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Airikita's Animation Notes


Airikita
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Saria

 

object_sa:
---------------------------
(called in ovl_En_Sa)
---------------------------
0x7B80  = Saria's Ocarina and hand
0xB1A0  = Saria's limb heiarchy
0xE908  = When Saria raises her arm (before waving to Link)
0xF1D4  = Saria waving her arm/hand to Link
0xEBB0  = Saria running
0x21D8  = Saria standing casually
0x1186C = Saria moving her hand out (before)
0x13008 = Saria holding her hand out (after)
0x15220 = Saria holding her hands to her face, giggling
0x11580 = Saria standing moving arms crossed behind her back, casually (before)
0x12100 = Saria standing with crossed behind her back, casually (after)

0x1D50  = Saria sitting while playing the Ocarina
0x10C44 = Saria turning around?
0xBAEC  = Saria sitting while playing the Ocarina (alternate)
0xC500  = Saria putting down her Ocarina
0x1D50  = Saria sitting while playing the Ocarina (again?)
0xCFD8  = Saria sitting, nodding after Link learns a song
0xD7E8  = Saria sitting bringing the Ocarina to her mouth
0x1291C = Saria putting her hand to her face, then moving it away
0x11C38 = Saria putting her hands on her hips (before)
0x14470 = Saria with her hands on her hips (after)
0x14850 = Saria leaning forward?
-------------------------------
(called in ovl_Demo_Sa)
-------------------------------
0x1334  = Saria hands on chest, then raising her arms up (when sealing Ganon/Ganondorf?)
0xDF80  = Saria raising her arms up (medallion cutscene) (before)
0xE500  = Saria holding her arms up (medallion cutscene) (after)
0xFFD4  = Saria sitting in mid air (when on Darunia in credits)
0xF580  = Saria sitting in mid air, looking down (when on Darunia in credits) (before)
0xFCE0  = Saria sitting in mid air, looking down then back up (when on Darunia in credits) (after)
0x1113C = Saria standing with her hand on something (leaving Kokiri Forest cutscene)
0x140BC = Saria holding Ocarina to her chest
0x135EC = Saria holding out Ocarina moving away from her chest
0x13CD8 = Saria holding out Ocarina (giving it to Link)

 

 

====================================================================

Shiek

 

object_xc:
---------------------------
(called in ovl_En_Xc)
---------------------------
0x4828  = Shiek standing casually
0x35C8  = Shiek playing the harp, swaying
0x289C  = Shiek playing the harp, swaying (alternate)
0x4570  = Shiek playing the harp, standing
0x0B6C  = Shiek playing the harp, swaying (alternate, back)
0x1A08  = Shiek raising elbows back, looking to his left
0x1D14  = Shiek holding hand infront of face (Triforce pose)
0x13AA4 = Shiek standing with arms crossed
0x177F8 = Shiek playing the harp, standing (alternate, tiny notes)
0x12FD0 = Shiek walking
0x17C54 = Sheik moving hand to harp (then bends backwards like a rockstar?)
0x169E8 = Sheik being lifted into the air (Kakariko scene)
0x149E4 = Sheik falling to the ground face-first (Kakariko scene)
0x1C0E8 = Sheik landing on feet from the sky
0x1B19C = Sheik reaching for his ass (to grab harp)
0x19598 = Sheik throwing a nut
0x19C30 = Shiek kneeling looking down (Kakariko scene)
0x1A048 = Shiek burried in the ground with legs sticking up (unknown use)
0x18B00 = Shiek raising arms in a fighter stance
0x19F78 = Sheik laying on the ground raising hand to Link (Kakariko scene)

0x11150 = Shiek's harp and hand
0x11620 = Shiek's bandage'd hand (for the Triforce or Deku Nut?)
0x12970 = Shiek's Triforce symbol
0x12AF0 = Shiek's model heiarchy

0x58C0 = (texture?)
0x4CC0 = (texture?)
0x50C0 = (texture?)
0x54C0 = (texture?)

 

 

====================================================================

Ganondorf

 

object_ganon_anime2:
-----------------------------------
(called in ovl_Boss_Ganon)
-----------------------------------
0x5FFC  = playing the piano animation
0x4F64  = head down staring at piano animation (???)
0x6AF4  = head down staring at piano animation
0x4304  = Straightens back while laughing (facing Piano)
0x89F8  = Standing straight after laughing
0x1F58  = Pushes cape back (like a bawss) and turns to face Link
0x3018  = Facing Link after pushing cape away
0x7268  = Brings arm/hand up for Triforce/energy wave
0x7A64  = Holding arm up w/ Triforce during energy scene
0xEA00  = Grasping his neck after hp is 0 (GRUHHHHGGGLUH)
0xF19C  = Lurched over in pain/agony (gasping for air)
0xB668  = Pukes/barfs
0xBE38  = Shocked face after puking
0x10298 = Lurches and stands up to explode (RRRAAAHHHH)
0x10514 = Arms up, exploding in bursts of light
0xADDC  = Falls to knees after defeat, then laying on the ground

 

object_ganon_anime1:
-----------------------------------
(called in ovl_Boss_Ganon)
-----------------------------------
0x2D2C = Ganondorf punching the ground
0x343C = Ganondorf recovering from punching

0x1B0C = Ganondorf raising arms to change multi-orb attack
0x1FF8 = Ganondorf with arms up gathering energy
0x0540 = Ganondorf, arms in, readying to throw multi-energy blast
0x0FE8 = Ganondorf throwing multiple orbs
0x1440 = Returning to floating after throwing multiple orbs

0xAA24 = Raises hand to charge single orb
0x738C = Throwing one orb
0xB4AC = Blocking orb with cape (when Link hits it back)
0xBC28 = Blocking orb with cape (when Link hits it back) (alternate)
0x8128 = Recoil when struck by his own orb (before)
0x8F44 = Moves arms to crossed  after being zapped by orb (after)
0x8A88 = Holding arms crossed (floating)

0x4884 = Recoil when struck by Light Arrow
0x4DA8 = Zapped by Light Arrow blast (before)
0x3D40 = Flailing after blasted by Light Arrow (after)
0x63CC = Flailing after blasted by Light Arrow, falling down (after)
0x69A0 = Kneeling down after blasted by Light Arrow on the floor
0x58C4 = Hunched over on ground, gasping for air (after Light Arrow)
0x6028 = Standing up, back to floating, shaking off Light Arrow energy

0x9D5C = Puts cape up if Link shoots an arrow unstunned (before)
0xA598 = Returns to floating (throwing arms back) after shooting with arrow unstunned (after)
0x96B0 = While on ground: recoil when hit by Link's sword

0x9A14 = Returns to floating pose (shaking off electricity) (before)
0x9A20 = Floating with hand on hip (after)

 

 

====================================================================

Child Ruto

 

object_ru1:
-------------
(Child Ruto)
-------------
0x690   = Ruto with arms behind back facing Link
0xE54   = Ruto standing with hands on her hips (in warp portal)
0x1488  = Ruto (in warp portal) moving her legs, crossing her legs, floating
0x2058  = Ruto (floating) with her legs crossed, waving hand at Link
0x2990  = Ruto (floating) uncrossing legs before teleporting

0x3784  = Ruto raising her arms up (Zora's saphire?)
0x3608  = Ruto holding her arms up (Zora's Saphire?)
0x2EC0  = Ruto putting her arms down from holding them up

0x97B8  = Ruto standing casually
0x4074  = Ruto turning around 180 degrees from facing Link
0x78E4  = Ruto walking

0x7534  = Ruto lowering herself to sitting position (before)
0x6B9C  = Ruto sitting in lotus position on the floor (after)
0x4350  = Ruto flailing on her back
0x4648  = Ruto flailing on her back (pointing at Zora's saphire scene)
0x63F4  = Ruto Running to Zora's Saphire and picking it up
0x4BF0  = Ruto recoiling (when platform shifts before rising)

0x9060  = Ruto's head popping out of the water during ZS cutscene
0x13A64 = Ruto floating in water (ZS cutscene)
0x8AA8  = Ruto flipping underwater (ZS cutscene)
0x12E94 = Ruto kicking/swimming on her back (underwater) during ZS cutscene
0x8100  = Ruto rolling forward after swimming backwards to give ZS
 

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Way to contribute to the community, comrade. Mapping even a few actors will be of much avail to new(ish/er) modders and hackers in the community. Perhaps you should also demonstrate as to how you go about locating such offsets via a YouTube video. I would, but I'm only productive at night, and I'm sure no one wants to listen to a rambling drunken guy.

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I am aware. I meant in relation to elaborating how general MIPS works like through this or some source of the such with source files: http://spinout182.com/mqd/

 

You know, general understanding of reverse engineering Ocarina of Time and Majora's Mask with mips rather than hexadecimal. One thing I have noticed in the Nintendo 64 hacking scene, the mass majority of individuals are bad motherf--ers who hack and/or modify roms in, as stated above, hexadecimal which I personally find more difficult than working with any given assembly language. Makes more sense to me I suppose. The general concept of hex is more simplified while it may be harder to get the general picture of low-level languages (with no prior programming) but progressively makes more sense at a rather quick rate. I'm sure my buddy Jason777 can vouch for me on that.

 

Sorry, getting off-topic in your own thread, lol. Just is an exceptionally good proposition.

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I look at both. Hex or ASM alone will tell you nothing if you don't know what the commands look like in hex when you do a search for things. Reading zobj data is showing be a lot of things too, so it's not pure MIPS and hex, it's a mixture. Although data is best viewed in hex.

 

I learned to spot different commands that I need in hex when I do changes.

 

EDIT:

 

 

 

 

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