Game Engines¶
This page contains documentation for game engines. Game engines have sets of game-specific Tickflow operations starting at 0x100,
as well as subroutines. Game engines can be loaded in remixes and rhythm games using the engine operation.
Table of Contents
- Game Engines
- Spaceball (0)
- Clappy Trio (1)
- Sneaky Spirits (2)
- Rhythm Tweezers (3)
- Bouncy Road (4)
- Marching Orders (5)
- Night Walk (6)
- Quiz Show (7)
- Bunny Hop (8)
- Rat Race (9)
- Power Calligraphy (0xA)
- Space Dance (0xB)
- Tap Trial (0xC)
- Ninja Bodyguard (0xD)
- Airboarder (0xE)
- Lockstep (0xF)
- Blue Birds (0x10)
- The Dazzles (0x11)
- Freeze Frame (0x12)
- Glee Club (0x13)
- Frog Hop (0x14)
- Fan Club (0x15)
- Dog Ninja (0x16)
- Rhythm Rally (0x17)
- Fillbots (0x18)
- Shoot-‘Em-Up (0x19)
- Big Rock Finish (0x1A)
- Munchy Monk (0x1B)
- Built to Scale (0x1C)
- Air Rally (0x1D)
- Exhibition Match (0x1E)
- Flockstep (0x1F)
- Cheer Readers (0x20)
- Double Date (0x21)
- Catch of the Day (0x22)
- Micro-Row (0x23)
- Fork Lifter (0x24)
- Hole in One (0x25)
- Flipper-Flop (0x26)
- Ringside (0x27)
- Karate Man (0x28)
- Working Dough (0x29)
- Figure Fighter (0x2A)
- Love Rap (0x2B)
- Bossa Nova (0x2C)
- Screwbot Factory (0x2D)
- Launch Party (0x2E)
- Board Meeting (0x2F)
- Samurai Slice (0x30)
- See-Saw (0x31)
- Packing Pests (0x32)
- Monkey Watch (0x33)
- Blue Bear (0x34)
- Animal Acrobat (0x35)
- Tongue Lashing (0x36)
- Super Samurai Slice (0x37)
Spaceball (0)¶
Spaceball is the first game engine, with the ID 0. It has several 0x100 series operations, which are used for cues,
but no subs that would be useful in remixes.
0x100 - Bat object¶
0x100 time, type
An object is spawned (shot out of the pipe) depending on type. Legal values of type are:
- 0, which spawns a baseball;
- 1, which spawns a rice ball;
- 2, which spawns the alien.
time denotes the time in ticks before the batter has to hit the ball; the time before input. If time is equal
to 0x30 (one beat), the low ball animation is used. Otherwise, the high ball animation is used.
0x101 - Batter costume¶
0x101 costume
The batter’s costume is changed depending on costume. Legal values of costume, along with their appearances
in the standard Spaceball cellanim, are:
- 0, which is the default costume;
- 1, which is the “red head” costume;
- 2, which is the bunny costume.
0x102 - Camera zoom¶
0x102<type> distance, time
The camera zooms in or out. distance is the distance the camera will be at the end of the zoom. It ranges between
0 and 0xA (10), with 4 being the default camera position. The zoom will occur over time ticks.
type controls the way the zoom is interpolated: 1 gives a linear interpolation, or a rough zoom, and 2 gives a
cubic interpolation, a smooth zoom.
0x103 - Alien animation¶
0x103<flag>
0x103 controls the animation of the alien in the middle of the screen, namely, 0x103<0> makes it pop out
of its ship, while 0x103<1> makes it return to its ship.
Clappy Trio (1)¶
Clappy Trio uses 0x100 series operations for the basic building blocks, but bundles them together into subs for
convenience.
0x101 - Beat animation¶
0x101 ???
0x101 does the beat animation for the clappy trio (head bob). The argument’s purpose is unknown, though it seems to be
1 at the end of a set of beat animations, and 0 elsewhere.
0x101<1> num
0x101<1> precedes a set of num beat animations. Purpose unknown.
0x102 - Ready stance¶
0x102<type>
0x102 does the ready stance animation for the clappy trio. If type is 0, the animation is the regular ready stance.
If type is 1, the animation is the “determined” ready stance.
0x103 - Clap animation¶
0x103 num
0x103 does the clap animation and sound effects for a single member of the trio. num is the number of the member
to do the clap animation for, from left to right starting at 0. Note that the player’s member is unaffected by this operation.
List of subs¶
- 0x56 (async)
- Does a full clap cue, with the claps spaced two beats apart. (no ready stance)
- 0x57 (async)
- Does a full clap cue, with the claps spaced one beat apart. (no ready stance)
- 0x58 (async)
- Does a full clap cue, with the claps spaced a half beat apart. (no ready stance)
- 0x59 (async)
- Does a full clap cue, with the claps spaced a quarter beat apart. (no ready stance)
- 0x5A (async)
- Does a full clap cue, with the claps spaced an eighth beat apart. (no ready stance)
- 0x5B (async)
- Does a full clap cue, with the claps spaced two thirds of a beat apart. (no ready stance)
Sneaky Spirits (2)¶
Sneaky Spirits bundles 0x100 series operations into subs.
0x100 - Shoot cue (?)¶
0x100 ???
A beat after 0x100, the input to shoot a spirit occurs. The purpose of the argument is unknown.
0x102 - Pop-up spirit¶
0x102 pos
0x102 makes a spirit pop up at the specified position on the fence. 0 is the leftmost position and 6 is the rightmost.
0x104 - Spirit height¶
0x104 height
0x104 sets the height of the spirit, on a scale from 0 to 0x100 (256).
0x105 - Spirit position (?)¶
0x105 pos
0x105 sets whether the spirit is behind the fence or in the hitzone. If pos is 1 it’s behind the fence,
if it’s 0 it’s in the hitzone.
List of subs¶
These are all synchronous subroutines.
- 0x56
- 8-beat spirit cue that stays at max height.
- 0x57
- 8-beat spirit cue that drops off to 0 height slowly.
- 0x58
- 8-beat spirit cue that drops off to 0 height quickly.
- 0x59
- 8-beat spirit cue that drops off to 0 height very quickly.
- 0x5A
- 8-beat spirit cue that starts at 0 height and rises slowly.
- 0x5B
- 8-beat spirit cue that starts at 0 height and rises before dropping back down.
- 0x5C
- 8-beat spirit cue that starts at a low height and drops off slightly before rising.
- 0x5D
- 8-beat spirit cue that alternates between low and high height.
- 0x5E
- 8-beat spirit cue that stays at 0 height.
- 0x5F
- 7-beat spirit cue that stays at max height.
- 0x60
- 7-beat spirit cue that drops off to 0 height slowly.
- 0x61
- 7-beat spirit cue that drops off to 0 height quickly.
- 0x62
- 7-beat spirit cue that starts at 0 height and rises slowly.
Rhythm Tweezers (3)¶
Rhythm Tweezers does not pack cues into subs, likely because of the large variety of patterns. It uses
0x100 series operations.
0x100 - Spawn Hair¶
0x100 type
0x100 spawns a hair, to be plucked 4 beats later. If type is 0, spawns a normal hair. If type is 3, spawns
a long hair.
0x101 - Reset Hair Position¶
0x101
Resets the position for spawning of hairs. Usually used at the beginning of a pattern.
0x105 - Set Vegetable Type¶
0x105 type
Sets the type of the next vegetable to appear. 0 gives an onion, 1 a potato.
0x107 - Don’t Peek (unused)¶
0x107 type
Makes a sign appear that covers part or all of the hairs. 0 spawns a sign that covers both sides, 1 spawns a sign that covers
the right side, and 2 spawns a sign that covers the left side. While normally the signs automatically despawn after
a pattern, 0x107<1> also despawns them.
Note that this entire command is unused in itself, as well as the graphics associated with it.
Extra notes¶
At the end of a pattern (4 beats after the start), the following code is found:
rest 0xA2 // 3.375 beats
0x108<1>
if 0
0xA1<2>
if 1
0x106 0
if 1
0x105 X
else
0x103
endif
else
0x105 X
endif
endif
rest 0x18 // 0.5 beats
rest 6 // 0.125 beats
The logic and functioning of most of this is unknown, however, the 0x105 s here change the type of the next vegetable.
Note as well that input is usually disabled using input at the start of a pattern, and re-enabled 3 beats later.
Bouncy Road (4)¶
Bouncy Road groups 0x100 series operations into subs. It is necessary to do so, since only one ball can be managed
per Tickflow thread.
0x100 - Spawn/Bounce Ball¶
0x100 time
0x100 spawns a ball with a bounce duration of time ticks.
0x100<1>
0x100<1> bounces the ball.
List of subs¶
These are all asynchronous subroutines.
- 0x56
- Spawns a ball with half-beat bounces.
- 0x57
- Spawns a ball with 2/3-beat bounces.
- 0x58
- Spawns a ball with 1-beat bounces.
- 0x59
- Spawns a ball with 2-beat bounces.
Marching Orders (5)¶
Marching Orders groups 0x100 series operations into subs.
0x100 - Cue Input¶
0x100 time, type
Sets up an input cue to be pressed after time ticks. Legal values of type are:
- 0: March input
- 1: Halt input
- 2: Right turn input
- 3: Left turn input
0x104 - March animation¶
0x104<pos>
A single marcher, determined by pos, marches once. pos ranges from 1 to 3, though usually all are used at once.
0x105 - Halt animation¶
0x105<pos>
A single marcher, determined by pos, halts. pos ranges from 1 to 3, though usually all are used at once.
0x106 - Right turn animation¶
0x106<pos>
A single marcher, determined by pos, turns right. pos ranges from 1 to 3, though usually all are used at once.
0x107 - Left turn animation¶
0x107<pos>
A single marcher, determined by pos, turns left. pos ranges from 1 to 3, though usually all are used at once.
List of subs¶
These are all asynchronous subroutines.
- 0x56
- The sound effect for the commander saying “TURN!”, followed by the right turn cue. Does not include “Right face…”
- 0x57
- The sound effect for the commander saying “TURN!”, followed by the left turn cue. Does not include “Left face…”
- 0x58
- The sound effect for the commander saying “MARCH!”, followed by one march cue. Does not include “Attention…”
- 0x59
- The sound effect for the commander saying “HALT!”, followed by the halt cue. Does not include “Attention…”
Night Walk (6)¶
Night Walk only has one useful sub, and uses 0x100 series operations for everything else.
0x100 - Spawn Platform¶
0x100 time, type
Spawns a platform that will take time ticks to reach the player (requiring an A press at that time). type determines
what pops up when the player successfully jumps on the platform. Legal values for type are:
- 0: Heart flower
- 1: Lollipop
- 2: Umbrella
- 3: Heart flower, with a slightly different sound to 0.
- 4: Star wand (final platform)
- 5: Edge platform (after final platform)
0x101 - Staircasing state¶
0x101 state
0x101 sets the state of staircasing for newly spawned platforms. Legal values for state are:
- 0: No staircasing
- 1: Full staircasing
- 2: Random staircasing
0x103 - Balloons¶
0x103
0x103 spawns 7 balloons for Play-Yan to hold onto.
0x103<1> num
0x103<1> pops one of the balloons according to num. num ranges from 0 to 6.
0x105 - Death check¶
0x105
Sets the conditional variable to 1 if Play-Yan has fallen into a pit, 0 otherwise.
List of subs¶
- 0x56 (async)
- Pops Play-Yan’s balloons one after another, making a count-in.
Quiz Show (7)¶
Quiz Show groups several things into subroutines.
0x100 - Contestant Actions¶
0x100
The contestant puts his hands on the buttons.
0x100<1>
The contestant readies his hands for pressing.
0x100<2>
The contestant’s face returns to normal.
0x100<3>
The contestant’s face becomes happy.
0x100<4>
The contestant’s face becomes sad.
0x101 - Quizmaster Actions¶
0x101
The quizmaster puts his hands on the buttons.
0x101<1>
The quizmaster readies his hands for pressing.
0x101<2>
The quizmaster presses the A button, incrementing his counter.
0x101<3>
The quizmaster presses the + button, incrementing his counter.
0x101<4>
The quizmaster’s face returns to normal.
0x101<5>
The quizmaster’s face becomes happy.
0x101<6>
The quizmaster’s face becomes sad.
0x102 - Counter Actions¶
0x102
Resets the counters to 0.
0x102<1>
Hides the quizmaster’s counter (number becomes ??).
0x102<2>
Reveals the quizmaster’s counter.
0x102<3>
Sets the conditional variable to 1 if the quizmaster’s and contestant’s counters match, and 0 if they don’t.
0x103 - Spotlight¶
0x103 flag
If flag is 1, the spotlight focusing on the quizmaster’s podium turns on. If 0, it turns off.
0x104 - Timer Actions¶
0x104 flag
If flag is 1, shows the timer. If 0, hides the timer.
0x104<1> time
Sets the timer duration to time ticks and starts the timer.
0x105 - Scoring¶
0x105
Start recording player presses for scoring purposes.
0x105<1>
Start recording quizmaster presses for scoring purposes.
0x105<2>
Stop recording quizmaster or player presses for scoring purposes.
0x105<3> score
Add points to the rhythm game score on a scale up to score depending on player performance.
0x106 - Skill Star Score Criterium¶
0x106
Unknown.
0x106<1>
Sets the conditional variable to 1 if the player has reached a score of 90 (?), 0 otherwise. This is used to determine whether to award the skill star at the end of the rhythm game.
List of subs¶
These are all synchronous subroutines.
- 0x56
- Hides the quizmaster’s counters, resets the counters and readies the quizmaster’s hands.
- 0x57
- The quizmaster puts his hands on the buttons, a text box displays saying “Go ahead.”, the timer appears, the player’s hands are readied, input is enabled, scoring starts recording player presses, and a sound effect plays signaling the player to start.
- 0x58
- Input is disabled, input recording stops, and the answer is revealed.
- 0x59
- Quizmaster pattern for practice question #1.
- 0x5A
- Quizmaster pattern for practice question #2.
- 0x5B
- Quizmaster pattern for practice question #3.
- 0x5C
- Quizmaster pattern for question #4.
- 0x5D
- Quizmaster pattern for question #5.
- 0x5E
- Quizmaster pattern for question #6.
- 0x5F through 0x64
- Several unused patterns.
- 0x65
- Random button presses for use at the end of patterns.
Bunny Hop (8)¶
Bunny Hop does not use any subs for cues.
0x100 - Spawn Animal¶
0x100 type, delay
Spawns an animal for the bunny to hop on. The animal will spawn such that the bunny will reach it after delay ticks.
Legal values for type are:
- 0: Turtle
- 1: Dark turtle
- 2: Small whale (2-beat rest)
- 3: Vertical whale
- 4: Big whale (8-beat rest)
- 5: Whale tail (4-beat rest)
- 6: Final whale
0x101 - Hop on ground¶
0x101<1> ???
The bunny hops on the ground. The argument is unknown, but always 0.
Rat Race (9)¶
Rat Race makes use of subs for some cues.
0x100 - Cue¶
0x100 type, time
An input cue will happen depending on type after time ticks. Legal values for type are:
- 0: Start holding
- 1: Release button
0x101 - Background Movement¶
0x101 flag
If flag is 0, stops background movement, else starts background movement.
0x102 - Rat Animations¶
0x102 type
Does an animation for all rats. Legal values of type are:
- 0: Hiding
- 1: Running
- 2: Crouching (in preparation for running)
0x104 - Cat Animations¶
0x104 type
Does an animation for the cat. Legal values of type are:
- 0: Left paw (our perspective) put on the table.
- 1: Right paw put on the table.
- 2: Head pops up
- 3: Head pops down
- 4: Look straight ahead
- 5: Look left (our perspective)
- 6: Look right
- 7: Close eyes
- 8: Paws back down (?)
0x105 - Speed Boost¶
0x105 type
Sets what happens after you release the button (speed boost). Values for type are:
- 1: Normal speed boost
- 2: Large speed boost
Every other value gives no speed boost.
0x106 - Spawn Foreground Object¶
0x106 delay, type
Spawns a foreground object, usually cover for the rats. It is spawned such that the player reaches it in delay ticks.
Values for type are:
- 0: Regular foreground object
- 1: End of game (cheese etc.)
0x107 - Stoplight Control¶
0x107
The front rat pulls up the stoplight.
0x107<1>
The front rat puts away the stoplight.
0x107<2> type
Changes the stoplight display according to type. Values for type are:
0: Left light on (orange)
1: Middle light on (orange)
0x107<3>
Turns all lights on the stoplight red.
0x107<4>
Turns all lights on the stoplight green.
0x107<5>
Turns all lights on the stoplight off.
0x107<6>
The front rat drops the stoplight.
List of subs¶
These are all asynchronous subroutines.
- 0x56
- Sets up a hold cue for 4 beats after the start of the sub, including cat animations.
- 0x57
- Sets up a release cue for 4 beats after the start of the sub, including cat animations.
- 0x58
- Stoplight count for hold cue; timed such that the input should be 3 beats after the start of the sub.
- 0x59
- Stoplight count for release cue; timed such that the input should be 3 beats after the start of the sub.
Power Calligraphy (0xA)¶
0x101 - Pattern Actions¶
0x101 pattern
Sets the pattern on the page. Values for pattern are:
0: 己
1: 力
2: 寸
3: 心
4: レ
5: 、
6: Face pattern (final pattern)
7: Final page (完)
0x101<1> num
Sets the next section of the pattern to be written onto the page. This is part of one of the lines, and will be filled
in with the next 0x105.
0x103 - Turn page¶
0x103 type
Turns the page. If type is 1, the page turns slowly, if 0 it turns normally.
0x104 - Cue action¶
0x104 type
Sets which kind of movement will happen for the next A input. Values for type are:
- 0: The stroke in the 己 pattern
- 2: The stroke in the 力 pattern
- 3: The stroke in the 寸 pattern
- 4: The dot in the 寸 pattern
- 5: The stroke in the 心 pattern
- 7: The dot in the 心 pattern
- 8: The stroke in the レ pattern
- 9: The dot in the 、 pattern
- 0xA: The stroke in the face (final) pattern
0x105 - Brush Actions¶
0x105 x, y, flag
Moves the brush to x units right and y units down from the middle of the paper. If flag is 1, moves
with brush on the paper, else moves with brush above paper.
0x105<1> type
Does an animation in preparation for a cue. Values for type are:
0: Presses brush into paper in preparation for a stroke cue.
1: Lifts brush in preparation for a dot cue.
0x105<2> flag
Turns hand red if flag is 1, turns hand back to normal if 0.
0x105<3>
Unknown.
0x105<4>
Unknown, tends to appear alongside brush movements and 0x105<1>.
0x105<5>
Unknown, appears alongside 0x105<1> 1.
0x106 - Dancers¶
0x106<1> type
Sets the animation for the dancers on the sides of the page. Values for type are:
- 1: Spawns dancers; default animation
- 3: Bowing animation
- 4: Sitting animation
List of subs¶
These are all synchronous subroutines.
- 0x56
- Ready 力 page
- 0x57
- 力 pattern
- 0x58
- Ready 己 page
- 0x59
- 己 pattern
- 0x5A
- Ready 寸 page
- 0x5B
- 寸 pattern
- 0x5C
- Ready 心 page
- 0x5D
- 心 pattern
- 0x5E
- Ready レ page
- 0x5F
- レ pattern
- 0x60
- Ready 、 page
- 0x61
- 、 pattern
- 0x62
- Ready face (final) page
- 0x63
- Face (final) pattern
- 0x64
- Ready 力 page (unused)
- 0x65
- Swingy 力 pattern (unused)
- 0x66
- Ready 己 page (unused)
- 0x67
- Swingy 己 pattern (unused)
- 0x68
- Ready 寸 page (unused)
- 0x69
- Swingy 寸 pattern (unused)
- 0x6A
- Ready 心 page (unused)
- 0x6B
- Swingy 心 pattern (unused)
- 0x6C
- Ready レ page (unused)
- 0x6D
- Swingy レ pattern (unused)
- 0x6E
- Ready 、 page (unused)
- 0x6F
- Swingy 、 pattern (unused)
- 0x70
- Ready face (final) page (unused)
- 0x71
- Swingy face (final) pattern (unused)
Space Dance (0xB)¶
0x100 - Cue¶
0x100 time, type
Sets up a button press after time ticks. Values for type are:
- 0: D-pad right (pose)
- 1: D-pad down (sit)
- 2: A (punch)
0x101-0x107 - Space Dancers Animations¶
All the following animations include associated sound effects.
0x101<pos>
Beat (bob) animation for the pos th dancer from the right.
0x102<pos>
Pose animation.
0x103<pos>
Sit animation.
0x104<pos>
Punch animation.
0x105<pos>
Pose preparation animation.
0x106<pos>
Sit preparation animation.
0x107<pos> ???
Punch preparation animation (clap hands). The argument is unknown, but is 1 for the second clap and 0 for others.
0x108-0x110 - Space Gramps Animations¶
0x108
Space Gramps beat (bob) animation.
0x109
Space Gramps pose animation.
0x10A
Space Gramps sit animation.
0x10B
Space Gramps punch animation.
0x10C
Space Gramps pose preparation animation.
0x10D
Space Gramps sit preparation animation.
0x10E<hand>
Space Gramps punch preparation animation (fist pump). If hand is 1, uses left hand, if 0, uses right hand.
0x10F
Space Gramps starts talking.
0x110
Space Gramps stops talking.
0x111 - Background Movement¶
0x111 hspeed, hdir, vspeed, vdir
Sets background movement. Sets horizontal speed to hspeed (unit unknown), horizontal direction to right if hdir
is 0, left if hdir is 1. Sets vertical speed to vspeed, vertical direction to down if vdir is 0, up if
vdir is 1.
List of subs¶
All the following are asynchronous subroutines. Note that these assume that getrest 0 and getrest 1
are set to appropriate values that add up to one beat. In Space Dance, both are a half-beat, 0x18 ticks. In Cosmic
Dance, getrest 0 is 0x20 ticks and getrest 1 is 0x10 ticks.
- 0x56
- A full punch, such that the input occurs one beat and
getrest 0ticks later, with regular voice SFX. - 0x57
- A full punch, with Space Gramps voice SFX.
- 0x58
- A full punch, with both regular and Space Gramps voice SFX.
- 0x59
- A full pose, such that the input occurs one beat later, with regular voice SFX.
- 0x5A
- A full pose, with Space Gramps voice SFX.
- 0x5B
- A full pose, with both regular and Space Gramps voice SFX.
- 0x5C
- A full sit, such that the input occurs one beat later, with regular voice SFX.
- 0x5D
- A full sit, with Space Gramps voice SFX.
- 0x5E
- A full sit, with both regular and Space Gramps voice SFX.
- 0x5F
- Space Gramps punch animation, including preparation. This is a sub because the timing depends on the values of
getrest 0andgetrest 1.
Tap Trial (0xC)¶
0x102 - Animations¶
0x102 type
Does an animation. Animations include associated sound effects. Values for type are:
- 0: Ready single tap
- 1: Ready double tap (pose only)
- 4: Single tap
- 5: Tap to the left (part of double tap)
- 6: Tap to the left (part of triple tap)
- 7: Tap to the right (part of triple tap)
- 8: Ready triple tap (part 1)
- 9: Crouch down (jump preparation)
- 0xA: Jump up (type 1; used when landing into crouch)
- 0xB: Jump up (type 2)
- 0xC: Land from jump
- 0xE: Land into crouch
- 0xF: double tap “ook”
- 0x10: Ready triple tap (part 2)
0x104 - Unknown¶
0x104
0x106 - Giraffe thought¶
0x106
Removes giraffe thought bubble.
0x106<1> ???
Conditionally makes the giraffe think a random message if the player got the last input. The argument can be 0 through 2.
0x107 - Custom giraffe thought¶
0x107<1> string
The giraffe thinks a message from the script, namely the message corresponding to the name pointed to by string.
0x107<2>
Removes giraffe thought bubble.
0x108 - Background acceleration¶
0x108
Turns on background acceleration.
0x108<1>
Turns off background acceleration.
List of subs¶
All the following are synchronous subroutines.
- 0x56
- Full single tap
- 0x57
- Full double tap
- 0x58
- Jump preparation
- 0x59
- Jump into crouch
- 0x5A
- Jump into pose
- 0x5B
- Full triple tap
Ninja Bodyguard (0xD)¶
0x101 - Change scene¶
0x101<scene>
Changes the scene. Values for scene are:
- 0: View of archers
- 1: Middle view (intro cinematic)
- 2: View of lord/ninja
0x102 - Archer control¶
0x102 num
Places num archers. Up to 6 archers are supported; 7 or more results in many off-screen archers.
0x102<1> pos
The pos th archer from the right, starting at 0, draws their bow. If pos is -1 (which it almost always is), all archers
draw their bows.
0x102<2> pos
The pos th archer from the right, starting at 0, releases their bow and shoots an arrow.
0x104 - Intro animations¶
0x104
The enemy arrow flies from one tower to another.
0x104<1>
The enemy arrow lands on the player’s wall.
0x104<2>
The ninja falls into position. (Used in remixes for the ninja to appear during transition)
0x104<3>
The ninja gets his sword ready.
0x104<4> time
The sensei walks to the center of the wall in time ticks.
0x104<5>
The sensei faces the other way in confusion.
Airboarder (0xE)¶
0x100 - Spawn blocks¶
0x100 time, type
Spawns blocks (along with the corresponding button input), such that the player reaches them after time ticks.
Values for type are:
- 0: Hop
- 1: Squat
0x101 - Switch camera¶
0x101 cam
Switches to camera number cam. There are three cameras, 0 through 2.
0x102 - Instant camera control¶
0x102 cam, pos, var
Sets the position of camera number cam to a preset position depending on pos and var.
0x102<1> cam, pos, var
Sets the focus (where camera is looking) of camera number cam to a preset position depending on pos and var.
0x102<2> cam, x, y, z
Sets the position of camera number cam to a vector defined by x, y and z, relative to the frontmost
airboarder(?)
0x102<3> cam, x, y, z
Sets the focus of camera number cam to a vector defined by x, y and z.
0x102<4> cam, ???
Unknown, maybe zoom?
0x103 - Smooth camera control¶
0x103 is identical to 0x102, with the difference that 0x103 camera changes occur over time, and two extra arguments
are added, interp and time. interp determines the interpolation used to move the camera smoothly.
time determines how long the movement takes. For example, 0x102 cam, pos, var turns into
0x103 cam, interp, time, pos, var.
0x105 - Airboarder Animation¶
0x105 pos
Does the beat animation for the pos th airboarder, starting from 0.
0x105<1> pos
Does the ducking animation for the pos th airboarder from the front, starting from 0.
0x105<2> pos
The pos th airboarder from the front, starting from 0, stops ducking.
0x105<3> pos
The pos th airboarder from the front, starting from 0, starts the charging animation.
0x105<4> pos
The pos th airboarder from the front, starting from 0, jumps.
0x106 - Charging¶
0x106 flag
Sets whether the airboarders are charging up for a jump. If flag is 1, it will be possible to charge and jump, otherwise
not.
List of subs¶
All the following are asynchronous subroutines.
- 0x56
- Beat animations every beat, forever.
- 0x57
- A full duck cue, such that the input is 28 beats later.
- 0x58
- A full duck cue enabling charging, such that the input is 28 beats later.
- 0x59
- A full jump cue without voice SFX at the start, such that the input is 28 beats later.
- 0x5A
- A full jump cue with voice SFX at the start, such that the input is 28 beats later.
Lockstep (0xF)¶
0x100 - Cue¶
0x100 type, time
Sets up a button input for after time ticks. Values for type are:
- 0: Off-beat (to the right)
- 1: On-beat (to the left)
0x102 - Step animation¶
0x102
Does the step/cue animation for all Stepswitchers except the player’s.
0x103 - Set Direction¶
0x103 dir
Sets the direction in which all Stepswitchers will step. If dir is 0, it’s offbeat/to the right. If dir is 1, it’s
onbeat/to the left.
0x104 - Change View¶
0x104 type
Sets the view (zoom in most cases). Values for type are:
- 0: Regular zoom level.
- 1: Zoomed out.
- 2: Zoomed out further.
- 3: Zoomed out yet further.
- 4: Zoomed out the furthest (portraits are visible).
- 5: Practice view.
0x105 - Background color¶
0x105 color
Sets the color of the background. Values for color are:
- 0, 2, 4, 6: Pink
- 1, 3, 5, 7: Purple
List of subs¶
All the following are asynchronous subroutines.
- 0x56
- On-beat marching for 4 beats, starting the next beat.
- 0x57
- Transition from on-beat to off-beat marching, takes 4 beats, starting the next beat.
- 0x58
- Off-beat marching for 4 beats, starting the next beat.
- 0x59
- Transition from off-beat to on-beat marching, takes 4 beats, starting the next beat.
- 0x5A
0x104 0.- 0x5B
0x104 1.- 0x5C
0x104 2.- 0x5D
0x104 3.- 0x5E
0x104 4.- 0x5F
0x104 5.- 0x60
- Background transition to off-beat, to be called one beat after 0x57.
- 0x61
- Background transition to on-beat, to be called one beat after 0x59.
- 0x62
- Voice clip for start of on-beat marching (“Hai!”).
- 0x63
- Voice clip for transition to off-beat (“Hai hai hai ha-HA!”).
- 0x64
- Voice clip for off-beat marching after transition (“Hop hop hop hop”).
- 0x65
- Voice clip for transition to on-beat (“Hm-ha hm-ha”).
- 0x66
- Voice clip for transition to on-beat with hops (“Hop hop hm-ha hm-ha”).
Blue Birds (0x10)¶
0x100 - Input/cue¶
0x100<type>
Cues an input according to type one beat later. Values for type are:
- 0: Peck (A press)
- 1: Stretch prepare (start holding A)
- 2: Stretch (stop holding A)
0x101 - Beat animation¶
0x101<pos>
Does the beat animation for the pos th character from the right, starting at 0.
0x103-0x107 - Blue Birds Animations¶
0x103 part, pos
Does an animation depending on part for the pos th bird from the right, starting at 0. Values for part are:
0: Crouch down (part 1 of peck preparation)
1: Stretch up (part 2 of peck preparation)
0x104<pos>
The pos th bird from the right pecks its beak once.
0x105 part, pos
Does an animation depending on part for the pos th bird from the right, starting at 0. Values for part are:
0: Determined look (part 1 of stretch preparation)
1: Determined look with star (part 2 of stretch preparation)
0x106<pos>
The pos th bird from the right starts charging up for a stretch.
0x107<pos>
The pos th bird from the right stretches its neck.
0x108 - Unknown¶
An unknown operation 0x108 0 appears at the start of practices.
0x10A - Show Memory¶
0x10A<num>
Shows the num th memory, in the order they appear in the rhythm game Blue Birds, starting from 0.
List of subs¶
All the following are asynchronous subroutines.
- 0x57
- A full “peck your beak” cue, such that the first input is two beats after the start.
- 0x58
- “Peck your beak” voice clip. (included in 0x57 and 0x61)
- 0x59
- Captain beak movement pattern for the “peck your beak” cue. (included in 0x57 and 0x61)
- 0x5A
- Relevant animations for the “peck your beak” cue. (included in 0x57)
- 0x5B
- A full “stretch out your neck” cue, such that the first input is 4 and a half beats after the start.
- 0x5C
- “Stretch out your neck” voice clip. (included in 0x5B and 0x5F)
- 0x5D
- Captain beak movement pattern for the “stretch out your neck” cue. (included in 0x5B and 0x5F)
- 0x5E
- Relevant animations for the “stretch out your neck” cue. (included in 0x5B)
- 0x5F
- A full “stretch out your neck” cue, where the first part of the preparation animation is skipped.
- 0x60
- Relevant animations for the “stretch out your neck” cue, except the first part of the preparation animation. (included in 0x5F)
- 0x61
- A full “peck your beak” cue, without the first part of the preparation animation.
- 0x62
- Relevant animations for the “peck your beak” cue, without the first part of the preparation animation. (included in 0x61)
The Dazzles (0x11)¶
0x100 - Input¶
0x100 type, time
Cues up a button input depending on type after time ticks. Values for type are:
- 0: Stop holding A
- 1: Start holding A
0x101 - Enable/Disable Beat Animations¶
0x101 flag
Enables beat animations for all Dazzlers if flag is 1, disables if 0.
0x102 - Animations¶
0x102
Does the beat animation for all Dazzles.
0x102<1> x, y
The y th Dazzle from the top on the x th row (both starting from 0) starts crouching.
0x102<2> x, y
Unknown. Only used at the start of the game, and only on the player’s Dazzle.
0x102<3>
All Dazzles start charging up.
0x102<4> x, y
The specified Dazzle poses.
0x102<5>
All Dazzles stop posing.
0x103 - Charging¶
0x103 flag
Sets whether the Dazzles are charging for a pose (whether the player can pose). If flag is 1, enables, if 0, disables.
0x104 - Un-darken¶
0x104 x, y
Un-darkens the specified Dazzle. Only used with the player’s dazzle at the end of release cues.
0x105 - Player pose effect¶
0x105 type
Sets which visual effect occurs when the player successfully poses for a cue. Values for type are:
- 0: Stars in a circle from the player’s hand.
- 1: Stars with Play-yan.
0x106 - Shrink square¶
0x106 x, y, time
The specified Dazzle’s yellow square shrinks over time ticks.
List of subs¶
All the following are asynchronous subroutines. Posing patterns are described in a 2x6 grid of numbers, the numbers representing the order in which the Dazzles pose. Identical numbers are simultaneous.
- 0x56
- Countdown voice clips (“Three, two”), timed such that the first voice clip is four beats after the start.
- 0x57
- Dazzles start crouching from left to right. (no voice clips)
- 0x58
- Dazzles start crouching all at once. (unused; no voice clips)
- 0x59
- Dazzles start crouching from left to right 4 beats after start. (with voice clips)
- 0x5A
- Dazzles start crouching all at once 4 beats after start. (with voice clips)
- 0x5B
Posing pattern:
123 123
There is one beat between each pose.
- 0x5C
Posing pattern:
123 123
There is one beat between each pose, but the first pose only takes a half beat.
- 0x5D
Posing pattern (unused):
145 236
There is a half beat between each pose.
- 0x5E
Posing pattern (unused):
123 456
There is a half beat between each pose, with a beat delay between poses 3 and 4.
- 0x5F
Posing pattern:
153 426
There is a three-quarter beat between each pose, but only a half-beat between poses 3 and 4.
- 0x60
Posing pattern:
111 222
There are two beats between the poses.
Freeze Frame (0x12)¶
0x100 - Input¶
0x100 car, time
An input for a picture of car number car is cued for after time ticks.
0x101 - Beat animation¶
0x101 type
The beat animation is played for the photographer. The exact function of type is unknown, but beat animation calls
alternate between 1 and 0 for type.
0x103 - Car Control¶
0x103 car, type
Sets car number car to a type determined by type. Values for type are:
0: Yellow car
1: Red car
0x103<1> car, x0, x1, time
Moves car number car in the background from x0 to x1 over time ticks. Positions are in units to the
right of the center (possibly pixels).
0x103<2> car, x0, x1, time
Moves car number car in the foreground from x0 to x1 over time ticks.
0x104 - Performance Display¶
0x104
Starts recording player performance for display.
0x104<1> flag
Shows performance (thumbs up, side or down) if flag is 1, hides it if 0.
0x104<2>
Sets the conditional variable to player performance (0 is thumbs up, 1 is side, 2 is down).
0x105 - Photograph Display¶
0x105 car, flag
Shows the photograph for car number car if flag is 1, hides if 0.
0x107 - Stoplight Control¶
0x107
Shows the stoplights.
0x107<1>
Hides the stoplights.
0x107<2> n
Turns on the n th stoplight, starting from 1.
0x108 - People in foreground¶
0x108 num, type
A person walks across the foreground. num is the “slot” for the person, and people in higher slots appear behind
of people in lower slots. Used values for type are:
- 0: Man wearing white shirt walking left.
- 2: Woman walking left.
- 4: Man wearing blue shirt walking right.
List of subs¶
All the following are asynchronous subroutines.
- 0x56
- One yellow car cue; photograph disappears quickly. (unused)
- 0x57
- One yellow car cue.
- 0x58
- Two yellow cars cue.
- 0x59
- Two yellow cars cue; photographs appear sequentially instead of simultaneously.
- 0x5A
- Three yellow cars cue.
- 0x5B
- Three yellow cars cue; photographs appear sequentially instead of simultaneously.
- 0x5C
- Red car cue; photograph disappears quickly.
- 0x5D
- Red car cue.
Glee Club (0x13)¶
0x100 - Input¶
0x100 type
An input is cued for after one beat. Values of type are:
- 0: Release A (start singing)
- 1: Release A (“Together now”)
- 2: Hold A (stop singing)
0x101 - Shut your Yap¶
0x101<1>
Sets the conditional variable to 1 if you are holding A, 0 otherwise.
0x102 - Unknown¶
0x102 ???
Unknown. 0x102 0 appears at the start of Glee Club and Glee Club 2, but not in remixes.
0x104 - Voice Control¶
0x104 pos, type, sfx, ???, pitch
Sets the sound effect that plays when the pos th Chorus Kid from the left (starting at 0) performs an action depending
on type. The sound effect that plays has SFX ID sfx and is pitch-shifted up by pitch (can be negative).
Note that the standard singing sound effect is 0x1000DAF, the sound effect to stop singing is 0x1000DB1, and
the sound effect for screaming is 0x1000DB0. Values for type are:
0: Singing
1: Screaming
2: Stop singing
0x104<1> pos, type, ???
The pos th Chorus Kid performs an action depending on type. Third argument is unknown, is usually 0. Values
for type are:
0: Singing
1: Screaming
2: Stop singing
0x104<2> pos
Unknown.
0x105 - Conductor Animations¶
0x105
Idle animation.
0x105<1>
The conductor raises his baton.
0x105<2>
The conductor snaps his baton.
List of subs¶
Only one relevant subroutine exists. It is synchronous.
- 0x56
- Shows the “shut your yap” message until the player shuts their yap.
Frog Hop (0x14)¶
0x100 - Input¶
0x100 type, time
Cues an input depending on type for after time ticks. Values for type are:
- 0: Press A.
- 1: Start holding B.
- 2: Release B.
0x102 - Frog SFX¶
0x102 sfx
Plays the SFX with ID sfx (a voice clip), with the four dancer frogs “speaking” the SFX. Sound depends on player
performance.
0x103 - Frog Animations¶
For the purposes of all 0x103 operations, frog positions are as follows: The blue foreground frog is 0, the orange
foreground frog is 1, and the four background frogs are 2 through 5, from left to right.
0x103 pos
Does the beat animation for the frog at position pos.
0x103<1> pos
The frog at position pos shakes their hips.
0x103<2> pos
The frog at position pos does a long hip shake animation.
0x103<3> pos
The frog at position pos does the first part of the spin animation.
0x103<4> pos
The frog at position pos does the second part of the spin animation.
0x103<5> pos, type
The frog at position pos moves their mouths depending on type. Values of type are:
- 0: Open mouth wide briefly.
- 1: Open mouth narrowly.
- 2: Open mouth wide.
- 3: Open mouth wide horizontally.
List of subs¶
Frog Hop has nearly 100 different useful subroutines. Some are synchronous, and some are asynchronous.
- 0x56
- Beat animation for all frogs. (sync)
- 0x57
- Hip shake for foreground frogs. (sync)
- 0x58
- Hip shake for background frogs. (sync)
- 0x59
- Long hip shake for foreground frogs. (sync)
- 0x5A
- Long hip shake for background frogs. (sync)
- 0x5B
- Spin part 1 for foreground frogs. (sync)
- 0x5C
- Spin part 1 for background frogs. (sync)
- 0x5D
- Spin part 2 for foreground frogs. (sync)
- 0x5E
- Spin part 2 for background frogs. (sync)
- 0x5F
- The spotlights change to the background frogs after 1 beat. Then change back to foreground frogs after 2 beats. (async)
- 0x60
- Hip shake SFX. (sync)
- 0x61
- “Yeah” voice clip, along with mouth movement for the orange frog. (async)
- 0x62
- “Ya-” voice clip, along with mouth movement for the orange frog. (async)
- 0x63
- “-Hoo!” voice clip, along with mouth movement for the orange frog. (async)
- 0x64
- “-Hoo!” voice clip; mouth stays open longer. (async)
- 0x65
- “Yeah-yeah-yeah” voice clip, along with mouth movement for orange frog; mouth stays open throughout. (async)
- 0x66
- “Spin it” voice clip, along with speech bubble and mouth movement for orange frog. (async)
- 0x67
- “Boys!” voice clip, along with mouth movement for orange frog. (async)
- 0x68
- “Yeah” voice clip, along with mouth movement for background frogs. (async)
- 0x69
- “Ya-” voice clip, along with mouth movement for background frogs. (async)
- 0x6A
- “-Hoo!” voice clip, along with mouth movement for background frogs. (async)
- 0x6B
- “-Hoo!” voice clip; mouths stay open longer. (async)
- 0x6C
- “Yeah-yeah-yeah” voice clip, along with mouth movement for background frogs; mouths stay open throughout. (async)
- 0x6D
- “Spin it” voice clip, along with mouth movement for background frogs. (async)
- 0x6E
- “Spin it” voice clip; alternate mouth movement. (async)
- 0x6F
- “Boys!” voice clip, along with mouth movement for background frogs. (async)
- 0x70
- Four hip shake animations in a row for foreground frogs; uses sub 0x57. (async)
- 0x71
- Four hip shake animations in a row for background frogs; uses sub 0x58. (async)
- 0x72
- Four A press inputs in a row, starting one beat after the start of the sub. (async)
- 0x73
- Hip shake SFX four times in a row; uses sub 0x60. (async)
- 0x74
- Four full hip shake cues in a row; combines the previous four subs. (async)
- 0x75
- Two hip shake animations in a row for foreground frogs; uses sub 0x57. (async)
- 0x76
- Two hip shake animations in a row for background frogs; uses sub 0x58. (async)
- 0x77
- Two A press inputs in a row, starting one beat after the start of the sub. (async)
- 0x78
- Hip shake SFX two times in a row; uses sub 0x60. (async)
- 0x79
- Two full hip shake cues in a row; combines the previous four subs. (async)
- 0x7A
- A triple hip shake animation, for foreground frogs; uses subs 0x57 and 0x59. (async)
- 0x7B
- Two hip shake animations, followed by a triple hip shake animation, for background frogs; uses subs 0x58 and 0x5A. (async)
- 0x7C
- Two A press inputs one beat apart, followed by three A press inputs a half-beat apart, starting one beat after the start of the sub. Also includes player’s “yeah-yeah-yeah” voice clips. (async)
- 0x7D
- “Yeah-yeah-yeah” voice clips for both the orange frog and background frogs; uses sub 0x60, and subs 0x61 and 0x68. (async)
- 0x7E
- A full “yeah-yeah-yeah” cue; combines subs 0x7A through 0x7D, as well as 0x5F. (async)
- 0x7F
- “Yeah-yeah-yeah” voice clips for both the orange frog and background frogs; mouths stay open throughout. (async)
- 0x80
- A full “yeah-yeah-yeah” cue; combines subs 0x7A, 0x7B, 0x7C, 0x7F, and 0x5F (mouths stay open throughout). (sync; unused)
- 0x81-0x84
- Identical to 0x7A-0x7D, except there is a preceding hip shake. (async)
- 0x85
- A full “yeah-yeah-yeah” cue, with a preceding hip shake; combines the previous four subs, as well as 0x5F.
- 0x86
- Identical to 0x7F, except there is a preceding hip shake. (async)
- 0x87
- Identical to 0x80, except there is a preceding hip shake. (async)
- 0x88-0x8E
- Identical to 0x7A-0x80, except there is no preceding hip shake. (async)
- 0x8F
- One hip shake animation, followed by a “ya-hoo!” pattern animation, for foreground frogs; uses subs 0x57 and 0x59. (async)
- 0x90
- Three hip shake animations, followed by a “ya-hoo!” pattern animation, for background frogs; uses subs 0x58 and 0x5A. (async)
- 0x91
- Three A press inputs one beat apart, followed by A press inputs in a “ya-hoo!” pattern (two a half-beat apart), starting one beat after the start of the sub. Also includes the player’s “Ya-hoo!” voice clips. (async)
- 0x92
- One hip shake SFX, followed by “Ya-hoo!” voice clips for both the orange frog and background frogs; uses sub 0x60, and subs 0x62, 0x63, 0x69, and 0x6A. (async)
- 0x93
- A full “Ya-hoo!” cue; combines sub 0x8F-0x92, as well as 0x5F. (async)
- 0x94
- One hip shake SFX, followed by “Ya-hoo!” voice clips for both the orange frog and background frogs. Mouths stay open longer; uses sub 0x60, and subs 0x62, 0x64, 0x69, and 0x6B. (async)
- 0x95
- Identical to 0x7F, except there is a 1 beat delay. (async) A full “Ya-hoo!” cue. Mouths stay open longer; combines subs 0x8F-0x91, 0x94, and 0x5F. (async)
- 0x96-0x99
- Identical to 0x88-0x8B, except there is no preceding hip shake. (async)
- 0x9A
- A full “Ya-hoo!” cue without preceding hip shake; combines the previous four subs, as well as 0x5F. (async)
- 0x9B
- Identical to 0x8C, except there is no preceding hip shake. (async)
- 0x9C
- A full “Ya-hoo!” cue without preceding hip shake. Mouths stay open longer; combines subs 0x8F-0x91, 0x94, and 0x5F. (async)
- 0x9D
- Three hip shake animations in a row for foreground frogs, starting one beat after the start of the sub. Uses sub 0x57. (async)
- 0x9E
- Three hip shake animations in a row for background frogs, starting one beat after the start of the sub. Uses sub 0x58. (async)
- 0x9F
- Three A press inputs in a row one beat apart, starting two beats after the start of the sub. (async)
- 0xA0
- Three hip shake sound effects in a row, starting one beat after the start of the sub. Uses sub 0x60. (async)
- 0xA1
- Three full hip shake cues, starting two beats after the start of the sub; combines the previous four subs. (async)
- 0xA2-0xA6
- Identical to 0x96-0x9A, except there is only one hip shake instead of three. (async)
- 0xA7
- A full spin animation for foreground frogs. Uses subs 0x5B and 0x5D. (async)
- 0xA8
- Two hip shake animations, followed by a full spin animation for background frogs. Uses subs 0x5C and 0x5E. (async)
- 0xA9
- Two A press inputs one beat after the start of the sub, followed by a B hold-and-release. Also includes player’s “Spin it, boys!” voice clips. (async)
- 0xAA
- “Spin it, boys!” voice clips for both the orange frog and background frogs; uses subs 0x66, 0x67, 0x6D and 0x6F. (async)
- 0xAB
- A full “Spin it, boys!” cue; combines the previous four subs, as well as 0x5F. (async)
- 0xAC
- “Spin it, boys!” voice clips for both the orange frog and background frogs; alternate mouth movement for background frogs. Uses subs 0x66, 0x67, 0x6D and 0x6E. (async)
- 0xAD
- A full “Spin it, boys!” cue; combines subs 0xA0-0xA3, 0xA5 and 0x5F. (sub; unused)
- 0xAE-0xB1
- Identical to 0xA0-0xA3, except there is only one preceding hip shake. (async)
- 0xB2
- A full “Spin it, boys!” cue with only one preceding hip shake; combines the previous four subs, as well as 0x5F. (async)
- 0xB3
- Identical to 0xA5. (async)
- 0xB4
- Identical to 0xA6, but with only one preceding hip shake. Combines subs 0xA7-0xA9, 0xAC and 0x5F. (async)
- 0xB5
- “One, two, three, four!” count-in with mouth movements for the orange frog. (async)
Fan Club (0x15)¶
0x100 - Input¶
0x100<type>
Cues an input for one half-beat after the operation, depending on type. Values for type are:
- 0: A press. (can be omitted)
- 1: Start holding A.
- 2: Release A.
0x101-0x106 - Monkey Animations¶
0x101<1>
Beat animation for all monkeys.
0x102<1>
All monkeys put their hands up to clap.
0x102<2>
All monkeys put their hands up to clap while shaking.
0x103 pos
One monkey claps depending on pos.
0x103<1>
All monkeys clap.
0x104 pos
One monkey stops clapping depending on pos.
0x104<1>
All monkeys stop clapping.
0x105<1>
All monkeys start charging for a jump.
0x106<1>
All monkeys jump.
0x107-0x111 - Performer Animations¶
For the purposes of all operations in this category, performer indices are as follows: The singer is 0, left backup is 1, right backup is 2.
0x107 i
Beat animation for the performer at index i.
0x108 i
Beat animation with one hand raised.
0x109 flag, i
Hand twirl animation. If flag is 1, adds stars.
0x10A i
Clap animation.
0x10B i
Stretch animation.
0x10C i
Jump animation.
0x10D i
After-jump animation.
0x10E
Singer does “I suppose” animation.
0x10F
Singer does beat animation after “I suppose”.
0x110 i, dist, type
The performer at index i slides dist units to one direction, doing one of two animations determined by
type (0 or 1). Never used for singer.
0x111 flag, i
Sets the performer at i to visible if flag is 1, invisible if 0.
0x112 - Lights¶
0x112
The lights flash.
0x112<1> flag
The stars (in Fan Club 2) start flashing if flag is 1, stop if 0.
0x112<2>
The lights (in Fan Club 2) flash in the first color scheme.
0x112<3>
The lights (in Fan Club 2) flash in the second color scheme.
List of subs¶
All the following are asynchronous subroutines.
- 0x57
- A full 4-clap cue, including animations and inputs.
- 0x58
- A full “I suppose” cue, including animations and inputs.
- 0x59
- A full “I suppose” cue; different monkey voice clip.
- 0x5A
- A full “I suppose” cue; different monkey voice clip.
- 0x5B
- A full “I suppose” cue; different monkey voice clip.
- 0x5C
- A full “I suppose” cue; different monkey voice clip.
- 0x5D
- A full “oh” cue, including animations, inputs, and voice clip.
- 0x5E
- Inputs for a 4-clap cue, starting one beat after the start of the sub.
- 0x5F
- Inputs for an “I suppose” cue.
- 0x60
- Inputs for an “oh” cue.
- 0x61
- Monkeys start clapping forever one after another (end of Fan Club 2).
Dog Ninja (0x16)¶
0x100 - Input/Throw Objects¶
0x100 time, obj1, obj2
Spawns objects, to be cut after time ticks. obj1 is the object coming from the right, obj2 from the left.
Values for obj1 and obj2 are:
- 0: Cucumber.
- 1: Broccoli.
- 2: Apple.
- 3: Carrot.
- 4: Potato.
- 5: Bone.
- 6: Yellow pepper.
- 7: Tire.
- 8: Frying pan.
- 9: Game crash!
- 0xA: Nothing.
0x102 - Cut Everything!¶
0x102 flag
Shows the bird holding a sign saying “cut everything” if flag is 1, hides if 0.
Rhythm Rally (0x17)¶
Note: Units for arc height seem to be arbitrary. Arc height of a standard 1-beat bounce is 0x3E8 (1000), that of a 2-beat bounce is 0xBB8 (3000), and that of a half-beat bounce is 0x29E (670).
0x100 - Input¶
0x100 ???, height, time
The player will have an input after time ticks, after which the ball will bounce to the other side of the table
over time ticks with an arc height of height. The first argument is 1 in a turbo rally, and 0 otherwise.
0x101 - Bounce Ball¶
0x101 type, height, time
The ball will bounce to a point determined by type over time ticks, with an arc height of height.
Values for type are:
- 1: The opponent’s paddle.
- 2: The player’s side of the table.
- 3: The player’s paddle.
- 5: The opponent’s hand. (when serving)
0x102 - Player Performance¶
0x102
Sets the conditional variable to 1 if the player failed an input since the last 0x102<1>, and 0 otherwise.
0x104-0x107 - Paddler Animations¶
0x104 i
A paddler corresponding to i does a beat animation. 0 is the opponent, 1 is the player.
0x105 i
A paddler corresponding to i readies themselves to hit the ball.
0x106 i
A paddler corresponding to i hits the ball.
0x107 i
A paddler corresponding to i throws their arms up in victory.
List of subs¶
All the following are asynchronous subroutines.
- 0x56
- A single regular, 1-beat rally.
- 0x57
- A single regular, 2-beat rally.
- 0x58
- A single regular, half-beat rally. (turbo rally)
- 0x59
- A single half-beat rally, where the player hits the ball as though it were a 1-beat rally. (fast rally)
- 0x5A
- Fast rally cue sound, two beats after the start of the sub.
- 0x5B
- Turbo rally cue sound.
Fillbots (0x18)¶
0x100 - Input/Fill Robot¶
0x100 len
Sets up a full robot cue, including the inputs for holding and releasing A, 4 beats after the operation. Values for len are:
- 0: Small Fillbot
- 4: Normal Fillbot
- 7: Large Fillbot
Note that, while these values seem to suggest some correlation to the amount of beats A needs to be held, the values between these result in, while strictly increasing, odd non-linearly increasing times.
0x101 - Nozzle Control¶
0x101
Beat animation for nozzle.
0x101<2> type
Sets how low the nozzle goes if you press A. If type is 1 it will go down to small fillbot level, otherwise normal level.
0x102 - Robot Animations¶
0x102 type, end
Assembles a robot of type type after half a beat. If end is 1, the robot will go off-screen after the cue, if 0, it will stay
in place. Values for type are:
0: Normal fillbot.
1: Large fillbot.
2: Small fillbot.
0x102<1> type, end, time
Same as the previous, but the robot gets assembled after time ticks instead of a half beat.
0x102<3>
Beat animation for robot.
0x106 - Factory Screen?¶
0x106 bflyt
Takes the name of a .bflyt file and shows the factory screen (?).
List of subs¶
All the following are asynchronous subroutines.
- 0x5D
- Beat animations every beat for 4 beats.
- 0x5E
- Beat animations every beat for 8 beats.
- 0x5F
- Beat animations every beat for 16 beats.
- 0x60
- Beat animations every beat for 32 beats.
- 0x61
- Beat animations every beat for 64 beats.
- 0x62
- Beat animations every beat for 128 beats.
- 0x63
- Beat animations every beat, forever.
- 0x64-0x6B
- Robot cues with
0x100values 0-7 in order, all stay stationary after cue. 0, 4, and 7 (0x64, 0x68, 0x6B) are their respective robot types, others are normal fillbots graphically. - 0x6C-0x73
- Same as previous 8, but they go off-screen after cue. Of note are 0x6C, 0x70, 0x73, the used patterns.
Shoot-‘Em-Up (0x19)¶
0x100 - Spawn Alien¶
0x100 pos, time
Spawns an alien at a position determined by pos, to be shot after time ticks. Values for pos are:
- 0: Far top left corner.
- 1: Far top right corner.
- 2: Slightly down and right from 0.
- 3: Slightly down and left from 1.
- 4: Slightly down and right from 2.
- 5: Slightly down and left from 3.
- 6: Slightly to the left of the center.
- 7: Slightly to the right of the center.
- 8: In the center.
- 9: Nearly identical to 6.
- 0xA: Nearly identical to 7.
- 0xB: Left and slightly down from the center.
- 0xC: Right and slightly down from the center.
- 0xD: Down and left from 0xB.
- 0xE: Down and right from 0xC.
- 0xF: Slightly down and left from 0xD. (far bottom left corner)
- 0x10: Slightly down and right from 0xE. (far bottom right corner)
0x102 - Metal Doors¶
0x102 1
Spawns metal doors for the opening of Shoot-‘Em-Up 1.
0x102<n>
Reveals part of the game, removing one of the three doors. n is which door to open, starting from 0, in the order
they are opened in Shoot-‘Em-Up 1.
0x103 - Screen Control¶
0x103
The screen that looks suspiciously like a Wii U GamePad is brought into view.
0x103<1>
The screen is hidden.
0x104 - Radio Lady Control¶
0x104
The radio lady pops up on the screen.
0x104<1>
The radio lady is removed from view.
0x104<2>
Beat animation for radio lady.
0x104<3> num
The radio lady opens her mouth num times, simulating speech.
List of subs¶
All the following are asynchronous subroutines.
- 0x56-0x66
- An alien is spawned at position 0-0x10 respectively a half beat later, along with a sound effect, to be shot 4 beats after it appears.
- 0x67-0x77
- An alien is spawned at position 0-0x10 respectively a half beat later, along with a sound effect, to be shot 8 beats after it appears.
Big Rock Finish (0x1A)¶
0x100 - Input¶
0x100 time, type
Cues up an A press input after time ticks. If type is 1, the player will also jump up (final strum in a cue).
0x102 - Guitar Sound Control¶
0x102 short, long
Sets the length of a short and long guitar strum sound in ticks.
0x102<1> pitch
Sets the pitch relative to the base guitar sound in semitones.
0x103 - Light Patterns¶
0x103 type
Causes a light overlay effect to occur. Values for type are:
- 0: Nothing.
- 1: Green swirl pattern. (as in BRF Patterns A, D, G)
- 2: Blue dot pattern. (as in BRF Patterns B, E, H)
- 3: Red pattern. (as in BRF Patterns C, F)
- 4: White flash. (when strumming)
0x105 - Green Ghost Animations¶
0x105
Green ghost beat animation.
0x105<1>
Green ghost ready animation.
0x105<3>
Green ghost strum animation.
0x105<4>
Green ghost long strum animation.
0x106 - Drummer Animations¶
0x106
Bass drum animation.
0x106<1>
Snare drum animation.
0x106<2>
Hi-hat animation.
0x106<3>
Cymbal animation.
0x106<4>
Right tom animation.
0x106<5>
Left tom animation.
List of subs¶
All the following are asynchronous subroutines unless noted otherwise.
- 0x57
- Player and green ghost animations for a regular guitar cue.
- 0x58
- Drummer animations for a regular guitar cue.
- 0x59
- Audience animations for a regular guitar cue.
- 0x5A
- Inputs for a regular guitar cue.
- 0x5B
- A full regular guitar cue.
- 0x5C
- Player and green ghost animations for a swingy guitar cue.
- 0x5D
- Drummer animations for a swingy guitar cue.
- 0x5E
- Audience animations for a swingy guitar cue.
- 0x5F
- Inputs for a swingy guitar cue.
- 0x60
- A full swingy guitar cue.
- 0x61
- Player and green ghost animations for a double-speed guitar cue.
- 0x62
- Drummer animations for a double-speed guitar cue.
- 0x63
- Audience animations for a double-speed guitar cue.
- 0x64
- Inputs for a double-speed guitar cue.
- 0x65
- A full double-speed guitar cue.
- 0x66 (synchronous)
- Beat animations for the player, green ghost and audience.
- 0x67
- Four beat animations for the player, green ghost and audience.
- 0x68
- “Thank you” voice clip.
- 0x6B-0x72
- Drum patterns for songs A-H respectively.
Munchy Monk (0x1B)¶
0x100 - Input¶
0x100 type
Sets an input. Values for type are:
- 0: “One” dumpling, input is after 1 beat.
- 1: Second dumpling in “Two” cue; input after 1.5 beats.
- 2: Second and third dumplings in “Three” cue; input after a half beat.
0x102 - Spawn Dumpling¶
0x102 color
A dumpling is spawned into the player’s hand. Up to two can be stacked; stacking more than two will crash the game.
Values for color are:
- 0: White.
- 1: Pink.
- 2: Green.
0x103 - Hand Control¶
0x103 type
A hand is spawned to give the player dumplings. Values for type are:
- 0: Hand used in “one” cue.
- 1: Hand used in “two” cue.
- 2: Hand used in “three” cue.
0x103<1>
Removes the hand.
0x107 - Background Movement¶
0x107 flag, ???
The background starts moving if flag is 1. The second argument is unknown, possibly speed or time it takes to start
moving at full speed.
List of subs¶
All the following are asynchronous subroutines. All are such that the first dumpling will be placed into the Monk’s hand one beat after the start of the sub.
- 0x56
- “One, go!” cue.
- 0x57
- “T-Two, go-go!” cue.
- 0x58
- “Three, go go go!” cue.
Built to Scale (0x1C)¶
0x101 - Paddle Control¶
Note that when a paddle number is an argument, it’s the nth paddle from the left, starting at 0. -1 is off-screen to the left and to the right.
0x101 p1, p2
Used when a peg bounces from paddle p1 to p2. Does the hitting animation for the paddle.
0x101<1>
Paddles reset to their neutral state.
0x101<2> p
Paddle p charges up.
0x101<3> p
Paddle p stops charging up.
0x102 - Peg Control¶
0x102 p1, p2, ???, cflag, pflag
The peg bounces from p1 to p2 over one beat. If p2 is the player’s paddle, includes an input. The third
argument is always 0. If cflag is 1, it indicates that the paddle at the destination is charged up and will shoot
the peg. If pflag is 1, it indicates that a charge will occur on the next bounce.
0x102<1> p
Used on the beat the peg will be shot by paddle p. Presumably causes the peg to fall if the player missed.
0x103 - Widget Pair Control¶
0x103 slot, active
Sets widget pair slot slot to active (visible?) if active is 1, inactive if 0.
0x103<1> slot, i, pos
Moves widget half i (0 is closer to paddles, 1 is further away) of pair slot to position pos. Position 0 is
the middle, negative is to the left, positive is to the right.
0x103<2> slot
Combines widget in slot if the player shoots them correctly the next beat.
0x103<4>
Sets the conditional variable to the number of slots which are active.
List of subs¶
All the following are asynchronous subroutines. (???) indicates a sub that doesn’t make sense within the rules of the rhythm game.
- 0x56
- The charging sound.
- 0x57
- Bounce from paddle 1 to 2 to 3 to off-screen.
- 0x58
- Bounce from off-screen to 3 to 2 to 1 to 0.
- 0x59
- Bounce from 0 to 1 to 2 to 3 to 2. (unused)
- 0x5A
- Bounce from 2 to 1 to 0 to 1 to 2. (unused)
- 0x5B
- Bounce from 2 to 3 to 2 to 1 to 0. (unused)
- 0x5C
- Bounce from 3 to 2 to 1 to 0 to 1.
- 0x5D
- Bounce from 1 to 2 to 3 to 2 to 1. (unused)
- 0x5E
- Bounce from 1 to 0 to 1 to 2 to 3. (unused)
- 0x5F
- Bounce from 0 to 1 to 2 to 3, then shoot with 2.
- 0x60
- Bounce from 2 to 1 to 0 to 1, then shoot with 2. (unused)
- 0x61
- Bounce from 2 to 3 to 2 to 1, then shoot with 0. (???, unused)
- 0x62
- Bounce from 3 to 2 to 1 to 0, then shoot with 1. (???, unused)
- 0x63
- Bounce from 1 to 2 to 3 to 2, then shoot with 1. (???, unused)
- 0x64
- Bounce from 1 to 0 to 1 to 2, then shoot with 3. (???, unused)
- 0x65
- Bounce from 0 to 1 to 2 to 3, then start preparing for a charge at 2. (???, unused)
- 0x66
- Bounce from 2 to 1 to 0 to 1, then start preparing for a charge at 2. (???, unused)
- 0x67
- Bounce from 2 to 3 to 2 to 1, then start preparing for a charge at 0. (???, unused)
- 0x68
- Bounce from 3 to 2 to 1 to 0, then start preparing for a charge at 1. (unused)
- 0x69
- Bounce from 1 to 2 to 3 to 2, then start preparing for a charge at 1. (???, unused)
- 0x6A
- Bounce from 1 to 0 to 1 to 2, then start preparing for a charge at 3. (unused)
- 0x6B
- Paddle 0 stops charging, and the peg falls if not hit. (???, unused)
- 0x6C
- Paddle 2 stops charging, and the peg falls if not hit.
- 0x6D
- Paddle 3 stops charging, and the peg falls if not hit. (???, unused)
- 0x6E
- Paddle 1 stops charging, and the peg falls if not hit. (???, unused)
- 0x6F
- Bounce from 0 to 1 to shoot with 1. (???, unused)
- 0x70
- Bounce from 2 to 1 to shoot with 1. (???, unused)
- 0x71
- Bounce from 2 to 3 to shoot with 3. (???, unused)
- 0x72
- Bounce from 3 to 2 to shoot with 2. (unused)
- 0x73
- Bounce from 1 to 2 to shoot with 2. (unused)
- 0x74
- Bounce from 1 to 0 to shoot with 0. (???, unused)
- 0x75
- Bounce from 0 to 1, then shoot with 2.
- 0x76
- Bounce from 2 to 1, then shoot with 0. (???, unused)
- 0x77
- Bounce from 2 to 3, then shoot with 2. (unused)
- 0x78
- Bounce from 3 to 2, then shoot with 1. (???, unused)
- 0x79
- Bounce from 1 to 2, then shoot with 3. (???, unused)
- 0x7A
- Bounce from 1 to 0, then shoot with 1. (???, unused)
- 0x7B
- Bounce from 0 to 1 to 2, then shoot with 3. (???, unused)
- 0x7C
- Bounce from 2 to 1 to 0, then shoot with 1. (???, unused)
- 0x7D
- Bounce from 2 to 3 to 2, then shoot with 1. (???, unused)
- 0x7E
- Bounce from 3 to 2 to 1, then shoot with 0. (???, unused)
- 0x7F
- Bounce from 1 to 2 to 3, then shoot with 2.
- 0x80
- Bounce from 1 to 0 to 1, then shoot with 2. (unused)
- 0x81-0x84
- Spawn widget halves in slots 0-3 respectively, starting 6 beats away from the middle, and move them every beat.
- 0x85-0x88
- Spawn widget halves in slots 0-3 respectively, starting 5 beats away from the middle, and move them every beat. (unused)
- 0x89-0x8C
- Spawn widget halves in slots 0-3 respectively, starting 4 beats away from the middle, and move them every beat. (unused)
- 0x8D-0x90
- Spawn widget halves in slots 0-3 respectively, starting 3 beats away from the middle, and move them every beat. (unused)
- 0x91-0x94
- Spawn widget halves in slots 0-3 respectively, starting 2 beats away from the middle, and move them every beat. (unused)
- 0x95-0x98
- Spawn widget halves in slots 0-3 respectively, starting at the middle, and move them every beat. (unused)
- 0x99-0x9C
- Identical to 0x81-0x84, but the widget halves move every half beat. (unused)
- 0x9D-0xA0
- Identical to 0x81-0x84, but the widget halves move every quarter beat. (unused)
- 0xA1-0xA4
- Identical to 0x81-0x84, but the widget halves move every eighth beat. (unused)
- 0xA5
- 0x58 followed by 0x75 (off-screen -> 3 -> 2 -> 1 -> 0 -> 1 -> shoot)
- 0xA6
- 0x5C followed by 0x7F (3 -> 2 -> 1 -> 0 -> 1 -> 2 -> 3 -> shoot), then from off-screen into 0x5F (off-screen -> 0 -> 1 -> 2 -> 3 -> shoot), then spawn a peg from off-screen onto paddle 3. (this is the entire pattern that is repeated in Built to Scale.)
- 0xA7
- Identical to 0xA6, but without spawning the next peg.
Air Rally (0x1D)¶
0x101 - Plane Positions¶
0x101 pos, flag
The player’s plane’s position becomes pos. If flag is 1, this will be instant, otherwise it’ll be smooth.
Known values for pos are:
- 0: Behind camera.
- 1: Regular position.
0x101<1> pos, flag
Forthington’s plane’s position becomes pos. If flag is 1, this will be instant, otherwise smooth. Known values
for pos are:
- 0: Behind camera.
- 2: Regular position.
- 3: Further away from camera.
- 4: Yet further away from camera.
- 5: Very far away from camera.
0x104 & 0x105 - Catch Shuttle¶
0x104
0x105
Forthington catches the shuttle. Seems to work only when both are present.
0x107 - Cloud Speed¶
0x107<speed>
Sets the speed of clouds rushing by, as a percentage of the regular speed in Air Rally 1.
0x109 - Color Overlay¶
0x109<type> r, g, b
Sets the color overlay for an element determined by type to the color determined by the given RGB values. Values
for type are:
- 0: Background
- 1: Clouds
- 2: Baxter, Forthington, and the shuttle
- 3: Unknown
0x10A - Colors over Time¶
0x10A<time>
Applies the most recent 0x109 changes to every type of element over time ticks.
0x10B - Set Arc Time¶
0x10B time1, time2
Sets the time for the shuttle to go from Forthington to Baxter to time1 and the time for the shuttle to go from
Baxter to Forthington to time2. Affects inputs.
List of subs¶
All the following are asynchronous unless otherwise noted.
- 0x56
- Forthington speaks for a while.
- 0x57
- Input and animation for a regular hit.
- 0x58
- Input and animation for two regular hits.
- 0x59
- Input and animation for a high hit.
- 0x5A
- Mouth movement for “ba-bum bum bum”
- 0x5B
- Identical to 0x5A? SFX added?
- 0x5C
- Mouth movement for “Two three four!”
- 0x5D
- Identical to 0x5C? SFX added?
- 0x5E
- Identical to 0x57.
- 0x5F
- A regular hit with “ba-bum bum bum”
- 0x60
- A high hit with “ba-bum bum bum”
- 0x61
- A high hit with “Two three four!”
- 0x62
- A high hit.
- 0x63
- A high hit that doesn’t respawn the shuttle.
- 0x64
- A high hit that doesn’t respawn the shuttle. The shuttle returns to Forthington in one beat instead of two.
- 0x65
- Removes any color overlay (makes it white). (sync)
- 0x66
- Adds an “evening” overlay (orange; characters are black). (sync)
- 0x67
- Adds a dark overlay. (sync)
- 0x68
- “evening” overlay, but without characters being silhouettes. (sync)
Exhibition Match (0x1E)¶
0x100 - Spawn Ball/Input¶
0x100 time
Spawns a ball to be hit after time ticks. time is usually 0x20 due to the timing of the monkey’s throw animation.
0x101 - Slugger Animations¶
0x101
Beat animation for slugger.
0x101<1>
Slugger tenses up in preparation for a hit.
0x101<2> type
Post-pitch animation. Values for type are:
- 0: Look at the camera.
- 1: Face the camera. (This is probably not intended for mid-pitch)
- 2: Sniff.
0x102 - Pitcher Animations¶
0x102
Beat animation for pitcher.
0x102<1>
Wind-up animation.
0x102<2>
Throw animation.
0x105 - Slugger Swinging Animation¶
0x105 type
Sets the slugger’s swinging animation. Values for type are:
- 0: Default swinging animation.
- 1: Spinning animation.
0x108 - Zoom¶
0x108 zoom, time
Sets the zoom to zoom over time ticks. Default zoom value is -64.
0x108<1> zoom, time
Adds zoom to the zoom level over time ticks.
0x10B - Flash Lights¶
0x10B
Flashes the lights (only visible when very zoomed out; most zoomed-out view used is 0x139C).
List of subs¶
All the following are asynchronous.
- 0x56
- Four beat animations in a row for all characters.
- 0x57
- Two beat animations, followed by a pitching animation.
- 0x58
- Regular throwing cue, from the moment the pitcher throws.
- 0x59
- Same as 0x58, but the slugger looks at the camera mid-pitch.
- 0x5A
- Same as 0x58, but the slugger faces the camera mid-pitch.
- 0x5B
- Same as 0x58, but the slugger sniffs mid-pitch.
- 0x5C
- Nothing at all.
- 0x5D
- Unknown.
- 0x5E
- Waits 8 beats, then zooms camera in 4 times before resetting the zoom.
- 0x5F
- Waits 8 beats, then zooms camera in 3 times before resetting the zoom.
- 0x60
- Waits 8 beats, then zooms camera in slowly before resetting the zoom.
- 0x61
- Waits 8 beats, then zooms camera in twice before resetting the zoom.
- 0x62
- Waits 8 beats, then zooms camera in sharply once, then slowly, before resetting the zoom.
- 0x63
- Waits 8 beats, then zooms camera out very far before resetting the zoom.
- 0x64
- Identical to 0x5E, the zoom is slightly more intense.
- 0x65
- Identical to 0x5F, the zoom is slightly more intense.
- 0x66
- Identical to 0x60, the zoom is slightly more intense.
- 0x67
- Identical to 0x61, the zoom is slightly more intense.
- 0x68
- Identical to 0x62, the zoom is slightly more intense.
Flockstep (0x1F)¶
0x100 - Input¶
0x100 type, time
Cues up an input based on type in time ticks. Values for type are:
- 0: Press A.
- 1: Start holding B.
- 2: Stop holding B.
- 4: Stop holding A. (When the other birds lift their feet; input not mandatory, but includes bird movement.)
0x102 - Bird Animations¶
0x102 ???, type
Does an animation for all birds. First argument is unknown, but seems to be 5 often. Values for type are:
- 0: Step.
- 1: Lift leg.
0x102<1> ???
All birds charge. Argument seems to always be 5.
0x102<2> ???
All birds jump. Argument seems to always be 5.
0x102<3> num
Set the amount of birds besides the four main ones. Birds will fly away or land to match the number specified.
0x102<5> num
num new birds land.
0x108 - Earth Animation¶
0x108 view
Changes the view to one of the views from the Earth animations in Flockstep. Values for view are 0 through 5,
and are in the order they appear in the game.
0x108<1>
Resets the view to normal.
0x109 - Earth In Eye¶
0x109
An image of the Earth appears in the eye of the player’s bird.
0x109<1>
Removes the image.
List of subs¶
All the following are asynchronous.
- 0x56
- Count-in with cowbells.
- 0x57
- Identical to 0x56.
- 0x58
- Inputs for a step cue.
- 0x59
- Inputs to start charging.
- 0x5A
- Inputs to jump.
- 0x5B
- Additional animations and camera movement for a step cue.
- 0x5C
- Additional animations and camera movement for a charge cue.
- 0x5D
- Additional animations and camera movement for a jump cue.
- 0x5E
- A full step cue.
- 0x5F
- A full charge cue.
- 0x60
- A full jump cue.
Cheer Readers (0x20)¶
0x100 - Input¶
0x100 type, time, effect
Sets up a cue depending on type for after time ticks. effect adds some effects when the cue is hit successfully.
Values for type are:
- 2: Start holding B.
- 3: Release B.
- 5: Press A.
Values for effect are:
- 0: Nothing.
- 1: Books gleam and the player’s cheer reader says “Yay!”.
- 3: Books gleam and all cheer readers say “Yay!”.
- 4: Special sound effect. Found in the “Rah-rah sis boom bah-BOOM!” cue.
0x101 - Flip Book¶
0x101 x, y
The cheer reader in the x th column and the y th row (from the top left, starting at 0) flips her book.
Can also be used for the player.
0x102 - Spin Book¶
0x102 x, y
The specified cheer reader starts spinning her book.
0x102<1>
All cheer readers except the player start spinning their books.
0x103 - Open Book¶
0x103 x, y
The specified cheer reader stops spinning her book and opens it.
0x103<1>
All cheer readers except the player stop spinning their books and open them.
0x104 - Book Flipping Sound¶
0x104
0x104<1>
0x104<2>
The above all seem to produce the same book flipping sound effect. Different special values are used in different cues, but there seems not to be a difference.
0x106 - Opened Book Image¶
0x106 type
Sets which image is to be created by the opened books at the end of a spin cue. Values for type, along with
their appearances in the standard cellanim, are:
- 0: Rhythm Tweezers onion.
- 1: DJ Yellow and his student.
- 2: Lockstep.
0x107 - Misc. Animations¶
0x107 type
Does one of several animations for all cheer readers. Values for type are:
- 0: Beat animation.
- 1: Unsure, possibly an animation “reset”.
0x109 - Mouth Movement¶
0x109<type> ???
Handles mouth movement for the cheer readers. The argument is unknown, maybe how wide the mouth opens or how long
it stays open? Values for type are:
- 0: Only the player speaks.
- 1: Only the other cheer readers speak.
- 2: Everybody speaks.
List of subs¶
The following are all synchronous.
- 0x56
- Clears the subtitles of the top row after 3.5 beats.
- 0x57
- Clears the subtitles of the bottom row after 3.5 beats.
- 0x58
- “One! Two! Three!” subtitles on the top row.
- 0x59
- “One! Two! Three!” subtitles on the bottom row.
- 0x5A
- “It’s up to you!” subtitles on the top row.
- 0x5B
- “It’s up to you!” subtitles on the bottom row.
- 0x5C
- “Rah-rah sis boom bah-BOOM!” subtitles on the top row.
- 0x5D
- “Rah-rah sis boom bah-BOOM!” subtitles on the bottom row.
- 0x5E
- “Let’s go read a buncha books!” subtitles on the top row.
- 0x5F
- “Let’s go read a buncha books!” subtitles on the bottom row.
- 0x60
- “OK, it’s on!” subtitles on the top row.
- 0x61
- “OK, it’s on!” subtitles on the bottom row.
- 0x62
- “One! Two! Three!” cue.
- 0x63
- “It’s up to you!” cue.
- 0x64
- “It’s up to you!” cue, with a “Yay!”. (unused)
- 0x65
- “It’s up to you!” cue, with an unused effect. (unused)
- 0x66
- “It’s up to you!” cue, with a “Yay!” by all cheer readers. (unused)
- 0x67
- “Rah-rah sis boom bah-BOOM!” cue, with a sound effect.
- 0x68-0x6B
- “Let’s go read a bunch of books!” cues, with effects like in 0x63-0x66.
- 0x6C
- “OK, it’s on!” cue.
- 0x6D
- “OK, it’s on!” cue, but the top left three cheer readers don’t open their books. (used in conjunction with “Let’s go…”)
- 0x6E
- Mouth movement for “One! Two! Three!”; only player.
- 0x6F
- Mouth movement for “One! Two! Three!”; only others.
- 0x70
- Mouth movement for “One! Two! Three!”; everyone.
- 0x71-0x73
- Mouth movements for “It’s up to you!”; variants as in 0x6E-0x70.
- 0x74-0x76
- Mouth movements for “Rah-rah sis boom bah-BOOM!”; variants as above.
- 0x77-0x79
- Mouth movements for “Let’s go read a buncha books!”; variants as above.
- 0x7A-0x7C
- Mouth movements for “OK, it’s on!”; variants as above.
- 0x7D-0x7F
- Single mouth movement; variants as above. (unused)
- 0x80
- Misc. mouth movements for everyone but the player.
Double Date (0x21)¶
0x100 - Input/Ball¶
0x100<type> jump, catch, time
Spawns a ball to kick depending on type such that the first bounce is a beat later. Does not include sound effects.
If jump is 1, the weasels will jump out of their hole.
catch determines who or what will jump up to catch the ball in the background. The final argument advances
the ball and input by time ticks, but it mantains the speed it would originally have. It normally stays
at 0 and it’s only used for transitions in remixes. Values for type are:
- 0: Soccer ball. (can be omitted)
- 1: Basketball.
- 2: Football.
Values for catch are:
- 0: Nothing.
- 1: Football player.
- 2: Two football players.
- 3: Martial artist.
- 4: Basketball/volleyball player?
- 5: Not sure what this is.
- 6: Dog.
0x102-0x104 - Beat Animations¶
0x102
Beat animation for the player.
0x103
Beat animation for the girl.
0x104
Beat animation for the weasels.
List of subs¶
All the following are asynchronous. Note that these assume getrest 2 and getrest 3 are set to appropriate values
that sum to half a beat. They are 0xE and 0xA respectively in the standard game.
- 0x56
- Soccer ball cue.
- 0x57
- Soccer ball cue, but the weasels jump up.
- 0x58
- Basketball cue.
- 0x59
- Basketball cue, but the weasels jump up. (unused)
- 0x5A
- Football cue.
- 0x5B-0x61
- Football cue, but the weasels jump up.
catchvalues of 0-6 respectively. (unused) - 0x62-0x67
- Identical to 0x5C-0x61.
Catch of the Day (0x22)¶
0x100 - Input¶
0x100 type, time
Sets an A press input for after time ticks. Values for type are:
- 0: Quicknibble.
- 1: Pausegill.
- 2: Threefish.
0x101 - Fish Animation¶
0x101 type
Makes a fish appear. Values for type are:
- 0: Quicknibble.
- 1: Pausegill.
- 2: Threefish.
- 3: Quicknibble, replaced by Threefish.
0x101<1> type
Does an animation for the fish. Values for type are:
- 0: Touch hook (Quicknibble and Pausegill).
- 1: Tongue up (Threefish).
- 2: Tongue down (Threefish).
0x101<2>
The fish bites onto the hook before a cue.
0x102 - Scene Transition¶
0x102 type
A scene transition. Values for type are:
- -1: Regular scene.
- 0: Eel in foreground.
- 1: Eel in background.
- 2: School of fish in foreground.
List of subs¶
All the following are asynchronous. Note that these assume getrest 2 and getrest 3 are set to appropriate values
that sum to half a beat. They will determine how long before the cue fish will bite onto the hook. They are 0xD and
0xB respectively in the standard game.
- 0x56
- Quicknibble cue.
- 0x57
- Pausegill cue.
- 0x58
- Threefish cue.
- 0x59
- Pausegill “And, go!” voice clip. To be called one beat after 0x57.
- 0x5A
- Threefish “One, two, three-go!” voice clip. To be called one beat after 0x58.
Micro-Row (0x23)¶
Note that not all operations are detailed as they are not well understood.
0x100 - Input¶
0x100 type, time
Sets an A press input for after time ticks. Values for type are:
- 0: Regular swim cue.
- 1: First press of a three-step.
- 2: Second press of a three-step.
- 3: Third press of a three-step.
0x101 - Trail Pattern¶
0x101 ptr, ???, ???
Sets the trail pattern (?) to the data at ptr. There is currently no way to create custom data for this, and the format
is unknown. The Micro-Row 1 pattern is 0x101 0x530C98, 0x20, 0, Micro-Row 2 is 0x101 0x530B50, 0x20, 0.
0x102 - Microbe Animations¶
0x102 ptr, ???
Sets the pattern in which the microbes move to the data at ptr. Again, there is no way to create custom data. The
Micro-Row 1 pattern is at 0x102 0x530C50, 9, Micro-Row 2 is 0x102 0x530D98, 9.
0x102<1>
All microbes step once.
0x102<2>
Beat animation for all microbes.
0x102<6>
All microbes do the double-step flash.
0x102<7>
All microbes prepare for a triple-step.
List of subs¶
All the following are asynchronous.
- 0x57
- Regular one-step cue, with “GO!” voice clip. Input is 1.5 beats after start.
- 0x58
- Regular one-step cue.
- 0x59
- double-step cue. First input is 1.5 beats after start.
- 0x5A
- Triple-step cue. First input is 1.5 beats after start.
- 0x5B
- Cowbell count-in.
- 0x5C
- Another cowbell count-in.
Fork Lifter (0x24)¶
0x100 - Flick Food¶
0x100 type
Flicks a food item, to be stabbed after 2 beats. Values for type are:
- 0: Pea.
- 1: Burger top.
- 2: Burger middle.
- 3: Burger bottom.
0x101 - Ready Finger¶
0x101 type
Readies the finger with a specified food. Values are identical to those in 0x100.
0x102 - Eat Food¶
0x102
Food currently on the fork is eaten. If any of the food is a burger part, the special burger-eating sound effect will be used.
0x103 - New Food¶
0x103 type
Determines what food will be under the finger after the next flick. Values are identical to those in 0x100, with
the addition of 4 meaning nothing.
Hole in One (0x25)¶
Note that the code snippet
0x102<2> 1
0x104<1> 1
0x101<1> 2
Appears before all instances of Hole in One, and fixes various issues.
0x100 - Spawn Ball¶
0x100 type
Spawns a ball to be hit after 1 beat. Values for type are:
- 0: Monkey throws the ball.
- 1: Mandrill throws the ball. (the ball will only be visible after 1 beat)
0x102 - Player Animation¶
0x102
The player prepares to swing. Usually placed one beat before an input.
0x102<1>
Beat animation for the player.
0x103 - Monkey Animation¶
0x103
Monkey prepares to throw.
0x103<1>
Monkey throws the ball.
0x103<4>
Beat animation for Monkey.
0x104 - Mandrill Animation¶
0x104 type
Mandrill does a part of his throwing animation. Values for type are:
- 0: Grabs the ball.
- 1: “Hoo” part of the animation; Mandrill holds the ball close.
- 2: Final part of the animation; Mandrill holds the ball behind him and throws.
0x104<2>
Beat animation for Mandrill.
List of subs¶
All the following are asynchronous.
- 0x56
- Monkey cue.
- 0x57
- Mandrill cue. Mandrill starts properly one beat after the start.
Flipper-Flop (0x26)¶
0x100 - Input¶
0x100 time, type
Sets an input for after time ticks. Values for type are:
- 0: Press A
- 1: Press B (flipper roll)
0x102 - Raise Flipper¶
0x102 type, ???
All seals raise a flipper. If type is 1, they raise their left flipper, if 0 their right. Second argument always 0.
0x105 - Captain Animations¶
0x105
The captain steps forward.
0x105<1>
Beat animation for the captain.
0x105<2> type
The captain moves his mouth. Values for type are:
- 0: Mouth movements for “Attention, company!”
- 1: Mouth movements for “That’s it!”
0x105<3> str1, str2
The captain does a beat animation according to the animation name at str1 and a face animation according to the
animation name at str2, or none if 0.
List of subs¶
All the following are asynchronous. All flipper roll subs have the first input after 4 beats.
- 0x59
- Count-in, including cowbells and “Attention, company!”
- 0x63
- Flip cue (A press). The input is after 4 beats.
- 0x64
- Triple-flip cue. Audio after 2 beats, input after 4 beats.
- 0x65
- Flip cue, input after 2 beats.
- 0x66
- Triple-flip cue, input after 2 beats, audio immediately.
- 0x67
- Practice flipper roll.
- 0x68
- Practice 2 flipper rolls.
- 0x69
- One flipper roll.
- 0x6A
- One flipper roll without praise at the end.
- 0x6B
- Two flipper rolls.
- 0x6C
- Two flipper rolls without praise at the end.
- 0x6D
- Two flipper rolls without “One, two” voice clips.
- 0x6E
- Three flipper rolls.
- 0x6F
- Three flipper rolls without praise at the end.
- 0x70
- Four flipper rolls.
- 0x71
- Four flipper rolls without praise at the end and without the “Four” voice clip.
- 0x72-0x77
- 5-10 flipper rolls respectively.
Ringside (0x27)¶
0x100 - Input¶
0x100 type, time
Sets an input for after time ticks. Values for type are:
- 0: Press A (“yes”).
- 1: Press A (flex, first part).
- 2: Press A (flex, second part).
- 3: Press B (“Pose for the fans”).
- 4: Press B (“Pose for the fans” with newspaper).
0x101 - View¶
0x101 type
Changes the view. Values for type are:
- 0: View of wrestler and reporter, changes view instantly.
- 1: Zoomed-out view with camera people, zooms smoothly.
0x102 - Camera People Animations¶
0x102
The camera people in the foreground bounce for a “pose for the fans” cue.
0x104 - Reporter Animations¶
0x104 type, ???
Mouth movements. The second argument is unknown, and is 6 for regular mouth movement in cues. Values for type are:
- 0: “Wubbadubbadub is that true?”
- 1: “Whoa, you go big guy!”
0x104<1>
The reporter raises her microphone.
0x104<2>
The reporter lowers her microphone.
0x108 - Post-Pose Effect¶
0x108
Does an effect depending on player performance after a pose (fuzzy noise, radial background).
0x108<1>
Disables the effect.
0x10A - Rhythm Arena Animations¶
0x10A<1>
Beat animation.
0x10A<2> size1, size2, time
The Rhythm Arena overlay grows or shrinks in size from size1 to size2 (0x100 is regular size, sizes are proportional)
over time ticks.
0x10A<3> alpha1, alpha2, time
The Rhythm Arena overlay’s opacity changes from alpha1 to alpha2 over time ticks. (max opacity is 0xFF)
0x10A<4>
The lights dim.
List of subs¶
All the following are asynchronous.
- 0x56
- A standard “Wubbadubbadub is that true?” cue. Input is three beats after start.
- 0x57
- A standard “Whoa, you go big guy!” cue. First input is 3.5 beats after start.
- 0x58
- A “Whoa, you go big guy!” cue, however, there is no voice clip and the first input is 2.5 beats after start.
- 0x59
- A standard “Pose for the fans!” cue. Input is three beats after start.
- 0x5A
- A “Pose for the fans!” cue as above, however, the view doesn’t cut back at the end.
- 0x5B
- A “Pose for the fans!” cue as above, however, the camera people bounce instead of a zoom occurring.
- 0x5C
- A “Pose for the fans!” cue, however, there is no voice clip and the first input is 2 beats after start.
- 0x5D-0x5F
- “Pose for the fans!” cues, variants as in 0x59-0x5B, with newspapers.
- 0x65
- Beat animations for the wrestler 4 beats in a row.
- 0x66
- Beat animations for the wrestler 172 beats in a row.
Karate Man (0x28)¶
0x100 - Spawn Object¶
0x100 type
Spawns an object that reaches the player in one beat and produces an input if necessary. Values for type are:
- 0: A regular pot.
- 1: A pot with a different sound effect (used for offbeat pots).
- 2: Yellow lightbulb.
- 3: Blue lightbulb.
- 4: Alien. (unused)
- 5: Rock.
- 6: Soccer ball.
- 7: Cooking pot.
- 8: A rock, but Karate Joe briefly disappears (unimplemented animation?)
- 9: First object in a combo.
- 0xA: Second object in a combo.
- 0xB: Third object in a combo.
- 0xC: Fourth object in a combo.
- 0xD: Fifth object in a combo.
- 0xE: Final object in a combo.
- 0xF: Kick barrel.
0x102 - Performance-Dependant Animation¶
0x102
Starts recording player performance for an upcoming animation cue.
0x102<1> type
Does a happy animation according to type if the player hit everything since the last 0x102, or a sad animation
otherwise. Values for type are:
- 0: Smirk (used for kicks in Karate Man Kicks!)
- 1: Blush and smile (used for combos in Karate Man Combos!)
0x104 - Karate Joe Animations¶
0x104 type
Does an animation for Karate Joe. Values for type are:
- 0: Beat animation
- 1: “Ready” animation
- 2: Return to normal stance from ready stance.
0x105 - Text¶
0x105<type>
Text appears in the background. Values for type are:
- 0: “Combo!”
- 1: “Grr!”
- 2: “2!” (unused)
- 3: “3!”
- 4: “4!” (unused)
- 5: “!!”
- 0x63 (99): Clear text.
0x109 - Freeze Animation¶
0x109
Karate Joe’s combo animation freezes at the end. (Used in Karate Man Combos!)
0x10B - Particle Effects¶
0x10B amount
Seems to set the amount of particles coming onto the screen in some amount of time (a beat?) to amount.
0x10B<1> speed, ???
Sets the horizontal speed of the particles to speed. Positive speed indicates rightward motion, negative indicates
leftward. For reference, the fastest speed attained in Karate Man Combos! is -0x1400.
0x10B<3>
Sets the type of particles used to the yellow glowing particles that rise from the bottom of the screen, used in Karate Man Combos! and Senior, as opposed to the snow-like particles from Karate Man Kicks!.
0x10D - Allow/Restrict Combo¶
0x10D flag
If flag is 1, the player can’t combo, and if 0, the player can combo. Note that, by default, the player cannot combo.
0x111 - Background Effect¶
0x111
Does a background effect, like the flashing radial patterns in Karate Man and Karate Man Returns!.
0x111<1>
Disables background effect.
List of subs¶
All the following are asynchronous.
- 0x56
- Objects appear for a combo. First input one beat after start.
- 0x57
- 5 beats after the start of the sub, does a happy or sad animation depending on player performance (
0x102<1> 0) - 0x58
- Identical to 0x57, but the delay is 7 beats instead of 5.
- 0x59
- Identical to 0x57, but uses
0x102<1> 1instead. - 0x5A
- Nothing.
- 0x5B
- A beat animation after 2 beats.
- 0x5C
- A ready animation after 2 beats.
- 0x5D
- A “stop ready” animation after 2 beats.
- 0x5E
- Two beat animations, a half beat apart, after 2 beats.
- 0x5F
- A beat animation after 2.5 beats.
- 0x60
- A regular pot cue, with beat animation on the beat of input. Input 2 beats after start.
- 0x61
- A rock cue, with beat animation on beat of input. Input 2 beats after start.
- 0x62
- A soccer ball cue, with beat animation on beat of input. Input 2 beats after start.
- 0x63
- A cooking pot cue, with beat animation on beat of input. Input 2 beats after start.
- 0x64
- An off-beat pot cue. Input 2.5 beats after start.
- 0x65
- Two pot cues a half-beat apart. First input 2 beats after start.
- 0x66
- Off-beat rock cue, with beat animation on beat of input. Input 2.5 beats after start.
- 0x67
- A zoom out, followed by a yellow lightbulb cue, with beat animation on beat of input. Calls 0x57 one beat after start. Input 2 beats after start. Zooms back in 6 beats after start.
- 0x68
- Identical to 0x67, but does not zoom back in.
- 0x69
- Identical to 0x68, but does not zoom out, and calls 0x58 instead of 0x57.
- 0x6A
- Identical to 0x67, but calls 0x59 instead.
- 0x6B
- Identical to 0x6A, but calls 0x59 a beat later.
- 0x6C
- Identical to 0x6A, but does not zoom back in.
- 0x6D-0x71
- Identical to 0x67-0x6A and 0x6C respectively, but spawn a blue lightbulb instead.
- 0x72
- Spawns the unused alien, with beat animation on beat of input. Input two beats after start. (unused)
- 0x73
- Calls 0x56, and adds two beat animations one and two beats after the start.
- 0x74
- A pot cue, but with an unknown addition that causes odd effects (Karate Joe keeps holding his arm out after punching). (unused)
- 0x75
- Spawns a kick barrel. Input two beats after start.
- 0x76
- Identical to 0x75, but with a zoom-in included after 4 beats.
- 0x77
- The text “Combo!” appears for 3 beats.
- 0x78
- The text “Grr!” appears for 3 beats.
- 0x79
- The text “Grr!” appears for 1 beat.
- 0x7A
- The text “2!” appears for 4 beats.
- 0x7B
- The text “3!” appears for 4 beats.
- 0x7C
- The text “3!” appears for 2 beats.
- 0x7D
- The text “4!” appears for 4 beats.
- 0x7E
- The text “!!” appears for 1 beat.
- 0x7F
- “One two!” voice clip.
- 0x80
- Nothing.
- 0x81
- “Hit 3!” voice clip. Sounds after 0.5 beats.
- 0x82
- “Hit 4!” voice clip. Note that this is identical to “Hit 3!” in the English version, but distinct in the Japanese version.
- 0x84
- “Punch-kick!” voice clip.
- 0x85
- Nothing.
- 0x86
- Identical to 0x7F.
- 0x87
- 0x7A is called after a half beat.
- 0x88
- The “3!” text appears accompanied by the “Hit 3!” voice clip. Sounds after 1 beat.
- 0x89
- Identical to 0x88, but the text appears for a shorter amount of time, and appears later.
- 0x8A
- Identical to 0x88, but the text appears later.
- 0x8B
- The “4!” text appears accompanied by the “Hit 4!” voice clip. Sounds after 1 beat.
- 0x8C
- The text “Combo!” appears after a half beat.
- 0x8D
- The text “!!” appears after a half beat.
- 0x8E
- The text “Grr!” appears after a half beat.
- 0x8F
- Calls 0x84 after a half beat.
Working Dough (0x29)¶
0x100 - Input/Spawn Ball¶
0x100 type, flash, time1, time2, time3
Spawns a ball to be hit on the left in time1 ticks, and on the right (by the player) in time2 ticks.
If flash is 1, hitting it causes the background to flash. The final argument advances the ball and input
by time3 ticks, but it mantains the speed it would originally have. It normally stays at 0 and it’s only
used for transitions in remixes. Values for type are:
- 0: Small ball
- 1: Large ball
- 2: Special large ball
0x101 - Open/Close Gates¶
0x101 type1, type2, 1, ???
Opens a gate specified by type1 and type2. These combined seem to specify which to open. Values are:
- (0, 0): Leftmost gate.
- (1, 0): Middle-right gate.
- (1, 1): Middle-left gate.
- (2, 1): Rightmost gate.
0x101 type1, type2, 0
Closes a specified gate.
0x102 - Rocketship control¶
0x102<2> pos?, time
Move the rocketship to pos over time ticks. Units for pos are unknown, but the location it is moved to in-game is 0.
0x102<4>
Remove structure around rocketship.
0x103 - Background Guy Animations¶
0x103<1>
Background guy climbs up the ladder.
0x103<2>
Background guy handles the lever.
0x103<3>
Background guy walks away.
List of subs¶
Both are asynchronous.
- 0x56
- Close gates on the right side after 1 beat.
- 0x57
- Close gates on the left side after 1 beat.
Figure Fighter (0x2A)¶
0x100 - Input¶
0x100 type, time
Sets up an input for the player after time ticks. Values for type are:
- 0: Jab
- 1: First punch of a slow one-two.
- 2: Second punch of a slow one-two.
- 3: First punch of a fast one-two.
- 4: Second punch of a fast one-two.
- 5: First or second punch of a “go-go-go!” cue.
- 6: Final punch of a “go-go-go!” cue.
0x101 - Muscle Doll Animations¶
0x101 ???
Does a beat animation for the Muscle Doll. The argument’s purpose is unknown, but it is always 0, 1, or 2.
0x101<1>
The Muscle Doll huddles up.
0x102 - Background¶
0x102
The background becomes black with a spotlight.
0x102<1>
The background returns to normal.
0x103 - Silhouettes¶
0x103 flag
If flag is 1, turns all foreground objects black. If 0, turns them back to normal.
0x106 - Text¶
0x106 str
Overlays white text on the screen corresponding to the text with the name pointed to by str.
0x106<1>
Hides the text.
0x107 - Black Bars¶
0x107 type
Adds black bars until the next input. Values for type are:
- 0: Wide.
- 1: Narrow.
- 2: Very narrow.
0x10B - Crowd Animations¶
0x10B<1> type
Does a crowd beat animation. Values for type are:
- 0: Default animation.
- 1: Some arms raised.
- 2: Lots of arms raised.
0x10D - Lights¶
0x10D type
Turns on the specified spotlights. Values for type are:
- 0: Overhead lights.
- 1-6: Pairs of lights from outermost to innermost.
0x10D<1> type
Turns off the specified spotlights.
0x10D<2> type
Flashes the specified spotlights.
List of subs¶
All the following are asynchronous.
- 0x56
- Calls
0x109<2>after one beat. - 0x57
- Calls
0x109<2>after two beats. - 0x58
- Calls
0x109<2>after four beats. - 0x59
- Narrowing black bars for slow “one two”. First black bars appear after 1 beat.
- 0x5A
- Identical(?) to 0x59.
- 0x5B
- Narrowing black bars for “go go go!”. First black bars appear after 1 beat.
- 0x5C
- A full “Jab” cue, including voice clip. Input is after 2 beats.
- 0x5D
- A slow “one two” cue, including voice clip, but not black bars. First input is after 3 beats.
- 0x5E
- A full fast “one two” cue, including voice clip. First input is after 2 beats.
- 0x5F
- A “go go go!” cue, including voice clip, but not black bars. First input is after 3 beats.
- 0x60
- Combines 0x5D and 0x59 to create a full “one two” cue.
- 0x61
- Identical to 0x60, but uses 0x5A instead of 0x59.
- 0x62
- Combines 0x5F and 0x5B to create a full “go go go!” cue.
- 0x63
- An “and” voice clip plays after one beat. Used before a “jab” cue.
- 0x64
- A different “and” voice clip plays after one beat. Used before a “one-two” cue.
- 0x65
- Beat animation after 1 beat. (uses
0x101 0). - 0x66
- Beat animation after 1 beat. (uses
0x101 1). - 0x67
- Beat animation after 1 beat. (uses
0x101 2). - 0x68
- Huddle up animation after three quarters of a beat.
Love Rap (0x2B)¶
0x100 - Input¶
0x100 type, time, variant
Sets an input depending on type for after time ticks. Each has two variants, which are differentiated by variant (0 or 1).
Values for type are:
- 0: “Into you”; variants are identical.
- 1: “Crazy into you”
- 2: “Fo’ sho’”
- 3: “All about you”
0x101 - Speech/Rap Animations¶
0x101 1, type, ???
The left rapper raps a line, with speech bubble and animation included. Values for type are identical to above.
0x101 2, type, ???, variant
MC Adore raps a line, with speech bubble and animation included. type and variant are identical to those in 0x100.
0x101<1> which
Closes a speech bubble. If which is 1, closes the left rapper’s speech bubble, if 2, closes MC Adore’s speech bubble.
0x102 - Beat animations¶
0x102<type>
Does a beat animation depending on type. Values for type are:
- 0: Player
- 1: Left rapper
- 2: MC Adore
- 3: The car
0x103 - Poses¶
0x103 type
Changes all rappers’ pose. Values for type are identical to those in 0x100.
List of subs¶
All the following are synchronous, unless otherwise noted.
- 0x6E
- 4 car beat animations in a row. (async)
- 0x6F
- 8 car beat animations in a row. (async; unused)
- 0x70
- “Into you” cue (variant 0). Input 1 beat after start.
- 0x71
- “Into you” cue (variant 0), leading into a “Crazy into you” (pose change).
- 0x72
- “Into you” cue (variant 0), leading into a “Fo’ sho’” (pose change).
- 0x73
- “Into you” cue (variant 0), leading into an “All about you” (pose change).
- 0x74-0x77
- Identical to 0x70-0x73; uses variant 1 instead, but this is identical to variant 0.
- 0x78
- “Crazy into you” cue (variant 0). Input 1.5 beats after start.
- 0x79
- “Crazy into you” cue (variant 0), leading into an “Into you” (pose change).
- 0x7A
- “Crazy into you” cue (variant 0), leading into a “Fo’ sho’” (pose change).
- 0x7B
- “Crazy into you” cue (variant 0), leading into an “All about you” (pose change).
- 0x7C-0x7F
- Identical to 0x78-0x7B; uses variant 1 instead.
- 0x80
- “Fo’ sho’” cue (MC Adore does variant 0, rappers do variant 1). Input 5/6 beat after start.
- 0x81
- “Fo’ sho’” cue as above, leading into an “Into you”.
- 0x82
- “Fo’ sho’” cue as above, leading into a “Crazy into you”.
- 0x83
- “Fo’ sho’” cue as above, leading into an “All about you”.
- 0x84-0x87
- Like 0x80-0x83; MC Adore does variant 1, rappers do variant 0. Input 2/3 beat after start.
- 0x88
- “All about you” cue (MC Adore does variant 0, rappers do variant 1). Input 4/3 beat after start.
- 0x89
- “All about you” cue as above, leading into an “Into you”.
- 0x8A
- “All about you” cue as above, leading into a “Crazy into you”.
- 0x8B
- “All about you” cue as above, leading into a “Fo’ sho’”.
- 0x8C-0x8F
- Like 0x88-0x8B; MC Adore does variant 1, rappers do variant 0. Input 7/6 beat after start.
- 0x90-0xAF
- Identical to 0x70-0x8F, but all delays and rests are doubled (twice as slow). (unused)
Bossa Nova (0x2C)¶
0x100 - Spawn Object¶
0x100 time, type
Spawns an object to be bounced away time ticks later. Values for type are:
- 0: Ball (right)
- 1: Cube (left)
0x101 - Cloud Control¶
0x101
The cloud dips down.
0x101<1>
The cloud turns, Bossa and Nova switching places.
0x103 - Voice Variants¶
0x103<1> variant
Sets the variant of the female voice to variant. There are two variants, 1 and 2.
0x103<2> variant
Sets the variant of the male voice to variant.
List of subs¶
All the following are asynchronous.
- 0x5E
- The regular Bossa Nova cue pattern, with male voice clips. (used for right side) Also changes the category for results screen accordingly.
- 0x5F
- The regular Bossa Nova cue pattern with male voice clips. The cloud turns at the end. Also changes the category for results screen accordingly.
- 0x60
- The regular Bossa Nova cue pattern, with female voice clips. (used for left side) Also changes the category for results screen accordingly.
- 0x61
- The regular Bossa Nova cue pattern with female voice clips. The cloud turns at the end. Also changes the category for results screen accordingly.
- 0x62-0x65
- Identical to 0x5E-0x61, but they don’t change the category for the results screen. Probably use these in remixes.
Screwbot Factory (0x2D)¶
0x100 - Input¶
0x100 time, type, ???
Sets an input starting after time ticks. Third argument is unknown, but seems to always be 1. Values for type are:
- 0: White robot (hold A one beat)
- 1: Grey robot (hold A two beats)
0x102 - Crane Animations¶
0x102 type
The crane to the right grabs a robot (first part of the animation). Values for type are like in 0x100.
0x102<1> type
The crane to the right brings a robot up above the conveyor belt.
0x102<2> type
The crane drops a robot.
0x105 - Robot Animation¶
0x105<1> type
Does an animation for all completed robots. Values for type are:
- 0: All robots return to their normal stance.
- 1: All robots start doing beat animations rapidly.
These are normally used one after another, 0 a quarter beat after 1.
0x106 - Spotlight (unused)¶
0x106 type
Enables the spotlights. Values for type are:
- 0: Wide spotlights on both the crane and the arm.
- 1: Narrower version of 0.
- 2: Narrower version of 1; a bit of the background peeks out at the top, which is likely unintended.
- 3: Narrower version of 2.
- 4: Same as 0, but the spotlight on the crane is much wider and the one on the arm is much narrower.
- 5: Opposite of 4.
- 6: Four wide spotlights positioned in a “zig-zag” formation.
- 7: 6, but flipped.
- 8: Spotlight on the robot underneath the arm.
- 9: Narrower version of 8; a bit of the background peeks out at the top.
- 0xA: Narrower version of 9.
0x106<1>
Disables the spotlights.
List of subs¶
All the following are asynchronous.
- 0x56
- White robot cue. Input at 4 beats after start.
- 0x57
- White robot cue. Input 3 beats after start. (crane drops robot sooner)
- 0x58
- Grey robot cue. Input 4 beats after start.
- 0x59
- Grey robot cue. Input 3 beats after start. (crane drops robot sooner)
- 0x5A
- Beat animations for all robots for 8 beats.
Launch Party (0x2E)¶
0x100 - Countdown¶
0x100 type
Starts a countdown and sets up an input at the end. Values for type are:
- 0: White Countdown (1… 0). Input 2 beats after start.
- 1: Red Countdown (3, 2, 1, 0). Input 3 beats after start.
- 2: Blue Countdown (5, 4-3-2-1-0). Input 2 beats after start.
- 3: Green Countdown (7, 6543210). Input 2 beats after start.
0x101 - Counter Control (?; unused)¶
0x101 num, color
Displays the number num on the countdown. Values for color are:
- 0: White
- 1: Red
- 2: Blue
- 3: Green
This is not used, as 0x100 incorporates these.
0x102 - Rocket Type¶
0x102 type
Changes the type of rocket that pops out of the box. Values for type correspond to above values.
0x102<1> type
Changes the type after the next rocket has launched.
0x105 - Background¶
0x105
The white background fades away.
0x105<1>
The white background is removed instantly.
0x105<2>
The box begins moving up in the background (in reality, the background is moving down).
0x107 - Stars¶
0x107 density
Sets the density of stars flying by. Unit of density is unknown.
0x107<1> speed
Sets the speed of stars flying by as a percentage of the initial speed seen in the rhythm game. (0x64 or 100 is this initial speed).
0x107<3> size
Sets the size of stars flying by. Units are unknown. Regular size is 0.
0x107<4> z
Sets how far stars can jump “forward” into the foreground from their background positions. Initial value in the
rhythm game is 0x1E, and it is 0x190 after the first flurry of stars occurs.
0x107<6> 0
Seems to stop stars from appearing at all.
0x109 - Spawn Flying Rocket¶
0x109<type> x, y, time
Spawns a flying rocket that will descend from above to x units (pixels?) to the right and y below the center.
It will fly off again after time ticks. Values for type correspond to ones used in other operations.
There seems to be a limit of four flying rockets. Trying to add any more will not do anything.
0x10A - Rocket Pitch¶
0x10A 0
Reset pitch?
0x10A<1>
Increment pitch. Wraps back around after four incrementations (?). Normally called every beat.
0x10B - Box Engine¶
0x10B
Turns off the box’s engine.
0x10B<1>
Turns on the box’s engine; regular thrust.
0x10B<2>
Turns on the box’s engine; high thrust.
0x10E - Star Rings¶
0x10E flag
If flag is 1, enables light blue rings around stars, if 0, disables. Used in star flurries.
List of subs¶
All the following are asynchronous.
- 0x56
- White countdown (using
0x101). Unused, as0x100incorporates this. - 0x57
- Red countdown (using
0x101). Unused, as0x100incorporates this. - 0x58
- Blue countdown (using
0x101). Unused, as0x100incorporates this. - 0x59
- Green countdown (using
0x101). Unused, as0x100incorporates this. - 0x5A
- Pitch reset, followed by a pitch increment every beat forever. Usually called at the start of any instance of Launch Party.
Board Meeting (0x2F)¶
0x100 - Input¶
0x100 time, type
Sets up an input for after time ticks. Values for type are:
- 0: Regular stop cue.
- 1: Stop after “one-two-three” cue.
0x101 - Individual Pig Animations¶
0x101 pos
The pos th pig from the left, starting at 0, does a beat animation.
0x101<1> pos
The specified pig readies itself to start spinning.
0x101<2> pos
The specified pig starts spinning.
0x101<3> pos
The specified pig stops spinning.
0x102 - Bulk Pig Animations¶
0x102 is identical to 0x101, except it does not have an argument and all pigs do the specified animation.
0x103 - Enable/Disable Beat Animations¶
0x103 flag
If flag is 0, disable beat animations for all pigs, if 1, enable them.
0x105 - Secretary Animations¶
0x105
Beat animation.
0x105<1> num
The secretary moves her mouth num times.
0x105<5>
“One-two-three” cue animation.
List of subs¶
All the following are asynchronous.
- 0x56
- “One-two-three” voice clip and mouth movements, variant 1.
- 0x57
- “One-two-three” voice clip and mouth movements, variant 2 (used at the end).
- 0x58
- The pigs start spinning one after another, from left to right, two beats apart.
- 0x59
- The pigs start spinning one after another, from left to right, one beat apart.
- 0x5A
- The pigs start spinning one after another, from left to right, one half beat apart.
- 0x5B
- The pigs start spinning one after another, from left to right, a third beat apart.
- 0x5C
- The pigs start spinning one after another, from left to right, a quarter beat apart.
- 0x5D
- The pigs start spinning simultaneously.
- 0x5E
- The pigs stop spinning one after another, from left to right, two beats apart. Includes input.
- 0x5F
- The pigs stop spinning one after another, from left to right, one beat apart. Includes input.
- 0x60
- The pigs stop spinning one after another, from left to right, one half beat apart. Includes input.
- 0x61
- The pigs stop spinning one after another, from left to right, a third beat apart. Includes input.
- 0x62
- The pigs stop spinning one after another, from left to right, a quarter beat apart. Includes input.
- 0x63
- “One-two-three” cue (variant 1), including input.
- 0x64
- “One-two-three” cue (variant 2), including input.
Samurai Slice (0x30)¶
0x100 - Spawn Demon¶
0x100 type
Sets an input depending on type and spawns a demon. Values for type are:
- 0: Regular demon
- 1: Regular demon (different position; used for two demons in succession)
- 2-8: Individual demons in the many-demon cue.
0x105 - Falling Particles¶
0x105
Snow starts falling down.
0x105<1>
Leaves start falling down.
0x105<2>
Particles stop falling down.
0x105<3> speed
Sets the horizontal speed of the falling particles. Negative speeds indicate leftward movement, while positive speeds indicate rightward movement.
0x106 - Rain¶
0x106 density
Sets the density of rainfall. Only powers of 2 are used for density in the rhythm game, and 8 is the highest density used.
0x107 - Thunder¶
0x107<flag>
If flag is 1, enables lightning striking each time an enemy is hit, if 0, disables.
0x108 - Portal¶
0x108 time
The demon portal opens over time ticks.
0x108<1> time
The demon portal closes over time ticks.
0x109 - Demon Size¶
0x109<size>
Sets the size of new demons that appear. size starts at 0 and increases. The highest value used in the game is 3.
0x10A - Text¶
0x10A
Displays the intro text. Seems to be required to undarken the background, sadly.
0x10A<1>
Displays the “To be continued…” (this is a lie) text.
0x10B - Samurai Enter/Leave¶
0x10B 0
The samurai leaves (enters the house?)
0x10B<1> 0
The samurai walks on screen.
0x10D - Practice Demon¶
0x10D
A demon flies onto the screen from the top.
0x10D<1>
The demon flies into the house.
List of subs¶
All the following are asynchronous.
- 0x56
0x100 0.- 0x57
0x100 1.- 0x58
- A whirlwind combo cue. First demon appears immediately.
See-Saw (0x31)¶
0x100 - See-Saw Animations & Cues¶
0x100 1
Start executing See-Saw cues, reading the positions from a location in memory as a sequence of bytes. More on this in 0x104 documentation.
0x100<2> index, 0
One of the inspectors does a beat animation. Values for index are:
- 0: Right
- 1: Left
0x100<3> index, pos
Sets the position of the specified inspector to pos. Values for pos are:
- 0: On the outside of the see-saw.
- 1: On the inside of the see-saw.
- 2: On the ground besides the see-saw.
0x102 - Enable/Disable High Jumps¶
0x102 flag
If flag is 1, enable high jumps (the inspectors will jump much higher than usual when on the outside). If 0, disable.
0x104 - Set Position Sequences¶
0x104 index, ptr
Sets the sequence of positions the specified inspector will have when doing cues to the one at ptr. This is a sequence
of bytes, each representing a single jump. 0 means outside, 1 means inside, 2 means on the ground beside the see-saw, and
5 ends the sequence.
Packing Pests (0x32)¶
0x100 - Spawn Object/Input¶
0x100 type
Spawns an object, with corresponding input and sound effects. Input is 1 beat later. Values for type are:
- 0: Candy
- 1: Spider
- 2: Paycheck
0x101 - Background Objects¶
0x101 idx, type
Spawns an object for the idx th background worker (from the front?) starting at 0. type is identical to the one in 0x100.
0x101<1> type
Spawns an object for all background workers.
0x101<2> time, type
Spawns an object of type type for all background workers, in random order and with random delays, over the next time ticks.
0x101<3> time
Spawns a spider or candy randomly for all background workers, in random order and with random delays, over the next time ticks.
0x102 - View Change¶
0x102<2> time
The view shifts to the initial view over time ticks.
0x102<4> time
The view shifts to view your worker’s head over time ticks.
0x104 - Background Workers¶
0x104
Spawns the background workers.
0x104<2> time
The background workers shift into view over time ticks.
0x105 - Worker Animations¶
0x105
Small beat/bob animation (used when a candy is spawned).
0x105<1>
Double up! animation.
0x107 - Text¶
0x107 flag, type
If flag is 1, text appears above your worker according to type. If 0, text is removed. Values for type are:
- 0: Double up!
- 1: !!
List of subs¶
All the following are asynchronous.
- 0x56
- “Double up!” appears for 2 beats.
- 0x57
- “!!” appears for 1.5 beats.
- 0x58
- A candy is spawned, with a beat animation. Input after 1 beat.
- 0x59
- A spider is spawned, with a beat animation. Input after 1 beat.
- 0x5A
- A paycheck is spawned, with a beat animation. Input after 1 beat. (unused)
- 0x5B
- A regular pattern (candy then spider, 2 beats apart). First input after 1 beat.
- 0x5C
- A different pattern (candy then spider, 1.5 beats apart). First input after 1 beat. (unused)
- 0x5D
- The 0x5C pattern. First input after 1.5 beats. (unused)
- 0x5E
- A paycheck is spawned, with a beat animation. Input after 1 beat.
- 0x5F
- A full “Double up!” cue (candy, then spider after 1.5 beats, then another a beat later). First input after 1 beat.
- 0x60
- “!!” appears after 3.5 beats, along with a sound effect. (unused)
- 0x61
- A candy is spawned for all background workers. (unused)
- 0x62
- A spider is spawned for all background workers.
- 0x63
- A paycheck is spawned for all background workers.
- 0x64
- A regular pattern is spawned for all background workers (candy then spider after 2 beats).
- 0x65
- A “Double up!” pattern is spawned for all background workers.
- 0x66
- The different pattern is spawned for all background workers (candy after a half beat, then spider after 1.5 beats).
Monkey Watch (0x33)¶
0x101 - Camera Movement¶
0x101<3> angle, time
The camera moves angle degrees around the clock in time ticks.
0x102 - View Change¶
0x102 type, flag
Changes the view. If flag is not 0, the change is instantaneous. Values for type are:
- 0: Default view (following your monkey).
- 1: Zoomed-out view of wrist.
0x103 - Watch Monkey Doors¶
0x103 pos, flag
The pos th monkey’s (from the top of the watch, starting from 0) door opens and the monkey comes out. If flag is 1,
this is instantaneous.
0x104 - Watch Monkeys¶
0x104<1>
The next monkey after your position on the clock stretches its arm out.
0x104<2>
The next monkey after your position on the clock stretches its arm back in preparation for a high-five.
0x104<3> n
The n th monkey after your position, starting at 0, becomes purple.
0x107 - Balloon Control¶
The exact workings of this operation are as of yet unknown.
List of subs¶
All the following are asynchronous.
- 0x57
- The 3rd and 4th monkeys from your position are purple (Starting at 0).
- 0x58
- The 4th and 5th monkeys from your position are purple.
- 0x59
- Sound effects for purple monkeys (“Oo-kii ooki-ki”)
- 0x5C
- Monkeys stretch back their arms every 2 beats forever.
Blue Bear (0x34)¶
0x100 - Input/Spawn Food¶
0x100 type, long, ???
Spawns a food to be eaten. If long is nonzero, a longer animation will be used for eating the food. The third
argument is unknown, and is always zero. Values for type are:
- 0: Donut (right side, 2 beats)
- 1: Cake (left side, 3 beats)
0x101 - Bear Animations¶
0x101
The bear pushes on the left bag, ejecting a cake. (animation body_push_L in the cellanim)
0x101<1>
The bear pushes on the right bag, ejecting a donut. (animation body_push_R in the cellanim)
0x101<2>
The bear pushes on both bags. (animation body_push in the cellanim)
0x101<3>
The bear opens its mouth to catch food. (animation face_ready in the cellanim)
0x102 - Memory Animations¶
0x102 slot, name
Performs the animation with the name specified by name (as an ASCII string). It will fade in according to (hardcoded?) rules.
A slot is also specified to allow two to run at the same time. Slot 0 is used for the right side, and 1 for the left.
Animations used in the rhythm game with this operation are:
girl_in_R00,girl_in_R01girl_in_L00,girl_in_L01lostlove_inL,lostlove_inR0x102<1> slot
The animation in slot fades out, according to the corresponding out animation (hardcoded?).
0x103 - Misc. Bear Animations¶
0x103 body, face
Does the animation specified by body as an ASCII string for the bear’s body (or all of the bear), and the animation
specified by face (again as an ASCII string) for the bear’s face.
0x103<1>
Returns the body to the animation body_wait and the face to the animation face_wait (crying if necessary).
0x103<2> body, face
Same as 0x103 but returns to wait animations after the animations are done.
Animal Acrobat (0x35)¶
0x101 - Intro Stuff¶
0x101
Beat animation.
0x101<1> time
Jump off the initial platform, to grab the first animal in time ticks.
0x102 - Pattern Loading¶
0x102 delay
Start executing a loaded byte array pattern, with the first animal being grabbed in delay ticks. This makes the
animals start swinging.
0x102<1> location, size
Loads a byte array of size bytes, describing the game’s patterns. Every byte is an animal. Byte arrays
can be created in Tickflow using the bytes command. Values for bytes are:
- 0: Single white monkey
- 1: Elephant
- 2: Multiple white monkeys
- 3: Giraffe
- 4: Final platform/end
0x104 - Ending Stuff¶
0x104
The monkey lands.
0x104<1>
The balloon takes off. (used in Jungle Gymnast only)
0x106 - Waterfall¶
0x106 ???
A waterfall appears. The argument is presumably some sort of distance or time argument, and is 0x21C in every instance.
0x107 - Vine¶
0x107 ???
A vine appears in the foreground. The argument is like in 106, but is 0x320.
0x108 - Particle Effects¶
0x108
Confetti appears.
0x108<1>
Leaves appear. (at the end of Jungle Gymnast)
Tongue Lashing (0x36)¶
0x100 - Yellow bug control¶
0x100
Spawns a yellow bug. Other 0x100 operations (except 0x100<1>) crash if this is not executed beforehand.
0x100<1> distO, distP1, distP2, sound
Sets the path for a yellow bug. distO determines the distance away from the tongue orthogonally that it starts at (in pixels?),
distP1 is the distance to the chameleon, parallel to the tongue, at the start of its path, and distP2 is the
distance parallel to the tongue at the end of its path. Note that negative parallel distances are to the front of the
chameleon. sound determines the sound effect produced when eaten by the chameleon: 0x1001134 is the regular
gulp sound, while 0x1001135 is a shorter gulp sound.
0x100<2> time
Sets the bug moving toward the chameleon, to be eaten after time ticks.
0x100<3>
Beat animation. Also applies to red bugs.
0x100<5>
Despawns the bug. Also applies to red bugs.
0x101 - Red bug control¶
0x101
Spawns a red bug.
0x101<1> distO1, distP1, distO2, distP2, distP3, sound
Sets the path for a red bug. distO1 determines the orthogonal distance at the start, distP1 the parallel distance
at the start, distO2 the orthogonal distance when it stops and starts to feint, distP2 the parallel distance at that same
point, and finally, distP3 is the parallel distance when eaten. sound is like in 0x100<1>.
0x101<2> time
Moves the bug to its stopping point over time ticks.
0x101<4> type
Does a feint. The final feint before it’s eaten has type of 1; maybe slightly more extreme feint?
0x101<5> time
Moves the bug from its stopping point to the tongue, to be eaten after time ticks.
0x101<6>
Stops the bug?
0x103 - Chameleon Position¶
0x103 x, y, tx, ty
Sets the position and target vector of the chameleon. (x, y) is the position of the chameleon, and
(tx, ty) is the target position, which determines the direction the chameleon is facing. X values are in units
to the right of the middle of the scene; Y values are in units down from the middle of the scene.
0x104 - Chameleon Animations¶
0x104
Beat animation.
0x104<1> start, end, time
The chameleon moves along its target axis. It starts at start away from its set position along the target axis,
and ends at end. The movement takes time ticks.
0x104<2> start, end, time, delay
Identical to 0x104<1>, but only starts after delay ticks.
0x105 - Zoom+Position¶
0x105 z, x, y, tx, ty, delay
This is a combination of 0x102<1> and 0x103. It takes place after delay ticks.
0x106 - Chameleon Grin¶
0x106
Start recording player performance.
0x106<1>
If the player hasn’t missed, grin, else do a sad animation.
0x106<2>
Stop recording player performance.
0x107 - Perch¶
0x107<1> type, delay
Changes what the chameleon is perched on after delay ticks. Values for type are:
- 0: Hand
- 1: Foot
0x108 - Global Camera Control for whatever reason¶
0x108 x, y, zoom, delay
Sets the global camera pan to (x, y) and the global camera zoom to zoom after delay ticks.
Note that this is distinct from the other zoom factor in 103/105.
0x109 - Update Effects¶
0x109
Updates location and size of visual effects to line up with the camera’s parameters. If not used, visual effects will retain the location and size they previously had after a camera change.
0x10A - The two guys¶
0x10A i, flag
Sets the specified guy visible if the flag is nonzero, and invisible otherwise. Values for i are:
0: Nose guy
1: Cool guy
0x10A<1> i, x, y
Sets the position of guy i to (x, y)
0x10A<2> i, x1, x2, time
Moves guy i horizontally from x1 to x2 over time ticks.
0x10A<3>
0x10A<4>
Parts of the animations after the bug is either eaten or missed. These should be placed 3/4 beats apart.
List of subs¶
Each is asynchronous.
- 0x56
- Spawns a yellow bug and does its animations. The “three” sound effect happens two beats after the start, and thus the input is 4 beats after the start.
- 0x57
- Spawns a red bug and does its animations. It starts feinting after 3 beats; the input is after 6 beats.
- 0x58
- Identical to 0x57, but includes operations for the two guys’ animations.
Super Samurai Slice (0x37)¶
0x100 - Input Cue¶
0x100 type, time
Cues up an input for after time ticks. type determines both the type of input and the Samurai’s attack animation.
Values for type are:
- 0: Regular slice (press A)
- 1: 1st in sequence of slices (press A)
- 2: 2nd in sequence of slices (press A)
- 3: 3rd in sequence of slices (press A)
- 4: 4th in sequence of slices (press A)
- 5: Block large enemy (start holding B)
- 6: Slice large enemy (release B)