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Everything posted by Three_Pendants
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They look like actor effects, but I have no idea why they would be independent of the actor themselves. Thanks for the clarification XDaniel.
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While looking through some data I noticed that there was a chunk of data missing from the actor section of ROM When, to my knowledge, they were all congruent. The natural actor data ends at 00D583E0 (with only a single reference to it on the Complete Actor Listing page) and starts back up again at D66150. Within this mystery section (as far as I'm aware.) is text references to various effects like Bombs, Blasts, Bubbles, Dragon Fire, Dead...db... you name it. It's all in there. But this does not answer what this file is and what its used for. Is it an unlisted actor? Or is it something else entirely? And why is it shoved into the middle of the actor list?
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SceneNavi - A simple Ocarina of Time level editor
Three_Pendants replied to xdaniel's topic in Modifications
Works excellently as far as I can tell. The scene transitions and spawn points look great. The tool gives off a very smooth reliable vibe already. -
I'm a rather large fan of Princess Tutu and it has had a lot of great AMV's made devoted to it. Here's the most popular one... Spoilers, obviously. Another great one is... That one is more an introduction to the series describing the plight and issue of one of the main characters and doesn't really include many spoilers.
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SceneNavi - A simple Ocarina of Time level editor
Three_Pendants replied to xdaniel's topic in Modifications
Yes, indeed Xdaniel. This lack of scene editing has made that essential part of modding more of a burden than a blessing with the older tools having, then losing, that functionality. Though if I may ask one more thing. Could this also have a group changer? This paired with Sayaka would make it a quintessential, all in one, easy modding tool. -
Spire's Zelda Maps [Update: Rainwind Jungle]
Three_Pendants replied to
Spire's topic in Community ProjectsWow that is grand! You really have a gifted talent when it comes to sketchup! Does something this enormous load in game? And if you would like, would you like to work on a dungeon for Zelda's Birthday 2? This prodigious talent should be put on display. -
I am not proud of this update. It's messy, it's sloppy. It's the only way I could figure out though how to record them all so without further ado, here is what seems to be every event action, I know cutscene instructions have a way to grab these and use them. Event Actions Note: We've entered into a strange section that is rather difficult to test, so I will make assumptions based on my knowledge of the game and the appearance of the animation. 0xC239CC - 04002790 - Presumably Link looking back to see a door shut behind him. 0xC239E4 - 04002740 - Link looking surprised. (Unsure where this is outside of cutscenes) 0xC23A04 - 04002778 - I believe it is when Link turns around in the Temple of Time to see Shiek standing in the entrance way. 0xC23A14 - 04002860 - Link being warped up by a Blue Warp 0xC23A24 - 04002348 - Must be a child action of some sort because Adult Link's legs are in the ground as he does it, and what "it" appears to be is him holding his hands out as if about to receive something. 0xC23A2C - 04002350 - Obtaining Medallion 0xC23A34 - 04002358 - Possibly receiving a Medallion. 0xC23A3C - 040023B0 - Link standing up and dusting his tunic, after listening to the Deku Tree's Story 0xC23A44 - 040023B8 - Sitting down, likely listening to the Great Deku Tree's story. 0xC23A54 - 04002728 - Link looking surprised as he warily is about to turn around (Beta?) 0xC23A74 - 040027A8 - Link looking at himself after having grown up or turned back in a kid. 0xC23A7C - 04002DB0 - Link looking like he took a heavy hit. Possibly being smashed by Darunia after Dodongo's Cavern 0xC23A84 - 04002DC0 - Possibly on the floor from being smashed by Darunia after Dodongo's Cavern 0xC23A94 - 04003098 - Looks to be the first part of holding up an item, but doesn't correspond with actual treasure gains. 0xC23A9C - 04002780 - It should be Link receiving an Item from a chest and holding it up, but I can't get it to work. 0xC23AAC - 04003088 - Link drawing his sword expectedly. (No idea where this is used) 0xC23AC4 - 04002320 - Link falling off the log when he is warped out of Jabu Jabu. 0xC23ADC - 04002338 - Link looking around and then deciding to sit down. Not sure where this is used. 0xC23AE0 - 04002F90 - Link looking really distraught as he grabs his throat, and kicks his feet, but this isn't the Drowning Animation I don't believe. 0xC23AFC - 04002410 - Link getting up from sleeping? 0xC23B04 - 04002418 - Link nodding his head to Navi before he heads out of his house. 0xC23B14 - 04002390 - Link possibly looking at Navi while sitting down? 0xC23B34 - 040023A0 - I assume looking at Ganondorf through the castle window. 0xC23B3C - 04002368 - Link looking like he's backing up slowly a step or two. 0xC23B4C - 04002370 - Link drawing his sword and shield to challenge Ganondorf in front of Castle Town. 0xC23B54 - 040027B0 - Link running over to the crystal containing Zelda and placing his hands on it. 0xC23B5C - 040027B8 - Link lightly slamming his hand on the crystal containing Zelda 0xC23B64 - 040027C0 - Watching the crystal drift away. 0xC23B6C - 04002768 - Turning around dramatically in the ToT to see Shiek standing there (Repeat?) 0xC23B74 - 040027D8 - Link shielding his eyes during Shiek's transformation 0xC23B7C - 040027E0 - Link continuing to shield his eyes 0xC23B84 - 04002380 - Link looking to his right (Not entirely sure, possibly when the Rainbow Bridge starts to form) 0xC23B8C - 04002828 - Checking to see if the Rainbow Bridge is real 0xC23B94 - 04002470 - Child Link quickly shifting frightened back and forth. Possibly beta. 0xC23B9C - 040032A8 - Possibly preparing to fend off Bongo-Bongo in Kakariko Village. 0xC23BA4 - 040032A0 - Link getting up after being knocked to the ground (Presumably from Bongo Bongo cutscene) 0xC23BAC - 040032A0 - Same animation as above. 0xC23BB4 - 04002AE8 - A quick animation of Link seemingly getting ready to fight. 0xC23BBC - 04002450 - Link just standing there, with his legs closer together than normal with the camera behind him...? 0xC23BC4 - 04002460 - Link slightly looking around in the same position as above. 0xC23BCC - 04002458 - Looks the same as 2450 0xC23BD4 - 04002440 - Link possibly preparing to take a Blue Warp with a wary look to the side before looking up. 0xC23BDC - 04002438 - Link quickly looking to his side (still feel it is a part of the Blue Warp) 0xC23BF4 - 04003448 - Possibly the animation of lifting the Ocarina to play it? 0xC23BFC - 04003460 - The animation of learning a new song. 0xC23C04 - 04003440 - Looked very similar to 3448. 0xC23C0C - 04002798 - Resisting Ganondorf's Dark Wave. 0xC23C14 - 04002818 - Link looking to his hand in surprise to look at the Triforce of Courage 0xC23C1C - 04002848 - Link looking very pensive. 0xC23C24 - 04002850 - Link being taken aback (not entirely sure, maybe when you first enter Ganondorf's Chamber? Also possibly the Tower's Destruction) 0xC23C2C - 040034E0 - Link slowly turning nonchalantly. 0xC23C34 - 040034D8 - Link looking up to look at Navi as she's talking about not being kept back by Ganon 0xC23C3C - 040034C8 - Link moving to guard Zelda when a boom is heard in the Ganon Castle Ruins. 0xC23C44 - 04003470 - Link looking behind him quickly to see the flames rise blocking him off from Zelda. 0xC23C4C - 04003478 - Link quickly making an about face to watch Ganondorf rise. 0xC23C54 - 040034C0 - Link watching Ganondorf rise. 0xC23C5C - 04003480 - Link staring in abject terror as Ganondorf turns into Ganon 0xC23C64 - 04003490 - Link looking like he's getting ready to draw his sword in shock. 0xC23C6C - 04003488 - Link having the Master Sword knocked out of his hand. 0xC23C74 - 04003498 - Link watching the Master Sword fly. 0xC23C7C - 040034B0 - Link turning to face Ganon 0xC23C8C - 04003420 - I thought it may have been his idle animation where he swings his sword, but I saw no change when changed. I do not know where this instance is used then. 0xC23CA4 - 04003250 - Link wiping sweat off of his brow. These are Clearly idle animations. I do not know why they do nothing when changed though. 0xC23CB4 - 04002810 - Link being captured by Gerudo (Hylian as well?) Guards. 0xC23CBC - 04002838 - (Back to our regularly scheduled program?) Link receiving his sword after Ganon knocked it away. 0xC23CC4 - 04002CD0 - Link performing the finishing blows on Ganon. 0xC23CCC - 04002CD8 - Link pulling his sword back after stabbing Ganon. 0xC23CD4 - 04002868 - Link watching Zelda use her beam of light on Ganon. 0xC23CDC - 040027E8 - Link beginning to watch his sword glow. 0xC23CE4 - 040027F8 - Link watching his sword glow. 0xC23CEC - 04002800 - Link finishing watching his sword glow. 0xC23D8C - 04002730 - Link slowly looking around? 0xC23DC4 - 040030A8 - Link playing his Ocarina? (Not normal action) 0xC23E4C - 04002398 - Child Link wih his head turned, looking off into the distance? 0xC23E8C - 040027D0 - Link with his hands on the crystal containing Zelda? 0xC23E9C - 040027C8 - Link watching the crystal fade upwards? 0xC23EBC - 04002388 - Link looking back and forth, possibly as the Temple of Time begins to shake. 0xC23F04 - 04002450 - (Repeat?) 0xC23F0C - 04002448 - Link nonchalantly looking up at something. 0xC23F14 - 04002450 - (Repeat?) 0xC23F2C - 04003468 - Link just standing there normally. (Not normal action.) 0xC23F3C - 04003468 - (Repeat?) 0xC23F44 - 040027A0 - More of resisting Ganondorf's Dark Wave 0xC23F4C - 04002820 - Link looking at his hand as the Triforce of Courage glows. 0xC23F5C - 04002858 - Link looking at the crystal containing Zelda when he enters Ganondorf's Chamber. 0xC23F64 - 040034D0 - Link looking to his side calmly. 0xC23F6C - 040034F0 - Link looking up calmly. 0xC23F74 - 040034E8 - I want to say Link ready to fight Ganon. 0xC23F7C - 040034A8 - I only assume Link watching as the Master Sword flies from his grasp. 0xC23FB4 - 040034A0 - Link looking with a hesitance at Ganon. 0xC2400C - 04002870 - Link looking to his side. 0xC2401C - 04002808 - Link in a ready position of sorts (unsure where used) 0xC24024 - 04002450 - (Repeat?) 0xC24030 - 04002720 - Link Plunging the Master Sword back into the Pedestal 0xC24034 - 04002360 - Link Pulling the Master Sword from the Pedestal 0xC240A8 - 040034B8 - Adult Link staring at the Ocarina having learned a new song. 0xC240AC - 04003458 - Child Link staring at the Ocarina having learned a new song. ------------------------------------------------------------------------------------------------------------------ This in theory is the "end" of the animations since I have exhausted the path since from that point in Link's file it becomes something else entirely. Maybe some of his missing animations (idle animations, moving animations, various item animations) are stored elsewhere.
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It is a given that a table would hold a scene and position used by moving from one place to another. You are not wrong to call it an Entrance, but others are not wrong to call it an Exit. It can be argued that these values can only be accessed from exiting an area. You are always leaving one place and going to another and the opposite is true, you can always say that you are exiting and leaving. That there is an entrance variable within the exit table which determines position would mean to me at least that they would be considered entrance as that is how they appear. In the example you give above it is just as easy to say it is a "Cutscene Exit", that is how JSA has defined the term for nearly half a decade now. It is a cutscene that is accessed by leaving an area with those coordinates and special instructions to carry out a cutscene. Again, you are not wrong to label these things as entrances, but others are not wrong to call them exits. In the end it all comes down to preference. if calling them entrances helps you better comprehend it, that's great! Continue to use that term in your documentation as it helps you better understand it. If people see your point of view on it they will begin to call it that without any further prodding. There is the other point of view of an exit that is equally viable though.
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The difference is that exits have entrances defined within them which is how you get to another map, hence the "Entrance" byte in the exit tables. Every Exit Must Have An Entrance and Vice-Versa. You exit from one map into another, conversely you can argue that you Enter one map from another. There is no right or wrong answer in this and to continue to push your point seems like trying to push intellectual superiority over something as simple as a term. This is sophistry, let people say what they will. Trying to shove this down people's throats will do nothing but end in disdain.
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With the help of john_smith_account the other day we happened upon some old documentation which lead us to the Action Parameters... in 1.0, so copying over some hex to find it in Debug Rom was done and there we had it. At first I had wanted it just to clear up some curiosity on the beta arrows, but the more I thought about it these may be the key for NPC's reacting in certain ways to items. With this helpful page... http://wiki.spinout182.com/w/Link_Action_Parameters I used that as a stepping stone and the address we found at 3F403C in RAM The first parts are obvious and are clearly just the order of the items in the menu for the most part, but after that things get rather interesting, culminating in a copy of the elemental arrows (which may have been the beta arrows spot originally) and sword values that when switched will actively change that blade into another action parameter. Action Parameters Mapping 0xC22D3C - 06 = Deku Stick 0xC22D3D - 1B = Deku Nuts 0xC22D3E - 12 = Bombs 0xC22D3F - 08 = Bow 0xC22D40 - 09 = Fire Arrow 0xC22D41 - 1A = Din's Fire 0xC22D42 - 0F = Slingshot 0xC22D43 - 1C = Fairy Ocarina 0xC22D44 - 1D = Ocarina of Time 0xC22D45 - 13 = Bombchu 0xC22D46 - 10 = Hookshot 0xC22D47 - 11 = Longshot 0xC22D48 - 0A = Ice Arrow 0xC22D49 - 18 = Farore's Wind 0xC22D4A - 14 = Boomerang 0xC22D4B - 42 = Lens of Truth 0xC22D4C - 2E = Magic Beans 0xC22D4D - 07 = Megaton Hammer 0xC22D4E - 0B = Light Arrow 0xC22D4F - 19 = Nayru's Love 0xC22D50 - 1E = Swing Empty Bottle 0xC22D51 - 25 = Drink Red Potion 0xC22D52 - 27 = Drink Green Potion 0xC22D53 - 36 = Drink Blue Potion 0xC22D54 - 2A = Letting Fairy out of Bottle 0xC22D55 - 1F = Empty Bottle containing Fish 0xC22D56 - 28 = Drinks Empty Bottle? (Lon Lon Milk Maybe?) 0xC22D57 - 24 = Ruto's Letter in Bottle 0xC22D58 - 20 = Empties Bottle containing Blue Fire 0xC22D59 - 21 = Empties Bottle containing Bugs 0xC22D5A - 23 = Shows bottle containing Big Poe 0xC22D5B - 29 = Drinks Empty Bottle? (Lon Lon Milk Maybe?) 0xC22D5C - 22 = Drinks Poe 0xC22D5D - 2C = Shows Egg 0xC22D5E - 2D = Shows Cucco 0xC22D5F - 2B = Shows Zelda's Letter 0xC22D60 - 3A = Put Keaton Mask On 0xC22D61 - 3B = Put Skull Mask On 0xC22D62 - 3C = Put Spooky Mask On 0xC22D63 - 3D = Put Bunny Hood On 0xC22D64 - 3E = Put Goron Mask On 0xC22D65 - 3F = Put Zora Mask on 0xC22D66 - 40 = Put Gerudo Mask On 0xC22D67 - 41 = Put Mask of Truth On 0xC22D68 - 03 = Swings Sword (Likely used for "Sold Out" 0xC22D69 - 2F = Shows Egg (Likely Adult version) 0xC22D6A - 30 = Shows Pocket Cucco 0xC22D6B - 31 = Shows Cojiro 0xC22D6C - 32 = Shows Mushroom 0xC22D6D - 33 = Shows Odd Potion 0xC22D6E - 34 = Shows Poacher's Saw 0xC22D6F - 35 = Shows Broken Goron's Sword 0xC22D70 - 36 = Shows Prescription 0xC22D71 - 37 = Shows Eyeball Frog 0xC22D72 - 38 = Shows Eyedrops 0xC22D73 - 39 = Shows Claim Check 0xC22D74 - 09 = Fire Arrow 0xC22D75 - 0A = Ice Arrow 0xC22D76 - 0B = Light Arrows 0xC22D77 - 04 = Swings Sword (Kokiri Sword) 0xC22D78 - 03 = Swings Sword (Master Sword) 0xC22D79 - 05 = Pulls out Two-Handed Sword Admittedly finding use for these are a bit trickier, but maybe someone will have a use for them? For instance you can replace Farore's Wind and Nayru's Love functionality for any of the unused arrows (Values 0C,0D,0E)
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Hmm, doesn't Queen Ghoma have 10 HP? As I recall it does take three Jump Attack Deku Sticks to take her out if I'm not mistaken. EDIT: Did not notice new posts since I started the post before I took a break to eat, haha. Thanks Airikita. Mapping and Listing have always been my strengths (as much as that can count for a strength). I always want to assure that people have more freedom to make the game their own. Interesting information there Heavy1930, seems my original HP value document from years ago was lost to time and had to be rebuilt, ah well. II cannot say why some enemies store HP different from other enemies, but it does make looking for their value tricky at times.
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Ah, I should be a bit clearer. The A0 is a Register which holds data to be put in other places. If you open Nemu and go to Registers you can see where all of the in-action data for that very instant is being held. A0 is the name of a register in this case. Not 0x0A. Since... well that's a 0x0A and not a 0xA0, but also it is not a hex number in this case but just a label for a register which is currently holding data to dispense elsewhere.
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It has been a long time since Sakura taught me how to find enemy HP and the enemies HP list was compiled as a result, but as I recall it is like that for certain foes. As I believe that Stalfos has a base 08 HP (or is that 0A?) with little surrounding it that's odd. But I do know that some of the bosses have really strange values and as I recall some are missing values. However you may be confusing Register A0 for 0x0A in this case. It's a little unclear... But Update! I managed to locate the sword attacks and the spin attacks and there's some really good news in here! 0057 ovl_En_M_Thunder Spin Attack ROM: 0xE564BC (01000000) - Damage Identifier of Master Sword Blue Spin ROM: 0xE564C0 (00400000) - Damage Identifier of Kokiri Sword Blue Spin ROM: 0xE564C4 (00800000) - Damage Identifier of Biggoron/Giant's Knife Blue Spin ROM: 0xE564C8 (08000000) - Damage Identifier of Master Sword Jump Attack/Fully Charged Spin ROM: 0xE564CC (02000000) - Damage Identifier of Kokiri Sword Jump Attack/Fully Charged Spin (And Broken Giant's Knife Jump Attack?) ROM: 0xE564D0 (04000000) - Damage Identifier of Biggoron/Giant's Knife Jump Attack/Fully Charged Spin 0000 ovl_player_actor ROM: 0xC23328 (00000200) - Damage Identifier for Master Sword Swing ROM: 0xC2332C (08000000) - Damage Identifier for Master Sword Jump Attack ROM: 0xC23330 (00000100) - Damage Identifier for Kokiri Sword Attack (and likely the same for the Broken Giant's Knife) ROM: 0xC23334 (02000000) - Damage Identifier for Kokiri Jump Attack (also seems Broken Giant's Knife jump Attack) ROM: 0xC23338 (00000400) - Damage Identifier for Biggoron's Sword/Giant's Knife Attack ROM: 0xC2333C (04000000) - Damage Identifier for Biggoron's Sword/Giant's Knife Jump Attack There are several unused values in the damage charts that you can point either of the Jump Attack or Spin Attacks to separate them so one does not need to rely on the other. All that remains now is to find the Deku Stick and Megaton Hammer's damage identifiers and that would be all (known) damage identifiers! EDIT: They were right next to the other damage identifiers in Link's file how embarassing, haha! ROM: 0xC23340 (00000002) - Damage Identifier for Deku Sticks ROM: 0xC23344 (08000000) - Damage Identifier for Deku Stick Jump Attack (And Master Sword) ROM: 0xC23348 (00000040) - Damage Identifier for Megaton Hammer Atttack ROM: 0xC2334C (40000000) - Damage Identifier for Megaton Hammer Jump Attack Now this does give us some great information. This tells us that things like the Jump Attacks and Spin Attacks are not set, but can be changed and altered. Therefore that ugly mishmash of one value sharing three different functions is no longer a necessity. This does mean however if you'd want to use one of the unused values you would have to comb through the enemy files for their damage charts. But unless I unexpectedly come across the Light or Ice Magic, I'd say this venture has been a great success! Every known Damage Identifier has now been mapped and can be easily modded.
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The first post has been updated with a slew of new animations, but more importantly information on Damage Identifiers! I will repaste what I put into that post on Damage Identifiers so people can just skip to this post if that's all they happen to care about. Damage Identifiers You're probably wondering to yourself "What's the point? Don't we already have this on the wiki?" And give me this link... http://wiki.spinout1...:_Damage_Charts The simple answer is no. The wiki has Damage Charts but not the means to change how that item will effect all monsters globally. This is for the more profound modder who wants to throw the player for a loop by changing Din's Fire for instance to the value of one of the unused magics, or for someone who wants to change the damage of slingshot/arrows without having to comb through every monster file. So far I have only located the Items that are independent of Link (AKA have their own actor file) hopefully though soon I will find Link's damage identifiers which includes the Deku Stick and Megaton Hammer as far as C-Items go. Now this will be in a format that a lot of you may not be used to (heaven knows I wasn't before last night) but I managed to write up a tutorial on this fairly crucial piece of hacking knowledge that I did not know, for potential hackers down the line. So first before all of that, the values first... Damage Identifier 0094 ovl_Magic_Fire Din's Fire ROM: 0xF39B7C (00020000) - The Damage Identifier of Din's Fire (In reference to the Damage Charts at http://wiki.spinout1...:_Damage_Charts) --------------------------------------------- 0056 ovl_MFire1 Deku Nut ROM: 0xE54FD6 (00000001) - Something dealing with the effect of a Deku Nut? (Not a Damage Identifier) ROM: 0xE54FFC (00000001) - Damage Identifier of Deku Nut ------------------------------------------------- 0016 ovl_Arrow Arrow ROM: 0xD6E46C (00000020) - Damage Identifier of Arrow ROM: 0xD6E470 (00000800) - Damage Identifier of Fire Arrow ROM: 0xD6E474 (00001000) - Damage Identifier of Ice Arrow ROM: 0xD6E478 (00002000) - Damage Identifier of Light Arrow ROM: 0xD6E47C (00010000) - Damage Identifier of Spirit Arrow ROM: 0xD6E480 (00004000) - Damage Identifier of Wind Arrow ROM: 0xD6E484 (00008000) - Damage Identifier of Shadow Arrow ROM: 0xD6E488 (00000004) - Damage Identifier of Slingshot ---------------------------------------------------------------------------------- 0032 ovl_En_Boom Boomerang ROM: 0xD8228C (00000010) - Damage Identifier of Boomerang --------------------------------------------------------------------------------- 0010 ovl_En_Bom ROM: 0xD7CA90 (00000008) - Damage Identifier of Explosions ---------------------------------------------------------------------------------- 0066 ovl_Arms_Hook ROM: 0xC348DC (00000080) - Damage Identifier of Hookshot ------------------------------------------------------------------------------- Now here is the list on what you would change these to reach the desired effect... 1F - 80000000 ? 1E - 40000000 (Hammer Jump Attack) 1D - 20000000 ? 1C - 10000000 ? 1B - 08000000 (Master Sword Jump Attack/Fully Charged Spin) 1A - 04000000 (Biggoron's Sword Jump Attack/Fully Charged Spin) 19 - 02000000 (Broken Giant Knife's Jump Attack) 18 - 01000000 (Master Sword Blue Spin Attack) 17 - 00800000 (Biggoron's Sword Blue Spin Attack) 16 - 00400000 (Kokiri Sword Blue Spin Attack) 15 - 00200000 ? 14 - 00100000 ? 13 - 00080000 (Light Magic) 12 - 00040000 (Ice Magic) 11 - 00020000 (Din's Fire)/ 10 - 00010000 (Shadow Arrows)/ 0F - 00008000 (Spirit Arrows)/ 0E - 00004000 (Wind Arrows)/ 0D - 00002000 (Light Arrows)/ 0C - 00001000 (Ice Arrows)/ 0B - 00000800 (Fire Arrows)/ 0A - 00000400 (Biggoron Sword Attack) 09 - 00000200 (Kokiri Spin/Jump Attack/Master Sword Swing) 08 - 00000100 (Kokiri Sword Attack) 07 - 00000080 (Hookshot)/ 06 - 00000040 (Normal Hammer Swing) 05 - 00000020 (Arrows)/ 04 - 00000010 (Boomerang)/ 03 - 00000008 (Explosions)/ 02 - 00000004 (Slingshot)/ 01 - 00000002 (Deku Sticks) 00 - 00000001 (Deku Nut) / To make sense of this list and how it works, please refer to the tutorial below. First - What is a damage identifier? A Damage Identifier is the pointer to the value in damage charts. Through these pointers the game doesn't have to use extraneous coding for each instance of a damage chart and simplifies the matter for them. For instance in a damage chart Din's Fire is located... Like Like ©00 F2 F1 F2 10 F2 F2 10 F1 F2 F4 24 34 BF D4 CFEF (24*) 33 4A 00 00 F1 F4 F2 F2 F8 F4 EA 00 00 00 - There, the 24 with the star next to it. It is therefore Identifier 11 in Hex. Damage Identifiers in Zelda 64 are an interesting matter. They are listed in what seems to be plain bytes at first with, in this instance Din's Fire being Byte 11. However it's not as simple as it looks. There is an instruction found at RAM 0x62060 which is likely used for many other things which takes a raw value 00020000 and translates it into 11, how is this done? Well it runs it through a Break if Not Equal at 0x6206C, which always matches a value of 0000001 against it. When the value is not matched it is sent back to 0x62060 which is a Break If Equal instruction, where it will run through this pattern until it reaches the 01, this is done by each cycle reducing the amount in 00020000 in a bit sequence (meaning the valid values are 0,1,2,4,8 for each bit) So it turns out that after 11 (in hex) cycles of this I found that the value that started as 00020000 had become a 00000001. Once it reaches this value the instructions proceed unobstructed from there. This is how damage identifiers and probably a lot of data is written. Knowing this now I placed a breakpoint on 0x6205C (the address before the cycling process) and noticed that instead of the register that held 00020000 (A0 for reference) I saw an address. This may mean that you can find the location of what is going to be there by following the value in A0 by breakpointing on 0x6205C, I followed that address and found where the value originated. The very temporal file of Din's Fire. In this case Din's Fire Damage Identifier Byte was 00020000 because it is 11 cycles in hex before it reaches its goal. I searched ovl_Magic_Fire (Din's Fire file name) and found a 00020000 which matched up mostly with the data I saw in memory. Changed it in ROM and changed the damage byte. To any prospective hackers, keep in mind that what you may be looking for could possibly not just be a set value. A simple 11 or 61 may not be as simple as that to access, but instead may take a completely different form than you were expecting. I came into this expecting to find a blatant 0011 and be done with it, I know now that it will not always be that simple.
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Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Three_Pendants replied to Airikita's topic in Modifications
It was 80224C2C. Some really weird flags (if those even were flags) at that spot. -
Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Three_Pendants replied to Airikita's topic in Modifications
Incidentally did it turn out to work from that original value you pointed me and then the value is set to 5? (At least I think the freeze value was 5?) -
Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Three_Pendants replied to Airikita's topic in Modifications
Oh no I meant an actual Item's functionality (one Link can use as he wills) that you even spliced other actors into it makes it all the more custom, in my opinion. -
Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Three_Pendants replied to Airikita's topic in Modifications
As good as it gets indeed. This is definitely the first time anything like this has been done. A true-blue custom item that doesn't use any other item as a stepping stone for its functionality. I am quite impressed. -
Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Three_Pendants replied to Airikita's topic in Modifications
That is awesome Airikita! I'm sorry I couldn't have helped you at all in the end, but this workaround is, in my opinion even better! It still forces the player to be careful around enemies rather than just mindlessly strike. -
That's neat to know Jason777 however without knowing what you're changing it's still a guessing game, not to mention that's rather advanced stuff. I can't see many people willing to go in there and poke around without a clear idea of what they're changing, there's no list present there unlike the one the wiki has for Link's in-game hex animations. Though this does lead me to question... are you able to place other animation banks within these files? And if so will the game actually pick them up or will it just freeze?
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Glad to hear they might be useful to a couple of you, well here is the next update. Here is Defense/Long-Range Weapons/Pain Animations. It seems that only attack animations specifically were given hit detection so everything should be in 4 bytes unless we run into those rare dual-animation... animations. ------------------------------------------------------------------------------------- Defense Animations 0xC23240 - 04040800 - No idea. Does not seem to correspond to anything sensible. 0xC23244 - 040025C0 - Standing still while holding out shield in front of Link. 0xC23248 - 040025C8 - Standing still while holding out Sword in front of Link. (Two Handed) 0xC2324C - 04002580 - Shield Stance while moving forwards or backwards. 0xC23250 - 04002588 - Defense Stance while moving forwards of backwards. (Two Handed) 0xC23254 - 04002510 - Animation when a blow is deflected off the shield while moving forward of backward. 0xC23258 - 04002518 - Animation when a blow is struck while moving forward or backward in a defensive stance (Two Handed) 0xC2325C - 04002510 - Animation when a blow is deflected off the shield while moving side to side. 34F560 - 04002520 - Animation when a blow is struck while moving side to side in a defensive stance. (Two Handed) 0xC23264 - 04002EC0 - ?? The Animation looks like a lightly modified shield block, and I cannot get it to activate. 0xC23268 - 04002A08 - As above except Two Handed. Long Range Weapon Animations 0xC2326C - 040026F0 - ?? Appears to be the Bow animation but does not correspond with the Bow at all. I'm at a loss for what this may be. If they are actually used it would only be for an instant. 0xC23270 - 04002CC8 - ?? Appears to be the Hookshot animation but does not correspond with it at all. Another loss. If used it is only for an instant. 0xC23274 - 040026C0 - Bow Animation when trying to aim it. (As below!) 0xC23278 - 04002CC0 - Hookshot Animation when trying to aim it (Change it for impossible to aim results!) --------------------------------------------------------- Pain Animations 0xC23350 - 04002F80 - A slight pain animation, used when enemies deal 1/4 of a heart to Link (without special effect). 0xC23354 - 04002F78 - A slight pain animation, used when enemies deal 1/4 of a heart to Link (Only When Z-Targeting) 0xC23358 - 04002DE0 - ?? It seems very similar to above, but I couldn't find an instance where it occurs. 0xC2335C - 04002DD8 - ?? As above, I tried to be struck by nearly every foe in Hyrule and I could not locate this either. 0xC23360 - 04002F70 - Taken aback, used when enemies deal presumably larger than 1/4 heart to Link. (Without special effects) 0xC23364 - 04002528 - A recoiling blow, used when enemies deal presumably larger than 1/4 heart to Link (Only When Z-Targeting) 0xC23368 - 04002DC8 - Looks to be used for Bomb Explosions striking Link, may also have more applications. 0xC2336C - 040024F0 - A strong recoil, I have not been able to locate where it is used. When it comes to the pain animations you can feel free to change any of the ones I didn't find because I am sure that they are used, but I must not have been approaching enemies in the right way or something.
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This sounds great! I've been keeping track of your progress on this and can't wait to give it a whirl. Looking forward to further updates.