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improve readmes

This commit is contained in:
Connor Olding 2016-11-10 17:54:30 -08:00
parent 6130b55411
commit 6ad8da57a2
2 changed files with 26 additions and 8 deletions

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@ -107,6 +107,6 @@ Any data (that isn't provided by the games themselves)
is located in the data directory. is located in the data directory.
Much of this should be self-explanitory. However, 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) (generally from monitor scripts)
and usually won't make sense out of context. and usually won't make sense out of context.

View file

@ -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] those who are more interested in the ROM may find [the binary template repo][bt]
more resourceful. 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 [bt]: //github.com/EntranceJew/zelda-binary-templates
[cm]: http://cloudmodding.com/wiki
## Lua Scripts ## Lua Scripts
@ -114,7 +118,8 @@ refer to the spreadsheets or Lua tables for their equivalent in other versions.
## spreadsheets ## 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] * [Event Flags][eventflags]
are being documented here. 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 [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, in the versions of the game with owl saves,
regular saves are 0x100C in size, and owl saves are 0x3CA0. regular saves are 0x100C in size, and owl saves are 0x3CA0.
owls use the extra space primarily to store the pictograph picture. 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 ) * [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) * [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 ## bitfields
### scene flags ### scene flags
two regions of 0x960 bytes are allocated for all the scene flags in the game. 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. 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. 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. they appear in a different order than in save files, however.
(four bytes each) (four bytes each)
803E8978 corresponds to offset 0x4 in the save file. `803E8978` corresponds to offset 0x04 in the save file.
803E897C corresponds to offset 0x8. `803E897C` corresponds to offset 0x08.
803E8988 corresponds to offset 0x0. `803E8988` corresponds to offset 0x00.
803E898C corresponds to offset 0xC. `803E898C` corresponds to offset 0x0C.
803E8994 corresponds to offset 0x10. `803E8994` corresponds to offset 0x10.
### Link's status ### Link's status