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Playing Mods
Developing Mods
Getting Started
Paper Mario DX
Project Structure
Testing
Building
Debug Menu
Star Rod
Title Screen
Maps
Creating a Map
Actors
Creating an Actor
Handling Events
Actor Attacks
Actor Parts
Spiky Actors
Elemental Damage
Flying and Ceiling Actors
Summoning Actors
Actor Variables
Advanced
Debugging
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Reference
evt.h
gbi_custom.h
include_asset.h
mips.h
qsort.h
rumble.h
saved_byte_names.h
saved_flag_names.h
script_api
macros.h
star_rod_macros.h
Star Rod Classic
Legacy
Introduction
Paper Mario Engine
ROM to Project
Sources/Patches/Symbols
Editors and Asset Pipelines
The Modding Cycle
Guides
Adding a New Instrument
Adding a Sound Effect
Adding and Editing Maps
Adding and Modifying Messages
Adding Sprites
Creating a Mod
Editing Project Globals
Editing Items
Event Scripts Overview
How Hard Is It?
Patching Visual Effects
Working with Images
Writing a Callable Function
Writing a Patch
Writing Assembly
Reference
Assembly
Battle Data
Battle Flags
Command Line
Debug Controls
F3DEX2 Display Lists
Engine Limits
Globals
Hint Files
HUD Scripts
Image Assets and Scripts
Item Data
Map Render Modes
Memory Map
MIPS
Notation
Patch Expressions
Patch Files
Project Layout
Script Commands
Script Variables
Sprite Palettes
String Markup
Tutorials
Your First Change
Adding a Boss
Adding a Move
Scripting a Battle
Scripting a Map
Star Rod 0.5.X
Obsolete
Introduction
Setup
Basics
Tools
Mod Manager
Sprite Editor
String Editor
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star_rod_macros.h