Built to Scale (Megamix)
| Engine: | 0x03 |
|---|---|
| Cellanim: | agbHair_short.zlib, agbHair_long.zlib, agbHair_remix01.zlib |
| Effects: | None |
| Layout: | None |
| Model: | None |
| SFX: | GROUP_RVL_FEN |
UNDER CONSTRUCTION.
Functions
0x100
Doesn't seem to do anything?
0x101
Resets the hairs. Is used at the beginning of a pattern.
0x102
Spawn the tweezers. Should be used 2 beats before the start of the pattern.
0x103
Unknown. Is seen at the end of a pattern, and is used when 0x106 0 changes the condvar to 0.
0x104
Despawns the vegetable. The next one will have debug numbers as eye after plucking a hair. Is unused.
0x105 X
Changes the vegetable.
X determines the vegetable that will appear. 0=Onion, 1=Potato, 2=No vegetable. 2 may cause a massive slowdown, as well as glitching the background when a hair is plucked.
0x106 0
Seen at the end of ever pattern. Seem to do nothing, but seeing how it is used afterward, might have checked for something and set the condvar accordingly.
0x107 X, 0x107<1> X
0x107 Makes the "Don't Peek!" sign appear, 0x107<1> makes it disappear.
X determines the type of sign used. 0=Full sign, 1=Right side, 2=Left side.
0x108<X>
Enables or disable changing the vegetable. 0=Disables it, 1=Enables it.
Subs
0x56
Plays the charge sound effect.
0x57
1>2>3>Off
0x58
Off>3>2>1>
0xA8
Launches Built to Scale's practice.
0xA9
Launches Built to Scale's real game.
0xAA
Launches Built to Scale's real game, but as if the practice was skipped. Built to Scale
0x101<0> X, Y - Bounce Paddle from X to Y 0x101<1> - Reset Paddles 0x101<2> X - Charge Paddle 0x101<3> X - Uncharge Paddle -1 - Off-screen (Left) 0 - Paddle 0 1 - Paddle 1 2 - Paddle 2 3 - Paddle 3 4 - Off-screen (Right)
0x102 X, Y, Z, S, T - Rod Movement X, Y = Bounce from X to Y -1 - Off-screen (Left) 0 - Paddle 0 1 - Paddle 1 2 - Paddle 2 3 - Paddle 3 4 - Off-screen (Right) Z = Unrest (Used value: 0) S = Shoot 0 - Not Charged 1 - Charged (Will Shoot) T = Bounce Height 0 - Nothing (Normal Bounce) 1 - Charge Up (High Bounce) 0x102<1> X - Miss the Shot
0x103<0> X, Y - Widget Pair Control X = Slot Y = Active 0 - No 1 - Yes 0x103<1> X, Y, Z - Move Widgets X = Slot Y = Direction 0 - Close in 1 - Move Away Z = Position (0 is the middle) 0x103<2> X - Combine Widgets in specified slot if successfully shot 0x103<3> X - Spawn Widgets in specified slot(?) 0x103<4> - Sets the conditional variable to the number of active slots
Subs: 0x57 - 1>2>3>Off 0x58 - Off>3>2>1> 0x59 - 0>1>2>3> (Leftover) 0x5A - 2>1>0>1> (Leftover) 0x5B - 2>3>2>1> (Leftover) 0x5C - 3>2>1>0> 0x5D - 1>2>3>2> 0x5E - 1>0>1>2> (Unused) 0x5F - 0>1>2>3>2Shoot 0x60 - 2>1>0>1>2Shoot (Unused) 0x61 - 2>3>2>1>0Shoot (Unused) 0x62 - 3>2>1>0>1Shoot (Unused) 0x63 - 1>2>3>2>1Shoot (Unused) 0x64 - 1>0>1>2>3Shoot (Unused) 0x65 - 0>1>2>3>2>Charge Sound (Unused) 0x66 - 2>1>0>1>2>Charge Sound (Unused) 0x67 - 2>3>2>1>0>Charge Sound (Unused) 0x68 - 3>2>1>0>1>Charge Sound (Unused) 0x69 - 1>2>3>2>1>Charge Sound (Unused) 0x6A - 1>0>1>2>3>Charge Sound (Unused) 0x6B - Stop Charge (Paddle 0) (Unused) 0x6C - Stop Charge (Paddle 2) 0x6D - Stop Charge (Paddle 3) (Unused) 0x6E - Stop Charge (Paddle 1) (Unused) 0x6F - 0>1>1Shoot (Unused) 0x70 - 2>1>1Shoot (Unused) 0x71 - 2>3>3Shoot (Unused) 0x72 - 3>2>2Shoot (Unused) 0x73 - 1>2>2Shoot (Unused) 0x74 - 1>0>0Shoot (Unused) 0x75 - 0>1>2Shoot 0x76 - 2>1>0Shoot (Unused) 0x77 - 2>3>2Shoot (Unused) 0x78 - 3>2>1Shoot (Unused) 0x79 - 1>2>3Shoot (Unused) 0x7A - 1>0>1Shoot (Unused) 0x7B - 0>1>2>3Shoot (Unused) 0x7C - 2>1>0>1Shoot (Unused) 0x7D - 2>3>2>1Shoot (Unused) 0x7E - 3>2>1>0Shoot (Unused) 0x7F - 1>2>3>2Shoot 0x80 - 1>0>1>2Shoot (Unused) 0x81 - Widgets, slot 0, 6 beats 0x82 - Widgets, slot 1, 6 beats 0x83 - Widgets, slot 2, 6 beats 0x84 - Widgets, slot 3, 6 beats 0x85 - Widgets, slot 0, 5 beats (Unused) 0x86 - Widgets, slot 1, 5 beats (Unused) 0x87 - Widgets, slot 2, 5 beats (Leftover) 0x88 - Widgets, slot 3, 5 beats (Unused) 0x89 - Widgets, slot 0, 4 beats (Unused) 0x8A - Widgets, slot 1, 4 beats (Unused) 0x8B - Widgets, slot 2, 4 beats (Unused) 0x8C - Widgets, slot 3, 4 beats (Unused) 0x8D - Widgets, slot 0, 3 beats (Unused) 0x8E - Widgets, slot 1, 3 beats (Unused) 0x8F - Widgets, slot 2, 3 beats (Unused) 0x90 - Widgets, slot 3, 3 beats (Unused) 0x91 - Widgets, slot 0, 2 beats (Unused) 0x92 - Widgets, slot 1, 2 beats (Unused) 0x93 - Widgets, slot 2, 2 beats (Leftover) 0x94 - Widgets, slot 3, 2 beats (Unused) 0x95 - Widgets, slot 0, 1 beat (Unused) 0x96 - Widgets, slot 1, 1 beat (Unused) 0x97 - Widgets, slot 2, 1 beat (Unused) 0x98 - Widgets, slot 3, 1 beat (Unused) 0x99 - Widgets, slot 0, 6 beats per 0.5 beats (Unused) 0x9A - Widgets, slot 1, 6 beats per 0.5 beats (Unused) 0x9B - Widgets, slot 2, 6 beats per 0.5 beats (Unused) 0x9C - Widgets, slot 3, 6 beats per 0.5 beats (Unused) 0x9D - Widgets, slot 0, 6 beats per 0.25 beats (Unused) 0x9E - Widgets, slot 1, 6 beats per 0.25 beats (Unused) 0x9F - Widgets, slot 2, 6 beats per 0.25 beats (Unused) 0xA0 - Widgets, slot 3, 6 beats per 0.25 beats (Unused) 0xA1 - Widgets, slot 0, 6 beats per 0.125 beats (Unused) 0xA2 - Widgets, slot 1, 6 beats per 0.125 beats (Unused) 0xA3 - Widgets, slot 2, 6 beats per 0.125 beats (Unused) 0xA4 - Widgets, slot 3, 6 beats per 0.125 beats (Unused) 0xA5 - Off>3>2>1>0>1>Shoot 0xA6 - 3>2>1>0>1>2>3>Shoot>0>1>2>3>Shoot 0xA7 - 3>2>1>0>1>2>3>Shoot>0>1>2>3>Shoot (End)