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- Scratchpad:
- From: 00000000803F61C0
- To: 00000000803F6B17
- Game RAM:
- From: 000000007FFF0000
- To: 00000000817F0000
- Persistent Flags:
- From: 00000000803FBBB0
- To: 00000000809FA000
- Dynamic Flags:
- From: 00000000809FA000
- To: 0000000081000000
- NTSC-PAL Addresses:
- 0 = Reset Timer
- 5 = reduces timer by 20 seconds
- 6 = stop timer
- 8 = hide timer
- 4 = timer runs
- Stored:596DC0D5
- Bias:0590D0AC
- A2A944
- 497796E0
- 0000005E
- Normal rendering: 16C8820
- Normalised Goats Timer: A28C20
- Normalised: A289D4
- 00459189
- 4C1C9EDB
- 058FC0B7
- Normal:
- A2A944
- Normalised: A28C20
- 4x b jump attacks
- transform
- c-up
- Human
- Enter door from very left
- Targeted Roll forward
- Gale at edge, then up aiming at center of stone platform
- 3 Targets
- LJA
- 54883
- Wolf (Position: -3571.811523; -45.18000031; 316.3805542 ; Angle: 54627)
- L target B attack
- L target B jumpattack (Final Position: -4015.249512 ; -45.18000031; 544.2306519)
- C-Up Wolf Angle 45923
- Human
- L targeted backwalk and backflip as early as possible
- Jump off in perfect up-left direction
- -3548.977051
- 317.497406
- NEW LJA Setup
- LJA once gale at destination
- Wolf
- L target b attack
- L target jumpattack
- Angle 46977
- Human
- L targeted backwalk and backflip as early as possible
- Jump off in perfect up-left direction
- FINAL:
- Human
- Enter door from very left (Angle: 49) (69?)
- L target Roll forward
- Target left skull with Gale
- LJA as soon as gale reached destination (Position: -3577.813721; -45 ; 161.8471375; Angle: 55544)
- Wolf (Position: -3632.922852; -45.18000031; 200.5960999; Angle: 55544)
- L target B attack, wait it out
- L target B jumpattack, wait it out
- L target B attack, wait it out (bonk) (Position: -4052.672852; -45; 535.3729858; Angle: 55544)
- C-Up until maximum push
- C-Up Angle 46328
- Human (Pos: -3950.410156; -45 ; 572.6160889; Angle: 46328)
- L targeted backwalk and backflip as early as possible
- Jump off in up-left direction
- Left skull
- 54883
- New Setup:
- -Enter Door on Left (Angle 69)
- -Sidehop to the left
- -Aim at left skull
- -Earliest LJA on destination (Angle: 73)
- -Wolf
- -B attack 3 times fast
- -B jumpattack after wolf stops moving (bonk) (not too late!)
- -Angle: 45000
- -Wait out the sand push
- -Human
- -Backflip
- -Up first, then left (if angle 45000)
- -Up-left (if angle 45100)
- -Left first, then up-left (if angle 44900) (super precise)
- BEST?
- -Enter Room
- -Turn around and walk into the left corner of the door (Pos 34; 15)
- -Turn around and aim with Gale
- -Straight to the left (aim under left skull), then EXTREMELY carefully up (else gale pushes you)
- -Stop as soon as target and lock it (Pos: -34; 0; -715)
- -Earliest LJA once gale on destination (Angle: 35) (Pos: -07; -93)
- -Transform as soon as Link comes to a full stop and starts sinking
- -4x B attack
- -2x B jumpattack (bonk on wall)
- -Pos: 4033; 556; Angle: 35
- -Wait till bonk lighting on wall gone, then c-up quickly to the right
- -C-Up Angle: 45300-45500 (4 seconds) (straight to the right, make sure sandline is even with the wall)
- -Wait out the sand push
- -Transform as early as possible after the push stops
- -L target and wait till Links backbags are almost gone in the sand
- -L targeted backwalk and backflip (usually late)
- -Left skull LJA (Angle 35)
- -Transform once link starts sinking
- -Buffered B jump forward when very low (4x times) (Pos after: -4051, 502; 54635)
- -Lock camera and walk forward into corner once wolf fully landed
- -Once wolf stops item buffer and turn perfect up-right
- -Item buffer and let go of stick
- -Wait out sand push (97;46)
- -transform human (339; 65; Angle: 43) (43;66 is good)
- -c-up or gale a tad to the right
- -hold up-left for jump off
- -Extreme Angles: 45300-45330 --> hold up first, then up-left for jump off
- -Good Angle: 45340-45390 --> hold up first, then up-left for jump off
- -Good Angle: 45400-45490 --> hold left first, then up-left for jump off
- -Extreme: 45500
- -Other Angles: 45223
- -Good Human Pos: -3946.681641; -45; 565.6361694; Angle: 45340
- -3948.660889; -45; 562.9240112; Angle: 45500
- Setup as Human after Bonk:
- -L target, sidewalk left till x offscreen
- -Pos 3953; 561
- -C-Up Angle: 45400
- Angle 44900 should get pos -3960.69873, -45, 551
- 22
- 23
- 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)
- 0 = Taunt (Reset)
- 1 = Generate Hops (Do Nothing)
- 2 = Throw Gale at Link or Babas
- 3 = Unstable
- 9 = Thrown Off
- 10-30 = Dead
- 0
- 4
- 25
- 35
- 42
- 201
- 19
- 2
- 4
- 6
- 8
- 10
- 12
- 14
- 16
- 18
- 1 jumpslash
- 3
- 6
- 9
- 12
- 15
- 18
- 19q
- 21
- 1
- block push: 9 seconds
- 43 from main room after poe cs to 3rd Poe
- 3 seconds transform
- 15 to go back from before rat room to main room
- =64 seconds total
- 97 for old route
- 10
- 1:43:38
- 1:44:14
- 20 total - 1 jumpslash, 19 slashes
- 21 total - 21 slashesfff
- Start: 7FFF0000
- Current Pointer: "Dolphin.exe"+00C3E1C8
- Char normal Pointer: A1E0BC
- A1E0BC
- Lowest Position: -4294967296
- A1BE8C
- 80A24C4C
- 2158120012
- 2147483647
- A24C4D
- A24CA8
- Offsets: 2A98021
- B65980
- 2AB8021
- 300905A4D
- +00C3E1C8
- Link Char Offsets:
- Normalized Pointer: A1BE8C
- X Position Offset: 0x0
- Y Position Offset: 0x4
- Z Position Offset: 0x8
- Fall Height Y Position Offset: A1ED80 (0x2EF4)
- Void Height Y Position Offset: A1ED84 (0x2EF8)
- Over Void: A237BE - A2222C Char Pointer (0x1592)
- Over Void2: a23a7a - a2222c Char Pointer (0x184E)
- Over Void3: a270d6 - a1be8c Char Pointer (0xB24A)
- Loading FLag Offset: A1BF2E (0xA2)
- Fall Height before Void: ~2000 pixels
- 104
- 106
- 122
- 170
- 171
- 221
- 232
- 248
- 249
- x (start)
- 85 (ball)
- 92 (thrust)
- 94 (ball)
- 101 (ball)
- 108 (thrust)
- 110 (ball)
- 117 (midna cs)
- 118 (after cs, ball)
- 125 (ball)
- 132 (ball, HIT)
- 142 (thrust)
- 144 (thrust)
- 146 (triforce)
- 148 (thrust)
- 150 (ball HIT)
- 165 (triforce)
- 169 (thrust)
- 170 (triforce)
- 173 (ball)
- 182 (ball HIT)
- 00000000809F0000
- 0000000080A00000
- 80A21A20
- 80A07E48
- 3 = 3
- 4 = 2
- 5 = 1
- 6 = 0
- 20
- 80A07E48
- Zelda X Pos: A07E48
- Pointer1: 80A07E70
- Pointer3: 80A08EAC
- Pointer5:
- Pointer6:
- 00FFFFFF
- 00FF98FF
- armour stayed: 00FFFF02, 45.00
- armour stayed: 00FFFF02, -50
- armour removed: 00FFFF02, 110
- armour removed: 00FFFF02, -180.00
- armour removed: 00FFFF02, -180.00
- armour removed: 00FFFF02, 90
- armour removed: 00FFFF02, 0
- armour remvoed: 00FFFF02, 45
- a19737
- A21D5C
- A21E9C
- A19877
- -8625
- FFFFFFFFFF FF79DB
- 0A3DD31A 00000004 (when d-pad down pressed)
- 4040b094 000E7702 (get Bo pointer, add offset and set value to slap attack)
- 00000000 40000000 (clear register)
- A188C0 (+E77)
- a19737
- A18A00
- Set Spinner to normal (default values):
- 04C643D8 EC01002A = Writes 4 bytes EC01002A to address C643D8 (Attack Height)
- 0438EA48 01680168 = Writes 4 bytes 01680168 to address 38EA48
- 04C6621C 2C000000 = Writes 4 bytes 2C000000 to address C6621C (Ground Speed)
- 04C66220 40820058 = Writes 4 bytes 40820058 to address C66220
- 884061CC 00000002 = If 4061CC (1 byte) = 02 (Spinner equipped on Y) then execute all codes below this one, else skip all
- Spinner to crazy:
- 0438EA48 08700870 = Writes 4 bytes 08700870 to address 38EA48
- 04C6621C 3EC04280 = Writes 4 bytes 3EC04280 to address C6621C
- 04C66220 92DF052C = Writes 4 bytes 92DF052C to address C66220
- 3A3DD31A 00000100 = If 3DD31A (half word, 2 bytes) is > 100 (A pressed) execute next line, else skip it
- 04C643D8 EC010028 (Rise) = Writes 4 bytes EC010028 to address C643D8
- 3A3DD31A 00000010 (if Z pressed)
- 04C643D8 FC00B090 (Hold Height) = Writes 4 bytes FC00B090 to address C643D8
- 3A3DD31A 00000400 (if X pressed)
- 04C6621C 3EC041D0 (Slow Down) = Writes 4 bytes 3EC041D0 to address C6621C
- 00000000 40000000 (Normal Execution, clear register)
- Together (3DD31A-3DD31B)
- 100 (A pressed)
- 200 (B pressed)
- 400 (X pressed)
- 800 (Y pressed)
- 1000 (Start pressed)
- 01 (D-Pad Left)
- 02 (D-Pad Right)
- 04 (D-Pad Down)
- 08 (D-Pad Up)
- 10 (Z pressed)
- 20 (R pressed)
- 40 (L pressed)
- 804061C1 00000005
- 8A4062C9 00000100
- 024062C9 00000000
- Value for Messenger Portal cs: 00200000
- Cutscenes Zoras Domain:
- Name:
- 01 - Domain Unfreezed 1 (demo34) (Spawn Point passes 01)
- 04 - Domain Unfreezed 2 (demo34_02) (Spawn Point passes 03)
- 07 - Zoras Frozen Underwater (zora_koori)
- Execution Logic:
- 1. Death Mountain (F_SP110->3) calls the exit 02 once you skip the cs of the rock warping or it ends
- 2. Exit 02 loads Zoras Domain (F_SP113->0), sets the spawn point to 32 and forces the state 8
- 3. State 8 (and 9) support the cutscenes demo34 (domain unfreezed 1) and demo34_02 (domain unfreezed 2)
- 4. State probably determines which set of objects get loaded. Both cutscenes use the object set Demo34_00.arc,
- which would explain why both cs work in both states
- 5. Spawn Point 32 has the Event ID 01 attached, which immediately calls the block starting at B766F
- 6. This block registers all the Event IDs in a room
- 7. The block handling ID 01 seems to set all the general parameters needed for the cutscene (event name, exits, etc.)
- 8. Offset B767C is the event ID, B767F the normal exit after the cs ends (=05) and B7681 the exit when the cs
- is skipped (=06)
- 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
- 10. Cutscene Play Logic seems to be handled by the block starting at B9CA8 (event_list.dat file)
- 11. Based on event (cutscene) name the appropiate block will be called (and parameters passed over?)
- 12. Cutscenes have a Play event, if it doesnt exist the cs wont start and instead skip
- Offsets (based on cutscene demo34):
- room.dzr file
- B766F-B768F : Event ID Block (Tag REVT points here)
- B767C : Event ID (as called by Spawn Point) (=01)
- B767F : Exit after cs ends normally (=05)
- B7681 : Exit when cs skipped (=06)
- B7685-B768E : Event Name (=demo34)
- event_list.dat
- B9CA8 : Cutscene Block (Event List)
- LGT8 (3 elements; 192C-198B) = 5F
- LGT9 (3 elements; 198C-19EB)
- LGTe (3 elements; 231C-237B)
- 1:25 for normal way
- 1:15
- 23 vs 16
- Old Route:
- my route idea was:
- -Bite
- -Enter Sanctuary and Leave
- -Portal
- -Vessel
- -Tree Jump Ability
- -Abandoned House
- -Barnes
- -Wolf Jump
- -Watch Tower
- -DM bugs
- -go back, save as wolf, do the clip and BiT
- -BiTE
- -Flag
- -Spawn at Fountain
- -Gravyard (get tear)
- -Basement
- -Warp to N Faron
- -Forest
- -Warp to Kak
- -Malo Mart
- -Hotel
- -Twilight ends in hotel
- 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.
- 3-4 seconds saved from early steam cycle
- 7-8 seconds till BiT buffer
- After loading, 9-10 seconds to get back up with tear
- Old Route:
- Save+Bit buffer = 30 seconds
- Time loss = 13 seconds (+8 full save as wolf) = 21 seconds
- 9 seconds saved
- Poes:
- Front = 3
- Left = 4
- Back = 5
- Right = 6
- Left-Left
- Left-Left
- Back-Front
- Front-Left
- -TAS 1st Poe skip pos/angles
- Target once control to center your view, dont move, dont move camera further, only zoom out,
- charge midna attack once poes stop, do indicated movement once you see which poe it is:
- -Right: Before: Right on stick for Midna Charge
- After: L target and jumpattack poe, then stop until poes move fast
- -Left: Before: Left on stick for Midna Charge
- After: L target poe and Wolf sidehop to the right, then stop
- -Front: Before: Up on stick for Midna Charge
- After: Hold right on analogue stick to go on land, then immediately L target and jumpattack poe
- -Back: Before: Back on stick for Midna Charge
- After: Stay where you land until poes start to move fast
- Zelda Flight Time RNG:
- Rounds: 500 , ZeldaMin: 90 , ZeldaMax: 249 , ZeldaAvg: 174
- Minimum Timer : 90 = 3 seconds
- Maximum Timer : 249 = 8.3 seconds
- Average : 174 = 5.8
- 00 - Link House
- 01 - Orca House
- 02 - Orca Upper House
- 03 - Other House
- 04 - Other House2
- 05 - Other House2
- 06 - Forest
- 07 - Jabu Cave
- 08 - Savage
- 09 - Link
- Fused Shadow:
- 1 - Has 1
- Timer:
- -Game Clock constantly ticks (8 Byte precise)
- -On game start current clock value is copied into Start Time address
- -When the timer gets paused, it copies the current clock value into the Stored Time address
- -When the timer gets unpaused, it subtracts the stored time from the current clock time, to get the amount of time spend in pause.
- The result is added to the Bias address (added, not set!)
- -
- 268EB3C
- 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)
- keyframe every 5 frames, only save differences
- Frame 1220 (1219):
- Desired Link Pos: 3.69 ; 14294.67
- Actual Link Pos : 3.69 ; 14324.67
- Frame 604
- Desired: 34815.07
- Bad settings:
- Dual Core On
- HLE Audio On
- Overclock CPU On
- 1BB68
- 00 A0 C7 43
- 43C7A000
- Total size: 6316048
- dynamic range size: 6316032
- start: 809FA000 (a0a000)
- Pos 0: 1063628 (103ACC)
- Pos 4: 59500 (E86C)
- Pos 8: 4781F400
- 00F48147
- Pos 12: 59504 (E870)
- Pos 16: 0AD7A343
- changes 2: 214
- changes 3: 3391
- 9A122A43
- bSyncGPU
- m_strGPUDeterminismMode
- m_GPUDeterminismMode
- changes 4: 285
- changes 5: 1013
- changes 6: 9
- changes 7: 701
- 800
- 687
- 666
- 664
- 643
- 642
- 641
- 642
- 630
- 642
- 640
- 631
- Agorok Cheat:
- 406b77 to 7
- 406b97 to 7
- 406b24 to 128
- 406f7a to 128
- 4088fc + 6D3 to 16 (after loading)
- Spawn X Pos: -2777.361816
- Spawn Y Pos: 5000
- Spawn Z Pos: 1489.720337
- Spawn Angle: 8973
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