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Savefile GCI Ranges - Old knowledge

dragonbane Jul 11th, 2019 140 Never
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  1. Scratchpad:
  2.  
  3. From: 00000000803F61C0
  4. To:   00000000803F6B17
  5.  
  6.  
  7. Game RAM:
  8.  
  9. From: 000000007FFF0000
  10. To:   00000000817F0000
  11.  
  12.  
  13. Persistent Flags:
  14.  
  15. From:  00000000803FBBB0
  16. To:    00000000809FA000
  17.  
  18.  
  19. Dynamic Flags:
  20.  
  21. From:  00000000809FA000
  22. To:    0000000081000000
  23.  
  24.  
  25. NTSC-PAL Addresses:
  26.  
  27.  
  28. 0 = Reset Timer
  29. 5 = reduces timer by 20 seconds
  30. 6 = stop timer
  31. 8 = hide timer
  32. 4 = timer runs
  33.  
  34. Stored:596DC0D5
  35. Bias:0590D0AC
  36.  
  37. A2A944
  38.  
  39. 497796E0
  40. 0000005E
  41.  
  42.  
  43. Normal rendering: 16C8820
  44.  
  45. Normalised Goats Timer: A28C20
  46. Normalised: A289D4
  47.  
  48. 00459189
  49. 4C1C9EDB
  50.  
  51. 058FC0B7
  52.  
  53. Normal:
  54. A2A944
  55.  
  56.  
  57. Normalised: A28C20
  58.  
  59.  
  60.  
  61. 4x b jump attacks
  62. transform
  63. c-up
  64.  
  65.  
  66. Human
  67. Enter door from very left
  68. Targeted Roll forward
  69. Gale at edge, then up aiming at center of stone platform
  70. 3 Targets
  71. LJA
  72.  
  73. 54883
  74.  
  75. Wolf (Position: -3571.811523; -45.18000031; 316.3805542 ; Angle: 54627)
  76. L target B attack
  77. L target B jumpattack (Final Position: -4015.249512 ; -45.18000031; 544.2306519)
  78. C-Up Wolf Angle 45923
  79. Human
  80. L targeted backwalk and backflip as early as possible
  81. Jump off in perfect up-left direction
  82.  
  83.  
  84.  
  85.  
  86.  
  87. -3548.977051
  88. 317.497406
  89.  
  90. NEW LJA Setup
  91.  
  92. LJA once gale at destination
  93. Wolf
  94. L target b attack
  95. L target jumpattack
  96. Angle 46977
  97. Human
  98. L targeted backwalk and backflip as early as possible
  99. Jump off in perfect up-left direction
  100.  
  101.  
  102.  
  103. FINAL:
  104.  
  105.  
  106. Human
  107. Enter door from very left (Angle: 49) (69?)
  108. L target Roll forward
  109. Target left skull with Gale
  110. LJA as soon as gale reached destination (Position: -3577.813721; -45 ; 161.8471375; Angle: 55544)
  111. Wolf (Position: -3632.922852; -45.18000031; 200.5960999; Angle: 55544)
  112.  
  113. L target B attack, wait it out
  114. L target B jumpattack, wait it out
  115. L target B attack, wait it out (bonk) (Position: -4052.672852; -45; 535.3729858; Angle: 55544)
  116.  
  117. C-Up until maximum push
  118. C-Up Angle 46328
  119. Human (Pos: -3950.410156; -45 ; 572.6160889; Angle: 46328)
  120. L targeted backwalk and backflip as early as possible
  121. Jump off in up-left direction
  122.  
  123.  
  124. Left skull
  125.  
  126. 54883
  127.  
  128.  
  129. New Setup:
  130.  
  131. -Enter Door on Left (Angle 69)
  132. -Sidehop to the left
  133. -Aim at left skull
  134. -Earliest LJA on destination (Angle: 73)
  135. -Wolf
  136. -B attack 3 times fast
  137. -B jumpattack after wolf stops moving (bonk) (not too late!)
  138. -Angle: 45000
  139. -Wait out the sand push
  140. -Human
  141. -Backflip
  142. -Up first, then left (if angle 45000)
  143. -Up-left (if angle 45100)
  144. -Left first, then up-left (if angle 44900) (super precise)
  145.  
  146.  
  147.  
  148. BEST?
  149.  
  150. -Enter Room
  151. -Turn around and walk into the left corner of the door (Pos 34; 15)
  152. -Turn around and aim with Gale
  153. -Straight to the left (aim under left skull), then EXTREMELY carefully up (else gale pushes you)
  154. -Stop as soon as target and lock it (Pos: -34; 0; -715)
  155. -Earliest LJA once gale on destination (Angle: 35) (Pos: -07; -93)
  156. -Transform as soon as Link comes to a full stop and starts sinking
  157. -4x B attack
  158. -2x B jumpattack (bonk on wall)
  159. -Pos: 4033; 556; Angle: 35
  160. -Wait till bonk lighting on wall gone, then c-up quickly to the right
  161. -C-Up Angle: 45300-45500 (4 seconds) (straight to the right, make sure sandline is even with the wall)
  162. -Wait out the sand push
  163. -Transform as early as possible after the push stops
  164. -L target and wait till Links backbags are almost gone in the sand
  165. -L targeted backwalk and backflip (usually late)
  166.  
  167.  
  168.  
  169.  
  170. -Left skull LJA (Angle 35)
  171. -Transform once link starts sinking
  172. -Buffered B jump forward when very low (4x times) (Pos after: -4051, 502; 54635)
  173. -Lock camera and walk forward into corner once wolf fully landed
  174. -Once wolf stops item buffer and turn perfect up-right
  175. -Item buffer and let go of stick
  176. -Wait out sand push (97;46)
  177. -transform human (339; 65; Angle: 43) (43;66 is good)
  178. -c-up or gale a tad to the right
  179. -hold up-left for jump off
  180.  
  181.  
  182. -Extreme Angles: 45300-45330 --> hold up first, then up-left for jump off
  183. -Good Angle: 45340-45390 --> hold up first, then up-left for jump off
  184.  
  185. -Good Angle: 45400-45490 --> hold left first, then up-left for jump off
  186. -Extreme: 45500
  187.  
  188. -Other Angles: 45223
  189.  
  190. -Good Human Pos: -3946.681641; -45; 565.6361694; Angle: 45340
  191.          -3948.660889; -45; 562.9240112; Angle: 45500
  192.  
  193. Setup as Human after Bonk:
  194. -L target, sidewalk left till x offscreen
  195. -Pos 3953; 561
  196. -C-Up Angle: 45400
  197.  
  198.  
  199.  
  200.  
  201. Angle 44900 should get pos -3960.69873, -45, 551
  202.  
  203.  
  204. 22
  205. 23
  206.  
  207. NTSC+1FA0 for PAL (not for all addresses) (for isLoading its NTSC+1FC0) (for title screen pointer NTSC+1CE0) (for reset values NTSC+1FE0 and NTSC+1FC8 and NTSC+1FC0)
  208.  
  209.  
  210.  
  211. 0 = Taunt (Reset)
  212. 1 = Generate Hops (Do Nothing)
  213. 2 = Throw Gale at Link or Babas
  214. 3 = Unstable
  215. 9 = Thrown Off
  216. 10-30 = Dead
  217.  
  218.  
  219. 0
  220. 4
  221. 25
  222. 35
  223. 42
  224.  
  225. 201
  226.  
  227. 19
  228.  
  229. 2
  230. 4
  231. 6
  232. 8
  233. 10
  234. 12
  235. 14
  236. 16
  237. 18
  238.  
  239.  
  240. 1 jumpslash
  241. 3
  242. 6
  243. 9
  244. 12
  245. 15
  246. 18
  247.  
  248. 19q
  249.  
  250. 21
  251.  
  252. 1
  253.  
  254.  
  255. block push: 9 seconds
  256. 43 from main room after poe cs to 3rd Poe
  257.  
  258. 3 seconds transform
  259.  
  260. 15 to go back from before rat room to main room
  261.  
  262. =64 seconds total
  263.  
  264.  
  265. 97 for old route
  266.  
  267.  
  268.  
  269. 10
  270.  
  271. 1:43:38
  272. 1:44:14
  273.  
  274.  
  275.  
  276.  
  277.  
  278.  
  279.  
  280. 20 total - 1 jumpslash, 19 slashes
  281. 21 total - 21 slashesfff
  282.  
  283. Start: 7FFF0000
  284.  
  285. Current Pointer: "Dolphin.exe"+00C3E1C8
  286.  
  287.  
  288.  
  289. Char normal Pointer: A1E0BC
  290.              A1E0BC
  291.  
  292.  
  293. Lowest Position: -4294967296
  294.  
  295. A1BE8C
  296.  
  297.  
  298. 80A24C4C
  299.  
  300.  
  301. 2158120012
  302. 2147483647
  303.  
  304. A24C4D
  305.  
  306.  
  307.  
  308. A24CA8
  309.  
  310.  
  311.  
  312. Offsets: 2A98021
  313.  
  314. B65980
  315.  
  316. 2AB8021
  317.  
  318.  
  319.  
  320.  
  321. 300905A4D
  322.  
  323. +00C3E1C8
  324.  
  325.  
  326.  
  327.  
  328. Link Char Offsets:
  329.  
  330. Normalized Pointer: A1BE8C
  331.  
  332. X Position Offset: 0x0
  333. Y Position Offset: 0x4
  334. Z Position Offset: 0x8
  335.  
  336. Fall Height Y Position Offset: A1ED80 (0x2EF4)
  337. Void Height Y Position Offset: A1ED84 (0x2EF8)
  338. Over Void: A237BE - A2222C Char Pointer (0x1592)
  339. Over Void2: a23a7a - a2222c Char Pointer (0x184E)
  340. Over Void3: a270d6 - a1be8c Char Pointer (0xB24A)
  341. Loading FLag Offset: A1BF2E (0xA2)
  342.  
  343. Fall Height before Void: ~2000 pixels
  344.  
  345.  
  346.  
  347. 104
  348. 106
  349. 122
  350. 170
  351. 171
  352. 221
  353. 232
  354. 248
  355. 249
  356.  
  357. x (start)
  358. 85 (ball)
  359. 92 (thrust)
  360. 94 (ball)
  361. 101 (ball)
  362. 108 (thrust)
  363. 110 (ball)
  364. 117 (midna cs)
  365. 118 (after cs, ball)
  366. 125 (ball)
  367. 132 (ball, HIT)
  368.  
  369. 142 (thrust)
  370. 144 (thrust)
  371. 146 (triforce)
  372. 148 (thrust)
  373. 150 (ball HIT)
  374.  
  375. 165 (triforce)
  376. 169 (thrust)
  377. 170 (triforce)
  378. 173 (ball)
  379. 182 (ball HIT)
  380.  
  381.  
  382.  
  383.  
  384. 00000000809F0000
  385. 0000000080A00000
  386.  
  387. 80A21A20
  388.  
  389. 80A07E48
  390.  
  391.  
  392.  
  393. 3 = 3
  394. 4 = 2
  395. 5 = 1
  396. 6 = 0
  397.  
  398.  
  399.  
  400.  
  401. 20
  402.  
  403.  
  404.  
  405.  
  406. 80A07E48
  407.  
  408.  
  409. Zelda X Pos: A07E48
  410.  
  411. Pointer1: 80A07E70
  412. Pointer3: 80A08EAC
  413. Pointer5:
  414. Pointer6:
  415.  
  416.  
  417.  
  418.  
  419.  
  420. 00FFFFFF
  421. 00FF98FF
  422.  
  423.  
  424.  
  425. armour stayed: 00FFFF02, 45.00
  426. armour stayed: 00FFFF02, -50
  427. armour removed: 00FFFF02, 110
  428. armour removed: 00FFFF02, -180.00
  429. armour removed: 00FFFF02, -180.00
  430. armour removed: 00FFFF02, 90
  431.  
  432. armour removed: 00FFFF02, 0
  433. armour remvoed: 00FFFF02, 45
  434.  
  435.  
  436.  
  437.  
  438.  
  439.  
  440.  
  441.  
  442.  
  443.  
  444.  
  445.  
  446.  
  447.  
  448.  
  449.  
  450. a19737
  451.  
  452. A21D5C
  453.  
  454.  
  455. A21E9C
  456.  
  457.  
  458. A19877
  459.  
  460.  
  461. -8625
  462.  
  463.  
  464.  
  465. FFFFFFFFFF FF79DB
  466.  
  467.  
  468.  
  469.  
  470. 0A3DD31A 00000004 (when d-pad down pressed)
  471. 4040b094 000E7702 (get Bo pointer, add offset and set value to slap attack)
  472. 00000000 40000000 (clear register)
  473.  
  474.  
  475.  
  476.  
  477.  
  478.  
  479. A188C0 (+E77)
  480. a19737
  481.  
  482.  
  483. A18A00
  484.  
  485.  
  486.  
  487.  
  488.  
  489.  
  490.  
  491.  
  492.  
  493.  
  494.  
  495.  
  496.  
  497.  
  498.  
  499.  
  500.  
  501.  
  502.  
  503.  
  504. Set Spinner to normal (default values):
  505.  
  506. 04C643D8 EC01002A = Writes 4 bytes EC01002A to address C643D8 (Attack Height)
  507. 0438EA48 01680168 = Writes 4 bytes 01680168 to address 38EA48
  508. 04C6621C 2C000000 = Writes 4 bytes 2C000000 to address C6621C (Ground Speed)
  509. 04C66220 40820058 = Writes 4 bytes 40820058 to address C66220
  510.  
  511. 884061CC 00000002 = If 4061CC (1 byte) = 02 (Spinner equipped on Y) then execute all codes below this one, else skip all
  512.  
  513. Spinner to crazy:
  514.  
  515. 0438EA48 08700870 = Writes 4 bytes 08700870 to address 38EA48
  516. 04C6621C 3EC04280 = Writes 4 bytes 3EC04280 to address C6621C
  517. 04C66220 92DF052C = Writes 4 bytes 92DF052C to address C66220
  518.  
  519. 3A3DD31A 00000100 = If 3DD31A (half word, 2 bytes) is > 100 (A pressed) execute next line, else skip it
  520. 04C643D8 EC010028 (Rise) = Writes 4 bytes EC010028 to address C643D8
  521.  
  522. 3A3DD31A 00000010 (if Z pressed)
  523. 04C643D8 FC00B090 (Hold Height) = Writes 4 bytes FC00B090 to address C643D8
  524.  
  525. 3A3DD31A 00000400 (if X pressed)
  526. 04C6621C 3EC041D0 (Slow Down) = Writes 4 bytes 3EC041D0 to address C6621C
  527.  
  528. 00000000 40000000 (Normal Execution, clear register)
  529.  
  530.  
  531.  
  532.  
  533.  
  534. Together (3DD31A-3DD31B)
  535.  
  536.  
  537. 100 (A pressed)
  538. 200 (B pressed)
  539. 400 (X pressed)
  540. 800 (Y pressed)
  541. 1000 (Start pressed)
  542.  
  543. 01 (D-Pad Left)
  544. 02 (D-Pad Right)
  545. 04 (D-Pad Down)
  546. 08 (D-Pad Up)
  547. 10 (Z pressed)
  548. 20 (R pressed)
  549. 40 (L pressed)
  550.  
  551.  
  552. 804061C1 00000005
  553.  
  554.  
  555. 8A4062C9 00000100
  556. 024062C9 00000000
  557.  
  558.  
  559.  
  560. Value for Messenger Portal cs: 00200000
  561.  
  562.  
  563.  
  564.  
  565. Cutscenes Zoras Domain:
  566.  
  567. Name:
  568.  
  569. 01 - Domain Unfreezed 1 (demo34) (Spawn Point passes 01)
  570. 04 - Domain Unfreezed 2 (demo34_02) (Spawn Point passes 03)
  571. 07 - Zoras Frozen Underwater (zora_koori)
  572.  
  573.  
  574. Execution Logic:
  575.  
  576. 1. Death Mountain (F_SP110->3) calls the exit 02 once you skip the cs of the rock warping or it ends
  577. 2. Exit 02 loads Zoras Domain (F_SP113->0), sets the spawn point to 32 and forces the state 8
  578. 3. State 8 (and 9) support the cutscenes demo34 (domain unfreezed 1) and demo34_02 (domain unfreezed 2)
  579. 4. State probably determines which set of objects get loaded. Both cutscenes use the object set Demo34_00.arc,
  580.    which would explain why both cs work in both states
  581. 5. Spawn Point 32 has the Event ID 01 attached, which immediately calls the block starting at B766F
  582. 6. This block registers all the Event IDs in a room
  583. 7. The block handling ID 01 seems to set all the general parameters needed for the cutscene (event name, exits, etc.)
  584. 8. Offset B767C is the event ID, B767F the normal exit after the cs ends (=05) and B7681 the exit when the cs
  585.    is skipped (=06)
  586. 9. When the event name doesn't exist or can't be found in the event_list.dat file nothing will happen and the player spawns normally
  587. 10. Cutscene Play Logic seems to be handled by the block starting at B9CA8 (event_list.dat file)
  588. 11. Based on event (cutscene) name the appropiate block will be called (and parameters passed over?)
  589. 12. Cutscenes have a Play event, if it doesnt exist the cs wont start and instead skip
  590.  
  591. Offsets (based on cutscene demo34):
  592.  
  593. room.dzr file
  594.  
  595. B766F-B768F : Event ID Block (Tag REVT points here)
  596. B767C       : Event ID (as called by Spawn Point) (=01)
  597. B767F       : Exit after cs ends normally (=05)
  598. B7681       : Exit when cs skipped (=06)
  599. B7685-B768E : Event Name (=demo34)
  600.  
  601.  
  602. event_list.dat
  603.  
  604. B9CA8       : Cutscene Block (Event List)
  605.  
  606.  
  607.  
  608.  
  609.  
  610.  
  611.  
  612.  
  613.  
  614.  
  615. LGT8 (3 elements; 192C-198B) = 5F
  616. LGT9 (3 elements; 198C-19EB)
  617. LGTe (3 elements; 231C-237B)
  618.  
  619.  
  620.  
  621.  
  622.  
  623.  
  624. 1:25 for normal way
  625.  
  626. 1:15
  627.  
  628.  
  629.  
  630.  
  631.  
  632.  
  633.  
  634.  
  635.  
  636.  
  637.  
  638.  
  639.  
  640. 23 vs 16
  641.  
  642.  
  643.  
  644. Old Route:
  645.  
  646.  
  647. my route idea was:
  648.  
  649. -Bite
  650. -Enter Sanctuary and Leave
  651. -Portal
  652. -Vessel
  653. -Tree Jump Ability
  654. -Abandoned House
  655. -Barnes
  656. -Wolf Jump
  657. -Watch Tower
  658. -DM bugs
  659. -go back, save as wolf, do the clip and BiT
  660. -BiTE
  661. -Flag
  662. -Spawn at Fountain
  663. -Gravyard (get tear)
  664. -Basement
  665. -Warp to N Faron
  666. -Forest
  667. -Warp to Kak
  668. -Malo Mart
  669. -Hotel
  670. -Twilight ends in hotel
  671.  
  672. Alternatively could move the end of twilight to basement or watch tower. While wolf jump is annoying (atm, can probably be made easier if someone bothered) this route can have both the basement warp and end the twilight somewhere where it saves time.
  673.  
  674.  
  675.  
  676.  
  677. 3-4 seconds saved from early steam cycle
  678. 7-8 seconds till BiT buffer
  679. After loading, 9-10 seconds to get back up with tear
  680.  
  681.  
  682. Old Route:
  683.  
  684. Save+Bit buffer = 30 seconds
  685.  
  686.  
  687. Time loss = 13 seconds (+8 full save as wolf) = 21 seconds
  688.  
  689.  
  690. 9 seconds saved
  691.  
  692.  
  693.  
  694.  
  695.  
  696. Poes:
  697.  
  698. Front = 3
  699. Left = 4
  700. Back = 5
  701. Right = 6
  702.  
  703.  
  704. Left-Left
  705. Left-Left
  706.  
  707. Back-Front
  708. Front-Left
  709.  
  710.  
  711.  
  712.  
  713.  
  714. -TAS 1st Poe skip pos/angles
  715.  
  716.  
  717.  
  718. Target once control to center your view, dont move, dont move camera further, only zoom out,
  719. charge midna attack once poes stop, do indicated movement once you see which poe it is:
  720.  
  721.  
  722. -Right: Before: Right on stick for Midna Charge
  723.     After: L target and jumpattack poe, then stop until poes move fast
  724.  
  725. -Left: Before: Left on stick for Midna Charge
  726.        After: L target poe and Wolf sidehop to the right, then stop
  727.  
  728. -Front: Before: Up on stick for Midna Charge
  729.     After: Hold right on analogue stick to go on land, then immediately L target and jumpattack poe  
  730.  
  731. -Back: Before: Back on stick for Midna Charge
  732.        After: Stay where you land until poes start to move fast
  733.  
  734.  
  735.  
  736. Zelda Flight Time RNG:
  737.  
  738. Rounds: 500 , ZeldaMin: 90 , ZeldaMax: 249 , ZeldaAvg: 174
  739.  
  740.  
  741. Minimum Timer   : 90 = 3 seconds
  742. Maximum Timer   : 249 = 8.3 seconds
  743. Average     : 174 = 5.8
  744.  
  745.  
  746.  
  747.  
  748. 00 - Link House
  749. 01 - Orca House
  750. 02 - Orca Upper House
  751. 03 - Other House
  752. 04 - Other House2
  753. 05 - Other House2
  754. 06 - Forest
  755. 07 - Jabu Cave
  756. 08 - Savage
  757. 09 - Link
  758.  
  759.  
  760. Fused Shadow:
  761.  
  762. 1 - Has 1
  763.  
  764.  
  765.  
  766.  
  767.  
  768. Timer:
  769.  
  770. -Game Clock constantly ticks (8 Byte precise)
  771. -On game start current clock value is copied into Start Time address
  772. -When the timer gets paused, it copies the current clock value into the Stored Time address
  773. -When the timer gets unpaused, it subtracts the stored time from the current clock time, to get the amount of time spend in pause.
  774.  The result is added to the Bias address (added, not set!)
  775. -
  776.  
  777.  
  778. 268EB3C
  779.  
  780.  
  781. state 2 (after bublin 2), state 3 (before bublin 2) , state 4 (MDH), state 6? (after lakebed), state 8 (hot spring minigame), state e (twilight before water)
  782.  
  783.  
  784.  
  785. keyframe every 5 frames, only save differences
  786.  
  787.  
  788.  
  789. Frame 1220 (1219):
  790.  
  791. Desired Link Pos: 3.69 ; 14294.67
  792. Actual Link Pos : 3.69 ; 14324.67
  793.  
  794. Frame 604
  795. Desired: 34815.07
  796.  
  797.  
  798.  
  799. Bad settings:
  800.  
  801. Dual Core On
  802. HLE Audio On
  803. Overclock CPU On
  804.  
  805.  
  806.  
  807. 1BB68
  808.  
  809.  
  810. 00 A0 C7 43
  811.  
  812. 43C7A000
  813.  
  814.  
  815. Total size: 6316048
  816. dynamic range size: 6316032
  817.  
  818. start: 809FA000 (a0a000)
  819.  
  820.  
  821.  
  822.  
  823. Pos 0: 1063628 (103ACC)
  824.  
  825. Pos 4: 59500 (E86C)
  826. Pos 8: 4781F400
  827.        00F48147
  828.  
  829. Pos 12: 59504 (E870)
  830. Pos 16: 0AD7A343
  831.  
  832.  
  833.  
  834. changes 2: 214
  835. changes 3: 3391
  836.  
  837.  
  838.  
  839. 9A122A43
  840.  
  841.  
  842.  
  843. bSyncGPU
  844. m_strGPUDeterminismMode
  845. m_GPUDeterminismMode
  846.  
  847. changes 4: 285
  848. changes 5: 1013
  849. changes 6: 9
  850. changes 7: 701
  851.     800
  852. 687
  853. 666
  854. 664
  855. 643
  856. 642
  857. 641
  858. 642
  859. 630
  860. 642
  861. 640
  862. 631
  863.  
  864.  
  865.  
  866.  
  867. Agorok Cheat:
  868.  
  869. 406b77 to 7
  870. 406b97 to 7
  871. 406b24 to 128
  872. 406f7a to 128
  873. 4088fc + 6D3 to 16 (after loading)
  874. Spawn X Pos: -2777.361816
  875. Spawn Y Pos: 5000
  876. Spawn Z Pos: 1489.720337
  877. Spawn Angle: 8973
RAW Paste Data
Ledger Nano X - The secure hardware wallet
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