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