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- In Ocarina of Time, there are certain glitched entrance values that point at variable RAM to determine what scene you spawn in - specifically Link's angle.
- This makes it so that every time you die, void, return to FW, etc., you can manipulate where you spawn based on your current angle.
- I did a search to see whether MM has any glitched entrance values that behave similarly. The answer is sadly no, but there ARE certain entrance values that point at variable RAM.
- The catch is that these RAM values aren't manipulable, they seem to have a (different) constant value in each scene. So there is *probably* not any practical use for this.
- J 1.0 and J 1.1:
- Entrance Value / Address the z_EntranceRecord is read from
- DD10 806B0003
- DD11 806B0007
- DD12 806B000B
- DD13 806B000F
- DD14 806B0013
- DD15 806B0017
- DD16 806B001B
- DD17 806B001F
- DD18 806B0023
- DD19 806B0027
- DD1A 806B002B
- DD1B 806B002F
- DD1C 806B0033
- DD1D 806B0037
- DD1E 806B003B
- DD1F 806B003F
- E350 80680003
- E351 80680007
- E352 8068000B
- E353 8068000F
- E354 80680013
- E355 80680017
- E356 8068001B
- E357 8068001F
- E358 80680023
- E359 80680027
- E35A 8068002B
- E35B 8068002F
- E35C 80680033
- E35D 80680037
- E35E 8068003B
- E35F 8068003F
- E4E0 80680003
- E4E1 80680007
- E4E2 8068000B
- E4E3 8068000F
- E4E4 80680013
- E4E5 80680017
- E4E6 8068001B
- E4E7 8068001F
- E4E8 80680023
- E4E9 80680027
- E4EA 8068002B
- E4EB 8068002F
- E4EC 80680033
- E4ED 80680037
- E4EE 8068003B
- E4EF 8068003F
- All other versions:
- Entrance Value / Address the z_EntranceRecord is read from
- E840 806E0001
- E841 806E0005
- E842 806E0009
- E843 806E000D
- E844 806E0011
- E845 806E0015
- E846 806E0019
- E847 806E001D
- E848 806E0021
- E849 806E0025
- E84A 806E0029
- E84B 806E002D
- E84C 806E0031
- E84D 806E0035
- E84E 806E0039
- E84F 806E003D
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