Rinku Posted April 26, 2014 Share Posted April 26, 2014 ---Update 27/04/2014: Added full documentation about actor 0015, 0111, 0125 variables.--- Hello there, As it is not possible yet to edit the actor list on z64 wiki, I will post my changes to it here so that other people can use it for their hacks. I may also include information from others and give credit. I will try to update my post when I make new findings. 0008 0001 Great Fairy's Flames - 000E = Light blue flame - 000F = Lighter blue flame 0015 0001 Collectiblesxxyy xx = Collectible flag yy = Item - 00 = Green Rupee - 01 = Blue rupee - 02 = Red rupee - 03 = Heart (needs Object 00B7 to be visible, but works otherwise) - 04 = Collectible Bomb (5) - 05 = Collectible little arrow (1) - 06 = Heart Piece - 07 = Heart container (Alpha!) - 08 = Collectible arrow (5) - 09 = Double collectible arrow (10) - 0A = Triple collectible arrow (30) - 0B = Collectible Bomb (5) - 0C = Collectible Deku nut - 0D = Collectible Deku stick - 0E = Collectible Large Magic jar - 0F = Collectible Magic jar - 10 = Collectible Deku seeds (5) - 11 = Collectible Small Key - 12 = Invisible item with fairy effect - 13 = Giant orange rupee - 14 = Large purple rupee - 15-18 = Nothing - 19 = Collectible Bomb (0) - 1A+ = Invisible item? 0040 002C Megaton Statue xxyy xx = Switch flagyy = Part- 0000 = Lower Part (Flame decal)- 0001+ = Top Part (Face decal) 004B 0030 Moblinsxxyyxx determines the path the moblin follows (only for yy = 01+): xx = Path numberyy is the moblin type: - 00 = Ground-Pounder - 01+ = Spear-Poker 0111 012C Breakable potxxyy xx = (Collectible flag * 2) yy = Item - 00 = Green rupee - 01 = Blue rupee - 02 = Red rupee - 03 = Green rupee when at full energy, heart otherwise - 04 = Bomb (5) - 05 = Little arrow (1) - 06 = Heart Piece - 07 = Alpha heart container - 08 = Deku seeds (5) / Arrow (5) - 09 = Deku seeds (5) / Double arrow (10) - 0A = Deku seeds (5) / Triple arrow (30) - 0B = Bomb (5) - 0C = Deku nut - 0D = Deu stick - 0E = Large Magic jar - 0F = Magic jar - 10 = Deku seeds (5) - 11 = Small Key - 12 = Small fairy - 13 = Giant orange rupee - 14 = Large purple rupee - 15-18 = Empty - 19 = Bomb (0) - 1A+ = Empty 0125 0000 Liftable & cuttable bush / grass clumpxxyz xx = Unused setting Nintendo uses 02 for shrubs and FF for gras. y = Bug flag - 0 = No bugs inside - 1 = 3 bugs inside Continues with this pattern. z = Type - 0 = Normal shrub. Random drops. Needs Object 0002. - 1 = Cuttable, regrowing gras. Drops: Green rupee, Deku seeds. Needs Object 012B. - 2 = Cuttable gras. Drops: Blue rupee, hearts. Needs Object 012B. - 3 = Nothing Continues with this pattern.Note: 0201 is used by Nintendo by error in Hylia Lake: the gras doesn't appear, as Object 012B is not loaded. 0127 0163 Brown boulder xxyyxx = Behavior - 0000 = Normal- 8000+ = Makes puzzle solved sound when destroyed yy = Switch flag 0130 011F Boulderxxyyxx are the movement settings: - 00 = Follows the path, dissappears, then reappears at first waypoint (dissappears-in-a-hole setting) - 01 = Follows the path, then breaks into pieces and reappears at first waypoint (Death Mountain setting) - 02 = Follows the path, then tries to roll back to the first waypoint with an natural angle (circular movements) - 03 = Follows the path, halts, then rolls back the path in the opposite direction (linear movements) Repeats in this pattern.yy determines the path the boulder follows: yy = path number 016E 0000 Market NPCs00xx + 0yy0xx controls the NPC's appearance (each value needs its own object): - 00 = Fat woman in light blue. Object: 0105 - 01 = Fat woman in white, blue & yellow. Object: 018C - 02 = Bearded man in white & green. Object: 0107 - 03 = Jogging man (Sakon). Object: 0111 - 04 = Staunch man in black & green. Object: 0107 - 05 = Begging man. Object: 0111 - 06 = Old woman in white. Object: 010D - 07 = Old man in blue. Object: 010C - 08 = Thin woman in lilac. Object: 0108 - 09 = Laughing man in red & white. Object: 0111 - 0A = Explaining man in blue & white. Object: 0111 - 0B = Thin woman in blue & yellow. Object: 0108 - 0C = Looking man in crimson. Object: 0111 - 0D = Red haired man in green & lilac. Object: 0107 - 0E = Bearded, red haired man in green & white. Object: 0111 - 0F = Bald man in brown. Object: 010C - 10 = Man in white. Object: 0111 - 11 = Staunch man two shades of green. Object: 0107 - 13 = Bald man in purple. Object: 010C - 14 = Man in two shades of green. Object: 0107yy determines the path moving NPCs follow (works only for xx = 03 or 07): yy = (Path number * 8) Use yy = 78 (Path F) to imobilize NPCs which would otherwise move (xx = 03 or 07) 019A 016A Girl chasing Cucco0x00x determines the path the girl follows 01C1 018E Fake door xxyy XX = Switch flagYY = Type- 0000 = Fake door- 0001 = Debris- 0002 = Debris- 0003 = Debris- 0004 = Debris- 0005+ = Crashes 1 Link to comment Share on other sites More sharing options...
john_smith_account Posted April 26, 2014 Share Posted April 26, 2014 Um... No offense but this is all very, very old. Did you ever read the documents that come with ZAP2? Link to comment Share on other sites More sharing options...
Rinku Posted April 26, 2014 Author Share Posted April 26, 2014 Yes, I did, and I read the actor list on z64 wiki too. If you would too, you could see that the actors I'm listing here are either not documented at all (actor 0130) or not completely documented/figured out. Just try it, compare e.g. actor 016E that I listed here with the one in the actor list on z64 wiki (or the one that comes with ZAP2, if you like...). You will see that the one on z64 wiki has no documentation about path settings in its variable, while mine has. To make it clear, I research about actors from the actor list that are not documented, or actors whose variables are not completely (or not at all) documented. This is new information, at least for the actor list. Link to comment Share on other sites More sharing options...
john_smith_account Posted April 26, 2014 Share Posted April 26, 2014 Yes, I did, and I read the actor list on z64 wiki too. If you would too, you could see that the actors I'm listing here are either not documented at all (actor 0130)... As per Despair's Actor List, in ZAP2's Docs sub folder... 0130:011F:0301:Rolling Boulder Just try it, compare e.g. actor 016E that I listed here with the one in the actor list on z64 wiki (or the one that comes with ZAP2, if you like...). As per MNGoldenEagle's Actor List, in ZAP2's Docs sub folder... (Note: No one ever mentions all NPCs listed also require object 00C5(object_os_anime), just as the kokiri do.) 016E 0000 0000 Market NPCs - 016E 0105 0000 = Fat woman in light blue - 016E 0107 0002 = Bearded man in white & green - 016E 0107 0004 = Staunch man in black & green - 016E 0107 000D = Red haired man in green & lilac - 016E 0107 0011 = Staunch man two shades of green - 016E 0107 0014 = Man in two shades of green - 016E 0108 0008 = Thin woman in lilac - 016E 0108 000B = Thin woman in blue & yellow - 016E 010C 0007 = Old man in blue - 016E 010C 000F = Bald man in brown - 016E 010C 0013 = Bald man in purple - 016E 010D 0006 = Old woman in white - 016E 0111 0003 = Jogging man (Sakon) - 016E 0111 0005 = Begging man - 016E 0111 0009 = Laughing man in red & white - 016E 0111 000A = Explaining man in blue & white - 016E 0111 000C = Looking man in crimson - 016E 0111 000E = Bearded, red haired man in green & white - 016E 0111 0010 = Man in white - 016E 0111 0783 = Jogging man (Sakon) running on the spot - 016E 018C 0001 = Fat woman in white, blues & yellow 004B 0030 Moblins - 0000 = Ground-Pounder - 0001+ = Spear-Poker 01C1 018E Fake door - 0000 = Fake door - 0001 = Debris - 0002 = Debris - 0003 = Debris - 0004 = Debris - 0005+ = Crashes But yeah, you are right, the paths variables probably haven't been published before. Sorry to be critical of a new addition, but some of it is old as you can see now. Oh, and to also be clear, even ZAP2's version of the plain jane actor database is also out of date... Update: Out of date no more, with only 1 unsolvable actor left, here it is! The official, finished actor database. https://www.the-gcn.com/topic/2966-actor-database-offical-current-verion/?do=findComment&comment=46882 Link to comment Share on other sites More sharing options...
Airikita Posted April 26, 2014 Share Posted April 26, 2014 Don't fuss over Z64, it may never be fully updated in the end. Z64 has gone to shit lately. There are topics dedicated to actors on the-gcn, which should be posted in those topics, otherwise we end up with too many places with actor information. Also, not a good idea to create a topic to make a full list, because then we get spawns of topics, which becomes messy when more information comes up. Try "Useful Hacks" topic, or some sort. Hackers/modders refer to that topic often. Link to comment Share on other sites More sharing options...
Rinku Posted April 27, 2014 Author Share Posted April 27, 2014 XZSO -> Well, as you say, none of your entries covers the actor variables, and I provided new information for each actor I posted. It is indeed true that the rolling boulder is documented in some lists, but its variable is not at all. So you can consider that I want to document the variables of each actor, now that their actor number is seemingly documented on some lists (minus the one that you say isn't discovered yet). Airikita -> I personally think that it is the best for me to post my updates to the actor list in this topic, simply because I want to put them on z64 wiki later (when it can finally be edited...). I understand your point of too many places of actor information, and this topic is sort of a reminder for me of information that I want to put on the z64 wiki actor list; meanwhile, people can read or use it. It's true I could post it in another actor topic, but I would hate to search for it and decide which topic to take, and I want everything to be here in the same post so that I can easily put it on the wiki afterwards... But it is my opinion that z64 wiki SHOULD be updated, and that's my goal. I don't want people to have to search in many topics to find information, I would like to "centralize" information on the z64 wiki. Indeed, I just created a new topic, but I would not have done it if I could directly update the z64 wiki actor list. Link to comment Share on other sites More sharing options...
john_smith_account Posted April 27, 2014 Share Posted April 27, 2014 Thanks for the filling in the gaps. We really do *need* better documentation around here. I look forward to the day we ever get everything in one place, so new modders can come on and work all the actors to their FULL potential. I look forward to seeing where this goes. As for the z64 wiki... I don't think that's under "our" control, and that's why we don't use it anymore. But I'm not sure. Link to comment Share on other sites More sharing options...
Rinku Posted April 27, 2014 Author Share Posted April 27, 2014 Thank you for your support! I added full documentation of variables of actors 0015, 0111 and 0125 today. Link to comment Share on other sites More sharing options...
john_smith_account Posted April 27, 2014 Share Posted April 27, 2014 You're welcome, but you might want to check out the MNGoldenEagle's Actor List, and Despair's Actor List that I mentioned earlier from ZAP2. They might save you a little time, or help with variable mapping. Also... Note: 0201 is used by Nintendo by error in Hylia Lake: the gras doesn't appear, as Object 012B is not loaded. Nice find, *very* close attention to detail. Link to comment Share on other sites More sharing options...
xdaniel Posted April 27, 2014 Share Posted April 27, 2014 As for the z64 wiki... I don't think that's under "our" control, and that's why we don't use it anymore. But I'm not sure.mzxrules has been updating the wiki as recently as April 22nd. And why is it not under "our" control anymore? Or better, under "your" control, as I'm guessing I'm not part of whatever group of people you mean. Can't register? I can create users given a username and mail address, you'll get a random password mailed there, using which you should be able to log in, etc. Rinku, maybe your issue of not being able to edit the actor list is related to this? Edit, actually, I wonder if the actor list page has simply gotten too big for the wiki to process properly or something...? Link to comment Share on other sites More sharing options...
Rinku Posted April 27, 2014 Author Share Posted April 27, 2014 XZSO-> Thank you for your advice. MNGoldenEagle's actor list is sort of an older version of the z64 wiki actor list, but Despair's actor list could prove useful for comparing object numbers, as there are some mistakes in the z64 wiki actor list. Thank you; when I begin to document an actor's variable, I always look at the examples provided by Nintendo, so I can sometimes find strange things. xdaniel-> xdaniel, mzxrules seems to have the very same issue as me. Thank you for the link. I hope this problem will be solved someday. Link to comment Share on other sites More sharing options...
Airikita Posted April 27, 2014 Share Posted April 27, 2014 I made notes on the metal spike trap that should be very useful to know: https://www.the-gcn.com/topic/2807-sliding-spiked-metal-trap-notes Link to comment Share on other sites More sharing options...
mzxrules Posted April 27, 2014 Share Posted April 27, 2014 I've fixed the page and added my own updates, while getting banned/unbanned by the server's firewall in the process. The problem was that the document had the word "poker" in it, which was probably added to a list of words to check to trigger a Captcha, but ends up resulting in a 404 or w/e. XZSO may have been under the impression that the page was somehow protected from rather than a defect with the wiki. That's the impression I got at least until I realized that I could edit portions of the pages. There are two big things that are different in my version of the document: // is used as comments in some spots since at one point I was considering creating a program that parses/stores the data (ex. xdan's xml format) The components of the "variable" portion are represented by a mask rather than the letter byte nonsense. See below & 0FE0 - Controls the contents of the chest. 7 bits. - 00 = Link tries to pick it up, fails miserably if it’s large, works fine if it’s small (but the second time you pick it up, it glitches and makes you shoot into the air until you hit the ceiling, at which point you fail miserably; trying to throw it makes it stuck in the air) - 01 = contains bombs - 02 = contains Deku nuts - 03 = contains bombchus (10) ... & 0FE0 denotes what bits are part of the bitpacked value. Numbering is based on how the bitpacked value would be stored in an unsigned byte/short Edit: For actor 0125, the "unused" parameter has three values, FF, 02, 07. Standard shrubs appear to be either 02 or 07. It's possible that the value may be a specific property of shrubs that is being overlooked 1 Link to comment Share on other sites More sharing options...
john_smith_account Posted April 28, 2014 Share Posted April 28, 2014 And why is it not under "our" control anymore? Or better, under "your" control, as I'm guessing I'm not part of whatever group of people you mean. Chill XDaniel, I just didn't know how ran the z64 wiki. We're all members of the same community. YESH! Link to comment Share on other sites More sharing options...
xdaniel Posted April 28, 2014 Share Posted April 28, 2014 Chill XDaniel, I just didn't know how ran the z64 wiki. We're all members of the same community. YESH! I'm not so sure about that recently, that's all. Anyway, if you want to contribute to the wiki, but you're having problems with it (registration or whatever), I could try to help. I don't think I have full access to the wiki, adminstration-wise, but I can do some things there... Link to comment Share on other sites More sharing options...
Rinku Posted April 28, 2014 Author Share Posted April 28, 2014 Well, this bitpacked notation of variables confuses me a bit (I am able to understand it, but not directly when I look at it, so it's not intuitive for me). Maybe it's because I'm not used to it... As for the "unused" parameter, I have tested and changed it many times but I saw no difference. Link to comment Share on other sites More sharing options...
Airikita Posted April 28, 2014 Share Posted April 28, 2014 This has been tested btw: ---------------------------------------------- 0080 0085 Sliding spiked metal trap xyzz x = controls speed, 3 is pretty fast: 0 or 1 - probably doesn't move... F - chainsaw masacre y = determines the distance the trap slides, or the radius of which it spins in a circle (when zz is 20 or A0): 6 - normal A - as wide as Ganondorf's chamber zz = movement: 00 - normal 20 - spins in a circle 30 - vertical 40 - stays still, no sound (maybe moves when Link is near?) 50 - vertical 60+ - doesn't move, but still makes noise A0 - spins in a circle FF - Doesn't move or make noise Link to comment Share on other sites More sharing options...
Rinku Posted April 28, 2014 Author Share Posted April 28, 2014 Thank you very much Airikita, I knew about that topic of yours about spike traps, but it would have taken some time for me to find the topic. I will put it on z64 wiki tomorrow... maybe... I have not enough free time at the moment. Maybe mzxrules will be faster, if he has any time left to work on the actor list. By the way, what do you think of his method of representing variables? As I see, you used the same as me and as on the old actor list (like xyzz). Link to comment Share on other sites More sharing options...
Airikita Posted April 29, 2014 Share Posted April 29, 2014 Thank you very much Airikita, I knew about that topic of yours about spike traps, but it would have taken some time for me to find the topic. I will put it on z64 wiki tomorrow... maybe... I have not enough free time at the moment. Maybe mzxrules will be faster, if he has any time left to work on the actor list. By the way, what do you think of his method of representing variables? As I see, you used the same as me and as on the old actor list (like xyzz). Looks fine, as long as it's consistent. I think if we teach bitwise concepts, people should understand it better. Also, there is this actor list: https://sites.google.com/site/theocarinaproject/wiki/actor-list I believe it was either Petrie911 or mzxrules that documented that, which has useful information involving switches, and other gimmicky actors. Link to comment Share on other sites More sharing options...
mzxrules Posted April 29, 2014 Share Posted April 29, 2014 The updates I added to the z64 wiki yesterday were the same stuff I used to add to that site. Petrie might have made his own changes Link to comment Share on other sites More sharing options...
Gump Posted April 29, 2014 Share Posted April 29, 2014 Edit, actually, I wonder if the actor list page has simply gotten too big for the wiki to process properly or something...? To be honest, I've felt like the actor list should be condensed into different sections, like Actors/Enemies, Actors/Puzzle, Actors/Villagers, for awhile now. Always found the big list to be unnecessarily long, especially for when I'm working on dungeon puzzles. Why do I need to see the entire list when I'm using a select few actors to make puzzles? 1 Link to comment Share on other sites More sharing options...
john_smith_account Posted April 29, 2014 Share Posted April 29, 2014 To be honest, I've felt like the actor list should be condensed into different sections, like Actors/Enemies, Actors/Puzzle, Actors/Villagers, for awhile now. Always found the big list to be unnecessarily long, especially for when I'm working on dungeon puzzles. Why do I need to see the entire list when I'm using a select few actors to make puzzles? I have 2 lists like that, NPC's and enemies. It was used in the making of "Zelda's Birthday". Link to comment Share on other sites More sharing options...
mzxrules Posted April 29, 2014 Share Posted April 29, 2014 Sorting actors into categories is on my to-do list actually, but it will be a separate page. A number of actors easily fall under multiple broad categories, so I'd need to duplicate actors to make it easier to find them. For example, with JSA's NPC and Puzzle categories, Ruto from Inside Jabu Jabu's Belly should fall under both since Ruto is both an NPC (can be talked to, part of the plot), and is used as a puzzle element (can press down switches, sets "global" level flags). Link to comment Share on other sites More sharing options...
john_smith_account Posted April 29, 2014 Share Posted April 29, 2014 It's likely not complete(heck I don't remember creating it!) but it was on my old pc title "Enemy_database.txt" Defeatable: 0002 0032 Stalfos 000D 0009 Poe 000E 0007 Octork 0011 000B Ceiling Wall Master 0012 000C Dodongo 0013 000D Keese 001B 0016 Tektite 001D 0018 Peehat 0025 001B Lizafos/Dinofos 002B 001E Ghoma Larva 002D 0012 Shabom (Bubble enemy) 002F 001F Dodongo jr. 0033 0020 Dark Link 0034 0021 Biri 0035 0022 Tailpasaran 0037 0024 Skullwalltula 0038 0025 Torch Slug 003A 0026 Stinger 003F 002B Kills Link and disappears 004B 0030 Ground pounding Moblin 0054 0038 Armos statue 0055 0039 Deku Baba 0060 004A Deku Scrub 0069 005D Bubble (Flying Skull) 006B 005F Flying floor tile 008A 008B Beamos 008E 000B Floormaster 0090 0098 Redead 0091 0099 Poe Sisters 0095 0024 Skulltula/Golden Skulltula 0099 009E Fire Dancer 00A4 00A6 Dead Hand 00A5 00A6 Dead Hand's Arm 00AB 009E Core Fire Dancer creature 00B6 00AC Flobbery muscle block 00C5 00B5 Shell Blade 00C6 015F Big Octo 00C7 0039 Deku Baba 00DD 00D4 Like-Like 00DE 00D5 Tentacle from inside Lord Jabu-Jabu 00DF 00D5 Blocking tentacle from inside Lord Jabu-Jabu 00EC 00E5 Spike enemy 00F6 00D6 Anubis 0113 0106 Iron Knuckle 0115 010A Skullkid 011A 0168 Deku salesman 0121 0114 Frezzard 013B 0001 ALPHA - Enemy Arwing 0144 0013 Attacking Cucco 0186 0167 Patrolling Gerudo 018C 0026 Stingray 0195 0168 Grounded Sales Scrub 01AF 0183 Wolfos 01C0 0008 Guay 01C7 006B Ice Staligtite Bosses 0028 001C Ghoma 00BA 008C Barinade 0027 0019 King Dodongo 0052 0037 Phantom Ganon 0096 009C Flying Volvagia 00A2 00A5 Hole Volvagia 00C4 00B4 Morphia 00E9:00E2 Bongo Bongo 00DC 00D3 Twinrova 00E8 00E1 Ganondorf Non-Defeatable/Obstacles: 000C 002C Proximity activated Firewall 0041 002C Huge stone spike platform 0044 002C Spinning flame thrower stone 0045 002C Stationary flame thrower statue 0051 0036 Rotating spike cylinder 0080 0085 Sliding spikey metal trap 008D 002C Large Firewall 00A3 0003 Fireball 00B1 0069 Spinning scyth statues 00B4 0092 Falling Rocks 00B5 0092 Flying rubble 00BC 0069 Gullotine blade 00F9 011F Giant rolling boulder 0138 0116 White clothed Gerudo Misc. 00A7 0001 Spawner Link to comment Share on other sites More sharing options...
Airikita Posted April 30, 2014 Share Posted April 30, 2014 I would like to add my findings on ovl_en_Scene_Change. It seems to place a display list command over a current object: 0xDB F3DEX2_MOVEWORD It seems to be part of animation effects, or graphics allocating. It's altering some general object... might have been Jabu-Jabu, as that was the object it attached to... however it was in a general area, part of the scene itself. It crashes Lake Hylia in my other test. It basically writes DB 06 00 30 XX XX XX XX to a spot (around 8016XXXX in the Japanese ROM I was testing it with), and doesn't do much of anything else. When I looked to the address the command was referencing, it was pretty much full of some hex, which removal of which didn't do any damage other than halt the ovl_en_Scene_Change actor from operating. It appears to just... change something within the current scene (no pun intended). I'm sure it could have been for scene animations, such as water, or how Navi's 2D orb faces the screen. May have been part of a transition, but it does pretty much nothing of use. ----------------------------------------------------------------------------------- Also, on another note... I re-tested the Alpha Stone Cube Copy. Turns out it CAN MOVE like a Push Block, however there is nothing to interact with it, and it contains no code for anything to interact with it. Only hacking it makes it move. Also, it only moves in 2 directions, and not the expected 4. Then again, this was testing it on the Japanese ROM I obtained. Link to comment Share on other sites More sharing options...
Recommended Posts