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- FF00D03F
- FF = event ID
- 00 = always
- D0 = Special Entrance Code
- Codes:
- 00 = spawn still (fine)
- 10 = Slow walk entrance (fine)
- 20 = Forced Spawn on Epona (crashes if Epona doesnt work on the map, fixed due Epona spawning on HD) (fine)
- 30 = fast walk with camera in front (fine)
- 40 = falling from city (fine)
- 50 = Fast walk entrance (fine)
- 60 = Coming through dungeon door (often Boss) (fine)
- 70 = Coming through dungeon door (fine)
- 80 = Warping Entrance (fine)
- 90 = flying forward entrance (post cannon/digholes) (fine)
- A0 = Fast Normal Door (fine) (force "fake" human)
- B0 = Slow Normal Door (fine) (force "fake" human)
- C0 = fake standing up after "void" (howling stones, golden wolf, thrill) (fine)
- D0 = water spawn, dangerous!!! (remove all the ones that might be incompatible at one point or another)
- E0 = Spawn on Special Surfaces, dangerous!!! (remove all the ones that might be incompatible at one point or another)
- F0 = spawn still, never used (fine)
- 3F = always
- Time of Day Modifier (SCLS):
- 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
- Byte 1:2 = Padding
- 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
- Byte 2:2 = Set Layer Override (F gets default layer)
- Trigger Loading, in code: 0x1014A604, actual: 1064CE04 (offset is + 502800)
- 8042DC9C next Time of Day address (in HD: 10165B14 + 502800 = 0x10668314)
- -1 (float) for keep current time
- 0 (float) for 0:00
- Minutes of desired time / 4 = float time to set to the address
- Link Health: 10647B4D
- Form: 10647B68
- Savefile Info: 10647B48 - 1064894D (0x18 does RNG - 0xB0) = 10647B60 or 10145360 in IDA
- 8027E64C __ct__14JPABaseEmitterFv_ save RNG address2 here and then alter it
- HD: 02B167C8 __ct__14JPABaseEmitterFv
- r3 + 0xC4 = RNG Add 2
- 8027DCA0 __ct__17JPAEmitterManagerFUlUlP7JKRHeapUcUc
- HD: 02B16A48 __ct__17JPAEmitterManagerFUlUlP7JKRHeapUcUc
- r3 + 0x20 = from there + 0xC = RNG Add 1
- -rng desync in snowpeak fog/snowfall ; rng desync in AG entrance/forest entrance (whatever for now)
- -main menu lags behind when using frame advance (whatever for now)
- -simulate d and r buttons correctly. check old held buttons from g_currentInputData and compare with new
- -drop rng recording to first 3x8 bytes and skip final 3
- 02BDE5F0 void GraphicsStuff_WaitForVsync (int gate)
- 02ABE610 void GraphicsStuff_Gamma (int class ptr)
- 02BDE770 void GraphicsStuff_ScanBuffer (void)
- GX2DrawEx
- GX2DrawIndexedEx
- GX2Invalidate
- GX2SetViewport
- GX2SetScissor
- GX2SetDepthOnlyControl
- GX2Flush
- GX2DrawDone
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