Figure Fighter
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0x100 X, Y - Input
X = Type
0 - "Jab!"
1 - "One, Two!" Punch 1
2 - "One, Two!" Punch 2
3 - "One-Two!" Punch 1
4 - "One-Two!" Punch 2
5 - "Go, go, go!" Punch 1, 2
6 - "Go, go, go!" Punch 3
Y = Time in Ticks (Used Value: 0x30)
0x101 X - Beat Animation
0x101<1> - Ready
0 - for "Jab!"
1 - for "One, Two!" & "Go, go, go!"
2 - for "One-Two!"
0x102 - Background
0 - Spotlight
1 - Normal
0x103 X - Silhouettes
0 - Disable
1 - Enable
0x104 - Fade
0 - Fade to White
1 - Fade from White
0x105 - ??? (Unused)
0x106 0xXXXXXX - Text
0x50C0BE - "Grrr...!"
0x50C19C - "Let's do this!"
0x106<1> - Remove Text
0x107 X - Black Frame
0 - Widescreen
1 - Narrowscreen
2 - Tightscreen
0x108 X - Punching Bag
0 - Show
1 - Hide
0x109 - Punching Bag
0 - Hide
1 - Show
2 - Strong Punch
0x10A X - ??? currScene->field_0x109 = (char)puVar6 (I have no idea)
0 - Disable (Unused)
1 - Enable
0x10B X - Crowd
0 - Disable
1 - Enable
0x10B<1> X - Beat Animation
0 - Normal
1 - Raised Hands
2 - More Raised Hands
0x10C - White Spotlight
0 - On
1 - Off
0x10D Y - Lights
X = Action
0 - On
1 - Beat
2 - Off (Fast)
3 - Off (Flash)
Y = Lights (from outmost to inmost)
0 - Overhead
1 - Pair 1
2 - Pair 2
3 - Pair 3
4 - Pair 4
5 - Pair 5
6 - Pair 6
0x10E X - Color of Full Screen Light (Figure Fighter 3)
This seems to not work in Megamix, but is used anyway
0 - Blue
1 - Red
2 - Yellow
3 - Green
0x10F X - Something to do with frames
0 - Widescreen
1 - Narrowscreen
0x110 X - ???
0 - Disable (Seen everywhere else)
1 - Enable (Seen in Figure Fighter 3)
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Subs:
0x56 - Strong Punch (1.0 Beats)
0x57 - Strong Punch (2.0 Beats) (Unused)
0x58 - Strong Punch (4.0 Beats) (Unused)
0x59 - Frame ("One, Two!")
0x5A - Frame ("One, Two!") (Alt)
0x5B - Frame ("Go, go, go!")
0x5C - "Jab"
0x5D - "One, Two!"
0x5E - "One-Two!"
0x5F - "Go, go, go!"
0x60 - "One, Two!" w/ frame
0x61 - "One, Two!" w/ frame (Alt)
0x62 - "Go, go, go!" w/ frame
0x63 - "And (Jab)"
0x64 - "And (One-Two!)"
0x65 - Beat Animation for "Jab!"
0x66 - Beat Animation for "One-Two!"
0x67 - Beat Animation for "One, Two!" & "Go, go, go!" (Unused)
0x68 - Ready
0x69 - Figure Fighter (Practice)
0x6A - Figure Fighter 2 (Practice)
0x6B - Figure Fighter (Real Game)
0x6C - Figure Fighter 2 (Real Game)
0x6D - Figure Fighter 3 (Real Game)
0x6E - Figure Fighter (Skipped Practice)
0x6F - Figure Fighter 2 (Skipped Practice)