Jacquaid

TPHD Savefile Scratchpad Map

Dec 3rd, 2018
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  1. ***Hey, so this is really disorganized looking, so I made an actual spreadsheet instead with all this info and more. If you want that, DM me on Discord***
  2.  
  3. *Big shoutouts to AECX and others in the TP community, I got a bunch of info from the big TP spreadsheet and much, much later on (around 50 days after starting this) from the twilight editor documentation. I don't think a lot of this work was completely wasted, so hopefully there's at least some unique stuff here*
  4.  
  5. Note: All Byte Addresses are for TPHD. To get what these addresses should be on TPSD, try adding 0x6FDBE1D8 to the address. Some addresses might not line up perfectly.
  6. If you see *** around anything, that suggests that I need to reconfirm the flag in question. If it's around the byte then I need to recheck that byte. If I don't list the first four digits it's 1064xxxx
  7.  
  8. I'm just going to list the flags I have so far. If there's a ? it pretty much just is a placeholder for when I figure out what's there.
  9.  
  10. 7B4B: Heart Containers * 5 + heart pieces (counts up max health including heart pieces)
  11. 7B4C/B4D: A 2 byte integer with current Health in quarters of hearts (to get # hearts, divide by 4)
  12. 7B4E/B4F: A 2 byte integer that stores rupee count
  13. 7B50/B51: A constant 2 byte integer 21600 storing the maximum lantern oil value
  14. 7B52/B53: How many units of lantern oil the lantern currently holds (another 2 byte integer, divide by the constant above for percentage)
  15. 7B55: X button equip as an offset from BE4 (see section on item wheel remnant for more detail on what the numbers here mean)
  16. 7B56: R button equip as an offset from BE4
  17. 7B57: Y button equip as an offset from BE4 (any of these equip slots is empty if set to FF)
  18. 7B58: Theoretically this was used as an equip slot for Wii (which had 4 slots), but it is unused. It will still update automatically the same way the previous slots do though, so even though it's not accessible or bound to a button, it is still technically an actual item slot.
  19. 7B59: X button combo equip slot as an offset from BE4 (Bow goes here for Bomb Arrows or Hawkeye Arrows, the other part of the combo is in the main slot)
  20. 7B5A: R button combo equip slot as an offset from BE4
  21. 7B5B: Y button combo equip slot as an offset from BE4
  22. 7B5C: Combo equip slot to go with the Wii one that is no longer used.
  23. 7B5D: Equipped clothes as clothes function id (do not change while human or you will crash)
  24. 7B5E: Equipped sword as sword function id
  25. 7B5F: Equipped shield as shield function id (although this one doesn't really work correctly in terms of writing it in idk)
  26. 7B60: Equipped scent as scent function id
  27. (if any of the above four are invalid numbers, then basically the game will default to hero's clothes, ordon sword, and hylian shield. An invalid scent will leave a blank image in the scent slot. If any of these other than tunic are FF then nothing is equipped for their slots)
  28. 7B63: Wallet capacity: 0 = Wallet (500), 1 = Big Wallet (1000), 2 = Giant Wallet (2000), >= 3 = Colossal Wallet (9999)
  29. 7B68: ?, ?, ?, ?, ?, ?, ?, Form is Wolf Link if set and Human Link if unset
  30. 7B78: ?, ?, ?, ?, Midna on Back, ?, ?, ?
  31. 7B79: ?, ?, ?, ?, ?, Lanayru Twilight cleared, Eldin Twilight cleared, Faron Twilight cleared
  32.  
  33. 7B7C->B7F: A 4 byte floating point number representing the angle the sky has "rotated" since midnight. Sunrise = 6 am = 90 deg, Noon = 12 pm = 180 deg, Sunset = 7 pm = 285 deg, Midnight = Twilight Time = 12 am = 360 deg/0 deg. Each hour is around 41.66s long, each cycle should be about 16m40s long. Oddly enough due to floating point rounding these numbers are a little off, so for the exact numbers, each cycle is 30011 frames or about 16m 41.36s long at 29.97 fps, each day is 16257 frames or about 9m 02.4s long at 29.97 fps, and each night is 13754 frames or about 7m 38.9s at 29.97 fps. I would say exactly how long each hour is, but the later hours actually take ever so slightly longer due to rounding so I won't hazard a guess.
  34.  
  35. 7B88->B8B: Epona X Position (float)
  36. 7B8C->B8F: Epona Y Position (float)
  37. 7B90->B93: Epona Z Position (float)
  38. 7B94/B95: Epona Angle (two byte integer)
  39. 7B96->B9D: Epona Stage (ASCII String)
  40. 7B9E: Epona Spawn ID
  41. 7B9F: Epona Room ID
  42. 7BA0->BA7: Link Stage (ASCII String) (when playing, this will differ from uTAS and show the stage where *savewarping* would put you if you savewarped right then)
  43. 7BA8: Link Spawn ID (same note as with Link's Stage)
  44. 7BA9: Link Room ID (same note as with Link's Stage)
  45. 7BAC->BAF: Link's Previous X (float) (doesn't update unless where the savewarp will go updates)
  46. 7BB0->BB3: Link's Previous Y (float) (same as with all previous)
  47. 7BB4->BB7: Link's Previous Z (float) (same as with all previous)
  48. 7BB8/BB9: Link's Previous Angle (same as with all previous)
  49. 7BBA->BC1: Link's Previous Stage (same as with all previous)
  50. 7BC5: ?, Snowpeak on Map, Desert on Map, Lanayru on Map, Eldin on Map, Faron on Map, Ordon on Map, ?
  51. 7BC8->BCB: Ooccoo X Position (this stuff is the info for where warping with ooccoo jr. will put you)
  52. 7BCC->BCF: Ooccoo Y Position
  53. 7BD0->BD3: Ooccoo Z Position
  54. 7BD4/BD5: Ooccoo Angle
  55. 7BD6->BDD: Ooccoo Stage (7th byte will be 37 by default, rest 00. No clue why)
  56. 7BDF: Ooccoo Room ID
  57. 7BE0: Something something region code for the dungeon you left. Not sure where this gets used in the process, but it's definitely the region code for the region flags. So Snowpeak for example would store a 0x14 here when you Ooccoo out. The value is FF unless you've Ooccoo'd out of somewhere.
  58. (If I had to hazard a guess, the game uses the Stage, Room ID, and Spawn ID to look up in a table where warping out with Ooccoo will take you, such that using Ooccoo doesn't work in literally every dungeon area, even if you can freely bring an Ooccoo into such areas without Ooccoo becoming a note. For the same reason, you probably can't warp back unless all the information lines up with some point in the table, but I don't know for sure).
  59.  
  60. The item stack:
  61. The inventory touch screen has several stacks that determine how it organizes the items. To explain, here's a sort of diagram of what stack goes to what slot:
  62.  
  63. I I I I Bm Bo Bo
  64. I I I I Bm Bo Bo
  65. I I G H Bm HC Qu
  66.  
  67. I = Item stack
  68. G = Ghost Lantern (always here)
  69. H = Hawkeye (ditto)
  70. Bm = Bomb stack
  71. Bo = Bottle stack
  72. HC = Horse Call (same as G and H)
  73. Qu = Quest Item Stack
  74.  
  75. Essentially, for each of these stacks, the game will try to pull an item from memory bytes in order until it fills out the inventory from left to right and then top to bottom unless there are not enough items to fill out the spots. In that case, the UI will leave blank spaces at the end. If there are too many items for a stack (not *really* achievable vanilla), then the game will just not put the last item on screen and it will be basically as if you don't have it at all even though it's in memory and should technically be accessible. So what goes in each category in vanilla? (listed in order of their stack priority with memory bytes (the common 10647 is left off the front))
  76.  
  77. I: BF8 -> Fishing Rod/Fishing Rod w Earring, BFB -> Slingshot, BE5 -> Lantern, BE4 -> Boomerang, BE7 -> Iron Boots, BE8 -> Bow, BED -> Clawshot, BEE -> Double Clawshots, BE6 -> Spinner, BEA -> Ball and Chain, BEC -> Dominion Rod Broken/Fixed (Yes that's 11 items slots, we'll revisit this)
  78. Bm: BF3, BF4, BF5 all bomb bags (presumably these are locked to their sources, but I don't know which is which between Barnes, Iza and Goron)
  79. Bo: BEF, BF0, BF1, BF2 all bottles (presumably these are locked to their sources, but I don't know which is which between Ordon, Coro, Jovani, and Fishing)
  80. Qu: BF7 -> Memo/Sketch/Renado's Note/Telma's Invoice/maybe other quest items idk, BF6 -> Ooccoo/Ooccoo Jr./Ooccoo's Note, BFA -> Ancient Sky Book
  81. (fun little tidbit: Ooccoo doesn't change into Ooccoo's note unless it is in the proper byte, that being BF6; I also assume the game doesn't get rid of the quest item if it isn't in the right slot either, but I don't know this for sure)
  82.  
  83. Okay, so in summary, every main item has it's own memory slot where the game updates the slot from null to having the proper item. However (!), by editing memory you can put any item ids in any slot. This is useful for messing around without having to play to an item so go have fun. You can find these ids on the ultimate tp spreadsheet in the functions pane.
  84.  
  85. Some more random info: You might notice that Clawshot and Double Clawshots are different slots. I'm... honestly not sure why they didn't just share the same slot like the Fishing Rod variations, but this is a thing. So technically, without memory editing, you can have both at the same time, provided that you get the Double Clawshots before the Clawshot somehow (the Double Clawshots will set the Clawshot byte to null when you get them). The results of this are funny btw. This also boots Dominion Rod to the shadow realm if you have all the other main items. Why the bytes are in this specific order, I have absolutely no clue. Like yes, the stack is in order of when you are supposed to get them (aside from Double Clawshots, but that's supposed to replace the Clawshot so that's okay), but the order in memory makes legitimately no sense idk.
  86.  
  87. Last little bit: it is possible to have a quest item (like a duped auru's memo for example) at the same time as an ooccoo item. If you do this, however, you won't be able to access the ooccoo item until the quest item is gone. This, rather predictably, doesn't keep this ooccoo item from changing into a note if it should since this is just a UI thing. Anyways, just something to keep in mind.
  88.  
  89. Right after the item stack, there's this weird stack-ish area that keeps track of items? idk exactly but we figured out the item ids and the preferred order. The area behaves like an ordered stack in that it expands downwards but has a preferential order. It goes from 7BFC (right after the item stack ends) up until 7C13 (right before flags start up in earnest).
  90. The item ids in this area are as follows:
  91. 00 - boomerang
  92. 01 - lantern
  93. 02 - spinner
  94. 03 - boots
  95. 04 - bow
  96. 05 - hawkeye
  97. 06 - ball and chain
  98. 07 - ghost lantern
  99. 08 - dominion rod
  100. 09 - clawshot
  101. 0A - double clawshots
  102. 0B - milk bottle
  103. 0C - fishing bottle
  104. 0D - Coro bottle
  105. 0E - Jovani bottle (probably orderless)
  106. 0F - barnes bag
  107. 10 - iza bag
  108. 11 - goron bag (probably orderless)
  109. 12 - ooccoo/ooccoo jr./ooccoo's note
  110. 13 - memo/sketch/letter/invoice
  111. 14 - fishing rod
  112. 15 - horse call
  113. 16 - sky book
  114. 17 - slingshot
  115. The preferred order is: A, 8, 6, 2, 9, 4, 3, 0, 1, 17, 14, 5, F, 10, 11, B, C, D, E, 13, 12, 16, 15, 7. Now why is it in this order? Edit: I know gimme a sec. You may notice that the id corresponds to an offset from slot BE4 in memory, which is cool I guess. It's a leftover from SD: that's basically the order the items are in going clockwise from the top in SD. I have no idea where the ordering script is for the touch screen on HD tho.
  116.  
  117. This is the function region I guess. There are 256 functions that can play that give you specific text when they play and then store a permanent flag once they have played. There are also 256 bits in this section. Coincidence? I think not. In fact what it *looks* like so far is that basically each function is lumped into a group of 32. This group of 32 is then placed into the memory "backwards". In other words, function 00 is the last bit of 7C17 and function 1F is the first bit of 7C14. So basically until I have mapped this section out to my content (which will be mostly checking new stuff and testing my hypothesis on the blocks to a sufficient degree), you can just use that mapping method to find out what the flags in this section are. As a side note, I won't list the used/unused flags here but the TP Spreadsheet has those listed. Pretty much the only flags that are here that weren't here before are stamps and ghost lantern and those are all used.
  118.  
  119. Group 1 (1F through 00):
  120. 7C14: Triple Heart, Fairy pickup, 30 Bomblings, 3 Bomblings, 10 Bomblings, 5 Bomblings, 3 Water bombs, 15 Water Bombs
  121. 7C15: 10 Water Bombs, 5 Water Bombs, Hylian Letter C, Hylian Letter B, Hylian Letter A, 50 Slingshot seeds, 1 Arrow, 30 Arrows
  122. 7C16: 20 Arrows, 10 Arrows, 30 Bombs, 20 Bombs, 10 Bombs, 5 Bombs, Large Magic/Lent Bomb Bag, Small Magic/Bomb Bag and Bombs
  123. 7C17: 200 rupee, 100 rupee, 50 rupee, 20 rupee, 10 rupee, 5 rupee, 1 rupee pickup, 1 Heart pickup
  124.  
  125. Group 2 (3F through 20):
  126. 7C18: Wooden Sword (writes into/out of inventory), Hawkeye, Coral Earring, Hylian Letter E, Hylian Letter D, Piece of Heart 5/5, Piece of Heart 4/5, Piece of Heart 3/5
  127. 7C19: Piece of Heart 2/5, Giant Wallet, Big Wallet, Standard Wallet, Reunite w/Ooccoo, Magic Level 1/Shadow Crystal, Zora Armor (writes into inventory), Magic Armor (writes into inventory)
  128. 7C1A: Hero's Clothes (writes into inventory), Ranch Clothes, Ooccoo's Note, Hylian Shield (writes into inventory), Wooden Shield (writes into/out of inventory), Ordon Shield (writes into/out of inventory), Master Sword (writes into inventory), Ordon Sword (writes into inventory)
  129. 7C1B: Ooccoo Jr., Boss Key, Ooccoo, Compass, Map, Heart Container, Heart Piece, Small Key
  130.  
  131. Group 3 (5F through 40):
  132. 7C1C: Fishing Rod w/Coral Earring and Worm, Fishing Rod w/Earring and Bee Larva, Fishing Rod w/Worm, Fishing Rod w/Coral Earring, Fishing Rod w/Bee Larva, Hawkeye Arrows, Bomb Arrows, Fishing Hole Rod
  133. 7C1D: Hylian Letter I, Giant Quiver, Big Quiver, Quiver, Light Arrow, Hylian Letter H, Bag with Bombs, Bomb Bag
  134. 7C1E: Giant Bomb Bag (writes into inventory), Hylian Letter G, Hylian Letter F, Powerless Dominion Rod, Slingshot, Fishing Rod 1, Light Sword (writes into inventory), Lantern
  135. 7C1F: Double Clawshot, Dominion Rod, Iron Boots, Clawshot, Hero's Bow, Ball and Chain, Spinner, Boomerang
  136.  
  137. Group 4 (7F through 60):
  138. 7C20: Superb Soup, Good Soup, Simple Soup, Purple Chu Jelly, Yellow Chu Jelly, Green Chu Jelly, Blue Chu Jelly, Red Chu Jelly
  139. 7C21: Rare Chu Jelly, Bee Larva, Great Fairy's Tears Bottle (Jovani), Worm, Great Fairy's Tears, Bomblings, Water Bombs, Bombs
  140. 7C22: Lantern Oil Received in Lantern, Lantern Oil Scooped in Lantern, Hot Spring Water Bought, Bottle w/Fairy, Hot Spring Water Scooped, Nasty Soup Scooped, Red Potion Scooped, Lantern Oil Scooped in Bottle
  141. 7C23: Water Scooped, Lantern Oil Bought for Bottle, Bottle With Half Milk, Milk, Blue Potion, Magic Potion, Red Potion, Empty Bottle
  142.  
  143. Group 5 (9F through 80):
  144. 7C24: Black Chu Jelly, Bee Larva in Bottle, Lantern Oil Bottle, Yellow Chu Jelly Scooped in Lantern, Heart Container Stamp, Heart Piece Stamp, Treasure Chest Stamp, Rupee Stamp
  145. 7C25: Hylian Letter Z, Hylian Letter Y, Hylian Letter X, Hylian Letter W, Hylian Letter V, Hylian Letter U, Ashei's Sketch, Auru's Memo
  146. 7C26: Hylian Letter T, Hylian Letter S, Hylian Letter R, Hylian Letter Q, Hylian Letter P, Hylian Letter O, Hylian Letter N, Hylian Letter M
  147. 7C27: Hylian Letter L, Hylian Letter K, Hylian Letter J, Horse Call, Ilia's Charm, Wooden Statue, Invoice, Renado's Letter
  148.  
  149. Group 6 (BF through A0):
  150. 7C28: Cucco Stamp, Malo Mart Stamp, Agitha Stamp, Zant Stamp, Surprised Zelda Stamp, Sad Zelda Stamp, Angry Zelda Stamp, Happy Zelda Stamp
  151. 7C29: Ooccoo Stamp, Surprised Midna Stamp, Medicine Scent, Youth's Scent, Reekfish Scent, Poe Scent, Pumpkin Scent, Scent of Ilia
  152. 7C2A: Sad Midna Stamp, Angry Midna Stamp, Happy Midna Stamp, Wolf Link Stamp, Surprised Link Stamp, Sad Link Stamp, Angry Link Stamp, Happy Link Stamp
  153. 7C2B: Mirror Piece 4, Mirror Piece 3, Mirror Piece 2, Vessel filled, Lanayru Vessel, Eldin Vessel, Faron Vessel, Tear of Light
  154.  
  155. Group 7 (DF through C0):
  156. 7C2C: Dummy, Dummy, Dummy, Dummy, Dummy, Dummy, True Midna Stamp, Fairy Stamp
  157. 7C2D: F Dayfly, M Dayfly, F Ant, M Ant, F Dragonfly, M Dragonfly, F Snail, M Snail
  158. 7C2E: F Ladybug, M Ladybug, F Mantis, M Mantis, F Pillbug, M Pillbug, F Phasmid, M Phasmid
  159. 7C2F: F Grasshopper, M Grasshopper, F Stag Beetle, M Stag Beetle, F Butterfly, M Butterfly, F Beetle, M Beetle (if these bug flags are set, you have them in your inventory)
  160.  
  161. Group 8 (FF through E0):
  162. 7C30: (Empty function), Faron Woods Coro Key, Full GM BK, Dummy Small Key, BK Shard 3, BK Shard 2, BK Shard 1 (all three shards can be written into inventory), Lantern from Monkey
  163. 7C31: Surf Leaf, Bedroom Key, Ordon Goat Cheese, Ordon Pumpkin, Kakariko Gate Keys, Poe 4 Fire, Poe 3 Fire, Poe 2 Fire
  164. 7C32: Poe 1 Fire, Faron Woods Gate Key, Link's Basement Rupee, City Ooccoo, Full Sky Book, Sky Character, Ancient Sky Book, Ghost Lantern
  165. 7C33: Dummy, Dummy, Dummy, Dummy, Dummy, Dummy, Dummy, Poe Soul
  166.  
  167. Okay now we're done with the functions, back to inventory stuff:
  168. 7C34: Arrow count
  169. 7C35: Bomb count for one of the bomb bags (not sure which one, presumably these are tied to BF3, BF4, and BF5 respectively)
  170. 7C36: Same as above
  171. 7C37: Same again
  172. 7C3C: Slingshot seed count
  173. 7C40: Max Arrow Capacity (30 is default, changes to 60 upon getting big quiver, changes to 100 upon getting giant quiver, any other value will put the giant quiver in the inventory, but abide by whatever value you put as the max, this will not show up in your inventory unless you have a bow)
  174. 7C41: Max Normal Bomb Capacity
  175. 7C42: Max Water Bomb Capacity
  176. 7C46: Max Bombling Capacity (it's worth noting that this does not double when you get double bomb bags, the game just treats max capacity as double this number at that point, so 7C41, 7C42, and 7C46 are basically just constants)
  177. 7C51: ?, ?, ?, ?, Fused Shadows recovered (post PoT), Lakebed FS, GM FS, FT FS
  178. 7C52: ?, ?, ?, ?, City Shard, ToT Shard, SPR Shard, Arbiters Shard
  179. 7C54: Poe count in hex
  180. 7C5C: Number of Faron tears collected (clears twilight if reaches 12)
  181. 7C5D: Number of Eldin tears collected (clears twilight if reaches 12)
  182. 7C5E: Number of Lanayru tears collected (clears twilight if reaches 12)
  183. 7C60: ?, ?, ?, ?, ?, Got Lanayru Vessel, ?, ?
  184. 7C66: "From Wife of Yeto" received, "Update" received, "Now open for business!" received, "Agitha's Dream" received, "Hey, kid!!!" received, "Challenge for you!" received, "They came so quickly!" received, "Heroes, come together!" received
  185. 7C67: "URGENT! Bomb arrows!" received, "Rare item in stock!" received, "Good stuff inside!" received, "URGENT NOTICE!" received, "Post office notice" received, "- Dear Adventurer -" (1) received, "- Dear Adventurer -" (2) received, "About Ilia's memory" received
  186. 7C6E: "From Wife of Yeto" read, "Update" read, "Now open for business!" read, "Agitha's Dream" read, "Hey, kid!!!" read, "Challenge for you!" read, "They came so quickly!" read, "Heroes, come together!" read
  187. 7C6F: "URGENT! Bomb arrows!" read, "Rare item in stock!" read, "Good stuff inside!" read, "URGENT NOTICE!" read, "Post office notice" read, "- Dear Adventurer -" (1) read, "- Dear Adventurer -" (2) read, "About Ilia's memory" read
  188. 7CB4/CB5: 2 Byte integer representing number of Hyrule Bass caught
  189. 7CB6/CB7: 2 Byte integer representing number of Hylian Loach caught
  190. 7CB8/CB9: 2 Byte integer representing number of Hylian Pike caught
  191. 7CBA/CBB: 2 Byte integer representing number of Ordon Catfish caught
  192. 7CBC/CBD: 2 Byte integer representing number of Reekfish caught
  193. 7CBE/CBF: 2 Byte integer representing number of Greengill caught
  194. 7CD4: Size of largest Hyrule Bass caught in centimeters (yes even Nintendo mocks the United States of America)
  195. 7CD5: Size of largest Hylian Loach caught in centimeters
  196. 7CD6: Size of largest Hylian Pike caught in centimeters
  197. 7CD7: Size of largest Ordon Catfish caught in centimeters
  198. 7CD8: Size of largest Reekfish caught in centimeters
  199. 7CD9: Size of largest Greengill caught in centimeters
  200. 7CFC->D0B: A 16 character string storing Link's name. Only the first 8 bytes are used to store his name, the rest is padding.
  201. 7D0D->D1C: A 16 character string storing Epona's name. Only the first 8 bytes are used to store her name, the rest is padding.
  202. 7D2A: Lock-on Hold vs. Switch (0 is Hold, 1 is Switch. default Hold)
  203. 7D2B: Rumble on vs. off (0 is Off, 1 is On. default On)
  204. 7D2C: Motion controls on vs. off (0 is On, 1 is Off. default On)
  205. 7D2D: Brightness Level as an integer 1 through 6 (1 is darkest, 6 is brightest. default 3)
  206. 7D32: Various control options: Third Person Aiming On, ?, ?, ?, Vertical Swim/Air Axis inverted, Horizontal Swim/Air Axis inverted, Vertical Camera Axis inverted, Horizontal Camera Axis inverted. (default is First Person, Vertical Swim/Air Axis inverted, Normal Camera Axes. In other words, this byte is 08 by default)
  207. 7D34->7D37: Points to "10647B48", the start of the scratchpad. Not sure why.
  208.  
  209. This is around where non-collection-screen permanent flags really kick in:
  210. 7D3D: ?, ?, ?, ?, ?, ?, First Trip to Sewers Done, ?
  211. 7D3E: ?, ?, Kakariko Gorge Bridge back in place, Faron Twilight Story Progression Flag, KB1 Trigger tripped, Map Warp unlocked, Forest Temple Story Progression Flag, Epona Tamed
  212. 7D3F: Watched Colin CS after KB1, Have begun a sumo fight against Gor Coron, ?, ?, Eldin Twilight Story Progression Flag, Invis. Wall between back gorons present if toggled off, back gorons moved to the side (the previous flag also does this), Goron Mines Story Progression Flag
  213. 7D40: Meteor has been warped, ?, ?, Zora Escort cleared, ?, Zora Armor gotten from Rutela, ?, ?
  214. 7D41: ?, ?, ?, ?, Bought Barnes's Bomb Bag, Lakebed Story Progression Flag, Iza 1 Minigame Started (can be unset if you fail and say no to trying again), ?
  215. 7D42: ?, ?, ?, ?, KB1 Beaten, KB1 Fight Started, KB1 Phase 1 Done, KB1 hit once during Phase 2
  216. 7D43: ?, Escaped Burning Tent in Bulblin Camp, ?, ?, ?, ?, Iza 1 Minigame unlocked (UZR Beast fight done and Iza is inside), Iza 1 Minigame done (unlocks Iza 2 Minigame)
  217. 7D44: ?, [Something toggled on upon completing FT], ?, ?, Talked to Castle Town Malo Mart Shopkeeper, ?, Lanayru Twilight Story Progression Flag, Midna's Desperate Hour State activated
  218. 7D45: ?, ?, ?, ?, ?, Can Transform at will, ?, ?
  219. 7D47: Renado's Letter gotten, Doctor text cleared, ?, Guy outside Castle Town Malo Mart behaves as if it's a Malo Mart, Bridge of Eldin back in place, ?, ?, ?
  220. 7D49: ?, ?, ?, ?, Talked to Gor Ebizo after helping Lazy Goron, ?, ?, ?
  221. 7D4B: ?, ?, Cutscene after GM watched, ?, ?, ?, ?, ?
  222. 7D4C: ?, Yeta unlocks Northwest Door, Yeta unlocks West Door, DMT first goron text (puts Bo outside and activates Epona taming cs trigger), ?, ?, ?, ?
  223. 7D54: ?, ?, KB1 Trigger activated, ?, ?, ?, ?, Talked to Malo in Malo Mart
  224. 7D56: ?, ?, ?, ?, MDH completed, ?, ?, ?
  225. 7D57: Fyrus knocked down the third time, Fyrus knocked down the second time, Fyrus knocked down the first time, ?, ?, ?, ?, ?
  226. 7D58: ?, ?, Master Sword Story Progression Flag, Stallord Defeated, SPR Story Progression Flag, Temple of Time Story Progression Flag, City Story Progression Flag, Telma's Bar Cutscene watched
  227. 7D59: Invoice gotten, ?, ?, ?, ?, ?, Talked to Louise after Medicine Scent, ?
  228. 7D5A: Ilia's Charm gotten, ?, ?, Castle Town Malo Mart is actually Malo Mart (changes state), ?, Wooden Statue gotten, ?, ?
  229. 7D5B: ?, Ilia shown Wooden Statue, Ilia shown Horse Call, ?, ?, ?, ?, ?
  230. 7D5C: ?, Watched Louise cutscene during MDH, ?, ?, ?, ?, ?, ?
  231. 7D5D: Dominion Rod fixed in overworld, Shad uses completed Ancient Sky Book, Auru Text Complete (trigger disappears on area reload, but bit can be incremented without hacks while keeping trigger intact until reload. See: Auru Duping), Memo Second Chance No Longer Needed (this bit is set to be off naturally in case you say no to Auru. If it is still off and the previous bit is on, then Auru will ask you again, without going through the cutscene. If this is toggled on, then Auru will not ask you again), ?, ?, ?, ?
  232. 7D5E: Can cannon to Desert, Sol out of Palace West Wing, Sol out of Palace East Wing, ?, ?, ?, ?, ?
  233. 7D5F: ?, ?, ?, Doctor takes Invoice, ?, ?, ?, ?
  234. 7D61: ?, Got Ashei's Sketch from Ashei, ?, ?, Shield Attack, Ending Blow, Backslice, Helm Splitter
  235. 7D62: Mortal Draw, Jump Strike, Great Quickspin, ?, ?, ?, ?, ?
  236. 7D63: ?, ?, ?, Talked to the Ladies outside Malo Mart (pre goal), Mirror is Fixed (causes the entrance and, yes, also *the exit* to appear for Palace. Without fixing the mirror by watching the cutscene, even if we could cutscene death warp into Palace, there would be no way out), ?, ?, ?
  237. 7D64: ?, ?, ?, Mirror is Up (if toggled, disables the post-arbiters safeguard that keeps you from warping away), ?, ?, ?, ?
  238. 7D65: ?, ?, Talked to the Goron outside of Elde Inn, ?, ?, ?, ?, ?
  239. 7D66: ?, Talked to Gor Ebizo in Kakariko (first time), Bridge Donation goal finished, Lazy Goron helped (Castle Town Springwater Shop open), ?, Agitha won't accept more bugs, Agitha opening text read, Talked to Castle Town Springwater Shopkeeper (after helping)
  240. 7D67: Springwater Run Minigame unlocked, Talked to Castle Town Springwater Shopkeeper's Kid (after helping), Talked to Castle Town Springwater Shopkeeper's Kid (before helping), ?, ?, Medicine smelled, ?, Talked to the Goron in South Castle Town Field (pre quest)
  241. 7D68: ?, Gave Springwater to the Goron in South Castle Town Field, Talked to the Goron in South Castle Town Field (post quest), ?, Talked to Gor Amoto in Goron Mines, Talked to Gor Liggs in Kakariko (first time), Springwater run has been started (changes Gor Liggs text), ?
  242. 7D69: Talked to Gor Liggs after Bridge goal met, Talked to Gor Liggs after talking to Lazy Goron, Cannon warped to Lake Hylia, M Beetle turned in, F Beetle turned in, M Butterfly turned in, F Butterfly turned in, M Stag Beetle turned in
  243. 7D6A: F Stag Beetle turned in, M Grasshopper turned in, F Grasshopper turned in, M Phasmid turned in, F Phasmid turned in, M Pillbug turned in, F Pillbug turned in, M Mantis turned in
  244. 7D6B: F Mantis turned in, M Ladybug turned in, F Ladybug turned in, M Snail turned in, F Snail turned in, M Dragonfly turned in, F Dragonfly turned in, M Ant turned in
  245. 7D6C: F Ant turned in, M Dayfly turned in, F Dayfly turned in, ?, ?, ?, ?, ?
  246. 7D6F: ?, ?, ?, ?, ?, ?, Talked to Gor Ebizo in Goron Mines, Talked to Gor Liggs in Goron Mines
  247. 7D70: Read Jovani Text after getting his Poe during MDH, ?, ?, ?, ?, ?, ?, ?
  248. 7D73: ?, ?, ?, ?, Cannon fixed, Fyer has reacted to the cannon being in Lake Hylia, ?, ?
  249. 7D74: ?, Talked to Goron outside of Barnes's Bomb Shop, ?, ?, ?, ?, ?, ?
  250. 7D75: ?, ?, ?, ?, ?, Ordon Spring has fairies, Faron Spring has fairies, Eldin Spring has fairies
  251. 7D76: Lanayru Spring has fairies, Spring Spirits can give you Great Fairy's Tears, ?, ?, ?, ?, ?, ?
  252. 7D78: ?, ?, ?, ?, Have been to Desert, ?, ?, ?
  253. 7D7A: ?, ?, ?, ?, ?, ?, ?, Watched Ooccoo CS after beating Temple of Time
  254. 7D7B: Talked to the East Castle Town guard, ?, ?, ?, ?, ?, Palace West Wing Sol in West Slot, ?
  255. 7D7C: ?, ?, Palace West Wing Sol in East Slot, ?, Palace East Wing Sol in West Slot, ?, ?, ?
  256. 7D7D: Palace East Wing Sol in East Slot, ?, ?, Talo Saved, ?, ?, ?, ?
  257. 7D82: ?, Goats 1 Done, Slingshot and Sword Tutorials Finished, ?, ?, ?, ?, ?
  258. 7D83: ?, ?, ?, ?, ?, Done talking to Lanayru Spirit in Twilight, ?, ?
  259. 7D85: ?, ?, ?, ?, Have been to Sewers, ?, ?, ?
  260. 7D8B: ?, ?, ?, ?, Talked to the guy outside the Castle Town Malo Mart, ?, ?, ?
  261. 7D8C: ?, ?, Auto-update Shards region to at least have Arbiters Shard (function seems to run every frame), Zant Beaten, Talked to the NPC next to the Springwater Shop (before helping), Talked to the NPC next to the Springwater Shop (after helping), ?, Talked to the lady outside of Fanadi's Palace
  262. 7D8F: ?, ?, ?, Talked to the dog in West Castle Town, ?, ?, ?, ?
  263. 7D90: ?, ?, ?, ?, ?, ?, ?, Talked to Castle Town Shoe Shiner
  264. 7D96: ?, ?, ?, Midna Text post-FT completed (if toggled off, text trigger will be active anytime after FT until gotten again), ?, Horse Call received from Ilia, ?, ?
  265. 7D97: Ancient Sky Book Gotten, ?, Shad leaves Basement so you can warp cannon, Watched first cannon cutscene in Kakariko Basement, Fyer Reacts to Special - Repairs as if Cannon is present in Lake Hylia, ?, ?, ?
  266. 7D98: Faron Letter done, Desert Letter done, Gorge Letter done, Bridge of Eldin Letter done, Lake Hylia Letter done, Sky Book is full, ?, ?
  267. 7D99: Talked to Lazy Goron, ?, Reekfish has been caught and sniffed (prevents voiding from lack of scent in Snowpeak), ?, ?, ?, ?, ?
  268. 7D9A: ?, ?, ?, ?, ?, Amphitheater Letter done, ?, ?
  269. 7DA8: Temporary flag set upon entering Cave of Shadows (unset once you watch the advance through the text), Unlocked a new challenge text in Cave of Shadows #2 read, Unlocked a new challenge text in Cave of Shadows #1 read, Initial Text upon entering Cave of Shadows read, ?, Beaten Cave of Shadows part 3, Beaten Cave of Shadows part 2 (unlocks part 3), Beaten Cave of Shadows part 1 (unlocks part 2)
  270. (7E23->E28 are Fanadi Heart Piece Flags)
  271. 7E23: ?, ?, ?, South Eldin Field HP, Sacred Grove Past HP, Ice Block Cave HP, Goron Stockcave HP, LH Lantern Cave HP
  272. 7E24: Gorge Lantern Cave HP, Fishing Hole HP, Haze HP, East Castle Town Bridge HP, Goats 3 HP, Gorge Tall Rock HP, Kakariko Rocks HP, Snowboarding HP
  273. 7E25: Cat Minigame HP, Bridge of Eldin HP, Palace of Twilight West HP, Palace of Twilight East HP, City Peahat HP, City Big Baba Room HP, Temple of Time Statue Throw HP, Temple of Time Electricity Fence HP
  274. 7E26: Snowpeak Ruins Lobby 2F HP, Snowpeak Ruins West Wing HP Across Void, Arbiters Grounds Main Room HP, Arbiters Grounds Spinner Room HP, Lakebed East Wing HP, Lakebed Chandelier HP, Goron Mines Magnet Ceiling Room HP, Goron Mines First Bridge Room HP
  275. 7E27: Forest Temple Bombeater HP, Forest Temple Stairs Room HP, Plumm Minigame HP, Kakariko Underwater HP, Kakariko Talo Minigame HP, Death Mountain Trail HP, Grotto HP outside Hidden Village, Spinner HP in West Hyrule Field
  276. 7E28: Gorge Short Rock HP, Lanayru Spring HP, Faron Lantern Chest HP, Flight by Fowl HP, Grove Grotto HP, South Hyrule Field Tree HP, Bulblin Camp HP, Charlo Donation HP
  277. 7E29/E2A: Stores the amount of rupees donated towards the Castle Town Malo Mart (flushed when goal is met)
  278. 7E31/E32: Stores the amount of rupees donated towards East Castle Town bridge (flushed when goal is met)
  279.  
  280. Notes:
  281. - For Auru to be present after Arbiters Grounds, the Mirror must be down and the Cannon may not be present. This is not currently achievable on TPHD without hacks, but this info should be useful for testing off-the-wall ideas and late-game Auru-duping.
  282.  
  283. So honestly this is not even close to organized at this point, but whatever, I'll probably move this all over to a more organized spreadsheet at some point anyways. Without further ado, the zone flags region! So, the game apparently doesn't want to have a bunch of bytes all loaded at the same time or something I don't know. Could be a limited amount of RAM and it's just faster to do that than directly edit the main memory. Okay, I'll stop rambling. The game has divided flags into 32 regions (not all seem to be used) of 32 bytes apiece based on the area you're in. When you're in that area, that region is loaded into RAM and will update in real time. Once you go through a loading zone, the game will then back up what's in RAM to the actual main memory. So don't try to directly edit the main memory while in an area because it'll just get overwritten by what's in the RAM. If you edit the RAM, the edit will take effect, but it won't until it reloads with the RAM back in the main memory. So after all that here's how it's organized:
  284.  
  285. (all byte addresses here begin with 1064, the region numbers here can be found by checking 10648960 in the area listed. I'm listing the main memory regions here. They get pulled to RAM at 8940 -> 895F. Any ?'s indicate I have not found the bit being used. (used)'s indicate that I have not fully understood what the flag *does*, but those are used)
  286. Section 1: Non-Dungeon Regions (inside vs. outside doesn't really matter in terms of categorizing)
  287. Region 00 - Ordon - 7E38 to 7E57:
  288.  
  289. Region 01 - Sewers - 7E58 to 7E77:
  290.  
  291. Region 02 - Faron - 7E78 to 7E97:
  292.  
  293. Region 03 - Kakariko, Death Mountain, and Hidden Village - 7E98 to 7EB7:
  294.  
  295. Region 04 - Lake Hylia, Zora's River, Zora's Domain - 7EB8 to 7ED7:
  296.  
  297. **Region 05 - unused as far as I can tell - 7ED8 to 7EF7:
  298.  
  299. Region 06 - Hyrule Field + Castle Fields, Shade's Realm - 7EF8 to 7F17:
  300.  
  301. Region 07 - Sacred Grove - 7F18 to 7F37:
  302.  
  303. Region 08 - Snowpeak - 7F38 to 7F57:
  304.  
  305. Region 09 - Castle Town - 7F58 to 7F77:
  306.  
  307. Region 0A - Gerudo Desert - 7F78 to 7F97:
  308.  
  309. Region 0B - Fishing Hole - 7F98 to 7FB7:
  310.  
  311. **Region 0C - unused as far as I can tell - 7FB8 to 7FD7:
  312.  
  313. **Region 0D - unused as far as I can tell - 7FD8 to 7FF7:
  314.  
  315. **Region 0E - unused as far as I can tell - 7FF8 to 8017:
  316.  
  317. **Region 0F - unused as far as I can tell - 8018 to 8037:
  318.  
  319.  
  320. Section 2: Dungeon Regions (all bosses and minibosses have the region of their dungeon)
  321. Region 10 - Forest Temple - 8038 to 8057:
  322. 8038: Bomb-eater Heart Piece chest, ?, ?, ?, ?, A Stamp chest, Worm bridge room SK chest, Worm bridge room 20 rupee chest
  323. 8039: ?, ?, ?, Compass chest, Worm bridge Heart Piece chest, ?, Boomerang puzzle monkey map flag, ?
  324. 803A: Rock monkey map flag, ?, Worm bridge monkey map flag, Big Baba monkey map flag, Second monkey map flag, First monkey map flag, Second monkey room 10 rupee chest, ?
  325. 803B: First room 10 rupee chest, Big Baba SK, ?, One-Bridge room SK chest, ?, Rock monkey room SK chest, N Stamp chest, ?
  326. 803C: (empty)
  327. 803D: (empty)
  328. 803E: ?, ?, ?, ?, ?, ?, ?, Ooccoo map flag
  329. 803F: Map chest, Boss Key chest, Main room 20 rupee chest, ?, ?, Open area monkey map flag, Basement monkey map flag, ?
  330. 8040: ?, Midna text after Boomerang, Midna text after Ook Bridge CS, ?, (used), ?, (used), Midna text after free first monkey
  331. 8041: Unlock Diababa Door, Ook bridge broken, West web gone, Second monkey room bridge break, ?, ?, Cut down compass chest, ?
  332. 8042: Free Basement Monkey, ?, ?, ?, Unlock second monkey room door, (used), Boko CS disabled in Bridge Turn Room, Bridge Turn CS
  333. 8043: Unlock gale puzzle monkey room, ?, ?, (used), ?, ?, ?, ?
  334. 8044: ?, Free Big Baba Monkey, Kill upper boko in room before boss, Kill lower boko in room before boss, ?, ?, Ooccoo rock exploded, ?
  335. 8045: High west rock exploded, Crack in main room exploded, Worm bridge pillar chest knocked down, ?, ?, ?, Main room stairs up (only if toggled in room), ?
  336. 8046: Diababa CS, ?, Worm bridge room CS, ?, Free Worm Bridge Monkey, Open BK gale puzzle gate, Second monkey room CS, ?
  337. 8047: Front right torch (Main Room), Front left torch (Main Room), Back right torch (Main Room), Back left torch (Main room), (used), Midna text in room before boss, Midna text after first post-ook monkey, (used)
  338. 8048: ?, ?, ?, East bridge CS, ?, Midna text after compass, (used), East web gone
  339. 8049: ?, ?, ?, ?, (used), 4 monkeys CS (no going back until Ook), (used), (used)
  340. 804A: (used), Front rock in rock monkey room exploded, ?, Ooccoo pot broken, ?, ?, ?, Free Second Monkey
  341. 804B: Free first monkey, (used), ?, ?, ?, ?, (used), (used)
  342. 804C: ?, ?, ?, ?, ?, (used), "Now all we have to do is find what...", ?
  343. 804D: Monkey Swing before boss complete, Boomerang door open again, Free gale puzzle monkey, ?, Free rock monkey, ?, Free monkey in open area, (used)
  344. 804E: ?, ?, (used), "Well, that annoying monkey isn't...", (used), (used), Entrance CS, (used)
  345. 804F: Room before boss entered, (used), Compass chest Midna Text Primer, ?, ?, ?, (used), (used)
  346. 8050: (empty)
  347. 8051: (empty)
  348. 8052: (empty)
  349. 8053: (empty)
  350. 8054: Small Key count in hex (use small numbers, please don't overwhelm the game)
  351. 8055: Ook Dead (affects monkeys), Ooccoo gone, ?, Heart container gone, Diababa Dead (gets rid of monkeys), Boss Key, Compass active and on map, Map active and on map
  352. 8056: (empty)
  353. 8057: (empty)
  354.  
  355. Region 11 - Goron Mines - 8058 to 8077:
  356. 8058: ?, 50 rupee chest at top of tall room, ?, Crystal switch room 20 rupee chest, First Room 20 rupee chest, KS3 room 50 rupee chest, KS2 room 10 rupee chest, KS1 room 20 rupee chest
  357. 8059: ?, Ooccoo map flag, H Stamp chest, PoH chest after KS1 room, ?, ?, Map chest, Submerged SK chest
  358. 805A: Outside SK chest, U Stamp chest, Giant platform room 20 rupee chest, Compass chest, SK chest in Tall Room, ?, PoH Chest in Crystal Switch room, ?
  359. 805B: ?, Bow chest, ?, ?, ?, ?, ?, ?
  360. 805C: (empty)
  361. 805D: (empty)
  362. 805E: (empty)
  363. 805F: (empty)
  364. 8060: ?, ?, ?, Outside bridge CS, Upper Magnet CS in Tall Room, Switch 3 CS, Switch 2 CS, Bridge in Crystal Switch room CS
  365. 8061: (used), ?, Bottom Magnet CS in Tall Room, Outside Beamos dead, ?, ?, ?, ?
  366. 8062: ?, "Well, looks like you made out all...", ?, ?, Outside Magnet, Bridge before Fyrus down, Bridge in Crystal Switch room down, Bow room bridge down
  367. 8063: ?, ?, Top of tall room bridge down, Bottom Magnet in Tall Room, (used), Gate in first room open (lever down), ?, ?
  368. 8064: Unlock door to outside, Upper magnet in tall room, Unlock door to pull wall room, ?, Right beamos in crystal switch room dead, Left beamos in crystal switch room dead, ?,?
  369. 8065: Outside magnet switch CS, Top of tall room magnet, ?, ?, Unlock door to giant platform room, ?, ?, Break submerged fence outside
  370. 8066: Tektites > Toadpolis, ?, Enter Tall Room CS flag with 8066 10, Enter Tall Room CS flag with 8066 20, Outside room fence 2, Outside room fence 1, Ooccoo pot break, Can leave KS2 room
  371. 8067: Can leave KS1 room, Outside beamos wall down/pulled out, (used), (used), (used), Second magnet in crystal switch room, ?, ?
  372. 8068: Lava Slug room CS flag + 806F 01, Outside Beamos Wall Down CS, First Magnet in crystal switch room, Switch 1 CS in crystal switch room, Crystal switch gate CS, Switch 2 CS in crystal switch room, (used), (used)
  373. 8069: (used), ?, Opening CS, Switch 1 CS, Gate in first room CS, Lava slug room magnet, Lava slug crystal switch gate open, Switch after KS1 room
  374. 806A: Top left beamos dead, Top right beamos dead, Middle right beamos dead, Bottom left beamos dead, Bottom right beamos dead, Middle left beamos dead, Top beamos dead, Top left beamos pulled out
  375. 806B: Top right beamos pulled out, Middle right beamos pulled out, ?, ?, Middle left beamos pulled out, Top beamos pulled out, Switch 1 down in crystal switch room, Switch 2 down in crystal switch room
  376. 806C: (empty)
  377. 806D: ?, ?, ?, ?, ?, ?, ?, (used)
  378. 806E: ?, ?, ?, (used), (used), Bonk down lava slug room wall, (used), ?
  379. 806F: Boko archers by outside switch gone, ?, Outside bridge down, Magnet after pull wall room, (used), (used), Lava slug crystal switch gate CS, Lava slug CS flag + 8068 80
  380. 8070: (empty)
  381. 8071: (empty)
  382. 8072: (empty)
  383. 8073: (empty)
  384. 8074: Small key count in hex (use small numbers, please don't overwhelm the game)
  385. 8075: Dangoro defeated, Ooccoo gone, ?, Heart container gone, Fyrus defeated, Boss Key, Compass active and on map, Map active and on map
  386. 8076: (empty)
  387. 8077: (empty)
  388.  
  389. Region 12 - Lakebed Temple - 8078 to 8097:
  390. 8078: ?, Two gear room 10 Water Bombs chest, Entrance 10 Water Bombs chest, Entrance 20 arrows chest, East slide 10 water bombs chest, ?, Upper west big 20 rupee chest, 5 Water bombs chest upper east
  391. 8079: ?, Ooccoo map flag, West slide 10 Water Bombs chest, Compass chest, Upper west 20 rupee chest, Underwater tunnels 5 Water bomb chest, Map chest, K stamp chest
  392. 807A: 20 rupee chest outside Deku Toad, 5 Water Bombs chest outside Deku Toad, Upper west 15 Water Bombs chest, Boss Key chest, Y stamp chest, Upper east small key chest, ?, One gear room PoH chest
  393. 807B: Upper west small 20 rupee chest, One gear room small key chest, Chandelier PoH chest, ?, 10 Water Bombs chest in second room, Small key chest outside Deku Toad, Main room 20 arrows chest, Clawshot chest
  394. 807C: (empty)
  395. 807D: (empty)
  396. 807E: (empty)
  397. 807F: (empty)
  398. 8080: Water level up one in one gear room, Water into one gear room CS, (used), ?, ?, (used), Stalactite midna text, ?
  399. 8081: (used), ?, (used), (used), Water can flow east across staircase, Water can flow west across staircase, Water level up two, Water level up one
  400. 8082: West water falling down, East water falling down, Water flowing over west edge, Water flowing over east edge, Water flowing into E 1F (depends on can flow east, flowing over west edge, and flowing through west 2F), Water flowing into W 1F (depends on can flow west, flowing over east edge, and flowing through east 2F), Water flowing through West 2F, Water flowing through East 2F
  401. 8083: ?, ?, ?, Clawshot chest present, Staircase top east, Staircase top north, Staircase top west, Staircase top south
  402. 8084: (empty)
  403. 8085: ?, (used), "Look, the water's moving all...", "Why did those Zoras...", "So this whole temple is like one...", "Do you remember where the locked...", Top east water open, Top west water open
  404. 8086: ?, ?, ?, ?, ?, (used), ?, Entrance gate open
  405. 8087: Underwater tunnels rock two, Underwater tunnels rock one, ?, Unlock east slide door, Unlock door outside Deku Toad, ?, One gear spinning CS, Two gear spinning CS
  406. 8088: Lizalfos on front bridge dead, Lizalfos guarding one gear room chest dead, ?, ?, ?, Rock outside Deku Toad, ?, ?
  407. 8089: Ooccoo pot broken, ?, Unlock boss door, "So much better than GM...", ?, Upper West Stalactite, Stalactite midna text primer, Upper east non-vine stalactite
  408. 808A: Upper east vine stalactite, Upper east rock, SE Stalactite in one gear room, NW Stalactite in one gear room, Right stalactite in second room, Back stalactite in second room, Middle stalactite in second room, Left stalactite in second room
  409. 808B: Front stalactite in second room, ?, ?, ?, ?, Upper west north gate open, Upper west south gate open, Deku Toad gate open
  410. 808C: ?, ?, ?, Main room bridge resets to south if 0 when entering, ?, Main room CS, Front bridge CS, Opening CS
  411. 808D: ?, ?, Staircase turn CS, ?, (used), (used), (used), (used)
  412. 808E: (used), (used), "Now, let's find a big locked...", "We're so close to getting...", Chu Worm CS, ?, ?, (used)
  413. 808F: ?, ?, ?, ?, ?, Upper west east lizalfos dead, Upper west west lizalfos dead, Upper east lizalfos dead
  414. 8090: (empty)
  415. 8091: (empty)
  416. 8092: (empty)
  417. 8093: (empty)
  418. 8094: Small key count in hex (use small numbers, please don't overwhelm the game)
  419. 8095: Deku Toad dead, Ooccoo gone, ?, Heart container, Morpheel dead, Boss key, Compass active and on map, Map active and on map
  420.  
  421. Region 13 - Arbiters Grounds - 8098 to 80B7:
  422. 8098: Ooccoo map flag, D Stamp chest, Rail Room 10 Rupee Chest, Rail Room 10 Bomb Chest, Rail Room 20 Rupee Chest, Rail Room HP Chest, Poe 1 Skip room 20 Rupee Chest, Tall Spinning Room SK Chest
  423. 8099: First Room SK Chest, ?, Small Key Chest after Poe 3, Boss Key Chest, Poe Door Room HP chest, Dungeon Map Chest, 1 Stalfos Room West 5 Bomb Chest, 1 Stalfos Room NE 5 Bomb Chest
  424. 809A: ?, ?, ?, ?, Spinner Chest, ?, ?, ?
  425. 809B: ?, Double Decker Room SK Chest, East Chandelier Room SK Chest, Compass Chest, Surprised Midna Stamp Chest, ?, ?, ?
  426. 809C: (empty)
  427. 809D: (empty)
  428. 809E: (empty)
  429. 809F: (empty)
  430. 80A0: Poe 2 Dead, Poe 1 Dead, ?, ?, Death Sword back gate cue, Death Sword gone from his room, ?, Stallord Door unlocked
  431. 80A1: ?, ?, ?, (used), ?, (used), Rails raised by spinner, 1 Stalfos Room Door unblocked
  432. 80A2: ?, ?, ?, (used), ?, ?, (used), (used)
  433. 80A3: Pull Poe Door Room Chain CS, ?, Spinner Wall CS Watched, Spinner Wall open, First Room Gate Open, First Room Gate CS Played, ?, ?
  434. 80A4: (used), Dig up chain in Poe Door Room, ?, ?, ?, ?, ?, (used)
  435. 80A5: ?, ?, ?, ?, ?, ?, (used), ?
  436. 80A6: ?, ?, ?, Enter CS Watched, ?, ?, ?, ?
  437. 80A7: Poe 3 Room Door unlocked, "We've finally reached the...", Poe 4 Lantern lit, Poe 3 Lantern Lit, Poe 2 Lantern Lit, Poe 1 Lantern Lit, Poe 4 Dead, Poe 3 Dead
  438. 80A8: ?, "Good. We're down to one...", "Two more ghosts left for us...", Open sliding door poe 3 room, Unlock door at bottom of tall spinning room, Unlock first door, Lone stalfos dead, ?
  439. 80A9: Redead in Double Decker Turn Room dead, ?, Stallord Exit Door Down, ?, ?, (used), Door unblocked in Stalkin Room, Right lantern in stalkin room
  440. 80AA: Left Lantern in stalkin room, Spinner wall starts in open position, Unlock east chandelier room door, ?, CS after raising rails watched, Push block in poe 1 skip room into final spot, Push block in poe 1 skip room, Pull out block in east chandelier room
  441. 80AB: Push block into final spot east chandelier room, Unlock door after poe 3, Poe Door down, ?, "I have a bad feeling about this...", ?, ?, ?
  442. 80AC: ?, ?, ?, In position for enter cs, Stallord exit door open for good, ?, ?, ?
  443. 80AD: Post Stallord midna text, ?, ?, ?, Group of 2 Stalfos dead, Group of 2 Stalfos dead, Far Stalfos 3 Stalfos Room dead, Stallord bridge out
  444. 80AE: Death Sword back gate open, Death Sword back gate cue, Death sword back gate cue, (used), Poe Door Room Chain pulled, First Room Chain pulled, Lantern Puzzle Room Door open, ?
  445. 80AF: ?, (used), Ooccoo pot broken, Gate in Room before death sword open, "That big gate at the entrance...", ?, Dig up Chain poe 3 room, (used)
  446. 80B0: (empty)
  447. 80B1: (empty)
  448. 80B2: (empty)
  449. 80B3: (empty)
  450. 80B4: Small key count in hex (use small numbers, please don't overwhelm the game)
  451. 80B5: Death Sword defeated (probably just affects dungeon state?), Ooccoo gone, ?, Heart Container gone, Stallord defeated, Boss Key, Compass active and on map, Dungeon map active and on map
  452. 80B6: (empty)
  453. 80B7: (empty)
  454.  
  455. Region 14 - Snowpeak Ruins - 80B8 to 80D7:
  456. 80B8: ?, ?, ?, ?, ?, ?, West of Lobby PoH chest, ?
  457. 80B9: Q stamp chest, Lobby 10 rupee chest, Lobby PoH chest, Cannonball 20 rupee chest, Cannonball room 5 bomb chest, Small Key chest NE Room 2F, ?, Ooccoo map flag
  458. 80BA: Courtyard 20 rupee chest, East courtyard small key chest, West courtyard small key chest, ?, Bedroom Key chest, Ordon pumpkin chest, ?, ?
  459. 80BB: Small Key in one chandelier room, Goat cheese chest, ?, ?, 5 Bomb chest in courtyard, Compass chest, B stamp chest, ?
  460. 80BC: (empty)
  461. 80BD: (empty)
  462. 80BE: (empty)
  463. 80BF: (empty)
  464. 80C0: Position of back right block in puzzle room, same, same, same, same, Position of back left block in puzzle room, same, same
  465. 80C1: same, same, Lobby armor poe, ?, Door to west wing from yeta open, Door into west courtyard from yeta open, Freezard tower lever facing north, 2F lever facing north
  466. 80C2: Dig up west courtyard chest once, West courtyard lever facing west, Dig up west courtyard chest twice, (used), ?, 2F Courtyard Ice broken, (used), Unlock Boss Door
  467. 80C3: (used), ?, (used), Ice broken in NE Room, Dig up east chest in courtyard, Puzzle Room 2F door open, Puzzle Room left door open, ?
  468. 80C4: Bottom left lobby armor broken, Middle left lobby armor broken, Back left lobby armor broken, ?, Cannon in cannonball room direction, same, Courtyard 1F Freezard dead, Chandelier SK Room on map
  469. 80C5: Freezard tower bottom freezard dead, 2F courtyard freezard dead, Freezard at west end of middle 2F room dead, Freezard at north end of middle 2F room dead, Lobby 2F Ice broken, Ice off of top left puzzle block, ?, (used)
  470. 80C6: Unlock west 2F lobby door, ?, Unblock doors in small NE room, Unlock door out of east courtyard, Unlock west courtyard door, Courtyard on map, 2F of puzzle room on map, 2F of NE room on map
  471. 80C7: Block at west end of middle 2F room pushed, same, Puzzle room 2F block pushed, Position of bottom left block in puzzle room, same, same, same, same
  472. 80C8: Ball and chain picked up, (used), "Uh wait I tell you something" flag, Enter Cannonball room CS, Midna text after bedroom key primer, ?, (used), 2F courtyard cannon direction
  473. 80C9: same, ?, 1F courtyard cannon direction, same, ?, ?, (used), Block in west outside hall pushed
  474. 80CA: ?, NE Room chest door unblocked, NW 2F courtyard on map, Top freezard in freezard tower dead, South 2F courtyard on map, Bedroom key door unblocked, cannon in freezard tower room direction, same
  475. 80CB: ?, (used), (used), (used), Ice in middle of puzzle broken, Bottom right lobby armor broken, Middle right lobby armor broken, Back right armor lobby broken
  476. 80CC: Ice Room poe, Midna text after Bedroom key, ?, East 2F Courtyard on map, West outside hallway courtyard on map, (used), Freezard tower 2F on map, Opening CS
  477. 80CD: Unblock entrance door in NE Room, Bubble armor in back room broken, Freezard tower CS, ?, Dig into courtyard CS, Lobby Ice Poe, Enter NE room CS, Door to west wing from yeta open CS
  478. 80CE: Door into west courtyard from yeta open CS, (used), Midna text after goat cheese, Midna text after goat cheese primer, Midna text after ordon pumpkin, Darkhammer doors blocked, Midna text after ordon pumpkin primer, Bedroom key room entrance unblocked
  479. 80CF: (used), (used), (used), (used), First set of ice in cannonball room, same, same, Break ice in chandelier SK Room
  480. 80D0: (empty)
  481. 80D1: (empty)
  482. 80D2: (empty)
  483. 80D3: (empty)
  484. 80D4: Small key count in hex (use small numbers, please don't overwhelm the game)
  485. 80D5: Darkhammer dead, Ooccoo gone, ?, Heart container, Blizetta dead, Bedroom key, Compass active and on map, Map active and on map
  486. 80D6: (empty)
  487. 80D7: (empty)
  488.  
  489. Region 15 - Temple of Time - 80D8 to 80F7:
  490.  
  491. Region 16 - City in the Sky - 80F8 to 8117:
  492.  
  493. Region 17 - Palace of Twilight - 8118 to 8137:
  494.  
  495. Region 18 - Hyrule Castle - 8138 to 8157:
  496.  
  497. Region 19 - Cave of Ordeals, Gorge Cave, and Ice Block Cave - 8158 to 8177:
  498.  
  499. Region 1A - Long Dark Cave (Lake Hylia Cave) and Goron Stockcave - 8178 to 8197:
  500. 8178: (empty)
  501. 8179: (empty)
  502. 817A: ?, J Stamp chest LDC, Treasure Chest Stamp chest LDC, 50 slingshot seeds chest in ninth room LDC, 10 bomblings chest in eighth room LDC, 5 bomblings chest in sixth room LDC, 10 arrows chest in seventh room LDC, 20 rupee chest in fifth room LDC
  503. 817B: 20 rupee chest in fourth room LDC, 20 rupee chest in second room LDC, 50 rupee chest in seventh room LDC, 50 rupee chest in eighth room LDC, PoH chest in eleventh room LDC, 10 rupee chest in first room LDC, 5 bomblings chest in first room LDC, 10 arrows chest in third room LDC
  504. 817C: 20 rupee chest GSC, PoH chest GSC, Piece of Heart Stamp chest GSC, ?, ?, ?, ?, ?
  505. 817D: (empty)
  506. 817E: (empty)
  507. 817F: (empty)
  508. 8180: Hallway after seventh room part 2 on map LDC, Hallway after sixth room part 2 on map LDC, Hallway after fifth room part 2 on map LDC, Hallway after fifth room part 1 on map LDC, Hallway after fourth room part 2 on map LDC, Hallway after third room on map LDC, Hallway after second room on map LDC, Eleventh room on map LDC
  509. 8181: Tenth room on map LDC, Ninth room on map LDC, Hallway after eighth room on map LDC, East of eighth room on map LDC, North of eighth room on map LDC, Eighth room on map LDC, Hallway after seventh room part 1 on map LDC, South of seventh room on map LDC
  510. 8182: West of seventh room on map LDC, Seventh room on map LDC, Hallway after sixth room part 1 on map LDC, North of sixth room on map LDC, Sixth room on map LDC, Fifth room on map LDC, Hallway after fourth room part 1 on map LDC, North of fourth room on map LDC
  511. 8183: Fourth room on map LDC, Third room on map LDC, Second room on map LDC, Hallway after first room on map LDC, North of first room on map LDC, West of first room on map LDC, First room on map LDC, ?
  512. 8184: North rock seventh room LDC, ?, ?, North rock third room LDC, ?, North rock fourth room LDC, ?, South rock eighth room LDC
  513. 8185: ?, East rock sixth room LDC, West rock sixth room LDC, ?, ?, North rock fifth LDC, North rock ninth room LDC, East rock third room LDC
  514. 8186: North torch in fifth room lit LDC, South torch in fifth room lit LDC, Chest present in eleventh room LDC, Eleventh room East torch lit LDC, Eleventh room West torch lit LDC, (something about leaving at end?), East of tenth room on map LDC, North of ninth room on map LDC
  515. 8187: East of sixth room on map LDC, North of fifth room on map LDC, East of third room on map LDC, West of second room on map LDC, Hallway after tenth room part 1 on map LDC, Hallway after tenth room part 2 on map LDC, Hallway after seventh room part 4 on map LDC, Hallway after seventh room part 3 on map LDC
  516. 8188: Poe in eleventh room LDC, Poe in third room LDC, Poe in eighth room LDC, ?, ?, Seventh room torch lit LDC, ?, Fourth room torch lit LDC
  517. 8189: ?, Second room torch lit LDC, First room torch lit LDC, ?, Tenth room torch lit LDC, Eighth room torch lit LDC, Chest present in fifth room LDC, Third room torch lit LDC
  518. 818A: East rock ninth room LDC, West rock second room LDC, East rock second room LDC, North rock sixth room LDC, West rock fifth room LDC, East rock eighth room LDC, East rock tenth room LDC, North rock eighth room LDC
  519. 818B: West rock seventh room LDC, South rock seventh room LDC, South rock tenth room LDC, West rock fourth room LDC, West rock first room LDC, North rock first room LDC, East rock first room LDC, ?
  520. 818C: ?, ?, ?, ?, Torch chest present GSC, Left torch lit GSC, Right torch lit GSC, ?
  521. 818D: (empty)
  522. 818E: (empty)
  523. 818F: (empty)
  524. 8190: (empty)
  525. 8191: (empty)
  526. 8192: (empty)
  527. 8193: (empty)
  528. 8194: (empty)
  529. 8195: (empty)
  530. 8196: (empty)
  531. 8197: (empty)
  532.  
  533. Region 1B - All Grottos - 8198 to 81B7:
  534.  
  535. **Region 1C - unused as far as I can tell - 81B8 to 81D7:
  536.  
  537. **Region 1D - unused as far as I can tell - 81D8 to 81F7:
  538.  
  539. Region 1E - Cave of Shadows - 81F8 to 8217:
  540. 81F8: (empty)
  541. 81F9: (empty)
  542. 81FA: (empty)
  543. 81FB: (empty)
  544. 81FC: 6F 20 Rupee Chest (temporary to current playthrough), ?, ?, ?, ?, ?, ?, ?
  545. 81FD: (empty)
  546. 81FE: (empty)
  547. 81FF: (empty)
  548. 8200: (empty)
  549. 8201: (empty)
  550. 8202: (empty)
  551. 8203: (empty)
  552. 8204: (empty)
  553. 8205: (empty)
  554. 8206: (empty)
  555. 8207: (empty)
  556. 8208: (empty)
  557. 8209: (empty)
  558. 820A: (empty)
  559. 820B: ?, ?, ?, ?, ?, Wallet upgrade received already, ?, ?
  560. 820C: (empty)
  561. 820D: (empty)
  562. 820E: (empty)
  563. 820F: (empty)
  564. 8210: (empty)
  565. 8211: (empty)
  566. 8212: (empty)
  567. 8213: (empty)
  568. 8214: (empty)
  569. 8215: (empty)
  570. 8216: (empty)
  571. 8217: (empty)
  572. Side note: You know honestly idk what they were thinking with this section. It was like, oh yeah we'll make one for each chest, but then they realized that they wanted those to reset each time so they stopped but left the first chest flag anyways. And then they picked a random location later for the wallet upgrade, which makes sense that it exists ofc, but is hilariously lonely.
  573.  
  574. **Region 1F - unused as far as I can tell - 8218 to 8237:
  575.  
  576.  
  577.  
  578. The next region I could piece together is the next 0x200 bytes (from 8328 to 8437). I'm calling it the map flag region. How these work is that if you've visited a room, the game sets a flag. That's basically it. The game uses this information to change what rooms show up as green on your map, but not every flag ends up being used to change a room on a map. This section will make a whole lot more sense if you visit the Ultimate TP Spreadsheet at ( https://docs.google.com/spreadsheets/d/1EUGhqf9Vas-T6qffF2D3Lq778Ujr5Sd5Nf4QfPY5PVA/ ) because I will be using official stage labels (I will also try to say what each one is). Basically the game will allocate 8 byte areas to each set of stages it considers a group. None of these stages will have overlapping room numbers and because of that, the game can just organize the flags only by room number. This is how a standard region will look in terms of ordering:
  579.  
  580. Byte 1: 31, 30, 29, 28, 27, 26, 25, 24
  581. Byte 2: 23, 22, 21, 20, 19, 18, 17, 16
  582. Byte 3: 15, 14, 13, 12, 11, 10, 09, 08
  583. Byte 4: 07, 06, 05, 04, 03, 02, 01, 00
  584. Byte 5: 63, 62, 61, 60, 59, 58, 57, 56
  585. Byte 6: 55, 54, 53, 52, 51, 50, 49, 48
  586. Byte 7: 47, 46, 45, 44, 43, 42, 41, 40
  587. Byte 8: 39, 38, 37, 36, 35, 34, 33, 32
  588.  
  589. Just a reminder: the game does not reroute these numbers to get rid of gaps if a map was deleted. If a room number is 50, its flag will *ALWAYS* be in that 50 slot. So without further ado, here's how this is organized:
  590.  
  591. 8238->823F: F_SP00 (Ordon Ranch)
  592. 8240->8247: F_SP103(Ordon Village)
  593. 8248->824F: F_SP104(Ordon Spring)
  594. 8250->8257: R_SP01 (Ordon Interiors)
  595. 8258->825F: ???
  596. 8260->8267: R_SP107 (Twilight Hyrule Castle)
  597. 8268->826F: F_SP108 (Faron Woods)
  598. 8270->8277: R_SP108 (Coro's Lantern Shop)
  599. 8278->827F: F_SP117 (Sacred Grove)
  600. 8280->8287: F_SP109 (Kakariko Village)
  601. 8288->828F: F_SP110 (Death Mountain)
  602. 8290->8297: F_SP111 (Kakariko Graveyard)
  603. 8298->829F: R_SP109/R_SP209 (Kakariko Interiors/Sanctuary Basement)
  604. 82A0->82A7: F_SP112/F_SP126 (Zora's River/Upper Zora's River)
  605. 82A8->82AF: F_SP113 (Zora's Domain)
  606. 82B0->82B7: F_SP114 (Snowpeak)
  607. 82B8->82BF: F_SP115 (Lake Hylia)
  608. 82C0->82C7: F_SP116 (Hyrule Castle Town)
  609. 82C8->82CF: F_SP118/F_SP124/F_SP125 (Bulblin Camp/Gerudo Desert/Mirror Chamber)
  610. 82D0->82D7: ???
  611. 82D8->82DF: ???
  612. 82E0->82E7: F_SP121/F_SP122 (Hyrule Field/Castle Town Fields) -> King Bulblin fights on F_SP102 and F_SP123 are just considered to be the same as their actual Hyrule Field counterparts for the sake of tracking
  613. 82E8->82EF: D_MN05 (Forest Temple)
  614. 82F0->82F7: D_MN04 (Goron Mines)
  615. 82F8->82FF: D_MN01 (Lakebed Temple)
  616. 8300->8307: D_MN10 (Arbiters Grounds)
  617. 8308->830F: D_MN11 (Snowpeak Ruins)
  618. 8310->8317: D_MN06 (Temple of Time)
  619. 8318->831F: D_MN07 (City in the Sky)
  620. 8320->8327: D_MN08 (Palace of Twilight)
  621. 8328->832F: D_MN09 (Hyrule Castle)
  622. 8330->8337: R_SP110 (Death Mountain Sumo Hall)
  623. 8338->833F: R_SP116/R_SP161 (Hyrule Castle Town Interiors/STAR Tent)
  624. 8340->8347: F_SP127 (Fishing Pond)
  625. 8348->834F: F_SP128 (Hidden Village)
  626. 8350->8357: R_SP128 (Impaz's House)
  627. 8358->835F: R_SP300 (Light Arrow CS)
  628. 8360->8367: R_SP301 (Hyrule Castle CSs)
  629. 8368->836F: F_SP200 (Shade's Realm)
  630. 8370->8377: R_SP127 (Hena's Cabin)
  631. 8378->837F: D_SB00 (Ice Block Puzzle)
  632. 8380->8387: D_SB01 (Cave of Ordeals)
  633. 8388->838F: D_SB02 (Kakariko Gorge Lantern Cave)
  634. 8390->8397: D_SB03 (Lake Hylia Lantern Cave)
  635. 8398->839F: D_SB04 (Goron Stockcave)
  636. 83A0->83A7: D_SB05/6/7/8/9 (All the grotto types)
  637. 83A8->83AF: ???
  638. 83B0->83B7: ???
  639. 83B8->83BF: ???
  640. 83C0->83C7: ???
  641. 83C8->83CF: D_SB10 (Faron Woods Cave)
  642. 83D0->83D7: ???
  643. 83D8->83DF: ???
  644. 83E0->83E7: ???
  645. 83E8->83EF: ???
  646. 83F0->83F7: ???
  647. 83F8->83FF: ???
  648. 8400->8407: ???
  649. 8408->840F: ???
  650. 8410->8417: ???
  651. 8418->841F: ???
  652. 8420->8427: ???
  653. 8428->842F: ???
  654. 8430->8437: ???
  655.  
  656. Not tracked: R_SP160 (Castle Town Shops, seemingly tracked in zone flags), D_SB11 (Cave of Shadows)
  657.  
  658.  
  659. Post Map flags (nonspecific title for now, but whatever *shrugs*):
  660. 8481: ?, ?, ?, ?, ?, ?, Twili Midna Stamp, Fairy Stamp
  661. 8482: Cucco Stamp, Malo Mart Stamp, Agitha Stamp, Zant Stamp, Surprised Zelda Stamp, Sad Zelda Stamp, Angry Zelda Stamp, Happy Zelda Stamp
  662. 8483: Ooccoo Stamp, Surprised Midna Stamp, Sad Midna Stamp, Angry Midna Stamp, Happy Midna Stamp, Wolf Link Stamp, Surprised Link Stamp, Sad Link Stamp
  663. 8484: Angry Link Stamp, Happy Link Stamp, Heart Container Stamp, Piece of Heart Stamp, Treasure Chest Stamp, Rupee Stamp, Z Stamp, Y Stamp
  664. 8485: X Stamp, W Stamp, V Stamp, U Stamp, T Stamp, S Stamp, R Stamp, Q Stamp
  665. 8486: P Stamp, O Stamp, N Stamp, M Stamp, L Stamp, K Stamp, J Stamp, I Stamp
  666. 8487: H Stamp, G Stamp, F Stamp, E Stamp, D Stamp, C Stamp, B Stamp, A Stamp (For all of these stamps, these bits set whether or not the stamps are in your inventory)
  667. 8600: ?, ?, ?, ?, ?, ?, ?, Amiibo functionality unlocked message read
  668. 8601: ?, ?, ?, ?, ?, ?, ?, New challenge unlocked message read #1
  669. 8602: ?, ?, ?, ?, ?, ?, ?, New challenge unlocked message read #2
  670.  
  671.  
  672. (Scratchpad ends at 893F)
  673. (RAM begins at 8940)
  674.  
  675. Useful other bytes:
  676. CF9F: Stores the item id of the last item you got in memory. For Auru-Duping, you pull from this byte more or less.
  677. 8DC0/1/5: All of these store some bits related to Text Displacement
  678.  
  679. I got bored, so here's the Text Stack:
  680.  
  681. It starts at 10681E75 and ends... eventually. Basically the ascii code for the first character (in hex) in the last text box that played (iirc it works this way) is stored at 10681E75 and every even byte after that is a null char. The odd bytes are the successive characters. So if you're searching something in the 8XXXX region, just know that a bunch of things that may have changed could just be due to text boxes, so be warned.
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