Airikita Posted November 7, 2012 Share Posted November 7, 2012 http://www.the-gcn.com/index.php?app=downloads&module=display§ion=screenshot&id=53 File Name: Ocarina Value EditorFile Submitter: AirikitaFile Submitted: 02 Nov 2012File Category: Community DownloadsThis is a value editor for both Zelda: Ocarina of Time (OOT) and Majora's Mask (MM), and can be used for any version and type!Different values can be found to be modified... while there are floating-point and integer values, there are a range of other useful values that can have an effect on just about anything!For zactor (AI code files), speed, size, and even health can be affected by altering float/int values! Give it a try... this is a faster method than digging through a hex editor to find all the values you need.Also, messing with ADDIU and JAL values can have some really interesting effects on enemy AI also, so be a little adventurous and try this out! You may be surprised at what can happen to an actor with this!Click here to download this file Link to comment Share on other sites More sharing options...
Samurai Posted February 19, 2013 Share Posted February 19, 2013 Can you describe its usage in more detail please? It sounds beast as Hell, though. Link to comment Share on other sites More sharing options...
Airikita Posted March 4, 2013 Author Share Posted March 4, 2013 Well, you use it to gather offsets of AI you're looking for... such as, if you want a horse from Lon Lon Ranch, you would look for ovl_En_Horse in a directory from the wiki, which in MQ Debug is 00E11ED0 - 00E1E130. So, there's a list of them in the drop-down menu next to the file box you loaded your ROM in. Once you're there, the table will display ALL values that reference to different values the AI uses. Floating-point values can do many things to the AI, such as size, speed, and anything 3D-related in the game. Sometimes it messes with positioning of objects the actor can use (such as the target box). There are other values you can load in the table to mess around with that create various effects depending on the actor. JAL values are considering function-like commands, or a GOTO of sorts. They usually point to various stacks in RAM to use or load (usually found via debugger in an emulator, which can be tricky), but should be edited in a HEX editor, and not the table itself (for this can cause some errors). If you know what to do with the JAL values, it's up to the hacker to use them to their advantage. A good example would be item drops. Regular item drops are called with a JAL. Replacing that JAL with another JAL will cause an enemy that drops hearts/rupees/etc to do something else when dying. Depending on what that is is up to the hacker to figure out. The table will also display the offset found in ROM to edit, so you can find them easier in a HEX editor for altering. If you want to get more advanced with your searches, accompany this tool with a disassembler too. Link to comment Share on other sites More sharing options...
Three_Pendants Posted March 5, 2013 Share Posted March 5, 2013 Oh heavens! All this time I thought all this did was Literally thechange the Value of Ocarina songs! You might want to rename it somewhere down the line? Though maybe I was the only fool to be confused by that, haha! Link to comment Share on other sites More sharing options...
Arceny Posted March 5, 2013 Share Posted March 5, 2013 I thought the same! Link to comment Share on other sites More sharing options...
Airikita Posted March 11, 2013 Author Share Posted March 11, 2013 Values are variables, but it's more than just variables being changed, it's different values. It would be called "Ocarina Song Note Editor" if it changed ocarina songs. I have explained, in my first post, that it's meant for AI of an actor. Link to comment Share on other sites More sharing options...
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