Jump to content

Zelda OoT: Mapping Link's Animations, Damage Identifiers, and Various Items


Three_Pendants
 Share

Recommended Posts

Well I've noticed that we have a great article on Link's Animations on the wiki...

 

http://wiki.spinout182.com/w/Zelda_64:_Link_Animations

 

But after all of these years we still don't have a map of the main character's animation tables despite some mods even going so far to replace Link, but to make a character truly your own you need more than just a new skin in my opinion, Instead of going through the tiresome work of animating your own you can always use one of the massive pool that OoT has for Link and I'll help you do that. Here is currently a map of all of Link's Melee Attack Animations and I should have more in the near future.

 

May 19th Update - Added Defense/Long Range Weapons/Pain Animations

 

May 20th Update - Added Item Showing/Bottle/Horse Riding/Mounting/Parry/Magic Animations

 

May 20th Update - Also included information on Damage Identifier to be used in conjunction with Damage Charts

 

May 20th Update - Updated the Damage Identifiers with the Sword Spin and Sword Attacks.

 

May 20th update - Finished the Damage Identifiers complete with all known and normally accessible values.

 

May 21st Update - Finished Cutscene Animations.

 

In RAM this all starts at 0x3F4330 - If you're actively planning on changing Link's animations I suggest this method to find what you want and then move to ROM when your heart is set.

 

Link's Animations

 

0xC23030 - 04002A80 - (Forward Vertical Slash 1-2)

0xC23034 - 04002A90 - (Very Quick Stab) - End of Vertical Slash animation.

0xC23038 - 04002A88 - (Looks down and moved hand) - Likely something with the previous animation?

0xC2303C - 01040000 - Hit Detection for first two vertical slashes?

 

0xC23040 - 040028C0 - (Forward Vertical Slash 1-2 with Two-Handed Sword)

0xC23044 - 040028C8 - End of Vertical Slash animation

0xC23048 - 04002498 - Recovering from above animations?

0xC2304C - 01040000 - Hit Detection (As above)

 

0xC23050 - 04002A98 - Vertical Slash 3 (One Handed)

0xC23054 - 04002AA0 - Vertical Slash 3 End Animation

0xC23058 - 04002540 - Recovering from above animations?

0xC2305C - 00050000 - Hit Detection?

 

0xC23060 - 040028D0 - Vertical Slash 3 (Two-Handed)

0xC23064 - 040028D8 - Vertical Slash 3 End Animation

0xC23068 - 040024A0 - Recovering from above animations?

0xC2306C - 01070000 - Hit Detection?

-------------------------------------------------------------

 

0xC23070 - 04002968 - Horizontal Slash 1-2

0xC23074 - 04002970 - Horizontal Slash End Animation

0xC23078 - 040024C0 - As above?

0xC2307C - 01040000 - Hit Detection?

 

0xC23080 - 04002880 - Horizontal Slash 1-2 (Two-Handed)

0xC23084 - 04002888 - End Animation

0xC23088 - 04002478 - As above?

0xC2308C - 00050000 - Hit Detection

 

0xC23090 - 04002978 - Horizontal Slash 3 

0xC23094 - 04002980 - End Animation

0xC23098 - 040024C8 - As above?

0xC2309C - 02080000 - Hit Detection

 

0xC230A0 - 04002890 - Horizontal Slash 3 (Two-Handed)

0xC230A4 - 04002898 - End Animation

0xC230A8 - 04002480 - As above?

0xC230AC - 03080000 - Hit Detection

--------------------------------------------------------------

 

0xC230B0 - 040029A0 - Diagonal Slashes 1-2 (Z-Targeting)

0xC230B4 - 040029A8 - End Animation

0xC230B8 - 040024D0 - As above?

0xC230BC - 00040000 - Hit Detection

 

0xC230C0 - 040028A0 - Diagonal Slashes 1-2 (Z-Targeting - Two Handed)

0xC230C4 - 040028A8 - End Animation

0xC230C8 - 04002488 - As above?

0xC230CC - 00050000 - Hit Detection

 

0xC230D0 - 040029B0 - Diagonal Slash 3 (Z-Targeting)

0xC230D4 - 040029A8 - End Animation

0xC230D8 - 040024D8 - As above?

0xC230DC - 00060000 - Hit Detection

 

0xC230E0 - 040028B0 - Diagonal Slash 3 (Z-Targeting - Two Handed)

0xC230E4 - 040028B8 - End Animaton

0xC230E8 - 04002490 - As above?

0xC230EC - 01050000 - Hit Detection

 

-------------------------------------------

 

0xC230F0 - 04002AA8 - Stabbing 1-2 (Z-Targeting)

0xC230F4 - 04002AB0 - End Animation

0xC230F8 - 04002548 - As above?

0xC230FC - 00030000 - Hit Detection

 

0xC23100 - 040028E0 - Stabbing 1-2 (Z-Targeting - Two Handed)

0xC23104 - 040028E8 - End Animation

0xC23108 - 040024A8 - As above?

0xC2310C - 00030000 - Hit Detection

 

0xC23110 - 04002AB8 - Stabbing 3 (Z-Targeting)

0xC23114 - 04002AC0 - End Animation

0xC23118 - 04002550 - As above?

0xC2311C - 01090000 - Hit Detection

 

0xC23120 - 040028F0 - Stabbing 3 (Z-Targeting - Two Handed)

0xC23124 - 040028F8 - End Animation

0xC23128 - 040024B0 - As above?

0xC2312C - 01080000 - Hit Detection

-------------------------------------

 

0xC23130 - 04002A60 - Alpha Jump Strike (No way to access this line of code that I know of, but you can easily copy and move it)

0xC23134 - 04002A50 - End Animation

0xC23138 - 04002A50 - Exactly as above.

0xC2313C - 010A0000 - Hit Detection

 

(NOTE: Seeing the Alpha Jump Strike in full with its actions makes it clear why it was dropped all together. It is less effective than the Jump Strike in every way, When you attack from the air the blade is behind Link rather than in front of him so until he lands he is vulnerable. It would actually make the game a little more difficult.)

 

 

0xC23140 - 04002900 - Jump Strike 

0xC23144 - 04002910 - End Animation

0xC23148 - 04002910 - Exactly as above.

0xC2314C - 010B0000 - Hit Detection

 

0xC23150 - 04022A50 - End Animation for Alpha Jump Strike (Cannot Access)

0xC23154 - 04022A58 - End Animation

0xC23158 - 04022A58 - Exactly as above.

0xC2315C - 00050000 - Hit Detection

 

0xC23160 - 04002910 - Jump Strike End Animation

0xC23164 - 04002908 - End Animation

0xC23168 - 04002908 - Exactly as above.

0xC2316C - 01020000 - Hit Detection

-----------------------------------------------

 

0xC23170 - 04002B80 - Link attacks behind him and then quickly turns back around...? Beta? (Cannot Access)

0xC23174 - 04002B88 - End Animation

0xC23178 - 04002B88 - Exactly as above.

0xC2317C - 01050000 - Hit Detection

 

0xC23180 - 04002B70 - A very nice backslice! Good animation for it and everything. Beta? (Cannot Access)

0xC23184 - 04002B78 - End Animation

0xC23188 - 04002B78 - Exactly as above.

0xC2318C - 01040000 - Hit Detection 

 

(These two together (can only try that with a Jump Attack right now) makes it look like a rising Spin Attack, where Link is on the ground and sweeps the sword behind him then in front of him as he rises)

-------------------------------------------------------

 

 

0xC23190 - 04002C40 - Megaton Hammer Slam 

0xC23194 - 04002C50 - End Animation

0xC23198 - 04002C48 - As above. 

0xC2319C - 030A0000 - Hit Detection

 

0xC231A0 - 04002C70 - Megaton Hammer Swipe (Z-Targeting)

0xC231A4 - 04002C80 - End Animation

0xC231A8 - 04002C78 - As above.

0xC231AC - 04002C7C - Hit Detection

 

-----------------------------------------------

 

0xC231B0 - 04002B28 - Spin Attack Animation (Normal, not powered up)

0xC231B4 - 04002B30 - End Animation

0xC231B8 - 04002560 - As above.

0xC231BC - 000C0000 - Hit Detection

 

0xC231C0 - 04002940 - Second part of Powered Up Spin Attack 

0xC231C4 - 04002948 - End Animation

0xC231C8 - 040024B8 - As above.

0xC231CC - 000F0000 - Hit Detection.

 

0xC231D0 - 040029C0 - First Part of Powered Up Spin Attack

0xC231D4 - 040029C8 - End Animation

0xC231C8 - 04002560 - As above.

0xC231CC - 00100000 - Hit Detection

 

 

0xC231E0 - 040029C0 - First Part of Powered Up Spin Attack (Repeat? While it does not appear to be used, invalid values and executing the Spin Attack will still freeze the game.)

0xC231E4 - 040029C8 - End Animation

0xC231E8 - 040024B8 - As above.

0xC231EC - 00100000 - Hit Detection

 

0xC231F0 - 04002AE8 - No idea. The animation looks glitchy even when placed fully together. May deal something with the Two-Handed Spin Attack, but I saw nothing of the sort.

0xC231F4 - 04002920 - End Animation

 

0xC231F8 - 04002AE0 - First part of the Sword Powering Up Spin Attack

0xC231FC - 04002920 - Eh? An actual animation or something? Oh, how bizarre. From here there is no "Hit Detection Byte" at least not for a while as it appears new animations start here. So...

 

---------------------------------------------

 

0xC231FC - 04002920 - First part of the Sword Powering Up Spin Attack (Two Handed)

 

0xC23200 - 04002AF0 - Actually powering up the Sword

 

0xC23204 - 04002928 - Actually powering up the Sword (Two Handed)

 

0xC23208 - 04002AF8 - Cancelling the Spin Attack before it can start.

 

0xC2320C - 04002930 - Cancelling the spin Attack before it can start (Two Handed)

 

0xC23210 - 04002B00 - Animation of moving forward or backward while charging the Spin Attack.

 

0xC23214 - 04002938 - Animation of moving forward of backward while charging the Spin Attack. (Two Handed)

 

0xC23218 - 04002AD8 - Moving side to side while charging Spin Attack.

 

0xC2321C - 04002198 - Moving side to side while charging Spin Attack (Two Handed)

 

-------------------------------------------------------------------------------------

 

 

Defense Animations

 

0xC23240 - 04040800 - No idea. Does not seem to correspond to anything sensible.

 

0xC23244 - 040025C0 - Standing still while holding out shield in front of Link.

0xC23248 - 040025C8 - Standing still while holding out Sword in front of Link. (Two Handed)

 

0xC2324C - 04002580 - Shield Stance while moving forwards or backwards.

0xC23250 - 04002588 - Defense Stance while moving forwards of backwards. (Two Handed)

 

0xC23254 - 04002510 - Animation when a blow is deflected off the shield while moving forward of backward.

0xC23258 - 04002518 - Animation when a blow is struck while moving forward or backward in a defensive stance (Two Handed)

 

0xC2325C - 04002510 - Animation when a blow is deflected off the shield while moving side to side.

34F560 - 04002520 - Animation when a blow is struck while moving side to side in a defensive stance. (Two Handed)

 

0xC23264 - 04002EC0 - ?? The Animation looks like a lightly modified shield block, and I cannot get it to activate.

0xC23268 - 04002A08 - As above except Two Handed.

 

Long Range Weapon Animations

 

0xC2326C - 040026F0 - ?? Appears to be the Bow animation but does not correspond with the Bow at all. I'm at a loss for what this may be. If they are actually used it would only be for an instant.

 

0xC23270 - 04002CC8 - ?? Appears to be the Hookshot animation but does not correspond with it at all. Another loss. If used it is only for an instant.

 

0xC23274 - 040026C0 - Bow Animation when trying to aim it. (As below!)

 

0xC23278 - 04002CC0 - Hookshot Animation when trying to aim it (Change it for impossible to aim results!)

 

---------------------------------------------------------

 

Pain Animations

 

 

0xC23350 - 04002F80 - A slight pain animation, used when enemies deal 1/4 of a heart to Link (without special effect).

0xC23354 - 04002F78 - A slight pain animation, used when enemies deal 1/4 of a heart to Link (Only When Z-Targeting)

0xC23358 - 04002DE0 - ?? It seems very similar to above, but I couldn't find an instance where it occurs.

0xC2335C - 04002DD8 - ?? As above, I tried to be struck by nearly every foe in Hyrule and I could not locate this either.

 

0xC23360 - 04002F70 - Taken aback, used when enemies deal presumably larger than 1/4 heart to Link. (Without special effects)

0xC23364 - 04002528 - A recoiling blow, used when enemies deal presumably larger than 1/4 heart to Link (Only When Z-Targeting)

 

0xC23368 - 04002DC8 - Looks to be used for Bomb Explosions striking Link, may also have more applications.

0xC2336C - 040024F0 - A strong recoil, I have not been able to locate where it is used.

 

When it comes to the pain animations you can feel free to change any of the ones I didn't find because I am sure that they are used, but I must not have been approaching enemies in the right way or something.

 

 

 

--------------------------------

 

 

 

Item Showing and Bottle Animations

 

 

0xC233E8 - 04002F88 - Animation for showing an item to someone.

0xC233EC - 04002690 - Animation for finding "Ruto's" Letter in a Bottle.

 

0xC233F0 - 04003198 - Animation for holding up an Event Item (Zelda's Letter in front of Guard for instance)

0xC233F4 - 04002648 - Animation for swinging bottle.

0xC233F8 - 04002640 - Animation for catching something in a bottle.

0xC233FC - 02030000 - Our old friend the Hit Detection makes a return. Disabling it will make it so you cannot catch anything in a bottle. Could be useful to a difficulty mod, maybe.

 

0xC23400 - 04002680 - Animation for when Link uses a bottle and his boots are about level with the water level.

0xC23404 - 04002678 - Animation for when Link catches something in a bottle while in a level of water.

0xC23408 - 05030000 - Hit Detection for water catching.

 

----------------------------------------------------------

 

Horse Mounting Animations

 

0xC23418 - 04003398 - Mounting a Horse from the Right.

0xC23424 - 040033A8 - Mounting a Horse from the Left.

 

0xC23430 - 04002EE0 - Possibly drawing out the Bow while on a Horse, but it is a mere instant.

0xC23434 - 040031D0 - Looks very similar to above but nulling it did not freeze the game when I used every animation I could think of while on a horse so it may be unused. (Cannot Access)

 

--------------------------------------------------------------------------------

Parry Animations

 

0xC2346C - 04002B10 - Richocheting off Blade (When Not Z-Targeting!)

0xC23470 - 04002B20 - Richocheting off Blade (When Not Z-Targeting!) (Two Handed)

0xC23474 - 04002B08 - Richocheting off Blade (When Z-Targeting!)

0xC23478 - 04002B18 - Richocheting off Blade (When Z-Targeting!) (Two Handed)

--------------------------------------------------------------------------------

Horse Riding Animations

 

 

 

0xC237E4 - 04003370 - Animation for when Epona rears up.

0xC237E8 - 04003368 - Link warped into the ground flat on his face as he moved glitchily back and forth. I think it might be same to say that this animation is not normally used. (Cannot Access)

0xC237EC - 04003380 - Seems to be the animation Link does when Epona is lightly trotting.

0xC237F0 - 04003358 - Looks like more of the above and activated in the same way.

0xC237F4 - 04003338 - Animation when Epona is at full speed.

0xC237F8 - 04003348 - ?? Seemed very much like 3368 (Cannot Access)

0xC237FC - 04003350 - When Epona Rears up to her highest or when you jump a high fence.

 

0xC23808 - 04003388 - When Epona Rears up and is coming back down.

0xC2380C - 04003388 - ?? It appears to be a repeat of above but it doesn't appear to be used. (Cannot Access)

0xC23810 - 04003388 - Seems to be used if you stay on Epona for a second before starting to ride.

 

0xC23814 - 04003360 - Used when using a carrot in a slow trot.

0xC23818 - 04003340 - Used when using a carrot in a medium trot.

0xC2381C - 04003340 - ?? (It should be same as above) (Cannot Access)

0xC23820 - 04003340 - ?? (It should be same as above) (Cannot Access)

 

0xC2382C - 040033C8 - Link's animation when stationary on Epona (not counting special waiting animations)

0xC23830 - 040033B8 - Appears to be the idle animation of Link petting Epona

0xC23834 - 040033C0 - Idle animation for Link looking around while on Epona.

 

---------------------------------------------------------------------------------

Magic Animations (Yes Nintendo really did them piece by piece rather than all together. No, I do not know why.)

 

 

 

0xC238F8 - 04002CF8 - Link starting to hold up hands as Farore's Wind begins to materialize.

0xC238FC - 04002CE0 - Link beginning to materialize Nayru's Love (Before kneeling to the ground)

0xC23900 - 04002D10 - Link beginning to slam his hand down to the ground to use Din's Fire.

 

0xC23904 - 04002D00 - Link holding up his hands as Farore's Wind begins to materialize.

0xC23908 - 04002CE8 - Link kneeling on the ground while casting Nayru's Love (before beginning to rise.)

0xC2390C - 04002D18 - Link's hand lightly trembling after he slams it to the ground.

 

0xC23910 - 04002D08 - Link finishing casting Farore's Wind

0xC23914 - 04002CF0 - Link finishing casting Nayru's Love and rising from the ground.

0xC23918 - 04002D20 - Link rising as he finishes casting Din's Fire.

 

Note: The initial casting of a spell seems to be shared among all of the spells, even the unused spells and may go a distance to explain why the unused spell slots fail to proceed.

 

--------------------------------------------------------------------

 

 

Event Actions 

 

Note: We've entered into a strange section that is rather difficult to test, so I will make assumptions based on my knowledge of the game and the appearance of the animation.

 

0xC239CC - 04002790 - Presumably Link looking back to see a door shut behind him.

 

0xC239E4 - 04002740 - Link looking surprised. (Unsure where this is outside of cutscenes)

 

0xC23A04 - 04002778 - I believe it is when Link turns around in the Temple of Time to see Shiek standing in the entrance way.

0xC23A14 - 04002860 - Link being warped up by a Blue Warp

0xC23A24 - 04002348 - Must be a child action of some sort because Adult Link's legs are in the ground as he does it, and what "it" appears to be is him holding his hands out as if about to receive something.

0xC23A2C - 04002350 - Obtaining Medallion

0xC23A34 - 04002358 - Possibly receiving a Medallion.

0xC23A3C - 040023B0 - Link standing up and dusting his tunic, after listening to the Deku Tree's Story

0xC23A44 - 040023B8 - Sitting down, likely listening to the Great Deku Tree's story.

0xC23A54 - 04002728 - Link looking surprised as he warily is about to turn around (Beta?)

 

0xC23A74 - 040027A8 - Link looking at himself after having grown up or turned back in a kid.

0xC23A7C - 04002DB0 - Link looking like he took a heavy hit. Possibly being smashed by Darunia after Dodongo's Cavern

0xC23A84 - 04002DC0 - Possibly on the floor from being smashed by Darunia after Dodongo's Cavern

0xC23A94 - 04003098 - Looks to be the first part of holding up an item, but doesn't correspond with actual treasure gains.

0xC23A9C - 04002780 - It should be Link receiving an Item from a chest and holding it up, but I can't get it to work.

 

0xC23AAC - 04003088 - Link drawing his sword expectedly. (No idea where this is used)

 

0xC23AC4 - 04002320 - Link falling off the log when he is warped out of Jabu Jabu.

0xC23ADC - 04002338 - Link looking around and then deciding to sit down. Not sure where this is used.

 

0xC23AE0 - 04002F90 - Link looking really distraught as he grabs his throat, and kicks his feet, but this isn't the Drowning Animation I don't believe.

 

0xC23AFC - 04002410 - Link getting up from sleeping?

0xC23B04 - 04002418 - Link nodding his head to Navi before he heads out of his house.

0xC23B14 - 04002390 - Link possibly looking at Navi while sitting down?

 

0xC23B34 - 040023A0 - I assume looking at Ganondorf through the castle window.

0xC23B3C - 04002368 - Link looking like he's backing up slowly a step or two.

 

0xC23B4C - 04002370 - Link drawing his sword and shield to challenge Ganondorf in front of Castle Town.

 

0xC23B54 - 040027B0 - Link running over to the crystal containing Zelda and placing his hands on it.

0xC23B5C - 040027B8 - Link lightly slamming his hand on the crystal containing Zelda

0xC23B64 - 040027C0 - Watching the crystal drift away.

0xC23B6C - 04002768 - Turning around dramatically in the ToT to see Shiek standing there (Repeat?)

0xC23B74 - 040027D8 - Link shielding his eyes during Shiek's transformation

0xC23B7C - 040027E0 - Link continuing to shield his eyes

 

0xC23B84 - 04002380 - Link looking to his right (Not entirely sure, possibly when the Rainbow Bridge starts to form)

0xC23B8C - 04002828 - Checking to see if the Rainbow Bridge is real

 

0xC23B94 - 04002470 - Child Link quickly shifting frightened back and forth. Possibly beta.

 

0xC23B9C - 040032A8 - Possibly preparing to fend off Bongo-Bongo in Kakariko Village.

0xC23BA4 - 040032A0 - Link getting up after being knocked to the ground (Presumably from Bongo Bongo cutscene)

0xC23BAC - 040032A0 - Same animation as above.

 

0xC23BB4 - 04002AE8 - A quick animation of Link seemingly getting ready to fight.

0xC23BBC - 04002450 - Link just standing there, with his legs closer together than normal with the camera behind him...?

0xC23BC4 - 04002460 - Link slightly looking around in the same position as above.

0xC23BCC - 04002458 - Looks the same as 2450

0xC23BD4 - 04002440 - Link possibly preparing to take a Blue Warp with a wary look to the side before looking up.

0xC23BDC - 04002438 - Link quickly looking to his side (still feel it is a part of the Blue Warp)

 

0xC23BF4 - 04003448 - Possibly the animation of lifting the Ocarina to play it?

0xC23BFC - 04003460 - The animation of learning a new song.

0xC23C04 - 04003440 - Looked very similar to 3448.

 

0xC23C0C - 04002798 - Resisting Ganondorf's Dark Wave.

0xC23C14 - 04002818 - Link looking to his hand in surprise to look at the Triforce of Courage

0xC23C1C - 04002848 - Link looking very pensive.

0xC23C24 - 04002850 - Link being taken aback (not entirely sure, maybe when you first enter Ganondorf's Chamber? Also possibly the Tower's Destruction)

0xC23C2C - 040034E0 - Link slowly turning nonchalantly.

0xC23C34 - 040034D8 - Link looking up to look at Navi as she's talking about not being kept back by Ganon

0xC23C3C - 040034C8 - Link moving to guard Zelda when a boom is heard in the Ganon Castle Ruins.

0xC23C44 - 04003470 - Link looking behind him quickly to see the flames rise blocking him off from Zelda.

0xC23C4C - 04003478 - Link quickly making an about face to watch Ganondorf rise.

0xC23C54 - 040034C0 - Link watching Ganondorf rise.

0xC23C5C - 04003480 - Link staring in abject terror as Ganondorf turns into Ganon

0xC23C64 - 04003490 - Link looking like he's getting ready to draw his sword in shock.

0xC23C6C - 04003488 - Link having the Master Sword knocked out of his hand.

0xC23C74 - 04003498 - Link watching the Master Sword fly.

0xC23C7C - 040034B0 - Link turning to face Ganon

 

0xC23C8C - 04003420 - I thought it may have been his idle animation where he swings his sword, but I saw no change when changed. I do not know where this instance is used then.

0xC23CA4 - 04003250 - Link wiping sweat off of his brow. These are Clearly idle animations. I do not know why they do nothing when changed though.

0xC23CB4 - 04002810 - Link being captured by Gerudo (Hylian as well?) Guards.

 

0xC23CBC - 04002838 - (Back to our regularly scheduled program?) Link receiving his sword after Ganon knocked it away.

0xC23CC4 - 04002CD0 - Link performing the finishing blows on Ganon.

0xC23CCC - 04002CD8 - Link pulling his sword back after stabbing Ganon.

0xC23CD4 - 04002868 - Link watching Zelda use her beam of light on Ganon.

0xC23CDC - 040027E8 - Link beginning to watch his sword glow.

0xC23CE4 - 040027F8 - Link watching his sword glow.

0xC23CEC - 04002800 - Link finishing watching his sword glow.

 

0xC23D8C - 04002730 - Link slowly looking around?

 

0xC23DC4 - 040030A8 - Link playing his Ocarina? (Not normal action)

 

0xC23E4C - 04002398 - Child Link wih his head turned, looking off into the distance?

 

0xC23E8C - 040027D0 - Link with his hands on the crystal containing Zelda?

0xC23E9C - 040027C8 - Link watching the crystal fade upwards?

0xC23EBC - 04002388 - Link looking back and forth, possibly as the Temple of Time begins to shake.

 

0xC23F04 - 04002450 - (Repeat?)

0xC23F0C - 04002448 - Link nonchalantly looking up at something.

0xC23F14 - 04002450 - (Repeat?)

 

0xC23F2C - 04003468 - Link just standing there normally. (Not normal action.)

0xC23F3C - 04003468 - (Repeat?)

 

0xC23F44 - 040027A0 - More of resisting Ganondorf's Dark Wave

0xC23F4C - 04002820 - Link looking at his hand as the Triforce of Courage glows.

0xC23F5C - 04002858 - Link looking at the crystal containing Zelda when he enters Ganondorf's Chamber.

0xC23F64 - 040034D0 - Link looking to his side calmly.

0xC23F6C - 040034F0 - Link looking up calmly.

0xC23F74 - 040034E8 - I want to say Link ready to fight Ganon.

0xC23F7C - 040034A8 - I only assume Link watching as the Master Sword flies from his grasp.

 

0xC23FB4 - 040034A0 - Link looking with a hesitance at Ganon.

 

0xC2400C - 04002870 - Link looking to his side.

0xC2401C - 04002808 - Link in a ready position of sorts (unsure where used)

0xC24024 - 04002450 - (Repeat?)

0xC24030 - 04002720 - Link Plunging the Master Sword back into the Pedestal

0xC24034 - 04002360 - Link Pulling the Master Sword from the Pedestal

 

0xC240A8 - 040034B8 - Adult Link staring at the Ocarina having learned a new song.

0xC240AC - 04003458 - Child Link staring at the Ocarina having learned a new song.

 

------------------------------------------------------------------------------------------------------------------

 

This in theory is the "end" of the animations since I have exhausted the path since from that point in Link's file it becomes something else entirely. Maybe some of his missing animations (idle animations, moving animations, various item animations) are stored elsewhere, I'll take a look and hopefully have luck finding them.

 

 

-------------------------------------------------------------------------------------------

 

Damage Identifiers

 

You're probably wondering to yourself "What's the point? Don't we already have this on the wiki?" And give me this link... http://wiki.spinout182.com/w/Zelda_64:_Damage_Charts

 

The simple answer is no. The wiki has Damage Charts but not the means to change how that item will effect all monsters globally.

 

This is for the more profound modder who wants to throw the player for a loop by changing Din's Fire for instance to the value of one of the unused magics, or for someone who wants to change the damage of slingshot/arrows without having to comb through every monster file.

 

So far I have only located the Items that are independent of Link (AKA have their own actor file) hopefully though soon I will find Link's damage identifiers which includes the Deku Stick and Megaton Hammer as far as C-Items go. 

 

 

 

 

Now this will be in a format that a lot of you may not be used to (heaven knows I wasn't before last night) but I managed to write up a tutorial on this fairly crucial piece of hacking knowledge that I did not know, for potential hackers down the line.

 

So first before all of that, the values first...

 

 

Damage Identifier

 

 

0094 ovl_Magic_Fire Din's Fire

 

ROM: 0xF39B7C (00020000) - The Damage Identifier of Din's Fire (In reference to the Damage Charts at http://wiki.spinout182.com/w/Zelda_64:_Damage_Charts)

---------------------------------------------

0056 ovl_MFire1 Deku Nut

 

ROM: 0xE54FD6 (00000001) - Something dealing with the effect of a Deku Nut? (Not a Damage Identifier)

ROM: 0xE54FFC (00000001) - Damage Identifier of Deku Nut 

-------------------------------------------------

0016 ovl_Arrow Arrow

 

ROM: 0xD6E46C (00000020) - Damage Identifier of Arrow

ROM: 0xD6E470 (00000800) - Damage Identifier of Fire Arrow

ROM: 0xD6E474 (00001000) - Damage Identifier of Ice Arrow

ROM: 0xD6E478 (00002000) - Damage Identifier of Light Arrow

ROM: 0xD6E47C (00010000) - Damage Identifier of Spirit Arrow

ROM: 0xD6E480 (00004000) - Damage Identifier of Wind Arrow

ROM: 0xD6E484 (00008000) - Damage Identifier of Shadow Arrow

ROM: 0xD6E488 (00000004) - Damage Identifier of Slingshot

----------------------------------------------------------------------------------

0032 ovl_En_Boom Boomerang

 

ROM: 0xD8228C (00000010) - Damage Identifier of Boomerang

---------------------------------------------------------------------------------

0010 ovl_En_Bom 

 

ROM: 0xD7CA90 (00000008) - Damage Identifier of Explosions

----------------------------------------------------------------------------------

0066 ovl_Arms_Hook

 

ROM: 0xC348DC (00000080) - Damage Identifier of Hookshot

-------------------------------------------------------------------------------

 

 

0057 ovl_En_M_Thunder Spin Attack

 

ROM: 0xE564BC (01000000) - Damage Identifier of Master Sword Blue Spin

ROM: 0xE564C0 (00400000) - Damage Identifier of Kokiri Sword Blue Spin

ROM: 0xE564C4 (00800000) - Damage Identifier of Biggoron/Giant's Knife Blue Spin

 

ROM: 0xE564C8 (08000000) - Damage Identifier of Master Sword Jump Attack/Fully Charged Spin

ROM: 0xE564CC (02000000) - Damage Identifier of Kokiri Sword Jump Attack/Fully Charged Spin (And Broken Giant's Knife Jump Attack?)

ROM: 0xE564D0 (04000000) - Damage Identifier of Biggoron/Giant's Knife Jump Attack/Fully Charged Spin

-------------------------------------------------------------------------------------

0000 ovl_player_actor

 

ROM: 0xC23328 (00000200) - Damage Identifier for Master Sword Swing

ROM: 0xC2332C (08000000) - Damage Identifier for Master Sword Jump Attack

 

ROM: 0xC23330 (00000100) - Damage Identifier for Kokiri Sword Attack (and likely the same for the Broken Giant's Knife)

ROM: 0xC23334 (02000000) - Damage Identifier for Kokiri Jump Attack (also seems Broken Giant's Knife jump Attack)

 

ROM: 0xC23338 (00000400) - Damage Identifier for Biggoron's Sword/Giant's Knife Attack

ROM: 0xC2333C (04000000) - Damage Identifier for Biggoron's Sword/Giant's Knife Jump Attack

--------------------------------------------------------------

There are several unused values in the damage charts that you can point either of the Jump Attack or Spin Attacks to separate them so one does not need to rely on the other.

 

 

ROM: 0xC23340 (00000002) - Damage Identifier for Deku Sticks

ROM: 0xC23344 (08000000) - Damage Identifier for Deku Stick Jump Attack (And Master Sword)

 

ROM: 0xC23348 (00000040) - Damage Identifier for Megaton Hammer Atttack

ROM: 0xC2334C (40000000) - Damage Identifier for Megaton Hammer Jump Attack

 

Now this does give us some great information. This tells us that things like the Jump Attacks and Spin Attacks are not set, but can be changed and altered. Therefore that ugly mishmash of one value sharing three different functions is no longer a necessity. This does mean however if you'd want to use one of the unused values you would have to comb through the enemy files for their damage charts.

 

But unless I unexpectedly come across the Light or Ice Magic I would say that is it it. Looks like this venture has been a great success! Every known Damage Identifier has now been mapped and can be easily modded.

 

 

 

 

 

 

Now here is the list on what you would change these to reach the desired effect...

 

 

1F - 80000000 ?

1E - 40000000 (Hammer Jump Attack)

1D - 20000000 ? 

1C - 10000000 ?

1B - 08000000 (Master Sword Jump Attack/Fully Charged Spin)

1A - 04000000 (Biggoron's Sword Jump Attack/Fully Charged Spin)

19 - 02000000 (Broken Giant Knife's Jump Attack)

18 - 01000000 (Master Sword Blue Spin Attack)

17 - 00800000 (Biggoron's Sword Blue Spin Attack)

16 - 00400000 (Kokiri Sword Blue Spin Attack)

15 - 00200000 ?

14 - 00100000 ?

13 - 00080000 (Light Magic)

12 - 00040000 (Ice Magic)

11 - 00020000 (Din's Fire)/

10 - 00010000 (Shadow Arrows)/

0F - 00008000 (Spirit Arrows)/

0E - 00004000 (Wind Arrows)/

0D - 00002000 (Light Arrows)/

0C - 00001000 (Ice Arrows)/

0B - 00000800 (Fire Arrows)/

0A - 00000400 (Biggoron Sword Attack)

09 - 00000200 (Kokiri Spin/Jump Attack/Master Sword Swing)

08 - 00000100 (Kokiri Sword Attack)

07 - 00000080 (Hookshot)/

06 - 00000040 (Normal Hammer Swing)

05 - 00000020 (Arrows)/

04 - 00000010 (Boomerang)/

03 - 00000008 (Explosions)/

02 - 00000004 (Slingshot)/

01 - 00000002 (Deku Sticks)

00 - 00000001 (Deku Nut) /

 

 

To make sense of this list and how it works, please refer to the tutorial below.

 

 

First - What is a damage identifier? A Damage Identifier is the pointer to the value in damage charts. Through these pointers the game doesn't have to use extraneous coding for each instance of a damage chart and simplifies the matter for them. 

 

For instance in a damage chart Din's Fire is located...

 

Like Like ©

00 F2 F1 F2 10 F2 F2 10 F1 F2 F4 24 34 BF D4 CF

EF (24*) 33 4A 00 00 F1 F4 F2 F2 F8 F4 EA 00 00 00 - There, the 24 with the star next to it. It is therefore Identifier 11 in Hex.

 

 

Damage Identifiers in Zelda 64 are an interesting matter. They are listed in what seems to be plain bytes at first with, in this instance Din's Fire being Byte 11. However it's not as simple as it looks. There is an instruction found at RAM  0x62060 which is likely used for many other things which takes a raw value 00020000 and translates it into 11, how is this done? 

 

Well it runs it through a Break if Not Equal at 0x6206C, which always matches a value of 0000001 against it. When the value is not matched it is sent back to 0x62060 which is a Break If Equal instruction, where it will run through this pattern until it reaches the 01, this is done by each cycle reducing the amount in 00020000 in a bit sequence (meaning the valid values are 0,1,2,4,8 for each bit)

 

So it turns out that after 11 (in hex) cycles of this I found that the value that started as 00020000 had become a 00000001. Once it reaches this value the instructions proceed unobstructed from there. This is how damage identifiers and probably a lot of data is written. Knowing this now I placed a breakpoint on 0x6205C (the address before the cycling process) and noticed that instead of the register that held 00020000 (A0 for reference) I saw an address. 

 

This may mean that you can find the location of what is going to be there by following the value in A0 by breakpointing on 0x6205C, I followed that address and found where the value originated. The very temporal file of Din's Fire. 

 

In this case Din's Fire Damage Identifier Byte was 00020000 because it is 11 cycles in hex before it reaches its goal. I searched ovl_Magic_Fire (Din's Fire file name) and found a 00020000 which matched up mostly with the data I saw in memory. Changed it in ROM and changed the damage byte.

 

To any prospective hackers, keep in mind that what you may be looking for could possibly not just be a set value. A simple 11 or 61 may not be as simple as that to access, but instead may take a completely different form than you were expecting. I came into this expecting to find a blatant 0011 and be done with it, I know now that it will not always be that simple.

  • Like 5
Link to comment
Share on other sites

Glad to hear they might be useful to a couple of you, well here is the next update. Here is Defense/Long-Range Weapons/Pain Animations. It seems that only attack animations specifically were given hit detection so everything should be in 4 bytes unless we run into those rare dual-animation... animations.

 

 

-------------------------------------------------------------------------------------
 
Defense Animations
 
0xC23240 - 04040800 - No idea. Does not seem to correspond to anything sensible.
 
0xC23244 - 040025C0 - Standing still while holding out shield in front of Link.
0xC23248 - 040025C8 - Standing still while holding out Sword in front of Link. (Two Handed)
 
0xC2324C - 04002580 - Shield Stance while moving forwards or backwards.
0xC23250 - 04002588 - Defense Stance while moving forwards of backwards. (Two Handed)
 
0xC23254 - 04002510 - Animation when a blow is deflected off the shield while moving forward of backward.
0xC23258 - 04002518 - Animation when a blow is struck while moving forward or backward in a defensive stance (Two Handed)
 
0xC2325C - 04002510 - Animation when a blow is deflected off the shield while moving side to side.
34F560 - 04002520 - Animation when a blow is struck while moving side to side in a defensive stance. (Two Handed)
 
0xC23264 - 04002EC0 - ?? The Animation looks like a lightly modified shield block, and I cannot get it to activate.
0xC23268 - 04002A08 - As above except Two Handed.
 
Long Range Weapon Animations
 
0xC2326C - 040026F0 - ?? Appears to be the Bow animation but does not correspond with the Bow at all. I'm at a loss for what this may be. If they are actually used it would only be for an instant.
 
0xC23270 - 04002CC8 - ?? Appears to be the Hookshot animation but does not correspond with it at all. Another loss. If used it is only for an instant.
 
0xC23274 - 040026C0 - Bow Animation when trying to aim it. (As below!)
 
0xC23278 - 04002CC0 - Hookshot Animation when trying to aim it (Change it for impossible to aim results!)
 
---------------------------------------------------------
 
Pain Animations
 
 
0xC23350 - 04002F80 - A slight pain animation, used when enemies deal 1/4 of a heart to Link (without special effect).
0xC23354 - 04002F78 - A slight pain animation, used when enemies deal 1/4 of a heart to Link (Only When Z-Targeting)
0xC23358 - 04002DE0 - ?? It seems very similar to above, but I couldn't find an instance where it occurs.
0xC2335C - 04002DD8 - ?? As above, I tried to be struck by nearly every foe in Hyrule and I could not locate this either.
 
0xC23360 - 04002F70 - Taken aback, used when enemies deal presumably larger than 1/4 heart to Link. (Without special effects)
0xC23364 - 04002528 - A recoiling blow, used when enemies deal presumably larger than 1/4 heart to Link (Only When Z-Targeting)
 
0xC23368 - 04002DC8 - Looks to be used for Bomb Explosions striking Link, may also have more applications.
0xC2336C - 040024F0 - A strong recoil, I have not been able to locate where it is used.
 
When it comes to the pain animations you can feel free to change any of the ones I didn't find because I am sure that they are used, but I must not have been approaching enemies in the right way or something.
  • Like 1
Link to comment
Share on other sites

That's neat to know Jason777 however without knowing what you're changing it's still a guessing game, not to mention that's rather advanced stuff. I can't see many people willing to go in there and poke around without a clear idea of what they're changing, there's no list present there unlike the one the wiki has for Link's in-game hex animations.

 

Though this does lead me to question... are you able to place other animation banks within these files? And if so will the game actually pick them up or will it just freeze?

Link to comment
Share on other sites

I've changed animations for his sword attacks before. Like for example the animation for the final attack against gannon for the big spin. I changed the big spin to the biggoron sword big spin because the final attack against gannon animation took too long, and it didn't do any further damage to enemies after the first two seconds.

Link to comment
Share on other sites

I've changed animations for his sword attacks before. Like for example the animation for the final attack against gannon for the big spin. I changed the big spin to the biggoron sword big spin because the final attack against gannon animation took too long, and it didn't do any further damage to enemies after the first two seconds.

GANNON-BANNED!

Link to comment
Share on other sites

 

I've changed animations for his sword attacks before. Like for example the animation for the final attack against gannon for the big spin. I changed the big spin to the biggoron sword big spin because the final attack against gannon animation took too long, and it didn't do any further damage to enemies after the first two seconds.

GANNON-BANNED!

 

Ganon* my bad :P

  • Like 1
Link to comment
Share on other sites

The first post has been updated with a slew of new animations, but more importantly information on Damage Identifiers! I will repaste what I put into that post on Damage Identifiers so people can just skip to this post if that's all they happen to care about.

 

 

Damage Identifiers
 
You're probably wondering to yourself "What's the point? Don't we already have this on the wiki?" And give me this link... http://wiki.spinout1...:_Damage_Charts
 
The simple answer is no. The wiki has Damage Charts but not the means to change how that item will effect all monsters globally.
 
This is for the more profound modder who wants to throw the player for a loop by changing Din's Fire for instance to the value of one of the unused magics, or for someone who wants to change the damage of slingshot/arrows without having to comb through every monster file.
 
So far I have only located the Items that are independent of Link (AKA have their own actor file) hopefully though soon I will find Link's damage identifiers which includes the Deku Stick and Megaton Hammer as far as C-Items go. 
 
 
 
Now this will be in a format that a lot of you may not be used to (heaven knows I wasn't before last night) but I managed to write up a tutorial on this fairly crucial piece of hacking knowledge that I did not know, for potential hackers down the line.
 
So first before all of that, the values first...
 
Damage Identifier
 
 
0094 ovl_Magic_Fire Din's Fire
 
ROM: 0xF39B7C (00020000) - The Damage Identifier of Din's Fire (In reference to the Damage Charts at http://wiki.spinout1...:_Damage_Charts)
---------------------------------------------
0056 ovl_MFire1 Deku Nut
 
ROM: 0xE54FD6 (00000001) - Something dealing with the effect of a Deku Nut? (Not a Damage Identifier)
ROM: 0xE54FFC (00000001) - Damage Identifier of Deku Nut 
-------------------------------------------------
0016 ovl_Arrow Arrow
 
ROM: 0xD6E46C (00000020) - Damage Identifier of Arrow
ROM: 0xD6E470 (00000800) - Damage Identifier of Fire Arrow
ROM: 0xD6E474 (00001000) - Damage Identifier of Ice Arrow
ROM: 0xD6E478 (00002000) - Damage Identifier of Light Arrow
ROM: 0xD6E47C (00010000) - Damage Identifier of Spirit Arrow
ROM: 0xD6E480 (00004000) - Damage Identifier of Wind Arrow
ROM: 0xD6E484 (00008000) - Damage Identifier of Shadow Arrow
ROM: 0xD6E488 (00000004) - Damage Identifier of Slingshot
----------------------------------------------------------------------------------
0032 ovl_En_Boom Boomerang
 
ROM: 0xD8228C (00000010) - Damage Identifier of Boomerang
---------------------------------------------------------------------------------
0010 ovl_En_Bom 
 
ROM: 0xD7CA90 (00000008) - Damage Identifier of Explosions
----------------------------------------------------------------------------------
0066 ovl_Arms_Hook
 
ROM: 0xC348DC (00000080) - Damage Identifier of Hookshot
-------------------------------------------------------------------------------
 
 
Now here is the list on what you would change these to reach the desired effect...
 
1F - 80000000 ?
1E - 40000000 (Hammer Jump Attack)
1D - 20000000 ? 
1C - 10000000 ?
1B - 08000000 (Master Sword Jump Attack/Fully Charged Spin)
1A - 04000000 (Biggoron's Sword Jump Attack/Fully Charged Spin)
19 - 02000000 (Broken Giant Knife's Jump Attack)
18 - 01000000 (Master Sword Blue Spin Attack)
17 - 00800000 (Biggoron's Sword Blue Spin Attack)
16 - 00400000 (Kokiri Sword Blue Spin Attack)
15 - 00200000 ?
14 - 00100000 ?
13 - 00080000 (Light Magic)
12 - 00040000 (Ice Magic)
11 - 00020000 (Din's Fire)/
10 - 00010000 (Shadow Arrows)/
0F - 00008000 (Spirit Arrows)/
0E - 00004000 (Wind Arrows)/
0D - 00002000 (Light Arrows)/
0C - 00001000 (Ice Arrows)/
0B - 00000800 (Fire Arrows)/
0A - 00000400 (Biggoron Sword Attack)
09 - 00000200 (Kokiri Spin/Jump Attack/Master Sword Swing)
08 - 00000100 (Kokiri Sword Attack)
07 - 00000080 (Hookshot)/
06 - 00000040 (Normal Hammer Swing)
05 - 00000020 (Arrows)/
04 - 00000010 (Boomerang)/
03 - 00000008 (Explosions)/
02 - 00000004 (Slingshot)/
01 - 00000002 (Deku Sticks)
00 - 00000001 (Deku Nut) /
 
To make sense of this list and how it works, please refer to the tutorial below.
 
 
First - What is a damage identifier? A Damage Identifier is the pointer to the value in damage charts. Through these pointers the game doesn't have to use extraneous coding for each instance of a damage chart and simplifies the matter for them. 
 
For instance in a damage chart Din's Fire is located...
 
Like Like ©00 F2 F1 F2 10 F2 F2 10 F1 F2 F4 24 34 BF D4 CFEF (24*) 33 4A 00 00 F1 F4 F2 F2 F8 F4 EA 00 00 00 - There, the 24 with the star next to it. It is therefore Identifier 11 in Hex.
 
Damage Identifiers in Zelda 64 are an interesting matter. They are listed in what seems to be plain bytes at first with, in this instance Din's Fire being Byte 11. However it's not as simple as it looks. There is an instruction found at RAM  0x62060 which is likely used for many other things which takes a raw value 00020000 and translates it into 11, how is this done? 
 
Well it runs it through a Break if Not Equal at 0x6206C, which always matches a value of 0000001 against it. When the value is not matched it is sent back to 0x62060 which is a Break If Equal instruction, where it will run through this pattern until it reaches the 01, this is done by each cycle reducing the amount in 00020000 in a bit sequence (meaning the valid values are 0,1,2,4,8 for each bit)
 
So it turns out that after 11 (in hex) cycles of this I found that the value that started as 00020000 had become a 00000001. Once it reaches this value the instructions proceed unobstructed from there. This is how damage identifiers and probably a lot of data is written. Knowing this now I placed a breakpoint on 0x6205C (the address before the cycling process) and noticed that instead of the register that held 00020000 (A0 for reference) I saw an address. 
 
This may mean that you can find the location of what is going to be there by following the value in A0 by breakpointing on 0x6205C, I followed that address and found where the value originated. The very temporal file of Din's Fire. 
 
In this case Din's Fire Damage Identifier Byte was 00020000 because it is 11 cycles in hex before it reaches its goal. I searched ovl_Magic_Fire (Din's Fire file name) and found a 00020000 which matched up mostly with the data I saw in memory. Changed it in ROM and changed the damage byte.
 
To any prospective hackers, keep in mind that what you may be looking for could possibly not just be a set value. A simple 11 or 61 may not be as simple as that to access, but instead may take a completely different form than you were expecting. I came into this expecting to find a blatant 0011 and be done with it, I know now that it will not always be that simple.
Link to comment
Share on other sites

That's pretty interesting, I know that 0x0A is also where an actor's health is in their actor address, there is another byte somewhere else that has something to do with the amount of damage an enemy can take.. I think, not so sure about that last part.. I think that even if you change two different actor's health at 0A (which is 10 for those who don't know) to another value like 3A (58) that even though you changed the two different actors health from 0A to 3A that they will not have the same health because of that other value having to do with health. You are merely multpling, or dividing health from an already set health value when changing 0A.

So when changing 0A (10) to 4B (75) you have only mutliplied the amount of damage it already took to kill the enemy by 7.5

10 x 7.5 = 75

10 being a percentage of a whole other number somewhere in the actor's file?

Am I right about the other health value? I guess you could say the other value would be the value set to check at what damage the enemy dies.. dunno I remember reading about it in a post by Jason777, I just don't think I know if I knew everything he was talking about for sure. I would have to go back and read the post again.

 

If anyone is looking to edit health, or damage values then you will need to look at this list

http://en.wikipedia.org/wiki/Windows-1252

Link to comment
Share on other sites

It has been a long time since Sakura taught me how to find enemy HP and the enemies HP list was compiled as a result, but as I recall it is like that for certain foes. As I believe that Stalfos has a base 08 HP (or is that 0A?) with little surrounding it that's odd. But I do know that some of the bosses have really strange values and as I recall some are missing values. However you may be confusing Register A0 for 0x0A in this case. It's a little unclear...

 

But Update!

 

I managed to locate the sword attacks and the spin attacks and there's some really good news in here!

 

 

 
0057 ovl_En_M_Thunder Spin Attack
 
ROM: 0xE564BC (01000000) - Damage Identifier of Master Sword Blue Spin
ROM: 0xE564C0 (00400000) - Damage Identifier of Kokiri Sword Blue Spin
ROM: 0xE564C4 (00800000) - Damage Identifier of Biggoron/Giant's Knife Blue Spin
 
ROM: 0xE564C8 (08000000) - Damage Identifier of Master Sword Jump Attack/Fully Charged Spin
ROM: 0xE564CC (02000000) - Damage Identifier of Kokiri Sword Jump Attack/Fully Charged Spin (And Broken Giant's Knife Jump Attack?)
ROM: 0xE564D0 (04000000) - Damage Identifier of Biggoron/Giant's Knife Jump Attack/Fully Charged Spin
 
0000 ovl_player_actor
 
ROM: 0xC23328 (00000200) - Damage Identifier for Master Sword Swing
ROM: 0xC2332C (08000000) - Damage Identifier for Master Sword Jump Attack
 
ROM: 0xC23330 (00000100) - Damage Identifier for Kokiri Sword Attack (and likely the same for the Broken Giant's Knife)
ROM: 0xC23334 (02000000) - Damage Identifier for Kokiri Jump Attack (also seems Broken Giant's Knife jump Attack)
 
ROM: 0xC23338 (00000400) - Damage Identifier for Biggoron's Sword/Giant's Knife Attack
ROM: 0xC2333C (04000000) - Damage Identifier for Biggoron's Sword/Giant's Knife Jump Attack
 
There are several unused values in the damage charts that you can point either of the Jump Attack or Spin Attacks to separate them so one does not need to rely on the other.
 
All that remains now is to find the Deku Stick and Megaton Hammer's damage identifiers and that would be all (known) damage identifiers!
 
 
EDIT: They were right next to the other damage identifiers in Link's file how embarassing, haha!
 
ROM: 0xC23340 (00000002) - Damage Identifier for Deku Sticks
ROM: 0xC23344 (08000000) - Damage Identifier for Deku Stick Jump Attack (And Master Sword)
 
ROM: 0xC23348 (00000040) - Damage Identifier for Megaton Hammer Atttack
ROM: 0xC2334C (40000000) - Damage Identifier for Megaton Hammer Jump Attack
 
Now this does give us some great information. This tells us that things like the Jump Attacks and Spin Attacks are not set, but can be changed and altered. Therefore that ugly mishmash of one value sharing three different functions is no longer a necessity. This does mean however if you'd want to use one of the unused values you would have to comb through the enemy files for their damage charts.
 
But unless I unexpectedly come across the Light or Ice Magic, I'd say this venture has been a great success! Every known Damage Identifier has now been mapped and can be easily modded.
Link to comment
Share on other sites

I never really knew there was a difference between 0A and 0x0A lol.. I figured it was just a different way of writing it out.. is 0x0A an offset? Never really watched a tutorial on hexing I just kinda figured stuff out after people tried to tell me, keyword "tried" I still got thrown off by simple stuff I should have just seen and connected the dots on how it worked. Like when looking up an offset I was confussed because the end number or something of the offset would be 6 and when I looked it up in the hex editor the end number was 0.. I guess I was just lacking on sleep, or I would have know 6 was the byte in the offset.

Link to comment
Share on other sites

Ah, I should be a bit clearer. The A0 is a Register which holds data to be put in other places. If you open Nemu and go to Registers you can see where all of the in-action data for that very instant is being held. A0 is the name of a register in this case. Not 0x0A. Since... well that's a 0x0A and not a 0xA0, but also it is not a hex number in this case but just a label for a register which is currently holding data to dispense elsewhere.

Link to comment
Share on other sites

Ohh I see. I think you were right about the stalfos I can't say for sure because I don't know what he is labled in the actor list. As soon as I searched up "stal" the search seen nothing in the page that matched. I do know that the bytes for other actors seem to be only even numbers

A Ghoma larva's health is 02

dead hands 14

Iron Knuckles health 1E

Like Like's 04

Peehat's 06

Ganondorf's 28

and ect.. the numbers the values equal out to be are all even numbers

Link to comment
Share on other sites

Those values all look right. Two normal attacks and, one jump attack to kill a Ghoma Larva, 4 normal attacks with the Kokiri Sword to kill a Like-Like... To my knowledge all of those values are right. The file name of the Stalfos is Test, likely because it was the actor created alongside Link.

Link to comment
Share on other sites

Alright, well this is where what I was talking about before should be considered because Queen Gohma's health is listed as 0A

E6 0A 00 6C 24 0F 00 0A 24 18 00 FF A2 0F 00 AF

 

and a Stalfoe's is also 0A

24 19 00 FF 0A 08 00 40 24 09 00 04 24 0A 00 02

Link to comment
Share on other sites

In this thread look at what Jason777 was talking about... maybe it has something to do with it? https://www.the-gcn.com/topic/1932-romram-documentationhelp/

 

Also this is how to find the 0A health value for Queen Gohma

https://www.the-gcn.com/topic/2343-help-editing-gohma/

 

I couldn't use the same method to find a regular Dodongo's health as used in there.. I think you may only be able to search up Gohma's health that way. I'm no pro so I wouldn't say that for sure... I will go back and see if I did something wrong when searching.

 

Edited:

I should also say that here is a list of health values for enemies.

http://glitchkill.proboards.com/index.cgi?action=display&board=ootmod&thread=4766&page=1#42781

 

and here for mostly Queen Gohma's speed values

http://glitchkill.proboards.com/index.cgi?board=ootmod&action=display&thread=4766&page=5

 

Edited.. again:

I was wrong.. or I think I was.. I just had to click next a few more times to find the dodongos health when searching for 175

Not sure because this is what I was looking at for Queen Gohma

        li              t7,10	li              t8,255	sb              t7,175(s0)	sb              t8,174(s0)	addiu           a1,s0,1980	sw              a1,68($sp)

And here is what I was looking at for Dodongo's

        li              t5,4	li              t6,254	addiu           t7,t7,%lo(data_809FA9DC)	sb              t5,175(s0)	sb              t6,174(s0)	sw              t7,152(s0)
Link to comment
Share on other sites

Hmm, doesn't Queen Ghoma have 10 HP? As I recall it does take three Jump Attack Deku Sticks to take her out if I'm not mistaken. 

 

EDIT: Did not notice new posts since I started the post before I took a break to eat, haha. 

 

Thanks Airikita. Mapping and Listing have always been my strengths (as much as that can count for a strength). I always want to assure that people have more freedom to make the game their own.

 

Interesting information there Heavy1930, seems my original HP value document from years ago was lost to time and had to be rebuilt, ah well. 

 

II cannot say why some enemies store HP different from other enemies, but it does make looking for their value tricky at times.

Link to comment
Share on other sites

 Share

×
×
  • Create New...

Important Information

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