Set Game State: Difference between revisions
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== Modes 5 and 6 : Wait == | == Mode 1: Name Colour == | ||
According to the scripts in the mobile port of the game, this script affects "name colour". Research needed. | |||
== Modes 2 and 3: Vibration == | |||
These modes appear to have no function in the final release of the game. | |||
== Mode 4: Colour Set == | |||
According to the scripts in the mobile port of the game, this script sets the colour of something. | |||
== Modes 5 and 6: Wait == | |||
Modes 5 and 6 appear to be wait functions. Put simply, the game will wait for an amount of frames dependent on arguments 3 and 4. | Modes 5 and 6 appear to be wait functions. Put simply, the game will wait for an amount of frames dependent on arguments 3 and 4. | ||
Mode 6 is labelled as "Wait Force". Research needed. | |||
== Mode 7: "Case" == | |||
Unknown. Research needed. | |||
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<pre>0x33|8, 0, 0, 2</pre> | <pre>0x33|8, 0, 0, 2</pre> | ||
This tells the game that when the next map loads, the player should be placed in position 2 (in this case, the player will be placed outside room 1-A as that is position 2 in BG 01). The "position IDs" for each room are currently unknown and so must be researched and documented. | This tells the game that when the next map loads, the player should be placed in position 2 (in this case, the player will be placed outside room 1-A as that is position 2 in BG 01). The "position IDs" for each room are currently unknown and so must be researched and documented. | ||
== Mode 9: "SCDATA_WAK_NONSTOP_MODE_CHK" == | |||
Unknown. Research needed. | |||
== Mode 10: "SCDATA_WAK_KOTONADA_HIT_NO" == | |||
Unknown. Research needed. | |||
== Mode 11: "SCDATA_WAK_MAXTIME" == | |||
Unknown. Research needed. | |||
== Mode 12: Skill Point == | |||
Apparently controls skill points. Research needed. | |||
== Mode 13: "SCDATA_WAK_SPEAK_ADD" == | |||
Unknown. Research needed. | |||
== Mode 14: "SCDATA_WAK_RANDOM" == | |||
Apparently has something to do with randomization. Research needed. | |||
== Mode 15: Gamemode == | == Mode 15: Gamemode == | ||
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== Mode 16: "SCDATA_WAK_MONOKUMA_MEDAL" == | |||
Apparently something to do with Monokuma medals (Monocoins). | |||
== Mode 17: "SCDATA_WAK_PAGE_MAX" == | |||
Unknown. Research needed. | |||
== Mode 18: "SCDATA_WAK_ACTION_DIFF" == | |||
Unknown. Research needed. | |||
== Mode 19: "SCDATA_WAK_INFERENCE_DIFF" == | |||
Unknown. Research needed. | |||
== Mode 23: Text Speed == | == Mode 23: Text Speed == |
Revision as of 13:10, 4 June 2018
To do: Also investigate this opcode in DR2 |
Internal Name: WAK
The 0x33 opcode (0x3A in Danganronpa 2) is a multipurpose opcode that is used several times in the game with different effects depending on the arguments. It has 4 arguments that are as follows:
- Argument 1: Mode
- Argument 2: Unknown
- Argument 3: Short for argument 4 (Final result = Arg4 + (Arg3 * 255))
- Argument 4: Variable
The article itself will be split into sections based on the mode argument, since this is what determines the effect 0x33 has on the game. Argument 4 is typically the variable of a mode and changing this changes the effect of the mode.
Mode 0 : Time of Day
Mode 0 is used to control the "Time of Day" display on the HUD. Argument 4 is the only argument which should be used in this mode as other arguments could cause unintended effects.
Argument 4 | Effect |
---|---|
0 | Daytime |
1 | Nighttime |
2 | Morning |
3 | Midnight |
4 | Time Unknown |
5 | Blue slash replaces the time; Normal nighttime theme |
6 and onward | White block covers the time; Normal daytime theme |
Mode 1: Name Colour
According to the scripts in the mobile port of the game, this script affects "name colour". Research needed.
Modes 2 and 3: Vibration
These modes appear to have no function in the final release of the game.
Mode 4: Colour Set
According to the scripts in the mobile port of the game, this script sets the colour of something.
Modes 5 and 6: Wait
Modes 5 and 6 appear to be wait functions. Put simply, the game will wait for an amount of frames dependent on arguments 3 and 4.
Mode 6 is labelled as "Wait Force". Research needed.
Mode 7: "Case"
Unknown. Research needed.
Mode 8: Map Load Player Placement
Mode 8 is used to determine where the player will appear in the next map loaded. The meaning of argument 4 depends on the map being loaded. For instance, when exiting classroom 1-A, this code is run:
0x33|8, 0, 0, 2
This tells the game that when the next map loads, the player should be placed in position 2 (in this case, the player will be placed outside room 1-A as that is position 2 in BG 01). The "position IDs" for each room are currently unknown and so must be researched and documented.
Mode 9: "SCDATA_WAK_NONSTOP_MODE_CHK"
Unknown. Research needed.
Mode 10: "SCDATA_WAK_KOTONADA_HIT_NO"
Unknown. Research needed.
Mode 11: "SCDATA_WAK_MAXTIME"
Unknown. Research needed.
Mode 12: Skill Point
Apparently controls skill points. Research needed.
Mode 13: "SCDATA_WAK_SPEAK_ADD"
Unknown. Research needed.
Mode 14: "SCDATA_WAK_RANDOM"
Apparently has something to do with randomization. Research needed.
Mode 15: Gamemode
Needs testing in DR2 This information has only been researched in Danganronpa: Trigger Happy Havoc and requires testing in Danganronpa 2: Goodbye Despair |
Mode 15 is used to change the current "mode" of the game. Currently, this only seems to affect the text displayed by saved games but it may also have other effects.
This data is loaded from Dr1/data/us/script/26_Menu.pak
Argument 4 | Effect |
---|---|
17 | Daytime |
18 | Daily Life |
19 | Daily Life (Free Time) |
20 | Deadly Life |
21 | Deadly Life (Investigation) |
22 | Trial Verdict |
23 | Checkpoint |
24 | Class Trial |
25 | Pre-Trial Prep |
Mode 16: "SCDATA_WAK_MONOKUMA_MEDAL"
Apparently something to do with Monokuma medals (Monocoins).
Mode 17: "SCDATA_WAK_PAGE_MAX"
Unknown. Research needed.
Mode 18: "SCDATA_WAK_ACTION_DIFF"
Unknown. Research needed.
Mode 19: "SCDATA_WAK_INFERENCE_DIFF"
Unknown. Research needed.
Mode 23: Text Speed
DR2 Exclusive This information is only relevant to Danganronpa 2: Goodbye Despair |
Mode 23 appears to be a text speed function. Just like the wait function, the game will wait for an amount of frames dependent on arguments 3 and 4.
Notes
- This opcode currently has no name due to its nature and lack of research and must be used with its hexadecimal.