Karate Man (Megamix): Difference between revisions
miraheze>Minenice m (→0x10B X: typo) |
m (1 revision imported) |
Latest revision as of 23:29, 2 September 2023
| Engine: | 0x28 |
|---|---|
| Cellanim: | rvlKarate_X.zlib, rvlKarate_remix00.zlib |
| Effects: | rvlKarate.zlib |
| Layout: | None |
| Model: | None |
| SFX: | GROUP_KARATE |
The Cellanims used ranges from 0 to 4, and goes in chronological order (0 is Short, 1 Returns!, 2 Kicks! and so on)
Functions
0x100 X
Launches an object for Karate Joe to punch.
X corresponds to the object to throw, as follow:
| 0 | Pot |
| 1 | Pot, but offbeat |
| 2 | Light Bulb (Yellow) |
| 3 | Light Bulb (Blue) |
| 4 | Space Umpire (Unused) |
| 5 | Rock |
| 6 | Soccer Ball |
| 7 | Cooking Pot |
| 8 | Rock (Honeybee Remix) |
| 9 through 0xE | Combo objects |
| 0xF | Barrel |
0x101
Freezes punching animations.
0x102
Starts recording performance for Face animation.
0x102<1> X
Changes Karate Joe expression depending on performance.
X changes the animation. 0=Happy, 1=Smile
0x103
Practice a Full Combo, as in the practice mode.
0x104 X
Animate Karate Joe.
X changes the animation. 0=Beat animation, 1=Lean (as in Karate Man Combos!), 2=Reset Karate Joe
0x105<X>
Makes a background text appear.
X changes the text that appears, as follow:
| 0 | "Combo!" |
| 1 | "Grr!" |
| 2 | "Hit 2!" (Unused) |
| 3 | "Hit 3!" |
| 4 | "Hit 4!" (Leftover) |
| 5 and above | "!!" |
| 0x63 | Clears the text |
0x106 X,Y
Changes the coordinates of the text.
0x107 X,Y
Changes the expression of Karate Joe.
X changes the expression, as follow:
| 0 | No head (Unused) |
| 1 | Normal (Unused) |
| 2 | Smile |
| 3 | Miss (with shock effect) (Unused) |
| 4 | Miss (Unused) |
| 5 | Dissapointed (Unused) |
| 6 | Wii Remix 9 Face (Unused) |
| 7 | Happy |
| 8 | Depressed (Unused) |
| 9 | Blushing |
| 0x0A | No Hat (Used in Honeybee Remix) |
Y determines the time the expression will last. Values used are 0x14, 0x1E, 0x64 and 0x190.
0x108 R,G,B
Changes the color of Karate Joe. This is a leftover from Wii Remix 9.
0x108<1> R,G,B
Changes the color of the background. This is a leftover from Wii Remix 9.
0x109 X
Define the type of combo. 0 is a normal combo, while 1 freezes the animation at the end, as used in Karate Man Combos!
0x10A X
Freezes the punching animation. X enables (1) and disables (0) the freeze. Disabling it doesn't reset nor continue the animation.
0x10A<1>
Continues the animation frozen by 0x10A. Doesn't need disabling frozen animations to work.
0x10B X
Activates particles.
X changes the amount of particles on screen.
Values used are 0x10 for Kicks!,and 0x10,0x18 and 0x20 for Combos! and Senior.
0x10B<1> X,Y
Changes the speed of the 1st layer of particles. They will slowly reach their speed.
X determines the speed. Values used are as follow:
| Karate Man Kicks! | |
| Karate Man Combos! | 0, -0x40, -0x200, -0x800, -0x1000, -0x1400 |
| Karate Man Senior | 0, -0x40, -0x200, -0x400, -0x800, -0x1400 |
Y synchronizes the effects.
0x10B<2> X
Changes the speed of the 2nd layer of particles. They will quickly reach their speed.
X determines the speed. Values used are as follow:
| Karate Man Combos! | 0x10, 0x20, 0x40 |
| Karate Man Senior | 0x12, 0x20 |
0x10B<3>
Makes the particles go up.
0x10B<4> X,Y,Z,L,R
Activates particules travelling horizontally. Is used in Honeybee Remix.
X changes the amount of particules. Values used are 0, 0x10, 0x14, 0x18 and 0x20.
Y changes the speed of the particules. Values used are 0x100, 0x180, 0x200 and 0x600.
Z desync some of the particles. They will go at a speed of Y+Z instead. Values used are 0x200, 0x300, 0x480 and 0x600 .
L determines the X position of the left edge of particules. Values used are 0 and 0x1A4.
R determines the X position of the right edge of particules. Values used are 0xC8 and 0x258.
0x10C
Do nothing. Used to change the cat in Remix 9 Fever.
0x10D X
Enables or disable combos. 0 Enables them (and is the default setting), while 1 disables them.
0x10E 0
Is used in the different barrel subs. Seems to do nothing. (More research is needed)
0x10F
Does nothing.
0x110 R,G,B
Changes the color of the stars that appears when a pot is punched.
Karate Man, Karate Man Returns and Honeybee Remix uses [0xFF, 0xFF,0xFF], while Karate Man Kicks! uses [0xAE, 0xFF, 0xFF] and Karate Man Combos! and Senior uses [0xFF, 0xD0, 0x4D].
0x111<X>
Activates the background effects. 0 Toggles them on, 1 disables them.
0x112
Makes the thought bubble used in Honeybee Remix appear.
0x113<X>
Launches the different animations used in Honeybee Remix, as follow:
| 0 | Karate Joe appears without hat and black shadows. |
| 1 | Makes the hat fall down |
| 2 | The needle comes out, and the shadows turn yellow. |
| 3 | Unknown. |
| 4 | Spawn background flowers. Uses arguments 0 through 3 to determine the flower to spawn. |
| 5 | Spawn all background flowers at once. Is used for transitions. |
| 6 | Unknown. Used during the second segment. |
| 7 | Darken Background |
| 8 | Restore Background |
Subs
All the subs below starts 2 beats after calling them.
0x56
Starts a combo. Does not include the lightbulb.
0x57
Starts a performance check on 5 beats. Makes a happy face if hit correctly.
0x58
Starts a performance check on 7 beats. Makes a happy face if hit correctly. Is a leftover from Fever.
0x59
Starts a performance check on 5 beats. Makes a smiley face if hit correctly.
0x5A
Does nothing. Is used to fill empty spaces in the game thread.
0x5B
Karate Joe does a beat animation.
0x5C
Karate Joe leans.
0x5D
The stance of Karate Joe is reset.
0x5E
Karate Joe does 2 beat animations, spaced 0.5 beats apart. Unused, but is theorized to be used for Karate Man Senior.
0x5F
Karate Joe does a beat animation on the offbeat.
0x60
Launches a pot.
0x61
Launches a rock.
0x62
Launches a soccer ball.
0x63
Launches a cooking pot.
0x64
Launches a pot on the offbeat.
0x65
Launches 2 pots spaced 0.5 beats apart.
0x66
Launches a rock on the offbeat.
0x67
Launches a yellow light bulb. Will make a happy face after 5 beats, and will initiate a zoom out and a zoom in at the start and end respectively. Is unused.
0x68
Launches a yellow light bulb. Will make a happy face after 7 beats, and will initiate a zoom out at the start. Is leftover from Fever.
0x69
Launches a yellow light bulb. Will make a happy face after 7 beats. Is leftover from Fever.
0x6A
Launches a yellow light bulb. Will make a smiley face after 5 beats, and will initiate a zoom out and a zoom in at the start and end respectively.
0x6B
Launches a yellow light bulb. Will make a smiley face after 6 beats, and will initiate a zoom out and a zoom in at the start and end respectively.
0x6C
Launches a yellow light bulb. Will make a smiley face after 5 beats, and will initiate a zoom out at the start.
0x6D
Launches a blue light bulb. Will make a happy face after 5 beats, and will initiate a zoom out and a zoom in at the start and end respectively.
0x6E
Launches a blue light bulb. Will make a happy face after 7 beats, and will initiate a zoom out at the start.
0x6F
Launches a blue light bulb. Will make a happy face after 5 beats. Is leftover from Fever.
0x70
Launches a blue light bulb. Will make a smiley face after 5 beats, and will initiate a zoom out and a zoom in at the start and end respectively. Is unused.
0x71
Launches a blue light bulb. Will make a smiley face after 5 beats, and will initiate a zoom out at the start. Is unused.
0x72
Launches an Alien. Is unused.
0x73
Starts a Combo. Does not include the lightbulb.
0x74
Launches a pot. Freezes the animation at the end. Is unused.
0x75
Launches a barrel.
0x76
Launches a barrel. Zooms in at the end.
All the subs below starts immediately after calling the sub.
0x77
Displays the "Combo!" text for 3 beats.
0x78
Displays the "Grr!" text for 3 beats. Is unused.
0x79
Displays the "Grr!" text for 2 beats.
0x7A
Displays the "Hit 2!" text for 4 beats. Is unused.
0x7B
Displays the "Hit 3!" text for 4 beats.
0x7C
Displays the "Hit 3!" text for 2 beats.
0x7D
Displays the "Hit 4!" text for 4 beats. Is a leftover from Fever.
0x7E
Displays the "!!" text for 1 beat.
0x7F
The announcer says "1, 2!".
0x80
Do nothing. Is unused.
0x81
The announcer says "Hit 3!".
0x82
The announcer says "Hit 4!". Is a leftover from Fever. Note: only the Japanese announcer says "Hit 4!". The english one says "Hit 3!" instead.
0x83
The announcer says "4!". Is unused.
0x84
The announcer says "Punch Kick!".
0x85
Does nothing. Is used to fill space in the signs thread.
0x86
The announcer says "1, 2!".
All the subs below starts 0.5 beats after the start of the sub.
0x87
Displays the "Hit 2!" text for 4 beats. Is unused.
0x88
Displays the "Hit 3!" text for 4 beats. Includes the voice.
0x89
Displays the "Hit 3!" text for 2 beats. Includes the voice.
0x8A
Displays the "Hit 3!" text for 4 beats. Includes the voice. Starts on the offbeat. Is unused.
0x8B
Displays the "Hit 4!" text for 4 beats. Includes the voice. Is unused.
0x8C
Displays the "Combo!" text for 4 beats.
0x8D
Displays the "!!" text for 2 beats.
0x8E
Displays the "Grr!" text for 2 beats.
0x8F
The announcer says "Punch, Kick!".
These subs starts the different games.
0x90
Launches Karate Man's practice.
0x91
Launches Karate Man Kicks!'s practice.
0x92
Launches Karate Man Combos!'s practice.
0x93
Launches Karate Man Senior's practice.
0x94
Launches Karate Man's real game.
0x95
Launches Karate Man Returns!'s real game.
0x96
Launches Karate Man Kicks!'s real game.
0x97
Launches Karate Man Combos!'s real game.
0x98
Launches Karate Man Senior's real game.
0x99
Launches Karate Man's real game, but as if the practice was skipped.
0x9A
Launches Karate Man Kicks!'s real game, but as if the practice was skipped.
0x9B
Launches Karate Man Combos!'s real game, but as if the practice was skipped.
0x9C
Launches Karate Man Senior's real game, but as if the practice was skipped.