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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.

 

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

 

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?

 

Although, it could be used by Link to fire arrows with, or something else that shoots arrows?

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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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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.

 

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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.

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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 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:

 

 

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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?

 

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?

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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?

 

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.

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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.

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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.
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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.

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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.

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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.

 

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.

 

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.

 

It's a piled mess, and I'm stumped.

 

I will have to study another actor to figure out how it works, but I ran out of time tonight.

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