Case TargetModule Of 1: begin // Field to Field Wword($CC0D8A,pWord(@FieldArray[254]) ^); //Screen ID Wsint($CC0D8C,pLongint(@FieldArray[0 + (15 * CharacterID)])^ div 4096); //X Wsint($CC0D8E,pLongint(@FieldArray[4 + (15 * CharacterID)])^ div 4096); //Y Wword($CC0DAA,pWord(@FieldArray[12 + (15 * CharacterID)])^ ); //T Wbyte($CC0DAC,pByte(@FieldArray[14 + (15 * CharacterID)])^ ); //D end; 3: Wword($CC0D8A, 45); // Set jump to World Map 4: Wword($CC0D8A, 30); // Set jump to Submarine 5: Wword($CC0D8A, 60); // Set jump to Snowfield else End; Wbyte($CC0D89, 1); // Initiate Field jump end else // Current location is world map if TargetModule = 1 then // World Map to Field begin Wword($CC0D8A,pWord(@FieldArray[254]) ^); //Screen ID Wsint($CC0D8C,pLongint(@FieldArray[0 + (15 * CharacterID)])^ div 4096); //X Wsint($CC0D8E,pLongint(@FieldArray[4 + (15 * CharacterID)])^ div 4096); //Y Wword($CC0DAA,pWord(@FieldArray[12 + (15 * CharacterID)])^ ); //T Wbyte($CC0DAC,pByte(@FieldArray[14 + (15 * CharacterID)])^ ); //D Wbyte($CC1644, 0); //may not be needed, but setting to 0 just in case. Wbyte($E3A884, 0); //This decides the type of jump. 00 = field/normal world map jump. 01 = Battle. 02 = fmv. //Battle ID is set at E3A88C Wbyte($E045E4, 3); //Initiate wm jump - Wbyte($E045F0, 1); // 03 = jump to field. 04 = jump to submerged submarine. 05 = Jump to World map. end;