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Three_Pendants

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Everything posted by Three_Pendants

  1. Posted a list of indexes for easy reference and added the Poe Salesman's information.
  2. Hmm, you do bring up a good point, but at the same time I would like to try and encourage other people to contribute as much as possible as well. While the wiki is great, it is behind the scenes and people will often not see the work until they stumble across it. However to store all of the acquired information into (likely many) pages of the wiki is a worthy cause as well. I guess if there's no issue with us having as many pages to work with on the wiki (lest it end up as a cluttered mess), then that is a strong recommendation. I guess I have spread things out quite a bit, over many different threads, eh heh.
  3. Hello everyone, ever since I was young I have been very interested in the NPC Functionality in OoT, there is a lot we now know like waypoints, text, and variables. When I was working on a mod many years back my chief concern was that I couldn't change up the game's events or even have Anju give another item other than a bottle. Well I have worked out many of those problems in other threads, and those threads will likely be the foundation in which I build this project. The aim of this project will be to map out an NPC's primary functions (Checks, rupees, items, etc.) so that people can freely change NPC's without having to delve too deeply into ASM and maybe eventually these findings can make their way into an editor, but that I somewhat doubt. In addition will also be jumps to Code or possibly Link's actor where the NPC is concerned (Marked by (Code) in the text) Because this is a compilation project you can expect to see data repeated from my other threads to fully show the primary functions of an actor. For starters we will begin with an NPC that is dear to me because it's due to the way he was set up that I managed to find the item giving sequence and discovered the Treasure Index. We begin with Medigoron, which also makes a nice addition to Strati and my own Sword Breaking project. In fact I may have to rerelease the patches again with the ability to have the desired sword "reforged" by Medigoron. NOTE: When you pay a non-shop NPC (or Business Scrub) the game will deduct Rupees from Link using Negative Hex, Rupee acquisiton/loss is a signed byte. Meaning that Values starting from 7FFF (Decimal 32767) will become a negative -32767. The vast majority of negative price values will have an FFXX value. For instance FFE6 is -10 Rupees because it is FFFF -0A (well no, that's technically FFE5 but the game seems to think that it is FFE6, maybe my calculator is mess up?) So if you want to change it to say... 50 Rupees you would put in FFCE, presumably (-50+1) Feel free to contribute and add your own knowledge to our growing database. EDIT: June 25th - I basically scoured the Poe Salesman data a while back and completely forgot about my compiled information it until now and added a list of indexes for people to reference. EDIT 2: June 25th - Added Bombchu Salesman (scanty) data. EDIT 3: June 26th - Fixed the Age Check override as per MZXRules suggestion. Added some of Talon's functions, and added a Music Index (from the wiki) and the Event Item Index (The basic list of items, also from the wiki) EDIT 4: June 26th - Found much of the required information for the Cucco-Findin Game. Data Indexes Play Ocarina Song Index 1 Quest Item Index (15E704) Treasure Index (Similar, but not exactly the same as the normal Treasure Actor Index!) Event Items Index Action Parameters Index (RAM Addresses to their side) Ocarina Song Checks Mask and Trade Item Index Music Values --------------------------------------------------------------------------------------------------------- 013D ovl_En_Gm (Medigoron) ROM: 0xAFC941 - 2401003D - (Code) When you collect Item 003D (Giant's Knife) the game goes through a short list to see if anything else should be added anywhere. In 3D's case a 0008 is written to 15E696, acting as the durability of the Giant's Knife. You may change this accordingly if you know the item byte you want to attach the durability byte to. (Note! Master Sword has no default Treasure Index byte and would need to be added if you plan on having that give you durability.) ROM: 0xDF43B0 - 8C6E0004 - Age Check, it takes the values of 15E660 defined by closeby values and checks if Link is either Child or Adult. By changing this to 00D2 you can have Child Link buy the Goron's Knife. ROM: 0xDF43E0 - 8C8F0008 - Checks a value in 127120 section (in this case 127128) to see if you currently have the Giant's Knife in your inventory. You may change it to the other swords by referring to 0004 for Master Sword and 0000 for Kokiri Sword. (0002 and 0001 respectively in the 127120 section. If you do the game will not allow you to buy it again. ROM: 0xDF43EC - 8C99000C - Checks a value in 127120 section (in this case 12712C) to see if you have the Broken Giant's Knife. You may change it to other swords by referring to 0008 for Giant's Knife, 0004 for Master, and 0000 for Kokiri Sword. If you do the game will give a slightly different message when you go to buy it again. ROM: 0xDF4A5C - 29C100C8 - The check to assure you have a least 200 Rupees. ROM: 0xDF4B24 - 24060028 - Buying Giant's Knife for 200 Rupees ROM: 0xDF4B78 - 2404FF38 - Selling Price of Giant's Knife from Medigoron (Negative Hex!) ------------------------------------------------------------------------------------------------------------------------------------ Next is an actor that gave me a lot of trouble, I tried to start looking for trade sequences with him and was only met with frustration until I found the answers in another actor, this NPC isn't complete yet as I have to look for how he syncs with the gates that he patrols and how time of day effects his speech. ------------------------------------------------------------------------------------------------------------------------------------------- 00B3 ovl_En_Heishi2 Hyrulean Gate Guard ROM: 0xE0A0B0 - 2B01000A - The check to assure you have at least 10 Rupees (to avoid paying more than you have) ROM: 0xE0A0C0 - 2404FFE6 - The amount of Rupees to bribe the Hyrule Castle Gate Guard. (10 Rupees) ROM: 0xE0A728 - (24010001) - Responding to Zelda's Letter ROM: 0xE0A7D4 - (24070001) - Showing him Zelda's Letter ROM: 0xE0A5C0 - (24010001) - Check for Keaton Mask ROM: 0xE0AD40 - (2405002C) - Sold Out Sign (From selling him Keaton Mask) ROM: 0xE0AE20 - (2404000F) - 15 Rupees given for Mask ----------------------------------------------------------------------------------------------------------------------------------------------------- Poe Salesman is one of my favorite NPC's and he had a lot to offer in terms of data. --------------------------------------------------------------------------------------------------------------------------------------------------------- 01B8 ovl_En_Gb (Poe Salesman) ROM:0xDE6760 (2406000F) Receive Bottle for finding 10 Big Poes ROM:0xDE67CC - As above? ROM:0xDE660C - (2404000A) Amount of Rupees he will buy normal Poe for. ROM:0xDE66A4 - (24040032) Amount of Rupees he will buy Big Poe for. ROM:0xDE65F8 - (24060014) What Item (Refer to Event Items!) will be given when you sell him a Poe (Will Replace Bottle with Poe in it) ROM:0xDE6694 - (24060014) What Item (Refer to Event Items!) Will be given when you sell him a Big Poe (Will Replace Bottle with Big Poe in it) ROM:0xDE66B4 - (240103E8) The point amount Required (Default 1000) to receive a Bottle from him. ROM:0xDE66BC - (24190064) The point amount (Default 100) that a Big Poe is worth. ROM: 0xDE6484 - (2407001B) - His reaction to Poe ROM: 0xDE6514 - (2407001B) - Showing Poe ROM: 0xDE6490 - (2407001C) - Reaction to Big Poe ROM: 0xC0A138 - (24010023) - (Link) Showing Big Poe - Refer to Action Parameter List --------------------------------------------------------------------------------------------------------------------------------------- There are some NPC's with really neat designs that just don't do that much. The Carpet Salesman is one of these unfortunate fellows. No age checks, no conditionals, just a straight 200 Rupee Bombchu Salesman. Makes him easy to map, I guess. ----------------------------------------------------------------------------------------------------------------------------------------------- 016A ovl_En_Js (Carpet Salesmen) ROM: 0xE3FD78 - (24060003) Receive Bombchus ROM: 0xE3FE00 - (29C100C8) Rupee Check to assure you have 200 Rupees in order to buy the Bombchus. ROM: 0xE3FE28 - (2404FF38) Price of Bombchus (200 Rupees) ----------------------------------------------------------------------------------------------------------------------------------------------- Talon is a behemoth of an actor, being involved in not one, not two, but three quest related functions, having a mini-game, selling an item, giving an item, several age checks, several event flags, forced exits, he is basically the culmination of a do-everything NPC. The age checks are not covered here, but the mini-game is slightly covered as are the prices. -------------------------------------------------------------------------------------------------------------------------------------------------------- 0084 ovl_En_Ta (Talon) ROM: 0xECBD9C - (24060050) - Buy Lon Lon Milk for 30 Rupees ROM: 0xECBE5C - (24060014) - Receive Lon-Lon Milk Bottle ROM: 0xECBFA4 - (24060050) - Receive Lon Lon Milk (Super Cucco Game) ROM: 0xECC34C - (24060050) - As above? ROM: 0xECAC78 - (29C1001E) - The Check to see if you have 30 Rupees to buy Milk. ROM: 0xECBF88 - (2404FFE2) - The Price of Lon Lon Milk (30 Rupees) ROM: 0xECBFC0 - (2B01000A) - The Check to see if you have 10 Rupees to play the game. ROM: 0xECBFF8 - (2404FFF6) - The Price to play Cucco-findin' Game (Only Subsequent Plays after first win!) (10 Rupees) ROM: 0xECBA0C - (2404006C) - Music Played during mini-game. (6C=Gotta Catch 'em All!) ROM: 0xECBA04 - (2404001E) - Time given to play the mini-game (1E=30 Second) ROM: 0xECAF60 - (24010019) - Actor Number that needs to be *presumably* picked up in order to count as a "Super Cucco". ROM: 0xECB178 - (24A50004) - Worth of a Super Cucco ROM: 0xECB170 - (2402000C) - The Total Amount needed to win the mini-game. (4*3 in Hex is 0C) ROM: 0xECA4F4 - (24010003) - Talon's Reaction to Cucco ROM: 0xECA570 - (24070003) - Showing Cucco to him before awakening (Child) ROM: 0xECA614 - (24010006) - Talon's Reaction to Pocket Cucco ROM: 0xECA690 - (24070006) - Showing Pocket Cucco to him before awakening (Spawned Actors) ROM: 0xEC9E54 2418000D (Variable of...) ROM: 0xEC9E7C 24060019 (Super Cucco) ROM: 0xEC9EBC 2419000D (Variable of...) ROM: 0xEC9EE3 24060019 (Super Cucco) ROM: 0xEC9F20 2408000D (Variable of...) ROM: 0xEC9F44 24060019 (Super Cucco) (Exits) ROM: 0xECB2EC - 240E05E4 - Exit Location after mini-game is done (win or lose). There is still a lot more to find with him, including what makes the Super Cucco's special, is it variable? Can this "special" functionality of the Super Cuccos be attached to another actor? What makes the limit of Cuccos 3? EDIT: It would seem I was slightly off. Surprisingly it deals nothing with variable, but only the spawned actors through Talon himself and there is a reference to the Cucco Actor within his actor to refer to what actor needs to be "picked up" presumably in order for him to award the 4 of 12 (This would be C) points to win the game. Furthermore there is the oddity of when you lose the game, he offers to let you play again for 5 Rupees, but I can't find a -5 Rupee (FFFB) anywhere in his file, which is bizarre. At first I thought it may have been some kind of instruction that divided the normal amount of the game by 2, but I changed the price of the normal game and was still met with the same thing. In addition is the first time you play the game it is 10 Rupees, which don't appear to be defined by his file (with the lack of another FFF6 to point the way) However I think that is enough from Talon for now, down the line I'll go back and look for those mystery Rupee charges and his event checks, age checks.
  4. Sme more miscellaneous information. 0x8DAB8 ROM: 0xB04C58 - 950E0070 - The location (using 15E660 as a base) the game searches for to find the Goron Tunic. (Originally points to 15E6D0) 0x8DAC8 ROM: 0xB04C68 - 24010002 - The check to see if the tunic Link is wearing is the Goron Tunic for hot areas. 0x8DB14 ROM: 0xB04CB4 - 95180070 - The location (using 15E660 as a base) the game searches for to find the Zora Tunic (Originally points to 15E6D0) 0x8DB24 ROM: 0xB04C54 - 24010003 - The check to see if the tunic Link is wearing is the Zora Tunic for underwater. 0x8E9D4 - ROM: 0xB05B74 - 8C42E664 - Age check location for the functionality of the Hylian Shield.(Must be altered from a breakpoint) When the check is changed or removed, Young Link will wield the Hylian Shield like a normal shield, but the game has no graphic to show for this so graphical entry points would need modified to have that work perfectly.
  5. Hmm, that is strange... good call on trying to see if it was only C-Items. I wouldn't know of anyway off the top of my head to make it work for the B-Button as clearly you can't use any sword normally under water. But yes, this will replace the functionality of the Hookshot and/or Longshot underwater with two other item's functions.
  6. I can understand those problems. I had problems with this in RAM, if you didn't breakpoint of a write on the changed value it wouldn't count and even then if you didn't follow the command through while in a breakpoint for the action mapping it acted as if unchanged. Thankfully changing it in ROM changes it for everything.
  7. I looked for this data as soon as you posted the question a while back, but my attempts came up blank. So I thought to approach it with my expanded knowledge and the answer is... predictable I'll say that much. When you enter water the game looks at what four items you have equipped. Checks to see if they are either the Hookshot or the Longshot and blanks out everything else. To change what items are allowed you would change... 0x836A0 ROM: 0xAFA840 - 241F000A - Hookshot allowed to be used underwater. (Technically it passes through a check which tests the value against the current item) 0x836AC ROM: 0xAFA84C - 2401000B - Longshot allowed to be used underwater. But this isn't all! While the icon will no longer be opaque, you won't be able to use the action associated with the item. Looks like they were thorough (a little needlessly so) for this particular part. 0x3D6198 ROM: 0xC04E98 - 24010010 - Hookshot Action allowed to be used underwater. 0x3D61AC ROM: 0xC04EAC - 24010011 - Longshot Action allowed to be used underwater. While I wish I could find how to make all items usable underwater (though that would get a bit silly.) this should be good enough for now. Refer to the list here...
  8. As Strati has posted above it took us roughly two days but we've nearly perfected sword breaking. Reacquiring the Broken Sword is not our concern though and there are a variety of hacks and information to make it work the way you particularly want it. It is included in the .ppf's already but one thing that Strati did not mention is the Secondary Sword check, Yes Nintendo really fixed Swordless Link by forcing a game-breaking Deku Stick into Adult Link's hands anytime the item info reads FF when you press pause, I guess if the first check failed? I have no idea. That was at "0x84C44 - 240400FF - Secondary pointer which automatically makes the value on B if it reads FF to become 00 when pause is pressed.) (ROM: 0xAFBDE4)" And now the three patches. There will be a patch for each sword, and from there you can use the available notes to use that as you will. http://depositfiles.com/files/c65wy8i6o - Kokiri Sword Break Patch http://depositfiles.com/files/h87zgnr3t - Master Sword Break Patch http://depositfiles.com/files/j0d4ym015 - Giant's Knife Break Patch. We may have a few more interesting projects in the works so keep an eye out! EDIT: How careless of me to say that reacquiring the sword is not our concern! I should have known OoT would throw a curve ball. For more information about what to change and make your new breakable sword seem legitimate please go to this thread... https://www.the-gcn.com/topic/2494-zelda-oot-npc-functionality-project/?do=findComment&comment=39633
  9. Excellent. And you can supercede those with your unique entries down the line XDaniel? I wouldn't want you to have to sacrifice individuality for easier referencing and representation.
  10. Looks like that nasty Scene Header bug from the previous version was fixed. I came across it as well, but was certain that you would fix it by the time of the next release. Everything's looking good. But I still must stress the possibility of adding definitions for all actors since all but... .5% are known to us now and it makes working a little bit difficult when most everything reads "Generic Actor", but looking at your .xml you handled it in such a way that every entry has to be unique, so it may not be as easy as a copy-paste job.
  11. Sorry for the wait, here's the 15E660 map to my knowledge... 15E660 - ?? 15E664 - Age Byte 15E668 - ?? 15E66C - Possibly area shading byte (as if caused by time of day?) 15E670 - ?? 15E674 - ?? 15E678 - ?? 15E67C - ZELD 15E680 - AZ 15E684 - ?? 15E688 - ?? 15E68C - Current Max HP (Every heart is a value of 10) 15E690 - Current HP (two bytes) / Current MP (two bytes) 15E694 - Current Rupees (Two bytes)/Giant's Knife remaining strikes before breaking. (Two bytes) 15E698 - Timer of sorts (continually counts up) (two bytes)/Magic Flag (0100) (two bytes) 15E69C - First byte is Double Magic Flag (when combined with the Magic Flag) , last two are a check to see if the player has the Biggoron's Sword rather than the Giant's Knife (Flag 0100) 15E670 - 15E6C4 - ?? 15E6C8 - Currently equipped Item on B and C-Button Items. 15E6CC - ?? 15E6D0 - Currently Equipped Boots/Tunic/Shield/Sword in that order (two bytes, four half-bytes)a 15E6D4 - Inventory - Deku Stick/Deku Nuts/Bombs/Arrows (one byte) 15E6D8 - Fire Arrows/Din's Fire/Slingshot/Ocarina 15E6DC - Bombchu/(Hookshot/Longshot)/Ice Arrow/Farore's Wind 15E6E0 - Boomerang/Lens of Truth/Magical Beans/Megaton Hammer 15E6E4 - Light Arrow/Nayru's Love/Bottle1/Bottle2 15E6E8 - Bottle3/Bottle4/Adult Trade Item/Child Trade Item 15E6EC - Deku Stick Ammo/Deku Nut Ammo/Bomb Ammo/Arrow Ammo (one byte) 15E6F0 - Placeholder Ammo Slot?/Placeholder Ammo Slot2?/Slingshot Ammo/Placeholder Ammo Slot3? 15E6F4 - Bombchu Ammo/Placeholder Ammo Slot4?/Placeholder Ammo Slot5?/Placeholder Ammo Slot6? 15E6F8 - Placeholder7?/Placeholder8?/Magic Beans/Placeholder10? (Now this is interesting! I had no idea that every item up until Megaton Hammer had a possible ammo slot? Now I wonder how difficult it would be to attach it to them properly...) 15E6FC - Current Equipment Inventory (Boots, Tunics, Shields, Swords, in that order, (2 bytes, 4 half-bytes) 15E700 - Current Secondary Equipment Inventory (Bomb Bags, Goron's Bracelet, etc) This section is a Mess, and I can barely make heads or tails of it. 15E704 - Current Quest Item collection (You may refer to the list in the Spoiler...) I hope this will help some aspiring hackers and modders to better understand this area. Next time will be a post on another important RAM section at 15FA00. EDIT: Added Biggoron's Sword identifier. EDIT: Added Double Magic Flag - 15E69C
  12. An interesting theory Strati, unfortunately the game does very little to back it up in any meaningful manner 4+8 would equal C after all, that is true but the correlation... I believe it means I am missing a 4 or a C somewhere that should likely be nulled or changed to make this work properly. In any case do I have some exciting news today! Last night I discovered an (as of my knowledge) unknown Debug Message to appear on screen which seems like it would be useful to me, if only I could get it to actually show up without half-berserking the game. I managed to get these to show up in their appropriate places in RAM but not on screen. EDIT: Looks like I was mistaken, Seems that XDaniel saw this a while back and located it without any issue. It was at 210BA5, just set a 01 there. Haha, I feel like an idiot for missing that. But now for the exciting Modding News! I've found the MP Cost for the three spells (and the MP Cost for the three deleted spells as well!) They were in such a strange location, they were located alongside the magic animmations. 0xC23230 - 0C18180C - Deleted Spell 1 is 30 (0C)/Deleted Spell 2 is 31 (18)/ Deleted Spell 3 is 32 (18)/Farore's Wind MP Cost is 33 (0C) 0xC23234 - 180C0000 - Nayru's Love MP Cost is 34 (18) / Din's Fire MP Cost is 35 (0C) Remember that all spells are actually double of what their MP Cost is claimed. 0C = Dec. 12 = 06 in-game standards. 18 = Dec. 12 = 24 in game standards. The player starts with 48 MP, rather than the 24 the game seems to try and says it does. To come along with this news is something any modder will be happy to have... The Timer to Nayru's Love to make it a Not-So Broken Spell! ROM 0xF3613C - 286104B0 - Nayru's Love Timer ROM 0xF36150 - 286104B0 - Nayru's Love Timer Change 04B0 to what you will and that will become the new timer for Nayru's Love. Now it can be modified, rather than thrown out of hacks all together for being absolutely broken! Next is some researching into healing items like Fairies and Potions with some usable results. 0xC1DE40 - 240F0140 - Amount of HP for a Bottled Fairy to Heal (0140 = 200 in Decimal, 20 Hearts, can be changed to anything desired) 0xC1DA14 - 24080140 - Amount of HP healed from Red Potion/Blue Potion. 0xC1DA48 - 240B0050 - Amount of HP healed from Milk/Half-Milk. It is clear from this that they intended Fairies to heal a different amount one point in production, otherwise they would not have separated them in this manner. I still need to find the Poe's healing (and hurting) values since they don't follow the usual avenues, but that would be the only healing item left, leaving only Hearts, Great Fairies and the Ganondorf Heal, I believe. Next update I will hopefully have the MP Cost of the Arrows and the Spin Attack down as well. EDIT: While I don't have the MP Cost of Fairies, I can say for certain that Bottled Fairies and Reviving Fairies have two different healing values. 0xC12A74 - 240A0140 - Reviving Fairies Healing Amount (0xC12A74 in ROM) But more importantly I have taken apart the routine for how the game searches and selects the Revival Item. If you're going to use this, make sure to Change All of It. Problems can arise, or it simply won't work if you change one portion but not another. 0x86C8C - 24040018 - Item Required for Link to Revive when killed. (0018 Bottled Fairy) (ROM: 0xAFDE2C) 0x86C9C - 90EF0074 - Looks for Address 15E6E6 (Starts from the address of 15E672, items begin at 15E6D4 which is 0062. It repeats this process four times to search one word (4 bytes)) (ROM:0xAFDE3C) 0x86CC0 - 24190014 - The Item the C-Button will Become (0014 Empty Bottle) (ROM:0xAFDE60) 0x86D20 - 24090014 - The Item the Inventory Slot will Become (0014 Empty Bottle) (ROM:0xAFDEC0) 0x86D2C - A0E90074 - (As above with 0x86C9C except for what it will become) (ROM: 0xAFDECC) 0x86D3C - 28410004 - The amount of times it will repeat looking at a byte sequence. Change this to 19, if you plan on changing the location of the Revival Item) (ROM:0xAFDEDC) Sorry about the odd formatting. Since all of these need to be changed at the same time, I needed to have their RAM addresses immediately handy for testing. Now the purpose of this is to have a different revival item, that is not the Fairy. Say for instance you wanted to turn "Magical Beans" into... "Crazy Tracy's Medicine". You would change 24040018 into 24040010. From Bottled Fairy to Magical Beans You would change 90EF0074 to 90EF0062 so that it will start from the beginning of the Item List. Presumably the Item would erase, at 24190014 change that to 241900FF to erase it if on a C-Button. Do the same with 24090014. With A0E90074 change that to 0062 so that the replacement routine can start at the beginning of the inventory as well. Change 28410004 to 28410019 so that the game will scan the entirety of the inventory instead of just four bytes. And there you have it! This kind of modification works great with mods that don't involve Navi or a fairy guide, (since that spawn also depends on whether the reviving fairy will appear) For those that do... well I'll see if I can't find something.
  13. I have some good news for those who want to add that extra bit of challenge to their game. In looking for how swords are considered Two-Handed (no luck on that yet) I came across the amount of hits the Giant's Knife has left... it was right next to Rupees the Entire Time. There is a caveat though as you can imagine, the game doesn't write any data to that spot when the game begins and only writes it when the Giant's Knife is purchased. To get around that for File 1 go to 0xBA176E and if it is not already 0008 (or whatever number of hits you want the desired sword to last for) change it to 0008. In File2/3 go to 0xBA16B2 and change the 0000 that is there to any amount you like and that will be the breaking point of your chosen sword. Now when the Giant's Knife breaks several things happen. One the icon becomes 55, 0xAFBBE0 - 240E0055 - Broken Giant's Knife, you think you might be able to set it to FF to have the sword break and be done with it, right? If only... The game does not allow the value of FF to be on the B Button and reverts it to 00 which is a Deku Stick. This likely has something to do with their Easy Swordless Link fix. To get around that set the value at... 0xAFAAF4 - 240D00FF to 240D0000, this will nullify the auto-reversion of FF to 00. Secondly the Equipment Value will change, now this is a dynamic number as the game is quite flexible with what equipment you currently have, but only uses one half-byte to express this so the ordering is a bit... strange. 0xAFBBAE - 24090008 - This is a difficult matter to get a grasp on, it appears to be adding what appears to be an 8 but the value changes in many different places to reach a set value. I'm afraid I can't figure this part out, but hopefully someone else can. Once that is figured out the sword can be erased without worry. And to change what weapon uses the Giant's Knife countdown bytes you would change... 0xC11A2C - 24010005 (Giant's Knife) You can change this to 0004 (Kokiri Sword) or 0003 (Master Sword) to have those weapons correspond to the countdown. Now while it's not perfect, it is a start to getting these matters more fully explored.
  14. Well this might be old news, but Link's Primary Data for File 1 begins at 0xBA1740 in the Debug Rom. For all other files it begins 0xBA1680, I believe. 11 Lines compose the basic data, from what I could tell, If a map hasn't been made of the contents of 0x15E660 (Link's Primary Data in RAM) I'll get to that soon enough and edit this post.
  15. Wow, I like this variable table choice! But at the same time is it possible to have a normal variable table as well? After all I think that there might be some variables to actors that are not completely recorded yet.
  16. Hmm, maybe you should add a menu called "Scene Dealings" for the more tertiary scene stuff like music, the skybox, fog, etc And I think that maybe it should then go Actors, Objects, Span Points, Waypoints. Just my thoughts on the matter.
  17. Interesting changes. Have you put any thought into incorporating the Skulltula House at all? After all a large part of the normal game is to look for Skulltulas in dungeons and there are rooms dedicated to just the Golden Skulltulas. It would make a neat incentive to find them if the rewards are adequate, maybe the Biggoron's Sword, another Bottle, Heart Container, ammo upgrades, whatever you think might work best that a player would benefit from.
  18. Looks like they avoided a major problem with their antics, but has it come too little too late? I guess time will tell.
  19. Oh the Sanctuary! One of my favorite locations in A Link to the Past! It looks amazing! Great work there!
  20. Let's see... can you paste the data at these locations? I might be able to find it in ROM with just that alone.
  21. And that's the game! I really enjoyed this project, it's also quite inspiring to see how well the original creators utilized their resources for the most part which is refreshing for any modder. Sometimes we just get so far into our own mods that we forget the basic layout and at times simplistic, but oh so atmospheric feel of Ocarina of Time's beautiful dungeons. A project like this helped me appreciate the dungeons more so than any time before. Thank you MZXRules, a wonderful project, great effort, and challenging at the end. I'd never fought Ganondorf with anything less than 14 Hearts and double defense and I was surprised to lose to him at least three or four times and due to some stupid mistakes during the Ganon fight it mostly consisted of fighting him with only 3 Hearts left. Deku Nuts have never been so useful! Great mod, and I hope it is built upon in time by others or yourself to include custom, if not rearranged, dungeons. This is a wonderful base for anyone to build upon that wants to make OoT into a dungeon crawler.
  22. Wow. Looks like you're right. I swear as a kid I read about game-breaking "moving a block the wrong way" and that this was fixed in v1.1 and 1.2 but it seems that those were just false rumors, eh? What an oddity. The Water Temple is a very confusing place so I can see why people would think that they could get stuck. Oh by the way, did I miss the Lens of Truth? Parts of the Shadow Temple seem absolutely left up to luck without it. Or is it in the Shadow Temple and I just happened to miss it?
  23. Made it through the Water Temple. As annoying as I remember it... oh right, just for future reference did you remove the game-ending bug in the Water Temple? I thought I accidentally hit that several times before I realized what I was doing.
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