mirror of
https://github.com/notwa/mm
synced 2024-11-05 06:29:02 -08:00
366 lines
13 KiB
Lua
Executable file
366 lines
13 KiB
Lua
Executable file
-- 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), -- -1 = always loaded
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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), -- verify somehow?
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y_rot_init = AA(0x16, 2),
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z_rot_init = AA(0x18, 2),
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unk_1A = AA(0x1A, 2), -- padding?
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var = AA(0x1C, 2),
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unk_1E = AA(0x1E, 1), -- actor type? set to -1 to unload actor
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unk_1F = AA(0x1F, 1), -- link: 0x03
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unk_20 = AA(0x20, 4), -- link: 0x03FF
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unk_22 = AA(0x22, 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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unnamed_x_rot = AA(0x30, 2), -- LERPed model facing angle?
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unnamed_y_rot = AA(0x32, 2),
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unnamed_z_rot = AA(0x34, 2), -- unused?
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unk_36 = AA(0x36, 2), -- padding?
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unk_38 = AA(0x38, 1), -- enum? whether owls can be hit?
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unk_39 = AA(0x39, 1),
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unk_3A = AA(0x3A, 2),
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target_x = AA(0x3C, 'f'), -- for z-targeting
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target_y = AA(0x40, 'f'),
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target_z = AA(0x44, 'f'),
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fps_vert_angle = AA(0x48, 2),
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fps_horiz_angle = AA(0x4A, 2),
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fps_unk_angle = AA(0x4C, 2),
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unk_4E = AA(0x4E, 2), -- padding?
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unk_50 = AA(0x50, 2), -- automatically resets to 0?
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unk_52 = AA(0x52, 2),
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unk_54 = AA(0x54, 'f'), -- link: 500.0
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x_scale = AA(0x58, 'f'),
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y_scale = AA(0x5C, 'f'),
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z_scale = AA(0x60, 'f'),
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x_vel = AA(0x64, 'f'),
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y_vel = AA(0x68, 'f'),
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z_vel = AA(0x6C, 'f'),
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lin_vel_old = AA(0x70, 'f'),
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unk_74 = AA(0x74, 'f'),
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unk_78 = AA(0x78, 'f'),
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unk_7C = AA(0x7C, 4),
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unk_80 = AA(0x80, 4), -- pointer to ground?
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unk_84 = AA(0x84, 4),
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ground_y = AA(0x88, 'f'),
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unk_8C = AA(0x8C, 4),
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unk_90 = AA(0x90, 4), -- collision flags?
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unk_94 = AA(0x94, 4),
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unk_98 = AA(0x98, 4),
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unk_9C = AA(0x9C, 4),
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damage_table = AA(0xA0, 4),
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unk_A4 = AA(0xA4, 4),
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unk_A8 = AA(0xA8, 4),
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unk_AC = AA(0xAC, 4),
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unk_B0 = AA(0xB0, 4),
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unk_B4 = AA(0xB4, 1),
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unk_B5 = AA(0xB5, 1),
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unk_B6 = AA(0xB6, 1),
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hp = AA(0xB7, 1),
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unk_B8 = AA(0xB8, 4),
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unk_BC = AA(0xBC, 2),
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angle = AA(0xBE, 2), -- part of rotation struct?
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unk_C0 = AA(0xC0, 4), -- enum?
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unk_C4 = AA(0xC4, 'f'), -- float?
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unk_C8 = AA(0xC8, 4), -- pointer?
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unk_CC = AA(0xCC, 'f'), -- float?
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unk_D0 = AA(0xD0, 1), -- single byte?
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unk_D1 = AA(0xD1, 1), -- single byte?
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unk_D2 = AA(0xD2, 1), -- single byte?
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unk_D3 = AA(0xD3, 1), -- single byte?
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foot_left_x = AA(0xD4, 'f'), -- tested on Link, may be other things
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foot_left_y = AA(0xD8, 'f'),
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foot_left_z = AA(0xDC, 'f'),
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foot_right_x = AA(0xE0, 'f'), -- tested on Link, may be other things
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foot_right_y = AA(0xE4, 'f'),
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foot_right_z = AA(0xE8, 'f'),
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camera_rel_x = AA(0xEC, 'f'),
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camera_rel_y = AA(0xF0, 'f'),
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camera_rel_z = AA(0xF4, 'f'),
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unknown_z = AA(0xF8, 'f'),
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unk_FC = AA(0xFC, 4),
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unk_100 = AA(0x100, 4),
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unk_104 = AA(0x104, 4),
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x_old = AA(0x108, 'f'),
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y_old = AA(0x10C, 'f'),
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z_old = AA(0x110, 'f'),
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-- somewhere in here is u8 runActor?
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prev = AA(0x128, 4),
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next = AA(0x12C, 4),
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}
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end
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return {
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link = A(link, 0x4000),
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exit_value = AL(0x02, 2),
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intro_completed = AL(0x05, 1),
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cutscene_status = AL(0x0A, 2),
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time = AL(0x0C, 2),
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owl_id = AL(0x0E, 2),
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day_night = AL(0x10, 4),
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time_speed = AL(0x14, 4),
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day = AL(0x18, 4),
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day_again = AL(0x1C, 4),
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transformation = AL(0x20, 1),
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owl_save = AL(0x23, 1), -- "zeroth day" effect
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ZELDA3 = AL(0x24, 6),
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sot_count = AL(0x2A, 2),
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name = AL(0x2C, 8),
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max_hearts = AL(0x34, 2),
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hearts = AL(0x36, 2),
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has_magic = AL(0x38, 1), -- ?
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magic = AL(0x39, 1),
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rupees = AL(0x3A, 2),
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has_normal_magic = AL(0x40, 1),
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has_double_magic = AL(0x41, 1),
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owls_hit = AL(0x46, 2),
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sword_shield = AL(0x6D, 1),
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inventory_items = AL(0x70, 24),
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inventory_masks = AL(0x88, 24),
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inventory_quantities= AL(0xA0, 24),
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upgrades = AL(0xB8, 4),
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quest_items = AL(0xBC, 4),
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items_wft = AL(0xC0, 1),
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items_sht = AL(0xC1, 1),
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items_gbt = AL(0xC2, 1),
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items_stt = AL(0xC3, 1),
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keys_wft = AL(0xCA, 1),
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keys_sht = AL(0xCB, 1),
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keys_gbt = AL(0xCC, 1),
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keys_stt = AL(0xCD, 1),
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doubled_hearts = AL(0xD3, 1), -- set to 20 by the game
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fairies_wft = AL(0xD4, 1),
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fairies_sht = AL(0xD5, 1),
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fairies_gbt = AL(0xD6, 1),
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fairies_stt = AL(0xD7, 1),
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strange_string = AL(0xDE, 6),
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scene_flags_save = AL(0x470, 0x960),
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--clock_town_map = AL(0xEB2, 1),
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slulltula_count_wf = AL(0xEC0, 2),
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slulltula_count_gb = AL(0xEC2, 2),
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banked_rupees = AL(0xEDE, 2),
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week_event_reg = AL(0xEF8, 100),
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archery = AL(0xF00, 1),
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chateau_romani = AL(0xF06, 1), -- 8
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disable_c_buttons = AL(0xF4A, 1), -- 8
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sword_disable_c = AL(0xF52, 1), -- 32
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map_visited = AL(0xF5E, 2),
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map_visible = AL(0xF62, 2),
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bombers_caught = AL(0xFE6, 1),
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bombers_order = {
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AL(0xFE7, 1),
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AL(0xFE8, 1),
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AL(0xFE9, 1),
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AL(0xFEA, 1),
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AL(0xFEB, 1),
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},
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lottery_numbers = {
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AL(0xFEC, 3),
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AL(0xFEF, 3),
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AL(0xFF2, 3),
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},
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spider_mask_order = {
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AL(0xFF5, 1), -- 0: red; 1: blue; 2: green; 3: yellow
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AL(0xFF6, 1),
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AL(0xFF7, 1),
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AL(0xFF8, 1),
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AL(0xFF9, 1),
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AL(0xFFA, 1),
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},
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bombers_code = {
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AL(0xFFB, 1),
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AL(0xFFC, 1),
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AL(0xFFD, 1),
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AL(0xFFE, 1),
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AL(0xFFF, 1),
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},
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-- note: these addresses are invalid for JP10, JP11.
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checksum = AL(0x100A, 2),
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event_inf = AL(0x100C, 8),
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disable_pause = AL(0x100D, 1),
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hookshot_ba = AL(0x100E, 1),
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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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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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title_screen_mod = AL(0x3CA8, 4),
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entrance_mod = AL(0x3CAC, 4),
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timer_crap = AL(0x3DD0, 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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magic_modifier = AL(0x3F28, 4),
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magic_max = AL(0x3F2E, 2),
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weird_a_graphic = AL(0x3F42, 1),
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target_style = AL(0x3F45, 1),
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music_mod = AL(0x3F46, 2),
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entrance_mod_setter = AL(0x3F4A, 2),
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title_screen_thing = AL(0x3F4C, 1),
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transition_mod = AL(0x3F55, 2),
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suns_song_effect = AL(0x3F58, 2),
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health_mod = AL(0x3F5A, 2),
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screen_scale_enable = AL(0x3F60, 1),
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screen_scale = AL(0x3F64, 'f'),
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scene_flags_ingame = AL(0x3F68, 0x960),
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inventory = {
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b_button_item = AL(0x4C, 1),
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c_left_item = AL(0x4D, 1),
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c_down_item = AL(0x4E, 1),
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c_right_item = AL(0x4F, 1),
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b_button_goron = AL(0x50, 1),
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b_button_zora = AL(0x54, 1),
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b_button_deku = AL(0x58, 1),
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b_button_slot = AL(0x5C, 1), -- unused?
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c_left_slot = AL(0x5D, 1),
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c_down_slot = AL(0x5E, 1),
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c_right_slot = AL(0x5F, 1),
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ocarina = AL(0x70, 1),
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bow = AL(0x71, 1),
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fire_arrows = AL(0x72, 1),
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ice_arrows = AL(0x73, 1),
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light_arrows = AL(0x74, 1),
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event_1 = AL(0x75, 1),
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bombs = AL(0x76, 1),
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bombchu = AL(0x77, 1),
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deku_stick = AL(0x78, 1),
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deku_nut = AL(0x79, 1),
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magic_beans = AL(0x7A, 1),
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event_2 = AL(0x7B, 1),
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powder_keg = AL(0x7C, 1),
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pictograph = AL(0x7D, 1),
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lens_of_truth = AL(0x7E, 1),
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hookshot = AL(0x7F, 1),
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fairy_sword = AL(0x80, 1),
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event_3 = AL(0x81, 1),
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bottle_1 = AL(0x82, 1),
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bottle_2 = AL(0x83, 1),
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bottle_3 = AL(0x84, 1),
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bottle_4 = AL(0x85, 1),
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bottle_5 = AL(0x86, 1),
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bottle_6 = AL(0x87, 1),
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},
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masks = {
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postman = AL(0x88, 1),
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all_night = AL(0x89, 1),
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blast = AL(0x8A, 1),
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stone = AL(0x8B, 1),
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great_fairy = AL(0x8C, 1),
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deku = AL(0x8D, 1),
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keaton = AL(0x8E, 1),
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bremen = AL(0x8F, 1),
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bunny = AL(0x90, 1),
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don_gero = AL(0x91, 1),
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scents = AL(0x92, 1),
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goron = AL(0x93, 1),
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romani = AL(0x94, 1),
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troupe_leader = AL(0x95, 1),
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kafei = AL(0x96, 1),
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couples = AL(0x97, 1),
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truth = AL(0x98, 1),
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zora = AL(0x99, 1),
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kamaro = AL(0x9A, 1),
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gibdo = AL(0x9B, 1),
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garos = AL(0x9C, 1),
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captains = AL(0x9D, 1),
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giants = AL(0x9E, 1),
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fierce_deity = AL(0x9F, 1),
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},
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quantities = {
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arrows = AL(0xA1, 1),
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bombs = AL(0xA6, 1),
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bombchu = AL(0xA7, 1),
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sticks = AL(0xA8, 1),
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nuts = AL(0xA9, 1),
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beans = AL(0xAA, 1),
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kegs = AL(0xAC, 1),
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},
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buttons = AG(0x1A, 2),
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framerate_limiter = AG(0xA2, 1),
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scene_number = AG(0xA4, 2),
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screen_T = AG(0xC0, 4),
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screen_B = AG(0xC4, 4),
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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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actor_count = AG(0x1CAE, 1),
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actor_counts = {
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[0]=AG(0x1CB0, 4),
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AG(0x1CBC, 4),
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AG(0x1CC8, 4),
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AG(0x1CD4, 4),
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AG(0x1CE0, 4),
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AG(0x1CEC, 4),
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AG(0x1CF8, 4),
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AG(0x1D04, 4),
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AG(0x1D10, 4),
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AG(0x1D1C, 4),
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AG(0x1D28, 4),
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AG(0x1D34, 4),
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},
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actor_firsts = {
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[0]=AG(0x1CB4, 4),
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AG(0x1CC0, 4),
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AG(0x1CCC, 4),
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AG(0x1CD8, 4),
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AG(0x1CE4, 4),
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AG(0x1CF0, 4),
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AG(0x1CFC, 4),
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AG(0x1D08, 4),
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AG(0x1D14, 4),
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AG(0x1D20, 4),
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AG(0x1D2C, 4),
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AG(0x1D38, 4),
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},
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bomb_counter = AG(0x1CD4, 1),
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z_cursor_actor = AG(0x1DF8, 4),
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z_target_actor = AG(0x1DFC, 4),
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current_scene_flags_2 = AG(0x1E58, 4), -- note: I use SRAM ordering here
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current_scene_flags_3 = AG(0x1E5C, 4),
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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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text_active = AG(0x1681B, 1),
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text_status = AG(0x1682A, 1),
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-- offset by -0x20 on JP10/JP11
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wind_x = AG(0x170B0, 2),
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wind_y = AG(0x170B2, 2),
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wind_z = AG(0x170B4, 2),
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wind_power = AG(0x170B8, 'f'),
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room_number = AG(0x186E0, 1),
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room_pointer = AG(0x186EC, 4),
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frames_in_scene = AG(0x18840, 4),
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actor_disable = AG(0x18846, 2),
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warp_begin = AG(0x18875, 1),
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screen_dim = AG(0x18877, 1),
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warp_destination = AG(0x1887A, 2),
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entrance_entered = AG(0x18B48, 1),
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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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link_flags = AA(0xA6C, 0xC),
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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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}, {__index = Actor(AA(0,0).addr)}),
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}
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