mirror of
https://github.com/notwa/mm
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221 lines
7.9 KiB
Markdown
Executable file
221 lines
7.9 KiB
Markdown
Executable file
# Zelda 64 Resources
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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 may find [the binary template repo][bt]
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more resourceful.
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[bt]: //github.com/EntranceJew/zelda-binary-templates
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## Lua Scripts
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this repo contains a ton of Lua scripts
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written for [the latest version of Bizhawk.][bizhawk]
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all the scripts you'll want to use are in the root Lua directory,
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and their dependencies are in further subdirectories.
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that means, if you want to use a script,
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you **must** preserve the directory structure.
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you **cannot,** say, extract one file from [this repo's archive][arch]
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and expect it to work.
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[bizhawk]: //github.com/tasvideos/bizhawk
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[arch]: //github.com/notwa/mm/archive/master.zip
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a summary of each script is available in [the Lua README.md file,][luarm]
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and another for [the library files][librm] that the scripts use.
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[luarm]: /Lua/README.md
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[librm]: /Lua/lib/README.md
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of these, you probably came for `cheat menu.lua`.
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this script will bind your L button to open an on-screen menu
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allowing you to control many aspects of the game.
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![cheat menu.lua in action](/img/M_US10.2016-10-02%2019.02.17.png)
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of immediate interest are the classic levitation and run-fast cheats,
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but also the menu of warps to any area and any entrance in the game.
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you can also change your Z-Targeting method to Hold in the 2nd
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page of the Progress menu, in case you forgot to change it in-game.
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## Assembly Hacks
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i have written a handful of ROM and RAM hacks for Majora's Mask and Ocarina of Time.
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these have all been written in the custom assembler syntax of
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[_lips,_ a MIPS assembler written in Lua.][lips]
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_lips_ is included in this repository; you do not need to acquire it separately.
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[lips]: //github.com/notwa/lips
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you only need to run `Lua/inject.lua` in Bizhawk
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to run the *RAM hacks* — that is, modifications that act
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directly on the game's RAM while it runs; not modifying the ROM.
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for the *ROM hacks,* you will need to set up a lot more.
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you will need:
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* **bash 4.3** to run the shell scripts responsible for
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automatically running all the following software.
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* **Python 3.4** to run the scripts responsible for
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splitting the ROM into files, and merging those files into a single ROM again.
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* **LuaJIT 2.0** to run the *lips* assembler responsible for
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turning the assembly files into executable binary code.
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you might manage to use the *Lua 5.1* interpreter,
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but this is not strictly supported.
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* **gcc 4.9** *or* **clang 3.6** to compile the programs responsible for
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(de)compressing the *Yaz* archive files, and for computing checksums.
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the versions listed above are rough estimates, and newer versions of software
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are likely to work fine.
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if you're on Windows, and you're not afraid of the (\*nix) console,
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you can set up [cygwin](//cygwin.com)
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to install binaries of bash, python, and gcc.
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then all that's left is to compile LuaJIT yourself.
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last, but not least, you will need the approriate ROM for the ROM hack.
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you will probably need to change the hard-coded paths to the ROMs.
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*(note to self: change scripts to take the required ROM as their first argument)*
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finally, you just run the appropriate shell scripts
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for the ROM hacks you want to produce. for example:
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```
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$ cd asm
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$ ./mm-bq
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zelda@srd44
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00-07-31 17:04:16
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uncompressed 0031 V00B3C000
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ratio: 59%
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compressed 0031 V00B3C000
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ratio: 59%
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compressed 1552 V02EE7040
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ratio: 1%
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bootcode: 6105
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crcs: 5CF5359C A893E696
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```
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### blah
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to compile the C programs, you might need to pass `-std=gnu11`. basically:
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```
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gcc -std=gnu11 -Wall -Ofast z64yaz0.c -o z64yaz0
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gcc -std=gnu11 -Wall -Ofast z64crc.c -o z64crc
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```
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in the future, it'd be nice to only depend on LuaJIT to build ROMs.
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cygwin's newline mangling will be the death of me.
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# Miscellaneous notes on 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 spreadsheets or Lua tables for their equivalent in other versions.
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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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* [Event Flags][eventflags]
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are being documented here.
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* [Memory Addresses][gs_addrs]
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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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[eventflags]: //docs.google.com/spreadsheets/d/181V9dR5vBROdCVB4FkljG5oz2O4gGU5OTAkoPQX9X10/edit?usp=sharing
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[gs_addrs]: //docs.google.com/spreadsheets/d/1HD8yZM1Jza3O8zO28n3k_Rjwdx58RSMA03915l51oDA/edit?usp=sharing
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[noice]: /Lua/lib/addrs/M/common.lua
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[gim]: //docs.google.com/spreadsheets/d/17LsLbF6aRePVRxisui8azPtDBfPmjugWIf91wPuXTsY
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[ed]: //docs.google.com/spreadsheets/d/1e9kDyAW0gxXHFWS-GNEtVIo-rp39wQJJOtf3B0ehhqY
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[calc]: /Lua/exit%20calculator.lua
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[csv]: //eaguru.guru/t/_exits.csv
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## save files
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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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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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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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[chksum2]: //github.com/EntranceJew/zelda-binary-templates/blob/master/scripts/FixSaveMM.1sc
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[chksumOoT]: //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 (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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x=mm-save.xxd
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revend "$s"
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xxd "$s" > $x
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$EDITOR $x
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xxd -r $x > "$s"
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./chksum.py $s
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revend "$s"
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```
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## MM Save Files
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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](//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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## bitfields
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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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### 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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[linkfields]: /mm-bitflags.txt
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