• Opcode: 0x029
  • Short name: MAPJUMP
  • Long name: Jump to map

Argument

Destination walkmesh triangle ID (16-bit; stored to wm2field_FieldZ).

Stack

Destination Field Map ID

XCoord

YCoord

Facing direction

MAPJUMP

Description

Jump the player to another field. The handler pops four values from the stack: the facing direction (top of stack, wm2field_FieldTarget), the Y then X spawn coordinates (wm2field_FieldY/wm2field_FieldX), and last the destination field map ID (MenuState_opcode_menu_id, which becomes CURRENT_FIELD_ID). The inline 16-bit argument is the walkmesh triangle to spawn on, in the destination field’s .id (wm2field_FieldZ). It then sets the low byte of globalFieldNextModuleID to 1, which requests the field module to load the new map next frame. Returns 1 (wait).

These are the same globals a walked exit fills from its gateway record, and the same ones a saved game fills on load (FFNewGame_or_load: SG_COORD_X/Y_PARTY_1, SG_TRIANGLE_PARTY_1, SG_DIRECTION_PARTY_1, SG_CURRENT_FIELD), which is how their meaning is confirmed.

PC handler: SCRIPT_MAPJUMP.

Function addresses

Function Address Description
SCRIPT_MAPJUMP 0x521A20 Field script opcode handler (verified IDA function)