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dragonbane

addresses for tp hd auto splitter

Nov 4th, 2016
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  1. ff load, 0 game
  2. 0 load, ff game
  3.  
  4. changes on load start: 100789D7
  5. ingame timer: 1066DE38
  6.  
  7. reihe 5-6: platz 11-12
  8.  
  9.  
  10.  
  11.  
  12.  
  13. TP HD:
  14.  
  15. -Start (on normal mode selected) (check conditions)
  16. -Bought Slingshot (slingshot dialog) (dialog id: 176)
  17. -Cage Break (flag set for the cs of talo cheering) (1064894E 1 byte = 2 is added)
  18. -Ilya cs entered in spring (trigger when cs gets loaded)
  19. -Sewers left (trigger when ordon spring gets loaded)
  20. -Faron Entered (trigger when Faron Woods Twilight gets loaded)
  21. -Faron Cleared (trigger when spring cs gets loaded)
  22. -Forest Entered (trigger when forest gets entered)
  23. -Gale Boomerang (gale acquired) (dialog id: 165)
  24. -Forest Beaten (trigger when forest is being left on Portal)
  25. -Eldin Vessel (once acquired) (dialog id: 263)
  26. -Eldin Twilight cleared
  27. -Lanayru Vessel (dialog id: 264)
  28. -Lanayru Cleared
  29. -Epona Clip (once domain is being loaded)
  30. -Bomb Bag (once acquired) (dialog id: 182)
  31. -KB2 Beaten (load post kb2)
  32. -Escort finished (kak loaded)
  33. -Zora Armour Gotten (dialog id: 150)
  34. -Iron Boots (dialog id: 170)
  35. -Lakebed entered
  36. -Clawshot (dialog id: 169)
  37. -Lakebed beaten
  38. -MDH Cleared (load back to hyrule field)
  39. -MS CS entered (MS removed from sockel) (10647D58 1 byte = 32 is added)
  40. -AG entered
  41. -Spinner (dialog id: 166)
  42. -AG Cleared
  43. -Enter Snowpeak
  44. -B&C (dialog id: 167)
  45. -Leave Snowpeak (loading zone back to outside the dungeon)
  46. -Enter CitS
  47. -Double Claw (dialog id: 172)
  48. -Beat City (warp out on Portal after Argorok)
  49. -Enter Palace
  50. -Light Sword (dialog id: 174) OR (CS started Flag: 1064894C 1 byte = 64 is added)
  51. -Zant beaten (on warp back to his room or when leaving with portal)
  52. -Hyrule Castle entered
  53. -Ganondorf entered (outside or inside)
  54. -Zelda (once beast gets loaded)
  55. -Ganondorf (when cs starts of him being dead)
  56.  
  57. -Current Stage, room number, spawn id and state id (10 bytes)
  58. -Next stage, room id, spawn id, state id (10 bytes)
  59. -Trigger Loading (1 byte)
  60. -IsLoading (4 bytes): 10680E94
  61. -Dialog Pointer: 106802B0
  62. -Current Dialog ID (+92), Next Dialog ID (+2A) (4 bytes)
  63. -Cage Break Flag: 1064894E (1 byte = 2 is added)
  64. -MS removed from sockel Flag: 10647D58 (1 byte = 32 is added)
  65. -Light Sword CS Flag: 1064894C (1 byte = 64 is added)
  66.  
  67. -Run Started:
  68. -Wait for FileSelect Loading Flag and IsLoading = 1;
  69. -Wait for IsLoading = 0 then set IsHeroMode (1 byte): 10647D1F = 2;
  70. -Wait for IsHeroMode to be changed to 0 or 1 then check Playtime Timer (4 byte): 10647B70 = 00000000 -> send isNewRun = 1
  71. -Wait until current Stage is not F_SP102 then reset conditions
  72.  
  73. =Handled on the WiiU Side, send NewRun (1 byte) = 1 or 0
  74.  
  75. -Ganondorf Death CS Flag:
  76. -Current Stage = D_MN09B
  77. -Event Flag (1 byte): 1064CF95 = 1;
  78. -Link Angle (2 byte) = 57344;
  79. -Link Anim Pointer (CharPointer + 1A6C)
  80. -Animation ID (4 byte) (AnimPointer + 0) = 0x0000002C
  81. -Animation Timer (2 byte) (AnimPointer + 4) >= 0x4200
  82.  
  83. =Handled on the WiiU Side, send RunEnded (1 byte) = 1 or 0
  84.  
  85. ==34 bytes
  86.  
  87. status equipment: 4061d5 = 10647B5D
  88. current save stage: 406218 = 10647BA0
  89. minimap: 40623d = 10647BC5
  90. item slots and items: 40625c-40628b = 10647BE4-10647C13
  91. armors: 406291 = 10647C19
  92. swords: 406292 = 10647C1A
  93. light sword: 406296 = 10647C1E
  94. flags: 406403-4069ce = 10647D46-10648F33 (highest known 10648F33)
  95.  
  96. 10647B00-10649000
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