Marching Orders (Megamix)

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Marching Orders
Engine: 0x05
Cellanim: agbMarcher_v0.zlib
Effects: None
Layout: None
Model: None
SFX: GROUP_AGB_MARCH

Functions

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 to 3 for the Marcher on the far left.

0x104<X>

Makes the Marcher... March.

0x105<X>

Makes the Marcher Halt.

0x106<X>

Makes the Marcher turn their heads to the right.

0x107<X>

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.

Subs

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.