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My changes to the Actor list.


Rinku
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---Update 27/04/2014: Added full documentation about actor 0015, 0111, 0125 variables.---

 

Hello there,

 

As it is not possible yet to edit the actor list on z64 wiki, I will post my changes to it here so that other people can use it for their hacks.

I may also include information from others and give credit.

 

I will try to update my post when I make new findings.

 

 

 

0008 0001 Great Fairy's Flames

 - 000E = Light blue flame
 - 000F = Lighter blue flame

 

0015 0001 Collectibles
xxyy
 xx = Collectible flag
 yy = Item
 - 00 = Green Rupee
 - 01 = Blue rupee
 - 02 = Red rupee
 - 03 = Heart (needs Object 00B7 to be visible, but works otherwise)
 - 04 = Collectible Bomb (5)
 - 05 = Collectible little arrow (1)
 - 06 = Heart Piece
 - 07 = Heart container (Alpha!)
 - 08 = Collectible arrow (5)
 - 09 = Double collectible arrow (10)
 - 0A = Triple collectible arrow (30)
 - 0B = Collectible Bomb (5)
 - 0C = Collectible Deku nut
 - 0D = Collectible Deku stick
 - 0E = Collectible Large Magic jar
 - 0F = Collectible Magic jar
 - 10 = Collectible Deku seeds (5)
 - 11 = Collectible Small Key
 - 12 = Invisible item with fairy effect
 - 13 = Giant orange rupee
 - 14 = Large purple rupee
 - 15-18 = Nothing
 - 19 = Collectible Bomb (0)
 - 1A+ = Invisible item?

 

0040 002C Megaton Statue

xxyy

xx = Switch flag
yy = Part
- 0000 = Lower Part (Flame decal)
- 0001+ = Top Part (Face decal)
 

004B 0030 Moblins
xxyy
xx determines the path the moblin follows (only for yy = 01+):
 xx = Path number
yy is the moblin type:
 - 00 = Ground-Pounder
 - 01+ = Spear-Poker

 

0111 012C Breakable pot
xxyy
 xx = (Collectible flag * 2)
 yy = Item
 - 00 = Green rupee
 - 01 = Blue rupee
 - 02 = Red rupee
 - 03 = Green rupee when at full energy, heart otherwise
 - 04 = Bomb (5)
 - 05 = Little arrow (1)
 - 06 = Heart Piece
 - 07 = Alpha heart container
 - 08 = Deku seeds (5) / Arrow (5)
 - 09 = Deku seeds (5) / Double arrow (10)
 - 0A = Deku seeds (5) / Triple arrow (30)
 - 0B = Bomb (5)
 - 0C = Deku nut
 - 0D = Deu stick
 - 0E = Large Magic jar
 - 0F = Magic jar
 - 10 = Deku seeds (5)
 - 11 = Small Key
 - 12 = Small fairy
 - 13 = Giant orange rupee
 - 14 = Large purple rupee
 - 15-18 = Empty
 - 19 = Bomb (0)
 - 1A+ = Empty

 

0125 0000 Liftable & cuttable bush / grass clump
xxyz
 xx = Unused setting
  Nintendo uses 02 for shrubs and FF for gras.
 y = Bug flag
  - 0 = No bugs inside
  - 1 = 3 bugs inside
  Continues with this pattern.
 z = Type
  - 0 = Normal shrub. Random drops.                                                Needs Object 0002.
  - 1 = Cuttable, regrowing gras. Drops: Green rupee, Deku seeds. Needs Object 012B.
  - 2 = Cuttable gras. Drops: Blue rupee, hearts.                              Needs Object 012B.
  - 3 = Nothing
  Continues with this pattern.
Note: 0201 is used by Nintendo by error in Hylia Lake: the gras doesn't appear, as Object

012B is not loaded.

 

0127 0163 Brown boulder

xxyy
xx = Behavior

- 0000 = Normal
- 8000+ = Makes puzzle solved sound when destroyed

yy = Switch flag

 

0130 011F Boulder
xxyy
xx are the movement settings:
 - 00 = Follows the path, dissappears, then reappears at first waypoint (dissappears-in-a-hole setting)
 - 01 = Follows the path, then breaks into pieces and reappears at first waypoint (Death Mountain setting)
 - 02 = Follows the path, then tries to roll back to the first waypoint with an natural angle (circular movements)
 - 03 = Follows the path, halts, then rolls back the path in the opposite direction (linear movements)
 Repeats in this pattern.
yy determines the path the boulder follows:
 yy = path number

 

016E 0000 Market NPCs
00xx + 0yy0
xx controls the NPC's appearance (each value needs its own object):
 - 00 = Fat woman in light blue.                         Object: 0105
 - 01 = Fat woman in white, blue & yellow.        Object: 018C
 - 02 = Bearded man in white & green.             Object: 0107
 - 03 = Jogging man (Sakon).                           Object: 0111
 - 04 = Staunch man in black & green.             Object: 0107  
 - 05 = Begging man.                                        Object: 0111 
 - 06 = Old woman in white.                              Object: 010D
 - 07 = Old man in blue.                                    Object: 010C   
 - 08 = Thin woman in lilac.                              Object: 0108 
 - 09 = Laughing man in red & white.               Object: 0111
 - 0A = Explaining man in blue & white.           Object: 0111
 - 0B = Thin woman in blue & yellow.              Object: 0108
 - 0C = Looking man in crimson.                     Object: 0111
 - 0D = Red haired man in green & lilac.         Object: 0107
 - 0E = Bearded, red haired man in green & white. Object: 0111
 - 0F = Bald man in brown.                             Object: 010C
 - 10 = Man in white.                                       Object: 0111
 - 11 = Staunch man two shades of green.     Object: 0107
 - 13 = Bald man in purple.                             Object: 010C
 - 14 = Man in two shades of green.               Object: 0107
yy determines the path moving NPCs follow (works only for xx = 03 or 07):
 yy = (Path number * 8)
 Use yy = 78 (Path F) to imobilize NPCs which would otherwise move (xx = 03 or 07)

 

019A 016A Girl chasing Cucco
0x00
x determines the path the girl follows

 

01C1 018E Fake door

xxyy

XX = Switch flag
YY = Type
- 0000 = Fake door
- 0001 = Debris
- 0002 = Debris
- 0003 = Debris
- 0004 = Debris
- 0005+ = Crashes

 

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Yes, I did, and I read the actor list on z64 wiki too.

 

If you would too, you could see that the actors I'm listing here are either not documented at all (actor 0130) or not completely documented/figured out.

Just try it, compare e.g. actor 016E that I listed here with the one in the actor list on z64 wiki (or the one that comes with ZAP2, if you like...).

 

You will see that the one on z64 wiki has no documentation about path settings in its variable, while mine has.

 

To make it clear, I research about actors from the actor list that are not documented, or actors whose variables are not completely (or not at all) documented. This is new information, at least for the actor list.

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Yes, I did, and I read the actor list on z64 wiki too.

 

If you would too, you could see that the actors I'm listing here are either not documented at all (actor 0130)...

 

As per Despair's Actor List, in ZAP2's Docs sub folder...

 

0130:011F:0301:Rolling Boulder

 

 

 

Just try it, compare e.g. actor 016E that I listed here with the one in the actor list on z64 wiki (or the one that comes with ZAP2, if you like...).

 

As per MNGoldenEagle's Actor List, in ZAP2's Docs sub folder...

 

(Note: No one ever mentions all NPCs listed also require object 00C5(object_os_anime), just as the kokiri do.)

 

016E 0000 0000 Market NPCs
- 016E 0105 0000 = Fat woman in light blue
- 016E 0107 0002 = Bearded man in white & green
- 016E 0107 0004 = Staunch man in black & green
- 016E 0107 000D = Red haired man in green & lilac
- 016E 0107 0011 = Staunch man two shades of green
- 016E 0107 0014 = Man in two shades of green
- 016E 0108 0008 = Thin woman in lilac
- 016E 0108 000B = Thin woman in blue & yellow
- 016E 010C 0007 = Old man in blue 
- 016E 010C 000F = Bald man in brown
- 016E 010C 0013 = Bald man in purple
- 016E 010D 0006 = Old woman in white
- 016E 0111 0003 = Jogging man (Sakon)
- 016E 0111 0005 = Begging man
- 016E 0111 0009 = Laughing man in red & white
- 016E 0111 000A = Explaining man in blue & white
- 016E 0111 000C = Looking man in crimson
- 016E 0111 000E = Bearded, red haired man in green & white
- 016E 0111 0010 = Man in white
- 016E 0111 0783 = Jogging man (Sakon) running on the spot
- 016E 018C 0001 = Fat woman in white, blues & yellow
 
004B 0030 Moblins
- 0000 = Ground-Pounder
- 0001+ = Spear-Poker
 
01C1 018E Fake door
- 0000 = Fake door
- 0001 = Debris
- 0002 = Debris
- 0003 = Debris
- 0004 = Debris
- 0005+ = Crashes
 
But yeah, you are right, the paths variables probably haven't been published before.  Sorry to be critical of a new addition, but some of it is old as you can see now.
 
Oh, and to also be clear, even ZAP2's version of the plain jane actor database is also out of date...
 
Update:  Out of date no more, with only 1 unsolvable actor left, here it is!  
 
The official, finished actor database. 
 
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Don't fuss over Z64, it may never be fully updated in the end. Z64 has gone to shit lately. There are topics dedicated to actors on the-gcn, which should be posted in those topics, otherwise we end up with too many places with actor information. Also, not a good idea to create a topic to make a full list, because then we get spawns of topics, which becomes messy when more information comes up.

 

Try "Useful Hacks" topic, or some sort. Hackers/modders refer to that topic often.

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XZSO -> Well, as you say, none of your entries covers the actor variables, and I provided new information for each actor I posted. It is indeed true that the rolling boulder is documented in some lists, but its variable is not at all.

So you can consider that I want to document the variables of each actor, now that their actor number is seemingly documented on some lists (minus the one that you say isn't discovered yet). 

 

Airikita -> I personally think that it is the best for me to post my updates to the actor list in this topic, simply because I want to put them on z64 wiki later (when it can finally be edited...). I understand your point of too many places of actor information, and this topic is sort of a reminder for me of information that I want to put on the z64 wiki actor list; meanwhile, people can read or use it. It's true I could post it in another actor topic, but I would hate to search for it and decide which topic to take, and I want everything to be here in the same post so that I can easily put it on the wiki afterwards...

But it is my opinion that z64 wiki SHOULD be updated, and that's my goal. I don't want people to have to search in many topics to find information, I would like to "centralize" information on the z64 wiki. Indeed, I just created a new topic, but I would not have done it if I could directly update the z64 wiki actor list.

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Thanks for the filling in the gaps.  We really do *need* better documentation around here.  I look forward to the day we ever get everything in one place, so new modders can come on and work all the actors to their FULL potential.  I look forward to seeing where this goes.

 

As for the z64 wiki... I don't think that's under "our" control, and that's why we don't use it anymore.  But I'm not sure.

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You're welcome, but you might want to check out the MNGoldenEagle's Actor List, and Despair's Actor List that I mentioned earlier from ZAP2.  They might save you a little time, or help with variable mapping.

 

Also...

 

Note: 0201 is used by Nintendo by error in Hylia Lake: the gras doesn't appear, as Object

012B is not loaded.

 

Nice find, *very* close attention to detail.

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As for the z64 wiki... I don't think that's under "our" control, and that's why we don't use it anymore.  But I'm not sure.

mzxrules has been updating the wiki as recently as April 22nd. And why is it not under "our" control anymore? Or better, under "your" control, as I'm guessing I'm not part of whatever group of people you mean. Can't register? I can create users given a username and mail address, you'll get a random password mailed there, using which you should be able to log in, etc.

 

Rinku, maybe your issue of not being able to edit the actor list is related to this?

 

Edit, actually, I wonder if the actor list page has simply gotten too big for the wiki to process properly or something...?

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XZSO-> Thank you for your advice. MNGoldenEagle's actor list is sort of an older version of the z64 wiki actor list, but Despair's actor list could prove useful for comparing object numbers, as there are some mistakes in the z64 wiki actor list.

Thank you; when I begin to document an actor's variable, I always look at the examples provided by Nintendo, so I can sometimes find strange things.

 

xdaniel-> xdaniel, mzxrules seems to have the very same issue as me. Thank you for the link. I hope this problem will be solved someday.

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I've fixed the page and added my own updates, while getting banned/unbanned by the server's firewall in the process.

 

The problem was that the document had the word "poker" in it, which was probably added to a list of words to check to trigger a Captcha, but ends up resulting in a 404 or w/e. XZSO may have been under the impression that the page was somehow protected from rather than a defect with the wiki. That's the impression I got at least until I realized that I could edit portions of the pages.

 

There are two big things that are different in my version of the document:

  • // is used as comments in some spots since at one point I was considering creating a program that parses/stores the data (ex. xdan's xml format)
  • The components of the "variable" portion are represented by a mask rather than the letter byte nonsense. See below
& 0FE0 - Controls the contents of the chest. 7 bits.
 - 00 = Link tries to pick it up, fails miserably if it’s large, works fine if it’s small (but the second time you pick it up, it glitches and makes you shoot into the air until you hit the ceiling, at which point you fail miserably; trying to throw it makes it stuck in the air)
 - 01 = contains bombs
 - 02 = contains Deku nuts
 - 03 = contains bombchus (10)
 ...
& 0FE0 denotes what bits are part of the bitpacked value. Numbering is based on how the bitpacked value would be stored in an unsigned byte/short

 

 

Edit: For actor 0125, the "unused" parameter has three values, FF, 02, 07. Standard shrubs appear to be either 02 or 07. It's possible that the value may be a specific property of shrubs that is being overlooked

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Chill XDaniel, I just didn't know how ran the z64 wiki.  We're all members of the same community.  

 

YESH!

I'm not so sure about that recently, that's all. Anyway, if you want to contribute to the wiki, but you're having problems with it (registration or whatever), I could try to help. I don't think I have full access to the wiki, adminstration-wise, but I can do some things there...

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Well, this bitpacked notation of variables confuses me a bit (I am able to understand it, but not directly when I look at it, so it's not intuitive for me). Maybe it's because I'm not used to it...

 

As for the "unused" parameter, I have tested and changed it many times but I saw no difference.

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This has been tested btw:

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

0080 0085 Sliding spiked metal trap 

xyzz

 

x = controls speed, 3 is pretty fast:

0 or 1 - probably doesn't move...

F - chainsaw masacre

 

y = determines the distance the trap slides, or the radius of which it spins in a circle (when zz is 20 or A0):

6 - normal

A - as wide as Ganondorf's chamber

 

zz = movement:

00 - normal

20 - spins in a circle

30 - vertical

40 - stays still, no sound (maybe moves when Link is near?)

50 - vertical

60+ - doesn't move, but still makes noise

A0 - spins in a circle

FF - Doesn't move or make noise

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Thank you very much Airikita, I knew about that topic of yours about spike traps, but it would have taken some time for me to find the topic.

 

I will put it on z64 wiki tomorrow... maybe... I have not enough free time at the moment. Maybe mzxrules will be faster, if he has any time left to work on the actor list.

By the way, what do you think of his method of representing variables? As I see, you used the same as me and as on the old actor list (like xyzz).

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Thank you very much Airikita, I knew about that topic of yours about spike traps, but it would have taken some time for me to find the topic.

 

I will put it on z64 wiki tomorrow... maybe... I have not enough free time at the moment. Maybe mzxrules will be faster, if he has any time left to work on the actor list.

By the way, what do you think of his method of representing variables? As I see, you used the same as me and as on the old actor list (like xyzz).

Looks fine, as long as it's consistent. I think if we teach bitwise concepts, people should understand it better.

 

Also, there is this actor list:

https://sites.google.com/site/theocarinaproject/wiki/actor-list

 

I believe it was either Petrie911 or mzxrules that documented that, which has useful information involving switches, and other gimmicky actors.

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Edit, actually, I wonder if the actor list page has simply gotten too big for the wiki to process properly or something...?

 

 

To be honest, I've felt like the actor list should be condensed into different sections, like Actors/Enemies, Actors/Puzzle, Actors/Villagers, for awhile now. Always found the big list to be unnecessarily long, especially for when I'm working on dungeon puzzles. Why do I need to see the entire list when I'm using a select few actors to make puzzles?

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To be honest, I've felt like the actor list should be condensed into different sections, like Actors/Enemies, Actors/Puzzle, Actors/Villagers, for awhile now. Always found the big list to be unnecessarily long, especially for when I'm working on dungeon puzzles. Why do I need to see the entire list when I'm using a select few actors to make puzzles?

I have 2 lists like that, NPC's and enemies.  It was used in the making of "Zelda's Birthday".

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Sorting actors into categories is on my to-do list actually, but it will be a separate page. A number of actors easily fall under multiple broad categories, so I'd need to duplicate actors to make it easier to find them.

 

For example, with JSA's NPC and Puzzle categories, Ruto from Inside Jabu Jabu's Belly should fall under both since Ruto is both an NPC (can be talked to, part of the plot), and is used as a puzzle element (can press down switches, sets "global" level flags).

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It's likely not complete(heck I don't remember creating it!) but it was on my old pc title "Enemy_database.txt"

 

Defeatable:

 

0002 0032 Stalfos

000D 0009 Poe

000E 0007 Octork

0011 000B Ceiling Wall Master

0012 000C Dodongo

0013 000D Keese

001B 0016 Tektite

001D 0018 Peehat

0025 001B Lizafos/Dinofos

002B 001E Ghoma Larva

002D 0012 Shabom (Bubble enemy)

002F 001F Dodongo jr.

0033 0020 Dark Link

0034 0021 Biri

0035 0022 Tailpasaran

0037 0024 Skullwalltula

0038 0025 Torch Slug

003A 0026 Stinger

003F 002B Kills Link and disappears 

004B 0030 Ground pounding Moblin

0054 0038 Armos statue

0055 0039 Deku Baba

0060 004A Deku Scrub

0069 005D Bubble (Flying Skull)

006B 005F Flying floor tile

008A 008B Beamos

008E 000B Floormaster

0090 0098 Redead

0091 0099 Poe Sisters

0095 0024 Skulltula/Golden Skulltula

0099 009E Fire Dancer

00A4 00A6 Dead Hand

00A5 00A6 Dead Hand's Arm

00AB 009E Core Fire Dancer creature

00B6 00AC Flobbery muscle block

00C5 00B5 Shell Blade

00C6 015F Big Octo

00C7 0039 Deku Baba

00DD 00D4 Like-Like

00DE 00D5 Tentacle from inside Lord Jabu-Jabu

00DF 00D5 Blocking tentacle from inside Lord Jabu-Jabu

00EC 00E5 Spike enemy

00F6 00D6 Anubis

0113 0106 Iron Knuckle

0115 010A Skullkid

011A 0168 Deku salesman

0121 0114 Frezzard

013B 0001 ALPHA - Enemy Arwing

0144 0013 Attacking Cucco

0186 0167 Patrolling Gerudo

018C 0026 Stingray

0195 0168 Grounded Sales Scrub

01AF 0183 Wolfos

01C0 0008 Guay

01C7 006B Ice Staligtite

 

Bosses

 

0028 001C Ghoma

00BA 008C Barinade

0027 0019 King Dodongo

 

0052 0037 Phantom Ganon

0096 009C Flying Volvagia

00A2 00A5 Hole Volvagia

00C4 00B4 Morphia

00E9:00E2 Bongo Bongo

00DC 00D3 Twinrova

 

00E8 00E1 Ganondorf

 

 

Non-Defeatable/Obstacles:

 

000C 002C Proximity activated Firewall

0041 002C Huge stone spike platform

0044 002C Spinning flame thrower stone

0045 002C Stationary flame thrower statue

0051 0036 Rotating spike cylinder

0080 0085 Sliding spikey metal trap

008D 002C Large Firewall

00A3 0003 Fireball

00B1 0069 Spinning scyth statues

00B4 0092 Falling Rocks

00B5 0092 Flying rubble

00BC 0069 Gullotine blade

00F9 011F Giant rolling boulder

0138 0116 White clothed Gerudo

 

 

Misc.

00A7 0001 Spawner

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I would like to add my findings on ovl_en_Scene_Change. It seems to place a display list command over a current object:

0xDB F3DEX2_MOVEWORD

 

 

It seems to be part of animation effects, or graphics allocating. It's altering some general object... might have been Jabu-Jabu, as that was the object it attached to... however it was in a general area, part of the scene itself.

 

It crashes Lake Hylia in my other test.

 

It basically writes DB 06 00 30 XX XX XX XX to a spot (around 8016XXXX in the Japanese ROM I was testing it with), and doesn't do much of anything else. When I looked to the address the command was referencing, it was pretty much full of some hex, which removal of which didn't do any damage other than halt the ovl_en_Scene_Change actor from operating.

 

It appears to just... change something within the current scene (no pun intended).

 

I'm sure it could have been for scene animations, such as water, or how Navi's 2D orb faces the screen. May have been part of a transition, but it does pretty much nothing of use.

 

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

 

Also, on another note... I re-tested the Alpha Stone Cube Copy. Turns out it CAN MOVE like a Push Block, however there is nothing to interact with it, and it contains no code for anything to interact with it. Only hacking it makes it move. Also, it only moves in 2 directions, and not the expected 4. Then again, this was testing it on the Japanese ROM I obtained.

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