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1
ff load, 0 game
2
0 load, ff game
3-
-Reset (when you enter epona name screen)
3+
4-
-Start (on load of ordon spring intro cs)
4+
changes on load start: 100789D7
5-
-Bought Slingshot (slingshot in inventory)
5+
ingame timer: 1066DE38
6-
-Cage Break (flag set for the cs of talo cheering)
6+
7-
-Ilya cs entered in spring (trigger when sewers gets loaded)
7+
reihe 5-6: platz 11-12
8
9
10
11
12-
-Gale Boomerang (gale in inventory)
12+
13-
-Forest Beaten (trigger when forest is being left)
13+
14-
-Eldin Vessel (once acquired)
14+
15
-Start (on normal mode selected) (check conditions)
16-
-Lanayru Vessel
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-
-Bomb Bag (once acquired)
19+
20
-Faron Entered (trigger when Faron Woods Twilight gets loaded)
21
-Faron Cleared (trigger when spring cs gets loaded)
22-
-Zora Armour Gotten
22+
23-
-Iron Boots
23+
-Gale Boomerang (gale acquired) (dialog id: 165)
24
-Forest Beaten (trigger when forest is being left on Portal)
25-
-Clawshot
25+
-Eldin Vessel (once acquired) (dialog id: 263)
26
-Eldin Twilight cleared
27
-Lanayru Vessel (dialog id: 264)
28-
-MS CS entered
28+
29
-Epona Clip (once domain is being loaded)
30-
-Spinner
30+
-Bomb Bag (once acquired) (dialog id: 182)
31
-KB2 Beaten (load post kb2)
32
-Escort finished (kak loaded)
33-
-B&C
33+
-Zora Armour Gotten (dialog id: 150)
34
-Iron Boots (dialog id: 170)
35
-Lakebed entered
36-
-Double Claw
36+
-Clawshot (dialog id: 169)
37-
-Beat City (warp out post Arg)
37+
38
-MDH Cleared (load back to hyrule field)
39-
-Light Sword (once acquired or when on load of the cs)
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-
-Ganondorf (when cs starts of him being dead)
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