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README.md
56
README.md
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@ -2,6 +2,11 @@
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i like to muck around in the memory of these games.
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those who are more interested in the ROM will find [the binary template repo][bt]
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more resourceful.
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[bt]: https://github.com/EntranceJew/zelda-binary-templates
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# Majora's Mask
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for brevity, all addresses written here are given for the original US version.
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@ -15,59 +20,58 @@ some sheets have been put together to dump data in. some of them can be used to
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are being documented here.
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* [Memory Addresses][gs_addrs]
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updates more frequently than [MM addrs.lua.][noice]
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updates more frequently than [the Lua equivalent.][noice]
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* [Entrance Data][ed]
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a huge laggy mess that brings google docs to its knees.
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this has pretty much been deprecated by the [exit calculator][calc] script,
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which uses updated names, among other things.
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a [4 megabyte csv dump of all exits][csv] is also available.
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* [Get Item Manipulation][gim]
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mzxrules did the original OoT one, i just jammed in MM's data for the item table and chest contents.
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*spoilers:* no desirable results besides light arrows, if it were even possible.
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_potential crashes are not taken account for._
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* [Entrance Data][ed]
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this is a huge laggy mess that brings google docs to its knees.
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enter an "exit value" in hex and it'll figure out exactly where it takes you.
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the three known wrong warps are in bold.
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[eventflags]: https://docs.google.com/spreadsheets/d/181V9dR5vBROdCVB4FkljG5oz2O4gGU5OTAkoPQX9X10/edit?usp=sharing
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[gs_addrs]: https://docs.google.com/spreadsheets/d/1HD8yZM1Jza3O8zO28n3k_Rjwdx58RSMA03915l51oDA/edit?usp=sharing
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[noice]: /MM%20addrs.lua
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[noice]: /Lua/addrs/M/common.lua
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[gim]: https://docs.google.com/spreadsheets/d/17LsLbF6aRePVRxisui8azPtDBfPmjugWIf91wPuXTsY
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[ed]: https://docs.google.com/spreadsheets/d/1e9kDyAW0gxXHFWS-GNEtVIo-rp39wQJJOtf3B0ehhqY
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[calc]: /Lua/exit%20calculator.lua
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[csv]: https://eaguru.guru/t/_exits.csv
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## save files
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save files are just memory dumps of some important data. save data is loaded into 801EF670, and extends roughly 0x4000 bytes.
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save contents are mostly documented by [the save file binary templates.][savebt]
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in the versions with owl saves, regular saves are 0x100C in size, and owl saves are 0x3CA0.
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[savebt]: https://github.com/EntranceJew/zelda-binary-templates/tree/master/filetypes/Save
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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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owls use the extra space primarily to store the pictograph picture.
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note that some values don't are reset when reading/writing save files, even owl saves.
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the game checks a checksum, and for the text "ZELDA3".
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each slot has one backup copy of itself, though they don't seem to be used?
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if a slot is corrupted, it will show up as empty in the menu.
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the checksum is a 16-bit sum of all bytes up to that point, allowing overflows.
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i've written [a checksum-fixing program][chksum] in python for bizhawk savefiles.
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i've also written an [010][010] Editor [script][chksum2]
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and its [OoT variant][chksumOoT]
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for properly formed save files, such as those made by nemu64.
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owl saves always have 0x24 added to their checksum for some reason.
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[chksum]: /chksum.py
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save files are ordered as such, offset from the first:
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* 0x00000 - slot 1
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* 0x02000 - slot 1 backup
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* 0x04000 - slot 2
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* 0x06000 - slot 2 backup
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* 0x08000 - slot 1 (owl)
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* 0x0C000 - slot 1 backup (owl)
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* 0x10000 - slot 2 (owl)
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* 0x14000 - slot 2 backup (owl)
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[chksum2]: https://github.com/EntranceJew/zelda-binary-templates/blob/master/scripts/FixSaveMM.1sc
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[chksumOoT]: https://github.com/EntranceJew/zelda-binary-templates/blob/master/scripts/FixSaveOoT.1sc
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[010]: http://www.sweetscape.com/010editor/
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bizhawk save files, at the time of writing, have the first file offset to 0x20800.
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also, their byte order is wrong.
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here's my usual process for hacking on save files:
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here's my usual process (in bash) for hacking on save files:
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```
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alias revend='objcopy -I binary -O binary --reverse-bytes=4'
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s="Legend of Zelda, The - Majora's Mask (USA).SaveRAM"
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@ -86,10 +90,8 @@ because no one likes first cycle.
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sometime i'll bother checking what the bombers/lottery codes are for these.
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* [Bizhawk US 1.0 race file](https://dl.dropboxusercontent.com/u/9602837/temp/MM%20US%20Race%20File%20for%20Bizhawk.zip )
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* [mupen64plus US 1.0 race file](https://dl.dropboxusercontent.com/u/9602837/temp/Legend%20of%20Zelda%2C%20The%20-%20Majora%27s%20Mask%20%28U%29%20%5B%21%5D.zip)
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* [Bizhawk US 1.0 tampered](https://dl.dropboxusercontent.com/u/9602837/temp/bizhawk%20saves.zip )
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one slot with a bunch of 00s, another with a bunch of FFs.
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* [Bizhawk US 1.0 race file](https://eaguru.guru/t/MM%20US%20Race%20File%20for%20Bizhawk.zip )
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* [mupen64plus US 1.0 race file](https://eaguru.guru/t/Legend%20of%20Zelda%2C%20The%20-%20Majora%27s%20Mask%20%28U%29%20%5B%21%5D.zip)
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## bitfields
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