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Modding API ‐ Events
Ballaam edited this page Aug 30, 2026
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3 revisions
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Function:
recomp_on_init() -
Versions:
1.0.0+ - Description: Runs right after the red Nintendo logo has shown, and only once per session. Note: If you want to modify overlays, do not place the modification code here.
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Function:
dk64recomp_every_frame() -
Versions:
1.0.0+ - Description: Runs every frame before the game's logic has taken place for that frame.
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Function:
recomp_on_music_bin_load(s32 song, s32 bank, u8 *bin) -
Versions:
1.0.0+ -
Description: Runs upon the vanilla binary file being loaded into the storage slot in RDRAM. To modify the binary file in storage, your hook into this event will need to modify
D_global_asm_8076BF38[], where the index is the value ofbank. DK64 has 4 banks for songs/musical jingles, with decreasing sizes as the indexes go up.
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Function:
recomp_on_file_start() -
Versions:
1.0.0+ - Description: Runs whenever a file is booted up, regardless of the state of the file.
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Function:
recomp_on_new_file_start() -
Versions:
1.0.0+ - Description: Similar to the above, but only runs when a new file is created.
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Function:
recomp_on_dirty_file_start() -
Versions:
1.0.0+ - Description: Similar to the above, but only runs when a file with existing data is loaded.
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Function:
recomp_on_flag_check(s16 *flag, u8 *flag_type) -
Versions:
1.0.0+ -
Description: Runs whenever the game checks a certain file's flag before it reads the file data, allowing you to mutate the flag index.
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Flag Types:
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0= Permanent flags -
1= Temporary flags -
2= Global flags
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Flag Types:
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Useful hacks
- To always return false, run
*flag = -1 - To always return true, run
*flag = 0x17A- This checks the checked flag to the waterfall cutscene flag that you get upon file init, which is generally always set no matter what with a file.
- To always return false, run
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Function:
recomp_on_flag_change(s16 *flag, u8 *target_state, u8 *flag_type) -
Versions:
1.0.0+ -
Description: Runs whenever a flag's state is changed (typically setting a flag, but can also be used to clear one).
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Target State:
1(set) or0(clear) -
Flag Types:
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0= Permanent flags -
1= Temporary flags -
2= Global flags
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Target State: