Jump to content
  • 0

Item Identifying Routine


Jason777
 Share

Question

Does anybody know if this is an actual routine? If so, can I have the RAM address for it? I really I have no idea as to how I would search for this routine in the first place other than search for actor #'s. But I have tried everything and am at a loss. Zeth, you created the Magic Armor Effect ASM hack and that had a way of identifying which tunic you were using so maybe you can understand what I'm trying to say. Thanks in advance

Link to comment
Share on other sites

7 answers to this question

Recommended Posts

  • 0

What I am trying to say is that I am looking for whatever RAM address the game uses to differentiate between which item you are using on the C-buttons. For example, I would like to find out how the game knows when you go from using the ocarina to using the hero's bow. It's kind of hard for me to explain.

Link to comment
Share on other sites

  • 0

I didn't make the magic armor effect, that was Sakura89's ASM hack, I just helped her test it and used it in my videos for my texture pack.

As for what your asking I'm still not sure I follow you either. From what it sounds like, your wanting something that has to do with equipping items to the C buttons?

Link to comment
Share on other sites

  • 0

Okay, since I can't really think of way of explaining what I am looking for, I'll just give another example:

 

You are using bombs. Then you press whatever button bombchus are assigned to and somehow the game knows what you want to use.

 

Yes, Zeth, how the game identifies which items are equipped to the C-buttons is along the lines of what I'm trying to say.

Link to comment
Share on other sites

  • 0

Conceptually, the game sees which button(s) was(were) activated since the last clock, and after figuring out and deciding which one was pressed, it:

  • Checks if the item is disabled, probably with a lookup table somewhere in 'code'. Item lockout is still a mystery to me.
  • Puts away any other item link already has out.
  • If it can be used, run the routine for that item, probably as defined in some sort of jump table within link's actor.
  • Decrement the item just used, if applicable.
Most of these things are dependent on animation timing. What do you want to know for? This question is so broad that thousands of lines of assembly would have to be understood to completely answer it.
Link to comment
Share on other sites

 Share

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.