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80DF7B6C some sort of counter on how long the rocket has been flying, resets to 0 when you stop. Setting this to high values (e.g. FFFF0000) caused the game to stutter in Dolphin for me once, but later on neither me nor Espyo were able to reproduce the stutter. Maybe emulation-related weirdness or use of an external ram watcher (dolphin memory engine) causes this.
 
80DF7B6C some sort of counter on how long the rocket has been flying, resets to 0 when you stop. Setting this to high values (e.g. FFFF0000) caused the game to stutter in Dolphin for me once, but later on neither me nor Espyo were able to reproduce the stutter. Maybe emulation-related weirdness or use of an external ram watcher (dolphin memory engine) causes this.
 
80454234 function that creates GUI elements in P2. At 804542e4 it uses memcpy to copy data around, e.g. pikmin limits in case it opens the onion screen
 
 
801561cc debug entry point that is triggered when GUI elements are created and destroyed? Has access to the current gui element object in r3
 
 
<pre>
 
Gecko codes for fixing Printf functionality in Pikmin 2's sequenced music format:
 
$Fix BMS Printf (Pikmin 2 PAL, Yoshi2)
 
C209DC14 00000007
 
3861001C 8081000C
 
80A10010 80C10014
 
80E10018 7F6902A6
 
3F80800E 639CD750
 
7F8903A6 4CC63182
 
4E800421 7F6903A6
 
BB6100AC 00000000
 
 
Untested yet, if you test it please report if it works or doesn't:
 
$Fix BMS Printf (Pikmin 2 NTSC, Yoshi2)
 
C209db54 00000007
 
3861001C 8081000C
 
80A10010 80C10014
 
80E10018 7F6902A6
 
3F80800E 639Cd6ec
 
7F8903A6 4CC63182
 
4E800421 7F6903A6
 
BB6100AC 00000000
 
</pre>
 
 
Thoughts about the STB format of pikmin 2:
 
controls the cutscenes in pikmin 2
 
description of the basic structure written here: https://github.com/LordNed/WindEditor/wiki/STB
 
It's possible to have a blank cutscene by leaving only the 32 byte big header. In that case set the unsigned integer for size at offset 0x8 to 00000020
 
and the unsigned integer for object count at 0xC ot 00000000.
 
 
Message boxes are triggered by a combination of JMSG objects and an object with its type set to 0xFFFFFFFF. Having only the JMSG seems to not play the message at all, while having only the 0xFFFFFFFF object makes you never leave the cutscene, but both work together
 
In the JMSG, the 4 byte unsigned value coming after 00 04 08 59 seems to be for specifying the index of the message being played. This is not the same as the ID of the message because there are gaps in the message IDs. For example, the "AquickbrownFoxJumpsoverthelazy" message is played with the index 0x7F8.
 

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