List of Hardcoded Subs in Rhythm Heaven Megamix

Below is a list of hardcoded subs in Rhythm Heaven Megamix, and what they do.

For the tickflow code of every sub, see this document. Synchronous subs end with return. Asynchronous subs end with stop. Call synchronous subs with sub. Call asynchronous subs with async_sub.

List

0x0

Constantly checks if a textbox is on screen. If there’s a textbox, pause tickflow execution until the textbox goes away.

0x1

Possibly checks if .aac (the music file) is fully loaded and ready to be played? If not, pause tickflow

0x2

Possibly checks if .bcgrp (the sfx file) is fully loaded and ready to be played back? If not, pause tickflow.

0x3

Pauses tickflow until all sfx is loaded properly

0x4 (sub_Glb_scene_init_wait_loop)

Initializes the next game scene. Used in Remix transitions to keep it on beat (scene loading can and will make tickflow execution offbeat from the music without this.)

0x5 (sub_Glb_prologue_res_loading_wait_loop)

Pause tickflow until resources for the prologue is done loading.

0x6 (sub_Glb_prologue_end_wait_loop)

Wait for prologue to finish/be skipped before continuing tickflow execution.

0x7

Pause tickflow execution if two conditions (0x81 and 0x83<2>) are not fulfilled.

0x8 (sub_Glb_game_load_cmn_res)

Game setup (load Perfect assets, Challenge Train assets, Practice assets), game will crash without this.

0x9 (sub_Glb_game_load_cmn_res_without_tutorial)

Game setup, without practice. Usually used for Remixes. (Load Perfect assets and Challenge Train assets), game will crash without this.

0xA (sub_Glb_game_init)

Game initialization (not found in remixes.)

0xB (sub_Glb_game_exit)

Load results screen assets, go to results screen.

0xC (sub_Glb_skip_common)

Triggered when you skip or complete the practice (resets the game state.)

0xD (sub_Glb_retry_common)

Triggered when you retry the minigame. Very similar to sub 0xC.

0xE (sub_Glb_retry_remix_medley)

Triggered when you retry a medley-type remix. Calls sub 0xD and then switches to scene 0x44.

0xF (sub_Glb_treasure_result)

Not called normally, rather, it is called in sub 0xB. Goes to challenge train results.

0x10

Disable pausing for 0.25 beats

0x11

Disable pausing for 0.5 beats

0x12

Disable pausing for 1 beat

0x13

Disable pausing for 2 beats

0x14

Disable pausing for 4 beats

0x15

Disable something for 0.25 beats

0x16

Disable something for 0.5 beats

0x17

Disable something for 1 beat

0x18

Disable something for 2 beats

0x19

Disable something for 4 beats

0x1A

Disable something else for 0.25 beats

0x1B

Disable something else for 0.5 beats

0x1C

Disable something else for 1 beat

0x1D

Disable something else for 2 beats

0x1E

Disable something else for 4 beats

0x1F

4/4 drum beat

0x20

4/4 looping drum beat

0x21

3/4 drum beat

0x22

3/4 looping drum beat

0x23

Vocal "1, 2, 3, 4"

0x24

Vocal "1... 2... 1, 2, 3, 4"

0x25

Vocal "1, 2, 3" (pitch progressively gets lower)

0x26

Vocal "1, 2, 3" (pitch progressively gets lower, played twice)

0x27

Vocal "3, 4"

0x28

Vocal "3, Go!"

0x29

A simple textbox remover.

0x2A

A simple text string remover.

0x2B

Rhythm Help Display: 1 row

0x2C

Rhythm Help Display: 2 rows, fast 0-7 then slow 0-3

0x2D

Rhythm Help Display: 2 lines simultaneously

0x2E

Rhythm Help Display: Rows 1 and 3 simultaneously, then row 2, slow, index 0-3 only

0x2F

Rhythm Help Display: 2 rows, goes through row 1 then stops until the next set

0x30

Rhythm Help Display: 2 rows

0x31

Rhythm Help Display: 3 rows

0x32

Rhythm Help Display: 1 row, swing

0x33

Rhythm Help Display: 2 rows, swing (Used in Glee Club 2)

0x34

Rhythm Help Display: 3 rows, swing

0x35

Rhythm Help Display: 2 rows, fast 4 beats to complete

0x36

Rhythm Help Display: 3 rows, fast 7 beats to complete

0x37

Rhythm Help Display: 1 row, slow, 4 beats long Used in Super Samurai Slice

0x38

Rhythm Help Display: 2 rows, slow, index 0-3 only (Used in Blue Birds, Glee Club and Exhibition Match)

0x39

Rhythm Help Display: 2 lines simultaneously

0x3A

Rhythm Help Display: 2 rows, goes through row 1 then stops until the next set

0x3B

Rhythm Help Display: Broken sequence

0x3C

Rhythm Help Display: 2 rows, goes through row 1 then stops until the next set (Used in Airboarder)

0x3D

Rhythm Help Display: Broken sequence

0x3E

Rhythm Help Display: Broken sequence

0x3F

Rhythm Help Display: Broken sequence

0x40

Rhythm Help Display: Broken sequence

0x41

Rhythm Help Display: Broken sequence

0x42

Rhythm Help Display: Broken sequence

0x43

Set 0x8E to 0

0x44

Set 0x8E to 1

0x45

Set 0x8E to 2

0x46

Set 0x8E to 3

0x47

Set 0x8E to 4

0x48

Set 0x8E to 5

0x49

Set 0x8E to 6

0x4A

Set 0x8E to 7

0x4B

Set 0x8F to 0

0x4C

Set 0x8F to 1

0x4D

Set 0x8F to 2

0x4E

Set 0x8F to 3

0x4F

Set 0x8F to 4

0x50

Set 0x8F to 5

0x51

Set 0x8F to 6

0x52

Set 0x8F to 7

0x53

Activates all Challenge Land things (Mii heads bobbing, Monster Goal zoom out, Heart pulsing, Perfect icon flashing). Calls subs 0x54 and 0x55

0x54

"Go for Perfect!" blinking

0x55

Life Goal heart pulsing

Game-Specific Subs

Any sub with a value starting at 0x56 is game specific. What may be a sub to start the real game in for one engine might be a sub to simply call a certain cue in another game. See this for in-depth documentation for all the different games.