Flag IDs: Difference between revisions

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It is also possible to check flag states however the usage of the opcode is currently not properly known.
It is also possible to check flag states however the usage of the opcode is currently not properly known.


In most cases, setting a flag to '''0''' will disable it and setting it to '''1''' will enable it.
{{todo|Verify that flags are always referenced as 0 and 1}}
Flags operate on a '''truthy''' value system, where 0 is false/disabled, and any other value is true/enabled.


==''Shared Between Both Games''==
==''Shared Between Both Games''==

Revision as of 01:04, 17 April 2018

Flags can be manipulated with the opcode:

Set Flag|[Group], [ID], [State]

It is also possible to check flag states however the usage of the opcode is currently not properly known.

Hmmm...
To do:
Verify that flags are always referenced as 0 and 1

Flags operate on a truthy value system, where 0 is false/disabled, and any other value is true/enabled.

Shared Between Both Games

Hmmm...
To do:
Important flags to find:
Hmmm...
Needs testing in DR2
This information has only been researched in Danganronpa: Trigger Happy Havoc and requires testing in Danganronpa 2: Goodbye Despair
Flag Group Flag ID Flag Name Notes
0 4 eHandbook and Transcript None
0 5 Map None
0 6 Unknown, likely handbook related None
0 7 Saving/Loading None
15 32 Unknown This flag is set to 0 in many places however never gets set to 1. Effects unknown, setting it to 1 doesn't seem to do anything. I think perhaps this flag is automatically set to 1 every something happens and setting it to 0 disables something but I'm not sure.