From 6ad8da57a2dd57f6ef428d5492554eff54172274 Mon Sep 17 00:00:00 2001 From: Connor Olding Date: Thu, 10 Nov 2016 17:54:30 -0800 Subject: [PATCH] improve readmes --- Lua/README.md | 2 +- README.md | 32 +++++++++++++++++++++++++------- 2 files changed, 26 insertions(+), 8 deletions(-) diff --git a/Lua/README.md b/Lua/README.md index 7d7de95..589590e 100644 --- a/Lua/README.md +++ b/Lua/README.md @@ -107,6 +107,6 @@ Any data (that isn't provided by the games themselves) is located in the data directory. Much of this should be self-explanitory. However, -files beginning with an underscores contain serialized tables +files beginning with an underscore contain serialized tables (generally from monitor scripts) and usually won't make sense out of context. diff --git a/README.md b/README.md index 8035270..6b52833 100755 --- a/README.md +++ b/README.md @@ -5,7 +5,11 @@ i like to muck around in the memory of these games. those who are more interested in the ROM may find [the binary template repo][bt] more resourceful. +there is also a great deal of general [documentation and notes +on the wikis][cm] hosted at CloudModding. + [bt]: //github.com/EntranceJew/zelda-binary-templates +[cm]: http://cloudmodding.com/wiki ## Lua Scripts @@ -114,7 +118,8 @@ refer to the spreadsheets or Lua tables for their equivalent in other versions. ## spreadsheets -some sheets have been put together to dump data in. some of them can be used to predict the result of glitches. +some sheets have been put together to dump data in. +some of them can be used to predict the result of glitches. * [Event Flags][eventflags] are being documented here. @@ -147,6 +152,8 @@ save contents are mostly documented by [the save file binary templates.][savebt] [savebt]: //github.com/EntranceJew/zelda-binary-templates/tree/master/filetypes/Save +*note: the following text is specific to MM; OoT is slightly different.* + in the versions of the game with owl saves, regular saves are 0x100C in size, and owl saves are 0x3CA0. owls use the extra space primarily to store the pictograph picture. @@ -193,12 +200,23 @@ sometime i'll bother checking what the bombers/lottery codes are for these. * [Bizhawk US 1.0 race file](//eaguru.guru/t/MM%20US%20Race%20File%20for%20Bizhawk.zip ) * [mupen64plus US 1.0 race file](//eaguru.guru/t/Legend%20of%20Zelda%2C%20The%20-%20Majora%27s%20Mask%20%28U%29%20%5B%21%5D.zip) +you can make your own by using [the provided setup race file script.][racelua] +simply run the script and play Song of Time after South Clock Town has loaded. + +using this script will also set the bombers code to 12345, +set the daily lottery numbers to 123, 456, 789, +and set the Oceanside Spider House puzzle solution to +Red, Blue, Red, Blue, Red, Blue. + +[racelua]: /Lua/setup%20race%20file.lua + ## bitfields ### scene flags two regions of 0x960 bytes are allocated for all the scene flags in the game. -the first (801EFAE0) is loaded from save files, the second (801F35D8) is used for in-game changes. +the first at `801EFAE0` is loaded from save files, +the second at `801F35D8` is used for in-game changes. basically, edit the first for save hacking, and the second for in-game hacking. each scene in the game uses 0x14 bytes of scene flags. @@ -208,11 +226,11 @@ the current scene's flags are always copied into the same place in memory. they appear in a different order than in save files, however. (four bytes each) -803E8978 corresponds to offset 0x4 in the save file. -803E897C corresponds to offset 0x8. -803E8988 corresponds to offset 0x0. -803E898C corresponds to offset 0xC. -803E8994 corresponds to offset 0x10. +`803E8978` corresponds to offset 0x04 in the save file. +`803E897C` corresponds to offset 0x08. +`803E8988` corresponds to offset 0x00. +`803E898C` corresponds to offset 0x0C. +`803E8994` corresponds to offset 0x10. ### Link's status