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- Links:
- https://github.com/RainingChain/Z64LuaHooks/blob/master/OOT/Addr.wch
- https://www.zeldaxtreme.com/ocarina-of-time/gameshark-codes-version-1.0/
- https://github.com/glankk/gz/blob/master/src/gz/z64.h
- https://wiki.cloudmodding.com/oot/Function_Map#Within_code
- https://wiki.cloudmodding.com/oot/Main_Page
- Weather control, sand and coloring: https://wiki.cloudmodding.com/oot/Cheat:Weather_(Debug)
- https://docs.google.com/spreadsheets/d/1xKMd4W9tVhPHbT5BeZx4eEYZSdj685ClTXY6dFURN-E/edit#gid=0
- http://web.archive.org/web/20071017025905/http://zso.krahs-emag.com:80/codes/index.html
- http://wiki.spinout182.com/w/Actor_List
- https://sites.google.com/site/jamesskingdom/Home/game-codes-by-james-s/the-legend-of-zelda-ocarina-of-time-codes (alt HUDs)
- https://docs.google.com/spreadsheets/d/1Sl_ay1qPxTrs6xBTpVeqhKFrJjOGYyh3Tg1W0Ch5aHw/edit
- https://cloudmodding.com/zelda/oot
- item codes: http://wiki.spinout182.com/w/Ocarina_of_Time_Item_Codes
- manipulate controls (swap buttons, disable buttons, inverse analog stick, activate wireframe?)
- http://tasvideos.org/Bizhawk/LuaFunctions.html (use gui to display the fuckery to the player)
- Design:
- -Seperate nodecg instance to avoid crash risk (can communicate with main instance via socket for layout effects)
- -use firebase to see the items of each player/team member and adjust locked products accordingly
- -allow dashboard control over tier 1,2,3 levels of boosters/handicaps above auto lock/unlock based on having an item
- -lock away an ability after it has been used until a timestamp is up (Now + itemEffectDuration + itemCooldown), or maybe until next loading zone
- -each entry has a relatedProducts field with the uid of all the products that should also get locked for the indicated time when a user buys a product (e.g. lock away infinite magic use as well after a user just bought no magic use)
- -disable buttons in extension and show the cooldown timer ticking down to users (if a request slips through, have the server reject it with an user alert). Extensions updates locked abilities periodically
- -push accepted tasks into a query to send to each player/team (one query per connection)
- -allow dashboard control over wheel of terror (spin asap button, change effect between set or random effect)
- -wheel of terror has its own set of tier 1,2,3 levels of effects (distinct from each other) unlocked over time/with dashboard control. Seperate from abilities users can buy
- -dashboard shows time until next wheel of terror autospin (maybe every 30 mins) (show notification in omnibar and in chat)
- -Allow 1,10,100,1000,10000 bits spending on wheel of terror
- -Render wheel of terror bar and all incoming bits exclusively on omnibar when active
- -Render boosters/handicaps to GUI on the BizHawk emulator for the respective player
- -Print twitch user name/initials somewhere in the BizHawk GUI? Maybe print biggest benefactor/enemy side by by automatically based on most bits spent. Maintain biggest spender lists on server
- -Give some bonus/free ride if a user subs
- -Have set products with fixed bit pricing
- -Maybe allow certain cosmetical changes to be queued by users instead of a cooldown timer
- Features (wheel of terror):
- -steal all rupees and give it the other player
- -steal all explosives and give it the other player
- -swap ages of players
- Codes:
- -NPCs fly to you, all NPCs switch size take from Z64LuaHooks github
- -spawn certain actors taken from mm assembly inject github (requires BizHawk 1.13.1)
- Infinite Carrots on Epona:
- Read Epona ptr at 0x1DAE60, check if > 0, take the actor addr (subtract 0x80000000) + 0x228 = carrot address. Set it to 5 and repeat every second
- Epona Speed Modifier:
- Read Epona ptr at 0x1DAE60, check if > 0, take the actor addr (subtract 0x80000000) + 0x68 = speed address. Set it to 0x4270 for Turbo speed and repeat every 0.1 seconds. Freeze at 0 to stop Epona in place pretty much completely
- Cucco Attack:
- Spawn Cucco with id 0x0019 (0x0013), variable 0x00 with assembly inject (use unused variable somewhere as the trigger)
- Search for actor type Cucco. Break at the first find if one exists, take the actor prop addr + 0x295 = health address. Set it to 0 for immediate Cucco attack
- Void Out: (reloads the current scene, starting from the last room entrance as if Link voided out)
- 0x11B934 4 bytes to 0x00000001 (void_flag)
- 0x11B948 2 bytes store and copy to... (void_entrance)
- 0x11A5D0 4 bytes (z64_file.entrance_index)
- 0x114DE0 4 bytes = ptr + 0x11E1A = write to this address 2 bytes (z64_game.entrance_index)
- 0x1DA2B5 1 byte to 0x14 (trigger loading)
- Cosmetics:
- Targeting Style:
- 0x11B9DC 1 byte to ?? (0 for Switch Targeting, 1 for Hold Targeting)
- Current Tunic Color:
- 0x1DAB6C 1 byte to ?? (colorcodes here: http://www.hotcheats.com/legendofzeldatuniccolorgamesharkcheatsnintendo64.html#10)
- Current Navi Color:
- 0x1E2154 2 bytes to 0x43RR (sometimes RGB and sometimes RBG, table here: http://www.am.uni-duesseldorf.de/de/Links/Tools/farbtabelle.html)
- 0x1E2158 2 bytes to 0x43BB
- 0x1E215C 2 bytes to 0x43GG
- Player Name:
- 0x11A5F4 8 bytes to ?? (0xDF denotes an empty/non existing char and should be used as padding if length is < 8)
- A-Z = 0xAB-0xC4
- a-z = 0xC5-0xDE
- 0-9 = 0x00-0x09
- . = 0xEA
- - = 0xE4
- Navi Timer:
- 0x11A608 2 bytes to ???? (0x0258 triggers Navi's "Hey", alternate between 0x0257 and 0x0258 to constantly/infinitely trigger Navi)
- Sword Active:
- 0x1DB263 1 byte set to 0x00/0xFF (freeze to forbid sword use except magic spin attacks, freeze at 0x01 for ISG)
- Music Modifier:
- 0x11B81E 1 byte to 0x?? (e.g. 0x5F for Gerudo Valley)
- 0x11B9DF 1 byte to 0x??
- http://wiki.spinout182.com/w/Zelda_64:_OoT_Music_Values
- Turn Music off:
- 0x1D8FA4 1 byte to 0x00 (freeze) (0 = off, 1/unfreeze = on)
- No Sound Effects (after next loading zone):
- 0x11B9AE 2 bytes to 0x0000 (freeze)
- 0x11B9B0 2 bytes to 0x0000 (freeze)
- 0x482F Gain Rupee Repeater (This is the sound that repeats while gaining or losing rupees)
- 0x4803 Gain Rupee (The main sound that plays when gaining a rupee)
- 0x4806 Disabled Item
- 0x4807 Success (Played the correct song at a location, etc.)
- 0x4808 Change Menu Screen
- 0x4809 Move Menu Cursor
- 0x480A Emulator Crash
- 0x480C Enter Z-Target
- 0x4824 Pick Up Ammo / Magic
- 0x0835 Pull out Item
- (world.navisfxoverworld, [0xAE7EF2, 0xC26C7E], NaviSFX), # Navi Overworld Hint (0x685F)
- (world.navisfxenemytarget, [0xAE7EC6], NaviSFX), # Navi Enemy Target Hint (0x6843)
- (world.healthSFX, [0xADBA1A], HealthSFX) # Low Health Beep (0x481B)
- Current Age (read only):
- 0x11A5D4 4 bytes (0 = adult, 1 = child)
- Hearts:
- 0x11A600 2 byte
- 0x10 per full heart
- Magic:
- 0x11A603 1 byte
- 0x30 = normal, 0x60 = double
- Magic Usage Modifier:
- 0x7259A 2 bytes to ???? (default: 2C00)
- 2C40=2x Magic Use
- 2C80=4x Magic Use
- 2CC0=6x Magic Use
- 2D00=8x Magic Use
- Age Modifier for Next Scene:
- 0x1DA288 1 byte
- 0 = adult, 1 = child
- LinkX:
- 0x1DAA54 4 bytes float
- LinkY:
- 0x1DAA58 4 bytes float
- LinkZ:
- 0x1DAA5C 4 bytes float
- Facing Angle:
- 0x1DAAE6 2 bytes
- Movement Angle (can use it to get drunk movement by adding, subtracting randomly):
- 0x1DB25C 2 bytes signed
- Speed:
- 0x1DB258 4 byte float
- Rupees:
- 0x11A604 2 bytes
- Alter Footstep Speed:
- 0x1C6EF0 2 bytes to 0x1234 (for funny looking footsteps)
- Item Quantities:
- Sticks:
- 0011A65C 1 byte
- Nuts:
- 0011A65D 1 byte
- Bombs:
- 0011A65E 1 byte
- Arrows:
- 0011A65F 1 byte
- Seeds:
- 0011A662 1 byte
- Bombchus:
- 0011A664 1 byte
- Item Quantities Usage Modifier:
- 0x721FE 2 bytes to ???? (default: 2C00)
- 2C40=2x Item Use
- 2C80=4x Item Use
- 2CC0=6x Item Use
- 2D00=8x Item Use
- Bottle Slots:
- 0x11A656 - 0x11A659
- 14 - Empty Bottle
- 15 - Red Potion
- 16 - Green Potion
- 17 - Blue Potion
- 18 - Fairy
- 19 - Fish
- 1A - Milk
- 1B - Letter in a Bottle
- 1C - Blue Fire
- 1D - Bug
- 1E - Big Poe
- 1F - Lon-Lon Milk (Half)
- 20 - Poe
- Equipped: Tunic/Boots
- 0x11A640
- bits 0x0F: tunic equipped; bits 0xF0: boots equipped (1,2,3)
- bit 1 = hero tunic
- bit 2 = goron tunic
- bit 1 and 2 = zora tunic
- bit 16 = normal boots
- bit 32 = iron boots
- bit 16 and 32 = hover boots
- Equipped: Sword/Shield
- 0x11A641
- bits 0x0F: sword equipped; bits 0xF0: shield equipped
- bit 1 = kokiri sword
- bit 2 = master sword
- bit 1 and 2 = biggoron sword
- bit 16 = kokiri shield
- bit 32 = hylian shield
- bit 16 and 32 = mirror shield
- (1 = green tunic, normal boots, kokiri sword, kokiri shield, 2 = goron tunic, iron boots, hylian shield, master sword, 3 = blue tunic, hover boots, biggoron sword, mirror shield)
- Magic Meter won't Decrease:
- 0x11B9C0 4 bytes to 0x00000000 (need to freeze)
- Make Hover Boots last forever:
- 0x1DB2B2 2 byte to 0x000D (need to force the timer to that value to keep hover boots effect forever)
- Y Velocity/Gravity:
- 0x1DAA90 float
- -4 = default, 0 = super low gravity (can not climb walls), -10 = can no longer jump anywhere (heavy) (can not climb walls)
- Link's X (width) size modifier
- 0x1DAA80 2 bytes ????
- Link's Y (height) size modifier
- 0x1DAA84 ????
- Link's Z (depth) size modifier
- 0x1DAA88 ????
- 0x0 = 2D cardboard Link with rest at default (0x3C23)
- 1 inch Link all to 0x3AA0
- Giant Link all to 0x3D3F (Combine Giant Link with Camera Distance: 0x3D00)
- Values: "????" Invisible 3FFF Largest 3DFF Giant 3A00 1 inch 3AA0 3 inch 3B00 6 inch 3B50 1 foot 3BA0 2 foot 3C00 3 foot 3C23 Defaut 3C42 5 foot 3C61 6 foot 3C80 7 foot 3CA0 8 foot 3CB7 9 foot 3CCF 10 foot 3CD7 11 foot 3CDF 12 foot 3CE7 13 foot 3C3F 14 foot 3CF7 15 foot 3CFF 16 foot
- Camera Distance:
- 0x106BEC 2 bytes
- default: 3C23 Higher values will move the camera further away, lower values bring the camera closer. Setting it to zero gives you a sort of first-person perspective, except much lower than Link's eyes.
- 0x30F0 = messy camera close in
- Upside Down Camera View:
- 0x10A504 1 byte 0x41 (default: 0x40)
- Corrupted, Tunnel and Fish Eye vision [CosmoCortney]
- 0x1888D4 2 bytes XXXX (default: 0)
- 0x1764C4 2 bytes XXXX (default: 0)
- The best:
- 0008 = strong Fish Eye/OoB Vision
- FFF8 = corrupted/flat vision
- * for XXXX:
- FFFF = Tunnel vision
- 0004 = low Fish Eye Vision
- 0008 = strong Fish Eye Vision
- FFF8 = corrupted vision
- Currently Equipped Mask/Hide all Actors:
- 0x1DAB7F 1 byte to ??
- 0x7 Gerudo Mask (makes every actor on the map invisible for some reason)
- Link State:
- 0x1DB09C 4 bytes to ??
- 00000001 Disable control
- 00000010 Reset action icon
- 00000080 Freeze all object animations (too broken)
- 00000400 Navi will run away (weird)
- 00002000 Camera Side View (Ledge)
- 00004000 Camera Overhead View
- 02000000 Lock Camera
- Crazy Fog glitch:
- 0x0F1640 1 byte to 0x05
- Sword spin charge spawns Arwings:
- 0x38E03A 2 bytes to 0x013B
- or spawn Arwing with id 0x013B (0x0001), variable 0x(00)01 with assembly inject (use unused variable somewhere as the trigger)
- Reload last Area:
- 0x1DA2B5 1 byte to 0x14
- Return to File Menu:
- 0x11B92F 1 byte to 0x02 (set all only once!)
- 0x1DA2B5 1 byte to 0x14
- 0x1DA2B4 1 byte to 0x00
- Allow Magic Use: (fully depletes magic meter after one magic use if not allowed, magic spin is deactivated asap)
- 0x11A60A 1 byte to 0x00 (default: 0x01)
- Clone Link:
- 0x38E03A 2 bytes to 0x0000 (spin attack to spawn more Links)
- or spawn Link with id 0x0000 (0x0000), variable 0x(0F)02 with assembly inject (use unused variable somewhere as the trigger)
- Always In Letterbox Mode
- 0x0EF1FB 1 byte 01 (freeze)
- Disable HUD/Interface/Pause Menu:
- 0x11B92F 1 byte to 0x01 (default: 0x00) (this will crash on an exit, so disable when 0x1DA2B5 = 0x14 and re-enable when = 0xEC)
- Alt: http://wiki.spinout182.com/w/Interface_Hacking (move all HUD elements off-screen manually)
- Can't Use Items or B:
- 0x11B9B2 2 bytes 0xFFFF (default: 0x0000) (need to freeze, stops when unfrozen)
- 0x11B9B4 2 bytes 0xFFFF
- Can't use B:
- 0x11B9B2 1 byte 0xFF
- Can't Use Items:
- 0x11B9B3 1 byte 0xFF
- 0x11B9B4
- 0x11B9B5
- Start decreasing Rupees (as long as value 0xFFFF is frozen):
- 0x11B99C 2 bytes to 0xFFFF (default: 0x0000)
- Nayru's Love always on after next area transition (lasts 60 seconds) (constantly force to 0 to force disable after on next transition)
- 0x11B998 2 bytes FFFF
- Makes Dust Storm:
- 0x1D8FAA 1 byte 0x01
- 0x1D8FAB 2 byte 0xFFEE
- Heavy Rain, Cloudy and Lighting:
- 0x1D8FA1 1 byte 0x01
- 0x1D8FA3 1 byte 0x01
- 0x1D8FB2 1 byte 0xFF
- Damage Taken Modifier:
- 0x38E5EA 2 bytes to ???? (default: 0x2C03)
- 2C83 1/4 Damage
- 2C43 1/2 Damage
- 2C03 1x Damage
- 2BC3 2x Damage
- 2B83 4x Damage
- 2B43 8x Damage
- 2B03 16x Damage
- 2AC3 32x Damage
- 2A03 80x Damage (1 hit KO)
- Freeze Player:
- 0x1DAB40 2 bytes to 0xXXXX (time left until actor becomes unfrozen in frames)
- Electrified Link (visual only):
- 0x1DB2B1 1 byte to 0x2A (freeze)
- Green Glow Around Everything:
- 0x1D8F52 1 byte to 0x01 (works with every color)
- Immediate Day Transition: (like Sun's Song)
- 0x11B9F2 2 bytes 0x0101 (only set once)
- Actual Time of Day:
- 0x11A5DC 2 bytes to ????
- 4000 At Sunrise
- 5800 Daylight Out
- 7000 Very Bright Out
- C000 At Sunset
- D000 Fairly Dark
- Time of Day Speed Modifier:
- 0x0F1650 2 bytes to 0x0FFF for constant day turns (default: 0x000A)
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