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User:GlitterBerri/Notes

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Ridiculously disorganized notes and IRC convos on various games. Mostly Zelda. If you add info from here to a main page, please delete it from this one. Click "Edit Source" to make this text more readable. And please, god, if you're reading these, at least help by trying to organize them by game or topic or something.

Sub-Pages

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Ultimate Zelda Notes
That's what the text file was called, anyway. :/
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Test Area
Don't get your fingers caught in the machinery.

Sound Effects & Music

"PS: Another fun fact, not sure if it's an error in your program. But Bank 18 (Shadow Temple) has the Islamic Fire Temple chant sample (just one of them though). From what I've seen, they did a pretty decent job keeping only the instrument samples needed for the songs in each bank. But they left this sample in the Shadow Temple sound bank for some reason. This is V1.0, btw."

btw, most of these sound effects are from the Warner Brother's SFX library

se beta Mario 64 sounds were also from Warner Brother's library

[1:34am] <CDi-Fails> Nintendo sorta loves it
[1:34am] <CDi-Fails> The old Mario voice is from there

sakura log

So you're having trouble replacing some of the actors in the chamber of sages?

[3:18pm] <GlitterBerri> Well, yes and no
[3:20pm] <GlitterBerri> The Child/Day environment of the Chamber of Sages (Link getting Forest Medallion scene) has the actors and objects of Nabooru/Darunia/Ruto/Impa already loaded
[3:20pm] <GlitterBerri> They use unique variables, so for that reason, I'm curious about what they are
[3:21pm] <GlitterBerri> But they're obviously not loaded in the scene, as only Saria appears
[3:21pm] <sakura> Oh I see
[3:21pm] <GlitterBerri> And trying to replace Saria with them doesn't work either, even though I can replace her with other things
[3:21pm] <GlitterBerri> So, what's stopping them from appearing, I wonder?
[3:22pm] <sakura> You tried replacing them with a known actor number and variable right?
[3:22pm] <GlitterBerri> Yes
[3:23pm] <GlitterBerri> Tried replacing with a variant of one of the loaded sages that appears in other CoS scenes, just in case it did a location check
[3:23pm] <GlitterBerri> but no go
[3:23pm] <sakura> Hmm. In room 122 there are actually 5 actors listed, but only Dark Link loads because the actor command only specifies that 1 is there
[3:24pm] <GlitterBerri> Ah... hmm! Maybe that could be part of the problem
[3:24pm] <sakura> I can think of two different things off the top of my head: the actor command lists a lower number of actors than there are, or the right objects aren't loaded
[3:24pm] <GlitterBerri> I didn't think to look there
[3:24pm] <GlitterBerri> The right objects are loaded
[3:24pm] <GlitterBerri> each sage actor has a corresponding object
[3:24pm] <sakura> Okay, good to know it's not that then
[3:24pm] <GlitterBerri> I'll try that when I finish eating
[3:25pm] <GlitterBerri> But that brings me to question two... how do I refresh changes I make in the Nemu/PJ64 memory editor?
[3:25pm] <GlitterBerri> I don't seem to be able to make changes and have them update into the game
[3:27pm] <sakura> Okay, so when the scene loads the game reads almost everything at once. By the time you have control of Link, all the actors and objects have already been loaded
[3:27pm] <sakura> The only way to change it is right as your entering the scene, and that's why you usually make GS codes
[3:28pm] <GlitterBerri> But can't I change something and then reload the scene with my changes saved?
[3:29pm] <sakura> If you reload the scene by exiting and entering, the game reloads the file from the ROM again
[3:29pm] <GlitterBerri> So, no, I guess, since my changes will always get overwritten?
[3:29pm] <sakura> Unfortunately
[3:30pm] <sakura> If you're comfortable doing it, there's another option though
[3:30pm] <GlitterBerri> What's that? :O
[3:31pm] <sakura> You can set a breakpoint in Nemu. That will make the game stop running when it starts to read the scene, and you can change whatever you want before unpausing it
[3:32pm] <GlitterBerri> PJ64's editor has a "Breakpoint..." option too, but it didn't seem to do anything when I selected it
[3:33pm] <sakura> For example, you can go to the memory editor do you see a box that has "Watch type on set" with "Read" and "Write" checkboxes under it?
[3:33pm] <sakura> *when you go
[3:33pm] <sakura> (In Nemu)
[3:34pm] <GlitterBerri> I'll check when I finish nomming! Sorry, a little indisposed at the moment
[3:34pm] <sakura> No problem at all
[3:36pm] <sakura> Basically, you can right click on something in the Nemu memory editor (like the 16000000 that starts a scene), and the game will stop and pop up the commands window
[3:36pm] <sakura> If the "Read" button is checked, it'll stop when the game runs code that reads from that address. If "Write" is checked, it'll stop when the game writes something to that address
[3:38pm] <sakura> So say you have a gameshark code for infinite health, and it looks something like 81xxxxxx 0x140. If you go to 80xxxxxx, uncheck the "read" box and right click on the number at 80xxxxxx, you can get hurt and the game will freeze because it's going to write a new amount of health there
[3:38pm] <sakura> It also pops up the commands window to show you exactly which bit of code did the writing, and it stays frozen until you hit "Go" in that window
[3:39pm] <sakura> This is really useful because it directly shows you which bit of code in the game handles updating your health for example, but it also lets you change things that would be difficult like map actors without making a code

object_link_boy

Adult Link/Sheathed Master Sword + Hylian Shield + Red Thing/Sheath + Hylian Shield + RT/Sheathed Master Sword + Mirror Shield + RT/Sheath + Mirror Shield + RT/Red Gauntlets/Red Gauntlets Holding MS/Red Gauntlets Holding Hylian Shield/Red Gauntlets Holding Bow/Unequipped Sheathed MS/Red Gauntlets Holding Megaton Hammer/Red Gauntlets Holding Biggoron Sword/Red Gauntelts Holding Broken Giant’s Knife/Red Gauntlets Holding Mirror Shield/Red Gauntlets Holding OoT/Sheath/Red Gauntelts Holding Hookshot/Silver Gauntlets + Gem/Iron Boots/Hover Boots/Sheathed Master Sword + Hylian Shield/Sheath + Hylian Shield/Sheathed Master Sword + Mirror Shield/Sheath + Mirror Shield/Master Sword/Hylian Shield/Bow/Sheathed Master Sword/Sheath/Megaton Hammer/Biggoron Sword/Mirror Shield/OoT/Broken Giant’s Knife/Bottle/Legs/Bow/Hookshot/Bottle/Head in Hat x2

Sheathed Master Sword + Hylian Shield
Sheath + Hylian Shield
Sheathed Master Sword + Mirror Shield
Sheath + Mirror Shield
Empty Hand
Clenched Hand
Clenched Hand + Master Sword
Empty Right Hand
Clenched Hand
Clenched Hand + Hylian Shield
Clenched Hand + Bow
Master Sword + Sheath
???
Clenched Hand + Megaton Hammer
Clenched Hand + Biggoron Sword
Clenched Hand + Broken Giant's Knife
Clenched Hand + Mirror Shield
Clenched (?) Hand + Ocarina of Time
Sheath
Cupped Hand
Clenched Hand + Hookshot
Silver Gauntlet Crest
Silver Gauntlet Gem Area
Silver Gauntlet Gem Area 2
Silver Gauntlet Crest 2
Silver Gauntlet Gem Area 3
Silver Gauntlet Gem Area 4
Iron Boot I
Iron Boot II
Hover Boot I
Hover Boot II
Sheathed Master Sword + Hylian Shield
Sheath + Hylian Shield
Sheathed Master Sword + Mirror Shield
Sheath + Mirror Shield
Empty Hand
Clenched Hand
Clenched Hand + Master Sword
Empty Right Hand
Clenched Hand
Clenched Hand + Hylian Shield
Clenched Hand + Bow
Master Sword + Sheath
Sheath
Clenched Hand + Megaton Hammer
Clenched Hand + Biggoron Sword
Clenched Hand + Mirror Shield
Clenched (?) Hand + Ocarina of Time (4 holes + 3)
Clenched Hand + Broken Giant's Knife
Clenched Hand + Empty Bottle
Arm + Wrist
Weirdly Nice Clenched Hand
Arm + Wrist
Weirdly Nice Clenched Hand + Bow
WNCH + Hookshot (No Spike)
Empty Bottle
Chain
Textureless Thing
Hookshot Spike?
Biggoron Sword Blade
Triangle With Red Dot
Green Thing
Green Thing
Textureless Thing
?
Green Thing
Textureless Thing
?
Green Thing
Green Thing
Head in Hat
Hat Tip?
Green Thing
Textureless Thing
Green Thing
Textureless Thing
Textureless Thing
?
Textureless Thing
Foot
?
Textureless Thing
Foot
?
Torso
Head in Hat
Hat Tip?
?
Textureless Thing
?
Textureless Thing
Cupped Hand
Clenched Hand + Hookshot

Item Screen

[5:37pm] <CDi-Fails> a bit back
[5:37pm] <MelonSpeedruns> When I have the Yellow Tunic, I can equip 2 boots
[5:38pm] <MelonSpeedruns> but the iron ones are always equipped
[5:38pm] <CDi-Fails> Uhh, well how did you get those tunics in the first place
[5:38pm] <Airikita> Because the boots are in the place of the beta tunics
[5:38pm] <Airikita> Which are not left over in the rom.
[5:38pm] <Airikita> It's the tunic code.
[5:38pm] <CDi-Fails> lol
[5:38pm] <MelonSpeedruns> yup
[5:38pm] <Airikita> The code is simple
[5:39pm] <Airikita> It uses a row of values, and calculates the item number to the color.
[5:39pm] <MelonSpeedruns> So the 3 last tunics were in the space of the boots ones
[5:39pm] <Airikita> Usually by subtraction
[5:39pm] <CDi-Fails> ...what
[5:39pm] <Airikita> Same as the swords being where the beta arrows used to be.
[5:40pm] <Airikita> In the item array.
[5:40pm] <Airikita> No, Melon is correct.
[5:40pm] <Airikita> That's how the code works.
[5:40pm] <MelonSpeedruns> yay
[5:40pm] <CDi-Fails> Wait, wait
[5:40pm] <CDi-Fails> Melon, did you mean the tunics were going to take the boots' spot in the subscreen
[5:40pm] <MelonSpeedruns> yes...
[5:40pm] <CDi-Fails> or that the boots take the tunics' spot in the item array
[5:40pm] <Airikita> Not really
[5:40pm] <Airikita> It's the array, not the menu.
[5:41pm] <CDi-Fails> which was why I was questioning melon
[5:41pm] <Airikita> Right.
[5:41pm] <MelonSpeedruns> Did I pass the test?
[5:41pm] <CDi-Fails> I don't think so
[5:41pm] <MelonSpeedruns> oh...
[5:42pm] <Airikita> Ick
[5:42pm] <MelonSpeedruns> But why does the tunics take the space of the boots?
[5:42pm] <CDi-Fails> Not in the actual menu
[5:42pm] <CDi-Fails> Just, in the item array
[5:42pm] <Airikita> imagine 6 magic arrows in that small inventory.
[5:42pm] <MelonSpeedruns> ok
[5:42pm] <CDi-Fails> Which causes some oddities on the actual subscreen menu
[5:42pm] <Airikita> Maybe why they removed the 3 arrows.
[5:42pm] <MelonSpeedruns> for more space?
[5:42pm] <Airikita> Yeah, it's the way the colors are ordered.
[5:43pm] <Airikita> Nah, I think Nintendo missed the point.
[5:43pm] <Airikita> There's another way to get the items to work.
[5:43pm] <CDi-Fails> sub-subscreens
[5:43pm] <CDi-Fails> go to select an item, opens up another menu for the six arrows
[5:43pm] <Airikita> OoT3D did it right.
[5:43pm] <CDi-Fails> 
[5:48pm] <Airikita> I just found....
[5:49pm] <Airikita> Green, White, Blue, Purple, Red, Yellow
[5:49pm] <Airikita> But it's purple
[5:49pm] <CDi-Fails> what?

Normal Horse

[5:33pm] <Airikita> The normal horse has beta code to react to Epona.
[5:34pm] <Airikita> Note there are no normal horses in Adult Lon Lon Ranch

Fire Bubble Damage Chart

Red Bubble (Winged Skulls) (C)
[4:23pm] <JSA> D0 D0 D0 A2 D0 E2 A2 D0 D0 E2 E4 E2 94 E2 E4 E2
[4:23pm] <JSA> E2 60 93 60 A0 A0 01 E4 E2 02 E8 E4 60 00 A4 00

Entrances

[11:40pm] <mzxrules> !ent 2B6
[11:40pm] <OCA> x02B6: Entrance 2, Shadow Temple (7) from Shadow Temple Boss Secret Map #0, var xC1
[11:41pm] <mzxrules> that puts you in room 5, spawn 1
[11:41pm] <mzxrules> !ent 4EA
[11:41pm] <OCA> x04EA: Entrance 3, Shadow Temple (7), var x41
[11:41pm] <mzxrules> that puts you in room 11, spawn 3?
[11:43pm] <mzxrules> damnit, i'm looking at spirit
[11:44pm] <mzxrules> 2B6 and 4EA ok
[11:44pm] <mzxrules> now i remember
[11:45pm] <mzxrules> i probably modified the ram to force link to spawn
[11:45pm] <mzxrules> in shadow there's a weird instance where the game defines more entrances than spawns
[11:47pm] <mzxrules> ok yea
[11:47pm] <mzxrules> the entrance index table refers to two extra shadow temple spawns that no longer exist
[11:48pm] <mzxrules> 2B6, 4EA want to spawn you at entrance 2 and 3
[11:48pm] <mzxrules> but there's only room/spawn pairs for 2 entrances
[11:49pm] <mzxrules> by coincidence, it looks like there could be two more room/spawn pairs, but actually that data is really for the exit list
[11:49pm] <GlitterBerri> Huh, that's really interesting
[11:49pm] <GlitterBerri> So, do you have the ones taht you left out of your list to me listed anywhere?
[11:50pm] <mzxrules> so exits 0205 and 0413 become interpreted as spawn room 5, spawn #2; spawn room 19, spawn #4
[12:22am] <mzxrules> what i mean is, one record in the entrance table is meant to be associated with 1 spawn point within one scene setup
[12:23am] <mzxrules> within one scene
[12:24am] <GlitterBerri> I'm curious, can you answer my question? :)
[12:25am] <mzxrules> then, in the scene, the developers try to have "one" spawn that exists across all scene setups
[12:25am] <GlitterBerri> mzxrules: I see, why do they do that?
[12:26am] <mzxrules> to have some sanity
[12:27am] <mzxrules> it'd be crazy if the 0th spawn for child hyrule field was some wildy different spawn for adult hyrule
[12:27am] <mzxrules> and if they were all like that...
[12:28am] <mzxrules> so entrance index table is meant to have one entrance point per spawn per scene setup
[12:29am] <mzxrules> scenes are designed so that the nth spawn in any scene setup is relatively the same spawn across all setups
[12:29am] <GlitterBerri> Porcino: Ah, thank hyou
[12:29am] <GlitterBerri> -h
[12:29am] <mzxrules> thus, the entrance index table has a lot of redundant data
[12:31am] <mzxrules> and also why the entrance index is kind of terrible for completely covering all spawns, as it's not the final decider in that
[12:31am] <mzxrules> the scene setup number is
[12:32am] <mzxrules> that number picks what setup is loaded, but it also is used to facilitate loading data off of the entrance table
[12:33am] <mzxrules> every record on the entrance table is meant for 1 spawn in one scene setup?
[10:43pm] <mzxrules> yea
[10:43pm] <mzxrules> though single entries are typically only listed after the first entrance to a scene to save space
[10:44pm] <mzxrules> !ent cd
[10:44pm] <OCA> x00CD: Entrance 0, Hyrule Field (81) from After Zelda Escape, 2nd+ Impa Escort, var x41
[10:45pm] <mzxrules> all of the cutscenes in hyrule field will use CD as a base rather than any other number
[10:45pm] <GlitterBerri> How does that save space?
[10:45pm] <GlitterBerri> Oh yeah? o_O
[10:45pm] <GlitterBerri> So what does that mean, exactly?
[10:47pm] <mzxrules> !sceneent 24
[10:47pm] <OCA> x0413: from Shadow Temple
[10:48pm] <mzxrules> hrm
[10:48pm] <mzxrules> !scene market
[10:48pm] <OCA> Found the following scenes:
[10:48pm] <OCA> Market - Child Day #32, Market - Child Night #33, Market - Adult #34, Market Entrance - Child Day #27, Market Entrance - Child Night #28, Market Entrance - Adult #29, Market Potion Shop #49, Happy Mask Shop #51, Shooting Gallery #66, Bombchu Bowling Alley #75
[10:48pm] <mzxrules> !sceneent 32
[10:48pm] <OCA> x00B1: from Market Entrance  x01CD: from Shooting Gallery  x01D1: from Happy Mask Shop  x01D5: from Treasure Box Shop  x025A: from Hyrule/Ganon's Castle  x025E: from Temple of Time  x0262: from Back Alley (Right)  x029E: from Back Alley (Left)  x02A2: from Market Potion Shop  x03B8: from Bazaar  x03BC: from Bombchu Bowling Alley
[10:48pm] <mzxrules> B1 is the base index for market
[10:49pm] <mzxrules> bleh
[10:49pm] <mzxrules> the value b1 is used as an index to point to a list of potential entrances
[10:49pm] <mzxrules> same with CD
[10:50pm] <mzxrules> er
[10:50pm] <mzxrules> it save space in that the developers don't have records for cutscene entrances at every "spawn" so to speak
[10:51pm] <mzxrules> !sceneent 81
[10:51pm] <OCA> x00CD: from After Zelda Escape, 2nd+ Impa Escort  x017D: from Kakariko Village  x0181: from Zora River Land  x0185: from Lost Woods  x0189: from Lake Hylia  x018D: from Gerudo Valley  x01F9: from Lon Lon Ranch  x01FD: from Market Entrance  x027A: Positioned near Lake Hylia  x027E: Owl Drop Spot from Lake Hylia  x0282: Unused Location  x028A: from Lon Lon Ranch Southern Fence Jump
[10:51pm] <OCA> x028E: from Lon Lon Ranch Western Fence Jump  x0292: from Lon Lon Ranch Eastern Fence Jump  x0311: from Zora River Water  x0476: from Lon Lon Ranch Front Gate Jump  x050F: Get Ocarina of Time  x0594: After Impa Escort Cutscene

Eff_Dust

[8:53pm] <mzxrules> !actor 101
[8:53pm] <OCA> F199 Actor 0101: ovl_Eff_Dust, Lord Jabu-Jabu's Inhale Particles, F499 object 0001 (gameplay_keep)
[8:53pm] <OCA> 199: DBG 00D56F00:00D583E0, Size 0x14E0  NTSC 1.0 00DD3930:00DD4D10, Size 0x13E0  PAL MQ 00D01560:00D02930, Size 0x13D0
[8:54pm] <mzxrules> confirmed that ovl_Eff_Dust is used

Boss Rooms

[10:41pm] <CDi-Fails> This is weird-- all these big, moving bosses have square rooms
[10:41pm] <CDi-Fails> while the ones with limited movement have like, octagonal rooms

Fire Temple

[7:32pm] <JSA> Debug's Map Select Level 119 appears to be where they developed some of the ideas which would eventually be used the Fire Temple.
[7:32pm] <Porcino> yep
[7:33pm] <JSA> The floor, wall and ceiling textures of the first main room are all used in the fire temple.
[7:33pm] <JSA> The final room even contains flying floor tiles.
[7:35pm] <JSA> They do not appear because their object file is not loaded.
[7:36pm] <JSA> The rooms with the colored, striped texture appear to what became the inspiration for the treasure chest game.
[7:38pm] <JSA> They room after the crawl space obviously shares textures with hyrule castle.
[7:39pm] <JSA> Only one room, the one with the beta heart container, and the red ruppee don't appear to match anything from the final game.
[7:39pm] <JSA> Though I feel like I've seen that texture before too.

Unused Arrows

beta arrows have no effect on gossip stones

Beam Blade

[8:03pm] <GlitterBerri> The guy from Nicalis played the E3 OoT demo with the beam blade and told me how it worked!!!!!!!
[8:04pm] <GlitterBerri> You had to have full hearts, and if you charged your sword by holidng A, then pressed forward once you released A the button, it would do the beam blade
[8:04pm] <GlitterBerri> Whereas if you didn't press anything, it would do the spin attack
[8:04pm] <GlitterBerri> \o/
[8:04pm] <lue> oooh
[8:05pm] <GlitterBerri> Also the demo he played had the A button to jump anytime
[8:05pm] <GlitterBerri> and said they took it out and now we have the recoil sword animation when you jump attack with Z
[8:05pm] <GlitterBerri> he said MIYAMOTO demo'd it for him
[8:05pm] <GlitterBerri> I fangirled
[8:06pm] <lue> You mean as a private audience type of thing?
[8:06pm] <GlitterBerri> My impression was that Miyahon came up as he was standing there playing and asked if he wanted a demo
[8:08pm] <lue> Must've been weird. I'm sure my brain would've been going o.o the entire time :) .
[8:09pm] <GlitterBerri> brb, laundry
[8:10pm] <GlitterBerri> also!
[8:10pm] <GlitterBerri> apparently he worked for a magazine called Tips & Tricks when OoT came out, and he did a guide based on a demo copy
[8:11pm] <GlitterBerri> Apparently the demos were'nt just sent to them
[8:11pm] <GlitterBerri> A person from Nintendo came and sat in the room with them as they played to ensure no funny business happened
[8:11pm] <Gamma> hah
[8:11pm] <Gamma> No copying then. :(
[8:11pm] <GlitterBerri> Plus, there was a cover over the cartridge in the N64, so you couldn't even remove it
[8:11pm] <lue> I can't help but think the guide is full of things like "Your experience will be significantly less cool if you don't use the beam blade!" then.
[8:11pm] <GlitterBerri> Haha
[8:12pm] <GlitterBerri> The guide was based on what he said was a final version (though a prerelease copy) of hte game
[8:12pm] <GlitterBerri> and I said that might not be true, as, for example, they removed that heart piece in Kokiri Forest in at least one prerelease guide copy
[8:12pm] <GlitterBerri> And he said "Oh, that's not there anymore?"

Arwing

[1:03pm] <mzxrules> i can at least say that it does appear that Link spawns the arwing
[1:03pm] <GlitterBerri> o.O
[1:03pm] <GlitterBerri> Neato, so the first part of what Cen said is true, at least?
[1:04pm] <mzxrules> or at least there is code that will achieve that
[1:05pm] <mzxrules> what cen's code does is that it nops the branch on not equal
[1:06pm] <mzxrules> this allows it to fail the BEQ check and run into the next part of the code
[1:06pm] <mzxrules> but there's one mistake
[1:06pm] <mzxrules> "By inserting ADDIU V1,R0,0x0000 into the game's programming in the chest routine, it believes every chest is an Arwing."
[1:07pm] <mzxrules> if the chest is a trap, the code won't work Kappa b
[1:08pm] <mzxrules> so the code doesn't make every chest spawn an arwing
[1:08pm] <mzxrules> cen is a liar
[1:08pm] <CloudMax> mzxrules, lol
[1:08pm] <GlitterBerri> probably not a liar so much as just wrong
[1:08pm] <mzxrules> just a silly inconsistency though
[1:12pm] <GlitterBerri> So, it is actually linked to the chests fo sho?
[1:12pm] <mzxrules> can't tell
[1:12pm] <GlitterBerri> Link has giant eyebrows
[1:12pm] <mzxrules> well, depending on how you look at it, no
[1:12pm] <mzxrules> since the code is in ovl_player_actor
[1:14pm] <mzxrules> i wonder how the compiler knows that a branch on not equal is likely
[1:16pm] <mzxrules> but yea
[1:17pm] <mzxrules> because the two instructions (BNEL, BEQ) move the instruction pointer away in all cases normally
[1:17pm] <mzxrules> there is a possibility that some other routine causes the arwing to spawn
[7:42pm] <mzxrules> namely, two codes that will set the spawn flags all on
[7:46pm] <mzxrules> if actor number is at index 0, the spawn flags will be at index 9 and D
[7:47pm] <mzxrules> so you'd want a code that's like 80(actor number address + 9) 0007, 80(actor number address + D) 007F
[7:49pm] <mzxrules> this way, regardless of the day the actor will always spawn
[7:49pm] <mzxrules> unless some hardcoding stuff interferes

ANSI Colours

https://en.wikipedia.org/wiki/ANSI_escape_code#Colors 3Xm produces foreground color (text), 4Xm produces background color, where X is 0 (black), 1 (red), 2 (green), 3 (yellow), 4 (blue), 5 (magenta), 6 (cyan), 7 (white)

white = 0, red = 1, green = 2, blue =3, cyan=4, pink=5, yellow=6, black=7

Unsorted

OoT Animation 2F10 needs a .gif from a high place

[9:00pm] <mzxrules> B8C660 is where the basic data for actors is stored
[9:03pm] <mzxrules> er, B8C660 is equivalent to the data block for actor 0015
[11:53pm] <mzxrules> by some coincidence
[11:53pm] <mzxrules> the n64 dd file seems to be loaded into the opt variable's location
[11:54pm] <mzxrules> i mean it's loaded where the so calaled "global context" is normally
[2:09am] <Playtendo> did you see drug master
[2:09am] <GlitterBerri> but that doesn't have to be now
[2:09am] <GlitterBerri> hmm
[2:10am] <GlitterBerri> no, do you mean the OoT potion shop dude?
[2:10am] <Playtendo> http://i.imgur.com/fPmuTUy.png this is what drug master looks like in mm3d
[2:11am] <GlitterBerri> whoa
[2:11am] <GlitterBerri> wtf?
[2:13am] <Playtendo> it's a semi-converted model
[2:13am] <Playtendo> or something
[2:13am] <GlitterBerri> weird/interesting
[2:14am] <Playtendo> they also removed his actor in the stock pot inn
[2:14am] <GlitterBerri> huh! hm..
[2:14am] <GlitterBerri> both TCRF-worthy interesting things
[2:15am] <Playtendo> http://i.imgur.com/8IjKLov.png red tektites are still there
[2:15am] <GlitterBerri> tatl's a bald-faced liar
[2:15am] <GlitterBerri> or colourblind
[2:15am] <Playtendo> hjasbf
[2:16am] <Playtendo> I think I tried loading that golden gauntlets block thing
[2:16am] <Playtendo> but i couldn't see anything
[2:17am] <Playtendo> if zelda_os_anime was still in the filesystem i could load the hylian market woman
[2:18am] <GlitterBerri> according to Twili, it is, I thought
[2:18am] <GlitterBerri> let's see
[2:18am] <GlitterBerri> 009D	zelda_os_anime
[2:18am] <Playtendo> it's in the object list
[2:19am] <Playtendo> but doesn't exit in the rom's file system
[2:19am] <Playtendo> exists
[2:19am] <Playtendo> exist
[2:19am] <GlitterBerri> Oh :< can you replace it with something?
[2:19am] <GlitterBerri> I mean, vice veras
[2:19am] <Playtendo> someone needs to make a zar/gar builder
[2:19am] <Playtendo> or something
[2:20am] <GlitterBerri> sounds like a job for captain xdaniel
[2:20am] <GlitterBerri> or twili
[2:21am] <Playtendo> or a gar parser would be cool
[2:22am] <Playtendo> then I could get all the animation file index numbers
[2:22am] <Playtendo> to use with the tables
[2:22am] <GlitterBerri> hrrrng fucking hrrrrngh
[2:22am] <GlitterBerri> that would be so useful for the MM one
[2:22am] <GlitterBerri> feel like wheedling twili for that one?
[2:23am] <Playtendo> we'll see
[2:23am] <GlitterBerri> how can our future be real if our eyes aren't real
[2:24am] <GlitterBerri> I wonder what some of the weirder objects and actors from 64 are in the 3D game
[2:25am] <GlitterBerri> mb I should've left the legacy used/unused checkmarks on the sheet
[2:25am] <Playtendo> yes
[2:25am] <GlitterBerri> i'll readd
[2:26am] <Playtendo> zeld_ru2 isn't in the file system either
[3:06am] <Playtendo> 0058E024 Animation Table
[3:06am] <Playtendo> 0058FC06 cutscene animation index table
[3:06am] <Playtendo> 0058FE10 cutscene animation table
[3:07am] <Playtendo> in code.bin
[4:06am] <Playtendo> okay in MM (J) the cutscene aniamtion table starts at 0xF960C
[4:06am] <Playtendo> I think
[4:07am] <Playtendo> 0cCF960C
[4:26am] <Ploytondo> ok 0xCF960C is the start
[4:26am] <Ploytondo> for MM (J)
[4:27am] <Ploytondo> 0400D568 is C5010000 for example
[4:27am] <Ploytondo> 0x1C5
[4:27am] <Ploytondo> file 0x1C5
[4:27am] <Ploytondo> boy/anim/link_demo_bikkuri_new.csab

This filename comes from the fleshy walls inside Jabu-Jabu. This unusual filename may reflect the fact that the Forest Temple is the second incarnation of a dungeon which was once a wind temple.

The "evil deity statue" refers to the statues of the sand goddess.

This filename is unusually short and non-descriptive.

Once again, this filename reflects the fact that Deku Tree was known as the Fairy Tree in an earlier stage of development.

Once again, this filename reflects the fleshy walls Inside Jabu-Jabu's Belly

Once again, the "evil deity statue" refers to the statues of the sand goddess.

As the numbering suggests, the Know-It-All Brothers' House was the earliest Kokiri house interior to be created. However, Kokiri - Home 2 seems to have been removed from the final game.

Kakariko - Home 2 seems to have been removed from the final game.

"Drug" refers to "drugstore". NPC. This filename suggests that the potion shop in the main area of Hyrule Castle Town Market was once located in the Back Alley. This filename reflects the fact that the Bombchu shop is open only at night.

This filename reflects the fact that the interior of the Dog Lady's house in the Back Alley was originally created as the interior of Impa's house in Kakariko Village.

This filename reflects the fact that the interior of Impa's house in Kakariko Village was originally created as the interior of the Lakeside Laboratory.

This filename reflects the vertical entrance to the healing fairy fountains, which involves falling down a grotto hole and warping back up to the surface. This filename reflects the horizontal entrance to the spell fairy fountains, which are accessed by running into a cave.

This filename suggests that the Hyrule Castle Town guards use this small, jar-strewn room as a lookout point.

Spot 14 seems to have been removed from the final game.

Spot 19 seems to have been removed from the final game.

This filename reflects the fact that this room was used for testing purposes.

This filename reflects the fact that this room was used for testing combat. (In this case, a mini-boss battle against two Stalfos that was incorporated into the Forest Temple.) This filename reflects the fact that this room was used for testing combat. (In this case, a boss battle against a giant Stalfos that was removed from the final game.) ??? Curiously, though the map is unused and contains graphical errors that prevent it from functioning properly, this filename suggests that the area was a later version of the Castle Hedge Maze minigame. This filename suggests the area was used for testing by a programmer named Makoto Sasaki. ???

A - Hylian:
object_oA1		Man on Kakariko Rooftop (Early)
object_oA2		Sheik (Early)
object_oA3		Masked Impa Head (Early) (Mb Zelda Early?)
object_oA4		Laughing Man (Early)
object_oA5		Thin Woman in Purple Dress
object_oA6		Man in Blue Vest & Orange Pants
object_oA7		Woman in Red Pants
object_oA8		Bearded Old Man
object_oA9		Hooded Old Man Head
object_oA10		Hylian Soldier (Early)
object_oA11		Hylian Soldier Objects (Early)

object_ani	Man on Kakariko Rooftop
object_aob	Dog Lady
object_ahg	Bearded Man in Green Pants / Back Alley Youth in Green Pants / Thin Man in Green & Black
object_ane	Cucco Lady
B - Kakarikan:
object_oB1		Bazaar Owner (Early)
object_oB2		Bearded Man in Green Pants (Early)
object_oB3		Carpenter Boss's Wife (Early)
object_oB4		Woman in Red Vest & Blue Skirt

object_bji	Old Man in Blue / Old Man in Red
object_bba	Old Woman
object_boj	Prancing Man / Peddler in Green / Lookout Man / Laughing Men / Thin Bearded Man
object_bob	Carpenter Boss's Wife
C:
object_cne	Thin Woman in Blue & Yellow Dress / Thin Woman in Blue Dress
object_cob	Fat Woman in Blue & Yellow Vest
D:
Nothing
E - Kokiri:
object_oE1		Mido (Early)
object_oE1s		Mido's Head (Early)
object_oE2		Red-Haired Kokiri Girl (Early)
object_oE3		Saria (Early)
object_oE4		Red-Haired Kokiri Boy (Early)
object_oE4s		Red-Haired Kokiri Boy Head (Early)
object_oE5		Fado (Early)
object_oE6		Headbanded Kokiri Girl Head
object_oE7		Surprised Kokiri Boy Head
object_oE8		Red-Haired Kokiri Girl Head (Early)
object_oE9		Spiky-Haired Kokiri Boy Head
object_oE10		Jowly Kokiri Boy Head
object_oE11		Spiky-Banged Kokiri Girl Head
object_oE12		Fado Head (Early)

object_oE_anime		Animation File 2/3
F - Gorons:
object_oF1d_map		Goron / Medigoron / Biggoron
object_oF1s		Goron (Early)

object_os_anime		Animation File 3/3
[12:33am] <Playtendo> I think I'm done for now
[12:33am] <Playtendo> the tables are starting to look different from eachother
[12:39am] <GlitterBerri> Playtendo: What do you mean?
[12:39am] <GlitterBerri> I'm green-background-ing the filenames I had to pull from OoT since MM doesn't seem to have them
[12:40am] <Playtendo> the first byte is different
[12:41am] <Playtendo> and some are pointing to asm when it shoudl be loading an animation file
[12:41am] <Playtendo> should*
[12:44am] <Playtendo> also there's a cutscene animation index value that puts link in the mask transformation animation as deku/fd
[12:44am] <GlitterBerri> That makes sense for Adult Link using regular masks/Deku Link using Link Mask to turn back into himself, I guess
[12:48am] <Playtendo> only young link uses the animation
[12:48am] <Playtendo> for transforming
[12:48am] <Playtendo> and these are meant to be used in a cutscene
[12:48am] <Playtendo> there isn't one fore goron/zora either
[12:48am] <Playtendo> for*
[12:53am] <Playtendo> AAAHHH
[12:54am] <Playtendo> 8077A797 00XX
[12:54am] <Playtendo> use 20 or 24
[12:54am] <Playtendo> and load demo 05 of 0: OP
[12:54am] <Playtendo> in map select
[12:54am] <Playtendo> oh and opt 01
[12:56am] <Playtendo> you should be deku/fd link in the mask transformation animation
[2:09am] <Playtendo> did you see drug master
[2:09am] <GlitterBerri> but that doesn't have to be now
[2:09am] <GlitterBerri> hmm
[2:10am] <GlitterBerri> no, do you mean the OoT potion shop dude?
[2:10am] <Playtendo> http://i.imgur.com/fPmuTUy.png this is what drug master looks like in mm3d
[2:11am] <GlitterBerri> whoa
[2:11am] <GlitterBerri> wtf?
[2:13am] <Playtendo> it's a semi-converted model
[2:13am] <Playtendo> or something
[2:13am] <GlitterBerri> weird/interesting
[2:14am] <Playtendo> they also removed his actor in the stock pot inn
[2:14am] <GlitterBerri> huh! hm..
[2:14am] <GlitterBerri> both TCRF-worthy interesting things
[2:15am] <Playtendo> http://i.imgur.com/8IjKLov.png red tektites are still there
[2:15am] <GlitterBerri> tatl's a bald-faced liar
[2:15am] <GlitterBerri> or colourblind
[2:15am] <Playtendo> hjasbf
[2:16am] <Playtendo> I think I tried loading that golden gauntlets block thing
[2:16am] <Playtendo> but i couldn't see anything
[2:17am] <Playtendo> if zelda_os_anime was still in the filesystem i could load the hylian market woman
[2:18am] <GlitterBerri> according to Twili, it is, I thought
[2:18am] <GlitterBerri> let's see
[2:18am] <GlitterBerri> 009D	zelda_os_anime
[2:18am] <Playtendo> it's in the object list
[2:19am] <Playtendo> but doesn't exit in the rom's file system
[2:19am] <Playtendo> exists
[2:19am] <Playtendo> exist
[2:19am] <GlitterBerri> Oh :< can you replace it with something?
[2:19am] <GlitterBerri> I mean, vice veras
[2:19am] <Playtendo> someone needs to make a zar/gar builder
[2:19am] <Playtendo> or something
[2:20am] <GlitterBerri> sounds like a job for captain xdaniel
[2:20am] <GlitterBerri> or twili
[2:21am] <Playtendo> or a gar parser would be cool
[2:22am] <Playtendo> then I could get all the animation file index numbers
[2:22am] <Playtendo> to use with the tables
[2:22am] <GlitterBerri> hrrrng fucking hrrrrngh
[2:22am] <GlitterBerri> that would be so useful for the MM one
[2:22am] <GlitterBerri> feel like wheedling twili for that one?
[2:23am] <Playtendo> we'll see
[2:23am] <GlitterBerri> how can our future be real if our eyes aren't real
[2:24am] <GlitterBerri> I wonder what some of the weirder objects and actors from 64 are in the 3D game
[2:25am] <GlitterBerri> mb I should've left the legacy used/unused checkmarks on the sheet
[2:25am] <Playtendo> yes
[2:25am] <GlitterBerri> i'll readd
[2:26am] <Playtendo> zeld_ru2 isn't in the file system either
[3:06am] <Playtendo> 0058E024 Animation Table
[3:06am] <Playtendo> 0058FC06 cutscene animation index table
[3:06am] <Playtendo> 0058FE10 cutscene animation table
[3:07am] <Playtendo> in code.bin
[4:06am] <Playtendo> okay in MM (J) the cutscene aniamtion table starts at 0xF960C
[4:06am] <Playtendo> I think
[4:07am] <Playtendo> 0cCF960C
[4:26am] <Ploytondo> ok 0xCF960C is the start
[4:26am] <Ploytondo> for MM (J)
[4:27am] <Ploytondo> 0400D568 is C5010000 for example
[4:27am] <Ploytondo> 0x1C5
[4:27am] <Ploytondo> file 0x1C5
[4:27am] <Ploytondo> boy/anim/link_demo_bikkuri_new.csab
[2:43am] <GlitterBerri> Seemingly French, food, or brand-inspired: Belle, Monde, Ange, Tortoise, Café, Doutor, Aroma, Camaro, Gorman(d?), Mme. Yang
[2:43am] <PPLToast> some site finally used the imgur link image
[2:44am] <PPLToast> Ange?
[2:44am] <GlitterBerri> Anju's supposed to be Ange
[2:44am] <GlitterBerri> Tortus is Tortoise
[2:44am] <GlitterBerri> Dotour is Dotour
[2:44am] <PPLToast> reminds me that european TMC typod the name as that in one instance
[2:44am] <GlitterBerri> etc.
[2:44am] <GlitterBerri> Names that don't suggest anything to me: Jim, Mutoh, Viscen
[2:45am] <GlitterBerri> Shikashi
[2:46am] <PPLToast> but wtf is Ange
[2:46am] <GlitterBerri> Names that have meaning: Guru-Guru (Japanese spinning onomatopoeia), Nadekuro (combination of "slouch" and "black", AKA Grog)
[2:46am] <GlitterBerri> Names that might have meaning:
[2:48am] <GlitterBerri> Romani = Romani, Creamia = Crimea, Darmani = Dharma + Ani (older brother), Zubora and Gabora = Zsa Zsa Gabor, Ruru and Toto = Ruto
nejiron = nez iron
eyegore = eyegoal
gomess = gomez
mad jelly = muddjelly
dexihand = dixiehand

zelda2_wdhand dixiehand.cmb waterdexihand?

spot04_kuchi_model.cmb

valbasiahead2.cmab

JyabaJyaba_Demo.qdb

goron child is a prince, hence the throne and darunia being dad, alternate universe where darunia dies

leever = reba?


twinmold in odolwa's room?

m2 w2, ic (ice), w, m, i2 (ice?), y2, c, d13, s2, g2, g4, g5, 18b,

ac

https://web.archive.org/web/20070119044840/http://www.nindori.com/interview/150/150int_09.html


Ocarina of Time: Maps, cutscenes, objects, actors, music

the filesystem basically lists everything. and the bytes that aren't listed, are just 0h unless my memory fails me there are files that we have no clue what they're there for

mainly because the files contain no data

the main thing that most people completely overlook because the bulk of the community only hack the debug rom is that the commercial releases have that disk drive file

(iirc, all used ones were found by einstein and Cloud, but there hasn't been a lot of investigation in the "holes" between the used places) (Not all yet, Still a lot to be documented, mainly the small ones)

i also cross checked the binaries of the obj files of the debug rom with the binaries in the NTSC 1.0 version, and found that the object files are virtually untouched

except for the big ones like gameplay keep, and all the boss obj files (due to the debug rom being PAL and having an extra texture for an extra supported language)

personally, I'd rather like to see people dig through the file known only as "code"

If I remember correctly, I did document the entirety of every static file

Actually, I think like one of them had a display list or something at the end

static as in every file oot reads off of the rom on the fly?

nah, the ones with static in the name, the ones with textures

those are one such file

no, it's not. all the files that end with _static.


CloudMax: icon_item_static is decompressed in commercial releases because the game reads the textures directly off rom

Now explain why MM's icons are compressed in US/EU but not JP :v

does anyone remember g4tv? i remember seeing a short on nintendo and they had a bit where they showed oot stuff at a nintendo place

the 1.0 code is 800794C2 0001

[12:09am] <gabyelnuevo> the unused crouching with long sword push back
[12:09am] <gabyelnuevo> actually plays with this code on
[12:09am] <gabyelnuevo> and the code wasnt meant for that xD
[12:09am] <GlitterBerri> huh, what is the code and why does it do that?
[12:10am] <gabyelnuevo> let me see if i find the code
[12:10am] <gabyelnuevo> is for oot 1.0 only
[12:11am] <gabyelnuevo> its main purpose is to have "shield on hand like the alpha"
[12:11am] <gabyelnuevo> which there's also a code for it in the debug , but acts differently
[12:11am] <GlitterBerri> the push/pull and pick up things with your sword and shield out are also unused animatinos which specific filenames that indicate their purpose, which I think is cool
[12:11am] <gabyelnuevo> yes x)
[12:11am] <gabyelnuevo> the 1.0 code is 800794C2 0001
[12:11am] <gabyelnuevo> literally one line
[12:11am] <gabyelnuevo> lol
[12:12am] <GlitterBerri> that would count as unused functionality, if Link having his shield out all the time like before can still be activated
[12:12am] <gabyelnuevo> yep
[12:12am] <GlitterBerri> ditto with all his behaviours related to the "shield out all the time" status still being present
[12:12am] <gabyelnuevo> the one for debug rom is better  , is not glitched up lol
[12:13am] <GlitterBerri> why does the debug rom one act differently?
[12:13am] <mzxrules> huh, that one liner is interesting
[12:13am] <gabyelnuevo> because
[12:13am] <gabyelnuevo> this one liner for 1.0 only works with master sword
[12:13am] <mzxrules> you'd expect anything related to Link's behavior would be in his overlay, not "code"
[12:13am] <gabyelnuevo> you dont have a sword actually
[12:13am] <GlitterBerri> mzxrules: OoT is a pile of spaghetti, though :o
[12:13am] <gabyelnuevo> and pulling out items can have side effects
[12:13am] <GlitterBerri> everything is hopelessly mixed
[12:14am] <mzxrules> it could be a table of some sorts though
[12:14am] <gabyelnuevo> debug rom on the other hand, just puts shield away when pulling out other items
[12:14am] <GlitterBerri> a thread that starts at one place might end all the way at the other side of the plate after looping through the pile 3 times!
[12:14am] <gabyelnuevo> x))
[12:20am] <gabyelnuevo> oh yea, i moved the master sword away from the pedestal, and i could walk on the pedestal, seems MS didnt have collision back then
[12:21am] <gabyelnuevo> also
[12:21am] <gabyelnuevo> watch that linked time from the video again
[12:21am] <gabyelnuevo> pay attention to the A button
[12:22am] <gabyelnuevo> Link is not targetting that shows up https://youtu.be/z1NQdzOY3ks?t=4m
  • zelda1.mov
  • zeldacmshort.mov
  • ignzelda10.mov
  • zeldastream.mov
  • zelda3minutes.mov
  • zeldakakarikocinema.mov
[2:08am] <FGUG2021> Attacks\Animation Modifiers:  One-Handed Forward Sword Swing Modifiers  813F4332 ???? 813F4336 ???? 813F433A ????  Two-Handed Forward Sword Swing Modifiers  813F4342 ???? 813F4346 ????  Jump Attack Modifiers  813F4442 ???? 813F4446 ???? 813F444A ???? 813F444E ????  One-Handed Blue Spin Attack Modifiers  813F44B2 ???? 813F44B6 ????  Two-Handed Blue Spin Attack
[2:09am] <FGUG2021> here's a setup i currently use
[2:09am] <FGUG2021> Biggoron Sword Attacks  813F4342 2A80 813F4346 2A90 813F44C2 2890 813F44C6 2898 813F44E2 2AA8 813F44E6 2AB0  Master Sword Attacks  813F4332 2890 813F4336 2A90 813F433A 2A88 813F4442 2A60 813F4446 2A50 813F444A 2A58 813F444E 2910 813F44B2 29E0 813F44D2 2AB0 813F44D6 3240 803F33DD 000F
[2:43am] <GlitterBerri> no u
[2:54am] <Playtendo> GlitterBerri,
[2:54am] <Playtendo> did yoy ever see
[2:54am] <Playtendo> the hidden beta
[2:54am] <Playtendo> http://i.imgur.com/DfJbVH7.jpg
[2:54am] <GlitterBerri> the weird cutscene with weird music and those dudes?
[2:54am] <GlitterBerri> and an unused Cremia object, iirc
[2:55am] <Playtendo> CREMIA IS FUCKING DEAD
[2:55am] <Playtendo> grezzo moved her somewhere way out of bounds
[2:55am] <GlitterBerri> I bet i've died more often than Cremia
[2:55am] <GlitterBerri> really? That's also weird...
[2:56am] <GlitterBerri> another moved actor? :/
[2:56am] <Playtendo> yes
[2:56am] <Playtendo> and they moved the clock tower actoes to match up with the map
[2:56am] <Playtendo> the light and door and stuf
[2:56am] <Playtendo> f
[2:56am] <GlitterBerri> oh, were they misplaced in the MM64 one? I don't know that I noticed that
[2:57am] <Playtendo> http://i.imgur.com/hfAgyrn.jpg
[2:57am] <Playtendo> they didn't bother moving this door
[2:57am] <GlitterBerri> well now, that's really interesting
[2:57am] <CloudMax> the shooting gallery door is also out of bounds when in south clocktown
[2:57am] <GlitterBerri> I'll ahve to check out that setup more thoroughly in teh N64 version
[2:57am] <GlitterBerri> TIL
[2:59am] <Playtendo> <GlitterBerri> oh, were they misplaced in the MM64 one? I don't know that I noticed that
[2:59am] <Playtendo> they were placed in the right spot for mm64
[3:00am] <Playtendo> but they
[3:00am] <Playtendo> ended up moving them to eh right spot for mm3d
[3:00am] <Playtendo> the map mesh or whatever changed
[3:00am] <Playtendo> between the two versions
[3:00am] <GlitterBerri> ohh, I get it
[3:00am] <CloudMax> yeah, the layout changed. and some actors were not moved, so they're placed incorrectly
[3:01am] <GlitterBerri> so are you also talking about the MM3D shooting gallery door, CloudMax?
[3:01am] <CloudMax> mhm
[3:02am] <CloudMax> https://dl.dropboxusercontent.com/u/6440063/mm3d/south%20clocktown%20oob%20door.jpg
  • Dawn Estate -> Vegelbud Estate
  • Goose's Cunt -> Cunny of the Goose

王家の秘宝「時のオカリナ」を奏でるべく

I have created an exit list for Majora's Mask. It lists 16-bit values which can be found in command 0x13 in a scene file's header. In Majora's Mask (U), the code 811EF672 xxxx can be used to force a particular exit. Here's the link to it: https://drive.google.com/open?id=0BzXgr4E12KOhaGtSVTFBcjFtUEU&authuser=0

For an explanation of OPT in Majora's Mask map select, see: https://drive.google.com/open?id=0BzXgr4E12KOhM29QZm9QVUMzMkk&authuser=0

There is more I could explain about exits and OPT. I discovered this information just over a year ago. Last year, I had Majora's Mask exits listed in an older messy file linked here: https://drive.google.com/open?id=0BzXgr4E12KOhYnJWQ3JxQXQyWUU&authuser=0

I made notes for many Ocarina of Time and Majora's Mask memory addresses in 2014 and late 2013. In late 2013, I discovered how to modify addresses for any combination of Quivers, Bomb Bags, Gauntlets, equipment, Quest Status items and other items for both Ocarina of Time and Majora's Mask. Some values are described using binary in the files linked below.

These two files list memory addresses. Although I could explain many of these addresses, these files don't well explain. Undescribed or unknown addresses have 0x00 listed as their value. Theses files may be messy.

Additionally, I have 3 more files with notes about memory addresses.

Also, here's notes about the pictograph box and game saving in Majora's Mask: https://drive.google.com/open?id=0BzXgr4E12KOhbE9GdTcyQ0VkLXM&authuser=0

https://drive.google.com/folderview?id=0BzXgr4E12KOhfngwX1pUdjNlUjF5cXdxYXZFcVh1a0d4S0NBUzhtWGtzYk1BUnRSSUJQTnc&usp=sharing

--64 Power - 11-1998 (German)--

--64 Power - 11-1998 (English)--

--64 Power - 11-1998 (English) - Translated by ShimmerFairy--


Em entrevista exclusiva, o maior designer de games do mundo promete revolucionar os RPGs com Zelda 64.
Quanto de seu design original está em Zelda 64?
Eu sou o produtor deste jogo, então não posso dizer que é 100% meu. O núcleo do game e o sistema principal são aproximadamente 70% meus. O engenheiro de sistema desenvolveu minhas idéias. Entretanto, os cenários e os modos de jogo são apenas 50% meus. Há vários artistas excelentes trabalhando neste projeto. Pelo menos metade do jogo é criando por esses artistas, embora eu assuma total responsabilidade pelo conteúdo final do jogo.
Há quanto tempo você está trabalhando neste game?
Três anos já se passaram desde que eu comecei a trabalhar nele. No começo, eu gastava apenas 20% de meu tempo em Zelda, mas nos últimos meses, passou a ser 50%. Agora eu gasto quase todo o meu tempo em Zelda. Portanto, eu tenho que ir para casa assim que sair daqui.

---

In an exclusive interview, the greatest game designer in the world promises to revolutionize the RPGs with Zelda 64.
How much of your original design is in Zelda 64?
I'm the producer of this game, so I can't say it is 100% mine. The core of the game and the main system are approximately 70% mine. The system engineer developed my ideas. However, the scenarios and game modes are only 50% mine. There are many excellent artists working on this project. At least half of the game is created by these artists, though I assume full responsibility for the final content of the game.
How long have you been working on this game?
Three years have passed since I started working on it. At first, I was spending only 20% of my time in Zelda, but in recent months has now become 50%. Now I spend almost all my time in Zelda. So I have to go home as soon as I leave here.
[7:22pm] <Porcino> http://issuu.com/retroavengers/docs/nintendo_world_n__01/3?e=0
[7:30pm] <GlitterBerri> Cool, thanks!
[7:30pm] <Porcino> :)
[7:34pm] <Porcino> https://meocloud.pt/link/3ccc458d-63bb-47b1-a77d-6e70825d2041/Ni__________ld%20-%2004.rar
[7:34pm] <Porcino> Nintendo World nº4 glitterberri
[7:34pm] <GlitterBerri> OK!
[7:34pm] <GlitterBerri> downloading
[7:35pm] » Catley browses for LM magazines
[7:35pm] <GlitterBerri> ^^
[7:35pm] <GlitterBerri> something for everyone
[7:36pm] <Catley> Regardless, there is a LOT of neat stuff on that site
[7:38pm] <Catley> http://puu.sh/i5u2X/b76f216b9d.png
[7:39pm] <Catley> I always get really sad when I see that image
[7:39pm] <Catley> it's so common
[7:39pm] <Catley> well there's super mario sunshine stuff
[7:40pm] <Catley> and wind waker
[7:40pm] <Porcino> lol
[7:43pm] <Catley> http://issuu.com/retroavengers/docs/game-x_especial_n___18 Hey GlitterBerri
[7:43pm] <Catley> Might not be anything new, but here ya go
[7:46pm] <GlitterBerri> Thank you!
[7:46pm] <GlitterBerri> I really appreciate it
[7:46pm] <Catley> http://puu.sh/i5unC/204d33f360.png dat prototype boxart
[7:51pm] <GlitterBerri> Teekee
[7:51pm] <GlitterBerri> TWW stuff I'm into as well, Catley
[7:52pm] <Catley> Oh shit
[7:52pm] <Catley> Well, I just went through a couple that had both Sunshine and WW
[7:52pm] <GlitterBerri> I can has?
[7:53pm] <Catley> Lemme go find them again
[7:53pm] <GlitterBerri> sorry, shoulda said earlier
[7:53pm] <GlitterBerri> thanks!
[7:53pm] <Catley> http://issuu.com/retroavengers/docs/game_over_n___04
[7:53pm] <Catley> Nah, don't worry about it
[7:54pm] <Catley> And you probably already know I'm into Sunshine, so. :P
[7:54pm] <GlitterBerri> :)
[7:56pm] <Catley> http://issuu.com/retroavengers/docs/egm_brasil_n__04
[7:56pm] <Catley> Some WW on page 41
[7:57pm] <Catley> http://issuu.com/retroavengers/docs/nintendo_world_n___37 page 23
[7:58pm] <Catley> That should be all of the ones I've looked through so far
[8:04pm] <GlitterBerri> Doumo doumo!
Zelda was, assuredly, one of the two best games presented at Nintendo Space World. As we previously reported, the development of the new Pokémon games is delayed. Gamers will have to wait till April, '98.
[11:36pm] <FGUG2021> https://www.irccloud.com/pastebin/d1EAPUDu
[11:36pm] <FGUG2021> Check out that code
[11:36pm] <GlitterBerri> Ah, nice :)
[11:36pm] <FGUG2021> At C22BEE in the debug rom
[11:37pm] <FGUG2021> You can change the setup

0401C43004048DF00408907004057B100401C4

in terminal in the folder: python tex.py filename.zobj

[5:08am] <einstein95> (copy/pasted from my script) The formats can be decoded using this almost-table: '\x10':'rgb5a1', '\x50':'ci*', '\x70':'ia*', '\x90':'i*'
[5:07am] <einstein95> That whole block (FD ... C0) is a texture load command in the display list
[5:07am] <einstein95> It can be read like FD (format) 00 00 (bank) (offset)
[5:08am] <einstein95> Yup yup
[5:08am] <einstein95> And using that table, format 10 is rgb5a1
[5:09am] <einstein95> You still have to guess the image dimensions, which isn't hard half the time, and what type of i* or ci* texture it is, but those shouldn't be hard to do
[5:10am] <einstein95> ci* textures also need their palettes found, but those are always loaded as an extremely small rgb5a1 texture
[5:10am] <einstein95> Sorry if I'm going too fast >_<
[5:11am] <ShimmerFairy> einstein95, GlitterBerri: here are the notes I made on F3DEX2 microcode from a long time ago: https://gist.github.com/ShimmerFairy/9f2ca5c8bae04be18885

GlitterBerri: Witcher 3 Hearts of Stone developer stream >Tune in this Wednesday, October 21, at 8pm CEST / 6pm GMT at Twitch.tv/GOGcom

[7:37am] <DerrikeG> python file_namer.py file.xml file_names.txt out_file.xml
[7:37am] <DerrikeG> where file.xml is the texture explorer dohickey and file_names.txt is the column from the FS that I have selected
[7:38am] <GlitterBerri> what's FS?
[7:38am] <DerrikeG> File System, the MM Filenames tab you have

http://hastebin.com/ehigujefus.py

ゼルダ_64_オカリナ_まほうせき - Zelda_64_Ocarina_Magic-Stones
ゼルダ_64_オカリナ - Zelda_64_Ocarina
ゼルダ_64_カカリコ_いえ_0 - Zelda_64_Kakariko_House_0
ゼルダ_64_ゲルド - Zelda_64_Gerudo
ゼルダ_64_ゾーラ_洞窟 - Zelda_64_Zora_Cave
ゼルダ_64_マウンテン_柵 - Zelda_64_Mountain_Fence
ゼルダ_64_光_タイル - Zelda_64_Light_Tile
ゼルダ_64_光_窓 - Zelda_64_Light_Window
ゼルダ_64_城_ダンジョン_カンテラ - Zelda_64_Castle_Dungeon_Lantern
ゼルダ_64_城_ダンジョン_柵 - Zelda_64_Castle_Dungeon_Fence
ゼルダ_64_城_ダンジョン_煉瓦_0 - Zelda_64_Castle_Dungeon_Brick_0
ゼルダ_64_城_ダンジョン_煉瓦_1 - Zelda_64_Castle_Dungeon_Brick_1
ゼルダ_64_城_ダンジョン_煉瓦_2 - Zelda_64_Castle_Dungeon_Brick_2
ゼルダ_64_城_ダンジョン_瓦 - Zelda_64_Castle_Dungeon_Ceiling-Tile
ゼルダ_64_墓_チェック - Zelda_64_Grave_Check
ゼルダ_64_墓地_チェック - Zelda_64_Graveyard_Check
ゼルダ_64_大_盾 - Zelda_64_Big_Shield
ゼルダ_64_射手 - Zelda_64_Archer
ゼルダ_64_時_チェック_0 - Zelda_64_Time_Check_0
ゼルダ_64_時_チェック_1 - Zelda_64_Time_Check_1
ゼルダ_64_時_チェック_2 - Zelda_64_Time_Check_2
ゼルダ_64_時_チェック_3 - Zelda_64_Time_Check_3
ゼルダ_64_時_チェック_4 - Zelda_64_Time_Check_4
ゼルダ_64_森 - Zelda_64_Forest
ゼルダ_64_氷_ダンジョン_フック_0 - Zelda_64_Ice_Dungeon_Hookshot_0
ゼルダ_64_氷_ダンジョン_フック_1 - Zelda_64_Ice_Dungeon_Hookshot_1
ゼルダ_64_氷_ダンジョン_フック_2 - Zelda_64_Ice_Dungeon_Hookshot_2
ゼルダ_64_氷_ダンジョン_岩_0 - Zelda_64_Ice_Dungeon_Stone_0
ゼルダ_64_氷_ダンジョン_岩_1 - Zelda_64_Ice_Dungeon_Stone_1
ゼルダ_64_氷_ダンジョン_岩_2 - Zelda_64_Ice_Dungeon_Stone_2
ゼルダ_64_氷_ダンジョン_岩_3 - Zelda_64_Ice_Dungeon_Stone_3
ゼルダ_64_氷_ダンジョン_水 - Zelda_64_Ice_Dungeon_Water
ゼルダ_64_氷_ダンジョン_氷_0 - Zelda_64_Ice_Dungeon_Ice_0
ゼルダ_64_氷_ダンジョン_氷_1 - Zelda_64_Ice_Dungeon_Ice_1
ゼルダ_64_氷_ダンジョン_氷_2 - Zelda_64_Ice_Dungeon_Ice_2
ゼルダ_64_沼地_岩 - Zelda_64_Swamp_Stone
ゼルダ_64_沼地_葉 - Zelda_64_Swamp_Leaf
ゼルダ_64_泉_チェック - Zelda_64_Fountain_Check
ゼルダ_64_洞窟_煉瓦 - Zelda_64_Cave_Brick
ゼルダ_64_湖_木 - Zelda_64_Lake_Tree
ゼルダ_64_湖_枝 - Zelda_64_Lake_Branch
ゼルダ_64_湖_水 - Zelda_64_Lake_Water
ゼルダ_64_湖_草 - Zelda_64_Lake_Grass
ゼルダ_64_苔_煉瓦 - Zelda_64_Moss_Brick
ゼルダ_64_風_ダンジョン_天井 - Zelda_64_Wind_Dungeon_Ceiling
ゼルダ_64_風_ダンジョン_柱_0 - Zelda_64_Wind_Dungeon_Pillar_0
ゼルダ_64_風_ダンジョン_柱_1 - Zelda_64_Wind_Dungeon_Pillar_1
ゼルダ_64_風_ダンジョン_煉瓦_0 - Zelda_64_Wind_Dungeon_Brick_0
ゼルダ_64_風_ダンジョン_煉瓦_1 - Zelda_64_Wind_Dungeon_Brick_1
ゼルダ_64_風_ダンジョン_煉瓦_2 - Zelda_64_Wind_Dungeon_Brick_2
0:00 - Intro during night
0:00 - opening
0:00 - nightmare
0:00 - drinking milk in Well
0:00 - meeting Child Zelda
0:00 - Ganondorf rearing
0:00 - Volvagia intro
0:00 - Iron Knuckle intro
0:00 - Phantom Ganon intro
0:00 - Moblins in Sacred Forest Meadow
0:00 - Death Mountain Crater
0:00 - Biggoron + climbing at Death Mountain Trail
0:00 - old target game
0:00 - Entering Phantom Ganon's portal
0:00 - camera flies through Forest Temple tunnel
0:00 - jumping off FT platform
0:00 - running through FT tunnel
0:00 - Vs. Stalfos in Sutaru
0:00 - stumps in FT
0:00 - Club Moblin
0:00 - new Minuet of Forest cutscene
0:00 - Adult Link runs to HF Lost Woods exit
0:00 - kills Field Poe
0:00 - Running past HF Zora's River exit
0:00 - Dampé's Relay
0:00 - ruined ToT exterior
0:00 - Prelude of Light cutscene
0:00 - arriving in the future
0:00 - going forward in time
0:00 - Door of Time opens
0:00 - Child graveyard at night
0:00 - parting waterfall at Zora's River
0:00 - defeating King Dodongo
0:00 - bombing eye in Dodongo's Cavern
0:00 - Intro during day
0:00 - English translation
0:00 - old OoT
0:00 - old target reticule
0:00 - clip-winged Navi
0:00 - strange items
0:00 - upside-down Triforce
0:00 - old Navi colours
0:00 - no button font

47D3BF0 - 47D3E80 / 47D41E0 - 47D4530 / 5F550 - 5F830

More Notes

  • m_Fbmfl_model.cmb
  • m_Fbmfl_model_hahen.cmb
  • m_Fbmwall1_model.cmb
  • m_Fbmwall2_model.cmb
  • m_Fbmwall3_model.cmb
  • m_Fbmwall4_model.cmb
  • m_Fdalm_model.cmb
  • m_FdalmHEAD_mode.cmb
  • m_Ffirewall_modelT.cmb
  • m_FfirewallBIG_modelT.cmb
  • m_Fflame_modelT.cmb
  • m_FGiwa_model.cmb
  • m_FhamSTEP_1_model.cmb
  • m_FhamSTEP_model.cmb
  • m_Fhane_model.cmb
  • m_Fhocklift_model.cmb
  • m_Fkousi1_model.cmb
  • m_Fkousi2_model.cmb
  • m_Fkousi3_model.cmb
  • m_Fmboss_model.cmb
  • m_FMyaku_model.cmb
  • m_Fnormaldoor_omote_model.cmb
  • m_FOdosi_model.cmb
  • m_FOtiBFhead_model.cmb
  • m_FOtiMINI_model.cmb
  • m_Fpinpon_model.cmb
  • m_FRound_model.cmb
  • m_Fshutter1_model.cmb
  • m_Fshutter2_model.cmb
  • m_Fsizumi_model.cmb
  • OB07_curtain_modelT.cmb
  • Hammer-Activated Elevator Pillar (Boss Door Room)
  •  ??? 1
  • Hammer-Activated Steps
  • Fire-Powered Face Elevator (Miniboss Room)
  • Flame-Spouting Statue (Face Blocks)
  • Rotating Fire Spinner
  • Flame-Spouting Statue (Coffee Maker)
  •  ??? 2
  • Bombable Wall (Fire Wall Maze)
  • Cracked Floor (Boulder Maze)
  • Metal Bars (Non-Rusted & Straight) (np)
  • Breakable Hammer Block (Fire)
  • Breakable Hammer Block (Face)
  • Metal Bars (Rusted & Straight)
  •  ??? 3
  • Fire-Powered Elevator Block (Face)
  • Fire-Powered Elevator Block (Clover)
  • Clover Platform (Sinking) (np)
  • Clover Platform (Fire-Powered)
  • Metal Bars (Rusted & Angular)
  • Hammer-Activated Elevator Pillar (Fire Wall Maze)
  •  ??? 4
  •  ??? 5
  •  ??? 6
  •  ??? 7
  • Metal Door
  • Face Shutter
  • Metal Shutter
  •  ??? 1 - Floor Piece
  •  ??? 2 - Excised Floor Chunk
  •  ??? 3 - Vertical 2D Wall Piece
  •  ??? 4 - Brown Textureless Vertical Rectangle (np) 00CF 0001?
  •  ??? 5 - Brown Textureless Horizontal Fat Rectangle (np) 000C xxx?
  •  ??? 6 - Very Large Brown Textureless Horizontal Rectangle (np) 008D xxx?
  •  ??? 7 - Small Brown Textureless Square (np) xxx xxx?]
Bg_Hidan_Firewall - 000C	Proximity-Activated Firewall 1A0
Bg_Hidan_Dalm - 0040	Breakable Hammer Block 2FC
Bg_Hidan_Hrock - 0041	Hammer-Activated Elevator Pillar 244
---
Bg_Hidan_Rock - 0043	Fire-Powered Elevator Block
Bg_Hidan_Rsekizou - 0044	Flame-Shooting Statue (Rotates)
Bg_Hidan_Sekizou - 0045	Flame-Spouting Statue
Bg_Hidan_Sima - 0046	Clover Platform
Bg_Hidan_Syoku - 0047	Fire-Powered Face Elevator (Miniboss Room)
---
Bg_Hidan_Curtain - 0049
Bg_Hidan_Fslift - 004E	Hookshot Elevator
Bg_Hidan_Kousi - 006F	Goron Prison Bars
xxx - 0070
Bg_Hidan_Hamstep - 0071	Hammer-Activated Steps 248
Bg_Hidan_Fwbig - 008D	Big Fire Wall 000
Bg_Hidan_Kowarerukabe - 00CF	Bombable Wall (Fire Temple) 1C4
[\W\.\_\%

LC_ALL=C tr -d '\000' < phdump.txt > phdump-new.txt <-- Remove whitespace

LC_ALL=C tr -d '\000' '\n' < phdump.txt > phdump3.txt <-- Add strings?

iconv -f shift-jis -t utf8 -c phdump3.txt > phdump4.txt

(X.*[^Y]) = X but not Y

"[^"\r\n]*"

\W[^:\_\.\r\n]*

\W[^:\_\.\r\R\n\/]*

[^\p{Hiragana}|\p{Katakana}|\p{Alnum}|\p{Punct}|\p{Space}]*

\p{InHalfwidth_and_Fullwidth_Forms}

[\n].[\n]
iconv -f shift-jis -t utf8 -c phdump.txt > phdump2.txt <-- Convert Shift-JIS to UTF-8

LC_ALL=C grep -d '\3F' < phdump2.txt > phdump3.txt

LC_ALL=C tr -d 'x0 x1 x2 x3 x4 xC \xE-x1F \xEFBDA1-xEFBE9F' < phdump_strings.htm > phdump_strings2.htm

EFBDA1-EFBE9F // 15711649-15711903

LC_ALL=C tr -s '\000' \n < phdump3.txt > phdump4.txt <-- Replace 000 with newline

LC_ALL=C tr -s '[\u{InHalfwidth_and_Fullwidth_Forms}]*' '\@' < phdump4.txt > phdump5.txt
LC_ALL=C grep -v '\p{InCJK_Symbols_and_Punctuation}|\p{Alnum}|\p{Punct}|\p{Space}' < phdump2.txt > phdump3.txt
[7:12pm] <andlabs> [XY] will match either an X or a Y
[7:12pm] <GlitterBerri> I don't know :(
[7:12pm] <andlabs> you can say (X.*Y|Y.*X)
[7:12pm] <GlitterBerri> http://textmechanic.com/Remove-Lines-Containing.html
[7:12pm] <GlitterBerri> You can enable regular expressions search
[7:12pm] <GlitterBerri> What does .* and | mean?
[7:12pm] <andlabs> .* means anything
[7:12pm] <andlabs> (. means any character, * means 0 or more)
[7:12pm] <andlabs> | means either or
[7:13pm] <einstein95> potayto potarto
[7:13pm] <andlabs> so that will match any line containing an X followed by a Y or a Y followed by an X

[12:19pm] <notwa> there's useless code in the sections with the optimizer disabled
[12:19pm] <notwa> keeps loading the same value into AT
[12:19pm] <notwa> among other things
[12:19pm] <CloudMax> I haven't personally seen the code where optimization is disabled. but I've heard about it

[1:00am] <aksa> external_func_8009812C
[1:00am] <electric_> I've been documenting all the separate animation files lately
[1:00am] <electric_> doumo
[1:00am] <aksa> a1 is the object to load

[1:01am] <aksa> she has 110 and  00c5

[8:41pm] <Twili> zelda2_dblue_room.gar.lzs
[8:41pm] <Twili> zelda2_fence.gar.lzs
[8:41pm] <Twili> zelda2_gi_bottle_0.gar.lzs
[8:41pm] <Twili> zelda2_gi_ocarina.gar.lzs
[8:41pm] <Twili> zelda2_go.gar.lzs
[8:41pm] <Twili> zelda2_hampost.gar.lzs
[8:42pm] <Twili> zelda2_mm_letter.gar.lzs
[8:42pm] <Twili> zelda2_obj_stain.gar.lzs
[8:42pm] <Twili> zelda2_sb.gar.lzs
[8:42pm] <Twili> zelda2_skj.gar.lzs
[8:42pm] <Twili> zelda2_swfl.gar.lzs
[8:42pm] <Twili> zelda2_timeblock.gar.lzs
[8:42pm] <Twili> zelda2_tsg_BAK.gar.lzs
[8:42pm] <Twili> zelda_mag.gar.lzs
[8:42pm] <Twili> zelda_mir_ray.gar.lzs
[8:42pm] <Twili> zelda_ny.gar.lzs

[3:46pm] <wareya> I converted a PAL rom to NTSC
[3:46pm] <wareya> *properly*
[3:46pm] <wareya> i.e. I changed the sample rate constants in the sound system
[3:46pm] <wareya> Music still plays too fast, but...
[3:47pm] <XZSO> sounds...
[3:47pm] <wareya> everything else is timed right
[3:47pm] <XZSO> painful
[3:47pm] <wareya> it took a while of messing with stuff I didn't understand
[3:47pm] <wareya> I took the HLE RSP plugin for mupen64plus and made it dump all of the microcode command arguments
[3:47pm] <wareya> I found out where it was buffering audio and the audio definition happened to be in related code
[3:48pm] <wareya> they hardcoded the FPS on which the sample count per frame is based on
[3:48pm] <wareya> instead of getting it from the VI registers and rounding
[3:48pm] <wareya> :/
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リンクスクラブ > キャディマスターしつまえ
マリオンクラブ > ショットれんしゅうじょう
マリオンクラブ > アプローチれんしゅうじょう
マリオンクラブ > パッティングれんしゅうじょう
パームクラブ > ショットれんしゅうじょう
パームクラブ > アプローチれんしゅうじょう
パームクラブ > パッティングれんしゅうじょう
デューンクラブ > ショットれんしゅうじょう
デューンクラブ > アプローチれんしゅうじょう
デューンクラブ > パッティングれんしゅうじょう
リンクスクラブ > ショットれんしゅうじょう
リンクスクラブ > アプローチれんしゅうじょう
リンクスクラブ > パッティングれんしゅうじょう
ひょうしょう(マリオン)
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コースパラメータ (32
のりおステータス!
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ENDしはいにんしつ
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ENDキャディマスターしつ
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ENDオルタネイト1 (55
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ENDマリオンクラブハウス
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やっほ〜…ラビットでございますだ。
サトさん…ロ〜タさん…25さん…タダマさん…
ルパンさん…クアトロさん…せきぐちさん…クマさん
のりたけさん…キリコさん…ベ〜タマックスさん…
そしてラウトさん…ほかサトシステムのみなさん
おげんきですか?
わたしは ついにやってしまいました。

このカクシメッセ〜ジを みた かたはテレスタ〜
 363のわたくしに デンシメールを ください
ませませ。 ちゅうせんで5めい の かたに
ごうかな しょうひんをさしあげません。


[12:49pm] <Porcino> 2- search for 00 XX 00 00 06 00
[12:50pm] <Porcino> XX = is a number of frames
[12:50pm] <Porcino> this is in objects files
[12:51pm] <Porcino> glitterberri, you can search for 00 00 06 00, is more easy
[12:52pm] <Porcino> with this you find the animation offset glitterberri
[12:52pm] <GlitterBerri> OK, thanks

1030 / 19B0 / 2420 / 2DC0 / 47D0 / 5040

000 = rotation value list 890 = rotation index list 0002 = limit

1614 0889 F6E2 0889 F3EA F3EA

oE3 = 38 limbs

6 + (6 * 38) = 6 + (228) = 234

235 hex digits from 890 to 988

rotation values: 0 / 2090 / -350 0 / 2091 / -348 0 / 2090 / -350 0 / 2077 / -377

00B0 = padding or new data? ... 22 backwards: -162 / 2030 / -400 0 / 2030 / -400 91 / 1396 / -399

22 frames: 2100 -350

[4:56am] <GlitterBerri> oE_anime has six animations
[4:56am] <GlitterBerri> the name suggests it's an animation file for the early Kokiri objects, since all the oE actors are Kokiri
[4:56am] <GlitterBerri> However
[4:57am] <einstein95> Oh yeah, if anyone wants display list dumps, just ping
[4:57am] <GlitterBerri> 0x1038 is an early animatino seen in a prerelease screenshot that belongs to Saria, where she curtsies and raises her hand to gesture at something
[4:57am] <ShimmerFairy> will do, einstein :)
[4:58am] <GlitterBerri> 0x19C0 is of ambiguous origin, since it's just someone standing there and moving their hands a little
[4:58am] <GlitterBerri> 0x2430 looks like the female Kokiri's, standing with hands behind her back, rocking back and forwards playfully on her feet
[4:59am] <GlitterBerri> 0x2DCC I'll return to in a second
[4:59am] <GlitterBerri> 0x47D8 is a Goron uncurling and getting up (kinda out of place with Kokiri stuff...)
[5:00am] <GlitterBerri> 0x5048 is said Goron standing idle
[5:00am] <GlitterBerri> with a little movement so he's not a statue :P
[5:00am] <GlitterBerri> Anyway, if you play 0x2DCC at the same framerate as the others (UoT's default 30 FPS), the object looks like it's spazzing hte fuck out
[5:01am] <GlitterBerri> but if you slow that down to, like, 5 FPS, you can see it's a combination of a whole bunch of animations played right after another
[5:01am] <GlitterBerri> all seeming to belong to different characters
[5:01am] <ShimmerFairy> maybe that's UoT screwing up its animation detection??
[5:02am] <GlitterBerri> I don't think so
[5:02am] <GlitterBerri> There are 6 animations in oE_anime (at the same addresses, minus the 0x4 UoT is off by) by my calculations too
[5:02am] <GlitterBerri> I think these must be/must have been parsed some other way
[4:35am] <GlitterBerri> here's the super hackish way to apply animations to an object
[4:36am] <GlitterBerri> step 1: navigate to the end of the object's file
[4:36am] boss left the chat room. (Quit: http://www.mibbit.com ajax IRC Client)
[4:36am] <GlitterBerri> step 2: paste the data and header of the animation you want to add
[4:36am] <GlitterBerri> step 3: redirect the header to point to the new addresses for the data
[4:37am] <GlitterBerri> step 4: open file in Hylian Toolbox and revel in your godly works
[4:39am] <GlitterBerri> aha
[4:39am] <GlitterBerri> and that explains why UoT displays certain models as all crumpled up
[4:40am] <ShimmerFairy> ooh, I'd like to hear this
[4:40am] <GlitterBerri> UoT takes an object's limb orientation from the first frame of its first animation
[4:40am] <GlitterBerri> if an object has no animations, the limbs are all positioned at 0, 0, 0 (I assume)
[4:40am] <GlitterBerri> hence it becoming a crumpled ball
[4:40am] <GlitterBerri> https://www.dropbox.com/s/qgc6ie2o052u1t9/Screenshot%202015-04-05%2004.40.51.png?dl=0
[4:41am] <GlitterBerri> object_oE3 with my manually-added in-line animation
[4:41am] <ShimmerFairy> But since the game doesn't need animations for those objects, it's obviously still UoT's fault :P
[4:41am] <GlitterBerri> So that's why objects like Link, the townspeople, and the early oX objects are all fucked up :)
[4:41am] <GlitterBerri> they all use separate animation files
[4:42am] <GlitterBerri> ditto with Adult Zelda
[4:43am] <GlitterBerri> Ganondorf is safe, since he has one in-line animation file
[4:44am] <GlitterBerri> Even if he draws most of his animations from the ganon_anime files
[4:44am] <GlitterBerri> they saw fit to provide him with one inside his object
[4:44am] <GlitterBerri> also, seems like Hylian Toolbox works the same in terms of crumpled actors
[4:45am] <ShimmerFairy> It really seems like you need to be able to analyze the code of the game to figure out a lot of how stuff works. It's interesting to see that the Z64 games are a hybrid between the "everything's one code blob" days and the "it's a proper filesystem" days
[4:46am] <GlitterBerri> Yeah, it was an interesting time
[4:47am] <GlitterBerri> Maybe that's related to them being on the border of the cartridge games and the CD games
[4:47am] <notwa> that's an interesting thought
[4:48am] <ShimmerFairy> I think that's why previous tools (but not mine :P) tend to have weird problems; their creators probably went "ooh files!" and forgot about the embedded-ness. And then they have external files and stuff to identify things, because they don't analyze the code instead.
[4:48am] <ShimmerFairy> The only thing you'd definitely need external files for would be readable file names, because those physically aren't in the ROMs (except OoT debug and partially MM debug, of course)
[4:49am] <GlitterBerri> notwa: Yeah, maybe they had files for the Zelda 64DD and blobs of code for the N64 version and what we have now is an -[unholy mess] +[imperfect harmony] of both
[4:50am] <GlitterBerri> I mean, they mashed everything else together at the last minute, why not the structure of the data itself?
[4:50am] <ShimmerFairy> I would imagine it's the DD that led to the filesystem-y parts of the game, being a disk and all.
[4:50am] <GlitterBerri> yep yep, that's what we're musing on
[4:50am] <notwa> all i can think of is how chaotic the build system for these games mustve been
[4:51am] <GlitterBerri> it probably looked like a junkyard spaceship
[4:51am] <einstein95> ShimmerFairy: SF64 also has most-of a filesystem too :V
Ganon:

Call to Animation:

ffff      bbrr rrrr bbii iiii llll
001E 00000601 0B000601 12AC 0015
         /         /         /    /
Ganon Anime:

0540: 00 0C 0000 06000000 0600 04 A4 0006 0000
0FE8: 00 18 0000 0600 05 50 0600 0F 4C 00 05 0000
1440: 00 0A 0000 0600 1000 0600 13 A4 0006 0000
1B0C: 00 0F 0000 0600 14 50 0600 1A 70 00 04 0000
1FF0: 00 0F 0000 0600 1B 20 0600 1F 5C 00 11 0000
2D20: 00 1D 0000 0600 20 10 0600 2C 90 00 05 0000
343C: 00 0E 0000 0600 2D 40 0600 33 A0 00 04 0000
3D40: 00 14 0000 0600 34 50 0600 3C A4 00 05 0000
4880: 00 19 0000 0600 3D 50 0600 47 E8 00 05 0000
4DB0: 00 0A 0000 0600 48 A0 0600 4D 0C 00 05 0000
58C0: 00 19 0000 0600 4D C0 0600 58 28 0006 0000
6028: 00 10 0000 0600 58 E0 0600 5F 8C 0006 0000
63CC: 00 07 0000 0600 60 40 0600 63 30 00 05 0000
69A0: 00 10 0000 0600 63 E0 0600 69 04 00 11 0000
7350: 0000 0000 0006 0000 0000 0000 0000 0000
738C: 00 19 0000 0600 69 B0 0600 72 F0 00 08 0000
8128: 001E 0000 0600 73 A0 0600 80 8C 00 04 0000
8A88: 00 17 0000 0600 81 40 0600 89 EC 0006 0000
8F44: 00 10 0000 0600 8A A0 0600 8E A8 00 13 0000
96B0: 00 10 0000 0600 8F 60 0600 96 14 00 09 0000
9A14: 00 14 0000 0600 96 C0 0600 99 78 00 1B 0000
9D5C: 00 08 0000 0600 9A 30 0600 9C C0 00 08 0000
A598: 00 14 0000 0600 9D 70 0600 A4 FC 0006 0000
A9E8: 0000 0000 0006 0000 0000 0000 0000 0000
AA24: 00 0B 0000 0600 A5 B0 0600 A9 88 00 08 0000
B4AC: 00 19 0000 0600 AA 40 0600 B4 10 0006 0000
BC28: 00 14 0000 0600 B4 C0 0600 BB 8C 00 09 0000

ShimmerFairy: "Rotation index: It's size is exactly 6 + (6 * Number of limbs)." If Impa has limbs 0 ~ 15 in Hylian Toolbox, does that mean she has 16 limbs? And if 6 + (6 x 16) = 6 (96) = 576, does that mean the data I'm looking for is

object_im:
0710:  001E 0000 0600 0000 0600 06A8 000C 0000
0AFC:  001E 0000 0600 0720 0600 0A94 0016 0000
14E4:  001E 0000 0600 0B10 0600 147C 0006 0000
1868:  001E 0000 0600 1500 0600 1800 0018 0000
FB10:  001E 0000 0600 F7A0 0600 FAA8 001B 0000
101C8: 0027 0000 0600 FB20 0601 0160 0013 0000
10EE0: 0028 0000 0601 01E0 0601 0E6C 0005 0000
1182C: 0037 0000 0601 0EF0 0601 17B8 0017 0000
11C08: 000F 0000 0601 1840 0601 1BA0 000C 0000
12218: 0019 0000 0601 1C20 0601 21B0 000C 0000

t = texture?
h = ?
[12:50pm] <mzxrules> how does the game know when to spawn epona
[12:50pm] <Airikita> When you're adult (age check) and flag 0100
[12:51pm] <Airikita> GB: Morpha boss room?
[12:51pm] <mzxrules> it just attempts to spawn epona everywhere?
[12:51pm] <Airikita> Gohma larva: 00 28 05 00 00 00 00 35 00 1E 00 00 00 00 03 A4
[12:51pm] <Airikita> huehue
[12:52pm] <mzxrules> the fuck
[12:52pm] <Airikita> Maybe for debug
[12:52pm] <Airikita> Um, no?
[12:52pm] <mzxrules> i don't use debug Kappa
[12:52pm] <Airikita> Still uses debug text, but not the extra debug text
[12:53pm] <Airikita> The actor ID in the file is irrelevant
[12:53pm] <Airikita> Try and find the actor ID for Bdfire
[12:53pm] <Airikita> Have a good laugh over it
[12:53pm] <mzxrules> king dodongo is the same
[12:55pm] <Airikita> ROFLMAO
[12:55pm] <Airikita> King Dodongo: 00 12 09 00 00 00 00 35 00 19 00 00 00 00 18 20
[12:55pm] <Airikita> XD
[12:55pm] <mzxrules> the king is just to make him feel better
[12:56pm] <Airikita> (0x0027) 00C8FE90 00C99AC0 808C1190 808CADC0 0019 ovl_Boss_Dodongo
[12:56pm] <Airikita> 0012
[12:56pm] <Airikita> 0027
[12:56pm] <Airikita> 09 = boss category
[12:56pm] <Airikita> 0019 = zobj
[12:56pm] <Airikita> 0012 = KD?
[12:56pm] <mzxrules> bdfile is 00 00, which could be link, or just be null
[12:57pm] <Airikita> I know, but KD is 0012
[12:57pm] <Airikita> Actor: 0012 Dodongo
[12:57pm] <Airikita> Nintendo puts their asses backwards
[12:57pm] <mzxrules> wonder if it's just these "early" actors
[12:58pm] <Airikita> Well, KD is just technically an oversized Dodongo
[12:58pm] <Airikita> Exposed to too much radiation
[12:58pm] <Airikita> Hmmm.... what about...
[12:58pm] <Airikita> I wonder if Barinade would have an identifier of a jellyfish
[11:57pm] <einstein95> Cuenta Atrás Zelda Majora's Mask(240p_H.264-AAC).mp4
[11:57pm] <einstein95> Legend of Zelda_ Majora's Mask (VHS)(480p_H.264-AAC).mp4
[11:57pm] <einstein95>
Preview Zelda_ Majora's Mask (VHS - 72 horas para salvar el mundo)(360p_H.264-AAC).mp4
Zelda Majora's Mask and Banjo-Tooie TRU Preview VHS Tape(360p_H.264-AAC).mp4
The Legend of Zelda_ Ocarina of Time(240p_H.264-AAC).mp4
Zelda 64 - Ocarina Of Time Promotional Video(240p_H.264-AAC).mp4
「ゼルダの伝説」に、また新たな1ページが書き加えられた。
「ゼルダの」魅力といえば、多彩なアクションとアイテム、そしてそれを駆使してのなぞ解き。64で生まれ変わった「ゼルダは」、これらの要素はもちろん、光と影を感じさせる美しいビジュアルや、臨場感あふれるサラウンドなどすべてが○○(純粋?)にパワーアップ!リンクの動きにはモーションキャプチャーが使用されたりもして、そのリアルなアクションの数々は「ゼルダ」の世界にきっとキミを引き込むはずだ。操作が複雑か?っていうと、そんなことは全然ない。3D空間を自由自在に駆け巡るリンクはプレイヤーそのものなのだ。

もちろん迫力あるキャラたちも君を待ち受ける。戦闘の一つ一つが手に汗握る戦いだ。

愛馬を使って走れ!リンク!
なんと今回のリンクは馬に乗ってフィールドを移動することもある。馬の動きは本物そっくり。その疾走感を是非体験してほしい。しかもこの愛馬は、単なる乗り物としてではなく、ゲーム進行上の大きなカギを握っているみたいだ。

パートナーは「妖精ナビィ」
画面写真でリンクの周りを飛び回っている、羽の生えた光る球。実はこれはリンクの守護妖精。名前をナビィと言う。○○の途中でヒントを与えてくれたり、敵のサーチをしたりと、リンクをいろいろサポートしてくれる、とっても頼りがいのあるパートナーなんだ。

オトコでもない、コドモでもない、揺れる年ごろのリンクがさらに揺れる?
「時間」。それは今回の「ゼルダ」の一番大きなキーワードかもしれない。この2つの画像を見比べてみるとわかるように、ゲーム中には青年時代のリンクと少年時代のリンクが、それぞれ登場してくる。過去と未来、2つの時間を駆け抜ける今回のリンク。オトナとコドモの使い分け、なんてなぞ解きも充分考えられるであろう。
[7:03pm] <mzxrules> 2130 is the IS64 output function right?
[6:57pm] <Airikita> 80002170 is identical to 80002130, but 80002170 is not used
as an example,    || scope="row" colspan="4" |    should be    !! colspan="4" |    (you could put scope="col" in there if you want to help accessibility). It's not 100% wrong as it is, I'm more just letting you know for future tables you create :)
http://nicoviewer.net/sm9026786
Nintendo Spaceworld 1996 Miyamoto talk

https://www.youtube.com/watch?v=LBeWYlYzKtM
Mario Shoshinkai Gameplay 00:42

https://www.youtube.com/watch?v=lKBNzjgN_hk
Gamesmaster Feature - Shoshinkai Show Nintendo 'Ultra' 64 Mario footage

Running at skybox-free town wall, vs. Stal Boss, Stalfos dungeon, grabbing sword against skybox-free town wall, sky temple, seeing door shut, dropping into Stal Boss, approaching Triforce chest, jumping in mountain zone, Stalfos dungeon, opening Triforce chest, running at mountain wall, Triforce assembling, Stalfos flipping

https://www.youtube.com/watch?v=Dbko5OwTLbQ#t=2m25s

Zelda Dec. 1998 German Mag Geschichten Aus Hyrule - Ihr erwacht eines Morgens aus einem Alptraum und stellt fest, daß die Welt, in der ihr lebt, sich auf merkwurdige Art und Weise verandert hat Um Euren Kopf schwirrt eine kleine Fee, die Euch zum Deku-Baum schickt. Dort erfahrt ihr mehr über Euer Schicksal, das Land Hyrule, Prinzessin Zelda, Diebeskönig Ganondorf, das magische triforce usw Viele dustere Verließe warten auf Euch, mächtige Hollenkreaturen stellen sich Euch in den Weg. Ihr wißt nicht, wohin ihr zuerst gehen sollt. Ihr seid auf der Suche nach 100 goldenen Skulltulas, den geheirnen Orten, an denen ihr die

https://www.youtube.com/user/64DDnet/search?query=zelda

https://www.youtube.com/watch?v=WmrnKVRHzuo
Ask OKeiji for these scans

http://www.zeldauniverse.net/wp-content/uploads/2011/04/61_3DS_Zelda-Ocarina-of-Time-3D_Artwork_61.jpg
original soundtrack cover art

http://www.reddit.com/r/retrogaming/comments/2mw4xi/exclusive_screens_of_nintendos_64bit_technology/cm8a693
Next Magazine Zelda 1995 preview

https://40.media.tumblr.com/e7e83d187349a0fac5c65e346b523878/tumblr_n3ylnxXPPf1rkrwaco1_500.jpg
Zelda 1996 preview

https://douginsano.files.wordpress.com/2009/04/next_gen_indevelopment_4.jpg?w=970&h=1416
a little about Zelda 64 being a DD launch title

https://www.youtube.com/watch?v=TGe_pDMKlo0
Airikit'as magic barrier / arrow theory
[7:00am] <CloudMax> hmh.. so.. I'm going to guess that people already know this. but they button symbols are not present in the pre-release footage. they have regular A, C and B letters with their colors applied to them in dialogs.
[7:00am] <CloudMax> at least when he took out the ocarina and played
../z_kankyo_debug.c
../z_kankyo_debug.c
<     >
<       >
<       >
X %03d
Y %03d
Z %03d
FLAME 
%06d
STOP:Cursole Right
LINK dousa 
anime 
loop
[11:40am] <PPLToast> you know how debug gives you map compass etc
[11:40am] <PPLToast> the good shit
[11:40am] <GlitterBerri> yep yep
[11:40am] <PPLToast> well the map doesnt appear in normal STT
[11:40am] <PPLToast> only inverted

[1:26pm] <mzxrules> odds are, the tent is actor 00B8
[1:26pm] <GlitterBerri> taht's right
[1:26pm] <mzxrules> which is a collection of set pieces
[1:26pm] <GlitterBerri> Bridge (Child) / Broken Bridge / Bridge (Adult) / Carpenter's Tent
[1:26pm] <mzxrules> and since they're all loaded at once in every scene setup, gerudo valley might exist before setups :o

Child Link glitches when he touches the burning rocks in Ganon's Castle

Gerudo Training Area silver rupee room has messed up collision

https://docs.google.com/spreadsheets/d/1V_1d6kxYztzaGj4iKM-huAV3jDVfo91lZv2EGl7LaBo/edit#gid=0

[12:58am] <einstein95> 7F80-BF80 are some explosion effect textures
[12:59am] <einstein95> CE40-CF40 is an archery target icon
[12:59am] <einstein95> CF40-D0C0 is a white right-pointing arrow thing
[1:00am] <einstein95> http://puu.sh/gZOU2/431f98eca6.png some internally referenced textures in that gap

LISCENSED ID ISEsy D ID by sy D ID NINIID ID ISESED ID ISEsy D ID by LICEN TENDO o D ID ? Ff FD ID ERERD ID ER oD ID I o o D ID ? Ff FD ID ERYTENDO

http://imgur.com/0FacPN6

[1:27pm] <PPLToast> the death mountain eruption in kak is a pretty sloppy cutscene
[1:27pm] <PPLToast> you can see the archery door floating

[12:25am] <Lazengann> 01 was the Nabooru cutscene after you beat the Iron Knuckle she's become.

0A FF 0A FF 00 23 FD 66 00 9B 05 9A AF A5 01 3F 08 FF 08 FF 00 23 03 86 00 AC
[11:49pm] <GlitterBerri> So why is the present setup of the dungeon the cutscene setup accessed from Map Select, but the final setup when accessed from the normal game?

OoT chest model not used pickup model always crashes

stray rupee OOB in southern swamp in MM

fire temple prerender is different than final game

water spouts in Jabu Jabu affect Link in debug free movement

can't moon jump while climbing ladder

flashing red Link lava blink

boss lairs have no room 00

KF 08 - Deku Tree's mouth is closed KF 09 - Deku Tree's mouth is open, transition no worky

[5:52am] <ShimmerFairy> Yeah. Worth noting the initialization variable for all of those kokiri transitions you pasted earlier, and for the crawlhole ones in the test map, is 013F

[1:33am] <PPLToast> for example OoT keeps the hitboxes of unloaded enemies in the 000 coordinate
[1:34am] <PPLToast> if you place a bomb there and it hits it it kills the enemies

[1:24am] <Lazengann> Grabbing the Silver Gauntlets here
[1:24am] <Lazengann> Forces you to go to the cutscene with Nabooru being kidnapped.

m_HADcoinshutter1_model.cmb, m_HADinv03_model.cmb, m_HADinv09_model.cmb, m_HADinv0b_model.cmb, m_HADinv0f_model.cmb, m_HADsec00_model.cmb, m_HADsec02_model.cmb, m_HADsec05_model.cmb, m_HADsec06_model.cmb, m_HADsec0a_model.cmb, m_HADsec12_model.cmb, m_Hbell_model.cmb, m_Hbomb05_model.cmb, m_Hbombzou_model.cmb, m_Hfofo_model.cmb, m_Hgiro_model.cmb, m_HhasamiN_model.cmb, m_HhasamiS_model.cmb, m_Hinvslide_model.cmb, m_Hkenzan_model.cmb, m_Hlift_model.cmb, m_Hmon1c_model.cmb, m_HRtubo_model.cmb, m_Hsgami_model.cmb, m_Hship_model.cmb, m_Hsyarin_model.cmb, m_Hsyoku1c_model.cmb, m_Htubo_model.cmb, m_Hwipe1c_N_model.cmb, m_Hwipe1c_S_model.cmb, m_Hzou1c_model.cmb, tetra_model.cmb

Grate (4 Slats), Invisible Platforms (Room 03), Invisible Platforms (Room 09), Invisible Spikes (Room 0B), Invisible Walls (Room 0F), Skull Wall (Room 00), Skull Wall (Room 02), Skull Wall (Room 05), Skull Wall (Room 06), Skull Wall (Room 0A), Skull Wall (Room 12),

Sages have embedded cutscenes?

[8:10pm] <mzxrules> that one spot allocated past the instance of Link
[8:10pm] <GlitterBerri> Did I hear about that? Not ringing a bell
[8:10pm] <mzxrules> don't think that will appear on the object list
[8:10pm] <GlitterBerri> Info?
[8:10pm] <mzxrules> thats where the gi object files are loaded when opening chests

[8:11pm] <mzxrules> A84
[8:11pm] <mzxrules> +1DAA30
[8:11pm] <mzxrules> in ntsc 1.0

[8:12pm] <mzxrules> plus C because of aligment

[8:12pm] <mzxrules> that will be a raw file though so you'd have to analyse it against a rom
[8:12pm] <GlitterBerri> Its name suggests that it's effect_twinrova
[8:12pm] <mzxrules> *decompressed ovc

Sheik has embedded cutscene?

[8:42pm] <GlitterBerri> Come ot think of it, the Spirit Temple boss even exemplifies the presumed original time theme of the temple
[8:42pm] <GlitterBerri> young Twinrova vs. old Twinrova

[11:07pm] <YoYo> GlitterBerri, for future reference
[11:07pm] <YoYo> https://tcrf.net/images/7/7d/OoT-Poe_%2B_Bow_NPS.jpg
[11:08pm] <YoYo> Link's parted hair came into play early on
[11:08pm] <YoYo> The original version, where Link had brown sleeves, was reused but changed to a strawberry blonde color for Early Sword on A

http://i.imgur.com/XjBHXyc.jpg

[11:58pm] <ShimmerFairy> GlitterBerri: you could always search a disassembly of actors for scene numbers, and see if there's a common instruction between scene-specific actors that use the number. (But that might be something I could do instead sometime :P)

object list: 802964DC Bonooru: 802964E4 Var: 802964F02 Checkable Spot: 80296554 var: 80296562

0ED4 / BA1693 <-- ZELDA in my ROM / BA168C <-- ZELDA according to the page // ba2567 <-- event flags in my ROM / ba2560 <-- event flags according ot the page

[12:03am] <Playtendo> notwa, cutscene data can specify what flag to set
[12:04am] <Playtendo> GlitterBerri,  no
[12:04am] <notwa> dat n key rollover
[12:05am] <GlitterBerri> hm
[12:05am] <GlitterBerri> ROM might be broken
[12:05am] <Playtendo> cutscene entries
[12:05am] <Playtendo> xxxxxxxx yyyyuutt
[12:05am] <Playtendo> xx = location of cutscene
[12:05am] <Playtendo> yy = Exit #
[12:05am] <Playtendo> uu = Entrance cutscene activates at
[12:05am] <Playtendo> tt = Event flag
[12:05am] <Playtendo> just look at the cutscene command
[12:05am] <Playtendo> it'll help
[12:06am] <Playtendo> I think that's how I documented all those entrance cutscenes
[12:06am] » GlitterBerri saves

[12:16am] <aksa> 0x1A and 0x16

[1:43am] <Playtendo> for ocarina of time you need to have RB00 set to 1
[1:43am] <Playtendo> and press L+C-up
[1:48am] <ShimmerFairy> Playtendo: so R + C-up + L is just for MM then?
[1:48am] <Playtendo> yes
[1:50am] <Playtendo> TCRF's page says start + R opens the RH page but it actually opens RB
  • Chamber of the Sages - 0044
  • Inside Ganon's Castle - 000D
  • Spot 11 - Desert Colossus - 005C
  • Twinrova's Lair & Iron Knuckle Room - 0017
  • Spot 16 - Death Mountain Trail - 0060
  • Spirit Temple - 0006
[7:05pm] <GlitterBerri> there is a different type of collision polygons around Gerudo Valley entrance, right?

[7:22pm] <mzxrules> unless the low res image is eating it, there's no wall leading up to the "upper" end of Kakariko (which brings you to the trail)
[7:22pm] andlabs left the chat room. (Ping timeout: 121 seconds)
[7:22pm] <Porcino> http://i.imgur.com/TRfD9C9.png http://i.imgur.com/GrG2zgX.png

[7:05pm] <GlitterBerri> there is a different type of collision polygons around Gerudo Valley entrance, right?

[7:25pm] <mzxrules> the different zora's domain kind of looks like an in-game rendering rather than a drawing

http://imgur.com/f4syguf

2861 = is it less than
2401 = is it equal to

Kokiri actor + 0x1B84

LH V1, 0x00A4 (A1)       ; Read the scene number
SLTI AT, V1, 0x0056      ; Is it less than 0x56?
BNEZ AT, 0x802350A4      ; If not, jump to 0x802350A4. If so, keep going
ADDIU AT, R0, 0x005B     ; Is it scene 0x005B?
BEQ V1, AT, 0x80235328   ; If so, jump to 0x80235328
LUI T3, 0x8012           ; T3 = 0x80120000
BEQ R0, R0, 0x80235360   ; jump to 0x80235360 unconditionally
OR V0, R0, R0            ; V0 = 0
SLTI AT, V1, 0x002E      ; Is it less than 0x2E?
BNEZ AT, 0x802350C4      ; If so, jump to 0x802350C4
ADDIU T6, V1, 0xFFDA     ; T6 = scene number - 0x26
ADDIU AT, R0, 0x0055     ; AT = 0x0055 <---- Here's our scene number for Kokiri Forest
BEQL V1, AT, 0x802350E8  ; Is our scene number 0x0055? If so, jump to 0x802350E8

---

[10:53pm] <aksa> cutscenes 0 1 2 3 6 and 7 are referenced in the 0x1b command
[10:53pm] <aksa> I thought i uploaded all my stuff
[10:53pm] <aksa> so 4 and 5 are unused for this scene header

02 00 3F E0 6E 00 FF FF 02 00 74 20 6E 00 FF FF 02 00 95 B0 FF FF 01 FE 02 00 9C 20 FF FF FF FF

[11:03pm] <aksa> 010F04 is where the used ones are

[11:00pm] <aksa> I think it's the header at 00B5A0
[11:00pm] <electric_> Also, in 1Bxx0000 yyyyyyyy, what is XX?
[11:01pm] <aksa> number of entries
0000 - 1B 11 00 00 02 00 9F 90
AC30 - 1B 0A 00 00 02 00 B4 E8
B5A0 - 1B 0C 00 00 02 01 2B EC
12CC0 - 1B 09 00 00 02 01 2F F8
81253960 0029
812538FE 001D
D01C84B5 0020
801D887C 0036
D01C84B5 0010
811F4172 0009

you have to press L on a certain line of text after talking to her

811F4172 0009 starts "the legend goes like this" part

[11:14pm] <aksa> not exactly sure what 801D887C is but it starts the cutscene / it's text related though
MQ for 0055:
00 00 10 25 28 61 00 2E 14 20 00 06 24 6E FF DA 24 01 00 55 50 61 00 0C 84 82 00 1C 10 00 00 A8
0888 - 03 = Forest Temple
24 01 00 03 10 61 00 08
0D = Inside Ganon's Castle
26 = Know it all
27 = Twins
28 = Mido
29 = Saria
2D = Kokiri Shop
34 = Link's House
44 = Chamber of Sages
1BB0 - 55 = Kokiri Forest
24 01 00 55 50 61 00 0C
56 = Sacred Forest Meadow
1B90/2014 - 5B = Lost Woods
24 01 00 5B 10 61 00 A4
24 01 00 5B 00 80 80 25
63 = Lon Lon Ranch 
84A3: LH = Load Halfword / V1 = Register
2861: SLTI = Set Less Than Immediate
2401: ADDIU = Add Immediate Unsigned (No Overflow)
1061: BEQ = Branch on Equal
8012: LUI = Load Upper Immediate [Halfword]
27A4: BNE = Branch Not Equal
81070774 3C05
81070776 8062
81070778 24A5
8107077A 0000
8107077C 3C06
8107077E 8022
81070780 8CC6
81070782 3CDC
81620000 2530
81620002 3878
81211268 0001
0 = Four Bits (1 or 0)
00 = Byte
0000 = Halfword
0000 0000 = Word
1 Hex Digit = 4 Bits (can represent 16 different values)
4 Bits = 4 different combinations of 1s and 0s
1 Bit = 1 or 0
V1 = Register
Register = A name for a storage space on the N64 processor.
http://i.imgur.com/aq5wSv4.png

The N64 has 32 storage spots that can hold up to 64 bits each (4 lines of code, 4x4)

So say you have "0016" at an address in memory, and you do LH V1 at that address
Then your V1 register will also have "0016" in it
Whenever the number you're working with is less than the full 64 bits the register can hold, it just gets padded with 0's

V1 = (the 16 bits of memory at whatever's in A1) + 0x00A4

[7:24pm] <Rather> It's done this way to make things really easy, for example imagine that you have the address of an actor in RAM stored in A1
[7:24pm] <Rather> x/y/z coordinates can then be accessed using 0x0024(A1), 0x0028(A1), and 0x002C(A1)
[7:25pm] <Rather> and no matter what the address in A1 is, you can use the same code for it

http://imgur.com/Sbxuc0T,jmEXb70#1

[7:39pm] <Rather> In instructions like ADDIU, the first 6 bits will be the opcode (ADDIU), the second 5 bits will be the target register, the next 5 bits will be the source register, and the last 16 bits will be the immediate value
[7:39pm] <Rather> Like 0x0055 or 0x0064 for example
Function = A bit of code that's meant to be reused, take inputs and gives outputs
Int = a container that holds a number
Array = Holds multiple numbers
var i = 5; // i is an integer that has the value 5
var a = [5, 6, 89, 12]; // a is an array of integers that contains 5, 6, 89 and 12
Scene Headers = An array of functions
var f = [readMap, readActors, readObjects, ...]
[7:52pm] <Rather> The "command" is an index into that array
[7:52pm] <Rather> 02 = bank (the current scene)

[7:56pm] <Rather> Okay so the level commands are always 8 bytes total. What it does is read the first byte, and it uses it as the command, which basically tells it which function to execute
[7:57pm] <GlitterBerri> But why? What determines that?
[7:57pm] <GlitterBerri> The compiler?
[7:58pm] <GlitterBerri> The devs?
[7:58pm] <GlitterBerri> I think my confusion stems from the fact that MIPS instructions are so messy and inconsistent when assembled, but header commands aren't
[7:58pm] <Rather> Yes, the devs came up with the format. Then they wrote C code that makes sense of binary data in that format
[8:13pm] <Rather> Sure, what I'm saying is you only think the output is pretty because it has structure. The structure is necessary to write reusable code

00 00 00 01 01 42 FF 29 06 23 03 93 00 00 00 00 00 00 00 01 01 12 FB 5A 05 D3 02 31 00 00 00 00

たなか つねひろ

https://web.archive.org/web/20000819145510/http://ign64.ign.com/previews/437.html http://www.g4tv.com/videos/53510/official-legend-of-zelda-ocarina-of-time-3d-e3-trailer/

Ocarina of Time - xxx

Original URL:

Original Title:

Content:

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Information:

the legend of zelda, zelda, ocarina of time, oot, zelda 64, nintendo 64, n64, trailer, promo, prerelease, commercial, footage, beta, nintendo, ゼルダの伝説, ゼルダ, 時のオカリナ, 時オカ, ゼルダ64, ニンテンドー64, cm, 動画, 開発, 初期, トレイラー, 任天堂

0:00 - The Goddesses Descend
0:00 - Child Link Obtains Kokiri Emerald
0:00 - Child Link Peers at Princess Zelda
0:00 - The Deku Tree's Mouth Opens
0:00 - Adult Link vs. Phantom Ganon
0:00 - Adult Link Obtains the Light Medallion
0:00 - Child Link vs. King Dodongo
0:00 - ??? Forest Temple ladder
0:00 - Ganondorf Rides Through the Flames
0:00 - The Door of Time Opens
0:00 - Child Link Goes Forward in Time
0:00 - Adult Link Escapes Lon Lon Ranch on Epona
0:00 - Child Link's Nightmare
0:00 - Camera Pans Through Kokiri Forest
0:00 - Ganondorf Rides Through the Flames
0:00 - Child Link vs. Lizalfos
0:00 - Adult Link vs. Wallmaster
0:00 - Adult Link vs. Gohma
0:00 - Child Link vs. King Dodongo
0:00 - The Goddesses Descend
0:00 - Child Link Obtains the Kokiri Emerald
0:00 - The Door of Time Opens
0:00 - Child Link Travels Forward Through Time
0:00 - Adult Link vs. Stalfos in Gerudo Training Grounds
0:00 - Young Twinrova Battle Intro
0:00 - Adult Link vs. Young Twinrova
0:00 - Adult Link vs. Skulltula in Forest Temple
0:00 - Adult Link vs. Stalfos in Gerudo Training Grounds
0:00 - Phantom Ganon Defeated
0:00 - Adult Link Races Ingo on Epona
0:00 - Child Link Approaches Sleepless Waterfall at Zora's River
0:00 - Adult Link Plays Horseback Archery
0:00 - Child Link Runs Through Back Alleys
0:00 - Child Link at Temple of Time Exterior
0:00 - Princess Ruto in Jabu-Jabu's Belly
0:00 - Adult Link in Fire Temple
0:00 - Child Link's Nightmare
0:00 - Adult Link Escapes Lon Lon Ranch on Epona
0:00 - Sages Lend Aid During Ganon Battle
0:00 - Volvagia Battle Intro
0:00 - Adult Link vs. Phantom Ganon
0:00 - Iron Knuckle Miniboss Battle Intro
0:00 - Twinrova Battle Intro
0:00 - Adult Link Uses Hookshot in Gerudo Valley
0:00 - Adult Link vs. Volvagia
0:00 - Child Link vs. Tektite on Death Mountain
0:00 - Child Link vs. Skullkid
0:00 - Child Link vs. King Dodongo
0:00 - Adult Link vs. Morpha
0:00 - Twinrova Attacks Nabooru
0:00 - Adult Link Climbs Fire Temple Grate
0:00 - King Dodongo Defeated
0:00 - Adult Link Consumed by Fire Temple's Fire
0:00 - Child Link in Graveyard
0:00 - Child Link in Lost Woods
0:00 - Child Link in Castle Courtyard
0:00 - Phantom Ganon Defeated
0:00 - Child Link in Blue Fairy Fountain
0:00 - Gohma Defeated
0:00 - Child Link Navigates Hedge Maze Game
0:00 - Child Link in Castle Courtyard
0:00 - Child Link Meets Princess Zelda
0:00 - Gohma Battle Intro
0:00 - Child Link vs. Gohma
0:00 - King Dodongo Battle Intro
0:00 - Adult Link vs. Volvagia
0:00 - Adult Link vs. Phantom Ganon
0:00 - Child Link vs. King Dodongo
0:00 - Door of Time Opens
0:00 - Adult Link Uses Reed Whistle in Hyrule Field
0:00 - Adult Link Rides Epona Through Hyrule Field
0:00 - Saria Appears in Chamber of the Sages
0:00 - Child Link's Nightmare
0:00 - Child Link vs. Gohma
0:00 - Child Link vs. King Dodongo
0:00 - Adult Link vs. Morpha
0:00 - Adult Link vs. Volvagia
0:00 - Adult Link vs. Phantom Ganon
0:00 - Poe Sisters Appear in Forest Temple
0:00 - Adult Link vs. Joelle (Red Poe Sister)
0:00 - Phantom Ganon Battle Intro
0:00 - ??? keys in Dodongo's Cavern
0:00 - Volvagia Battle Intro
0:00 - Child Link vs. Gohma Larva
0:00 - Adult Link vs. Stalfos in Forest Temple Bow Room (Sutaru)
0:00 - Child Link vs. Tektite on Death Mountain
0:00 - Adult Link in Fire Temple
0:00 - Child Link vs. Gohma
0:00 - Child Link in Jabu-Jabu's Belly
0:00 - Child Link vs. Tektite on Death Mountain Trail
0:00 - Adult Link vs. Morpha
0:00 - Child Link vs. King Dodongo
0:00 - ??? CoS
0:00 - Child Link vs. King Dodongo
0:00 - Child Link in Dodongo's Cavern Main Chamber
0:00 - Adult Link vs. Phantom Ganon
0:00 - Adult Link at Ice Cavern Entrance
0:00 - ??? Gohma drops down
0:00 - ??? Forest Temple ladder
0:00 - Adult Link vs. Phantom Ganon
0:00 - Adult Link vs. Volvagia
0:00 - Adult Link in Ice Cavern Block Puzzle Room
0:00 - ??? vs. Lizalfos
0:00 - Child Link Meets Princess Zelda