Marching Orders (Megamix)

0x100 X,Y
Cue an input.

X determines how long before the input should be played. Values used are 0xC (used for transitions in Remix), and 0x30.

Y determines the action to cue. 0=March, 1=Halt, 2=Right-Face Turn, 3=Left-Face Turn.

0x101
Makes the Marchers raise their legs.

0x102
Makes the Marchers perform a beat animation. Will end with the Marchers tiptoeing.

0x103
Resets the Marchers's stance. Only works for the end of their beat animation.

For the following 4 functions, X determines the Marcher performing the action, from 0 for the player and 3 for the marcher on the far left.

0x104
Makes the Marcher... March.

0x105
Makes the Marcher Halt.

0x106
Makes the Marcher turn their heads to the right.

0x107
Makes the Marcher turn their heads to the left.

0x108
Makes Sarge speaks.

0x109
Moves the conveyor belt. Calling it again won't reset nor stop the conveyor belt.

0x56
Performs the "Right-Face turn!" command. Includes Sarge saying "Here!", moving his mouth and the input.

0x57
Performs the "Left-Face turn!" command. Includes Sarge saying "Here!", moving his mouth and the input.

0x58
Performs the "March!" command. Includes Sarge saying "March!", moving his mouth and the input.

0x59
Performs the "Halt!" command. Includes Sarge saying "Halt!", moving his mouth and the input.

0x5A
Launches the practice.

0x5B
Launches the real game.

0x5C
Launches the real game, but as is the practice was skipped.