mirror of
https://github.com/notwa/mm
synced 2024-11-05 02:29:03 -08:00
178 lines
6.1 KiB
Lua
178 lines
6.1 KiB
Lua
-- version-agnostic addresses
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function Actor(addr)
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local function AA(a, s) return A(addr+a, s) end
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return {
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num = AA(0x0, 2),
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type = AA(0x2, 1),
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room_number = AA(0x3, 1), -- verify
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flags = AA(0x4, 4),
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x_copy = AA(0x8, 'f'),
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y_copy = AA(0xC, 'f'),
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z_copy = AA(0x10, 'f'),
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x_rot_init = AA(0x14, 2),
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y_rot_init = AA(0x16, 2),
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z_rot_init = AA(0x18, 2),
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var = AA(0x1C, 2),
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x = AA(0x24, 'f'),
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y = AA(0x28, 'f'),
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z = AA(0x2C, 'f'),
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x_rot_init_2 = AA(0x30, 2), -- z-target facing angle?
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y_rot_init_2 = AA(0x32, 2), -- link's head Y rot (lerped FPS angle)
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z_rot_init_2 = AA(0x34, 2),
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fps_vert_angle = AA(0x44, 2),
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fps_horiz_angle = AA(0x46, 2),
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x_scale = AA(0x50, 'f'),
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y_scale = AA(0x54, 'f'),
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z_scale = AA(0x58, 'f'),
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x_vel = AA(0x5C, 'f'),
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y_vel = AA(0x60, 'f'),
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z_vel = AA(0x64, 'f'),
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--lin_vel_old = AA(0x70, 'f'),
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--ground_y = AA(0x88, 'f'),
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damage_table = AA(0x98, 4),
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hp = AA(0xAF, 1),
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angle = AA(0xB6, 2),
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prev = AA(0x120, 4),
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next = AA(0x124, 4),
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}
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end
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return {
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exit_value = AL(0x02, 2),
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age_modifier = AL(0x04, 4),
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cutscene_status = AL(0x0A, 2), -- "cutscene number" 0xFFFx
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time = AL(0x0C, 2),
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day_night = AL(0x10, 4),
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ZELDA3 = AL(0x1C, 6), -- actually ZELDAZ in OoT
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death_count = AL(0x22, 2),
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name = AL(0x24, 8),
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max_hearts = AL(0x2E, 2),
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hearts = AL(0x30, 2),
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magic_level = AL(0x32, 1),
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magic = AL(0x33, 1),
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rupees = AL(0x34, 2),
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navi_timer = AL(0x38, 2),
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has_normal_magic = AL(0x3A, 1),
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has_double_magic = AL(0x3C, 1),
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--AL(0x67, 1), something to do with saving?
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equip_tunic_boots = AL(0x70, 1),
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equip_sword_shield = AL(0x71, 1),
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inventory_items = AL(0x74, 24),
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inventory_quantities= AL(0x8C, 24),
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--magic_beans_avail = AL(0x9B, 1),
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tunic_boots = AL(0x9C, 1),
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sword_shield = AL(0x9D, 1),
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upgrades = AL(0xA1, 3),
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quest_items = AL(0xA4, 4),
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doubled_hearts = AL(0xCF, 1), -- set to 20 by the game
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scene_flags_save = AL(0xD4, 0xB0C), -- 0x1C each
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inventory = {
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b_button_item = AL(0x68, 1),
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c_left_item = AL(0x69, 1),
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c_down_item = AL(0x6A, 1),
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c_right_item = AL(0x6B, 1),
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c_left_slot = AL(0x6C, 1),
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c_down_slot = AL(0x6D, 1),
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c_right_slot = AL(0x6E, 1),
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b_button_slot = AL(0x6F, 1), -- unused?
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deku_stick = AL(0x74, 1),
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deku_nut = AL(0x75, 1),
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bombs = AL(0x76, 1),
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bow = AL(0x77, 1),
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fire_arrows = AL(0x78, 1),
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dins_fire = AL(0x79, 1),
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slingshot = AL(0x7A, 1),
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ocarina = AL(0x7B, 1),
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bombchu = AL(0x7C, 1),
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hookshot = AL(0x7D, 1),
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ice_arrows = AL(0x7E, 1),
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farores_wind = AL(0x7F, 1),
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boomerang = AL(0x80, 1),
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lens_of_truth = AL(0x81, 1),
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magic_beans = AL(0x82, 1),
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hammer = AL(0x83, 1),
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light_arrows = AL(0x84, 1),
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nayrus_love = AL(0x85, 1),
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bottle_1 = AL(0x86, 1),
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bottle_2 = AL(0x87, 1),
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bottle_3 = AL(0x88, 1),
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bottle_4 = AL(0x89, 1),
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trade_1 = AL(0x8A, 1),
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trade_2 = AL(0x8B, 1),
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},
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quantities = {
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sticks = AL(0x8C, 1),
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nuts = AL(0x8D, 1),
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bombs = AL(0x8E, 1),
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arrows = AL(0x8F, 1),
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seeds = AL(0x92, 1),
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bombchu = AL(0x94, 1),
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beans = AL(0x9A, 1),
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},
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event_chk_inf = AL(0xED4, 0x1C),
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item_get_inf = AL(0xEF0, 0x8),
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inf_table = AL(0xEF8, 0x3C),
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checksum = AL(0x1352, 2),
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event_inf = AL(0x13FA, 0x8),
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magic_max = AL(0x13F4, 2),
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buttons = AG(0x14, 2),
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scene_number = AG(0xA4, 2),
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camera_target = AG(0x270, 4),
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actor_count = AG(0x1C2C, 1),
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actor_counts = {
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[0]=AG(0x1C30, 4),
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AG(0x1C38, 4),
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AG(0x1C40, 4),
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AG(0x1C48, 4),
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AG(0x1C50, 4),
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AG(0x1C58, 4),
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AG(0x1C60, 4),
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AG(0x1C68, 4),
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AG(0x1C70, 4),
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AG(0x1C78, 4),
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AG(0x1C80, 4),
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AG(0x1C88, 4),
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},
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actor_firsts = {
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[0]=AG(0x1C34, 4),
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AG(0x1C3C, 4),
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AG(0x1C44, 4),
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AG(0x1C4C, 4),
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AG(0x1C54, 4),
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AG(0x1C5C, 4),
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AG(0x1C64, 4),
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AG(0x1C6C, 4),
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AG(0x1C74, 4),
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AG(0x1C7C, 4),
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AG(0x1C84, 4),
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AG(0x1C8C, 4),
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},
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z_cursor_actor = AG(0x1CC8, 4),
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z_target_actor = AG(0x1CCC, 4),
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current_scene_flags_2 = AG(0x1D28, 4), -- switch flags
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current_scene_flags_5 = AG(0x1D2C, 4), -- temp switch flags (not saved)
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current_scene_flags_1 = AG(0x1D38, 4), -- chest flags
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current_scene_flags_3 = AG(0x1D3C, 4), -- room clear flags
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current_scene_flags_4 = AG(0x1D44, 4), -- collectible flags
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-- somewhere around here should be visited room flags?
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room_number = AG(0x11CBC, 1),
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room_pointer = AG(0x11CC8, 4),
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age_modifier_global = AG(0x11DE8, 1),
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link_actor = setmetatable({
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item_in_hand = AA(0x142, 1),
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animation_id = AA(0x1AE, 2),
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--link_flags = AA(0xA6C, 0xC),
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lin_vel = AA(0x828, 'f'),
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movement_angle = AA(0x82C, 2),
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sword_active = AA(0x833, 1),
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}, {__index = Actor(AA(0,0).addr)}),
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}
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