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Template:Engine calls/Boktai 2: Difference between revisions

Automated engine call table merge
Automated engine call table merge
Line 239: Line 239:
| 0xc419 || 0x081d1510 || 11 ||  
| 0xc419 || 0x081d1510 || 11 ||  
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| 0xa16f || 0x081d57bc || 52 ||  
| 0xa16f || 0x081d57bc || 52 || ElevatorController_Create() - Call this before creating any elevators with engine call 0xa4fc
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| 0xc60f || 0x081d886c || 3 ||  
| 0xc60f || 0x081d886c || 3 ||  
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| 0x6f85 || 0x0807d348 || 2 ||  
| 0x6f85 || 0x0807d348 || 2 ||  
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| 0x3613 || 0x0807d370 || 240 ||  
| 0x3613 || 0x0807d370 || 240 || Django_Lock() - Takes the player's control away, mostly for cutscenes.
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| 0x9ffd || 0x0807d3a0 || 15 ||  
| 0x9ffd || 0x0807d3a0 || 15 ||  
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| 0x933c || 0x0807d440 || 53 ||  
| 0x933c || 0x0807d440 || 53 || Django_MoveTo(p=(x,y,z), e=callback script ID, d=?) - Causes Django to walk somewhere. Mostly for cutscenes.
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| 0xe990 || 0x0807d4c0 || 1 ||  
| 0xe990 || 0x0807d4c0 || 1 ||  
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| 0x4cdd || 0x0807dd68 || 17 ||  
| 0x4cdd || 0x0807dd68 || 17 ||  
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| 0x4c4d || 0x0807ddd4 || 22 ||  
| 0x4c4d || 0x0807ddd4 || 22 || Django_Unlock() - Undoes the effect of engine call 0x3613.
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| 0x30cc || 0x0807ddf4 || 3 ||  
| 0x30cc || 0x0807ddf4 || 3 ||  
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| 0xab8e || 0x081d24dc || 2 ||  
| 0xab8e || 0x081d24dc || 2 ||  
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| 0xa4fc || 0x081d4ea4 || 11 ||  
| 0xa4fc || 0x081d4ea4 || 11 || Elevator_Create(...)<br>
Creates an elevator. This only works after calling engine call 0xa16f. There are many possible keywords, this is just a subset:<br>
r: Spawn point. Should be 3 values: (path_id, 0, 0). The zeroes probably mean something. The path_id sets the spawn point of the elevator, that should be a [[Collision_map_file#Paths|path]] with 1 node. Only the X/Y coordinates of the node are relevant.<br>
Y: height range and initial position of the elevator. The order is (probably) min_y, max_y, initial_y.<br>
n: ID of the elevator. Used for controlling them later.<br>
f: Set to 0 or Django does strange things.<br>
m: Seems to affect how the callback (keyword R) gets called? 6 seems to be a safe value.<br>
k: Should be 2, 0 makes weird lava elevators, other values crash the game?<br>
R: Callback script ID, will be called when the elevator reaches its destination (but only if Django is on it?)<br>
s: Speed. The most common value is 16.<br>
T: Graphics. 1 is a basic iron platform, 0/2/3 are other options, there may be even mroe.<br>
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| 0x7e33 || 0x081d58d0 || 14 ||  
| 0x7e33 || 0x081d58d0 || 14 || Elevator_Start(n=elevator ID, m=direction (1=down, 2=up, others?))
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| 0xae3a || 0x081d5958 || 7 ||  
| 0xae3a || 0x081d5958 || 7 ||  
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| 0x9769 || 0x0823c670 || 72 ||  
| 0x9769 || 0x0823c670 || 72 ||  
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| 0x8071 || 0x0823c6d4 || 120 ||  
| 0x8071 || 0x0823c6d4 || 120 || Camera_PanTo(p=(x,y,z), f=duration_frames, R=callback script ID (optional)) - For cutscenes
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| 0xc15e || 0x0823c7d0 || 12 ||  
| 0xc15e || 0x0823c7d0 || 12 ||  
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| 0xf341 || 0x0823c88c || 41 ||  
| 0xf341 || 0x0823c88c || 41 || Camera_Reset(f=duration_frames, R=callback script ID (optional)) - Centers the camera on Django (useful to undo engine call 0x3824)
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| 0xcaee || 0x0823c8b0 || 2 ||  
| 0xcaee || 0x0823c8b0 || 2 ||  
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| 0x5933 || 0x0823ed48 || 2 ||  
| 0x5933 || 0x0823ed48 || 2 ||  
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| 0x53bf || 0x08240ba4 || 25 ||  
| 0x53bf || 0x08240ba4 || 25 || Sound_PlayMusic(i=sound ID) - Plays music. Exactly the same as engine call 0xe7ca.
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| 0xe7ca || 0x08240bbc || 200 ||  
| 0xe7ca || 0x08240bbc || 200 || Sound_PlaySfx(i=sound ID) - Plays a sound effect. Exactly the same as engine call 0x53bf.
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| 0x364d || 0x08240c20 || 9 ||  
| 0x364d || 0x08240c20 || 9 ||  
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| 0x7659 || 0x080ed9ac ||  
| 0x7659 || 0x080ed9ac ||  
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| 0xc1f2 || 0x080eda78 ||  
| 0xc1f2 || 0x080eda78 || Enemy_Sleep(n=enemy id) - Makes an enemy fall asleep
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| 0x286b || 0x080edd04 ||  
| 0x286b || 0x080edd04 ||  
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| 0xdfab || 0x081d2098 ||  
| 0xdfab || 0x081d2098 ||  
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| 0xb1c4 || 0x081d5814 ||  
| 0xb1c4 || 0x081d5814 || Elevator_Shake(n=elevator ID) - Shakes an elevator for 1 frame
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| 0x7a75 || 0x081d584c ||  
| 0x7a75 || 0x081d584c ||