Template:Engine calls/Boktai 2: Difference between revisions
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Automated engine call table merge |
Automated engine call table merge |
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| 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 || |