Karate Man (Megamix)

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Karate Man
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.