Airikita Posted February 1, 2014 Share Posted February 1, 2014 Saria object_sa:---------------------------(called in ovl_En_Sa)---------------------------0x7B80 = Saria's Ocarina and hand0xB1A0 = Saria's limb heiarchy0xE908 = When Saria raises her arm (before waving to Link)0xF1D4 = Saria waving her arm/hand to Link0xEBB0 = Saria running0x21D8 = Saria standing casually0x1186C = Saria moving her hand out (before)0x13008 = Saria holding her hand out (after)0x15220 = Saria holding her hands to her face, giggling0x11580 = 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 Ocarina0x10C44 = Saria turning around?0xBAEC = Saria sitting while playing the Ocarina (alternate)0xC500 = Saria putting down her Ocarina0x1D50 = Saria sitting while playing the Ocarina (again?)0xCFD8 = Saria sitting, nodding after Link learns a song0xD7E8 = Saria sitting bringing the Ocarina to her mouth0x1291C = Saria putting her hand to her face, then moving it away0x11C38 = 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 chest0x135EC = Saria holding out Ocarina moving away from her chest0x13CD8 = Saria holding out Ocarina (giving it to Link) ==================================================================== Shiek object_xc:---------------------------(called in ovl_En_Xc)---------------------------0x4828 = Shiek standing casually0x35C8 = Shiek playing the harp, swaying0x289C = Shiek playing the harp, swaying (alternate)0x4570 = Shiek playing the harp, standing0x0B6C = Shiek playing the harp, swaying (alternate, back)0x1A08 = Shiek raising elbows back, looking to his left0x1D14 = Shiek holding hand infront of face (Triforce pose)0x13AA4 = Shiek standing with arms crossed0x177F8 = Shiek playing the harp, standing (alternate, tiny notes)0x12FD0 = Shiek walking0x17C54 = 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 sky0x1B19C = Sheik reaching for his ass (to grab harp)0x19598 = Sheik throwing a nut0x19C30 = 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 stance0x19F78 = Sheik laying on the ground raising hand to Link (Kakariko scene)0x11150 = Shiek's harp and hand0x11620 = Shiek's bandage'd hand (for the Triforce or Deku Nut?)0x12970 = Shiek's Triforce symbol0x12AF0 = Shiek's model heiarchy0x58C0 = (texture?)0x4CC0 = (texture?)0x50C0 = (texture?)0x54C0 = (texture?) ==================================================================== Ganondorf object_ganon_anime2:-----------------------------------(called in ovl_Boss_Ganon)-----------------------------------0x5FFC = playing the piano animation0x4F64 = head down staring at piano animation (???)0x6AF4 = head down staring at piano animation0x4304 = Straightens back while laughing (facing Piano)0x89F8 = Standing straight after laughing0x1F58 = Pushes cape back (like a bawss) and turns to face Link0x3018 = Facing Link after pushing cape away0x7268 = Brings arm/hand up for Triforce/energy wave0x7A64 = Holding arm up w/ Triforce during energy scene0xEA00 = Grasping his neck after hp is 0 (GRUHHHHGGGLUH)0xF19C = Lurched over in pain/agony (gasping for air)0xB668 = Pukes/barfs0xBE38 = Shocked face after puking0x10298 = Lurches and stands up to explode (RRRAAAHHHH)0x10514 = Arms up, exploding in bursts of light0xADDC = Falls to knees after defeat, then laying on the ground object_ganon_anime1:-----------------------------------(called in ovl_Boss_Ganon)-----------------------------------0x2D2C = Ganondorf punching the ground0x343C = Ganondorf recovering from punching0x1B0C = Ganondorf raising arms to change multi-orb attack0x1FF8 = Ganondorf with arms up gathering energy0x0540 = Ganondorf, arms in, readying to throw multi-energy blast0x0FE8 = Ganondorf throwing multiple orbs0x1440 = Returning to floating after throwing multiple orbs0xAA24 = Raises hand to charge single orb0x738C = Throwing one orb0xB4AC = 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 Arrow0x4DA8 = 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 floor0x58C4 = Hunched over on ground, gasping for air (after Light Arrow)0x6028 = Standing up, back to floating, shaking off Light Arrow energy0x9D5C = 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 sword0x9A14 = 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 Link0xE54 = Ruto standing with hands on her hips (in warp portal)0x1488 = Ruto (in warp portal) moving her legs, crossing her legs, floating0x2058 = Ruto (floating) with her legs crossed, waving hand at Link0x2990 = Ruto (floating) uncrossing legs before teleporting0x3784 = 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 up0x97B8 = Ruto standing casually0x4074 = Ruto turning around 180 degrees from facing Link0x78E4 = Ruto walking0x7534 = Ruto lowering herself to sitting position (before)0x6B9C = Ruto sitting in lotus position on the floor (after)0x4350 = Ruto flailing on her back0x4648 = Ruto flailing on her back (pointing at Zora's saphire scene)0x63F4 = Ruto Running to Zora's Saphire and picking it up0x4BF0 = Ruto recoiling (when platform shifts before rising)0x9060 = Ruto's head popping out of the water during ZS cutscene0x13A64 = Ruto floating in water (ZS cutscene)0x8AA8 = Ruto flipping underwater (ZS cutscene)0x12E94 = Ruto kicking/swimming on her back (underwater) during ZS cutscene0x8100 = Ruto rolling forward after swimming backwards to give ZS 3 Link to comment Share on other sites More sharing options...
Airikita Posted February 1, 2014 Author Share Posted February 1, 2014 (space reserved) Link to comment Share on other sites More sharing options...
Airikita Posted February 1, 2014 Author Share Posted February 1, 2014 (space reserved) Link to comment Share on other sites More sharing options...
Vexiant Posted February 1, 2014 Share Posted February 1, 2014 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. Link to comment Share on other sites More sharing options...
Airikita Posted February 1, 2014 Author Share Posted February 1, 2014 Most of it is searched within ASM, but you can also search the headers/footers in the zobj files. It's described here: http://wiki.spinout182.com/w/Animation_Format#Animation_header Link to comment Share on other sites More sharing options...
Vexiant Posted February 1, 2014 Share Posted February 1, 2014 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. Link to comment Share on other sites More sharing options...
Airikita Posted February 1, 2014 Author Share Posted February 1, 2014 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: 1 Link to comment Share on other sites More sharing options...
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