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- ff load, 0 game
- 0 load, ff game
- changes on load start: 100789D7
- ingame timer: 1066DE38
- reihe 5-6: platz 11-12
- TP HD:
- -Start (on normal mode selected) (check conditions)
- -Bought Slingshot (slingshot dialog) (dialog id: 176)
- -Cage Break (flag set for the cs of talo cheering) (1064894E 1 byte = 2 is added)
- -Ilya cs entered in spring (trigger when cs gets loaded)
- -Sewers left (trigger when ordon spring gets loaded)
- -Faron Entered (trigger when Faron Woods Twilight gets loaded)
- -Faron Cleared (trigger when spring cs gets loaded)
- -Forest Entered (trigger when forest gets entered)
- -Gale Boomerang (gale acquired) (dialog id: 165)
- -Forest Beaten (trigger when forest is being left on Portal)
- -Eldin Vessel (once acquired) (dialog id: 263)
- -Eldin Twilight cleared
- -Lanayru Vessel (dialog id: 264)
- -Lanayru Cleared
- -Epona Clip (once domain is being loaded)
- -Bomb Bag (once acquired) (dialog id: 182)
- -KB2 Beaten (load post kb2)
- -Escort finished (kak loaded)
- -Zora Armour Gotten (dialog id: 150)
- -Iron Boots (dialog id: 170)
- -Lakebed entered
- -Clawshot (dialog id: 169)
- -Lakebed beaten
- -MDH Cleared (load back to hyrule field)
- -MS CS entered (MS removed from sockel) (10647D58 1 byte = 32 is added)
- -AG entered
- -Spinner (dialog id: 166)
- -AG Cleared
- -Enter Snowpeak
- -B&C (dialog id: 167)
- -Leave Snowpeak (loading zone back to outside the dungeon)
- -Enter CitS
- -Double Claw (dialog id: 172)
- -Beat City (warp out on Portal after Argorok)
- -Enter Palace
- -Light Sword (dialog id: 174) OR (CS started Flag: 1064894C 1 byte = 64 is added)
- -Zant beaten (on warp back to his room or when leaving with portal)
- -Hyrule Castle entered
- -Ganondorf entered (outside or inside)
- -Zelda (once beast gets loaded)
- -Ganondorf (when cs starts of him being dead)
- -Current Stage, room number, spawn id and state id (10 bytes)
- -Next stage, room id, spawn id, state id (10 bytes)
- -Trigger Loading (1 byte)
- -IsLoading (4 bytes): 10680E94
- -Dialog Pointer: 106802B0
- -Current Dialog ID (+92), Next Dialog ID (+2A) (4 bytes)
- -Cage Break Flag: 1064894E (1 byte = 2 is added)
- -MS removed from sockel Flag: 10647D58 (1 byte = 32 is added)
- -Light Sword CS Flag: 1064894C (1 byte = 64 is added)
- -Run Started:
- -Wait for FileSelect Loading Flag and IsLoading = 1;
- -Wait for IsLoading = 0 then set IsHeroMode (1 byte): 10647D1F = 2;
- -Wait for IsHeroMode to be changed to 0 or 1 then check Playtime Timer (4 byte): 10647B70 = 00000000 -> send isNewRun = 1
- -Wait until current Stage is not F_SP102 then reset conditions
- =Handled on the WiiU Side, send NewRun (1 byte) = 1 or 0
- -Ganondorf Death CS Flag:
- -Current Stage = D_MN09B
- -Event Flag (1 byte): 1064CF95 = 1;
- -Link Angle (2 byte) = 57344;
- -Link Anim Pointer (CharPointer + 1A6C)
- -Animation ID (4 byte) (AnimPointer + 0) = 0x0000002C
- -Animation Timer (2 byte) (AnimPointer + 4) >= 0x4200
- =Handled on the WiiU Side, send RunEnded (1 byte) = 1 or 0
- ==34 bytes
- status equipment: 4061d5 = 10647B5D
- current save stage: 406218 = 10647BA0
- minimap: 40623d = 10647BC5
- item slots and items: 40625c-40628b = 10647BE4-10647C13
- armors: 406291 = 10647C19
- swords: 406292 = 10647C1A
- light sword: 406296 = 10647C1E
- flags: 406403-4069ce = 10647D46-10648F33 (highest known 10648F33)
- 10647B00-10649000
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