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README.md
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README.md
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# Majora's Mask resources
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# Miscellaneous Zelda 64 Resources
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i like to muck around in this game's memory.
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i like to muck around in the memory of these games.
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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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refer to the spreadsheet or Lua tables for their equivalents in other versions.
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## spreadsheets
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## spreadsheets
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i put together some sheets to see if glitches could have desirable results.
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i put together some sheets to dump data in. some of them can be used to predict the result of glitches.
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* [Memory Addresses][gs_addrs]
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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 [MM addrs.lua.][noice]
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@ -12,7 +17,7 @@ i put together some sheets to see if glitches could have desirable results.
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* [Get Item Manipulation][gim]
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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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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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*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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_potential crashes are not taken account for._
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* [Entrance Data][ed]
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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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this is a huge laggy mess that brings google docs to its knees.
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@ -24,27 +29,14 @@ i put together some sheets to see if glitches could have desirable results.
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[gim]: https://docs.google.com/spreadsheets/d/17LsLbF6aRePVRxisui8azPtDBfPmjugWIf91wPuXTsY
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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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[ed]: https://docs.google.com/spreadsheets/d/1e9kDyAW0gxXHFWS-GNEtVIo-rp39wQJJOtf3B0ehhqY
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## memory
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link's struct begins at 801EF670 (US 1.0), and is some length long.
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i just pretend it's 0x4000 in size, since that's the most you can jam in a save file.
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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 US 1.0) is loaded from save files, the second (801F35D8 US 1.0) 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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[each area in the game][areas] uses 0x14 bytes of scene flags.
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this implies there's 0x78 possible areas: 0x78\*0x14 = 0x960.
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[areas]: https://docs.google.com/spreadsheets/d/1e9kDyAW0gxXHFWS-GNEtVIo-rp39wQJJOtf3B0ehhqY/edit#gid=2120585358
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## save files
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## save files
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save files are just memory dumps of link's struct.
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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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regular SoT saves are 0x2000 in size, owl saves are 0x4000.
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owls use the extra space primarily (exclusively?) to store the pictograph picture.
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note that some values don't get copied when reading/writing save files, even owl saves.
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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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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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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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each slot has one backup copy of itself, though they don't seem to be used?
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@ -95,9 +87,51 @@ sometime i'll bother checking what the bombers/lottery codes are for these.
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* [Bizhawk US 1.0 tampered](https://dl.dropboxusercontent.com/u/9602837/temp/bizhawk%20saves.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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one slot with a bunch of 00s, another with a bunch of FFs.
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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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the first (801EFAE0) is loaded from save files, the second (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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each scene in the game uses 0x14 bytes of scene flags.
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this implies there's 0x78 possible scenes: 0x78\*0x14 = 0x960.
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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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(four bytes each)
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803E8978 corresponds to offset 0x4 in the save file.
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803E897C corresponds to offset 0x8.
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803E8988 corresponds to offset 0x0.
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803E898C corresponds to offset 0xC.
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803E8994 corresponds to offset 0x10.
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## bitfields
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## bitfields
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### link's flags
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## scenes visited
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scenes with one-time intro cutscenes store their flags at 801F0568.
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many flags are documented, courtesy of fkualol:
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```
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bit 00: Termina Field
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bit 01: Ikana Graveyard
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bit 03: Gorman Racetrack
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bit 06: Snowhead
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bit 07: Southern Swamp
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bit 09: Deku Palace
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bit 11: Pirates' Fortress
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bit 12: Zora's Domain
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bit 16: Stone Tower
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bit 17: Inverted Stone Tower
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bit 18: West Clock Town
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bit 19: East Clock Town
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bit 20: North Clock Town
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bit 21: Woodfall Temple
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bit 22: Snowhead Temple
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```
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### link's status
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here's [an incomplete document on some of link's bitfields][linkfields] for JP 1.0.
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here's [an incomplete document on some of link's bitfields][linkfields] for JP 1.0.
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