Hello zelda fans, i've found various interesting stuff since i started zelda modding.
I'm going to share that with you all.
You can response here don't be ashamed.
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link's size modifier
0x80224600
link's acceleration speed:
0x80210A4B
link's running speed:
0x80210A70
link's max movement speed:
0x80210A84
link's gravity:
0x80210AAC
0xB05930: Used to determine if you should use Child or Adult Movement Speed
0x8015F590: Sword Flag
0x00000000 = You have a sword equipped
0x00000001 = You don't have a sword equipped
0x80224702: Item in hand
0x8015E6C8: Equipped Items ID
0x00 Sword
0x01 C-Button Left
0x02 C-Button Down
0x03 C-Button Right
draw distance:
80210A3E: draw distance half in static context
80072CA8: function that stores the draw distance half in static context
time speed modifier:
AE8040: change to nop to make the time freeze
B10074: change to 2400FB40 or 00000000 to prevent from the time speed value be changed
To make Young Link shoot arrows PLUS magic arrows, you just need to
change 8D 0E 00 04 24 0F 00 03 24 0C 00 06 15 C0 00 0D in 0xC03228 (debug rom)
to 24 00 00 04 24 0F 00 03 24 0C 00 06 24 00 00 0D!
Bow display:
803DAF1C C09C1C (C09C2C bow display ids:
0007: adult link FPS/First person, 0008: z-targeting aiming, 0009: crashes the game,
000A, strange center z-targeting aiming, 000B child link FPS/First person, 000C strange z-targeting aiming)
Bow string display:
B0850A (it's what keeps the string position on the bow when you string it when you're a adult)
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; The following thing has been found by soul of deity
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DA Set Matrix
Format: [DA ss 00 tt bb oo oo oo]
ss - ((size_of_matrix_in_bytes - 1)/4) << 3
bb - bank matrix is stored in
oo - offset of matrix
tt - instruction/matrix type
MODELVIEW = 0x01 PROJECTION = 0x05
LOAD = 0x03 PUSH = 0x00
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; The following thing has been found by death basket
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I've been looking into this further and it turns out that there seems to be an additional actor spawning function,
or at least that I didn't know about.
I just realised from actually looking at the function that it actually appears to set up the data for the actor spawn function before jumping to it.
80032458 = address of function
a0 = 80213C44
a1 = RAM address of 'parent' actor
a2 = 80212020
a3 = actor number
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; The following thing has been found by jason777
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Looking at the routine at 0x80032458, we see how it sets up data to call the actor
spawn function for arrow spawning...
0x80032470 : LH T9, 0x005A (SP)
# And later we see...
# 0x80031F50 = ActorSpawn function
# SP + 0x0024 = Actor variable argument
0x800324A4 : JAL 0x80031F50
0x800324A8 : SW T9, 0x0024(SP)
0x2A(SP) = variable
x,y and z positions should also be stored at some offset close to the variable.
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; Back to my stuff
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80157DA0: global context adress
80161390: ovl_player_actor stuff?
B1F778: determines if you should spawn in temple of time
B9D2C8: this is where is located the arrow/deku seeds spawn XYZ
B9D260: this is where is located the FPS/First person right hand and left hand XYZ and zoom for child and adult link
B9D1B1: unused black tunic color
B9D1B4: unused white tunic color
B9D1B7: unused yellow tunic color
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; MM Debug stuff
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DE78C8: fps left hand dlist pointer (child link)
E04958: fierce deity link and child link size
E491A0: this is what spams the double helix sword when you are fd link
E542E4: determines if you can put away item
E78A78: floats for the fd link's height
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; Back to OOT debug stuff
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C18E14: this is what spawns the companion dog
C1D464: this is what spawns the temple of time objects
C1D544: this is what spawns the deku nut
C1E598: this is what spawns the spiritual stones
D6E48C: how magical arrows should look (4 bytes, sequence: fire arrow, ice arrow, light arrow, beta arrow 1, beta arrow 2, beta arrow 3, values:
010A: fire arrow; 010B: ice arrow, 010C: light arrow, 0109: beta arrow 3 010D: beta arrow 1, 010E: beta arrow 2)
D6D02C: fire arrow trail
B8F560: load beta arrow 3 effect
B8F5E0: load beta arrow 1 effect
B8F600: load beta arrow 2 effect
8015FA50: this is what makes you only shot 1 magic arrow per shot (static context)
{
80087E1C: this clears the value of this
80088270: same
800877E4: this writes 0x0001 on this (subtract magic from magic meter)
80087B0C: this writes 0x0002 on this (subtract magic from magic meter, light arrow?)
80087B7C: this writes 0x0003 on this (this is the value that don't let you shoot more than 1 magic arrows per shot)
800876F0: this writes 0x0005 on this (???)
C033BC: JAL 0x80087704
}
Arrow variables list:
0002=Normal Arrow
0003=Fire Arrows
0004=Ice Arrows
0005=Light Arrows
0006=Beta Arrow 1
0007=Beta Arrow 2
0008=Beta Arrow 3
0009=Deku Seeds
000A=Deku Nuts
80016DA0: dmadata in ram
8015BBFC: link's angle
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; The following AWESOME thing has been found by three_pendants
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0xB9E3FC - This allows you to change icons, ranging from 00 to 59. There may be more beyond that value.
0xB9E604 - This is the location which tells the game which received item goes where. Say you change the 05 to a 0A, Din's Fire when received will move to the spot where the Ice Arrows are normally located.