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https://github.com/notwa/mm
synced 2024-11-04 22:49:03 -08:00
many more MM addresses
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parent
6dec3657a7
commit
75446a692b
2 changed files with 23 additions and 1 deletions
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@ -1,9 +1,16 @@
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return {
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random = A(0x097530, 4),
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massive_counter = A(0x09E5B0, 4),
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visibility = A(0x166118, 2),
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timestop = A(0x1BD8B0, 4),
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stored_epona = A(0x1BDA9F, 1),
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entrance_table = A(0x1C43B0, 0),
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scene_table = A(0x1C5720, 0),
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owl_table = A(0x1C6A58, 0),
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stored_song = A(0x1C6A7D, 1),
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mask_mask_bit = A(0x1F3F3A, 3),
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visual_frame = A(0x1F9F80, 4),
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buttons_3 = A(0x1FB870, 2),
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buttons_4 = A(0x1FB876, 2),
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music_speed = A(0x2050D8, 1),
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}
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@ -194,14 +194,20 @@ return {
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disable_c_buttons_2 = AL(0x100F, 1),
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disable_items = AL(0x1010, 1),
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rock_sirloin = AL(0x1014, 1),
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sword_disabler = AL(0x1015, 1),
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b_button_disabler = AL(0x1015, 1), -- ?
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bubble_timer = AL(0x1016, 2),
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rupee_accumulator = AL(0x1018, 2),
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spring_water_timers = AL(0x1020, 0xC0),
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pictograph_picture = AL(0x10E0, 0x2BC0),
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current_save = AL(0x3CA0, 4),
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title_screen_mod = AL(0x3CA8, 4),
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entrance_mod = AL(0x3CAC, 4),
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dog_spanwer = AL(0x3DBC, 2),
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timer_crap = AL(0x3DD0, 4),
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postman_timer = AL(0x3DE4, 4), -- minigame
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majora_timer = AL(0x3DFC, 4), -- atop clock tower?
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minigame_timer = AL(0x3E04, 4),
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drown_timer = AL(0x3E0C, 4),
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timer_x = AL(0x3EFA, 2),
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timer_y = AL(0x3F08, 2),
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buttons_enabled = AL(0x3F18, 4),
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@ -301,6 +307,9 @@ return {
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screen_L = AG(0xC8, 4),
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screen_R = AG(0xCC, 4),
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camera_target = AG(0x2B0, 4),
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camera_mode = AG(0x362, 2),
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unk_lens = AG(0x1CA0, 4),
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lens_radius = AG(0x1CA4, 1),
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actor_count = AG(0x1CAE, 1),
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actor_counts = {
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@ -340,6 +349,8 @@ return {
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current_scene_flags_1 = AG(0x1E68, 4),
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current_scene_flags_4 = AG(0x1E6C, 4),
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current_scene_flags_5 = AG(0x1E74, 4),
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cutscene_pointer = AG(0x1F28, 4),
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cutscene_status_2 = AG(0x1F2C, 1), -- needs a rename
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text_active = AG(0x1681B, 1),
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text_status = AG(0x1682A, 1),
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@ -360,9 +371,13 @@ return {
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link_actor = setmetatable({
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item_in_hand = AA(0x148, 1),
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animation_id = AA(0x24A, 2),
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unk_collision = AA(0xA68, 4), -- pointer
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link_flags = AA(0xA6C, 0xC),
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misc_actions = AA(0xAA5, 1),
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lin_vel = AA(0xAD0, 'f'),
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movement_angle = AA(0xAD4, 2),
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active_sword = AA(0xADB, 1),
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sword_succession= AA(0xADD, 1),
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blast_mask_timer= AA(0xB60, 2),
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}, {__index = Actor(AA(0,0).addr)}),
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}
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