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dragonbane

Spawn Types

Jan 18th, 2017
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  1. FF00D03F
  2.  
  3. FF = event ID
  4. 00 = always
  5. D0 = Special Entrance Code
  6.  
  7. Codes:
  8.  
  9. 00 = spawn still (fine)
  10. 10 = Slow walk entrance (fine)
  11. 20 = Forced Spawn on Epona (crashes if Epona doesnt work on the map, fixed due Epona spawning on HD) (fine)
  12. 30 = fast walk with camera in front (fine)
  13. 40 = falling from city (fine)
  14. 50 = Fast walk entrance (fine)
  15. 60 = Coming through dungeon door (often Boss) (fine)
  16. 70 = Coming through dungeon door (fine)
  17. 80 = Warping Entrance (fine)
  18. 90 = flying forward entrance (post cannon/digholes) (fine)
  19. A0 = Fast Normal Door (fine) (force "fake" human)
  20. B0 = Slow Normal Door (fine) (force "fake" human)
  21. C0 = fake standing up after "void" (howling stones, golden wolf, thrill) (fine)
  22. D0 = water spawn, dangerous!!! (remove all the ones that might be incompatible at one point or another)
  23. E0 = Spawn on Special Surfaces, dangerous!!! (remove all the ones that might be incompatible at one point or another)
  24. F0 = spawn still, never used (fine)
  25.  
  26. 3F = always
  27.  
  28.  
  29. Time of Day Modifier (SCLS):
  30.  
  31. Byte 1:1 = Amount of Hours to add to Base(0-15). If base time is 16:00 and amount of hours puts time > 0:00, time is defaulted to 0:00
  32. Byte 1:2 = Padding
  33. Byte 2:1 = If bit 0 is switched to ON, set base time to 16:00 unless amount of hours to add is F, then keep current time. If bit 0 is off set base time to 0:00
  34. Byte 2:2 = Set Layer Override (F gets default layer)
  35.  
  36.  
  37. Trigger Loading, in code: 0x1014A604, actual: 1064CE04 (offset is + 502800)
  38.  
  39. 8042DC9C next Time of Day address (in HD: 10165B14 + 502800 = 0x10668314)
  40. -1 (float) for keep current time
  41. 0 (float) for 0:00
  42. Minutes of desired time / 4 = float time to set to the address
  43.  
  44.  
  45. Link Health: 10647B4D
  46. Form: 10647B68
  47. Savefile Info: 10647B48 - 1064894D (0x18 does RNG - 0xB0) = 10647B60 or 10145360 in IDA
  48.  
  49.  
  50. 8027E64C __ct__14JPABaseEmitterFv_ save RNG address2 here and then alter it
  51. HD: 02B167C8 __ct__14JPABaseEmitterFv
  52.  
  53. r3 + 0xC4 = RNG Add 2
  54.  
  55.  
  56. 8027DCA0 __ct__17JPAEmitterManagerFUlUlP7JKRHeapUcUc
  57. HD: 02B16A48 __ct__17JPAEmitterManagerFUlUlP7JKRHeapUcUc
  58.  
  59. r3 + 0x20 = from there + 0xC = RNG Add 1
  60.  
  61.  
  62. -rng desync in snowpeak fog/snowfall ; rng desync in AG entrance/forest entrance (whatever for now)
  63. -main menu lags behind when using frame advance (whatever for now)
  64.  
  65. -simulate d and r buttons correctly. check old held buttons from g_currentInputData and compare with new
  66.  
  67. -drop rng recording to first 3x8 bytes and skip final 3
  68.  
  69.  
  70.  
  71. 02BDE5F0 void GraphicsStuff_WaitForVsync (int gate)
  72. 02ABE610 void GraphicsStuff_Gamma (int class ptr)
  73. 02BDE770 void GraphicsStuff_ScanBuffer (void)
  74.  
  75.  
  76. GX2DrawEx
  77. GX2DrawIndexedEx
  78.  
  79. GX2Invalidate
  80.  
  81. GX2SetViewport
  82. GX2SetScissor
  83.  
  84. GX2SetDepthOnlyControl
  85.  
  86. GX2Flush
  87. GX2DrawDone
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