Figure Fighter VS
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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 - Seems to load the list of characters. If not used before 0x102, the list is empty.
0x101<1> - Seems to display the menu, but won't stop execution. Inputs are locked as well
0x101<2> - Should load the Figure Fighter part...?
0x102 - Seems to display the menu. Stops the tickflow and redirects to the original tickflow
0x103 - Used with 0x101<1>, unlocks inputs.
0x104 X - Beat Animation
0x104<1> - Ready
0 - for "Jab!"
1 - for "One, Two!" & "Go, go, go!" (Unused)
2 - for "One-Two!" (Unused)
0x104<2> X - ???
0x104<3> X - ???
0x104<4> X - Raise Muscle Doll Up
0 - Left (Player)
1 - Right
0x104<5> X - ???
0x105 X - ???
0x106 - ???
0x106<1> - ??? (Used during setup)
0x107 - ???
0x107<1> - ???
0x107<2> - ???
0x107<5> - ???
0x108 - Randomizer, chooses a wider range of patterns if it returns 1
0x108
switch
case 0
random 0x4
break
case 1
random 0x8
break
0x109 X - ??? (Used after "Ready...Fight!" Used values: 0)
0x109<1> - ??? (Used right before the third pattern is chosen)
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Subs:
0x56 - "Jab"
0x57 - "One, Two!"
0x58 - "One-Two!"
0x59 - "Go, go, go!"
0x5A - "And (Jab)"
0x5B - "And (One-Two!)"
0x5C - Beat Animation for "Jab!"
0x5D - Beat Animation for "One-Two!" (Unused)
0x5E - Beat Animation for "One, Two!" & "Go, go, go!" (Unused)
0x5F - Ready
0x60 - Streetpass Terrace
0x61 - StreetPass Terrace (empty)
0x62 - Fight