This is the Doukutsu Monogatari/Cave Story editor imaginively name CaveEditor (copyright 2006-2010).
Verstion: 0.99
Released: Sept 30, 2010


Background

I was first introduced to Cave Story in 2005 and was immediately enchanted by it and so this editor
was created.  It has slowly become the foremost editor for the game though Sue's Workshop is still
liked more by some due to the odd interface setup in CE.  In its current incarnation it can perform
most any edit to the game outside of direct assembly hacks and resource replacement (used for changing
music).

Some hotkeys are supported which are shown next to the menu item they mimic.  Righ clicking will bring
up a context menu in many of hte windows to list various functions appropriate to the selection.



This File

This file contains all modifiable data that can be changed to make CaveEditor Work in different
ways to to account for crazy assembly hacks you're doing outside of CaveEditor that it can't detect.
This also includes any data that is not part of Cave Story but is useful to know like NPC entity
type 192 being the hoover scooter.

All sections will begin with a title in [brackets] sometimes followed by a number.  The number tells
CE how many lines long the section is.  Anyplace that there isn't data you can make notes in here so
long as you don't mention a section title within brackets.  In fact, don't use brakets anywhere if
possible.

You can re-order sections if you wish.




All the great constants that CE uses to make it look and feel how you want.   These values can be
edited without too much worry if you are careful.  They effect the general display parameters in CE.
Put weird values in here at your own peril...


[CE_SETTINGS]
Arial Narrow	Map editor entity font
2.5		Map editor font size multiplier
Lucida Console	Script editor font (fixed width fonts are recommended)
8		Script editor font size (only affects edit box)
32		Tile size
CE_Tiles.png	This is the image name of the tile type representation used in the tileset and map editor
0		1 or 0 - 1 CE will attempt to remove read only from files when saving (buggy)
1		Default zoom scale for maps, tilesets, and sprites
1		Default zoom for tileset selector
0		1 or 0 - 1 = mouse wheel zoom, 0 = mouse wheel scroll
128		0 to 255 - This is the transparency of the tile type overlay in the map editor




Here's info for the TSC commands.  Basic setup is the command name, the number of arguments it takes,
a short name for the command, and a description of what it does.  I have personally kept the short
names in such a way that the names match fairly well with the command code.  That way when I read
<MYB I think MY Bump and not Player Bump which makes more sense to me.


The following descriptions are used by CE to display information more useful for the current data
entered for a command command.  These ids are NOT editable.
a	arms
A	ammo
d	direction
e	event
f	face
F	flag
g	graphic
l	illustration
i	item
m	map
u	music
N	npc (specific)
n	npc type
s	sound
t	tile
x	x coord
y	y coord
#	number
.	ticks


[CE_TSC] 90
<AE+	0	----	Arms Energy +	Refill Ammo
<AM+	2	aA--	ArMs +	Give weapon X with Ammo Y (or just adds ammo Y to X)
<AM-	1	a---	ArMs -	Lose Weapon X
<AMJ	2	ae--	ArMs Jump	Jump to Y if player has weapon X
<ANP	3	N#d-	Animate NPc	Animate npc X with animation Y and direction Z
<BOA	1	#---	BOss Animation	Animate boss
<BSL	1	N---	Boss Script Load	Start boss fight with npc X
<CAT	0	----	Speed All Text	Instant text display on all messages until END
<CIL	0	----	Clear ILlustration	Clears illustration during credits
<CLO	0	----	CLOse	Close message box
<CLR	0	----	CLeaR	Clear message box
<CMP	3	xyt-	Change MaP tile	Change map coords X:Y to tile Z (with smoke)
<CMU	1	u---	Change MUsic	Change music to song X
<CNP	3	Nnd-	Change NPc	Change npc X to type Y with direction Z
<CPS	0	----	Clear Prop. Sound	Clears propeller sound
<CRE	0	----	CREdits	Roll Credits
<CSS	0	----	Clear Stream Sound	Clear stream sound
<DNA	1	n---	Delete NPC All	Delete all NPC of type XXXX
<DNP	1	N---	Delete NPc	Delete npc X
<ECJ	2	#e--	Event Check Jump	Jump to Y if npc with ID X exists
<END	0	----	END	End script event
<EQ+	1	#---	EQuip +	Add X to equip flag bytes
<EQ-	1	#---	EQuip -	Subtract X from equip flag bytes
<ESC	0	----	ESCape	Quit to title screen
<EVE	1	e---	EVEnt	Jump to event X (non-conditional)
<FAC	1	f---	FACe	Show face X in message box
<FAI	1	d---	FAde In	Fade in from direction X
<FAO	1	d---	FAde Out	Fade out from direction X
<FL+	1	F---	FLag +	Set flag X
<FL-	1	F---	FLag -	Clear flag X
<FLA	0	----	FLAsh	Flash screen
<FLJ	2	Fe--	FLag Jump	Jump to event Y if flag X is set
<FMU	0	----	Fade MUsic	Fade Music to low volume
<FOB	2	N.--	Focus On Boss	Focus of boss X in Y ticks [Y > 0]
<FOM	1	.---	Focus On Me	Focus on player in X ticks [X > 0]
<FON	2	N.--	Focus On Npc	Focus on npc X in Y ticks [Y > 0]
<FRE	0	----	FREe	Frees menu cursor [also used after ZAM or some reason]
<GIT	1	g---	Graphic ITem	Show item X in message box (add 1000 to X for items - GIT0000 to remove)
<HMC	0	----	Hide My Character	Hides player
<INI	0	----	INItialize	Resets memory and starts game from beginning
<INP	3	Nnd-	[I?] NPc	Change NPc X to type Y and direction Z [Sets flag 0x8000]
<IT+	1	i---	ITem +	Add item X
<IT-	1	i---	ITem -	Remove item X
<ITJ	2	ie--	ITem Jump	Jump to Y if player has item X
<KEY	0	----	KEY lock	Locks keyboard input and hides status bars until END [used for message boxes]
<LDP	0	----	LoaD Profile	Loads Profile.dat save file
<LI+	1	#---	LIfe +	Restores X health
<ML+	1	#---	Max Life +	Maximum health increases by X
<MLP	0	----	Map [LP?]	Display Map
<MM0	0	----	My Motion 0	Sets player horizontal motion to zero
<MNA	0	----	Map NAme	Displays map name
<MNP	4	Nxyd	Move NPc	Moves npc X to coords Y:Z with direction W
<MOV	2	xy--	MOVe	Moves player to X:Y
<MP+	1	#---	[MaP +?]	Unknown [map-related]
<MS2	0	----	MeSsage 2	Places an invisible message box at top of screen
<MS3	0	----	MeSsage 3	Places a message box at top of screen
<MSG	0	----	MeSsaGe	Places a message box at bottom of screen
<MYB	1	d---	MY Bump	Player jumps in direction X
<MYD	1	d---	MY Direction	Set player direction to X
<NCJ	2	ne--	Npc Check Jump	Jumps to Y if any npc of type X exist
<NOD	0	----	NOD	Message box wait for key press to continue
<NUM	1	a---	NUMber	Outputs weapon X's ammo as text
<PRI	0	----	PRInt	Hides status bars and freezes game until KEY or END
<PS+	2	#m--	Portal Slot +	Set teleporter slot X to location Y
<QUA	1	.---	QUAke	Shake screen for X ticks
<RMU	0	----	Restore MUsic	Restores music playback [doesn't work for all songs]
<SAT	0	----	Speed-up All Text	Instant text display on all messages until END [glitches scrolling text]
<SIL	1	l---	Show ILlustration	Show Illustration X during credits
<SK+	1	F---	SKipflag +	Sets Skipflag X [remains set after player died]
<SK-	1	F---	Skipflag -	Removes Skipflag
<SKJ	2	Fe--	SKipflag Jump	Jump to event Y if Skipflag X is set
<SLP	0	----	Show Location Portals	Show teleporter location menu
<SMC	0	----	Show My Character	Shows player character
<SMP	2	xy--	Shift MaP tile	Shift map tile at coords X:Y one tile to the left in the tile set (without smoke)
<SNP	4	nxyd	Set NPc	Create npc of type X at coord Y:Z and direction W
<SOU	1	s---	SOUnd	Play Sound X
<SPS	0	----	Start Propeller Sound	Starts propeller sound 
<SSS	1	#---	Start Stream Sound	Starts stream sound with pitch X
<STC	0	----	Save Time Counter	Saves time counter to 290.rec
<SVP	0	----	SaVe Profile	Save game
<TAM	3	aaA-	Trade ArMs	Trade weapon X for weapon Y with ammo Z [max ammo 0000 = no change]
<TRA	4	mexy	TRAnsport	Transport to map X, run event Y and place player at coordinates Z:W
<TUR	0	----	Text UnRead?	Instant text display until CLR
<UNI	1	#---	UNIverse?	Changes movement mode (0000 - regular, 0001 - zero-G, 0002 - No movement allowed)
<UNJ	1	#---	UNiverse Jump?	Unknown
<WAI	1	.---	WAIt	Pauses script for X ticks
<WAS	0	----	WAit until Standing	Pause script until player touches ground
<XX1	1	l---	XX1	Shows distant view of Island [image X]
<YNJ	1	e---	Yes/No Jump	Ask question, jump to event X if no
<ZAM	0	----	Zero ArMs	All weapon levels drop to 1





Here's where all the NPC metadata is stored.  All the entity types with real names to help you know
what you're placing on your maps.
Columns:
ID	ShortNameRow1	ShortNameRow2	Type	Flag0100(option1)	Flag1000(option2)	Name	Notes

[CE_NPC] 372
0			General			<nothing>	
1	Weapn	enrgy	General			Weapon energy	
2	Enemy	Behem	Egg1			Enemy - Behemoth	
3	?		Unsure			<nothing?>	
4	Smoke		Misc			Smoke	
5	Enemy	CrtHG	Egg1			Enemy - Critter (hopping, green)	
6	Enemy	BtlHG	Egg1			Enemy - Beetle (horiz, green)	
7	Enemy	Basil	Egg1			Enemy - Basil	
8	Enemy	BtlF1	Egg1			Enemy - Beetle (follow 1)	
9	Blrg	drop	Balrog			Balrog (drops in)	
10	Boss	Blrg0	Balrog			Boss - Balrog (shooting)	
11	Proj	Blrg1	Balrog			Projectile - Balrog (energy shot)	
12	Blrg		Balrog			Balrog (cutscene)	
13	Force	field	Misc			Forcefield	Impassable
14	Santa	Key	Misc			Santa's Key	
15	Chest	closd	General			Treasure chest (closed)	
16	Save	point	General			Save point	
17	Refil		General			Health/ammo refill	
18	Door		General			Door	
19	Blrg	bust	Balrog			Balrog (busts in)	
20	Compu		Misc			Computer	
21	Chest	open	General		One tile down	Treasure chest (open)	
22	Telep		Misc			Teleporter	
23	Telep	light	Misc			Teleporter lights	
24	Enemy	PCrit	Grasstown			Enemy - Power Critter	
25	Lift	platf	Misc			Lift platform	
26	Enemy	BatBC	Grasstown			Enemy - Bat (black, circling)	
27	Death	trap	Misc			Deathtrap	
28	Enemy	CrtFy	Grasstown			Enemy - Critter (flying)	
29	Cthu		Characters			Cthulhu	
30	Hermt	Gunsm	Characters			Hermit Gunsmith	
31	Enemy	BatBH	Grasstown			Enemy - Bat (black, hanging)	
32	Capsl	life	General			Life Capsule	Just sprite, needs script to adjust health
33	Proj	Blrg2	Balrog			Projectile - Balrog (energy bounce)	
34	Bed		General			Bed	
35	Enemy	Manan	Grasstown			Enemy - Mannan	
36	Boss	Blrg2	Balrog			Boss - Balrog (hovering)	
37	Sign	post	General			Signpost	
38	Fire	place	Misc			Fireplace fire	
39	Save	sign	Misc		Cocktail sign	Save sign	
40	Santa		Characters			Santa	
41	Door	bustd	Misc			Busted doorway	
42	Sue		Characters			Sue	
43	Black	board	Misc			Blackboard	
44	Enemy	Polsh	Sand Zone			Enemy - Polish	
45	Enemy	Baby	Sand Zone			Enemy - Baby	
46	H/V	trigr	General	Follow player	Vertical	Horiz/vert trigger	
47	Enemy	ScrcG	Sand Zone			Enemy - Sandcroc (green)	
48	Proj	Omega	Sand Zone			Projectile - Omega	
49	Enemy	SkulH	Sand Zone			Enemy - Skullhead	
50	Proj	SkulH	Sand Zone			Projectile - Skeleton	
51	Enemy	CrowS	Sand Zone			Enemy - Crow & Skullhead	
52	BRobt	sit	Misc			Blue robot (sitting)	
53	CRASH		Crash			<CRASH>	
54	Enemy	SkulS	Sand Zone			Enemy - Skullstep	
55	Kazum		Characters			Kazuma	
56	Enemy	BtlHB	Sand Zone			Enemy - Beetle (horiz, brown)	
57	Enemy	Crow	Sand Zone			Enemy - Crow	
58	Enemy	Basu1	Egg1			Enemy - Basu (1)	
59	Enemy	Door	Misc			Enemy - Door	
60	Torok		Characters			Toroko	
61	King		Characters			King	
62	Kazum	compu	Characters			Kazuma (computer)	
63	Torok	attck	Characters			Toroko (attacking)	
64	Enemy	CrtHB	First Cave			Enemy - Critter (hopping, blue)	
65	Enemy	BatBu	First Cave			Enemy - Bat (blue)	
66	Bubbl		Unsure			Bubble - Misery capturing Toroko?	
67	Msry	float	Misery			Misery (floating)	
68	Boss	Blrg1	Balrog			Boss - Balrog (running)	
69	Enemy	Pign	Graveyard			Enemy - Pignon	
70	Spark	item	General			Sparkling item	
71	Enemy	Chinf	Misc			Enemy - Chinfish	
72	Sprnk		Misc			Sprinkler	
73	Water	drop	Misc			Water drop	
74	Jack		Characters			Jack	
75	Kanpa	fishn	Characters			Kanpachi (fishing)	
76	Flowr		Yamashita Farm			Flowers	
77	Sanda	pavil	Yamashita Farm			Sandaime's pavilion	
78	Pot		Misc			Pot	
79	Mahin		Characters			Mahin	
80	Enemy	GravK	Graveyard			Enemy - Gravekeeper	
81	Enemy	GPign	Graveyard			Enemy - Giant Pignon	
82	Msry	stand	Misery			Misery (standing)	
83	Igor		Mimiga			Igor (cutscene)	
84	Proj	Basu1	Egg1			Projectile - Basu (1)	
85	Termn		Misc			Terminal	
86	Missl		General			Missile	
87	Heart		General		No flash	Heart	
88	Boss	Igor	Mimiga			Boss - Igor	
89	Dead	Igor	Mimiga			Igor (defeated)	
90	Backg		Unsure			Background?	
91	Cage		Misc			Cage	
92	Sue	compu	Characters			Sue (computer)	
93	Chaco		Characters			Chaco	
94	Enemy	Kulal	Grasstown			Enemy - Kulala	
95	Enemy	Jelly	Grasstown			Enemy - Jelly	
96	Fan	left	Misc			Fan (left)	
97	Fan	up	Misc			Fan (up)	
98	Fan	right	Misc			Fan (right)	
99	Fan	down	Misc			Fan (down)	
100	Grate		Misc			Grate	
101	PowCn	scrn	Misc			Power controls (screen)	
102	PowCn	pflow	Misc			Power controls (power flow)	
103	Proj	Manan	Grasstown			Projectile - Mannan	
104	Enemy	Frog	Grasstown			Enemy - Frog	
105	Bloon	HeyL	Misc			Balloon ('Hey!' low)	
106	Bloon	HeyH	Misc			Balloon ('Hey!' high)	
107	Malco		Grasstown			Malco (undamaged)	
108	Proj	Bfrog	Grasstown			Projectile - Balfrog	
109	Malco	damgd	Grasstown			Malco (damaged)	
110	Enemy	Puchi	Grasstown			Enemy - Puchi	
111	Quote	t-out	Quote			Quote (teleports out)	
112	Quote	t-in	Quote			Quote (teleports in)	
113	Boost		Characters			Prof. Booster	
114	Enemy	Press	Misc			Enemy - Press	
115	Enemy	Ravil	Mimiga			Enemy - Ravil	
116	RFlow	petal	Misc			Red Flowers (petals)	
117	Curly		Curly			Curly	
118	Boss	Curly	Curly			Boss - Curly	
119	Table	chair	Misc			Table & chair	
120	Colon	1	Unsure			Colon 1	
121	Colon	2	Unsure			Colon 2	
122	Enemy	Colon	Unsure			Enemy - Colon	
123	Proj	Curly	Curly			Projectile - Curly	
124	Sun	stone	Sand Zone			Sunstone	
125	Hiddn	H/M	General			Hidden heart/missile	
126	Puppy	run	Sand Zone			Puppy (runs away)	
127	Glows	Momnt	Unsure			Glows momentarily?	
128	Glows	Momnt	Unsure			Glows momentarily?	
129	Glows	Momnt	Unsure			Glows momentarily?	
130	Puppy	wag	Sand Zone			Puppy (tail wag)	
131	Puppy	sleep	Sand Zone			Puppy (sleeping)	
132	Puppy	bark	Sand Zone			Puppy (bark)	
133	Jenka		Characters			Jenka	
134	Enemy	Armdl	Sand Zone			Enemy - Armadillo	
135	Enemy	Skelt	Sand Zone			Enemy - Skeleton	
136	Carry	Puppy	Sand Zone			Puppy (carried)	
137	LDoor	frame	Misc			Large doorway (frame)	
138	LDoor	doors	Misc			Large doorway (doors)	
139	Doctr		Doctor			Doctor (crowned)	
140	Boss	Torok	Toroko (boss)			Boss - Frenzied Toroko	
141	CRASH		Crash			<CRASH>	
142	Enemy	Flwcb	Toroko (boss)			Enemy - Flowercub	
143	Jenka	uncon	Characters			Jenka (collapsed)	
144	Torok	telep	Characters			Toroko (teleports in)	
145	CRASH		Crash			<CRASH>	
146	Ligtn		Misc			Lightning	
147	Enemy	CrtHv	Labyrinth			Enemy - Critter (hover)	
148	Proj	CrtHv	Labyrinth			Projectile - Critter	
149	Block	MoveH	Labyrinth			Moving block (horiz)	
150	Quote		Quote			Quote	
151	BRobt	stand	Misc			Blue robot	
152	Shutr	stuck	Core			Shutter (stuck)	
153	Enemy	Gaudi	Labyrinth			Enemy - Gaudi	
154	Dead	Gaudi	Labyrinth			Enemy - Gaudi (defeated)	
155	Enemy	GaudF	Labyrinth			Enemy - Gaudi (flying)	
156	Proj	GaudF	Labyrinth			Projectile - Gaudi (flying)	
157	Block	MoveV	Labyrinth			Moving block (vert)	
158	Proj	MonX	Labyrinth			Projectile - Monster X	
159	Dead	MonX	Labyrinth			Boss - Monster X (defeated)	
160	Boss	PoohB	Pooh Black			Boss - Pooh Black	
161	Proj	PoohB	Pooh Black			Projectile - Pooh Black	
162	Dead	PoohB	Pooh Black			Pooh Black (defeated)	
163	Dr	Gero	Characters			Dr. Gero	
164	Nurse	Hasum	Characters			Nurse Hasumi	
165	Curly	uncon	Curly			Curly (collapsed)	
166	Chaba		Labyrinth			Chaba	
167	Boost	fall	Characters			Prof. Booster (fall)	
168	Bould		Labyrinth			Boulder	
169	Boss	Blrg3	Balrog			Boss - Balrog (missiles)	
170	Proj	Blrg3	Labyrinth			Projectile - Balrog (missiles)	
171	Enemy	FWhir	Labyrinth			Enemy - Fire Whirrr	
172	Proj	FWhir	Labyrinth			Projectile - Fire Whirrr	
173	Enemy	GaudA	Labyrinth			Enemy - Gaudi Armor	
174	Proj	GaudA	Labyrinth			Projectile - Gaudi Armor	
175	Enemy	GaudE	Labyrinth			Enemy - Gaudi Egg	
176	Enemy	BuyoB	Labyrinth			Enemy - Buyobuyo Base	
177	Enemy	Buyo	Labyrinth			Enemy - Buyobuyo	
178	Proj	Core1	Core			Projectile - Core (spinner)	
179	Proj	Core2	Core			Projectile - Core (wisp)	
180	Curly	A.I.	Curly			Curly (A.I.)	
181	?		Unsure			<nothing?>	
182	?		Unsure			<nothing?>	
183	?		Unsure			<nothing?>	
184	Shutr	large	Core			Shutter (large)	
185	Shutr	small	Core			Shutter (small)	
186	Lift	block	Core			Lift block	
187	Enemy	FuzzC	Labyrinth			Enemy - Fuzz Core	
188	CRASH		Crash			<CRASH>	
189	Proj	HomFl	Unsure			Projectile - Homing Flame	
190	Surfc	robot	Misc			Surface robot	
191	Water	level	Core			Water level	
192	Scoot		Misc			Scooter	
193	Scoot	dead	Misc			Scooter (pieces)	
194	BRobt	dead	Misc			Blue robot (pieces)	
195	Grate	mouth	Core			Grate mouth	
196	Mtion	wall	Main Artery			Motion wall	
197	Enemy	PFish	Unsure			Enemy - Porcupine Fish	
198	Proj	IronH	Main Artery			Projectile - Ironhead	
199	Water	curnt	Misc			Underwater current	
200	Enemy	DragZ	Egg2			Enemy - Dragon Zombie	
201	Dead	DragZ	Egg2			Dragon Zombie (dead)	
202	Proj	DragZ	Egg2			Projectile - Dragon Zombie	
203	Enemy	CrtHA	Egg2			Enemy - Critter (hopping, aqua)	
204	Spike	FallS	Egg2			Falling Spike (small)	
205	Spike	FallL	Egg2			Falling Spike (large)	
206	Enemy	CBomb	Egg2			Enemy - Counter Bomb	
207	Bloon	CDown	Misc			Balloon (countdown)	
208	Enemy	Basu2	Egg2			Enemy - Basu (2)	
209	Proj	Basu2	Egg2			Projectile - Basu (2)	
210	Enemy	BtlF2	Egg2			Enemy - Beetle (follow 2)	
211	Spike		Misc			Spikes	
212	Sky	Dragn	Misc			Sky Dragon	
213	Enemy	NiteS	Outer Wall			Enemy - Night Spirit	
214	Proj	NiteS	Outer Wall			Projectile - Night Spirit	
215	Enemy	ScrcW	Outer Wall			Enemy - Sandcroc (white)	
216	Debug	cat	Characters			Debug cat	
217	Itoh		Characters			Itoh	
218	Proj?		Unsure			Projectile?	
219	Genrt	Smoke	Misc			Generator - Smoke/Underwater current	
220	SBrig	stand	Characters			Shovel Brigade	
221	SBrig	walk	Characters			Shovel Brigade (walking)	
222	Prisn	bars	Misc			Prison bars	
223	Momo		Characters			Momorin	
224	Chie		Characters			Chie	
225	Megan		Characters			Megane	
226	Kanpa	stand	Characters			Kanpachi	
227	Buckt		Misc			Bucket	
228	Droll	guard	Plantation			Droll (guard)	
229	RFlow	sprts	Misc			Red Flowers (sprouts)	
230	RFlow	bloom	Misc			Red Flowers (blooming)	
231	Rockt		Misc			Rocket	
232	Enemy	Orang	Plantation			Enemy - Orangebell	
233	CRASH		Crash			<CRASH>	
234	RFlow	pickd	Misc			Red Flowers (picked)	
235	Midor		Characters			Enemy - Midorin	
236	Enemy	Gunfs	Plantation			Enemy - Gunfish	
237	Proj	Gunfs	Plantation			Projectile - Gunfish	
238	Enemy	PresK	Misc			Enemy - Press (killer)	
239	Cage	bars	Misc			Cage bars	
240	Mimig	jail	Characters			Mimiga (jailed)	
241	Enemy	CritHR	Last Cave			Enemy - Critter (hopping, red)	
242	Enemy	BatRd	Last Cave			Enemy - Bat (red)	
243	Genrt	BatRd	Last Cave			Generator - Bat (red)	
244	Acid	drop	Last Cave			Acid drop	
245	Genrt	Acid	Last Cave			Generator - Acid drop	
246	Enemy	PresP	Misc			Enemy - Press (proximity)	
247	Boss	Msry	Misery			Boss - Misery	
248	Boss	MsryV	Misery			Boss - Misery (vanish)	
249	Proj	Msry1	Misery			Projectile - Misery (energy shot)	
250	Proj	Msry2	Misery			Projectile - Misery (lightning ball)	
251	Proj	Msry3	Misery			Projectile - Misery (lightning)	
252	CRASH		Crash			<CRASH>	
253	Capsl	enrgy	General			Energy Capsule	
254	Heli	copter	Sky			Helicopter	
255	CRASH		Crash			<CRASH>	
256	Doctr	back	Doctor			Doctor (crowned, facing away)	
257	Red	Cryst	Doctor			Red Crystal	
258	Mimig	sleep	Characters			Mimiga (sleeping)	
259	Carry	Curl1	Curly			Curly (carried, unconscious)	
260	SBrig	cage	Characters			Shovel Brigade (caged)	
261	Chie	cage	Characters			Chie (caged)	
262	Chaco	cage	Characters			Chaco (caged)	
263	Boss	Doct1	Doctor			Boss - Doctor	
264	Proj	Doct1	Doctor			Projectile - Doctor (red wave)	
265	Proj	RFBal	Unsure			Projectile - Doctor (red ball - fast vanish)	
266	Proj	RSBal	Unsure			Projectile - Doctor (red ball - slow vanish)	
267	Boss	Doct2	Doctor			Boss - Muscle Doctor	
268	Enemy	Igor	Mimiga			Enemy - Igor	
269	Enemy	BatRE	Doctor			Enemy - Bat (red energy)	
270	Red	enrgy	Doctor			Red energy	
271	UBlok		Main Artery			Underwater block	
272	Genrt	UBlok	Main Artery			Generator - Underwater block	
273	Proj	Droll	Plantation			Projectile - Droll	
274	Enemy	Droll	Plantation			Enemy - Droll	
275	Puppy	items	Plantation			Puppy (with items)	
276	Boss	RDemn	Last Cave			Boss - Red Demon	
277	Proj	RDemn	Last Cave			Projectile - Red Demon	
278	Littl	famly	Little			Little family	
279	FBlck	large	Misc			Falling block (large)	
280	Sue	telep	Characters			Sue (teleported in by Misery)	
281	Doctr	enrgy	Doctor			Doctor (red energy form)	
282	Mini	UCore	Unsure			Mini Undead Core - floats forward	
283	Enemy	Msry	Undead Core			Enemy - Misery (transformed)	
284	Enemy	Sue	Undead Core			Enemy - Sue (transformed)	
285	Proj	OSpir	Unsure			Projectile - Undead Core (orange spiral shot)	
286	Orang	Dot	Unsure			Orange Dot	
287	Orang	Smoke	Unsure			Orange Smoke	
288	Proj	GRock	Unsure			Projectile - Undead Core (glowing rock thing)	
289	Enemy	CrtHO	Undead Core			Enemy - Critter (hopping, orange)	
290	Enemy	BatOr	Undead Core			Enemy - Bat (orange)	
291	UCore	Mini	Undead Core			Mini Undead Core (before fight)	
292	Quake		General			Quake	
293	Proj	HEner	Unsure			Projectile - Undead Core (huge energy shot)	
294	Quake	FBlck	Misc			Quake & Generator - Falling blocks	
295	Cloud		Sky			Cloud	
296	Genrt	Cloud	Sky			Generator - Cloud	
297	CRASH	SOME	Crash			<CRASH> (Sometimes)	
298	Intro	Doctr	Intro			Doctor (uncrowned)	
299	Intro	Bubbl	Intro			Balrog/Misery (bubble)	
300	Intro	Crown	Intro			Demon Crown	
301	Enemy	FishO	Undead Core			Enemy - Fish Missile (orange)	
302	End	Scene	Unsure			Something with ending Scenes	
303	?		Unsure			<nothing?>	
304	Gaudi	sit	Labyrinth			Gaudi (sitting)	
305	Puppy	small	Sand Zone			Puppy (small)	
306	Blrg	nurse	Characters			Balrog (nurse)	
307	Santa	cage	Characters			Santa (caged)	
308	Enemy	Stump	Plantation			Enemy - Stumpy	
309	Enemy	Bute	Hell			Enemy - Bute	
310	Enemy	ButeS	Hell			Enemy - Bute (sword)	
311	Enemy	ButeA	Hell			Enemy - Bute (archer)	
312	Proj	ButeA	Hell			Projectile - Bute (archer)	
313	Boss	MPign	Graveyard			Boss - Ma Pignon	
314	???		Unsure			Falling, Indestructible	
315	Enemy	???	Unsure			Enemy (hopping, disappears)	
316	Dead	Bute	Hell			Enemy - Bute (defeated)	
317	Enemy	Mesa	Hell			Enemy - Mesa	
318	Dead	Mesa	Hell			Enemy - Mesa (defeated)	
319	CRASH		Crash			<CRASH>	
320	Carry	Curl2	Curly			Curly (carried, shooting)	
321	?		Unsure			<nothing?>	
322	Enemy	Delet	Hell			Enemy - Deleet	
323	Enemy	ButeG	Hell			Enemy - Bute (generator)	
324	Genrt	Bute	Hell			Generator - Bute	
325	Proj	HeavP	Hell			Projectile - Heavy Press	
326	turn	human	Characters			Itoh/Sue (turning human)	
327	CRASH		Crash			<CRASH>	
328	human	machn	Laboratory			Transmogrifier	
329	Bldg	fan	Laboratory			Building fan	
330	Enemy	Rolln	Hell			Enemy - Rolling	
331	Proj	Blls1	Ballos			Projectile - Ballos (bone)	
332	Proj	Blls2	Ballos			Projectile - Ballos (shockwave)	
333	Proj	Blls3	Ballos			Projectile - Ballos (lightning)	
334	Sweat		Misc			Sweat	
335	Ika-	chan	Main Artery			Ika-chan	
336	Genrt	Ika	Unsure			Generator - Ika-chan?	
337	Numa	hachi	Plantation			Numahachi	
338	Enemy	GDevl	Ballos			Enemy - Green Devil	
339	Genrt	GDevl	Ballos			Generator - Green Devil	
340	Boss	Blls1	Ballos			Boss - Ballos	
341	CRASH		Crash			<CRASH>	
342	CRASH		Crash			<CRASH>	
343	CRASH		Crash			<CRASH>	
344	CRASH		Crash			<CRASH>	
345	Proj	Blls4	Ballos			Projectile - Ballos (skull)	
346	CRASH		Crash			<CRASH>	
347	Enemy	Hoppy	Outer Wall			Enemy - Hoppy	
348	Spike	Blls	Ballos			Ballos spikes (rising)	
349	Statu		Statue			Statue	
350	Enemy	ButRA	Ballos			Enemy - Bute (archer, red)	
351	Statu	shoot	Statue			Statue (can shoot)	
352	King	sword	Characters			King (sword)	
353	Enemy	ButRS	Ballos			Enemy - Bute (sword, red)	
354	Invis	Trap	Unsure			Invisible deathtrap wall	
355	CRASH	SOME	Crash			<CRASH> (Sometimes)	
356	Blrg	rescu	Sky			Balrog (rescue)	
357	Puppy	ghost	Ballos			Puppy (ghost)	
358	Msry	wind	Misery			Misery (wind)	
359	Genrt	WDrop	Misc			Generator - Water drop	
360	Thank	you!	Misc			'Thank you!'	
363	MBoss	BHead	Major Boss			Boss - Ballos Head	
365	MBoss	MonX	Major Boss			Boss - Monster X	
366	MBoss	IronH	Major Boss			Boss - Ironhead	
367	MBoss	MonXC	Major Boss			Boss - Monster X (center panel)	
368	MBoss	Core	Major Boss			Boss - Core? (appears far to the right)	
369	MBoss	Press	Major Boss			Boss - Boss - Heavy Press?	
370	MBoss	???	Major Boss			Boss - ???	
380	MBoss	???	Major Boss			Boss - ???	
381	MBoss	???	Major Boss			Boss - ???	
382	MBoss	???	Major Boss			Boss - ???	
391	EXITS	GAME	Crash			<EXITS GAME>	





These are the death animation descriptions so that you know that death animation 1 is a
small explosion.  The number is the animation number and the rest is the description. Please
keep the numbers in order.  Strange things will happen (in CE) if they're out of order.


[CE_DEATH] 4
00	Nothing
01	Small Cloud
02	Medium Cloud
03	Large Cloud






This is a list of the possible sprite sheets indexed in the npc.tbl file
and which .pbm file goes with each index number.  Updates from Noxid.


[CE_SPRITESHEET] 27
0	Title.pbm
1	"2004.12 Studio Pixel"
2	current map tileset
3	null
4	null
5	null
6	Fade.pbm
7	null
8	ItemImage.pbm
9	???
10	???
11	Arms.pbm
12	ArmsImage.pbm
13	The text that appears from <MNA
14	StageImage.pbm
15	Loading.pbm (behaves oddly)
16	MyChar.pbm
17	Bullet.pbm
18	null
19	Caret.pbm
20	Npc\NpcSym.pbm
21	Map tileset 1
22	Map tileset 2
23	Npc\NpcRegu.pbm
24	null
25	null
26	TextBox.pbm
27	Face.pbm
28	Map Background
29	weapon related
30	inventory related
31	more of the above. But also different.
32	????
33	null
34	????
35	The credits image w/ Quote, Kazuma, Sue on sky dragon
36	???? 




These are all the sound effects in the game used for various attacks, deaths, and events. Place
the sound effect number first and then the description for it.  Please no skipping numbers!


[CE_SOUNDS] 73
0	<nothing>
1	[blip]
2	Message typing
3	Bonk
4	Weapon switch
5	???
6	Critter hop
7	???
8	???
9	???
10	???
11	Door
12	[*plsh*]
13	???
14	Get weapon energy
15	[click]
16	Take damage
17	Die
18	[Menu?]
19	???
20	Health/ammo refill
21	[bubble]
22	[Click]
23	[Thud]
24	[Tap] walking?
25	Enemy killed?
26	[Loud thud]
27	Level up!
28	[Thump]
29	Teleport
30	Jump
31	[Ting!]
32	Polar Star lvl
33	Fireball
34	Fireball bounce
35	Explosion
36	???
37	[click]
38	Get item?
39	[*bvng*]
40	Water
41	Water
42	[Beep]
43	[BEEP] computer
44	[*KAPOW!*]
45	[Ping] Weapon energy bounce
46	[*ftt*] Out of ammo
47	???
48	Bubble pop
49	Spur level 1
50	[Squeek!]
51	[Squeal!]
52	[ROAR!]
53	[*bblblbl*]
54	[Thud]
55	[Squeek]
56	[Splash]
57	Little damage sound
58	[*chlk*]
59	???
60	Spur charge (lower)
61	Spur charge (higher)
62	Spur level 2
63	Spur level 3
64	Spur MAX
65	Spur full?
66	???
67	???
68	???
69	???
70	[Whud]
71	Tiny explosion
72	Small explosion




These are the music scores in the game.  Since changing the name of the music isn't
practical (yet), this will let you modify the names of songs for any modifications
made.

[CE_MUSIC] 42
0	(nothing)
1	Mischievous Robot
2	Safety
3	Game Over
4	Gravity
5	On To Grasstown
6	Meltdown 2
7	Eyes of Flame
8	Gestation
9	Mimiga Town
10	Get Item
11	Balrog's Theme
12	Cemetary
13	Plant
14	Pulse
15	Boss Fanfare
16	Get Life
17	Tyrant
18	Run!
19	Jenka 1
20	Labyrinth Fight
21	Access
22	Oppression
23	Geothermal
24	Cave Story
25	Moonsong
26	Hero's End
27	Scorching Back
28	Quiet
29	Final Cave
30	Balcony
31	Charge
32	Last Battle
33	The Way Back Home
34	Zombie
35	Break Down
36	Running Hell
37	Jenka 2
38	Living Waterway
39	Seal Chamber
40	Toroko's Theme
41	White





Simple list with the direction values for the TSC commands.

[CE_DIRECTION] 5
0	Left
1	Up
2	Right
3	Down
4	Center




Here's a WHOLE bunch of info in the different tile types.  Most of it isn't used by CE
at this time but it helps determine what tiles and up on the foreground and background.
The actual tile types seen graphically are entirely based on the tile number from the
tileset and the CE_Tiles.png file for tiles 0 - 255 left to right, top to bottom.

[CE_TILES] 256
Number	HEX	Bits								Solid PC	Solid NPC	Water	Foreground	Displayed	Description
0	0x00	0	0	0	0	0	0	0	0	0	0	0	0	1	(background graphics)
1	0x01	0	0	0	0	0	0	0	1	0	0	0	0	1	(background graphics)
2	0x02	0	0	0	0	0	0	1	0	0	0	1	0	1	water (background graphics)
3	0x03	0	0	0	0	0	0	1	1	0	1	0	0	1	solid to NPCs but not player (background graphics)
4	0x04	0	0	0	0	0	1	0	0	0	1	0	0	1	solid to NPCs but not player (background graphics)
5	0x05	0	0	0	0	0	1	0	1	1	1	0	0	1	you can shoot through but otherwise solid (background graphics)
6	0x06	0	0	0	0	0	1	1	0	0	0	0	0	1	(background graphics)
7	0x07	0	0	0	0	0	1	1	1	0	0	0	0	1	(background graphics)
8	0x08	0	0	0	0	1	0	0	0	0	0	0	0	1	(background graphics)
9	0x09	0	0	0	0	1	0	0	1	0	0	0	0	1	(background graphics)
10	0x0a	0	0	0	0	1	0	1	0	0	0	0	0	1	(background graphics)
11	0x0b	0	0	0	0	1	0	1	1	0	0	0	0	1	(background graphics)
12	0x0c	0	0	0	0	1	1	0	0	0	0	0	0	1	(background graphics)
13	0x0d	0	0	0	0	1	1	0	1	0	0	0	0	1	(background graphics)
14	0x0e	0	0	0	0	1	1	1	0	0	0	0	0	1	(background graphics)
15	0x0f	0	0	0	0	1	1	1	1	0	0	0	0	1	(background graphics)
16	0x10	0	0	0	1	0	0	0	0	0	0	0	0	1	(background graphics)
17	0x11	0	0	0	1	0	0	0	1	0	0	0	0	1	(background graphics)
18	0x12	0	0	0	1	0	0	1	0	0	0	0	0	1	(background graphics)
19	0x13	0	0	0	1	0	0	1	1	0	0	0	0	1	(background graphics)
20	0x14	0	0	0	1	0	1	0	0	0	0	0	0	1	(background graphics)
21	0x15	0	0	0	1	0	1	0	1	0	0	0	0	1	(background graphics)
22	0x16	0	0	0	1	0	1	1	0	0	0	0	0	1	(background graphics)
23	0x17	0	0	0	1	0	1	1	1	0	0	0	0	1	(background graphics)
24	0x18	0	0	0	1	1	0	0	0	0	0	0	0	1	(background graphics)
25	0x19	0	0	0	1	1	0	0	1	0	0	0	0	1	(background graphics)
26	0x1a	0	0	0	1	1	0	1	0	0	0	0	0	1	(background graphics)
27	0x1b	0	0	0	1	1	0	1	1	0	0	0	0	1	(background graphics)
28	0x1c	0	0	0	1	1	1	0	0	0	0	0	0	1	(background graphics)
29	0x1d	0	0	0	1	1	1	0	1	0	0	0	0	1	(background graphics)
30	0x1e	0	0	0	1	1	1	1	0	0	0	0	0	1	(background graphics)
31	0x1f	0	0	0	1	1	1	1	1	0	0	0	0	1	(background graphics)
32	0x20	0	0	1	0	0	0	0	0	0	0	0	0	0	non-solid (no graphics)
33	0x21	0	0	1	0	0	0	0	1	0	0	0	0	1	non-solid (no graphics)
34	0x22	0	0	1	0	0	0	1	0	0	0	0	0	1	non-solid (no graphics)
35	0x23	0	0	1	0	0	0	1	1	0	0	0	0	1	non-solid (no graphics)
36	0x24	0	0	1	0	0	1	0	0	0	0	0	0	1	non-solid (no graphics)
37	0x25	0	0	1	0	0	1	0	1	0	0	0	0	1	non-solid (no graphics)
38	0x26	0	0	1	0	0	1	1	0	0	0	0	0	1	non-solid (no graphics)
39	0x27	0	0	1	0	0	1	1	1	0	0	0	0	1	non-solid (no graphics)
40	0x28	0	0	1	0	1	0	0	0	0	0	0	0	1	non-solid (no graphics)
41	0x29	0	0	1	0	1	0	0	1	0	0	0	0	1	non-solid (no graphics)
42	0x2a	0	0	1	0	1	0	1	0	0	0	0	0	1	non-solid (no graphics)
43	0x2b	0	0	1	0	1	0	1	1	0	0	0	0	1	non-solid (no graphics)
44	0x2c	0	0	1	0	1	1	0	0	0	0	0	0	1	non-solid (no graphics)
45	0x2d	0	0	1	0	1	1	0	1	0	0	0	0	1	non-solid (no graphics)
46	0x2e	0	0	1	0	1	1	1	0	0	0	0	0	1	non-solid (no graphics)
47	0x2f	0	0	1	0	1	1	1	1	0	0	0	0	1	non-solid (no graphics)
48	0x30	0	0	1	1	0	0	0	0	0	0	0	0	1	non-solid (no graphics)
49	0x31	0	0	1	1	0	0	0	1	0	0	0	0	1	didn't check
50	0x32	0	0	1	1	0	0	1	0	0	0	0	0	1	didn't check
51	0x33	0	0	1	1	0	0	1	1	0	0	0	0	1	didn't check
52	0x34	0	0	1	1	0	1	0	0	0	0	0	0	1	didn't check
53	0x35	0	0	1	1	0	1	0	1	0	0	0	0	1	didn't check
54	0x36	0	0	1	1	0	1	1	0	0	0	0	0	1	didn't check
55	0x37	0	0	1	1	0	1	1	1	0	0	0	0	1	didn't check
56	0x38	0	0	1	1	1	0	0	0	0	0	0	0	1	didn't check
57	0x39	0	0	1	1	1	0	0	1	0	0	0	0	1	didn't check
58	0x3a	0	0	1	1	1	0	1	0	0	0	0	0	1	didn't check
59	0x3b	0	0	1	1	1	0	1	1	0	0	0	0	1	didn't check
60	0x3c	0	0	1	1	1	1	0	0	0	0	0	0	1	didn't check
61	0x3d	0	0	1	1	1	1	0	1	0	0	0	0	1	didn't check
62	0x3e	0	0	1	1	1	1	1	0	0	0	0	0	1	didn't check
63	0x3f	0	0	1	1	1	1	1	1	0	0	0	0	1	didn't check
64	0x40	0	1	0	0	0	0	0	0	0	0	0	1	1	(foreground graphics)
65	0x41	0	1	0	0	0	0	0	1	1	1	0	1	1	solid (foreground graphics)
66	0x42	0	1	0	0	0	0	1	0	0	0	0	1	1	non-solid spikes (10 damage) (foreground graphics)
67	0x43	0	1	0	0	0	0	1	1	0	0	0	1	1	breakable block which hides tile located just before this one (foreground graphics) (ex. if this is tile 12 then once destroyed it becomes tile 11)
68	0x44	0	1	0	0	0	1	0	0	0	1	0	1	1	solid to NPCs but not player (foreground graphics) (flag can change this for NPCs)
69	0x45	0	1	0	0	0	1	0	1	0	0	0	1	1	(foreground graphics)
70	0x46	0	1	0	0	0	1	1	0	1	0	0	1	1	solid to player but not NPCs or shots (foreground graphics)
71	0x47	0	1	0	0	0	1	1	1	0	0	0	1	1	(foreground graphics)
72	0x48	0	1	0	0	1	0	0	0	0	0	0	1	1	(foreground graphics)
73	0x49	0	1	0	0	1	0	0	1	0	0	0	1	1	(foreground graphics)
74	0x4a	0	1	0	0	1	0	1	0	0	0	0	1	1	(foreground graphics)
75	0x4b	0	1	0	0	1	0	1	1	0	0	0	1	1	(foreground graphics)
76	0x4c	0	1	0	0	1	1	0	0	1	0	0	1	1	solid to player but not NPCs or shots (foreground graphics)
77	0x4d	0	1	0	0	1	1	0	1	1	0	0	1	1	solid to player but not NPCs or shots (foreground graphics)
78	0x4e	0	1	0	0	1	1	1	0	1	0	0	1	1	solid to player but not NPCs or shots (foreground graphics)
79	0x4f	0	1	0	0	1	1	1	1	1	0	0	1	1	solid to player but not NPCs or shots (foreground graphics)
80	0x50	0	1	0	1	0	0	0	0	1	1	0	1	1	ceiling slope / left part (foreground graphics)
81	0x51	0	1	0	1	0	0	0	1	1	1	0	1	1	ceiling slope / right part (foreground graphics)
82	0x52	0	1	0	1	0	0	1	0	1	1	0	1	1	ceiling slope \ left part (foreground graphics)
83	0x53	0	1	0	1	0	0	1	1	1	1	0	1	1	ceiling slope \ right part (foreground graphics)
84	0x54	0	1	0	1	0	1	0	0	1	1	0	1	1	floor slope \ left part (foreground graphics)
85	0x55	0	1	0	1	0	1	0	1	1	1	0	1	1	floor slope \ right part (foreground graphics)
86	0x56	0	1	0	1	0	1	1	0	1	1	0	1	1	floor slope / left part (foreground graphics)
87	0x57	0	1	0	1	0	1	1	1	1	1	0	1	1	floor slope / right part (foreground graphics)
88	0x58	0	1	0	1	1	0	0	0	0	0	0	1	1	(foreground graphics)
89	0x59	0	1	0	1	1	0	0	1	0	0	0	1	1	(foreground graphics)
90	0x5a	0	1	0	1	1	0	1	0	0	0	0	1	1	(foreground graphics)
91	0x5b	0	1	0	1	1	0	1	1	0	0	0	1	1	(foreground graphics)
92	0x5c	0	1	0	1	1	1	0	0	0	0	0	1	1	(foreground graphics)
93	0x5d	0	1	0	1	1	1	0	1	0	0	0	1	1	(foreground graphics)
94	0x5e	0	1	0	1	1	1	1	0	0	0	0	1	1	(foreground graphics)
95	0x5f	0	1	0	1	1	1	1	1	0	0	0	1	1	(foreground graphics)
96	0x60	0	1	1	0	0	0	0	0	0	0	1	1	1	water (foreground graphics)
97	0x61	0	1	1	0	0	0	0	1	1	1	0	1	1	solid (foreground graphics)
98	0x62	0	1	1	0	0	0	1	0	0	0	1	1	1	non-solid water spikes (10 damage) (foreground graphics)
99	0x63	0	1	1	0	0	0	1	1	0	0	0	1	1	(foreground graphics)
100	0x64	0	1	1	0	0	1	0	0	0	1	0	1	1	solid to NPCs but not player (foreground graphics)
101	0x65	0	1	1	0	0	1	0	1	0	0	0	1	1	(foreground graphics)
102	0x66	0	1	1	0	0	1	1	0	0	0	0	1	1	(foreground graphics)
103	0x67	0	1	1	0	0	1	1	1	0	0	0	1	1	(foreground graphics)
104	0x68	0	1	1	0	1	0	0	0	0	0	0	1	1	(foreground graphics)
105	0x69	0	1	1	0	1	0	0	1	0	0	0	1	1	(foreground graphics)
106	0x6a	0	1	1	0	1	0	1	0	0	0	0	1	1	(foreground graphics)
107	0x6b	0	1	1	0	1	0	1	1	0	0	0	1	1	(foreground graphics)
108	0x6c	0	1	1	0	1	1	0	0	0	0	0	1	1	(foreground graphics)
109	0x6d	0	1	1	0	1	1	0	1	0	0	0	1	1	(foreground graphics)
110	0x6e	0	1	1	0	1	1	1	0	0	0	0	1	1	(foreground graphics)
111	0x6f	0	1	1	0	1	1	1	1	0	0	0	1	1	(foreground graphics)
112	0x70	0	1	1	1	0	0	0	0	1	1	1	1	1	water ceiling slope / left part (foreground graphics)
113	0x71	0	1	1	1	0	0	0	1	1	1	1	1	1	water ceiling slope / right part (foreground graphics)
114	0x72	0	1	1	1	0	0	1	0	1	1	1	1	1	water ceiling slope \ left part (foreground graphics)
115	0x73	0	1	1	1	0	0	1	1	1	1	1	1	1	water ceiling slope \ right part (foreground graphics)
116	0x74	0	1	1	1	0	1	0	0	1	1	1	1	1	water floor slope \ left part (foreground graphics)
117	0x75	0	1	1	1	0	1	0	1	1	1	1	1	1	water floor slope \ right part (foreground graphics)
118	0x76	0	1	1	1	0	1	1	0	1	1	1	1	1	water floor slope / left part (foreground graphics)
119	0x77	0	1	1	1	0	1	1	1	1	1	1	1	1	water floor slope / right part (foreground graphics)
120	0x78	0	1	1	1	1	0	0	0	0	0	0	1	1	(foreground graphics)
121	0x79	0	1	1	1	1	0	0	1	0	0	0	1	1	(foreground graphics)
122	0x7a	0	1	1	1	1	0	1	0	0	0	0	1	1	(foreground graphics)
123	0x7b	0	1	1	1	1	0	1	1	0	0	0	1	1	(foreground graphics)
124	0x7c	0	1	1	1	1	1	0	0	0	0	0	1	1	(foreground graphics)
125	0x7d	0	1	1	1	1	1	0	1	0	0	0	1	1	(foreground graphics)
126	0x7e	0	1	1	1	1	1	1	0	0	0	0	1	1	(foreground graphics)
127	0x7f	0	1	1	1	1	1	1	1	0	0	0	1	1	(foreground graphics)
128	0x80	1	0	0	0	0	0	0	0	0	0	0	0	0	wind left (only wind graphic)
129	0x81	1	0	0	0	0	0	0	1	0	0	0	0	0	wind up (only wind graphic)
130	0x82	1	0	0	0	0	0	1	0	0	0	0	0	0	wind right (only wind graphic)
131	0x83	1	0	0	0	0	0	1	1	0	0	0	0	0	wind left (only wind graphic)
132	0x84	1	0	0	0	0	1	0	0	0	0	0	0	0	non-solid (no graphics)
133	0x85	1	0	0	0	0	1	0	1	0	0	0	0	0	non-solid (no graphics)
134	0x86	1	0	0	0	0	1	1	0	0	0	0	0	0	non-solid (no graphics)
135	0x87	1	0	0	0	0	1	1	1	0	0	0	0	0	non-solid (no graphics)
136	0x88	1	0	0	0	1	0	0	0	0	0	0	0	0	non-solid (no graphics)
137	0x89	1	0	0	0	1	0	0	1	0	0	0	0	0	non-solid (no graphics)
138	0x8a	1	0	0	0	1	0	1	0	0	0	0	0	0	non-solid (no graphics)
139	0x8b	1	0	0	0	1	0	1	1	0	0	0	0	0	non-solid (no graphics)
140	0x8c	1	0	0	0	1	1	0	0	0	0	0	0	0	non-solid (no graphics)
141	0x8d	1	0	0	0	1	1	0	1	0	0	0	0	0	non-solid (no graphics)
142	0x8e	1	0	0	0	1	1	1	0	0	0	0	0	0	non-solid (no graphics)
143	0x8f	1	0	0	0	1	1	1	1	0	0	0	0	0	non-solid (no graphics)
144	0x90	1	0	0	1	0	0	0	0	0	0	0	0	0	non-solid (no graphics)
145	0x91	1	0	0	1	0	0	0	1	0	0	0	0	0	non-solid (no graphics)
146	0x92	1	0	0	1	0	0	1	0	0	0	0	0	0	non-solid (no graphics)
147	0x93	1	0	0	1	0	0	1	1	0	0	0	0	0	non-solid (no graphics)
148	0x94	1	0	0	1	0	1	0	0	0	0	0	0	0	non-solid (no graphics)
149	0x95	1	0	0	1	0	1	0	1	0	0	0	0	0	non-solid (no graphics)
150	0x96	1	0	0	1	0	1	1	0	0	0	0	0	0	non-solid (no graphics)
151	0x97	1	0	0	1	0	1	1	1	0	0	0	0	0	non-solid (no graphics)
152	0x98	1	0	0	1	1	0	0	0	0	0	0	0	0	non-solid (no graphics)
153	0x99	1	0	0	1	1	0	0	1	0	0	0	0	0	non-solid (no graphics)
154	0x9a	1	0	0	1	1	0	1	0	0	0	0	0	0	non-solid (no graphics)
155	0x9b	1	0	0	1	1	0	1	1	0	0	0	0	0	non-solid (no graphics)
156	0x9c	1	0	0	1	1	1	0	0	0	0	0	0	0	non-solid (no graphics)
157	0x9d	1	0	0	1	1	1	0	1	0	0	0	0	0	non-solid (no graphics)
158	0x9e	1	0	0	1	1	1	1	0	0	0	0	0	0	non-solid (no graphics)
159	0x9f	1	0	0	1	1	1	1	1	0	0	0	0	0	non-solid (no graphics)
160	0xa0	1	0	1	0	0	0	0	0	0	0	1	0	0	water current left (only current graphic)
161	0xa1	1	0	1	0	0	0	0	1	0	0	1	0	0	water current up (only current graphic)
162	0xa2	1	0	1	0	0	0	1	0	0	0	1	0	0	water current right (only current graphic)
163	0xa3	1	0	1	0	0	0	1	1	0	0	1	0	0	water current left (only current graphic)
164	0xa4	1	0	1	0	0	1	0	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
165	0xa5	1	0	1	0	0	1	0	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
166	0xa6	1	0	1	0	0	1	1	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
167	0xa7	1	0	1	0	0	1	1	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
168	0xa8	1	0	1	0	1	0	0	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
169	0xa9	1	0	1	0	1	0	0	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
170	0xaa	1	0	1	0	1	0	1	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
171	0xab	1	0	1	0	1	0	1	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
172	0xac	1	0	1	0	1	1	0	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
173	0xad	1	0	1	0	1	1	0	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
174	0xae	1	0	1	0	1	1	1	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
175	0xaf	1	0	1	0	1	1	1	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
176	0xb0	1	0	1	1	0	0	0	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
177	0xb1	1	0	1	1	0	0	0	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
178	0xb2	1	0	1	1	0	0	1	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
179	0xb3	1	0	1	1	0	0	1	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
180	0xb4	1	0	1	1	0	1	0	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
181	0xb5	1	0	1	1	0	1	0	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
182	0xb6	1	0	1	1	0	1	1	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
183	0xb7	1	0	1	1	0	1	1	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
184	0xb8	1	0	1	1	1	0	0	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
185	0xb9	1	0	1	1	1	0	0	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
186	0xba	1	0	1	1	1	0	1	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
187	0xbb	1	0	1	1	1	0	1	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
188	0xbc	1	0	1	1	1	1	0	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
189	0xbd	1	0	1	1	1	1	0	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
190	0xbe	1	0	1	1	1	1	1	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
191	0xbf	1	0	1	1	1	1	1	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
192	0xc0	1	1	0	0	0	0	0	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
193	0xc1	1	1	0	0	0	0	0	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
194	0xc2	1	1	0	0	0	0	1	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
195	0xc3	1	1	0	0	0	0	1	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
196	0xc4	1	1	0	0	0	1	0	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
197	0xc5	1	1	0	0	0	1	0	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
198	0xc6	1	1	0	0	0	1	1	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
199	0xc7	1	1	0	0	0	1	1	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
200	0xc8	1	1	0	0	1	0	0	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
201	0xc9	1	1	0	0	1	0	0	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
202	0xca	1	1	0	0	1	0	1	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
203	0xcb	1	1	0	0	1	0	1	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
204	0xcc	1	1	0	0	1	1	0	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
205	0xcd	1	1	0	0	1	1	0	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
206	0xce	1	1	0	0	1	1	1	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
207	0xcf	1	1	0	0	1	1	1	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
208	0xd0	1	1	0	1	0	0	0	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
209	0xd1	1	1	0	1	0	0	0	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
210	0xd2	1	1	0	1	0	0	1	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
211	0xd3	1	1	0	1	0	0	1	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
212	0xd4	1	1	0	1	0	1	0	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
213	0xd5	1	1	0	1	0	1	0	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
214	0xd6	1	1	0	1	0	1	1	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
215	0xd7	1	1	0	1	0	1	1	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
216	0xd8	1	1	0	1	1	0	0	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
217	0xd9	1	1	0	1	1	0	0	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
218	0xda	1	1	0	1	1	0	1	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
219	0xdb	1	1	0	1	1	0	1	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
220	0xdc	1	1	0	1	1	1	0	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
221	0xdd	1	1	0	1	1	1	0	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
222	0xde	1	1	0	1	1	1	1	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
223	0xdf	1	1	0	1	1	1	1	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
224	0xe0	1	1	1	0	0	0	0	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
225	0xe1	1	1	1	0	0	0	0	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
226	0xe2	1	1	1	0	0	0	1	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
227	0xe3	1	1	1	0	0	0	1	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
228	0xe4	1	1	1	0	0	1	0	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
229	0xe5	1	1	1	0	0	1	0	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
230	0xe6	1	1	1	0	0	1	1	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
231	0xe7	1	1	1	0	0	1	1	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
232	0xe8	1	1	1	0	1	0	0	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
233	0xe9	1	1	1	0	1	0	0	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
234	0xea	1	1	1	0	1	0	1	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
235	0xeb	1	1	1	0	1	0	1	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
236	0xec	1	1	1	0	1	1	0	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
237	0xed	1	1	1	0	1	1	0	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
238	0xee	1	1	1	0	1	1	1	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
239	0xef	1	1	1	0	1	1	1	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
240	0xf0	1	1	1	1	0	0	0	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
241	0xf1	1	1	1	1	0	0	0	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
242	0xf2	1	1	1	1	0	0	1	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
243	0xf3	1	1	1	1	0	0	1	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
244	0xf4	1	1	1	1	0	1	0	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
245	0xf5	1	1	1	1	0	1	0	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
246	0xf6	1	1	1	1	0	1	1	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
247	0xf7	1	1	1	1	0	1	1	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
248	0xf8	1	1	1	1	1	0	0	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
249	0xf9	1	1	1	1	1	0	0	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
250	0xfa	1	1	1	1	1	0	1	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
251	0xfb	1	1	1	1	1	0	1	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
252	0xfc	1	1	1	1	1	1	0	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
253	0xfd	1	1	1	1	1	1	0	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
254	0xfe	1	1	1	1	1	1	1	0	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"
255	0xff	1	1	1	1	1	1	1	1	0	0	0	0	0	"non-solid (no graphics) (not completely verified, I got tired of checking)"




This will eventually hold ALL of the constants used in CE for accessing Cave Story data.  This way if someone
hacks the game so that, say the start event is in a different location, you can tell CE where you moved it to
so things still work.  Currently they are NOT being read and they need better descriptions.


[CE_OFFSETS]
0x00E761	CS_TITLE_MAP_X_OFFSET
0x00E75F	CS_TITLE_MAP_Y_OFFSET
0x00E763	CS_TITLE_MAP_EVENT_OFFSET
0x00E765	CS_TITLE_MAP_OFFSET
0x013BCF	CS_START_HEALTH_CURRENT_OFFSET
0x013BD8	CS_START_HEALTH_MAX_OFFSET
0x013B74	CS_START_PLAYER_FACING
0x013B24	CS_MAXIMUM_MAP_COUNT_OFFSET
0x013B6D	CS_START_UNKOWN1
0x01C592	CS_START_PLAYER_X_OFFSET
0x01C590	CS_START_PLAYER_Y_OFFSET
0x01C594	CS_START_EVENT_OFFSET
0x01C599	CS_START_MAP_OFFSET
0x020545	CS_SCRIPT_LIMT
0x020C2F	CS_MAP_JMP1_OFFSET1
0x020C73	CS_MAP_JMP1_OFFSET2
0x020CB5	CS_MAP_JMP2_OFFSET1
0x020CF6	CS_MAP_JMP2_OFFSET2
0x020D38	CS_MAP_JMP2_OFFSET3
0x020D7A	CS_MAP_JMP3_OFFSET1
0x020D9E	CS_MAP_JMP8_OFFSET1
0x020DD9	CS_MAP_JMP4_OFFSET1
0x020E1C	CS_MAP_JMP5_OFFSET1
0x020E6A	CS_MAP_JMP6_OFFSET1
0x020EA8	CS_MAP_JMP7_OFFSET1
0x00F6CC	CS_HEALTH_CURRENT_OFFSET
0x00F6D0	CS_HEALTH_MAX_OFFSET
624	CS_ARMSITEM_TSC_STRING_OFFSET
640	CS_PBM_FOLDER_STRING_OFFSET
656	CS_DOUKUTSU_TIMESTAMP_STRING_OFFSET
676	CS_CONFIG_DAT_STRING_OFFSET
700	CS_VERSION_FORMAT_STRING_OFFSET
764	CS_000_DAT_STRING_OFFSET
772	CS_PBM_FOLDER_STRING_OFFSET2
784	CS_SURFACE_STRING_OFFSET
808	CS_PBM_FOLDER_STRING_OFFSET3
840	CS_DEBUG_OUT_STRING_OFFSET
860	CS_CREDIT_STRING_OFFSET
872	CS_CREDIT_TSC_STRING_OFFSET
896	CS_CASTS_STRING_OFFSET
936	CS_NPC_TBL_STRING_OFFSET
992	CS_XXX_STRING_OFFSET
1240	CS_C_PIXEL_STRING_OFFSET
1256	CS_PIXEL_STRING_OFFSET
1264	CS_MYCHAR_STRING_OFFSET
1272	CS_TITLE_STRING_OFFSET
1280	CS_ARMSIMAGE_STRING_OFFSET
1292	CS_ARMS_STRING_OFFSET
1300	CS_ITEMIMAGE_STRING_OFFSET
1312	CS_STAGEIMAGE_STRING_OFFSET
1324	CS_NPC_NPCSYM_STRING_OFFSET
1336	CS_NPC_NPCREGU_STRING_OFFSET
1348	CS_TEXTBOX_STRING_OFFSET
1356	CS_CARET_STRING_OFFSET
1364	CS_BULLET_STRING_OFFSET
1372	CS_FACE_STRING_OFFSET
1380	CS_FADE_STRING_OFFSET
1388	CS_CREDIT01_STRING_OFFSET
1400	CS_PIXTONE_STRING_OFFSET
1456	CS_DOUKUTSU_STRING_OFFSET
1468	CS_DATA_STRING_OFFSET
1504	CS_0_STRING_OFFSET
1660	CS_PXM_STRING_OFFSET
1792	CS_PROFILE_DAT_STRING_OFFSET
1904	CS_STAGESELECT_TSC_STRING_OFFSET
2004	CS_STAGE_STRING_OFFSET
2012	CS_PRT_FOLDER_STRING_OFFSET
2024	CS_PXA_FOLDER_STRING_OFFSET
2036	CS_PXM_FOLDER_STRING_OFFSET
2048	CS_PXE_FOLDER_STRING_OFFSET
2060	CS_TSC_FOLDER_STRING_OFFSET
2076	CS_NPC_STRING_OFFSET
2080	CS_NPC_FOLDER_STRING_OFFSET
2092	CS_NPC_FOLDER_STRING_OFFSET2
2104	CS_XXXX_STRING_OFFSET
2472	CS_HEAD_TSC_STRING_OFFSET
12240	CS_WINDOW_STRING_OFFSET
1532	CS_LOADING_STRING_OFFSET
2112	CS_ORG_WANPAKU_STRING_OFFSET
2120	CS_ORG_ANZEN_STRING_OFFSET
2128	CS_ORG_GAMEOVER_STRING_OFFSET
2140	CS_ORG_GAVITY_STRING_OFFSET
2148	CS_ORG_WEED_STRING_OFFSET
2156	CS_ORG_MDOWN2_STRING_OFFSET
2164	CS_ORG_FIREEYE_STRING_OFFSET
2172	CS_ORG_VIVI_STRING_OFFSET
2180	CS_ORG_MURA_STRING_OFFSET
2188	CS_ORG_FANFALE1_STRING_OFFSET
2200	CS_ORG_GINSUKE_STRING_OFFSET
2208	CS_ORG_CEMETERY_STRING_OFFSET
2220	CS_ORG_PLANT_STRING_OFFSET
2228	CS_ORG_KODOU_STRING_OFFSET
2236	CS_ORG_FANFALE3_STRING_OFFSET
2248	CS_ORG_FANFALE2_STRING_OFFSET
2260	CS_ORG_DR_STRING_OFFSET
2264	CS_ORG_ESCAPE_STRING_OFFSET
2272	CS_ORG_JENKA_STRING_OFFSET
2280	CS_ORG_MAZE_STRING_OFFSET
2288	CS_ORG_ACCESS_STRING_OFFSET
2296	CS_ORG_IRONH_STRING_OFFSET
2304	CS_ORG_GRAND_STRING_OFFSET
2312	CS_ORG_CURLY_STRING_OFFSET
2320	CS_ORG_OSIDE_STRING_OFFSET
2328	CS_ORG_REQUIEM_STRING_OFFSET
2336	CS_ORG_WANPAK2_STRING_OFFSET
2344	CS_ORG_QUIET_STRING_OFFSET
2352	CS_ORG_LASTCAVE_STRING_OFFSET
2364	CS_ORG_BALCONY_STRING_OFFSET
2372	CS_ORG_LASTBTL_STRING_OFFSET
2380	CS_ORG_LASTBT3_STRING_OFFSET
2388	CS_ORG_ENDING_STRING_OFFSET
2396	CS_ORG_ZONBIE_STRING_OFFSET
2404	CS_ORG_BDOWN_STRING_OFFSET
2412	CS_ORG_HELL_STRING_OFFSET
2420	CS_ORG_JENKA2_STRING_OFFSET
2428	CS_ORG_MARINE_STRING_OFFSET
2436	CS_ORG_BALLOS_STRING_OFFSET
2444	CS_ORG_TOROKO_STRING_OFFSET
2452	CS_ORG_WHITE_STRING_OFFSET
116	CS_SHOT_DATA_OFFSET
0x466C	CS_WEAPON_LEVEL_OFFSET
	SC_WEAPON_JUMP_TABLE_OFFSET
0x9548	SC_ENTITY_JUMP_TABLE_OFFSET









This section is practically worthless.  It was my initial attempt to add assembly coding for NPCs and weapons.
Needless to say that's hard. Tt never got beyond a assembly viewer for the weapons.  If someone has a good way
to *ERROR CHECK* and recompile assembly then maybe it could be expanded.

[CE_OPCODES] 345
Decimal	Code	Name	ModR/M	RegCode	Reg	RegSize	RM	RMSize	Imm	Rel	Order (RM Dest)	FLAGS:ACOSPZTID	Description	Operation
55	37	AAA	0	100	101	0	101	0	0	1	0	AC.......	Ascii Adjust for Addition	
213	D5	AAD	0	100	103	1	101	0	1	1	0	...SPZ...	Ascii Adjust for Division	AL = AL + (AH*I); AH = 0;
212	D4	AAM	0	100	103	1	101	0	1	1	0	...SPZ...	Ascii Adjust for Multiplication	AH = AL / I; AL = AL % I;
63	3F	AAS	0	100	101	0	101	0	0	1	0	AC.......	Ascii Adjust for Subtraction	
16	10	ADC	1	100	100	1	100	1	0	1	1	ACOSPZ...	Add with carry	RM8 = RM8 + R8 + CF;
17	11	ADC	1	100	100	4	100	4	0	1	1	ACOSPZ...	Add with carry	RM32 = RM32 + R32 + CF;
18	12	ADC	1	100	100	1	100	1	0	1	0	ACOSPZ...	Add with carry	R8 = R8 + RM8 + CF;
19	13	ADC	1	100	100	4	100	4	0	1	0	ACOSPZ...	Add with carry	R32 = R32 + RM32 + CF;
20	14	ADC	0	100	0	1	103	1	1	1	0	ACOSPZ...	Add with carry	AL = AL + I + CF;
21	15	ADC	0	100	0	4	103	4	4	1	0	ACOSPZ...	Add with carry	EAX = EAX + I + CF;
128	80	ADC	1	2	103	1	100	1	1	1	1	ACOSPZ...	Add with carry	RM8 = RM8 + I + CF;
129	81	ADC	1	2	103	4	100	4	4	1	1	ACOSPZ...	Add with carry	RM32 = RM32 + I + CF;
131	83	ADC	1	2	103	1	100	4	1	1	1	ACOSPZ...	Add with carry	RM32 = RM32 + I + CF;
0	0	ADD	1	100	100	1	100	1	0	1	1	ACOSPZ...	Add	RM8 = RM8 + R8;
1	1	ADD	1	100	100	4	100	4	0	1	1	ACOSPZ...	Add	RM32 = RM32 + R32;
2	2	ADD	1	100	100	1	100	1	0	1	0	ACOSPZ...	Add	R8 = R8 + RM8;
3	3	ADD	1	100	100	4	100	4	0	1	0	ACOSPZ...	Add	R32 = R32 + RM32;
4	4	ADD	0	100	0	1	103	1	1	1	0	ACOSPZ...	Add	AL = AL + I;
5	5	ADD	0	100	0	4	103	4	4	1	0	ACOSPZ...	Add	EAX = EAX + I;
128	80	ADD	1	0	103	1	100	1	1	1	1	ACOSPZ...	Add	RM8 = RM8 + I;
129	81	ADD	1	0	103	4	100	4	4	1	1	ACOSPZ...	Add	RM32 = RM32 + I;
131	83	ADD	1	0	103	1	100	4	1	1	1	ACOSPZ...	Add	RM32 = RM32 + I;
32	20	AND	1	100	100	1	100	1	0	1	1	.COSPZ...	And	RM8 = RM8 & R8;
33	21	AND	1	100	100	4	100	4	0	1	1	.COSPZ...	And	RM32 = RM32 & R32;
34	22	AND	1	100	100	1	100	1	0	1	0	.COSPZ...	And	R8 = R8 & RM8;
35	23	AND	1	100	100	4	100	4	0	1	0	.COSPZ...	And	R32 = R32 & RM32;
36	24	AND	0	100	0	1	103	1	1	1	0	.COSPZ...	And	AL = AL & I;
37	25	AND	0	100	0	4	103	4	4	1	0	.COSPZ...	And	EAX = EAX & I;
128	80	AND	1	4	103	1	100	1	1	1	1	.COSPZ...	And	RM8 = RM8 & I;
129	81	AND	1	4	103	4	100	4	4	1	1	.COSPZ...	And	RM32 = RM32 & I;
131	83	AND	1	4	103	4	100	4	1	1	1	.COSPZ...	And	RM32 = RM32 & I;
98	62	BOUND	1	100	100	4	100	4	0	1	0	.........	Array Index Bound Check	
4028	0FBC	BSF	1	100	100	4	100	4	0	1	0	.....Z...	Bit Scan Forward	"if (RM32 != 0) {ZF = 0; R32 = 0; while (Bit(RM32, R32) == 0) R32++;} else ZF = 1;"
4029	0FBD	BSR	1	100	100	4	100	4	0	1	0	.....Z...	Bit Scan Reverse	"if (RM32 != 0) {ZF = 0; R32 = 31; while (Bite(RM32, R32) == 0) R32--;} else ZF = 1;"
4040	0FC8	BSWAP	0	100	0	4	101	0	0	1	0	.........	Byte swap	temp = AL; AL = AXH; AXH = temp; temp = AH; AH = AXL; AXL = temp;
4041	0FC9	BSWAP	0	100	1	4	101	0	0	1	0	.........	Byte swap	temp = CL; CL = CXH; CXH = temp; temp = CH; CH = CXL; CXL = temp;
4042	0FCA	BSWAP	0	100	2	4	101	0	0	1	0	.........	Byte swap	temp = DL; DL = DXH; DXH = temp; temp = DH; DH = DXL; DXL = temp;
4043	0FCB	BSWAP	0	100	3	4	101	0	0	1	0	.........	Byte swap	temp = BL; BL = BXH; BXH = temp; temp = BH; BH = BXL; BXL = temp;
4044	0FCC	BSWAP	0	100	4	4	101	0	0	1	0	.........	Byte swap	temp = SPL; SPL = SPXH; SPXH = temp; temp = SPH; SPH = SPXL; SPXL = temp;
4045	0FCD	BSWAP	0	100	5	4	101	0	0	1	0	.........	Byte swap	temp = BPL; BPL = BPXH; BPXH = temp; temp = BPH; BPH = BPXL; BPXL = temp;
4046	0FCE	BSWAP	0	100	6	4	101	0	0	1	0	.........	Byte swap	temp = SIL; SIL = SIXH; SIXH = temp; temp = SIH; SIH = SIXL; SIXL = temp;
4047	0FCF	BSWAP	0	100	7	4	101	0	0	1	0	.........	Byte swap	temp = DIL; DIL = DIXH; DIXH = temp; temp = DIH; DIH = DIXL; DIXL = temp;
4003	0FA3	BT	1	100	100	4	100	4	0	1	1	.C.......	Bit Test	"CF = Bit(RM32, R32);"
4026	0FBA	BT	1	4	103	1	100	4	1	1	1	.C.......	Bit Test	"CF = Bit(RM32, I);"
4026	0FBA	BTC	1	7	103	1	100	4	1	1	1	.C.......	Bit Test with Compliment	"CF = !Bit(RM32, I);"
4027	0FBB	BTC	1	100	100	4	100	4	0	1	1	.C.......	Bit Test with Compliment	"CF = !Bit(RM32, R32);"
4019	0FB3	BTR	1	100	100	4	100	4	0	1	1	.........	Bit Test with Reset	"CF = Bit(RM32, R32); Bit(RM32, R32) = 0;"
4026	0FBA	BTR	1	6	103	1	100	4	1	1	1	.........	Bit Test with Reset	"CF = Bit(RM32, I); Bit(RM32, I) = 0;"
4011	0FAB	BTS	1	100	100	4	100	4	0	1	1	.........	Bit Test and Set	"CF = Bit(RM32, R32); Bit(RM32, R32) = 1;"
4026	0FBA	BTS	1	5	103	1	100	4	1	1	1	.........	Bit Test and Set	"CF = Bit(RM32, I); Bit(RM32, I) = 1;"
154	9A	CALL	0	100	101	0	103	4	4	0	1	.........	Procedure Call	PUSH EIP; EIP = I;
232	E8	CALL	0	100	101	0	103	4	4	1	1	.........	Procedure Call	PUSH EIP; EIP += I;
255	FF	CALL	1	2	101	0	100	4	0	0	1	.........	Procedure Call	PUSH EIP; EIP = RM32;
255	FF	CALL	1	3	101	0	102	4	0	0	1	.........	Procedure Call	PUSH EIP; EIP = M32;
152	98	CBW	0	100	101	0	101	0	0	1	0	.........	Convert Byte to Word	EAX = AX;
153	99	CDQ	0	100	101	0	101	0	0	1	0	.........	Convert Double to Quad	EDX:EAX = EAX;
248	F8	CLC	0	100	101	0	101	0	0	1	0	.........	Clear Carry	CF = 0;
252	FC	CLD	0	100	101	0	101	0	0	1	0	.........	Clear Direction Flag	DF = 0;
250	FA	CLI	0	100	101	0	101	0	0	1	0	.........	Clear Interrupt Flag	IF = 0;
3846	0F06	CLTS	0	100	101	0	101	0	0	1	0	.........	Clear Task Switched Flag	TS = 0;
245	F5	CMC	0	100	101	0	101	0	0	1	0	.........	Complement Carry Flag	CF = !CF;
3911	0F47	CMOVA	1	100	100	4	100	4	0	1	0	.........	Move if Above	if (CF == 0 && ZF == 0) R32 = RM32;
3907	0F43	CMOVAE	1	100	100	4	100	4	0	1	0	.........	Move if No Carry	if (CF == 0) R32 = RM32;
3906	0F42	CMOVB	1	100	100	4	100	4	0	1	0	.........	Move if Carry	if (CF == 1) R32 = RM32;
3910	0F46	CMOVBE	1	100	100	4	100	4	0	1	0	.........	Move if Below or Equal	if (CF == 1 || ZF == 1) R32 = RM32;
3908	0F44	CMOVE	1	100	100	4	100	4	0	1	0	.........	Move if Zero	if (ZF == 1) R32 = RM32;
3919	0F4F	CMOVG	1	100	100	4	100	4	0	1	0	.........	Move if Greater	if (ZF == 0 && SF == OF) R32 = RM32;
3917	0F4D	CMOVGE	1	100	100	4	100	4	0	1	0	.........	Move if Greater or Equal	if (SF == OF) R32 = RM32;
3916	0F4C	CMOVL	1	100	100	4	100	4	0	1	0	.........	Move if Less	if (SF != OF) R32 = RM32;
3918	0F4E	CMOVLE	1	100	100	4	100	4	0	1	0	.........	Move if Less or Equal	if (ZF == 1 || SF != OF) R32 = RM32;
3909	0F45	CMOVNE	1	100	100	4	100	4	0	1	0	.........	Move if No Zero	if (ZF == 0) R32 = RM32;
3905	0F41	CMOVNO	1	100	100	4	100	4	0	1	0	.........	Move if No Overflow	if (OF == 0) R32 = RM32;
3915	0F4B	CMOVNP	1	100	100	4	100	4	0	1	0	.........	Move if Not Parity	if (PF == 0) R32 = RM32;
3913	0F49	CMOVNS	1	100	100	4	100	4	0	1	0	.........	Move if Not Sign	if (SF == 0) R32 = RM32;
3904	0F40	CMOVO	1	100	100	4	100	4	0	1	0	.........	Move if Overflow	if (OF == 1) R32 = RM32;
3914	0F4A	CMOVP	1	100	100	4	100	4	0	1	0	.........	Move if Parity	if (PF == 1) R32 = RM32;
3912	0F48	CMOVS	1	100	100	4	100	4	0	1	0	.........	Move if Sign	if (SF == 1) R32 = RM32;
56	38	CMP	1	100	100	1	100	1	0	1	1	ACOSPZ...	Compare	temp = RM8 - R8;
57	39	CMP	1	100	100	4	100	4	0	1	1	ACOSPZ...	Compare	temp = RM32 - R32;
58	3A	CMP	1	100	100	1	100	1	0	1	0	ACOSPZ...	Compare	temp = R8 - RM8;
59	3B	CMP	1	100	100	4	100	4	0	1	0	ACOSPZ...	Compare	temp = R32 - RM32;
60	3C	CMP	0	100	0	1	103	1	1	1	0	ACOSPZ...	Compare	temp = AL - I;
61	3D	CMP	0	100	0	4	103	4	4	1	0	ACOSPZ...	Compare	temp = EAX - I;
128	80	CMP	1	7	103	1	100	1	1	1	1	ACOSPZ...	Compare	temp = RM8 - I;
129	81	CMP	1	7	103	4	100	4	4	1	1	ACOSPZ...	Compare	temp = RM32 - I;
131	83	CMP	1	7	103	1	100	4	1	1	1	ACOSPZ...	Compare	temp = RM32 - I;
166	A6	CMPSB	0	100	101	0	101	0	0	1	0	ACOSPZ...	Compare String	temp = BYTE(DS:ESI) - BYTE(ES:EDI)
167	A7	CMPSD	0	100	101	0	101	0	0	1	0	ACOSPZ...	Compare String	temp = DWORD(DS:ESI) - DWORD(ES:EDI)
4016	0FB0	CMPXCHG	1	100	100	1	100	1	0	1	0	.COSPZ...	Compare and Exchange	if (AL == RM8) {ZF = 1; R8 = RM8;} else {ZF = 0; AL = RM8;};
4017	0FB1	CMPXCHG	1	100	100	4	100	4	0	1	0	.COSPZ...	Compare and Exchange	if (EAX == RM32) {ZF = 1; R32 = RM32;} else {ZF = 0; EAX = RM32;};
39	27	DAA	0	100	101	0	101	0	0	1	0	AC.SPZ...	Decimal Adjust for Addition	
47	2F	DAS	0	100	101	0	101	0	0	1	0	AC.SPZ...	Decimal Adjust for Subtraction	
72	48	DEC	0	100	0	4	101	0	0	1	0	A.OSPZ...	Decrement	EAX--;
73	49	DEC	0	100	1	4	101	0	0	1	0	A.OSPZ...	Decrement	ECX--;
74	4A	DEC	0	100	2	4	101	0	0	1	0	A.OSPZ...	Decrement	EDX--;
75	4B	DEC	0	100	3	4	101	0	0	1	0	A.OSPZ...	Decrement	EBX--;
76	4C	DEC	0	100	4	4	101	0	0	1	0	A.OSPZ...	Decrement	ESP--;
77	4D	DEC	0	100	5	4	101	0	0	1	0	A.OSPZ...	Decrement	EBP--;
78	4E	DEC	0	100	6	4	101	0	0	1	0	A.OSPZ...	Decrement	ESI--;
79	4F	DEC	0	100	7	4	101	0	0	1	0	A.OSPZ...	Decrement	EDI--;
254	FE	DEC	1	1	101	0	100	1	0	1	1	A.OSPZ...	Decrement	RM8--;
255	FF	DEC	1	1	101	0	100	4	0	1	1	A.OSPZ...	Decrement	RM32--;
246	F6	DIV	1	6	101	0	100	1	0	1	2	ACOSPZ...	Divide	temp = +AX / RM8; AH = +AX % RM8; AL = temp;
247	F7	DIV	1	6	101	0	100	4	0	1	2	ACOSPZ...	Divide	temp = +EDX:EAX / RM8; EDX = +EDX:EAX % RM8; EAX = temp;
246	F6	IDIV	1	7	101	0	100	1	0	1	2	.........	Signed Divide	temp = AX / RM8; AH = AX % RM8; AL = temp;
247	F7	IDIV	1	7	101	0	100	4	0	1	2	.........	Signed Divide	temp = EDX:EAX / RM8; EDX = EDX:EAX % RM8; EAX = temp;
105	69	IMUL	1	100	100	0	103	4	4	1	0	.CO......	Signed Multiply	R64 = RM32 * I;
107	6B	IMUL	1	100	100	0	103	1	1	1	0	.CO......	Signed Multiply	R64 = RM32 * I;
246	F6	IMUL	1	5	0	1	100	1	0	1	0	.CO......	Signed Multiply	AX = AL * RM8;
247	F7	IMUL	1	5	0	4	100	4	0	1	0	.CO......	Signed Multiply	EDX:EAX = EAX * RM32;
228	E4	IN	0	100	103	1	101	0	1	1	0	.........	Input Byte From Port	
229	E5	IN	0	100	103	1	101	0	1	1	0	.........	Input DWord From Port	
236	EC	IN	0	100	101	0	101	0	0	1	0	.........	Input Byte From Port	
237	ED	IN	0	100	101	0	101	0	0	1	0	.........	Input DWord From Port	
64	40	INC	0	100	0	4	101	0	0	1	0	A.OSPZ...	Increment	EAX++;
65	41	INC	0	100	1	4	101	0	0	1	0	A.OSPZ...	Increment	ECX++;
66	42	INC	0	100	2	4	101	0	0	1	0	A.OSPZ...	Increment	EDX++;
67	43	INC	0	100	3	4	101	0	0	1	0	A.OSPZ...	Increment	EBX++;
68	44	INC	0	100	4	4	101	0	0	1	0	A.OSPZ...	Increment	ESP++;
69	45	INC	0	100	5	4	101	0	0	1	0	A.OSPZ...	Increment	EBP++;
70	46	INC	0	100	6	4	101	0	0	1	0	A.OSPZ...	Increment	ESI++;
71	47	INC	0	100	7	4	101	0	0	1	0	A.OSPZ...	Increment	EDI++;
254	FE	INC	1	0	101	0	100	1	0	1	1	A.OSPZ...	Increment	RM8++;
255	FF	INC	1	0	101	0	100	4	0	1	1	A.OSPZ...	Increment	RM32++;
205	CD	INT	0	100	103	1	101	0	1	1	0	......TI.	Interrupt	
204	CC	INT3	0	100	101	0	101	0	0	1	0	......TI.	Interrupt	
206	CE	INTO	0	100	101	0	101	0	0	1	0	......TI.	Interrupt on Overflow	
207	CF	IRET	0	100	101	0	101	0	0	1	0	AC.SPZTID	Interrupt Return	
3975	0F87	JA	0	100	103	4	101	0	4	1	0	.........	Jump if Above	if (CF == 0 && ZF == 0) EIP += I;
119	77	JA 	0	100	103	1	101	0	1	1	0	.........	Jump if Above	if (CF == 0 && ZF == 0) EIP += I;
3971	0F83	JAE	0	100	103	4	101	0	4	1	0	.........	Jump if Above or Equal	if (CF == 0) EIP += I;
3974	0F86	JBE	0	100	103	4	101	0	4	1	0	.........	Jump if Below or Equal	if (CF == 1 || ZF == 1) EIP += I;
118	76	JBE 	0	100	103	1	101	0	1	1	0	.........	Jump if Below or Equal	if (CF == 1 || ZF == 1) EIP += I;
3970	0F82	JC	0	100	103	4	101	0	4	1	0	.........	Jump if Carry	if (CF ==1) EIP += I;
114	72	JC 	0	100	103	1	101	0	1	1	0	.........	Jump if Carry	if (CF == 1) EIP += I;
3972	0F84	JE	0	100	103	4	101	0	4	1	0	.........	Jump if Equal	if (ZF == 1) EIP += I;
116	74	JE 	0	100	103	1	101	0	1	1	0	.........	Jump if Equal	if (ZF == 1) EIP += I;
227	E3	JECXZ 	0	100	103	1	101	0	1	1	0	.........	Jump if Register ECX is Zero	if (ECX == 0) EIP += I;
3983	0F8F	JG	0	100	103	4	101	0	4	1	0	.........	Jump if Greater	if (ZF == 0 && SF == OF) EIP += I;
127	7F	JG 	0	100	103	1	101	0	1	1	0	.........	Jump if Greater	if (ZF == 0 && SF == OF) EIP += I;
3981	0F8D	JGE	0	100	103	4	101	0	4	1	0	.........	Jump if Greater or Equal	
125	7D	JGE 	0	100	103	1	101	0	1	1	0	.........	Jump if Greater or Equal	if (SF == OF) EIP += I;
124	7C	JL 	0	100	103	1	101	0	1	1	0	.........	Jump if Less	if (SF != OF) EIP += I;
3982	0F8E	JLE	0	100	103	4	101	0	4	1	0	.........	Jump if Less or Equal	if (ZF == 1 || SF != OF) EIP += I;
126	7E	JLE 	0	100	103	1	101	0	1	1	0	.........	Jump if Less or Equal	if (ZF == 1 || SF != OF) EIP += I;
233	E9	JMP	0	100	103	4	101	0	4	1	0	.........	Jump	EIP += I;
234	EA	JMP	0	100	103	4	101	0	4	0	0	.........	Jump	EIP = I;
235	EB	JMP	0	100	103	1	101	0	1	1	0	.........	Jump	EIP += I;
255	FF	JMP	1	4	101	0	103	4	0	0	1	.........	Jump	EIP = RM32;
255	FF	JMP	1	5	101	0	102	4	0	0	1	.........	Jump	EIP = M32;
115	73	JNC 	0	100	103	1	101	0	1	1	0	.........	Jump if Not Carry	if (CF == 0) EIP += I;
3973	0F84	JNE	0	100	103	4	101	0	4	1	0	.........	Jump if Not Equal	
117	75	JNE 	0	100	103	1	101	0	1	1	0	.........	Jump if Not Equal	if (ZF == 0) EIP += I;
113	71	JNO 	0	100	103	1	101	0	1	1	0	.........	Jump if Not Overflow	if (OF == 0) EIP += I;
123	7B	JNP 	0	100	103	1	101	0	1	1	0	.........	Jump if Parity Odd	if (PF == 0) EIP += I;
121	79	JNS 	0	100	103	1	101	0	1	1	0	.........	Jump if Not Sign	if (SF == 0) EIP += I;
112	70	JO 	0	100	103	1	101	0	1	1	0	.........	Jump if Overflow	if (OF == 1) EIP += I;
122	7A	JP 	0	100	103	1	101	0	1	1	0	.........	Jump if Parity Even	if (PF == 1) EIP += I;
120	78	JS 	0	100	103	1	101	0	1	1	0	.........	Jump if Sign	if (SF == 1) EIP += I;
159	9F	LAHF	0	100	101	0	101	4	0	1	0	.........	Load Register AH From Flags	AH = EFLAGS;
197	C5	LDS	1	100	100	4	100	4	0	1	1	.........	Load Pointer Using DS	
141	8D	LEA	1	100	100	4	102	4	0	1	1	.........	Load Effective Address	
201	C9	LEAVE	0	100	101	0	101	0	0	1	0	.........	Leave	
240	F0	LOCK	0	100	101	0	101	0	0	1	0	.........	Lock Bus	
172	AC	LODS	0	100	101	0	102	1	0	1	1	.........	Load String	
173	AD	LODS	0	100	101	0	102	4	0	1	1	.........	Load String	
226	E2	LOOP	0	100	103	1	101	0	1	1	0	.........	Decrement CX and Loop if CX Not Zero	if (ECX != 0) {EIP += I; ECX--;};
224	E0	LOOPNZ	0	100	103	1	101	0	1	1	0	.........	Loop While Zero	if (ECX != 0 && ZF == 0) {EIP += I; ECX--;};
225	E1	LOOPZ	0	100	103	1	101	0	1	1	0	.........	Loop While Not Zero	if (ECX != 0 && ZF == 1) {EIP += I; ECX--;};
3895	0F37	LSL	1	100	100	4	100	4	0	1	1	.....Z...	Load Segment Limit	
136	88	MOV	1	100	100	1	100	1	0	1	1	.........	Move	RM8 = R8;
137	89	MOV	1	100	100	4	100	4	0	1	1	.........	Move	RM32 = R32;
138	8A	MOV	1	100	100	1	100	1	0	1	0	.........	Move	R8 = RM8;
139	8B	MOV	1	100	100	4	100	4	0	1	0	.........	Move	R32 = RM32;
140	8C	MOV	1	100	100	2	100	2	0	1	1	.........	Move	RM16 = SREG;
142	8E	MOV	1	100	100	2	100	2	0	1	0	.........	Move	SREG = RM16;
176	B0	MOV	0	100	0	1	103	1	1	1	0	.........	Move	AL = I;
177	B1	MOV	0	100	1	1	103	1	1	1	0	.........	Move	CL = I;
178	B2	MOV	0	100	2	1	103	1	1	1	0	.........	Move	DL = I;
179	B3	MOV	0	100	3	1	103	1	1	1	0	.........	Move	BL = I;
180	B4	MOV	0	100	4	1	103	1	1	1	0	.........	Move	AH = I;
181	B5	MOV	0	100	5	1	103	1	1	1	0	.........	Move	CH = I;
182	B6	MOV	0	100	6	1	103	1	1	1	0	.........	Move	DH = I;
183	B7	MOV	0	100	7	1	103	1	1	1	0	.........	Move	BH = I;
184	B8	MOV	0	100	0	4	103	4	4	1	0	.........	Move	EAX = I;
185	B9	MOV	0	100	1	4	103	4	4	1	0	.........	Move	ECX = I;
186	BA	MOV	0	100	2	4	103	4	4	1	0	.........	Move	EDX = I;
187	BB	MOV	0	100	3	4	103	4	4	1	0	.........	Move	EBX = I;
188	BC	MOV	0	100	4	4	103	4	4	1	0	.........	Move	ESP = I;
189	BD	MOV	0	100	5	4	103	4	4	1	0	.........	Move	EBP = I;
190	BE	MOV	0	100	6	4	103	4	4	1	0	.........	Move	ESI = I;
191	BF	MOV	0	100	7	4	103	4	4	1	0	.........	Move	EDI = I;
198	C6	MOV	1	0	103	1	100	1	1	1	1	.........	Move	RM8 = I;
199	C7	MOV	1	0	103	4	100	4	4	1	1	.........	Move	RM32 = I;
4030	0FBE	MOVSX	1	100	100	1	100	1	0	1	0	.........	Move with Sign Extend	R32 = RM8;
4031	0FBF	MOVSX	1	100	100	4	100	2	0	1	0	.........	Move with Sign Extend	R32 = RM16;
4022	0FB6	MOVZX	1	100	100	1	100	1	0	1	0	.........	Move with Zero Extend	R32 = +RM8;
4023	0FB7	MOVZX	1	100	100	4	100	2	0	1	0	.........	Move with Zero Extend	R32 = +RM16;
246	F6	MUL	1	4	101	0	100	1	0	1	1	.CO......	Unsigned Multiply	AX = +AL * +RM8;
247	F7	MUL	1	4	101	0	100	4	0	1	1	.CO......	Unsigned Multiply	EDX:EAX = +EAX * +RM32;
246	F6	NEG	1	3	101	0	100	1	0	1	1	ACOSPZ...	2's Complement	RM8 = 0 - RM8;
247	F7	NEG	1	3	101	0	100	4	0	1	1	ACOSPZ...	2's Complement	RM32 = 0 - RM32;
144	90	NOP	0	100	101	0	101	0	0	1	0	.........	No Operation	;
246	F6	NOT	1	2	101	0	100	1	0	1	1	.........	Binary NOT	RM8 = RM8 ^ 0XFF;
247	F7	NOT	1	2	101	0	100	4	0	1	1	.........	Binary NOT	RM32 = RM32 ^ 0XFFFFFFFF;
8	8	OR	1	100	100	1	100	1	0	1	1	.COSPZ...	Binary OR	RM8 = RM8 | R8;
9	9	OR	1	100	100	4	100	4	0	1	1	.COSPZ...	Binary OR	RM32 = RM32 | R32;
10	0A	OR	1	100	100	1	100	1	0	1	0	.COSPZ...	Binary OR	R8 = R8 | RM8;
11	0B	OR	1	100	100	4	100	4	0	1	0	.COSPZ...	Binary OR	R32 = R32 | RM32;
12	0C	OR	0	100	0	1	103	1	1	1	0	.COSPZ...	Binary OR	AL = AL | I;
13	0D	OR	0	100	0	4	103	4	4	1	0	.COSPZ...	Binary OR	EAX = EAX | I;
128	80	OR	1	1	103	1	100	1	1	1	1	.COSPZ...	Binary OR	RM8 = RM8 | I;
129	81	OR	1	1	103	4	100	4	4	1	1	.COSPZ...	Binary OR	RM32 = RM32 | I;
131	83	OR	1	1	103	1	100	4	1	1	1	.COSPZ...	Binary OR	RM32 = RM32 | I;
88	58	POP	0	100	0	4	101	0	0	1	0	.........	Pop Word Off Stack	EAX = [ESP]; ESP += 4;
89	59	POP	0	100	1	4	101	0	0	1	0	.........	Pop Word Off Stack	ECX = [ESP]; ESP += 4;
90	5A	POP	0	100	2	4	101	0	0	1	0	.........	Pop Word Off Stack	EDX = [ESP]; ESP += 4;
91	5B	POP	0	100	3	4	101	0	0	1	0	.........	Pop Word Off Stack	EBX = [ESP]; ESP += 4;
92	5C	POP	0	100	4	4	101	0	0	1	0	.........	Pop Word Off Stack	ESP = [ESP]; ESP += 4;
93	5D	POP	0	100	5	4	101	0	0	1	0	.........	Pop Word Off Stack	EBP = [ESP]; ESP += 4;
94	5E	POP	0	100	6	4	101	0	0	1	0	.........	Pop Word Off Stack	ESI = [ESP]; ESP += 4;
95	5F	POP	0	100	7	4	101	0	0	1	0	.........	Pop Word Off Stack	EDI = [ESP]; ESP += 4;
97	61	POPAD	0	100	101	0	101	0	0	1	0	.........	Pop All Registers	EDI = [ESP]; ESP += 4; ESI = [ESP]; ESP += 4; EBP = [ESP]; ESP += 8; EBX = [ESP]; ESP += 4; EDX = [ESP]; ESP += 4; ECX = [ESP]; ESP += 4; EAX = [ESP]; ESP += 4;
157	9D	POPFD	0	100	101	0	101	0	0	1	0	.........	Pop Flags Off Stack	EFLAGS = [ESP]; ESP += 4;
80	50	PUSH	0	100	0	4	101	0	0	1	0	.........	Push Word Onto Stack	[ESP] = EAX; ESP -= 4;
81	51	PUSH	0	100	1	4	101	0	0	1	0	.........	Push Word Onto Stack	[ESP] = ECX; ESP -= 4;
82	52	PUSH	0	100	2	4	101	0	0	1	0	.........	Push Word Onto Stack	[ESP] = EDX; ESP -= 4;
83	53	PUSH	0	100	3	4	101	0	0	1	0	.........	Push Word Onto Stack	[ESP] = EBX; ESP -= 4;
84	54	PUSH	0	100	4	4	101	0	0	1	0	.........	Push Word Onto Stack	[ESP] = ESP; ESP -= 4;
85	55	PUSH	0	100	5	4	101	0	0	1	0	.........	Push Word Onto Stack	[ESP] = EBP; ESP -= 4;
86	56	PUSH	0	100	6	4	101	0	0	1	0	.........	Push Word Onto Stack	[ESP] = ESI; ESP -= 4;
87	57	PUSH	0	100	7	4	101	0	0	1	0	.........	Push Word Onto Stack	[ESP] = EDI; ESP -= 4;
104	68	PUSH	0	100	103	4	101	0	4	1	0	.........	Push Word Onto Stack	[ESP] = I; ESP -= 4;
106	6A	PUSH	0	100	103	1	101	0	1	1	0	.........	Push Word Onto Stack	[ESP] = I; ESP -= 1;
255	FF	PUSH	1	6	101	0	100	4	0	1	1	.........	Push Word Onto Stack	[ESP] = RM32; ESP -=4;
96	60	PUSHAD	0	100	101	0	101	0	0	1	0	.........	Push All Registers	[ESP] = EAX; ESP -= 4; [ESP] = ECX; ESP -= 4; [ESP] = EDX; ESP -= 4; [ESP] = EBX; ESP -= 4; [ESP] = ESP; ESP -= 4; [ESP] = EBP; ESP -= 4; [ESP] = ESI; ESP -= 4; [ESP] = EDI; ESP -=4;
156	9C	PUSHFD	0	100	101	0	101	0	0	1	0	.........	Push Flags Onto Stack	[ESP] = EFLAGS;
192	C0	RCL	1	2	103	1	100	1	1	1	1	.CO......	Rotate Through Carry Left	temp = RM8[8 - I]; RM8 = (RM8 << I) + (CF << I - 1) + (RM8 >> 9 - I);  CF = temp;
193	C1	RCL	1	2	103	1	100	4	1	1	1	.CO......	Rotate Through Carry Left	temp = RM32[32 - I]; RM32 = (RM32 << I) + (CF << I - 1) + (RM32 >> 33 - I);  CF = temp;
208	D0	RCL	1	2	101	0	100	1	0	1	1	.CO......	Rotate Through Carry Left	temp = RM8[7]; RM8 = RM8 << 1 + CF;  CF = temp;
209	D1	RCL	1	2	101	0	100	4	0	1	1	.CO......	Rotate Through Carry Left	temp = RM32[31]; RM32 = RM32 << 1 + CF;  CF = temp;
210	D2	RCL	1	2	1	1	100	1	0	1	1	.CO......	Rotate Through Carry Left	temp = RM8[8 - CL]; RM8 = (RM8 << CL) + (CF << CL - 1) + (RM8 >> 9 - CL);  CF = temp;
211	D3	RCL	1	2	1	1	100	4	0	1	1	.CO......	Rotate Through Carry Left	temp = RM32[32 - CL]; RM32 = (RM32 << CL) + (CF << CL - 1) + (RM32 >> 33 - CL);  CF = temp;
192	C0	RCR	1	3	103	1	100	1	1	1	1	.CO......	Rotate Through Carry Right	temp = RM8[8 - I]; RM8 = (RM8 << I) + (CF << I - 1) + (RM8 >> 9 - I);  CF = temp;
193	C1	RCR	1	3	103	1	100	4	1	1	1	.CO......	Rotate Through Carry Right	temp = RM32[32 - I]; RM32 = (RM32 << I) + (CF << I - 1) + (RM32 >> 33 - I);  CF = temp;
208	D0	RCR	1	3	101	0	100	1	0	1	1	.CO......	Rotate Through Carry Right	temp = RM8[0]; RM8 = RM8 >> 1 + (CF << 7);  CF = temp;
209	D1	RCR	1	3	101	0	100	4	0	1	1	.CO......	Rotate Through Carry Right	temp = RM32[31]; RM32 = RM32 << 1 + CF;  CF = temp;
210	D2	RCR	1	3	1	1	100	1	0	1	1	.CO......	Rotate Through Carry Right	temp = RM8[8 - CL]; RM8 = (RM8 << CL) + (CF << CL - 1) + (RM8 >> 9 - CL);  CF = temp;
211	D3	RCR	1	3	1	1	100	4	0	1	1	.CO......	Rotate Through Carry Right	temp = RM32[32 - CL]; RM32 = (RM32 << CL) + (CF << CL - 1) + (RM32 >> 33 - CL);  CF = temp;
3889	0F31	RDTSC	0	100	101	0	101	0	0	1	0	.........	Read Time-Step Counter	
194	C2	RET	0	100	103	2	101	0	2	1	0	.........	Return From Procedure	EIP = [ESP]; ESP += 4 * (1 + I);
195	C3	RET	0	100	101	0	101	0	0	1	0	.........	Return From Procedure	EIP = [ESP]; ESP += 4;
202	CA	RET	0	100	103	2	101	0	2	1	0	.........	Return From Procedure	EIP = [ESP]; ESP += 4 * (1 + I);
203	CB	RET	0	100	101	0	101	0	0	1	0	.........	Return From Procedure	EIP = [ESP]; ESP += 4;
192	C0	ROL	1	0	103	1	100	1	1	1	1	.CO......	Rotate Left	
193	C1	ROL	1	0	103	1	100	4	1	1	1	.CO......	Rotate Left	
208	D0	ROL	1	0	101	0	100	1	0	1	1	.CO......	Rotate Left	
209	D1	ROL	1	0	101	0	100	4	0	1	1	.CO......	Rotate Left	
210	D2	ROL	1	0	1	1	100	1	0	1	1	.CO......	Rotate Left	
211	D3	ROL	1	0	1	1	100	4	0	1	1	.CO......	Rotate Left	
192	C0	ROR	1	1	103	1	100	1	1	1	1	.CO......	Rotate Right	
193	C1	ROR	1	1	103	1	100	4	1	1	1	.CO......	Rotate Right	
208	D0	ROR	1	1	101	0	100	1	0	1	1	.CO......	Rotate Right	
209	D1	ROR	1	1	101	0	100	4	0	1	1	.CO......	Rotate Right	
210	D2	ROR	1	1	1	1	100	1	0	1	1	.CO......	Rotate Right	
211	D3	ROR	1	1	1	1	100	4	0	1	1	.CO......	Rotate Right	
158	9E	SAHF	0	100	101	0	101	0	0	1	0	.........	Store AH Register into FLAGS	EFLAGS = AH;
192	C0	SAR	1	7	103	1	100	1	1	1	1	.COSPZ...	Shift Arithmetic Right	
193	C1	SAR	1	7	103	1	100	4	1	1	1	.COSPZ...	Shift Arithmetic Right	
208	D0	SAR	1	7	101	0	100	1	0	1	1	.COSPZ...	Shift Arithmetic Right	temp = RM8[7]; RM8 = RM8 >> 1; RM[7] = temp;
209	D1	SAR	1	7	101	0	100	4	0	1	1	.COSPZ...	Shift Arithmetic Right	
210	D2	SAR	1	7	1	1	100	1	0	1	1	.COSPZ...	Shift Arithmetic Right	
211	D3	SAR	1	7	1	1	100	4	0	1	1	.COSPZ...	Shift Arithmetic Right	
24	18	SBB	1	100	100	1	100	1	0	1	1	ACOSPZ...	Subtract with Borrow/Carry	RM8 = RM8 - R8 - CF;
25	19	SBB	1	100	100	4	100	4	0	1	1	ACOSPZ...	Subtract with Borrow/Carry	RM32 = RM32 - R32 - CF;
26	1A	SBB	1	100	100	1	100	1	0	1	0	ACOSPZ...	Subtract with Borrow/Carry	R8 = R8 - RM8 - CF;
27	1B	SBB	1	100	100	4	100	4	0	1	0	ACOSPZ...	Subtract with Borrow/Carry	R32 = R32 - RM32 - CF;
28	1C	SBB	0	100	0	1	103	1	1	1	0	ACOSPZ...	Subtract with Borrow/Carry	AL = AL - I - CF;
29	1D	SBB	0	100	0	4	103	4	4	1	0	ACOSPZ...	Subtract with Borrow/Carry	EAX = EAX - I - CF;
128	80	SBB	1	3	103	1	100	1	1	1	1	ACOSPZ...	Subtract with Borrow/Carry	RM8 = RM8 - I - CF;
129	81	SBB	1	3	103	4	100	4	4	1	1	ACOSPZ...	Subtract with Borrow/Carry	RM32 = RM32 - I - CF;
131	83	SBB	1	3	103	1	100	4	1	1	1	ACOSPZ...	Subtract with Borrow/Carry	RM32 = RM32 - I - CF;
3991	0F97	SETA	1	100	101	0	100	1	0	1	1	.........	Set if Above	
3987	0F93	SETAE	1	100	101	0	100	1	0	1	1	.........	Set if Above or Equal	
3986	0F92	SETB	1	100	101	0	100	1	0	1	1	.........	Set if Below	
3990	0F96	SETBE	1	100	101	0	100	1	0	1	1	.........	Set if Below or Equal	
3986	0F92	SETC	1	100	101	0	100	1	0	1	1	.........	Set if Carry	
3988	0F94	SETE	1	100	101	0	100	1	0	1	1	.........	Set if Equal	
3999	0F9F	SETG	1	100	101	0	100	1	0	1	1	.........	Set if Greater	
3997	0F9D	SETGE	1	100	101	0	100	1	0	1	1	.........	Set if Greater or Equal	
3996	0F9C	SETL	1	100	101	0	100	1	0	1	1	.........	Set if Less	
3998	0F9E	SETLE	1	100	101	0	100	1	0	1	1	.........	Set if Less or Equal	
3989	0F95	SETNE	1	100	101	0	100	1	0	1	1	.........	Set if Not Equal	
3985	0F91	SETNO	1	100	101	0	100	1	0	1	1	.........	Set if Not Overflow	
3984	0F90	SETO	1	100	101	0	100	1	0	1	1	.........	Set if Overflow	
3994	0F9A	SETP	1	100	101	0	100	1	0	1	1	.........	Set if Parity	
3995	0F9B	SETPO	1	100	101	0	100	1	0	1	1	.........	Set if Parity Odd	
192	C0	SHL	1	4	103	1	100	1	1	1	1	.COSPZ...	Shift Logical Left	RM8 = RM8 << I;
193	C1	SHL	1	4	103	1	100	4	1	1	1	.COSPZ...	Shift Logical Left	RM32 = RM32 << I;
208	D0	SHL	1	4	101	0	100	1	0	1	1	.COSPZ...	Shift Logical Left	RM32 = RM32 << 1;
209	D1	SHL	1	4	101	0	100	4	0	1	1	.COSPZ...	Shift Logical Left	RM8 = RM8 << 1;
210	D2	SHL	1	4	1	1	100	1	0	1	1	.COSPZ...	Shift Logical Left	RM8 = RM8 << CL;
211	D3	SHL	1	4	1	1	100	4	0	1	1	.COSPZ...	Shift Logical Left	RM32 = RM32 << CL;
192	C0	SHR	1	5	103	1	100	1	1	1	1	.COSPZ...	Shift Logical Right	RM8 = RM8 >> I;
193	C1	SHR	1	5	103	1	100	4	1	1	1	.COSPZ...	Shift Logical Right	RM32 = RM32 >> I;
208	D0	SHR	1	5	101	0	100	1	0	1	1	.COSPZ...	Shift Logical Right	RM8 = RM8 >> 1;
209	D1	SHR	1	5	101	0	100	4	0	1	1	.COSPZ...	Shift Logical Right	RM32 = RM32 >> 1;
210	D2	SHR	1	5	1	1	100	1	0	1	1	.COSPZ...	Shift Logical Right	RM8 = RM8 >> CL;
211	D3	SHR	1	5	1	1	100	4	0	1	1	.COSPZ...	Shift Logical Right	RM32 = RM32 >> CL;
249	F9	STC	0	100	101	0	101	0	0	1	0	.C.......	Set Carry	CF = 1;
253	FD	STD	0	100	101	0	101	0	0	1	0	........D	Set Direction Flag	DF = 1;
251	FB	STI	0	100	101	0	101	0	0	1	0	.......I.	Set Interrupt Flag	IF = 1;
40	28	SUB	1	100	100	1	100	1	0	1	1	ACOSPZ...	Subtract	RM8 = RM8 - R8;
41	29	SUB	1	100	100	4	100	4	0	1	1	ACOSPZ...	Subtract	RM32 = RM32 - R32;
42	2A	SUB	1	100	100	1	100	1	0	1	0	ACOSPZ...	Subtract	R8 = R8 - RM8;
43	2B	SUB	1	100	100	4	100	4	0	1	0	ACOSPZ...	Subtract	R32 = R32 - RM32;
44	2C	SUB	0	100	0	1	103	1	1	1	0	ACOSPZ...	Subtract	AL = AL - I;
45	2D	SUB	0	100	0	4	103	4	4	1	0	ACOSPZ...	Subtract	EAX = EAX - I;
128	80	SUB	1	5	103	1	100	1	1	1	1	ACOSPZ...	Subtract	RM8 = RM8 - I;
129	81	SUB	1	5	103	4	100	4	4	1	1	ACOSPZ...	Subtract	RM32 = RM32 - I;
131	83	SUB	1	5	103	1	100	4	1	1	1	ACOSPZ...	Subtract	RM32 = RM32 - I;
132	84	TEST	1	100	100	1	100	1	0	1	1	.COSPZ...	Test For Bit Pattern	temp = RM8 - R8;
133	85	TEST	1	100	100	4	100	4	0	1	1	.COSPZ...	Test For Bit Pattern	temp = RM32 - R32;
168	A8	TEST	0	0	0	1	103	1	1	1	0	.COSPZ...	Test For Bit Pattern	temp = AL - I;
169	A9	TEST	0	0	0	0	103	4	4	1	0	.COSPZ...	Test For Bit Pattern	temp = EAX - I;
246	F6	TEST	1	0	103	1	100	1	1	1	1	.COSPZ...	Test For Bit Pattern	temp = RM32 - I;
247	F7	TEST	1	0	103	4	100	4	4	1	1	.COSPZ...	Test For Bit Pattern	temp = RM8 - I;
145	91	XCHG	0	0	0	4	1	4	0	1	0	.........	Exchange	temp = EAX; EAX = ECX; ECX = temp;
146	92	XCHG	0	0	0	4	2	4	0	1	0	.........	Exchange	temp = EAX; EAX = EDX; EDX = temp;
147	93	XCHG	0	0	0	4	3	4	0	1	0	.........	Exchange	temp = EAX; EAX = EBX; EBX = temp;
148	94	XCHG	0	0	0	4	4	4	0	1	0	.........	Exchange	temp = EAX; EAX = ESP; ESP = temp;
149	95	XCHG	0	0	0	4	5	4	0	1	0	.........	Exchange	temp = EAX; EAX = EBP; EBP = temp;
150	96	XCHG	0	0	0	4	6	4	0	1	0	.........	Exchange	temp = EAX; EAX = ESI; ESI = temp;
151	97	XCHG	0	0	0	4	7	4	0	1	0	.........	Exchange	temp = EAX; EAX = EDI; EDI = temp;
52	34	XOR	0	0	0	1	103	1	1	1	0	.COSPZ...	Exclusive OR	
53	35	XOR	0	0	0	4	103	4	4	1	0	.COSPZ...	Exclusive OR
128	80	XOR	1	6	103	1	100	1	1	1	1	.COSPZ...	Exclusive OR
129	81	XOR	1	6	103	4	100	4	4	1	1	.COSPZ...	Exclusive OR
131	83	XOR	1	6	103	1	100	4	1	1	1	.COSPZ...	Exclusive OR
48	30	XOR	1	100	100	1	100	1	0	1	1	.COSPZ...	Exclusive OR
49	31	XOR	1	100	100	4	100	4	0	1	1	.COSPZ...	Exclusive OR
50	32	XOR	1	100	100	1	100	1	0	1	0	.COSPZ...	Exclusive OR
51	33	XOR	1	100	100	4	100	4	0	1	0	.COSPZ...	Exclusive OR
