john_smith_account Posted May 26, 2013 Share Posted May 26, 2013 *REMOVED* 2 Link to comment Share on other sites More sharing options...
0 Airikita Posted May 26, 2013 Share Posted May 26, 2013 011E is spawned by switches, and other actors that require the fire arrow to "melt" the ice.... I might be able to do the rest, but it's late for now. Link to comment Share on other sites More sharing options...
0 mzxrules Posted May 26, 2013 Share Posted May 26, 2013 Where is this current listing of actors that is 99% complete? Link to comment Share on other sites More sharing options...
0 Arcaith Posted May 26, 2013 Share Posted May 26, 2013 I think 0081 might be a variant of the sliding spike trap? Just going by the name and the fact that 0080 is the sliding spike trap. Link to comment Share on other sites More sharing options...
0 Airikita Posted May 26, 2013 Share Posted May 26, 2013 I think 0081 might be a variant of the sliding spike trap? Just going by the name and the fact that 0080 is the sliding spike trap. It's way too small to be an actor with an object... it's only 150 length. Â EDIT: It seems to me that it spawns arrows... it spawns the actor 0016: 24 06 00 16 E7 AA 00 14 86 19 00 B4 AF B9 00 18 86 08 00 B6 AF A8 00 1C 86 09 00 B8 AF AA 00 24 0C 00 C7 D4 Â 24060016 is the actor value, and 0C00C7D4 is your solid actor spawning routine. I assume it's used to spawn either fire arrows or regular arrows with something else... maybe triggers when hit with an arrow? Â Although, it could be used by Link to fire arrows with, or something else that shoots arrows? Link to comment Share on other sites More sharing options...
0 Three_Pendants Posted May 26, 2013 Share Posted May 26, 2013 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? Link to comment Share on other sites More sharing options...
0 xdaniel Posted May 26, 2013 Share Posted May 26, 2013 http://www.spinout182.com/mqd/f.html 0x0C7(0199) 00D583E0 00000400 ovl_Effect_Ss_Blast0x0C8(0200) 00D587E0 000004A0 ovl_Effect_Ss_Bomb0x0C9(0201) 00D58C80 000009F0 ovl_Effect_Ss_Bomb20x0CA(0202) 00D59670 00000510 ovl_Effect_Ss_Bubble0x0CB(0203) 00D59B80 00000550 ovl_Effect_Ss_D_Fire0x0CC(0204) 00D5A0D0 00000540 ovl_Effect_Ss_Dead_Db0x0CD(0205) 00D5A610 00000630 ovl_Effect_Ss_Dead_Dd0x0CE(0206) 00D5AC40 00000520 ovl_Effect_Ss_Dead_Ds0x0CF(0207) 00D5B160 00000180 ovl_Effect_Ss_Dead_Sound0x0D0(0208) 00D5B2E0 00000620 ovl_Effect_Ss_Dt_Bubble0x0D1(0209) 00D5B900 00000890 ovl_Effect_Ss_Dust0x0D2(0210) 00D5C190 000007D0 ovl_Effect_Ss_En_Fire0x0D3(0211) 00D5C960 00000990 ovl_Effect_Ss_En_Ice0x0D4(0212) 00D5D2F0 00000460 ovl_Effect_Ss_Extra0x0D5(0213) 00D5D750 00000540 ovl_Effect_Ss_Fcircle0x0D6(0214) 00D5DC90 000010E0 ovl_Effect_Ss_Fhg_Flash0x0D7(0215) 00D5ED70 00000790 ovl_Effect_Ss_Fire_Tail0x0D8(0216) 00D5F500 00000280 ovl_Effect_Ss_G_Fire0x0D9(0217) 00D5F780 00000250 ovl_Effect_Ss_G_Magma0x0DA(0218) 00D5F9D0 000005C0 ovl_Effect_Ss_G_Magma20x0DB(0219) 00D5FF90 000005D0 ovl_Effect_Ss_G_Ripple0x0DC(0220) 00D60560 00000610 ovl_Effect_Ss_G_Spk0x0DD(0221) 00D60B70 000004B0 ovl_Effect_Ss_G_Splash0x0DE(0222) 00D61020 00000760 ovl_Effect_Ss_Hahen0x0DF(0223) 00D61780 000005B0 ovl_Effect_Ss_HitMark0x0E0(0224) 00D61D30 000004F0 ovl_Effect_Ss_Ice_Piece0x0E1(0225) 00D62220 000005C0 ovl_Effect_Ss_Ice_Smoke0x0E2(0226) 00D627E0 000004D0 ovl_Effect_Ss_K_Fire0x0E3(0227) 00D62CB0 00001190 ovl_Effect_Ss_Kakera0x0E4(0228) 00D63E40 000006E0 ovl_Effect_Ss_KiraKira0x0E5(0229) 00D64520 00000740 ovl_Effect_Ss_Lightning0x0E6(0230) 00D64C60 00000730 ovl_Effect_Ss_Sibuki0x0E7(0231) 00D65390 000003D0 ovl_Effect_Ss_Sibuki20x0E8(0232) 00D65760 000001A0 ovl_Effect_Ss_Solder_Srch_Ball0x0E9(0233) 00D65900 00000430 ovl_Effect_Ss_Stick0x0EA(0234) 00D65D30 00000420 ovl_Effect_Ss_Stone1 What those actually are used for... dunno. Â Link to comment Share on other sites More sharing options...
0 Airikita Posted May 26, 2013 Share Posted May 26, 2013 So far, ovl_En_Arow_Trap appears to be a Deku Nut spawner, with actor 0016 (arrows) and variable 0050 which makes it look like a Deku Nut, but it doesn't affect enemies in any way. While it appears to be that arrows where Deku Nuts (?) enemies don't react to it. It seems to me that this might've been a beta version of the Deku Nut, although it might be used by something... it is referenced in code as 24070081, but it doesn't appear to use a normal spawn routine... I will have to re-test something to see if I missed something. Link to comment Share on other sites More sharing options...
0 Three_Pendants Posted May 26, 2013 Share Posted May 26, 2013 They look like actor effects, but I have no idea why they would be independent of the actor themselves. Thanks for the clarification XDaniel. Link to comment Share on other sites More sharing options...
0 xdaniel Posted May 26, 2013 Share Posted May 26, 2013 Even better actually: http://www.spinout182.com/mqd/ovl.html - there's disassemblies of the files for those who can read and understand MIPS. That might help in identifying their purpose? Link to comment Share on other sites More sharing options...
0 Airikita Posted May 26, 2013 Share Posted May 26, 2013 I found that ovl_En_Arow_Trap is actually what it says... A TRAP!!! It's definitely beta as it doesn't work if you just add the actor to the map, the actor has to be spawned through a code. It also requires the variable FFFF, and since most projectiles use 0000, I had to change it by other means to get it to work: Â Â Â Â If you spawn multiples, Link gets scewered by arrows. Â Â UPDATE: Looking at the AI, I realized the arrows only spawn SOMETIMES... so here's a modified working beta arrow trap: Â Â 1 Link to comment Share on other sites More sharing options...
0 john_smith_account Posted May 27, 2013 Author Share Posted May 27, 2013 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?  Xu(Three_Pendants), how could you have forgotten this? You showed me this long ago.  Ovl_Effect_Ss_Blast  Is spawned by any actor that blows up.  ovl_Effect_Ss_Stone1  Is the deku nut stun.  *You* taught *me* this stuff, it might even be in those notes I sent you. Don't you remember it at all?  I found that ovl_En_Arow_Trap is actually what it says... A TRAP!!! It's definitely beta as it doesn't work if you just add the actor to the map, the actor has to be spawned through a code. It also requires the variable FFFF, and since most projectiles use 0000, I had to change it by other means to get it to work:     If you spawn multiples, Link gets scewered by arrows.   UPDATE: Looking at the AI, I realized the arrows only spawn SOMETIMES... so here's a modified working beta arrow trap:    Fantastic work! You've most likely discovered the very last beta actor there is to be found. The fact that it might be useable is icing on the cake.  I can't watch the vid right now(dialup), so *is* the modified version usable? Link to comment Share on other sites More sharing options...
0 Airikita Posted May 27, 2013 Share Posted May 27, 2013  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?  Xu(Three_Pendants), how could you have forgotten this? You showed me this long ago.  Ovl_Effect_Ss_Blast  Is spawned by any actor that blows up.  ovl_Effect_Ss_Stone1  Is the deku nut stun.  *You* taught *me* this stuff, it might even be in those notes I sent you. Don't you remember it at all?  I found that ovl_En_Arow_Trap is actually what it says... A TRAP!!! It's definitely beta as it doesn't work if you just add the actor to the map, the actor has to be spawned through a code. It also requires the variable FFFF, and since most projectiles use 0000, I had to change it by other means to get it to work:     If you spawn multiples, Link gets scewered by arrows.   UPDATE: Looking at the AI, I realized the arrows only spawn SOMETIMES... so here's a modified working beta arrow trap:    Fantastic work! You've most likely discovered the very last beta actor there is to be found. The fact that it might be useable is icing on the cake.  I can't watch the vid right now(dialup), so *is* the modified version usable?  The modified version is functional, but you have to spawn it within another actor. So if you want it to work, you would have to fit it somewhere that an actor spawns something once, then destroy that actor. You can use some actors that spawn itself for things. The Deku Scrub spawns a copy of itself for its flower base, but it's possible to make a custom one elsewhere... if you can code it.  You have to modify it's conditions to make it work all the time... Nintendo did the stupid thing of making the arrow trigger activate on a timer, randomly. But I think there is the other flaw that it doesn't aim at Link, it only shoots in one direction. Link to comment Share on other sites More sharing options...
0 Three_Pendants Posted May 27, 2013 Share Posted May 27, 2013 @JSA, how embarassing... I completely forgot that was the functionality within those, heh... hmm.... Link to comment Share on other sites More sharing options...
0 Jason777 Posted May 27, 2013 Share Posted May 27, 2013 I could add in the functionality for the trap to aim at Link if anybody wanted me to. I could even write an actor which utilizes it. Would anybody be interested? 1 Link to comment Share on other sites More sharing options...
0 Three_Pendants Posted May 27, 2013 Share Posted May 27, 2013 I'm sure anyone would love to have such a thing! Have at it Jason and good luck! Link to comment Share on other sites More sharing options...
0 giadrosich Posted May 27, 2013 Share Posted May 27, 2013 I'd sure be interested. Would be cool to have some Indiana Jones stuff going on. Link to comment Share on other sites More sharing options...
0 Airikita Posted May 27, 2013 Share Posted May 27, 2013 Definitely, and I'd love to have that with my mod. Link to comment Share on other sites More sharing options...
0 Strati Posted May 27, 2013 Share Posted May 27, 2013 With the proper aiming stuff settled, this could allow a new type of puzzle, using a "ricocheting" arrow mechanic.I'm not sure whether those arrows will only damage link or they can actually trigger switches, though. Link to comment Share on other sites More sharing options...
0 Airikita Posted May 28, 2013 Share Posted May 28, 2013 Â Â Link to comment Share on other sites More sharing options...
0 Jason777 Posted May 31, 2013 Share Posted May 31, 2013 Sorry for the late reply; I have been rather busy this week. However, I do have time tomorrow so I would just like to get a couple of things straight before I begin writing the actor... I found that ovl_En_Arow_Trap is actually what it says... A TRAP!!! It's definitely beta as it doesn't work if you just add the actor to the map, the actor has to be spawned through a code. It also requires the variable FFFF, and since most projectiles use 0000, I had to change it by other means to get it to work: If you spawn multiples, Link gets scewered by arrows.So I would have to change the arrow actor's variable that is spawned to 0000? Or are you saying that I have to spawn ovl_En_Arow_Trap with a variable of 0000? UPDATE:Looking at the AI, I realized the arrows only spawn SOMETIMES...I noticed that 0x50 (80) frame timer, too. Simply getting rid of the timer get's around this issue, yes?The modified version is functional, but you have to spawn it within another actor. So if you want it to work, you would have to fit it somewhere that an actor spawns something once, then destroy that actor. You can use some actors that spawn itself for things. The Deku Scrub spawns a copy of itself for its flower base, but it's possible to make a custom one elsewhere... if you can code it. You have to modify it's conditions to make it work all the time... Nintendo did the stupid thing of making the arrow trigger activate on a timer, randomly. But I think there is the other flaw that it doesn't aim at Link, it only shoots in one direction.Here's what I'm getting from this: I would need to spawn ovl_En_Arow_Trap only once to avoid Link being scewered by multiple arrows... I assume I would be using the normal ActorSpawn function (0x80031F50) or would I use the actor dependent one? (0x80032458)Aside from that, I need to add aiming...I hope you don't mind all the questions, I'm just making sure before I start writing it tomorrow. Link to comment Share on other sites More sharing options...
0 Airikita Posted May 31, 2013 Share Posted May 31, 2013 Sorry for the late reply; I have been rather busy this week. However, I do have time tomorrow so I would just like to get a couple of things straight before I begin writing the actor... I found that ovl_En_Arow_Trap is actually what it says... A TRAP!!! It's definitely beta as it doesn't work if you just add the actor to the map, the actor has to be spawned through a code. It also requires the variable FFFF, and since most projectiles use 0000, I had to change it by other means to get it to work: If you spawn multiples, Link gets scewered by arrows.So I would have to change the arrow actor's variable that is spawned to 0000? Or are you saying that I have to spawn ovl_En_Arow_Trap with a variable of 0000? UPDATE:Looking at the AI, I realized the arrows only spawn SOMETIMES...I noticed that 0x50 (80) frame timer, too. Simply getting rid of the timer get's around this issue, yes?The modified version is functional, but you have to spawn it within another actor. So if you want it to work, you would have to fit it somewhere that an actor spawns something once, then destroy that actor. You can use some actors that spawn itself for things. The Deku Scrub spawns a copy of itself for its flower base, but it's possible to make a custom one elsewhere... if you can code it. You have to modify it's conditions to make it work all the time... Nintendo did the stupid thing of making the arrow trigger activate on a timer, randomly. But I think there is the other flaw that it doesn't aim at Link, it only shoots in one direction.Here's what I'm getting from this: I would need to spawn ovl_En_Arow_Trap only once to avoid Link being scewered by multiple arrows... I assume I would be using the normal ActorSpawn function (0x80031F50) or would I use the actor dependent one? (0x80032458)Aside from that, I need to add aiming...I hope you don't mind all the questions, I'm just making sure before I start writing it tomorrow. Actually I was wrong about the variable... arow_trap is finnicky. Not only does Arow_Trap trigger randomly on a timer (which can reduce the chances of activating it, which is stupid) the trap is also proximity activated, meaning if Link is too far, the arrows will never spawn.  The reason I thought it needed FFFF was because of when it worked during a test. If you get rid of two conditions, it will work all the time. It's stupid, and Nintendo really messed it up. Link to comment Share on other sites More sharing options...
0 john_smith_account Posted June 1, 2013 Author Share Posted June 1, 2013  Sorry for the late reply; I have been rather busy this week. However, I do have time tomorrow so I would just like to get a couple of things straight before I begin writing the actor... I found that ovl_En_Arow_Trap is actually what it says... A TRAP!!! It's definitely beta as it doesn't work if you just add the actor to the map, the actor has to be spawned through a code. It also requires the variable FFFF, and since most projectiles use 0000, I had to change it by other means to get it to work: If you spawn multiples, Link gets scewered by arrows.So I would have to change the arrow actor's variable that is spawned to 0000? Or are you saying that I have to spawn ovl_En_Arow_Trap with a variable of 0000? UPDATE:Looking at the AI, I realized the arrows only spawn SOMETIMES...I noticed that 0x50 (80) frame timer, too. Simply getting rid of the timer get's around this issue, yes?The modified version is functional, but you have to spawn it within another actor. So if you want it to work, you would have to fit it somewhere that an actor spawns something once, then destroy that actor. You can use some actors that spawn itself for things. The Deku Scrub spawns a copy of itself for its flower base, but it's possible to make a custom one elsewhere... if you can code it. You have to modify it's conditions to make it work all the time... Nintendo did the stupid thing of making the arrow trigger activate on a timer, randomly. But I think there is the other flaw that it doesn't aim at Link, it only shoots in one direction.Here's what I'm getting from this: I would need to spawn ovl_En_Arow_Trap only once to avoid Link being scewered by multiple arrows... I assume I would be using the normal ActorSpawn function (0x80031F50) or would I use the actor dependent one? (0x80032458)Aside from that, I need to add aiming...I hope you don't mind all the questions, I'm just making sure before I start writing it tomorrow. Actually I was wrong about the variable... arow_trap is finnicky. Not only does Arow_Trap trigger randomly on a timer (which can reduce the chances of activating it, which is stupid) the trap is also proximity activated, meaning if Link is too far, the arrows will never spawn.  The reason I thought it needed FFFF was because of when it worked during a test. If you get rid of two conditions, it will work all the time. It's stupid, and Nintendo really messed it up.   I agree! We should request they fix it so we can use it in mods. Link to comment Share on other sites More sharing options...
0 Airikita Posted June 1, 2013 Share Posted June 1, 2013 What do you mean? I was the one who fixed it. It's easy to fix. 1 Link to comment Share on other sites More sharing options...
0 john_smith_account Posted June 2, 2013 Author Share Posted June 2, 2013 What do you mean? I was the one who fixed it. It's easy to fix.  Alright then.  How are 0024 0040 ? (ovl_En_Scene_Change) and 002C 0003 ? (ovl_Bg_Pushbox) coming along? I thought I saw someone in shout box talk about using another actor to spawn 24. Link to comment Share on other sites More sharing options...
0 Airikita Posted June 2, 2013 Share Posted June 2, 2013 ovl_Bg_Pushbox had a weird JAL in it, was calling to a 8FEXXXXX address, which I removed. I added it to the Deku Tree. The intro cutscene to the Deku Tree starts fine, but locks up when control of Link activates. I found inconsistencies in its code for its display lists... the whole issue was it was using 3C040600 24840350 when it should have used a virtual memory reference, not a 06 reference. Â If I leave it as 3C040600 24840350, it also crashes upon entering the area, but even if I change it to reference the virtual memory, the virtual address is not converted to a ram address. Â I have no idea how to make it convert from virtual memory to ram, but it also seems as though it doesn't want to convert it anyways, I don't know how the code is converted normally, but apparently just changing it to use the virtual address, it doesn't make the code work the way I want it to. Â It's a piled mess, and I'm stumped. Â I will have to study another actor to figure out how it works, but I ran out of time tonight. Link to comment Share on other sites More sharing options...
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DeathBasket
There's at least one inverse trigonometric function (arctan I think) there but you don't even need to use it (directly) to get the actor to face Link. There is a function that will return the rotation
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I found that ovl_En_Arow_Trap is actually what it says... A TRAP!!! It's definitely beta as it doesn't work if you just add the actor to the map, the actor has to be spawned through a code. It also re
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