Acknowledgments
I would like to give my sincerest gratitude to Vras28 and MetalFrieza3000 for being very understanding & trustworthy modders, and providing crystal clear explanations.
In his initial research, Vras also thanked pxgamer13 and Raide Z, and so will I.
None of this would have ever been possible without such efforts.
We would still be looking for strings and changing their pointers, one value at a time.
They have all helped in the transition from mechanical to logical scenario analysis.
Introduction
Before proceeding with the guide, it is highly recommended to have decent knowledge of the hexadecimal system, which is what NIM's guide is all about.
Given how the game was written in C (presumably), knowing a few programming basics would not hurt at all.
SPOILER: The words function, arguments, parameters, property, integer, float and string will be thrown around a bunch, so watch out!
Basic Concepts
The following principles also apply to Budokai Tenkaichi 2 and Raging Blast 1.
Everything else, after the GSAC-GSDT Relation, is exclusive to Budokai Tenkaichi 3.
GSC files are divided into sections. Each section contains a 16-byte header and its data.
Because GSC files are meant to be interpreted as scripts, said data can be treated as if it were lines of code.
In this case, the lines of code are represented by a series of bytes.
Back to the header, here are its contents:
- Name (a 4-byte string, stored at byte 0 of the header)
- Header Size (an integer, always to 16, stored at byte 4)
- Data Size (an integer, stored at byte 8)
- ID (an integer, mainly used for GSAC's, stored at byte 12)
The name of a section can be any of the following:
- GSCF (first section of the file, containing all other sections)
- GSHD (stores two integers representing the GSC version)
- GSCD (stores all GSAC's below it, until it reaches the GSDT)
- GSAC (unlike the rest, a section that is found numerous times)
- EOFC (end of section, indicated by EOF - End of File)
- GSDT (last section of the file; DT likely stands for Data)
The GSC version can take the following values:
- 3 & 1, representing v3.1 of the GSC format (for Budokai Tenkaichi 2)
- 3 & 2, representing v3.2 of the GSC format (for Budokai Tenkaichi 3)
- 3 & 3, representing v3.3 of the GSC format (for Raging Blast 1)
GSAC-GSDT Relation
To avoid confusion, GSAC's will be referred to as scenes, whereas the GSDT will be called data, because that is exactly what it is: just data. Nothing more to it.
Nothing more than an unorganized set of integers and floats.
Due to several scenes often reusing the same data, changing the data directly is discouraged, and so is deleting data or adding already-existing data.
Although, the latter is the least harmful out of the three.
For the scenes to get the data in the first place, they make use of parameters. Each parameter consists of:
- Data Type (
0x0A for integers, 0x1A for floats, 0x2A for strings)
- Offset (address of input date relative to its section, divided by 4, stored as an unsigned short)
In layman terms, an offset with a value of 69 will link to the input data found in byte 276 of its section.
If the section starts at byte 9008 of the GSC file, then the input data in question can be found at byte 9284.
276 is far more readable than 9284, which is why the developers preferred to use relative addresses instead.
As to why they chose to divide the addresses by 4, it was likely out of convenience, because ANM files use it too.
NOTE: The string data type is never used, and was likely meant for debugging purposes.
It can only be found in the last two GSC files (GSC-B-48.gsc and GSC-B-49.gsc), which are unfinished dummy files.
Even the one string each GSC contains literally says dummy in Japanese (ダミー).
Instructions and Properties
Instructions are stored in 4 bytes. These bytes represent its arguments.
Depending on the instruction type, the preceding bytes may behave differently.
Other than that, an instruction may or may not take parameters.
It may or may not take properties as well, which also take parameters.
Here is a hex interpretation of an instruction:
00 01 02 03
XX YY ZZ ZZ
The argument in red represents the instruction type, which can take the following values:
- 01 (function call)
- 02 (scene call)
- 03 (unused, but very similar to 02)
The argument in green represents the number of arguments.
For XX set to 01, the argument in blue will refer to a function ID, stored as a short.
If set to 02, the instruction will look for a scene ID instead, also stored as a short.
Properties are similar to instructions, except their instruction type is set to 08, and they must always follow an instruction that needs it.
Here is a hex interpretation of a property:
00 01 02 03
08 XX YY 00
XX represents the property type, stored as a character (symbol).
For example, if set to 0x61, the property type will be a, not 97.
List of Preliminary Scenes
The following scenes are found at the beginning of every GSC, in this exact order:
- Scene -1 (
0xFFFFFFFF)
- Scene 1k (
0xE8030000)
- Scene -2 (
0xFEFFFFFF)
- Scene -3 (
0xFDFFFFFF)
- Scene -4 (
0xFCFFFFFF)
- Scene -5 (
0xFBFFFFFF)
Without these, the scenario cannot function.
List of Functions and Properties
Please note that the functions have been listed in ascending order (smallest to biggest).
All given ID's are in decimal. For each function and property, there will be:
- A hex interpretation (the bytes used for the instruction);
- A brief description;
- A location (what scenes it can be found in);
- The parameters, if any are used.
Function 1
[view source code]
- Hex Interpretation
0x01010100
- Description
-
Stops the flow of execution until some time has passed.
For instance, if there are two cameras (one before, and one after the function), the 2nd camera will not play until the time expires.
- Location
- Any scene whose ID is greater than or equal to 10000.
- Parameters
- A time interval (float).
Function 2
[view source code]
- Hex Interpretation
0x01010200
- Description
- Marks the ID of the scenario, used to identify what audio, lip-syncing and subtitle files will be used.
- Location
- The beginning of Scene -3.
- Parameters
- An integer that ranges from 0 to 47.
Function 3
[view source code]
- Hex Interpretation
0x01000300
- Description
- Marks the start of a scene. Nothing else.
- Location
- The beginning of any scene whose ID is greater than or equal to 10000.
- Parameters
- None.
Function 4
[view source code]
- Hex Interpretation
0x01000400
- Description
-
Marks the end of a scene, and the start of a battle.
It resets the battle camera, and allows the characters to move around.
- Location
- The end of any scene whose ID is greater than or equal to 10000.
- Parameters
- None.
Function 5
[view source code]
- Hex Interpretation
0x01000500
- Description
- Marks the character positions on the map.
- Location
- Any scene whose ID is greater than or equal to 10000; next to Function 3.
- Parameters
- None.
Function 6
[view source code]
- Hex Interpretation
0x01000600
- Description
- Marks the disabling of all VFX (aura charges, ki-charging auras and camera shakes).
- Location
- Any scene whose ID is greater than or equal to 10000; next to Function 5.
- Parameters
- None.
Function 7
[view source code]
- Hex Interpretation
0x01000700
- Description
- Marks the storage of conditional properties, audio-related and scene-related.
- Location
- Any scene whose ID is greater than or equal to 10000; next to Function 6.
- Parameters
- None.
Properties
- a type (
0x08610200)
-
A predetermined scene link that takes two parameters:
- Condition ID (int)
- Scene ID (int)
- v type (
0x08760200)
-
A predetermined audio link that takes two parameters:
- Condition ID (int)
- Voice Line ID (int)
Function 8
[view source code]
- Hex Interpretation
0x01020800
- Description
- Manages post-cutscene events, one for each scene.
- Location
- Any scene whose ID is greater than or equal to 10000; next to Function 14.
- Parameters
- Event ID (int)
- Character ID (int)
Function 9
[view source code]
- Hex Interpretation
0x01010900
- Description
- Indicates the end of the battle.
- Location
- The end of any scene whose ID is greater than or equal to 10000; next to Function 3.
- Parameters
-
Battle Outcome ID (int), which can take these values:
00 = You Win! (K.O.)
01 = You Lose! (K.O.)
02 = You Win! (Ringout)
03 = You Lose! (Ringout)
Function 10
[view source code]
- Hex Interpretation
0x01050A00
- Description
- Initializes the Battle Settings.
- Location
- The beginning of Scene -4.
- Parameters
- Map ID (int), that ranges from 0 to 34
- Initial BGM Track ID (int)
-
Battle Time ID (int), which can take the following values:
00 = Infinite (default value)
01 = 60 s
02 = 90 s
03 = 180 s
04 = 240 s
- Announcer ID (int), which can take the following values:
00 = Ox King
01 = Videl
02 = Supreme Kai
03 = Shenron (default value)
04 = Announcer 1
05 = Announcer 2
06 = Announcer 3
07 = Videl (used for Battle Training only)
-
Enable/Disable Map Destruction (int), that acts like a boolean -
00 means disabled, 01 means enabled
The other Battle Time values are unused, because the battle still goes on, even if the timer ends.
Function 11
[view source code]
- Hex Interpretation
0x01020B00
- Description
- Initializes the Team Settings.
- Location
- Scene -4; repeated twice; next to Function 10.
- Parameters
- Team ID (int), that acts like a boolean -
00 refers to Player 1's Team, 01 refers to the Opponent's Team
- Number of Teammates (int), that ranges from 1 to 5
Function 12
[view source code]
- Hex Interpretation
0x010E0C00
- Description
- Initializes the Character Settings.
- Location
- Scene -4; next to Function 11.
- Parameters
- Character Index (int), that ranges from 0 to 4
- Character ID (int), that ranges from 0 to 160
- Costume ID (int), that ranges from 0 to 3
- Enable/Disable Damaged Costume (int), that acts like a boolean -
00 means disabled, 01 means enabled
- Z-Item ID #8 (int) (represents a Strategy Type Z-Item
- Initial Health Percentage (int), that ranges from 1 to 100
- Z-Item ID #1 (int)
- Z-Item ID #2 (int)
- Z-Item ID #3 (int)
- Z-Item ID #4 (int)
- Z-Item ID #5 (int)
- Z-Item ID #6 (int)
- Z-Item ID #7 (int)
Function 13
- Hex Interpretation
0x01000D00
- Description
- Marks the storage of properties that change Player 1's Character Settings mid-battle.
- Location
- Any scene whose ID is greater than or equal to 10000; next to Function 7.
- Parameters
- None.
Properties
- C type (
0x08430100)
-
Assigns all previously given properties to a character.
It takes one parameter:
- Character Index (int), that ranges from 0 to 4)
If not specified, the properties will be applied to the currently chosen character.
- h type (
0x08680100)
-
Assigns a percentage of health to the currently chosen character.
It takes one parameter:
- Health Percentage (int), that ranges from 0 to 100)
- I type (
0x08490100)
-
Assigns a percentage of ki to the currently chosen character.
It takes one parameter:
- Ki Percentage (int), that ranges from 0 to 100)
- F type (
0x08460100)
-
Adds a percentage of ki to the currently chosen character.
It takes one parameter:
- Ki Percentage (int), that ranges from 0 to 100)
- b type (
0x08620100)
-
Assigns a given number of Blast Stocks to the currently chosen character.
It takes one parameter:
- Number of Blast Stocks (int)
- B type (
0x08620100)
-
Is supposed to add a given number of Blast Stocks to the currently chosen character.
However, it acts the same as the F type property because someone at Spike messed up.
It takes one parameter:
- Number of Blast Stocks (int)
- 0 type (
0x08300100) - 6 type (0x08360100)
-
Assigns a Z-Item to the slot with the same number as the property type itself.
It takes one parameter:
- Z-Item ID (int)
These properties also apply to Function 14.
Function 14
- Hex Interpretation
0x01000E00
- Description
- Marks the storage of properties that change the Opponent's Character Settings mid-battle.
- Location
- Any scene whose ID is greater than or equal to 10000; next to Function 13.
- Parameters
- None.
Properties
- l type (
0x086C0100)
-
Changes the COM Difficulty Level to the given value.
It takes one parameter:
- COM Difficulty Level (int)
- a type (
0x08610100)
-
Is supposed to overwrite the 8th Z-Item of the currently chosen character.
However, it ends up affecting the next teammate's 1st Z-Item instead.
It takes one parameter:
- Z-Item ID (int)
Function 15
- Hex Interpretation
0x01000F00
- Description
- Marks the storage of audio-related properties.
- Location
- The beginning of Scene -5.
- Parameters
- None.
Properties
- v type (
0x08760200)
-
Indicates what audio file is being used, and which character is speaking.
It takes two parameters:
- Voice Line ID (int)
- Character Index (int)
This property also helps to make the subtitles gray if said character is not present in the scene.
Function 16
[view source code]
- Hex Interpretation
0x010F1000
- Description
- Assigns the rewards given upon scenario completion.
- Location
- Scene -3; next to Function 2.
- Parameters
- Number of Z-Points for Easy Mode (int)
- Number of Z-Points for Normal Mode (int)
- Number of Z-Points for Hard Mode (int)
- Unlockable Z-Item ID #1 (int)
- Unlockable Z-Item ID #2 (int)
- Unlockable Z-Item ID #3 (int)
- Unlockable Map ID #1 (int)
- Unlockable Map ID #2 (int)
- Unlockable Map ID #3 (int)
- Unlockable Character ID #1 (int)
- Unlockable Character ID #2 (int)
- Unlockable Character ID #3 (int)
- Unlockable Scenario ID #1 (int)
- Unlockable Scenario ID #2 (int)
- Unlockable Scenario ID #3 (int)
Function 701
[view source code]
- Hex Interpretation
0x0100BD02
- Description
- Loads the correct text PAK file, based on the scenario ID.
- Location
- Scene -2
- Parameters
- None.
Function 702
[view source code]
- Hex Interpretation
0x0100BE02
- Description
- Loads the correct lip-syncing PAK file, based on the scenario ID.
- Location
- Scene -2; next to Function 701.
- Parameters
- None.
Function 801
[view source code]
- Hex Interpretation
0x01072103
- Description
- Assigns the character's position and rotation.
- Location
- Any scene whose ID is greater than or equal to 10000; next to Function 5.
- Parameters
- Character Index (int)
- X Position (float)
- Y Position (float)
- Z Position (float)
- X Rotation (float)
- Y Rotation (float)
- Z Rotation (float)
If not present, the game will refer to the map's original positions.
Function 802
[view source code]
- Hex Interpretation
0x01042203
- Description
- Only assigns the character's position.
- Location
- Any scene whose ID is greater than or equal to 10000; next to Function 5.
- Parameters
- Character Index (int)
- X Position (float)
- Y Position (float)
- Z Position (float)
Function 803
[view source code]
- Hex Interpretation
0x01042303
- Description
- Only assigns the character's rotation.
- Location
- Any scene whose ID is greater than or equal to 10000; next to Function 5.
- Parameters
- Character Index (int)
- X Rotation (float)
- Y Rotation (float)
- Z Rotation (float)
Function 804
[view source code]
- Hex Interpretation
0x01012403
- Description
- Makes the character visible, in case they were invisible beforehand.
- Location
- Any scene whose ID is greater than or equal to 10000.
- Parameters
- Character Index (int)
Function 805
[view source code]
- Hex Interpretation
0x01012503
- Description
- Makes the character invisible, in case they were visible beforehand.
- Location
- Any scene whose ID is greater than or equal to 10000.
- Parameters
- Character Index (int)
Function 806
[view source code]
- Hex Interpretation
0x01012603
- Description
- Activates the Aura Charge (lingering aura) VFX.
- Location
- Any scene whose ID is greater than or equal to 10000.
- Parameters
- Character Index (int)
Function 807
[view source code]
- Hex Interpretation
0x01012703
- Description
- Deactivates the Aura Charge (lingering aura) VFX.
- Location
- Any scene whose ID is greater than or equal to 10000.
- Parameters
- Character Index (int)
Function 808
- Hex Interpretation
0x01012803
- Description
- Activates the Ki-Charging Aura VFX.
- Location
- Any scene whose ID is greater than or equal to 10000.
- Parameters
- Character Index (int)
Function 809
- Hex Interpretation
0x01012903
- Description
- Deactivates the Ki-Charging Aura VFX.
- Location
- Any scene whose ID is greater than or equal to 10000.
- Parameters
- Character Index (int)
Function 810
- Hex Interpretation
0x01012A03
- Description
- Activates the MAX POWER Mode Explosion VFX.
- Location
- Any scene whose ID is greater than or equal to 10000.
- Parameters
- Character Index (int)
Function 901
[view source code]
- Hex Interpretation
0x01028503
- Description
- Assigns an animation to a character in the scene.
- Location
- Any scene whose ID is greater than or equal to 10000.
- Parameters
- Character Index (int)
- Animation ID (int)
Properties
- t type (
0x08740100)
-
Speeds up or slows down an animation based on a coefficient.
It takes one parameter:
- Animation Speed Coefficient (an float)
- l type (
0x086C0000)
- Makes an animation repeatable (
l is short for loop).
It takes no parameters.
- w type (
0x08770000)
-
Makes the animation freeze after its completion, because it is waiting for another animation.
It takes no parameters.
NOTE: w is short for wait.
Function 902
- Hex Interpretation
0x01008603
- Description
- Enables character movement. This is unnecessary (thus unused), because Function 4 already does that.
- Location
- Any scene whose ID is greater than or equal to 10000.
- Parameters
- None.
Function 1001
[view source code]
- Hex Interpretation
0x0101E903
- Description
- Creates a fade-out, usually at the beginning of a scene.
- Location
- Any scene whose ID is greater than or equal to 10000.
- Parameters
- Time Interval (float)
Properties
- W type (
0x08570000)
- Changes the fade-out color to white (
l is short for White).
It takes no parameters.
- w type (
0x08770000)
-
Gives the fade-out a higher priority, thus stopping the flow of execution until the fadeout is finished.
It takes no parameters.
NOTE: These properties also apply to Function 1002.
Function 1002
- Hex Interpretation
0x0101EA03
- Description
- Creates a fade-in, usually at the end of a scene.
- Location
- Any scene whose ID is greater than or equal to 10000.
- Parameters
- Time Interval (float)
Function 1003
[view source code]
- Hex Interpretation
0x0100EB03
- Description
- Disables the current fade.
- Location
- Any scene whose ID is greater than or equal to 10000.
- Parameters
- None.
Function 1201
[view source code]
- Hex Interpretation
0x0106B104
- Description
-
Marks the starting point of a camera.
If there are no other points, the camera becomes static.
- Location
- Any scene whose ID is greater than or equal to 10000.
- Parameters
-
- X Position (float)
- Y Position (float)
- Z Position (float)
- Y Rotation (float)
- X Rotation (float)
- Z Rotation (float)
Function 1202
- Hex Interpretation
0x0100B204
- Description
- Marks the 2nd point of a camera.
- Location
- Any scene whose ID is greater than or equal to 10000; next to Function 1201.
- Parameters
- None.
Properties
- l type (
0x086C0700)
-
Represents another camera point (not just the 2nd, but also the 3rd).
It takes 7 parameters:
- Transition Speed, from starting point to current camera point (float)
- X Position (float)
- Y Position (float)
- Z Position (float)
- Y Rotation (float)
- X Rotation (float)
- Z Rotation (float)
- w type (
0x08770000)
- Gives the camera a higher priority, thus stopping the flow of execution until the camera is finished.
It takes no parameters.
Function 1203
[view source code]
- Hex Interpretation
0x0100B304
- Description
- Resets the Battle Camera. This is unnecessary (thus unused), because Function 4 already does that.
- Location
- Any scene whose ID is greater than or equal to 10000.
- Parameters
- None.
Function 1204
[view source code]
- Hex Interpretation
0x0101B404
- Description
- Shakes the current camera.
- Location
- Any scene whose ID is greater than or equal to 10000; next to Function 1202.
- Parameters
- Shake Force/Intensity (float)
Properties
- l type (
0x086C0000)
- Makes the shake go on repeatedly.
It takes no parameters.
Function 1205
[view source code]
- Hex Interpretation
0x0100B504
- Description
- Disables the current camera shake.
- Location
- Any scene whose ID is greater than or equal to 10000; next to Function 1203.
- Parameters
- None.
Function 1301
[view source code]
- Hex Interpretation
0x01011505
- Description
- Does nothing. Used for debugging purposes, to load a comment (string) in memory.
- Location
- Scene -1
- Parameters
- Any string
Function 1302
- Hex Interpretation
0x01001605
- Description
- Establishes subtitle settings.
- Location
- Scene -3
- Parameters
- None.
Properties
- l type (
0x086C0100)
-
Changes the region of the subtitles.
Its integer parameter can take one of these values:
00 = Japan
01 = USA
02 = Europe
03 = Korea (Unused)
- n type (
0x086E0100)
-
Indicates if the text is white or grey.
It takes one parameter:
- Text Indicator (int), that acts like a boolean -
00 means white text, 01 means grey text)
- d type (
0x08640200)
-
Indicates the text position.
It takes two parameters:
- X Position (int)
- Y Position (int)
- a type (
0x08610200)
-
Indicates the text size.
It takes two parameters:
- Size in terms of X (float), aka the width
- Size in terms of Y (float), aka the height
- s type (
0x08730100)
-
Resizes the text using the given coefficient, otherwise known as a scale.
It takes one parameter:
- Text Scale (float)
- c type (
0x08630400)
-
Assigns a color to the text.
It takes four parameters:
- Amount of Red (int)
- Amount of Green (int)
- Amount of Blue (int)
- Opacity (int)
- p type (
0x08700200)
-
Refers to the padding, between both symbols and lines.
It takes two parameters:
- Padding between lines (int)
- Padding between symbols (int)
- w type (
0x08770100)
-
Refers to the text alignment.
Its integer parameter can take one of these values:
00 = Right-aligned
01 = Center-aligned (default value)
02 = Left-aligned
- T type (
0x08540100)
-
Refers to the "type" of symbol, what the
T stands for.
It takes one parameter:
- Symbol Type (int)
It is set to 02 by default, and it enables the outline around the text.
- O type (
0x084F0200)
-
Indicates the outline size.
It takes two parameters:
- Size in terms of X (float), aka the width
- Size in terms of Y (float), aka the height
- C type (
0x08430400)
-
Assigns a color to the outline.
It takes four parameters:
- Amount of Red (int)
- Amount of Green (int)
- Amount of Blue (int)
- Opacity (int)
Function 1501
[view source code]
- Hex Interpretation
0x0101DD05
- Description
- Establishes a change in Background Music.
- Location
- Any scene whose ID is greater than or equal to 10000.
- Parameters
- BGM Track ID (int)
Function 1502
[view source code]
- Hex Interpretation
0x0100DE05
- Description
- Turns down the volume of the currently playing BGM.
- Location
- Any scene whose ID is greater than or equal to 10000.
- Parameters
- None.
Properties
- w type (
0x08770000)
- Stops the flow of execution until the BGM ends.
It takes no parameters.
Function 1601
[view source code]
- Hex Interpretation
0x01014106
- Description
- Plays a sound from
SE_Battle.pak. As the name says, it contains most Battle Sound Effects.
- Location
- Any scene whose ID is greater than or equal to 10000.
- Parameters
- Audio ID (int)
Function 1602
[view source code]
- Hex Interpretation
0x01014206
- Description
- Plays an audio file out of 300 that each scenario has.
- Location
- Any scene whose ID is greater than or equal to 10000.
- Parameters
- Audio ID (int)
Properties
- h type (
0x08680100)
-
Allows 2 audio files to be played at the same time.
It takes one parameter:
- Audio Channel (int)
- w type (
0x08770000)
- Stops the flow of execution until the voice line ends.
It takes no parameters.
These properties also apply to
Function 1603
- Hex Interpretation
0x01024306
- Description
- Works the same as Function 1602, except it is used for character audio.
- Location
- Any scene whose ID is greater than or equal to 10000.
- Parameters
- Character Index (int)
- Voice Line ID (int)
Function 1701
[view source code]
- Hex Interpretation
0x0101A506
- Description
- Stops the flow of execution until a certain button is pressed. In other words, a poor attempt at a cutscene skip.
- Location
- Any scene whose ID is greater than or equal to 10000.
- Parameters
-
Button ID (int), which can take the following values:
0x00, 0x15, 0x20 = Left
0x03, 0x18, 0x23 = Up
0x01, 0x16, 0x21 = Right
0x02, 0x17, 0x22 = Down
0x13, 0x33 = R3
0x0B, 0x2B = Square
0x0A, 0x2A = Triangle
0x09, 0x29 = Cross
0x08, 0x28 = Circle
0x0E, 0x2E = L1
0x0F, 0x2F = L2
0x12, 0x32 = L3
0x10, 0x30 = R1
0x11, 0x31 = R2
0x07, 0x27 = R-Stick Up
0x04, 0x24 = R-Stick Left
0x06, 0x26 = R-Stick Down
0x05, 0x25 = R-Stick Right
0x0D, 0x2D = Select
Useful Resources
BGM ID List
Note that the last 4 songs are exclusive to the Japanese version of the game.
Character ID List
Condition ID List
To apply the condition to the opponent instead, replace the 2nd byte (00) of the condition ID with 0x80.
Event ID List
To apply the event to the opponent instead, replace the 2nd byte (00) of the event ID with 0x80.
Map ID List
Z-Item ID List
Conclusion
To end this on a high note, I shall provide a bit more insight.
- It is always encouraged to paste the contents of the GSDT in its own file (without the header), before proceeding with anything else.
- Most of the functions listed above are unused, and the ones that are used may not be included in every scenario.
That is why I recommend reading Metal's guide on how to add BGM changes to a scenario.
Nearly the same logic can be followed for other functions - just be careful where you place them, and what values they will be using.
- To go from one cutscene to another, pressing the R3 button is required. However, this is not always the case.
If the preceding cutscene's event is one of the following, and the opponent is the one who does it, then said cutscene's activation will become automatic.
- Performing a Special Attack (Blast 1 or Blast 2)
- Performing a Normal Clash
- Transforming, detransforming and fusing (if possible)
- Switching with another teammate (if possible)
Although, if the condition for that scene involves either player falling into the ground/water (or dying), then the next cutscene will play automatically anyway.
Additional References
- pxgamer13's tutorial on Super-Z, which was originally translated from French to Spanish, and then saved as a PDF for archival purposes.
- Vras's original Dragon History research, obviously written in Spanish and far from finished.
- My English adapation of the research above, made in Google Docs and converted into a PDF afterwards.
- Metal's translation from Spanish to English of Vras's latest Dragon History research.
- Offline Backup of this website.
Knowledge is power, and Dragon History is written by the victors. Happy Modding!