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GamerH2

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GamerH2 last won the day on May 23 2017

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    I'm a MIPS/ASM programmer ^-^

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  1. 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. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 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) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; The following thing has been found by soul of deity ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 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 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; The following thing has been found by death basket ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 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 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; The following thing has been found by jason777 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 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. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Back to my stuff ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 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 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; MM Debug stuff ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 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 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Back to OOT debug stuff ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 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 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; The following AWESOME thing has been found by three_pendants ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 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.
  2. Look at my avatar!

  3. Nice to meet you! I hope you like this place because i do. You should try Hylian Toolbox that Flotonic made to scale or rotate hiearchys or display lists and to edit a zobj's animations.
  4. Seeing how awesome Airikita is and how she should be recognized!

  5. GamerH2

    Hey!

    Hi i'm GamerH2! I'am a mips/asm programmer and i love Zelda! My favorite Z64 is the Majora's mask.
  6. Making a ASM code

  7. ASM is hard... That's why it's called a low-level language,

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