.
 0002	Look up.
 0010	Splat on the floor.
 0011	Splat on the floor, no poofs or noise.
 0020	Get teleported out
 	(from Misery teleports you to Labyrinth cutscene)
 0021	Invisible
 0050	Walk forward
 	(No gravity)
 0051	Walk forward
 	(first 3 frames glitch: Step, look up, then splat. Otherwise same as 0050)
 0060	Slowly fall, shaking and upside down (from normal ending)
 0061	Invisible
 0070	Walk in place
 0071	Walk in place
 	(Same glitch as 0051)
 0080	Back turned
 	(Checking an NPC)
 0100	Walk in place
 	(Gravity, from credits)
 0101	Walk in place
 	(Gravity, same glitch as 0051)
 0102	Walk in place
 	(No gravity, same glitch as 0051)

 * NON-PLAYABLE CHARACTERS

	Hermit Gunsmith [0030] -By Shmitz
0000	Only animation. Direction 0000 is standing.
	Any other direction is sitting down sleeping, one space below original.
	Flag 0x1000 starts him out this way.
	Going to direction 0000 stands him up, does not change position.

	King [0061] -By Shmitz
0000	Stand around. Eyes blink.
0005	Fall over
0006	Fall over
0007	Fall over
0008	Walk forward
0009	Flop down, walk forward
0010	Run forward
0011	Run forward
0020	Brandish sword
0030	Knocked way over
0031	Knocked way over
0040	Die, leave sword
0042	Die, leave sword
0060	Leap to the right.

	Toroko [0060] -By jcys810
0000	Standing
0003	Running
	(Runs forward, when she hits a hard block, she turns and runs forward, hits a hard block, turns and runs forward, so on and so forth)
0004	Running
	(Runs forward, when she hits a hard block, she turns and runs forward, hits a hard block, turns and runs forward, so on and so forth)
0006	Jumps then run
	(Jumps forward, then does the same thing as 0003; 0004)
0008	Jumps on the spot
	(If used when running, will jump in that direction, facing direction may be different, but jumping direction remains)
0010	Falls down
	(Like in the Shack when you shoot her)
0011	Down (No smoke, just immediately in the fallen position)

        Jack [0074] -By jcys810
0000    Standing
0008    Walking

        Kanpachi (Standing) [0226] -By jcys810
0000    Standing
0010    Walking
0011	Walking
0020	Three quarter back view

        Mahin [0079] -By jcys810
0000    Standing
	(Face back)
0002	Standing
	(Face front)

	Balrog [0012] -By Shmitz
0000	Stand around. Eyes blink.
0010	Going up!
0011	Going up!
0020	Uh oh! Smoking, going up!
0021	Smoking, going up!
0030	Smile
0040	Super panic
0041	Super panic
0042	Uh oh! Image blinks
0043	Uh oh! Image blinks
0050	Back turned
0060	Walk forward no falling
0070	Uh oh! Vanish
0071	Vanish
0080	Panic
0081	Panic
0100	Super going up!
	(changes map tiles)

	Misery (floating) [0067] -By Shmitz
0000	Teleport in, hover
0001	Teleport in, hover
0010	Hover
0011	Hover
0013	Drop to floor, standing
0014	Standing *
0015	Standing, create bubble *
0016	Create bubble
	(not animated) *
0020	Hover, going up!
0021	Hover, going up!
	(doesn't pass through walls)
0025	Standing, cast big spell *
0025	Standing, cast big spell *
0027	Standing *

* Use these after 0013, or sprite will continue to move
in last "hover" direction (up or down).

	Misery (standing) [0082] -By Shmitz
0000	Stand around. Eyes blink.
0011	Sitting?
0015	Cast spell
	(to right)
0020	Going up!
0021	Going up!
	(doesn't pass through walls)
0025	Cast big spell
0026	Cast big spell
0030	Cast spell
0031	Cast spell
0040	Cast bubbles
	(to right)
0041	Cast bubbles
	(to right)
0050	Defeated

	Sue [0042] -By Shmitz
0000	Stand around. Eyes blink.
0003	Walk forward
0004	Walk forward
0005	Back turned
0008	Knocked a bit over
0009	Fall over
0010	Fall over
0011	Throw a fit
0012	Fall over, throw a fit.
0014	CRASH GAME
0015	Summons red crystal
0017	Looks afraid
0020	Run while to left of main char
0021	Run while to left of main char
0030	Run forward
0031	Run forward
0040	Hops once

	Igor  (Cutscene) [0083] -By jcys810
0000	Standing
0001	Standing
0002	Walk
0003	Walk
0004	Bend arm and Jab
0005	Quick Jab

        Santa [0040] -By jcys810
0000    Standing
0003    Walk through horizontal tiles no gravity
0004	Walk through horizontal tiles no gravity

        Chaco [0093] -By jcys810
0000    Standing
0003	Walking, no gravity
0004	Walking, no gravity
0010	Lying down on bed
	(Bed sprite is seperate)
0011	Direction facing is fixed

	Malco Undamaged [0107] -By jcys810
0000	Sitting
0010	Eyes glow, smoke appears, stands up, starts freaking out
0016	Smoke appears, stands up, starts freaking out
0019	Immediately stands up and starts freaking out
0020	Stands up and holds his head
0021	Crushed

	Malco Damaged [0109] -By jcys810
0000	Standing
0010	Smoke appears

	Doctor (Intro) [0298]
0000	Standing
0011	Laughing
0020	Walk without falling
0021	Walk without falling
0030	Face back
0040	Face back laughing
0041	Laughs then face back and continue laughing

	Prof. Booster [0113] -By Shmitz
0000	Stand around. Eyes blink.
0003	Walk forward
0004	Walk forward
0005	Show back
0030	Warp + teleport in?
0031	Teleport in

	Curly [0117] -By Shmitz
0000	Stand around. Eyes blink.
0003	Walk forward
0004	Walk forward
0005	Poof defeat
0006	Defeat
0010	Walk towards main char until 1 away
0011	Walk forward no falling
0020	Back turned
0021	Look up
0030	Knocked a bit over
0031	Fall over
0032	Fall over
0070	Moonwalk
0071	Moonwalk

	Doctor (Crowned) [0139] -By jcys810
0000	Standing
0010	Laughing
0011	Laughing
0020	Floats
0021	Floats upward till the topmost part of the map, then just floats.
	If he is not able to reach the topmost part, his head will get stuck.
	This animation doesn't allow you to see his head.
0030	Teleport Out
0031	Disappears instantly
0040	Teleports In, then floats
0041	Teleports In, then floats

	Doctor (Red Energy) [0281] -By jcys810
0000	Standing
0010	Red Energy Appears
0011	Red Energy Appears

	Korons/Colons [0122]
0010	Aggress
0020	Abjure
	How Pixel did it: 4 entities (200-203). Odd # were 0121, Even were 0120.
	5 entities (0400, 0310-0313). The ones in the 300's were directly above the
	Colons, with the 400 off to the side. On Boss begin, the 4 entities 310-313 were changed 	to 122.
	ANP 0010 direction 0002. When fight was over...
	<ANP0310:0020:0005
	<ANP0311:0020:0005
	<ANP0312:0020:0005
	<ANP0313:0020:0005
	<CNP0400:0117:0005
	<ANP0400:0005:0005<WAI0002
	<ANP0400:0030:0004<SOU0070
	<WAI0100<PRI<CMU0015<MSG
	Victory!<WAI0140<CMU0000<NOD<CLO
	<KEY<ANP0400:0006:0005<WAI0002<PRI

MONSTERS

	Door [0059] -By jcys810
0000	Opens eye when approached
0002	Opens eye and closes
0006	Eye remains closed even when approached

	Basil [0007] -By Metalogz
0000	Immediately <MOV Basil to ANP location
	(Where the event in which you <ANP it is)
0001	Make Basil slow down and change direction as per normal to travel towards the left
0002	Make Basil slow down and change direction as per normal to travel towards the right
0003	Make Basil continue moving towards the direction it is already facing regardless of
	where you are at the speed at which it has been <ANP'd

	Kulala [0094] -By jcys810
0000	Idle
0010	Angry

	Ravil [0115] -By jcys810
0000	Attacking
0005	Standing
0010	Pauses for a while
0030	Smoke appears
0050	Lying down

	Crow [0057] -By Metalogz
0000	Normal
0001	Slowly fly back to original NPC event position from wherever it is and act normally from then on.
0002	Chase after you as per normal
0003	Face ANP direction and slowly drift away towards direction it was moving in.
	Does not chase after you even it you hit it after ANP'ed

	Midorin	[0235] -By jcys810
0000	Running about
0004	Stops running, will slide if he is running
0010	Runs forward for a while

	Dragon Zombie [0200] -By Metalogz
0000	Acts normally
0001	Completely freezes in motion, but still damages you if you touch it
0020	Charges fire in mouth and shoots them out
0021	1st ANP, Charges fire in mouth and shoots them out
	2nd ANP, Opens mouth and fires immediately
0030	Opens mouth and fires immediately
0035	1st ANP, Fires immediately with current animtion
	2nd ANP, Acts normally
0100	Dead, but still damages you as per normal if you touch it

	Enemy - Press (killer) [0238] -By Metalogz
0000	Normal
0001	Normal
0002	Doesn't move
0010	Smash once, with eye closed
0020	Waits a while, moves back same distance, but does not crush
0030	Immediately moves back same distance, but does not crush

* BOSSES

 	Balrog (running) [0068] -By Metalogz
 0000	Begins/Restarts boss fight battle pattern cycle.
 0005	Freezes Balrog in current position, but continues sliding in the direction
 	it was moving in before frozen. Faces in direction of ANP.
 0010	Instantly transports you into Balrog's grasps where he confines you in him
 	and later throws you out as per normal.
 	However, you are visible while you are in confinement.
 	Auto <SMC after he throws you out after ANP.
 	Thrown in opposite direction of ANP.
 0020	Instantly throws you as if thrown out of Balrog after he confines you.
 	Balrog is in appropriate animation, sliding in direction he was moving in
 	before ANP.
 	Boss fight pattern continues are per normal after that.
 	Thrown in opposite direction of ANP.

 	Igor (Boss) [0088] -By jcys810
 0000	Boss fight patterns
 0009	Charge laser
 0011	Turn left and freeze current frame

 	Toroko+ [0140] -By jcys810
 0000	Transforming animation
 0004	Freeze frame
 0020	Jumps and throws Flowercub
 0022	Throws Flowercub
 0025	Goes into landing frame for a while
 0026	Pauses and goes into standing animation for a while before continuing what
 	it was doing prior to this ANP
 0052	Goes into standing animation for a while
 0100	Dying animation
 0105	Changes into small Toroko's dying animation
 0106	Dying animation without flashing and smoke

 	Ma Pignon [0313] -By jcys810
 0000	Standing
 0100	Boss fight patterns, begin with jumping
 	(Unable to hurt you unless with falling boulders or falling Ma Pignons)
 0200	Boss fight patterns, begin with tackling wall
 	(Unable to hurt you unless with falling boulders or falling Ma Pignons)
 0300	Boss fight patterns, begin with tackling ceiling
 	(Unable to hurt you unless with falling boulders or falling Ma Pignons)
 0500	Screaming/Losing

 	Red Demon [0276] -By Metalogz
 0000	Makes sprite jolt up half a block and drop back down.
 0003	Freezes sprite in current frame. Still damages upon contact. Follows your
 	direction. Slides in direction it was moving in when ANP'ed.
 0010	Starts boss fight animations, starting with throws on ground.
 0020	Starts boss fight animations, starting with leap and throws in air.
 0021	Starts boss fight animations, starting with stomp on ground.
 0022	Starts boss fight animations, pauses for short while before beginning.
 0050	Boss death sequence. Exp included. Repeatable xD (trust me, it's fun)
 0051	Instant switch to dead boss sprite without sound or animations.
 0052	Freezes sprite in current frame. Still damages upon contact. Does not follow
 	your direction. Slides in direction it was moving in when ANP'ed.

 	Misery (Boss) [0247] -By jcys810
 0000	Floating pose but does not move
 0020	Standing
 0100	Hover up and starts boss fight patterns
 0110	Shoots at you and starts boss fight patterns
 0150	Teleports away and starts boss fight patterns
 0160	Shoots those orbs that turn into lightning bolts at you and starts boss
 	fight patterns
 1000	Smoke appears, screaming
 1010	Defeated

 	Doctor (Boss) [0263] -By jcys810
 0000	Unsure, he doesn't appear when I do this.
 0002	Appear and attacks with red energy, Boss animations
 0010	Attacks with red energy, Boss animations
 0020	Attacks with red energy, Boss animations
 0030	In pain animation, releases alot of red projectiles, Boss animations
 0032	Releases alot of red projectiles, Doctor sprite does not appear

 	Doctor (Muscle) [0267] -By Metalogz and jcys810
 0000	Image blinks
 0001	Faces left
 0006	Idle
 0007	(No idea what this is, but it has to be done to make him appear)
 0008	Getting ready to jump pose, then does an attack
 0010	Stops what he is doing and land
 0011	Does a random attack
 0015	Jump
 0016	Landing pose and shake screen
 0020	Shoot bats out of his palms
 0030	Elbow ram attack
 0031	Elbow ram attack, then jump
 0032	Elbow ram sprite frames but does not move
 0040	Stomps
 0100	Teleports and lands above Quote
 0101	Teleports and lands above Quote
 	No teleporting sound
 0102	Landing frame then suddenly disappears and reappears above Quote
 	No teleporting sound
 0500	Screaming to the right
 0501	Screaming to the left
 0510	Evaporating
 0511	Suddenly moves into the left wall

 * OBJECTS

 	Fireplace [0038] -By jcys810
 0000	Nothing
 0001	Freeze
 0010	Extinguish
 0011	Disappear instantly

 	Lift Platform [0025] -By Metalogz
 0000	Moves it a bit to the right
 0001	Makes where the lift currently is the lowest stop
 0002	Makes where the lift currently is the middle stop
 0009	Makes lift stop

 	Terminal [0085] -By jcys810
 0000	Blank
 0001	Blue Screen
 	(Change direction to 0002 to make it Red Screen, I think setting Flag 1000
 	 works as well)

 	Horizontal Block [0149] -By jcys810
 0000	Slides down and right by a little diagonally
 0001	Does not move even if you move close to it
 	(If moving while this event takes place, it will stop at the end before this
 	 happens, but while moving, the sound will be removed)
 0011	Move to the left
 0021	Move to the right

 	Vertical Block [0157] -By jcys810
 0000	Slides down and right by a little diagonally
 0001	Does not move even if you move close to it
 	(If moving while this event takes place, it will stop at the end before this
 	 happens, but while moving, the sound will be removed)
 0011	Move up
 0021	Move down

 	Shutter (Small) [0185] -By jcys810
 0000	Stationery
 0010	Move

 	Shutter (Large) [0184] -By jcys810
 0000	Stationery
 0010	Move

 	Rocket [0231] -By Metalogz
 0010	Activate launch

 	General Notes [By Shmitz]:
 This document is mostly for cutscene sprites and guests.
 Enemy and boss animations, from what brief experimentation
 I did on them, mostly consist of an innert mode, attack mode,
 and specific attack functions. These would be better suited
 to be catalogued in a different document, and I'm unsure how
 useful they would be for more detailed scripted events.

 The most likely numbers to find animations on are X0 and X1.
 The next most likely are X5 and X6. However, there enough
 exceptions that sometimes you'll just need to brute force
 your way through all of them if you're looking for something
 specific.

 There does not seem to be any standard convention for what
 types of animations go with what number. They vary from entity
 to entity. Many entities lack what seem like common sense
 animations (example: Curly's 0010 animation). It seems likely
 that unless an animation was needed for a specific entity
 while the game was being created, it was not enabled or
 implemented. It is possible the animations from one entity
 could be applied to another through exe hacking, but that's
 way beyond the scope of this document.

 Many animations have duplicates. In my testing environment,
 there did not seem to be any difference. However, the
 difference could be subtle or dependant on something my
 environment lacked. For example, if my test room didn't have
 drop-offs in it, I would not have detected that some "walk
 forward" animations had a "no falling" aspect to them. If
 I find differences at a later date, I will make note of them.

 	Last Thoughts:
 These are mostly the cutscene sprites that I will have need of
 in my own project. I do not know if I will be getting around to
 investigating and listing the animations for the other sprites,
 so feel free to add to this document and add your "credits" to mine.

 	Credits:
 This file is built entirely on the work of others, Pixel for
 creating Cave Story, and too many hard-working people in the
 community to list. These credits are not for recognition, but
 primarily for version tracking, to avoid duplication of effort.

 04/23/06
 Shmitz - 	Sue, Curly, King, Misery (standing), Misery (floating), Balrog (cutscene), Hermit Gunsmith
 07/25/07
 Echidna-san - 	Quote

 DUNNO
 jcys810 -       Already stated and I'm too lazy to check

 29/01/08
 Metalogz -	Doctor (Muscle)

 11/08/08
 Metalogz -	Enemy - Press (Killer), Dragon Zombie

 02/11/08
 Metalogz -	Crow, Basil, Balrog (Running), Rocket

 02/11/08
 jcys810 -	Reorganised ANP.txt

 04/11/08
 jcys810 -	Expanded Doctor (Muscle) at Metalogz request

 15/06/09
 jcys810 -	Enemy - Door
 Metalogz -	Red Demon

```