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Update User Manual and version number
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USER_MANUAL.md

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@@ -111,9 +111,31 @@ This menu allows you to modify your entire inventory, including standard items,
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28. **Clear Area Flags** allows you to clear most of the flags for a specified area. A confirmation message is displayed when trying to do so, to prevent accidently clearing flags. The flags will be cleared on the next screen transition.
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29. **Manage Custom States** allows you to create states that keep track of the following:
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* All of your current **standard items**, **important items**, **badges** (also **equipped badges**), and **stored items**
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* The current **Sequence Position**
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* The following data for **Mario**:
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* Current HP
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* Max HP
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* Current FP
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* Max FP
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* Current SP
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* Max SP
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* Available BP
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* Max BP
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* Rank
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* Level
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* Star Powers
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* Star Points
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* Coins
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* All of the **partner**s' current stats
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* Which **partner**/**follower** is currently out
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* Whether or not **Mario** is currently in **Boat Mode**
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* The current **map** and **loading zone**
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### Stats
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This menu allows you to modify Mario's stats, all of your partner's stats, whether or not partners are enabled or not, whether a partner is out or not, and whether or not a follower is out or not.
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* You are also able to change Yoshi's color from within the Partners menu. Upon changing it, you must respawn Yoshi for the changes to take effect. This is done by either swapping partners, entering pipes, or bringing Yoshi out via the menu itself.
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* You are also able to change Yoshi's color and name from within the **Partners** menu. Upon changing the color, you must respawn Yoshi for the changes to take effect. This is done by either swapping partners, entering pipes, or bringing Yoshi out via the menu itself.
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### Settings
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This menu allows you to save and load various settings. The settings are stored on a separate save file on the memory card. The menu gives you the option to save/load the settings to/from either of the memory card slots, as well as rename (as in, change the internal filename of your current settings file to the new internal filename if the older one was being used) and delete the settings file on either of the memory cards. The settings that are currently saved are as follows:
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* Displays button combinations
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* Memory Watches (See [Memory](#memory))
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* Memory Editor settings (See [Memory](#memory))
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* Custom States
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It should also be noted that the settings will be loaded automatically at boot, assuming that a settings file is present on one of the memory cards. If settings files exist on both memory cards, then the one in Slot A will be used.
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7. **Stick Angle** displays the current angle held with the left stick. The four main directions are 0 for up, 90 for right, 180 for down, and 270 for left. If no angle is held, then it will simply print **Neutral**. When the stick is not at the neutral position, there are also two additional numbers displayed. These two numbers are what are actually used to calculate the angle. The left number is for the X position, and the right number is for the Y position.
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8. **D-Pad Options** refers to the display at the bottom-left of the screen that shows which d-pad button opens which submenu in the pause menu. You will still be able to press these buttons to open the submenus if the display is disabled.
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8. **Star Power Value** displays the amount of star power that you currently have. Each "circle" of star power is 100 units.
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9. **D-Pad Options** refers to the display at the bottom-left of the screen that shows which d-pad button opens which submenu in the pause menu. You will still be able to press these buttons to open the submenus if the display is disabled.
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9. **Guard/Superguard Timings** displays the following:
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10. **Guard/Superguard Timings** displays the following:
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* The frame that you guarded/superguarded an attack out of the total amount of possible frames.
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* How many frames early you pressed A or B. It should be noted that nothing will be displayed if the button was pressed very early (more than 6 or so frames for guards, and more than 12 or so frames for superguards).
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* Whether you pressed too many buttons in a short period of time for the guard/superguard to be accepted.
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* Whether the attack can be superguarded or not (will only be displayed if you tried to superguard it).
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10. **Art Attack Hitboxes** displays boxes around enemies in battles when using Art Attack. While this display is active, you can hold Y while using Art Attack to pause the timer that is used to check how long you are able to use it for.
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11. **Art Attack Hitboxes** displays boxes around enemies in battles when using Art Attack. While this display is active, you can hold Y while using Art Attack to pause the timer that is used to check how long you are able to use it for.
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11. **Memory Usage** displays various memory information about each heap in the game. Each heap will use two lines: One for the **used** portion of the heap, and one for the **free** portion of the heap. The current amount of chunks for each heap will also be displayed, which is labeled as **cks**. It should also be noted that the information for a heap will not be displayed if the heap is corrupt.
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12. **Memory Usage** displays various memory information about each heap in the game. Each heap will use two lines: One for the **used** portion of the heap, and one for the **free** portion of the heap. The current amount of chunks for each heap will also be displayed, which is labeled as **cks**. It should also be noted that the information for a heap will not be displayed if the heap is corrupt.
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12. **Effs Active** displays the amount of **eff**s active out of the maximum valid amount. In this context, **eff**s are pieces of graphical FX, such as the dust that is created when Mario is walking.
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13. **Effs Active** displays the amount of **eff**s active out of the maximum valid amount. In this context, **eff**s are pieces of graphical FX, such as the dust that is created when Mario is walking.
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13. **Evts Active** displays the amount of **evt**s active out of the maximum valid amount. In this context, **evt**s are scripts.
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14. **Evts Active** displays the amount of **evt**s active out of the maximum valid amount. In this context, **evt**s are scripts.
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14. **Enemy Encounter Notifier** displays a message when a non-cutscene battle would normally occur upon touching an enemy. The message will be displayed for about 3 seconds, and will reset back to 3 seconds if an enemy is touched again. Additionally, all non-cutscene battles will be disabled while this display is active.
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15. **Enemy Encounter Notifier** displays a message when a non-cutscene battle would normally occur upon touching an enemy. The message will be displayed for about 3 seconds, and will reset back to 3 seconds if an enemy is touched again. Additionally, all non-cutscene battles will be disabled while this display is active.
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15. **Yoshi Skip** displays various information about performing this skip. The main timer (labeled YST) is set to reset and start running once you leave a battle, and pauses once you press A. You can also manually reset this timer by holding Y for two seconds.
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16. **Yoshi Skip** displays various information about performing this skip. The main timer (labeled YST) is set to reset and start running once you leave a battle, and pauses once you press A. You can also manually reset this timer by holding Y for two seconds.
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16. **Palace Skip** displays various information about performing this skip. The main timer (labeled PST) is set to reset and start once you leave the pause menu, and pauses once you press X. You can also manually reset this timer by holding Y for two seconds. **PhaEmy** keeps track of the Y coordinate for the phantom ember, **ItemTimer** keeps track of the timer for the current item in the field, and **ParY** keeps track of your partner's Y coordinate.
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17. **Palace Skip** displays various information about performing this skip. The main timer (labeled PST) is set to reset and start once you leave the pause menu, and pauses once you press X. You can also manually reset this timer by holding Y for two seconds. **PhaEmy** keeps track of the Y coordinate for the phantom ember, **ItemTimer** keeps track of the timer for the current item in the field, and **ParY** keeps track of your partner's Y coordinate.
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17. **Bridge Skip** displays various information about performing this skip. The first field in this display is how many frames early/late you were with pressing A. If you press A on the correct frame, then the counter will remain at 0. You can also manually reset this counter by holding Y for two seconds. **HRP** is the pointer to the area of ground in the current room that you will respawn at upon touching a hazard. In order for **Bridge Skip** to work (as well as any other **Hazard Respawn Glitch**), this pointer must not be set, in which the value will be `0x00000000`.
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18. **Bridge Skip** displays various information about performing this skip. The first field in this display is how many frames early/late you were with pressing A. If you press A on the correct frame, then the counter will remain at 0. You can also manually reset this counter by holding Y for two seconds. **HRP** is the pointer to the area of ground in the current room that you will respawn at upon touching a hazard. In order for **Bridge Skip** to work (as well as any other **Hazard Respawn Glitch**), this pointer must not be set, in which the value will be `0x00000000`.
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* Note: **Bridge Skip** will be possible in the PAL version of the game when this display is active.
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18. **Blimp Ticket Skip** displays various information about performing this skip. The up-right timer (labeled **URT**) is set to reset and start running once you leave the pause menu, and pauses once the held stick angle reaches 25 or higher on JP, and 27 or higher on US/EU. The straight-up timer (labeled **SUT**) is set to reset and start running once you leave the pause menu, and pauses once the held stick angle is 0.00. Both of these timers can be manually reset by holding Y for two seconds.
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19. **Blimp Ticket Skip** displays various information about performing this skip. The up-right timer (labeled **URT**) is set to reset and start running once you leave the pause menu, and pauses once the held stick angle reaches 25 or higher on JP, and 27 or higher on US/EU. The straight-up timer (labeled **SUT**) is set to reset and start running once you leave the pause menu, and pauses once the held stick angle is 0.00. Both of these timers can be manually reset by holding Y for two seconds.
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### Warps
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This menu allows you to warp to various places around the game. You have three separate options to choose from:

ttyd-tools/rel/source/global.cpp

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namespace mod {
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const char *VersionNumber = "v3.0.54d";
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const char *VersionNumber = "v3.0.54";
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const char *RootLines[] =
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{

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