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Three_Pendants

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  1. Well I've noticed that we have a great article on Link's Animations on the wiki... http://wiki.spinout182.com/w/Zelda_64:_Link_Animations But after all of these years we still don't have a map of the main character's animation tables despite some mods even going so far to replace Link, but to make a character truly your own you need more than just a new skin in my opinion, Instead of going through the tiresome work of animating your own you can always use one of the massive pool that OoT has for Link and I'll help you do that. Here is currently a map of all of Link's Melee Attack Animations and I should have more in the near future. May 19th Update - Added Defense/Long Range Weapons/Pain Animations May 20th Update - Added Item Showing/Bottle/Horse Riding/Mounting/Parry/Magic Animations May 20th Update - Also included information on Damage Identifier to be used in conjunction with Damage Charts May 20th Update - Updated the Damage Identifiers with the Sword Spin and Sword Attacks. May 20th update - Finished the Damage Identifiers complete with all known and normally accessible values. May 21st Update - Finished Cutscene Animations. In RAM this all starts at 0x3F4330 - If you're actively planning on changing Link's animations I suggest this method to find what you want and then move to ROM when your heart is set. Link's Animations 0xC23030 - 04002A80 - (Forward Vertical Slash 1-2) 0xC23034 - 04002A90 - (Very Quick Stab) - End of Vertical Slash animation. 0xC23038 - 04002A88 - (Looks down and moved hand) - Likely something with the previous animation? 0xC2303C - 01040000 - Hit Detection for first two vertical slashes? 0xC23040 - 040028C0 - (Forward Vertical Slash 1-2 with Two-Handed Sword) 0xC23044 - 040028C8 - End of Vertical Slash animation 0xC23048 - 04002498 - Recovering from above animations? 0xC2304C - 01040000 - Hit Detection (As above) 0xC23050 - 04002A98 - Vertical Slash 3 (One Handed) 0xC23054 - 04002AA0 - Vertical Slash 3 End Animation 0xC23058 - 04002540 - Recovering from above animations? 0xC2305C - 00050000 - Hit Detection? 0xC23060 - 040028D0 - Vertical Slash 3 (Two-Handed) 0xC23064 - 040028D8 - Vertical Slash 3 End Animation 0xC23068 - 040024A0 - Recovering from above animations? 0xC2306C - 01070000 - Hit Detection? ------------------------------------------------------------- 0xC23070 - 04002968 - Horizontal Slash 1-2 0xC23074 - 04002970 - Horizontal Slash End Animation 0xC23078 - 040024C0 - As above? 0xC2307C - 01040000 - Hit Detection? 0xC23080 - 04002880 - Horizontal Slash 1-2 (Two-Handed) 0xC23084 - 04002888 - End Animation 0xC23088 - 04002478 - As above? 0xC2308C - 00050000 - Hit Detection 0xC23090 - 04002978 - Horizontal Slash 3 0xC23094 - 04002980 - End Animation 0xC23098 - 040024C8 - As above? 0xC2309C - 02080000 - Hit Detection 0xC230A0 - 04002890 - Horizontal Slash 3 (Two-Handed) 0xC230A4 - 04002898 - End Animation 0xC230A8 - 04002480 - As above? 0xC230AC - 03080000 - Hit Detection -------------------------------------------------------------- 0xC230B0 - 040029A0 - Diagonal Slashes 1-2 (Z-Targeting) 0xC230B4 - 040029A8 - End Animation 0xC230B8 - 040024D0 - As above? 0xC230BC - 00040000 - Hit Detection 0xC230C0 - 040028A0 - Diagonal Slashes 1-2 (Z-Targeting - Two Handed) 0xC230C4 - 040028A8 - End Animation 0xC230C8 - 04002488 - As above? 0xC230CC - 00050000 - Hit Detection 0xC230D0 - 040029B0 - Diagonal Slash 3 (Z-Targeting) 0xC230D4 - 040029A8 - End Animation 0xC230D8 - 040024D8 - As above? 0xC230DC - 00060000 - Hit Detection 0xC230E0 - 040028B0 - Diagonal Slash 3 (Z-Targeting - Two Handed) 0xC230E4 - 040028B8 - End Animaton 0xC230E8 - 04002490 - As above? 0xC230EC - 01050000 - Hit Detection ------------------------------------------- 0xC230F0 - 04002AA8 - Stabbing 1-2 (Z-Targeting) 0xC230F4 - 04002AB0 - End Animation 0xC230F8 - 04002548 - As above? 0xC230FC - 00030000 - Hit Detection 0xC23100 - 040028E0 - Stabbing 1-2 (Z-Targeting - Two Handed) 0xC23104 - 040028E8 - End Animation 0xC23108 - 040024A8 - As above? 0xC2310C - 00030000 - Hit Detection 0xC23110 - 04002AB8 - Stabbing 3 (Z-Targeting) 0xC23114 - 04002AC0 - End Animation 0xC23118 - 04002550 - As above? 0xC2311C - 01090000 - Hit Detection 0xC23120 - 040028F0 - Stabbing 3 (Z-Targeting - Two Handed) 0xC23124 - 040028F8 - End Animation 0xC23128 - 040024B0 - As above? 0xC2312C - 01080000 - Hit Detection ------------------------------------- 0xC23130 - 04002A60 - Alpha Jump Strike (No way to access this line of code that I know of, but you can easily copy and move it) 0xC23134 - 04002A50 - End Animation 0xC23138 - 04002A50 - Exactly as above. 0xC2313C - 010A0000 - Hit Detection (NOTE: Seeing the Alpha Jump Strike in full with its actions makes it clear why it was dropped all together. It is less effective than the Jump Strike in every way, When you attack from the air the blade is behind Link rather than in front of him so until he lands he is vulnerable. It would actually make the game a little more difficult.) 0xC23140 - 04002900 - Jump Strike 0xC23144 - 04002910 - End Animation 0xC23148 - 04002910 - Exactly as above. 0xC2314C - 010B0000 - Hit Detection 0xC23150 - 04022A50 - End Animation for Alpha Jump Strike (Cannot Access) 0xC23154 - 04022A58 - End Animation 0xC23158 - 04022A58 - Exactly as above. 0xC2315C - 00050000 - Hit Detection 0xC23160 - 04002910 - Jump Strike End Animation 0xC23164 - 04002908 - End Animation 0xC23168 - 04002908 - Exactly as above. 0xC2316C - 01020000 - Hit Detection ----------------------------------------------- 0xC23170 - 04002B80 - Link attacks behind him and then quickly turns back around...? Beta? (Cannot Access) 0xC23174 - 04002B88 - End Animation 0xC23178 - 04002B88 - Exactly as above. 0xC2317C - 01050000 - Hit Detection 0xC23180 - 04002B70 - A very nice backslice! Good animation for it and everything. Beta? (Cannot Access) 0xC23184 - 04002B78 - End Animation 0xC23188 - 04002B78 - Exactly as above. 0xC2318C - 01040000 - Hit Detection (These two together (can only try that with a Jump Attack right now) makes it look like a rising Spin Attack, where Link is on the ground and sweeps the sword behind him then in front of him as he rises) ------------------------------------------------------- 0xC23190 - 04002C40 - Megaton Hammer Slam 0xC23194 - 04002C50 - End Animation 0xC23198 - 04002C48 - As above. 0xC2319C - 030A0000 - Hit Detection 0xC231A0 - 04002C70 - Megaton Hammer Swipe (Z-Targeting) 0xC231A4 - 04002C80 - End Animation 0xC231A8 - 04002C78 - As above. 0xC231AC - 04002C7C - Hit Detection ----------------------------------------------- 0xC231B0 - 04002B28 - Spin Attack Animation (Normal, not powered up) 0xC231B4 - 04002B30 - End Animation 0xC231B8 - 04002560 - As above. 0xC231BC - 000C0000 - Hit Detection 0xC231C0 - 04002940 - Second part of Powered Up Spin Attack 0xC231C4 - 04002948 - End Animation 0xC231C8 - 040024B8 - As above. 0xC231CC - 000F0000 - Hit Detection. 0xC231D0 - 040029C0 - First Part of Powered Up Spin Attack 0xC231D4 - 040029C8 - End Animation 0xC231C8 - 04002560 - As above. 0xC231CC - 00100000 - Hit Detection 0xC231E0 - 040029C0 - First Part of Powered Up Spin Attack (Repeat? While it does not appear to be used, invalid values and executing the Spin Attack will still freeze the game.) 0xC231E4 - 040029C8 - End Animation 0xC231E8 - 040024B8 - As above. 0xC231EC - 00100000 - Hit Detection 0xC231F0 - 04002AE8 - No idea. The animation looks glitchy even when placed fully together. May deal something with the Two-Handed Spin Attack, but I saw nothing of the sort. 0xC231F4 - 04002920 - End Animation 0xC231F8 - 04002AE0 - First part of the Sword Powering Up Spin Attack 0xC231FC - 04002920 - Eh? An actual animation or something? Oh, how bizarre. From here there is no "Hit Detection Byte" at least not for a while as it appears new animations start here. So... --------------------------------------------- 0xC231FC - 04002920 - First part of the Sword Powering Up Spin Attack (Two Handed) 0xC23200 - 04002AF0 - Actually powering up the Sword 0xC23204 - 04002928 - Actually powering up the Sword (Two Handed) 0xC23208 - 04002AF8 - Cancelling the Spin Attack before it can start. 0xC2320C - 04002930 - Cancelling the spin Attack before it can start (Two Handed) 0xC23210 - 04002B00 - Animation of moving forward or backward while charging the Spin Attack. 0xC23214 - 04002938 - Animation of moving forward of backward while charging the Spin Attack. (Two Handed) 0xC23218 - 04002AD8 - Moving side to side while charging Spin Attack. 0xC2321C - 04002198 - Moving side to side while charging Spin Attack (Two Handed) ------------------------------------------------------------------------------------- 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. -------------------------------- Item Showing and Bottle Animations 0xC233E8 - 04002F88 - Animation for showing an item to someone. 0xC233EC - 04002690 - Animation for finding "Ruto's" Letter in a Bottle. 0xC233F0 - 04003198 - Animation for holding up an Event Item (Zelda's Letter in front of Guard for instance) 0xC233F4 - 04002648 - Animation for swinging bottle. 0xC233F8 - 04002640 - Animation for catching something in a bottle. 0xC233FC - 02030000 - Our old friend the Hit Detection makes a return. Disabling it will make it so you cannot catch anything in a bottle. Could be useful to a difficulty mod, maybe. 0xC23400 - 04002680 - Animation for when Link uses a bottle and his boots are about level with the water level. 0xC23404 - 04002678 - Animation for when Link catches something in a bottle while in a level of water. 0xC23408 - 05030000 - Hit Detection for water catching. ---------------------------------------------------------- Horse Mounting Animations 0xC23418 - 04003398 - Mounting a Horse from the Right. 0xC23424 - 040033A8 - Mounting a Horse from the Left. 0xC23430 - 04002EE0 - Possibly drawing out the Bow while on a Horse, but it is a mere instant. 0xC23434 - 040031D0 - Looks very similar to above but nulling it did not freeze the game when I used every animation I could think of while on a horse so it may be unused. (Cannot Access) -------------------------------------------------------------------------------- Parry Animations 0xC2346C - 04002B10 - Richocheting off Blade (When Not Z-Targeting!) 0xC23470 - 04002B20 - Richocheting off Blade (When Not Z-Targeting!) (Two Handed) 0xC23474 - 04002B08 - Richocheting off Blade (When Z-Targeting!) 0xC23478 - 04002B18 - Richocheting off Blade (When Z-Targeting!) (Two Handed) -------------------------------------------------------------------------------- Horse Riding Animations 0xC237E4 - 04003370 - Animation for when Epona rears up. 0xC237E8 - 04003368 - Link warped into the ground flat on his face as he moved glitchily back and forth. I think it might be same to say that this animation is not normally used. (Cannot Access) 0xC237EC - 04003380 - Seems to be the animation Link does when Epona is lightly trotting. 0xC237F0 - 04003358 - Looks like more of the above and activated in the same way. 0xC237F4 - 04003338 - Animation when Epona is at full speed. 0xC237F8 - 04003348 - ?? Seemed very much like 3368 (Cannot Access) 0xC237FC - 04003350 - When Epona Rears up to her highest or when you jump a high fence. 0xC23808 - 04003388 - When Epona Rears up and is coming back down. 0xC2380C - 04003388 - ?? It appears to be a repeat of above but it doesn't appear to be used. (Cannot Access) 0xC23810 - 04003388 - Seems to be used if you stay on Epona for a second before starting to ride. 0xC23814 - 04003360 - Used when using a carrot in a slow trot. 0xC23818 - 04003340 - Used when using a carrot in a medium trot. 0xC2381C - 04003340 - ?? (It should be same as above) (Cannot Access) 0xC23820 - 04003340 - ?? (It should be same as above) (Cannot Access) 0xC2382C - 040033C8 - Link's animation when stationary on Epona (not counting special waiting animations) 0xC23830 - 040033B8 - Appears to be the idle animation of Link petting Epona 0xC23834 - 040033C0 - Idle animation for Link looking around while on Epona. --------------------------------------------------------------------------------- Magic Animations (Yes Nintendo really did them piece by piece rather than all together. No, I do not know why.) 0xC238F8 - 04002CF8 - Link starting to hold up hands as Farore's Wind begins to materialize. 0xC238FC - 04002CE0 - Link beginning to materialize Nayru's Love (Before kneeling to the ground) 0xC23900 - 04002D10 - Link beginning to slam his hand down to the ground to use Din's Fire. 0xC23904 - 04002D00 - Link holding up his hands as Farore's Wind begins to materialize. 0xC23908 - 04002CE8 - Link kneeling on the ground while casting Nayru's Love (before beginning to rise.) 0xC2390C - 04002D18 - Link's hand lightly trembling after he slams it to the ground. 0xC23910 - 04002D08 - Link finishing casting Farore's Wind 0xC23914 - 04002CF0 - Link finishing casting Nayru's Love and rising from the ground. 0xC23918 - 04002D20 - Link rising as he finishes casting Din's Fire. Note: The initial casting of a spell seems to be shared among all of the spells, even the unused spells and may go a distance to explain why the unused spell slots fail to proceed. -------------------------------------------------------------------- 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, I'll take a look and hopefully have luck finding them. ------------------------------------------------------------------------------------------- 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.spinout182.com/w/Zelda_64:_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.spinout182.com/w/Zelda_64:_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 ------------------------------------------------------------------------------- 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. 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 would say that is it it. Looks like this venture has been a great success! Every known Damage Identifier has now been mapped and can be easily modded. 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 CF EF (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.
  2. The Items within Actors (and Elsewhere) List on the first post has been updated with all of my findings and have been cleaned up to increase readability. If anyone still has any problems with the format, please let me know, thank you.
  3. And here's the info I promised earlier, all of the locations of the songs in the normal game! I plan on expanding upon this with text pointers to normal NPC's so that people can decide what NPC they want to teach them songs and the like. Special thanks to john_smith_account who simplified the process of looking through raw cutscenes with his Cutscene Tool, which allowed me to locate everything in a faster manner. 00A9 ovl_Demo_Im Impa ROM: 0xD3EAAC (2405006A) Shadow Medallion (From Sage Impa) ROM: 0xD4033C (24060060) Zelda's Lullaby (After speaking with Zelda) Cutscene with Impa in Courtyard 0x30DB960 - (000A) - Play Zelda's Lullaby 0x30DB978 - (0017) - Learn Zelda's Lullaby 00E7 ovl_En_Ma1 (Child Malon) ROM: 0xE56F4C (24060047) Receiving the Pocket Egg for talking with Malon outside of the Castle Gate. ROM: 0xE57124 Text: (24050009) Play Epona's Song ROM: 0xE5719C Text: (24050016) Learn Epona's Song 0146 ovl_En_Sa Saria ROM: 0xEACB24 (24050062) Saria's Song (Learned at initiation of Sacred Forest Meadow Scene) Cutscene with Saria in Sacred Forest Meadow 0x28CFDEC - (0008) - Play Saria's Song 0x28CFE04 - (0015) - Learn Saria's Song Cutscene with Sun's Song in Royal Family Tomb 0x34658AC - (000B) Play Sun's Song 0x34658C4 - (0018) Learn Sun's Song Cutscene with Child Zelda in Temple of Time (Obtaining Ocarina of Time) 0x2B2ACC4 (000C) Play Song of Time 0x2B2ACDC (0019) Learn Song of Time 0153 ovl_En_Fu Windmill Man ROM: 0xDD48AC (24050065) Song of Storms learned from Windmill Man ROM: 0xDD49F0 Text: (2405000D) Play Song of Storms ROM: 0xDD4974 Text: (2405001A) Learn Song of Storms 0048 ovl_en_Xc Shiek ROM: 0xEF2874 (2405005A) Minuet of Forest (Meeting Shiek in Sacred Forest Meadow) Cutscene with Shiek in Sacred Forest Meadow 0x28CE82C - (0002) Play Minuet of Forest 0x28CE844 - (000F) Learn Minuet of Forest ROM: 0xEF2A1C (2405005B) Bolero of Fire (Meeting Shiek in Death Mountain Crater) Cutscene with Shiek in Death Mountain Crater 0x2A6B814 - (0003) Play Bolero of Fire 0x2A6B82C - (0010) Learn Bolero of Fire ROM: 0xEF2B78 (2405005C) Serenade of Water (Meeting Shiek in the Ice Cavern) Cutscene with Shiek in the Ice Cavern 0x25CD9D4 - (0004) Play Serenade of Water 0x25CD9EC - (0011) Learn Serenade of Water Cutscene with Shiek in the Desert Colossus 0x29AA5A0 - (0005) Play Requiem of Spirit 0x29AA5B8 - (0012) Learn Requiem of Spirit Nocturne of Shadow 0xADCFAC - (2405005E) (From Burning awakening in Kakariko) Cutscene with Shiek in Kakariko 0x281F034 - (0006) Play Nocturne of Shadow 0x281F04C - (0013) Learn Nocturne of Shadow Cutscene with Shiek in the Temple of Time after defeating Phantom Ganon 0x2B2C37C - (0007) Play Prelude of Light 0x2B2C394 - (0014) Learn Prelude of Light And there you have it. Make sure to change Every Instance of a song to change it! They are include side-by-side for easy modification. That is every item in the game down, from fairy magics to the Prelude of Light, but in reality our journey is just beginning. What can we do with this knowledge now that we have it? Expect in the coming weeks for a more full record of NPC text identifiers as that may be the key to getting any NPC into giving items.
  4. It is the shop keeper which spawns the items if memory serves me right, therefore the answer must lie within En_GirlA (The Shop file) It likely has the spawned coordinates somewhere within that file.
  5. My pleasure Heavy1930. I excel at this sort of thing, and now I've found a new lure to catch the desired data with! But more on that later, for now I'm posting the text commands relevant to Ocarina Songs. (Ignore the 118 that is the Frame in which the song is played in the Impa Cutscene, did not learn this until my list was halfway compiled) 00010118 - Freehand Ocarina 00020118 - Play Minuet of Forest 00030118 - Play Bolero of Fire 00040118 - Play Serenade of Water 00050118 - Play Requiem of Spirit 00060118 - Play Nocturne of Shadow 00070118 - Play Prelude of Light 00080118 - Play Saria's Song 00090118 - Play Epona's Song 000A0118 - Play Zelda's Lullaby 000B0118 - Play Sun's Song 000C0118 - Play Song of Time 000D0118 - Play Song of Storms 000E0118 - Play ?Scarecrow's Song? (It's shown as two Right-C Buttons that can't actually be pressed, maybe because it is unactivated at the moment?) 000F0118 - Learn Minuet of Forest 00100118 - Learn Bolero of Fire 00110118 - Learn Serenade of Water 00120118 - Learn Requiem of Spirit 00130118 - Learn Nocturne of Shadow 00140118 - Learn Prelude of Light 00150118 - Learn Saria's Song 00160118 - Learn Epona's Song 00170118 - Learn Zelda's Lullaby 00180118 - Learn Sun's Song (though if learned outside of its normal area and the area has day and night it will change it from the opposite time.) 00190118 - Learn Song of Time 001A0118 - Learn Song of Storms 001B0118 - Learn Scarecrow's Song (Which is set to an A when not actually set) 001C0118 - ?It's a blank Ocarina tab that doesn't seem to have a right answer, no matter what is pressed? 001D0118 - Freehand OCarina, but the music lines show up and it proceeds past eight notes in tones. 001E0118 - Same as above except hitting the eigth note causes the normal error sound. 001F0118 - Any note pressed is considered wrong. 00200118 - As above. 00210118 - Play Song Spot 00220118 - As above. 00230118 - As above. 00240118 - As above..
  6. Ladies and gentlemen the mystery is solved! After several days of number crunching and frustrating headaches I have finally found the answer! So it turns out that Actors and Scenes deal Nothing with the songs I was missing, but what in particular did? The text box. Yes, you read that right the Text of Link Playing the Song activates Link as learning that song! I knew it had to be a cutscene matter after locating all of the songs that are programmed into the actors being duplicated and activated when the final note of a song is played, so I looked into Impa's cutscene and when I reached the part where she starts whistling I changed the box to instance where Link learns the Minuet of Forest and lo and behold upon playing it he learned the Minuet of Forest and not only that but just after that he learned Zelda's Lullaby by playing the normal Zelda's Lullaby! This means that you can have virtually any NPC teach Link a song! (Though without event flags there's little chance of them not trying to teach him the song again) I will have further information later today on how anyone can do this!
  7. He looks great! Very authentically Zelda-esque. I am quite curious to see where you go from here.
  8. It looks like the real successor to Utility of Time may have arrived! http://www.maco64.com/download_page.php?download=2 And there's a video showing off it's UoT-esque capabilities (likely without the crippling Rom Corruption) I encourage anyone to try it out! EDIT: Now that I've taken it for a spin it is a hearken back to ZLE1 with wireframe functionality being its real draw (to me). There are a few things I would suggest to Flotonic though... 1. While there may be little reason for WASD in the Model editing and creating sequences there is worth for the A and D in normal map editing to get a better view on larger maps. 2. A Save to Rom option for the maps or allowing the system to open the maps within the chosen Rom itself (as it appears to show on the video) 3. An actor browser, so we can tab through the actors that are in the map. (there might currently be that functionality and I just can't find it yet) 4. Scene Actor editing. A component missing in any editor since early Utility of Time's (save Sharp Ocarina but as great of an editor as that is, it only works for new maps) and has good worth to it. This tool has a lot of potential and I am looking forward to what it can do with the ability to now edit .zmaps as other editors can.
  9. Thanks Jason777! Yes, I did go by Xu Yuan way back in the day, what gave it away? (Stupid question on my part, heh...) Now do I have a flurry of updates, some more interesting than others and to note this is an ongoing process... I've revisited the Item Findings and have come across some interesting things... first thing to note is that Zelda 64 loves Redundancies. You gain every Medallion Twice (You actually gain the Fire Medallion Three Times!), you learn (seemingly) Every Warp Song Twice! Ridiculous! Every Sage actor gives you the Medallion after the Blue Warp has already done so. When you first encounter Shiek in a given area, you will learn a song as soon as the cutscene starts AND you learn the song when you play the song. 0146 ovl_En_Sa Saria ROM: 0xEACB24 (24050062) Saria's Song (Learned in Beta Half-Scene! Not Normally Used!) 006C ovl_BG_Toki_Swd Master Sword ROM: 0xC89D04 (2405003C) Item Obtained when Master Sword is drawn 00A9 ovl_Demo_Im Impa ROM: 0xD3EAAC (2405006A) Shadow Medallion (From Sage Impa) 00C9 ovl_Demo_Sa Sage Saria ROM: 0xD47F70 (24050066) Forest Medallion (From Sage Saria) 016C ovl_En_Cs Graveyard Boy ROM: 0xD98864 (2405002C) Sold Out Sign (From selling him Spooky Mask) 00B3 ovl_En_Heishi2 Hyrulean Guard ROM: 0xE0AD40 (2405002C) Sold Out Sign (From selling him Keaton Mask) 0162 ovl_En_Mm Running Man ROM: 0xE63C08 (2405002C) Sold Out Sign (From selling him Bunny Hood) 00C3 ovl_En_Nb Nabooru ROM: 0xE676A0 (24050069) Spirit Medallion (From Sage Nabooru) 0175 ovl_En_Po_Field Hyrule Field Poe ROM: 0xE8BC4C (24050020) Poe in Bottle (Receiving Poe Item from dead Field Poes.) 000D ovl_En_Poh Poe ROM: 0xE96168 (24050020) Poe in Bottle (Receiving Poe Item from dead Poes) 00D2 ovl_En_Ru2 Adult Ruto ROM: 0xEA8A80 (24050068) Water Medallion (From Sage Ruto) 019C ovl_en_Si Golden Skulltula Token ROM: 0xEB173C (24050071) Golden Skulltula Token (You don't say...) Can be changed to another item. Unsure at this time if they still count towards a Skulltula counter. ROM: 0xEB1828 (24050071) Repeat? I'm not sure what it could do. 0048 ovl_en_Xc Shiek NOTE: All Three of these songs are learned as soon as the cutscene begins. Somewhere within the cutscene that I have not been able to pinpoint yet these songs are Learned Again. ROM: 0xEF2874 (2405005A) Minuet of Forest (Meeting Shiek in Sacred Forest Meadow) ROM: 0xEF2A1C (2405005B) Bolero of Fire (Meeting Shiek in Death Mountain Crater) ROM: 0xEF2B78 (2405005C) Serenade of Water (Meeting Shiek in the Ice Cavern) It is noticeably only the first three songs, which points to an earlier production cycle, since the Nocturne of Shadow and the Requiem of Spirit are both absent from her file.
  10. That is because it likely is not loaded in a normal sense. If I had to guess the Brown Horse is possibly Spawned from Ingo's Actor.
  11. That's awesome! Great work Giadrosich! That actually makes a lot of sense now that I think on it... since it is an event trigger which causes the entire Lon Lon Ranch, not an object set change, to change so of course it would be Ingo who would be the catalyst... this could come in handy later.
  12. Another enormous update! I have found all Quest Items that revolve around warps. Our original thought was that somewhere in the exit code there was a call to add items to the inventory. Now this does appear to be true on two accounts (The Fairy Ocarina and the (double) Fire Medallion you get when you enter Darunia's Sage Cutscene.) but aside from that the rest of the Quest Items were gained through the Blue Warp actor upon a boss's defeat. 0093 ovl_Door_Warp1 Blue Warp ROM: 0xD531B8 (2405006D) (From King Dodongo Warp) - Goron Ruby ROM: 0xD53228 (2405006C) (From Ghoma Warp) - Kokiri Emerald ROM: 0xD537AC (2405006E) (From Barinade Warp) - Zora's Sapphire ROM: 0xD53DC0 (24050066) (From Phantom Ganon Warp) - Forest Medallion ROM: 0xD53E4C (24050067) (From Volvagia Warp) - Fire Medallion ROM: 0xD53ED8 (24050068) (From Morpha Warp) - Water Medallion ROM: 0xD53F6C (24050069) (From Twinrova Warp) - Spirit Medallion ROM: 0xD53FFC (2405006A) (From Bongo-Bongo Warp) - Shadow Medallion And as a bonus here's the information for the second instance of the Fire Medallion (which I only noticed purely by coincidence otherwise that could really have thrown things off) Fire Medallion 0xADCCA0 -(24050067) (From Kakariko Village Exit, after going through Volvagia Warp) This is the only Sage that works like this and I cannot imagine why, perhaps a remnants of earlier plans, or more likely just an oversight. The game will try to add the Fire Medallion to your inventory twice. This was the first real result I found and thank goodness it was! I changed it to 6C and saw that I was receiving both the Forest and Fire Medallion after proceeding through the after Volvagia cutscenes. This is how I noticed something was awry. In theory this does mean that there is a free item spot should people wish to take advantage of it. EDIT: Well I have mixed info now on Songs... at first I thought it would be really easy. It would be just like the Blue Warp items, right? Wrong! I have found a grand total of two songs and one is basically Beta since the game never loads that portion of the cutscene! So without further ado the songs I've located... 0146 ovl_En_Sa Saria ROM: 0xEACB24 (24050062) Saria's Song (Learned in Beta Half-Scene! Not Normally Used!) 0153 ovl_En_Fu Windmill Man ROM: 0xDD48AC (24050065) Song of Storms learned from Windmill Man The Windmill Man was an easy one to find, his data was pretty much just like the Blue Warp's and Rauru's own. Zelda doesn't even seem to have a reference to the Song of Time, Malon appears to have nothing to do with Epona's Song. The legitimate Saria's Song is missing at least from Saria's file(Haven't looked for the Sun's Song) and though Impa seemed to have a Dead Ringer for the data that Should contain Zelda's Lullaby changing it does absolutely nothing. The same can be said of Shiek with seemingly references to the Teleport Songs but they don't appear to do anything when changed. This mystery might take longer to crack than I expected.
  13. Oh do I have an update for you all tonight! I cracked the code on Rauru and in so doing I may have finally figured out one of the largest mysteries in OoT."Why are items like the Songs and Medallions allowed to be put on the Item Menu and equipped? Were they intended to be used in that manner before?"The answer is... likely with the Medallions (though likely just the magics) and a definite "No" on everything else...except Swords.What do these values refer to? Well... here's a post from another thread.   006B, does it sound familiar? It is the Light Medallion's slot!I feel a slight bit foolish now as 2405 006B is very much a normal "item acquisition" code much in the vein of pretty much anything on the list in the first page. In the coming days (possibly hours) I believe I will have found all of the Quest Items, including the Songs and Stones. However it is too early to celebrate yet. Rauru may be a special case as far as Event NPC's are concerned. Only time will tell.Keep an eye on this thread as our journey to find the remaining items may be coming to an end.ovl_en_rl - Rauru - 0xE9D6242406006B - Light Medallion
  14. Well I found the item in Rauru's file finally!This *Might* be the same for every song learning as well.After a link 84D10 (the start of the Quest Item Routine, it seems) there is anA1, R0, 006B (2405 006B) in Rauru's File meaning that this is the Light Medallion classification (I am not entirely sure how this works yet since I was under the impression I was looking at a 01AC to change the direct hex which should have been a half-word, as changing it by 1 would just push the value back 1 and give an entirely different result) This may be the case with the other Song Teachers and may give some insight to how Exits give items as well. We will have to see.
  15. Hmm, yeah maybe it is just coincidence, I wasn't sure if everything was settled or not since that was a day or two ago when I came back. As written here it seems to be effecting everyone in a different manner.
  16. That music fits perfectly for your mod! It is the right mix of silliness and free spirit that will probably exemplify your work.
  17. I'm not trying to stir anything up, but I've been through a fair amount of the topics I missed over the weekend on this Sunday evening and I encountered no problems until I went to "Zeth's Official Removal Topic" then the virus tried to download itself on each and every page of it that I visited. When I left the topic my anti-virus made no more results towards anything strange. It would appear, at least to me, that the stem of the virus may somehow be from there.
  18. That sounds like a great little program Petrie, by chance could you give us a download link? After all it seems the vast majority of users use the Debug Rom anyhow.
  19. This is some excellent information and should not be lost in a forum post alone. Why not post it on the wiki? (I would but my account has never been ceritified by the people on the Z64 Wiki)
  20. Well you can't exactly skip Shiek's text without walking out of the cutscene, which a fair player should Never do for any cutscene lest they screw anything up. As far as the normal game is concerned you can skip past the Master Sword Draw and the Ganondorf scene, but Cannot Skip past the Rauru cutscene as in the Flash of Light when the Medallion starts to drop is when the Light Medallion is added. I still have yet to test it on Voyager of Time. EDIT: Tested on Voyager of Time it is the same story. Do Not Skip Rauru's Cutscene! I cannot stress that enough. The Medallion is received at the same point.
  21. The Light Medallion is received the Moment Rauru drops it into your hands (as told by breakpointing. Zelda 64 is very oddly specific with that, only breaking with tradition when it comes to the Fairy Ocarina for whatever reason). Now the only thing I can think of is that the "Skip" functionality is incomplete in some respects. The game gives you the Light Medallion in the Rauru Cutscene, skipping after that should not cause problems.
  22. Ah ha! That explains why the real values stop at 7F. Hence all of the weirdness (and reverse order) of items past 7F. Good work Airikita that clears that oddity up (though still grabbing any NPC is a bit of fun, hehe.)
  23. I... wouldn't go that far. Always keep a copy of the rom you're working on, on hand. UoT is great, but this is as stable as it ever got.
  24. Ah that explains it! I was off, but only just. The changes in Kokiri Forest come from this byte... 0015F53C - Dx4 - (1) Spoken with Zelda for the first time. Which is very interesting because this implies you can learn Saria's Song before you learn Zelda's Lullaby. I'll have to see if that works... EDIT: No, no it does not. This is a curious half-byte. If you save the game after listening to Zelda and go back to to Kokiri Forest the digit will reset to 0 to assure you must get Zelda's Lullaby before meeting with Saria.
  25. Alright, now I cannot stress this enough but the Object importer in the normal Sketchup Pro is flawed. XDaniel shouldn't have to make workarounds for his tools when his tools are not the issue. I stress Everyone to pick up TIG's Exporter at... http://nmoyd.zxq.net/OBJexporter.zip Then follow JSA's instructions here... http://www.the-gcn.com/topic/724-map-modelling-tips-and-help/?hl=modeling That should solve a majority of the problems people are experiencing..
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