List of Global Functions in Rhythm Heaven Megamix

0x00 - async_sub X, Y, Z 	X = ID number of subruitine (Usually 0x56 and beyond) Y = Time in ticks before executing (Usually 0) Z = Category (Usually omitted, defaults to 0x7D0) 0x01<0> - get_async X, Y 	X = Slot Y = Time in ticks 0x01<1> - set_func X, Y 	X = Slot Y = Location to store in slot 0x02 - async_call X, Y 	X = Location Y = Time in Ticks 0x03<0> - kill_all 0x03<1> - kill_cat X 0x03<2> - kill_loc X 0x03<3> - kill_sub X 0x04 - sub X 	X = Sub ID (Tickflow will wait until sub is completed before continuing) 0x05 - get_sync X 	X = Get a function set by set_func 0x06 - call X 	X = Location (Tickflow will wait until sub is completed before continuing) 0x07 - return 0x08 - stop 0x09 - set_cat X 	X = Set current thread to the specified category 0x0A - set_condvar X 	X = Conditional Variable 0x0B - add_condvar X 	X = Conditional Variable 0x0C - push_condvar 0x0D - pop_condvar 0x0E - rest X 	X = Time in Ticks (1/48) 0x0F<0> - setrest X, Y 	X = Slot to store rest in 	Y = Time of rest in ticks 0x0F<1> - getrest X 	X = Slot to take rest from 0x10 - rest for X/32 seconds (found in Pajama Party and one other location) 0x20 - 1 second Used values: 0x96, 0xA0 0x11 - rest_reset 0x12 - unrest X 	X = Time in ticks to skip 0x13 - ??? (Most likely unused) 0x14 - label X 	X = ID of label 0x15 - goto X 	X = ID of label to go to 0x16<0> - if X = If equal to X 0x16<1> - if_neq X = If not equel to X 0x16<2> - if_lt X = If less than X 0x16<3> - if_leq X = If less or equal to X 0x16<4> - if_gt X = If greater than X 0x16<5> - if_geq X = If greater or equal to X 0x17 - else 0x18 - endif If X is equal to the conditional variable, do the first block of Tickflow If not, do the second block of Tickflow 0x19 - switch 0x1A - case X 0x1B - break 0x1C - default 0x1D - endswitch If the conditional variable is equal to X, run case X. If it's equal to Y, run case Y. If it's not equal to any, run default. Use break to not run cases you don't want. 0x1E<0> - set_countdown X 	X = Initial Value 0x1E<1> - set_countdown condvar Sets initial value to condvar 0x1E<2> - get_countdown_init Sets condvar to initial value 0x1E<3> - get_countdown_prog Sets condvar to the progress 0x1E<4> - get_countdown Sets condvar to the countdown value 0x1E<5> - dec_countdown Increments progress by 1, thus decrements countdown by 1. 0x1F - ??? (Unused?) 0x20 - ??? (Unused?) 0x21 X - Tempo X = Sets tempo to X/256 of the original tempo 0x22 X, Y, Z - Tempo, Relative X = Multiplies tempo by X/256 Y = Lower bound Z = Upper bound 0x23 0xXXXXXXX - ??? Also changes tempo (Usually right next to 0x53 and 0x4F) 0x24 X - speed X 	X = Sets speed to X/256 of the original speed 0x25 X, Y, Z - speed_relative X, Y, Z 	X = Multiplies speed by X/256 Y = Lower bound Z = Upper bound 0x26 - ??? (Unused?) 0x27 X, Y - Speed control but based around 120 BPM? (Unused)* X = ??? Y = Set speed to X/120 (0x78 = normal speed) * Every tickflow file has 0x21 0x78 (set default tempo to 120 BPM), this is probably why this operation exists 0x28 X - engine X 	X = Scene ID 	0 - Spaceball 1 - The Clappy Trio 2 - Sneaky Spirits 3 - Rhythm Tweezers 4 - Bouncy Road 5 - Marching Orders 6 - Night Walk 7 - Quiz Show 8 - Bunny Hop 9 - Rat Race 0xA - Power Calligraphy 0xB - Space Dance 0xC - Tap Trial 0xD - Ninja Bodyguard 0xE - Airboarder 0xF - Lockstep 0x10 - Blue Birds 0x11 - The Dazzles 0x12 - Freeze Frame 0x13 - Glee Club 0x14 - Frog Hop 0x15 - Fan Club 0x16 - Dog Ninja 0x17 - Rhythm Rally 0x18 - Fillbots 0x19 - Shoot-'em-up 0x1A - Big Rock Finish 0x1B - Munchy Monk 0x1C - Built to Scale 0x1D - Air Rally 0x1E - Exhibition Match 0x1F - Flock Step 0x20 - Cheer Readers 0x21 - Double Date 0x22 - Catch of the Day 0x23 - Micro-Row 0x24 - Fork Lifter 0x25 - Hole in One 0x26 - Flipper-Flop 0x27 - Ringside 0x28 - Karate Man 0x29 - Working Dough 0x2A - Figure Fighter 0x2B - Love Rap 0x2C - Bossa Nova 0x2D - Screwbot Factory 0x2E - Launch Party 0x2F - Board Meeting 0x30 - Samurai Slice 0x31 - See-Saw 0x32 - Packing Pests 0x33 - Monkey Watch 0x34 - Blue Bear 0x35 - Animal Acrobat 0x36 - Tongue Lashing 0x37 - Super Samurai Slice 0x38 - Fruit Basket 0x39 - Second Contact 0x3A - Pajama Party 0x3B - Catchy Tune 0x3C - Sumo Brothers 0x3D - Tangotronic 3000 0x3E - Kitties! 0x3F - LumBEARjack 0x40 - Sick Beats 0x41 - Coin Toss 0x42 - Clap Trap 0x43 - Charging Chicken 0x44 - Black Screen 0x45 - ??? 0x46 - Title Screen 0x47 - Game Select (Land) 0x48 - Game Select (Tower) 0x49 - Prologue 0x4A - Epilogue 0x4B - Opening 0x4C - Farewell/To Heaven World 0x4D - Gameplay Counts 0x4E - Letter After MED 0x4F - Intro 0x50 - Goat Stable 0x51 - Café 0x52 - Shop 0x53 - Museum 0x54 - Badges 0x55 - Memories 0x56 - Mascots 0x57 - Epilogue Slideshow 0x58 - Streetpass Terrace 0x59 - Challenge Land 0x5A - Challenge Train 0x5B - Challenge Train Results 0x5C - Challenge Train Results 0x5D - Challenge Train Results 0x5E - Challenge Course Select(?) 0x5F - ??? 0x60 - Download Play Menu 0x61 - ??? 0x62 - "Thank you for playing!" (Demo) 0x28<1> - Used in sub 4, likely used to determine whether a scene is completely loaded, sets condvar to 1 if so 0x28<2> - Load scene stored with engine<3> (Automatically applies a black screen to the bottom screen that must be unfaded with the 'fade' operation, stops all tickflow execution/music) 0x28<3> X - engine<3>, Store scene to be loaded later with 0x28<2> X = Scene ID 	0x28<2> and engine<3> are used for most menu transitions 0x28<4> X - engine<4>, Set touchscreen background (Timing Display effects will still be visible) 0 - Disable (Unused) 1 - Enable 0x29<0> - Set scene initialization counter to 0 0x29<1> X - Increase that counter by X (Unused) 0x29<2> - Decrease rest timer by the counter's value Used in sub 4 to compensate for the time it takes for a remix to load the next game 0x2A<0> - game_model X, Y 0x2A<1> - game_cellanim X, Y 0x2A<2> - game_effect X, Y 0x2A<3> - game_layout X, Y 	X = Assign a scene to Y 	Y = Slot 0x2B X, Y - Version X = Game Scene ID 	Y = Version 0 - Practice (Short)/Karate Man Games/Endless Games 1 - Real Game (Short) 2 - Practice (Long) 3 - Real Game (Long) 4 - Practice (Arrange) 5 - Real Game (Arrange) 6 - Lush Remix 7 - Honeybee Remix 8 - Machine Remix 9 - Citrus Remix 0xA - Donut Remix 0xB - Barbershop Remix 0xC - Songbird Remix 0xD - Left-Hand Remix 0xE - Right-Hand Remix 0xF - Unused Remix 0x10 - Final Remix 0x2B<1> X - Check Setup X = Game Scene ID 	Used in Super Samurai Slice to determine which sfx to play for enemies coming out from the bottom (water, bush or none) 0x2C - Stops most of the scene visually, some animations are still functional. Cues and some camera movements go on normally. (Unused) 0x2C<1> - Appears only once in sub56 in Airboarder, seems to set condvar to 1 for something. Seems to be used to stop beat animations at some point 0x2D X - Pausing 0 - Disable 1 - Enable 0x2E X - "Waiting for other players." (Used value: 0x18) 0x2F - ??? (Used in remix transitions) 0x30 - ??? (Used in remix transitions) 0x31<0> X, Y, Z - set_model X, Y, Z 0x31<1> X - remove_model X 0x31<2> X - has_model X (Sets coditional variable to 1 if X contains assets) X = Slot to load Model to 	Y = filename of Model Z = Unknown, always 1 0x32 - ??? (Unused?) 0x33 - ??? (Unused?) 0x34 - ??? (Unused?) 0x35<0> X, u"Y", Z - set_cellanim X, Y, Z 0x35<1> X - cellanim_busy X (Sets coditional variable to 1 if X is changing) 0x35<2> X - remove_cellanim X 	X = Slot to load Cellanim to 	Y = filename of Cellanim Z = Unknown, always -1 0x36 X, u"Y", Z - Accepts the same arguments as set_cellanim... except that it doesn't actually set the cellanim (but the loading mascot still appears) (Unused) 0x37 - Causes loading mascot to appear, unknown function (Unused) 0x38 - ??? (Unused?) 0x39<0> X, u"Y", Z - set_effect X, Y, Z 0x39<1> X - effect_busy X (Sets coditional variable to 1 if X is changing) 0x39<2> X - remove_effect X 	X = Slot to load Effect to 	Y = filename of Effect Z = Unknown, always -1 0x3A X, u"Y", Z - Accepts the same arguments as set_effect... except that it doesn't actually set effects (but the loading mascot still appears) (Unused) 0x3B U, V, "W", X, Y, Z, S - Play Effects (Used for Quiz Show's Skill Star) U = Which Screen 0+- Top (Unused) 2 - Bottom V = Slot (Used value: 1) W = Animation (Used value: "cmn_star00") X = X Position (Used value: 0) Y = Y Position (Used value: 0) Z = Size (Used value: 0x100) S = ??? (Used value: 0x18) 0x3C - ??? (Unused?) 0x3D - Stop any effect that's currently on screen 0x3E<0> X, u"Y", Z - set_layout X, Y, Z 0x3E<1> X - effect_layout X (Sets coditional variable to 1 if X is changing) 0x3E<2> X - remove_layout X 	X = Slot to load Layout to 	Y = filename of Layout Z = Unknown, always -1 0x3F - ??? (Unused?) 0x40<0> 0xXXXXXXX - play_sfx 0xXXXXXXX 0x40<1> 0xXXXXXXX, Y - Play SFX w/ volume control 0x40<2> 0xXXXXXXX, Y, Z - Play SFX w/ pitch control 0xXXXXXXX = ID of the Sound Effect Y = Volume of Sound Effect (0xFF is normal) Z = Pitch of Sound Effect (0x17E is normal) 0x41 - ??? (Unused?) 0x42 Y - Manipulation of SFX befined by 0x48 X = Volume (0x100 = Default) (Used values: 0, 0xC8) Y = Time n ticks (Used values: 0xB4, 0x12C) 0x43 X - Change Pitch of all SFX (0x100 is normal) X = Pitch Used values: 0XC0, 0x100, 0x140, 0x200 0x44 X - SFX Panning (Unused) Example: play_sfx 0xXXXXXXX 0x44 -0x100 Modifies panning for the play_sfx above to be full pan to the left 0x45 X - Delay SFX by X ticks (Used value: 0x80) (Only appears in unused Double Date subs) 0x46 0x78 - Delay SFX? (Found in Monkey Watch on the same beats as the counts) 0x47 - SFX Volume (Used value: 0x60) (0x100 is normal) 0x48 - Define sound effect to be manipulated by 0x42 X = Slot? 1 - Used in Catch of the Day 0xF - Used in Coin Toss 0x49 - ??? (Unused?) 0x4A - ??? (Unused?) 0x4B - ??? (Unused?) 0x4C - ??? (Unused?) 0x4D - ??? (Unused?) 0x4E - ??? (Unused?) 0x4F 0xXXXXXXX - Which tempo file will be used 0x50 0xXXXXXXX, Y - Play BCSTM file (used for the Café's music) X = SFX ID 	Used value: 0x1000002 Y = ??? (Always 1) 0x51 X - Music 0 - Best not to use this (unless you want a laugh) 1 - Play .aac music (Set up by 0x61<2>) 0x52 - Set condvar to 1 if something involving .aacs is true (does it check to see if the .aac is fully loaded and playable?) (Used in sub 1) 0x53 0xXXXXXXX - Set loopable audio to be used in 0x55. Almost always paired with 0x23. Seems to apply the tempo of the tempo file of 0xXXXXXXX regardless of the presence of 0x23 X = Sound Effect ID (The SFX value for songs match values with their respective tempo file. Ex: 0x1000132 is both the SFX value for Working Dough's practice theme and its tempo file value.) 0x54 0xXXXXXXX, Y - Play SFX as music (used in Quiz Show) (can be faded out with 0x57) X = ID of the Sound Effect (Used values: 0x100019D, 0x100019E, 0x100019F) Y = Use corresponding tempo file(?) (Used value: 1) 0 - No (Tempo will be default 120 bpm?) (Unused) 1 - Yes 0x55 X - Play sfx loaded in 0x53 (Used value: 1) 0x56 - Set condvar to 1 if something involving .bcgrps is true (same thing with 0x52 but with BCGRP files perhaps?) (Used in sub 2) 0x57 X - Music Fade Out X = Time in ticks (Used values: 0, 0x1E, 0x30, 0x32, 0x78, 0xC0) 0x58 X, Y - Music Volume Control (Used in Sneaky Spirits practice and Quiz Show) X = Volume (Used values: 0, 0xFF, 0x100) Y = Time in Ticks (Used values: 1, 0x3C, 0x60) 0x59 X, Y - Something related to SFX. Found once in sub 0xC X = ??? (Used value: 0x100) Y = ??? (Used value: 0) 0x5A X, Y, Z - All SFX volume control (Used in Flock Step) W = Type(?) 0 - SFX 1 - Music X = Volume (Used values: 0, 0x100) Y = Time in ticks (Used values: 0, 0x240) Z = ??? (Used values: 0) 0x5B - ??? (Unused?) 0x5C - ??? (Unused?) 0x5D X, u"Y" - Assign BCGRP (SFX file) to slot X = Slot number (Vanilla game has a range between 0 and 9) Y = BCGRP file name 0x5D<2> u"X" - Set SFX to be assigned to a slot (Used everywhere except medley remix asset loading, Quiz Show, Big Rock Finish, and Endless games) X = BCGRP file name 0x5D<3> X - Assign SFX specified in 0x5D<2> to slot X = Slot 0x5E - ??? (Unused?) 0x5F X - remove_sfx X 0x5F<1> - Clear any loaded BCGRPs X = Slot to remove SFX Group from 0x60 - ??? (Unused?) 0x61 - Music-related 0x61<2> u"music" - Set the .aac file music = filename of .aac music to play 0x61<3> 0 - ??? 0x62 X - Unload .aac file 0x62<1> - Clear any loaded .aacs X = Slot to remove .aac file from (Used value: 0) 0x63 0xXXXXXXX - Unloads tempo file 0x64 - Set condvar to 1 if all SFX is loaded completely (Used in sub 3) 0x65 - Display textbox with attributes specified by 0x65<1> - 0x65 0x65<1> - M, "string" - Display textbox with string from which MSBT to use 0x65<2> - Remove textbox 0x65<3> X, Y - X, Y placement Positive X values shift the box to the right, negative X values shift it to the left Positive Y values shift the box lower, negative Y values shift it higher 0x65<4> X, Y - Width and height of the textbox 0x65<5> X - Text alignment within textbox 0 - Top left 1 - Top center 2 - Center 3 - Left center 4+- Nothing (uses whatever was set last) 0x65<6> 0 - ??? (Used in Dog Ninja's practice) 0x65<7> X - Tail (used to show who onscreen is speaking) 0 - Disable 1 - Enable 0x65<8> X - Which side 0 - Bottom 1 - Top 2+- Default (Center of screen) 0x65<9> X - Horizontal location of tail 0 - Very left of textbox 0x100 - Very right of textbox, possibly detached 0x100+- Detached If left undefined - Center of textbox 0x65<0xA> X - Tail (used to show who onscreen is speaking) (Unused) 0x65<0xB> X - Which side (Used in Blue Birds) 0 - Left 1 - Right (Unused) 0x65<0xC> X - Vertical location of tail (Unused) (Moves the whole textbox instead) Higher X values cause the textbox to be placed lower than specified while keeping the tail at the same spot Negative X values cause the textbox to be placed higher than specified while keeping the tail at the same spot 0x65<0xD> X - Size of text, not bound by the size of the textbox (Used in Air Rally 2) Used value: 0x3C 0x100 - Normal Size 0x65<0xE> - Reset 0x65<0xD> to normal size (Unused) 0x65<0xF> X - Size of text, but bound to the size of textbox (Used in Spaceball and Donut Remix) Used values: 0xFF, 0x133 0x65 - Reset 0x65<0xF> to normal size (Used in Spaceball) 0x66 - M, "string" Sets strings from specified MSBT to display with 0x66<1> 0x66<1> - Display strings using attributes defined in 0x65 0x66<2> - Remove textbox 0x66<3> - Check if all strings of specified name have been displayed, sets condvar to 0 if not, which will loop back code execution to display the next string until it sets condvar to 1 Ex:	0x66 9, "rvlKarate00_tutorial_a" 0x66<1> Will display both "rvlKarate00_tutorial_a_00" and "rvlKarate00_tutorial_a_01", which is "Welcome to Karate Training!" and "Watch out for flying objects, and press A to punch them!" 0x67 - Display text over translucent black box 0x67<1> M, "string" - Display string from specified MSBT 0x67<2> - Remove textbox 0x67<3> X - Vertical location of textbox -0x64 - Aligned to top 0x64 - Aligned to bottom Seems to default to -0x3C if 0x67<3> is not called 0x67<4> X - Height of textbox 0x68 - Display text w/out textbox 0x68<1> M, "string" - Display string from specified MSBT 0x68<2> - Remove string 0x68<3> X, Y - X, Y placement Positive X values shift the string to the right, negative X values shift it to the left Positive Y values shift the string lower, negative Y values shift it higher 0x68<4> X - Text alignment 0 - Left 1+- Center M = Which msbt file 0 - common 1 - game_info 2 - layout 3 - map 4 - coffee 5 - bonus 6 - treasure 7 - agb 8 - ntr 9 - rvl 0xA - ctr 0xB - remix 0xC - agb_result 0xD - ntr_result 0xE - rvl_result 0xF - ctr_result 0x10 - remix_result 0x11 - demo_dl 0x69 - ??? (Used in practice for Bunny Hop, Catchy Tune, Flipper-Flop and Karate Man) 0x6A X - input X 	0 - Disable 1 - Enable 0x6B<0> X - Automatic Inputs (Used in the Demo) 0 - Disable 1 - Enable 0x6B<1> X - Force Input 0 - A Button 1 - B Button 2 - D-Pad Left 3 - D-Pad Right 4 - D-Pad Up 	5 - D-Pad Down 6 - A Button (Release) 7 - B Button (Release) 8 - D-Pad Left (Release) 9 - D-Pad Right (Release) 0xA - D-Pad Up (Release) 0xB - D-Pad Down (Release) 0x6C X - Leniency Overwrite (Meant to make faster tempos more forgiving) 0 - Off 1 - On 0x6C<1> X - Amount of Leniency Used values: 0x100, 0x140, 0x115, 0x12E, 0x155, 0x1AA, 0x12A, 0x26A Used only in Big Rock Finish and Built to Scale in the original game 0x6D X, 0xYYYYYYY, 0xZZZZZZZ - A Button Prompt (for textboxes) X = Which button to use (Will always display A button prompt) 0 - None (Unused) 1 - A 	2 - B (Unused) 3 - Either A/B (Unused) Y = Sound Effect (Press) Used value: 0x10002BA - SE_SEND_MES_ON Z = Sound Effect (Release) Used value: 0x10002BB - SE_SEND_MES_OFF 0x6D<1> - Checks if you've Pressed and Released the A button 0x6E - ??? (Unused?) 0x6F - "Skip" in Pause menu 0 - Disable 1 - Enable 0x70 X - Related to the skip option in the pause menu. Found once in sub 0xC X = ??? (Used value: 0) 0x70<1> 0xXX - Send player to sub 0xXX after skip 0x71 - Disables or resets something related to the Pause menu. Found once in sub 0xC 0x72 - "Start Over" in the Pause menu (Unused?) 0 - Disable 1 - Enable 0x73 - ??? (Unused?) 0x73<1> 0xXX - Send player to sub 0xXX after starting over (Unused?) (Super broken?) 0x74 - ??? (Unused?) 0x75 X - Sets your "Start Over" state 0 - You are not starting over 1 - You are starting over 0x75<1> - Checks if you are starting over, set condvar to 1 if yes This is why prologues only play the first time you enter a game 0x76 X, Y - Solid Color X = Which screen 0 - ??? (Unused) 1 - Top 2 - ??? (Unused) 3 - ??? (Unused) 4 - ??? (Unused) 5 - ??? (Unused) 6 - ??? (Unused) 7 - Both Y = Flag 0 - Disable 1 - Enable 0x77 X, Y - Opacity of Solid Color X = ??? (Used values: 1) Y = Transparency (0 is invisible, 0xFF is opaque) (Used values: 0x78, 0xC0, 0xFF) 0x78 X, R, G, B - Solid Color (RGB values) X = ??? (Used values: 1) R = Red Color (Used values: 0, 0x80, 0xFF) G = Green Color (Used values: 0, 0xFF) B = Blue Color (Used values: 0, 0xFF) 0x79 X, Y - Depth of Solid Color X = ??? (Used values: 1) Y = Depth level (Used values: 0, 1, 8) Ex: Setting Y to 0x10 in Micro-Row will place the overlay behind the Microbes, but in front of the background 0x7A X, Y - Solid color affects everything (except the "You") [Copied from Fever docs, this is used in Working Dough] X = ??? (Used values: 1) Y = ??? (Used values: 0, 1) 0x7B X, Y, Z - Opacity of Solid Color (Gradual) W = ??? X = Which Screen 0 - Bottom 1 - Top Y = Transparency (Used values: 0, 0xA8, 0xE0, 0xFF) Z = Time in ticks (Used values:0, 0xA, 0x12, 0x18, 0x30, 0x60, 0xC8, 0x180, 0x300) 0x7C X, Y, Z - fade X, Y, Z - Creates a black overlay that appears on the screen over Z ticks 0x7C<1> X, Y, Z - fade<1> X, Y, Z - Unfades any black overlay over Z ticks X = Screen 1 - Top 2 - Bottom 7 - Both (seems to disable pausing if faded) Y - ??? Z - Time in ticks 0x7C<2> X - Seems to be related to skipping the practice 0x7C<3> X - Sets condvar to 1 if there's a black overlay on X screen(?) 0x7D - ??? (Unused?) 0x7E<0> - zoom N, X, Y 0x7E<1> - zoom_gradual N, I, S, D, X, Y 0x7F<0> - pan N, X, Y 0x7F<1> - pan_gradual N, I, S, D, X, Y 0x80<0> - rotate N, A 0x80<1> - rotate_gradual N, I, S, D, A 	N = View (Usually 3 or 4) 2 - Translations persist after scene transitions I = Interpolation 0 - Linear 1 - Fast Start 2 - Fast End 3 - Fast Middle (Smooth) 4 - Slow Middle S = Intensity of I 	D = Duration X, Y = x and y zoom factor (0x100 = default) A = Angle zoom 2, 0xF0, 0xF0 - perfect zoom out for true widescreen 0x81 - Used in while loading assets(?), seems to set condvar to 1 (Unknown function) X = 0 or 1 0x82 X - ??? (Used values: 0x1F4, 0x3E8) 0x82<1> - Used in while loading assets(?), seems to set condvar to 1 (Unknown function) 0x83 X - ??? (Used value: 0) Used after sub 3 0x83<1> - ??? 0x84 - ??? (Unused) 0x84<1> - ??? If 0x81 is 1, goes to this 0x84<2> X - ??? 0 - ??? 	1 - ??? (Unused) 2 - Remove Timing Display (what?) 0x84<3> X - ??? Used values: 3 0x85 - ??? 0x85<2> 4 - Used in Big Rock Finish after the leniency overwrite and before the randomizer for the patterns 0x86 - ??? Sets condvar to 1 for something, does 0x61<3> 0 if 0, seems related to setting the music file 0x87 X, Y - ??? Seems to be used in practice X = ??? (Used values: 2, 3, 4, 5) Y = ??? (Used values: 2, 3, 4, 5) 0x87<1> X, Y - ??? X = ??? (Used values: 0) Y = ??? (Used values: 0) 0x87<2> X - ??? (Used values: 0, 2, 3, 4, 5) 0x87<3> X - ??? (Used values: 0, 2, 3, 4, 5) 0x88 - Check if playing in Challenge Land 0 - Something related to scores, sets condvar to 1 if (something) 1 - Set condvar depending on the Challenge Goal 0 - Score Goal 1 - Life Goal 2 - Monster Goal 2 - Set condvar to the amount of lives for Life Goal 3 - ??? (Unused) 4 - ??? (Unused) 5 - Apply "Tempo Up!" speed. Glitchy if triggered outside of Challenge Train (hence why you only see it nested in an if statement controlled by 0x88). Found in the beginning of almost every game 6 - ??? (Unused) 7 - Sets condvar to 1 if playing the "Wario... Where?" Challenge Train courses 0x89 - Loads challenge assets (Mii heads, hearts, monster, etc.) (Used in subs 8 and 9) 0x89<1> - ??? Possibly unload these assets? (Unused) 0x89<2> - Enables challenge assets to be used(?) (Used in subs 8 and 9) 0x89<3> - Possibly unloads or disables challenge assets(?) (Used in sub 0xB) 0x89<4> - Sets condvar to 1 if challenge assets are still loading (Used in subs 8 and 9) 0x89<5> - ??? (Unused) 0x89<6> - ??? Used just before a scene transition in remixes, sets condvar to 1, if 1 goes to 0x8A<7> (remix failsafe?) 0x8A - Start Mii head/Lives bobbing (Challenge Land) 0x8A<1> - ??? Used if 0x88 is 1 0x8A<2> - ??? Called every beat in a sub that's in a really weird spot within code.tickflow 0x8A<3> X - ??? 0 - ??? 	1 - ??? 0x8A<4> X, Y - Set Lives X = ??? (Used values: 1) Y = How many lives (Used values: 1, 2, 3) 0x8A<5> - Life hearts start pulsing (Used in sub 0x55) 0x8A<6> X - Monster Goal zoomout 0 - Disable 1 - Enable 0x8A<7> - ??? Used just before a scene transition in remixes, sets condvar to 1, if 1 goes to a stop 0x8B X, Y - "You" X = ??? 0 - ??? Used in almost every instance of the operation 1 - ??? (Unused) 2 - ??? Found in subs 0xB and 0xD Note: All three X values seem to be visually and functionally the same. Y = "You" Visibility 0 - Disable 1 - Enable 0x8C X - Mascot (Loading Icon) 0 - Disable 1 - Enable 0x8C<1> X - ??? Found near the debug TICKFLOW stuff at the bottom (Used value: 1) 0x8C<2> X - ??? Used just before setting the .aac (Used values: 2, 3, 4, 5) 0x8C<3> - ??? Used if 0x81 is 1 0x8D - ??? (Unused) 0x8E X - Score Counts Towards Specified Rating(?) 0 - First Comment 1 - Second Comment 2 - Third Comment 3 - Fourth Comment 0x8F X - Score Counts Towards Specified Comment -1 - Practice (Doesn't count at all) 0 - First Comment 1 - Second Comment 2 - Third Comment 3 - Fourth Comment/You show strong fundamentals. 4 - You kept the beat well. 5 - You had great aim. 6 - You followed the example well. 7 - Skill Star 0x90 - ??? (Unused) 0x91 0, 0x64, 0x28 - Results text related, used only in Night Walk 0x92 X, Y - Score weight X = Which comment (Used values: 0, 1, 2, 3, 4, 5, 6, 7) Y = Score weight (basically how much of the game this comment represents) 0x93 X, M, "Superb string", "Try Again string" - Load Results Text 0x94 X, "Superb string", "OK string", "Try Again string" - Failsafe Common Results Text 0x95 M, "Caption string" - Load Results Caption Text M = Which msbt file (see 0x65) 0x96 - ??? (Unused?) 0x97 X, Y - Score thereshold (Unused?) X - OK threshold Y - Superb threshold Multiply the hex form of the score needed for the rating by 0x64 to get the value you want. For example, to set the OK threshold to 90, multiply 90's hex form, 0x5A, by 0x64 to get 0x2328. Use 0x2328 for your X value 0x98 X, Y - ??? (Related to Results text) 0x99 - Sets condvar to 1 if the player's performance at the time of checking will result in the specified rating (SUPPOSEDLY, WE ALL KNOW THE RATING SYSTEM ISN'T ENTIRELY PROPERLY UNDERSTOOD) 0 - ??? (Used in the Perfect screen sub for the Rating scene, does this check if you didn't miss between the beginning of tickflow execution and the time of checking?) 1 - Try Again 2 - OK 	3 - Superb 0x9A Y - ??? Used just before defining the tempo file X = ??? (Used values: 0, 1) Y = ??? (Used values: 0, 7, 8, 0x14, 0xC8, 0x258, 0x3E8) 0x9B - Used in practice if 0xA7<3> is 0 0x9C - Load "X more times!"/"X more sets!" and "Clear!" assets into memory (Used in sub 8) 0x9C<1> - ??? Possibly unload these assets? (Unused) 0x9C<2> - Enable "X more times!"/"X more sets!" to be used(?) (the 0x9E and 0x9F family of operations will not work if this is not called before it) 0x9C<3> - Disable "X more times!"/"X more sets!" from being used, or unload the assets(?) (Used in subs 0xC and 0xD) 0x9C<4> - Sets condvar to 1 if "X more times!"/"X more sets!" and "Clear!" assets are still loading into memory (Used in sub 8) 0x9D X - Rhythm Help Display (Layout) 0 - 1 rows, large buttons, index 0-3 1 - 2 rows, large buttons, index 0-3 2 - 3 rows, large buttons, index 0-3 (Unused) 3 - 1 rows, small buttons, index 0-7 ([Un]used in Cheer Readers) 4 - 2 rows, small buttons, index 0-7 5 - 3 rows, small buttons, index 0-7 ([Un]used in Big Rock Finish) 6 - 2 rows, small buttons, index 0-7 ([Un]used in Karate Man Kicks!) 6 - 2 rows, small buttons, index 0-7 7 - 3 rows, small buttons, index 0-7 (Unused) 8+- Nothing (Unused) 0x9D<1> - Show Rhythm Help Display 0x9E X, Y, Z - Rhythm Help Display 0x9E<1> X, Y - Blink specified button (Also makes a pitched click based on its position and type) (used in the Rhythm Help Display subs) 0x9E<2> X, Y, Z - Expect input at specified button in Z ticks, if something's there (used in Rhythm Help Display subs) X = Slot (0 ~ 7) Y = Row 0 - Row 1 1 - Row 2 2 - Row 3 (Unused) Z = Time in ticks 0x9E<3> - ??? (Used in games where you have to hold buttons) 0x9E<4> X, Y, Z - Enlarge buttons (for offbeats) (X = even numbers, Z = 1 always) X = Slot (0 ~ 7) Y = Row 0 - Row 1 1 - Row 2 2 - Row 3 (Unused) Z = Button 0 - A Button 1 - A Button (Hold) 2 - A Button (Release) 3 - B Button 4 - B Button (Hold) 5 - B Button (Release) 6 - D-pad (Right) (Unused) 7 - D-pad (Left) (Unused) 8 - D-pad (Any direction) 9 - Holding (Between Hold and Release) 0xA - Nothing 0xB+- Glitchy 0x9F X - "X more times!"/"X more sets!" (Used values: 1, 2, 3, 4, 0x10) 0x9F<1> - Decrease "X more times" counter 0x9F<2> - Sets condvar to however many times the counter has been decreased minus 1 (Used in See-Saw's practice to stop byte execution) 0x9F<3> - Sets condvar to whatever 0x9F was most recently set to (Unused) 0x9F<4> - Sets condvar to 1 if all inputs were hit since the last 0xA2 0x9F<5> X - Performance check 0 - Inputs count towards decreasing "X more times counter" 1 - Decrease "X more times" counter if input(s) are hit AND inputs affected by 0x9F<5> 0 OR 2 were also hit since the last 0xA2. 2 - Track performance 3 - ??? Found in Karate Man Combos! and Karate Man Senior 0x9F<6> - Sets condvar to whatever 0x9F<5> was most recently set to (Unused) 0x9F<7> - Show the "X more times!"/"X more sets!" text 0x9F<8> X, Y - Position of the "X more times!"/"X more sets!" text X = X position (Used values: -0xBE, 0, 0xBE) Y = Y position (Used values: -0x64, -0x3C, -0x32, -0x28, 0x32, 0x64) 0x9F<9> X - Size of "X more times!"/"X more sets!" text (Used value: 0x100) 0x9F<0xA> X - Text alignment (Used values: 0, 1, 2) 0 - Center 1 - Right 2 - Left 0xA0 8, 0x50983C, 3 - ??? (Used in Shoot-'em-up practice) 0xA0<1> X - ??? (Used in Figure Fighter practice) (Used values: 4, 6) 0xA1 - Set related 0 - Start current set? 1 - End current set 2 - ??? (Found only in Rhythm Tweezers and its sections in remixes) 0xA2<X> - Performance 0 - Start/restart tracking performance 1 - ??? 	2 - Set condvar to 1 if the player missed since the last check 3 - ??? 	4 - Checks how many times the set has been failed 0xA3 X, Y - Make inputs detectable in Rhythm Help Display X - see 0x6B<1> for unused values 0 - A Button 1 - B Button 2 - D-Pad Left 3 - D-Pad Right 4 - D-Pad Up 	5 - D-Pad Down 6 - A Button (Release) 7 - B Button (Release) Y - Flag 0 - Disable 1 - Enable 0xA4 X - Prologue Scene (Handles the animation and jingle, but not the name) 0 - The Clappy Trio 1 - Sneaky Spirits 2 - Rhythm Tweezers 3 - Glee Club 4 - Rhythm Rally 5 - Fillbots 6 - Shoot-'em-up 7 - Air Rally 8 - Micro-Row 9 - Flipper-Flop 0xA - Figure Fighter 0xB - Fruit Basket 0xC - First Contact 0xD - Catchy Tune 0xE - LumBEARjack 0xF - Spaceball 0x10 - The Clappy Trio 2 0x11 - Sneaky Spirits 2 0x12 - Rhythm Tweezers 2 0x13 - Bouncy Road 0x14 - Marching Orders 0x15 - Night Walk 0x16 - Quiz Show 0x17 - Bunny Hop 0x18 - Rat Race 0x19 - Power Calligraphy 0x1A - Space Dance 0x1B - Tap Trial 0x1C - Ninja Bodyguard 0x1D - Airboarder 0x1E - Lockstep 0x1F - Blue Birds 0x20 - The Dazzles 0x21 - Freeze Frame 0x22 - Glee Club 2 0x23 - Frog Hop 0x24 - Fan Club 0x25 - Dog Ninja 0x26 - Rhythm Rally 2 0x27 - Fillbots 2 0x28 - Shoot-'em-up 2 0x29 - Big Rock Finish 0x2A - Munchy Monk 0x2B - Built to Scale 0x2C - Air Rally 2 0x2D - Exhibition Match 0x2E - Flock Step 0x2F - Cheer Readers 0x30 - Double Date 0x31 - Catch of the Day 0x32 - Micro-Row 2 0x33 - Fork Lifter 0x34 - Hole in One 0x35 - Flipper-Flop 2 0x36 - Ringside 0x37 - Working Dough 0x38 - Figure Fighter 2 0x39 - Love Rap 0x3A - Bossa Nova 0x3B - Screwbot Factory 0x3C - Launch Party 0x3D - Board Meeting 0x3E - Samurai Slice 0x3F - See-Saw 0x40 - Packing Pests 0x41 - Monkey Watch 0x42 - Blue Bear 0x43 - Animal Acrobat 0x44 - Tongue Lashing 0x45 - Super Samurai Slice 0x46 - Fruit Basket 2 0x47 - Second Contact 0x48 - Pajama Party 0x49 - Catchy Tune 2 0x4A - Sumo Brothers 0x4B - Tangotronic 3000 0x4C - Kitties! 0x4D - LumBEARjack 2 0x4E - The Snappy Trio 0x4F - Cosmic Dance 0x50 - Tap Trial 2 0x51 - Jumpin' Jazz 0x52 - Fan Club 2 0x53 - Cosmic Rhythm Rally 0x54 - Hole in One 2 0x55 - Working Dough 2 0x56 - Figure Fighter 3 0x57 - Jungle Gymnast 0x58 - Super Samurai Slice 2 0x59 - Karate Man 0x5A - Karate Man Returns! 0x5B - Karate Man Kicks! 0x5C - Karate Man Combos! 0x5D - Karate Man Senior 0x5E - Lush Remix 0x5F - Final Remix 0x60 - Honeybee Remix 0x61 - Machine Remix 0x62 - Citrus Remix 0x63 - Donut Remix 0x64 - Barbershop Remix 0x65 - Songbird Remix 0x66 - Left-Hand Remix 0x67 - Right-Hand Remix 0xA4<1> X - Prologue Scene (Endless Games) 0 - Sick Beats (Saffron Trial) 1 - Sick Beats (Slatwater Trial) 2 - Sick Beats (Paprika Trial) 3 - Sick Beats (Endless Game) 4 - Coin Toss (Saffron Trial) 5 - Coin Toss (Slatwater Trial) 6 - Coin Toss (Paprika Trial) 7 - Coin Toss (Endless Game) 8 - Clap Trap (Saffron Trial) 9 - Clap Trap (Slatwater Trial) 0xA - Clap Trap (Paprika Trial) 0xB - Clap Trap (Endless Game) 0xC - Charging Chicken (Saffron Trial) 0xD - Charging Chicken (Slatwater Trial) 0xE - Charging Chicken (Paprika Trial) 0xF - Charging Chicken (Endless Game) 0xA4<2> X - ??? 0 - Disable(?) 1 - Enable(?) 0xA5 X - Related to Practice? 0 - ??? (Used near the debug stuff at the bottom) 1 - ??? (Used when the game starts) 0xA6 X - Practice Indicator 0 - No Practice 1 - Practice 0xA6<1> X - Skip Prologue 0 - A Button 1 - X Button 0xA7<X> - Sets condvar to 1 if: 0 - ??? (Goes to label 0xC5, which is where the debug stuff is) 1 - ??? (Unused) 2 - You press X on the prologue (uses argument: 7) 3 - Playing Challenge Land in multiplayer 0xA8 - Epilogue (Same IDs as Prologue Scene) (Doesn't affect the Epilogues in the Museum) 0xA8<1> X - Image ID 0xA8<2> X - Image ID (Endless Game) (Always the same as The Clappy Trio's) 0xA8<3> - ??? (Unused) 0xA8<4> X - Text ID 0xA8<5> X - Text ID (Endless Game) (Always the same as The Clappy Trio's) 0xA9 - "Saving..." (Unused) (Actually saves the game) 0xAA - Load Perfect related assets (Used in subs 8 and 9) 0xAA<1> - Possibly unload these assets? (Unused) 0xAA<2> - Sets condvar to 1 if Perfect assets are still loading (Used in subs 8 and 9) 0xAB<X> - "Go for Perfect!" flag? 0 - ??? (Unused) 1 - ??? 	2 - ??? (Unused) 3 - ??? Uses argument 1, sets condvar to 1, if 1, activates 0xAC 0, else 0xAD 0 4 - ??? 0xAB<1> - ??? 0xAB<2> - ??? Used 3 times in two different subs for the results scene 0xAB<3> X - Check if playing a "Go for Perfect!" challenge (?) (Used value: 1) 0xAB<4> - Check if entered through Perfect Campaign(?) 0xAC X - "Go for Perfect!" P placement 0 - Top Left 1 - Top Right (Unused) 2 - Bottom Left (Unused) 3 - Bottom Right (Unused) 0xAC<1> - Remove "Go for Perfect!" 0xAC<2> - Blink "Go for Perfect!" 0xAC<3> - ??? 0xAC<4> - Sets condvar to 1 if failed the campaign (?) 0xAD X - Skill Star 0 - Enable 1 - Disable (Unused) 0xAD<1> - ??? (Unused) 0xAD<2> X - Sets Skill Star 0 - Not Obtained (Unused) 1 - Obtained 0xAE X - star X 	X = Time in ticks before star is collected (Used values: 0x90, 0xA0, 0xA8, 0xB0, 0xC0, 0xD8, 0xF0, 0x108, 0x118, 0x120, 0x138, 0x150, 0x168, 0x180, 0x1B0, 0x1E0, 0x210, 0x270, 0x288, 0x2D0) 0xAF 0 - Related to score/performance 0xAF<1> - ??? 0xAF<2> X, Y, "Z" - Gate explanation X = ??? 0 - Normal 1 - Empty string (Game over?) 2 - Empty string (Game start?) 7 - ??? 	Z = string "" - None "agbVirus_explain" - "Protect us from those viruses!" "gate_explain_score"- "Catch it N times!" "gate_explain_score_sword" - "Stop N times!" "gate_explain_score_chicken" - "Get to the goal!" 0xAF<3> 0 - Sets condvar to 1 if something (causes a loop if 0) (Only used in Coin Toss's Trials) 0xAF<4> X - "Aim for X!" (Used values: 0xA, 0xF, 0x14) 0xAF<5> X - ??? Used in Endless Games 0xAF<6> X - Score Counter 0xAF<7> X - ??? 0 - Disable 1 - Enable 0xB0 - Load Song Title & Artist 0xB0<1> - Display Strings 0xB0<2> - ??? (Unused) 0xB0<3> - ??? (Unused) 0xB0<4> M, "string" - Set Top Line (Song Name) 0xB0<5> M, "string" - Set Bottom Line (Artist) 0xB0<6> M, "string", Y - Display Subtitle (Used in Cheer Readers) M = Which msbt file (see 0x65) Y = placement? 1 - Top 2 - Bottom 0xB0<7> - Remove Song Title & Artist? 0xB0<8> X - Something with the subtitle? (Used in Cheer Readers) X = placement? 1 - Top 2 - Bottom 0xB0<9> - Remove Song Title & Artist 0xB0<0xA> X - Remove Subtitle? X = placement? 1 - Top 2 - Bottom 0xB1 - ??? Used near the start of remixes 0xB2 0 - Sets condvar to 1 if the player hasn't missed in Sneaky Spirits in Barbershop Remix apparently (Used in Flipper-Flop's second section of Barbershop Remix) 0xB3 - ??? (Unused?) 0xB4 0, 1 - Used in Sneaky Spirits in Barbershop Remix 0xB5 - ??? (Unused?) 0xB6<X> - ??? Something at the start of each game 0 - ??? 	1 - ??? 0xB7 - Sets condvar to 1 if (something), Something related to tempo files 0xB8<X> - random X 	Stores a random number between 0 and X in condvar 0xB9 - Sets condvar to 1 if (something), found in Launch Party 0xBA - ??? 0xBB - ??? Sets condvar to 1 if (something) 0xBC - ??? Used when 0xBB is 0 0xBD - ??? 0xBE - seems to play a cowbell sound after a delay(?) (Unused) 0xBF - ??? (Unused?) 0xC0 - ??? (Unused?) 0xC1 - ??? (Unused?) 0xC2 - ??? (Unused?) 0xC3 - ??? (Unused?) 0xC4 - ??? (Unused?) 0xC5 - ??? (Unused?) 0xC6 - ??? (Unused?) 0xC7 - ??? (Unused?) 0xC8 - ??? (Unused?) 0xC9 - ??? (Unused?) 0xCA - ??? (Unused?) 0xCB - ??? (Unused?) 0xCC - ??? (Unused?) 0xCD - ??? (Unused?) 0xCE - ??? (Unused?) 0xCF - ??? (Unused?) 0xD0 - ??? (Unused?) 0xD1 - ??? (Unused?) 0xD2 - ??? (Unused?) 0xD3 - ??? (Unused?) 0xD4 - ??? (Unused?) 0xD5 - ??? (Unused?) 0xD6 - ??? (Unused?) 0xD7 - ??? (Unused?) 0xD8 - ??? (Unused?) 0xD9 - ??? (Unused?) 0xDA - ??? (Unused?) 0xDB - ??? (Unused?) 0xDC - ??? (Unused?) 0xDD - ??? (Unused?) 0xDE - ??? (Unused?) 0xDF - ??? (Unused?) 0xE0 - ??? (Unused?) 0xE1 - ??? (Unused?) 0xE2 - ??? (Unused?) 0xE3 - ??? (Unused?) 0xE4 - ??? (Unused?) 0xE5 - ??? (Unused?) 0xE6 - ??? (Unused?) 0xE7 - ??? (Unused?) 0xE8 - ??? (Unused?) 0xE9 - ??? (Unused?) 0xEA - ??? (Unused?) 0xEB - ??? (Unused?) 0xEC - ??? (Unused?) 0xED - ??? (Unused?) 0xEE - ??? (Unused?) 0xEF - ??? (Unused?) 0xF0 - ??? (Unused?) 0xF1 - ??? (Unused?) 0xF2 - ??? (Unused?) 0xF3 - ??? (Unused?) 0xF4 - ??? (Unused?) 0xF5 - ??? (Unused?) 0xF6 - ??? (Unused?) 0xF7 - ??? (Unused?) 0xF8 - ??? (Unused?) 0xF9 - ??? (Unused?) 0xFA - ??? (Unused?) 0xFB - ??? (Unused?) 0xFC - ??? (Unused?) 0xFD - ??? (Unused?) 0xFE - ??? (Unused?) 0xFF - ??? (Unused?) 0x100 and up are Scene-Specific