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[N64] The Legend of Zelda: Ocarina of Time [V1.0, U] [GS] https://www.kodewerx.org/forum/viewtopic.php?f=18&t=2239 |
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Author: | Cadohacan [ Wed Apr 18, 2007 3:55 pm ] |
Post subject: | [N64] The Legend of Zelda: Ocarina of Time [V1.0, U] [GS] |
813A9F68 xx80 xx = inventory # 813A9F6A xxyy xx = item #, yy = msg 813A9F6c xxxx xx = model # ex: 813A9F68 5980 813A9F6A 423E 813A9F6c 00f7 ![]() ps: item 43, model 95 is the triforce ENABLE LEVEL SELECT (PRESS START AT TITLE SCREEN) 810F1434 00B9 810F1436 E400 810F1438 00BA 810F143A 1160 810F143C 8080 810F143E 09C0 810F1440 8080 810F1442 3720 810F1448 8080 810F144A 1C14 810F144C 8080 810F144E 1C08 |
Author: | James0x57 [ Wed Apr 18, 2007 4:11 pm ] |
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Nice ![]() |
Author: | lemmayoshi [ Wed Apr 18, 2007 4:11 pm ] |
Post subject: | |
Very nice Cado ![]() |
Author: | KameZa [ Wed Apr 18, 2007 9:42 pm ] |
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Cado? PAL or NTSC? |
Author: | Cadohacan [ Wed Apr 18, 2007 10:19 pm ] |
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JAPAN........................... |
Author: | Mewy [ Thu Apr 19, 2007 7:40 am ] |
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Japan? It's wrote in English... |
Author: | KameZa [ Thu Apr 19, 2007 7:43 am ] |
Post subject: | |
Japan ROM translated, maybe? |
Author: | lemmayoshi [ Thu Apr 19, 2007 9:21 am ] |
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It's for v1.0 NTSC |
Author: | Smalls1652 [ Thu Apr 19, 2007 9:26 am ] |
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Nice work Cado ![]() |
Author: | Master SL [ Thu Apr 19, 2007 9:29 am ] |
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Lemma is the a gothic lollita? Looks similar to one. |
Author: | Hiei-YYH [ Tue May 29, 2007 3:03 pm ] |
Post subject: | [N64] The Legend of Zelda: Ocarina of Time [V1.0 U] [GS] |
ok, redone all the asm because it was really bugging the BOW... Removed some unnecessary lines Ultra Mega LongShot Master Quest Version D10081E0 0060 81023EC8 0C05 D10081E0 0060 81023ECA 7B98 D30081E0 0060 81023EC8 8E0C D30081E0 0060 81023ECA 0004 8115EE60 8E0C 8115EE62 0004 8115EE64 3C01 8115EE66 001D 8115EE68 8C21 8115EE6A 8A8C 8115EE6C 2402 8115EE6E 0006 8115EE70 8203 8115EE72 0201 8115EE74 1043 8115EE76 0002 8115EE7C 0C00 8115EE7E 8FB3 8115EE80 2402 8115EE82 0010 8115EE84 A022 8115EE86 0201 8115EE88 0C00 8115EE8A 8FB3 When you're holding the hookshot/longshot the following codes are executed: (Master Quest Version) Code: 81023EC8: JAL 0x0015EE60 8115EE60: LW $T4,0x0004($S0) 8115EE64: LUI $AT,0x001D 8115EE68: LW $AT,0x8A8C($AT) (_001C8A8C) 8115EE6C: ADDIU $V0,$ZERO,0x0006 8115EE70: LB $V1,0x0201($S0) 8115EE74: BEQ $V0,$V1,0x0015EE80 8115EE7C: JAL 0x00023ECC 8115EE80: ADDIU $V0,$ZERO,0x0010 8115EE84: SB $V0,0x0201($AT) 8115EE88: JAL 0x00023ECC And when you're not holding the hookshot: Code: 81023EC8: LW $T4,0x0004($s0) Ultra Mega LongShot |
Author: | Parasyte [ Tue May 29, 2007 5:03 pm ] |
Post subject: | Re: [N64] LoZ OOT Ultra Mega LongShot |
I thought this was already done... I know for certain that Twilight Spectre (AKA GCNHacker87) did a similar code for Wind Waker. And seems like someone else came around and did this one about the same time I was working on the Jesus Mode and Monkey Link codes (version 1.0). But don't know where it would be found, if it indeed was ever made. So too bad for them; your code is finely welcome. |
Author: | James0x57 [ Wed May 30, 2007 5:40 am ] |
Post subject: | Re: [N64] LoZ OOT Ultra Mega LongShot |
Technically JaytheHam found that part of the overall "Super Hookshot" code that you're remembering. The Super Hookshot also made the Hookshot hook to any surface(JtH) and altered speed in, speed out, and speed in on hook aside from length. I also made this code for the Clawshots Twilight Princess. As far as I know a length mod for the hookshot is entirely new to OoT. I was just thinking to myself a few days ago that I should try to make "Super Hookshot" codes for the GCN versions of OoT, OoT MQ, and MM.. only problem is finding the asm to alter for hooking to anything. Tis quite difficult to find. Anywho, congrats on the new code and keep up the good work, Hiei-YYH! |
Author: | Mewy [ Wed May 30, 2007 6:22 am ] |
Post subject: | Re: [N64] LoZ OOT Ultra Mega LongShot |
Wow, I never thought N64 hacking still goes on... I thought only Viper was hacking N64 at KW... |
Author: | Hextator [ Wed May 30, 2007 8:39 am ] |
Post subject: | |
This isn't Sparta, this is madness! HyperHacker told me all about his hookshot mod for Ocarina of Time, and how it hooked to any surface and extended to any length. I'm fairly certain he did at least one of the aspects of the hack first. Come on, how could you all forget poor HyperHacker ;_; As for where the code would be found, well, I don't think I saved it anywhere, but you can always ask HyperHacker if he ever shows up to defend his code. Nope, I don't have it on me. He mentioned something about hacking the hookshot's programming to always load a certain batch of assembly to a fixed location so that it could actually be hackable...I've tried doing stuff like that and always failed ;_; Kay, post note: Regardless of whether HyperHacker made the code first, I still appreciate that Hiei put effort into making it himself. I know I've made codes that other people have made before me and I still felt the same feeling anyone feels when they make a new code because I didn't know the code existed already (if anything, the people who make the code again can be credited for making it more public). |
Author: | Hiei-YYH [ Wed May 30, 2007 9:39 am ] |
Post subject: | Re: |
Zeld wrote: This isn't Sparta, this is madness! HyperHacker told me all about his hookshot mod for Ocarina of Time, and how it hooked to any surface and extended to any length. I'm fairly certain he did at least one of the aspects of the hack first. Come on, how could you all forget poor HyperHacker ;_; As for where the code would be found, well, I don't think I saved it anywhere, but you can always ask HyperHacker if he ever shows up to defend his code. Nope, I don't have it on me. He mentioned something about hacking the hookshot's programming to always load a certain batch of assembly to a fixed location so that it could actually be hackable...I've tried doing stuff like that and always failed ;_; Kay, post note: Regardless of whether HyperHacker made the code first, I still appreciate that Hiei put effort into making it himself. I know I've made codes that other people have made before me and I still felt the same feeling anyone feels when they make a new code because I didn't know the code existed already (if anything, the people who make the code again can be credited for making it more public). i remember HyperHacker, if I'm not mistaken he had a duck avatar isn't? anyway, i never saw this code, he mentioned about this (sometime ago at gsc... ![]() |
Author: | deku shrub [ Wed May 30, 2007 9:53 am ] |
Post subject: | Re: [N64] LoZ OOT Ultra Mega LongShot |
can you please port this to 1.2 and a hookshot anything code thanks |
Author: | Hiei-YYH [ Wed May 30, 2007 11:40 am ] |
Post subject: | Re: [N64] LoZ OOT Ultra Mega LongShot |
deku shrub wrote: can you please port this to 1.2 and a hookshot anything code thanks V1.2 soon |
Author: | Mewy [ Wed May 30, 2007 1:06 pm ] |
Post subject: | Re: [N64] LoZ OOT Ultra Mega LongShot |
I've tried the code, using an emulator and NTSC 1.0 version, with no succes... |
Author: | Hiei-YYH [ Wed May 30, 2007 1:42 pm ] |
Post subject: | Re: [N64] LoZ OOT Ultra Mega LongShot |
Mewy wrote: I've tried the code, using an emulator and NTSC 1.0 version, with no succes... it works for me with pj64 1.6 and 1.7, i tested this code in every area of the game. IT WORKS. |
Author: | Mewy [ Wed May 30, 2007 1:47 pm ] |
Post subject: | Re: [N64] LoZ OOT Ultra Mega LongShot |
I will test tomorrow afternoon... |
Author: | Hextator [ Thu May 31, 2007 4:30 pm ] |
Post subject: | |
Hiei-YYH wrote: I remember HyperHacker, if I'm not mistaken he had a duck avatar isn't? anyway, i never saw this code, he mentioned about this (sometime ago at gsc... ![]() - I don't know what his avvie was - He hates GSC too ![]() - Like I said, it doesn't matter much that he made it first, just don't forget that he put effort into it, because HH is hacka pro and deserves to be rekkanized for his beans. - I call his hacks "beans" for some reason, w/e - I have a file in my DKR hacking folder called "Hyper Hacker's Beans" that contains all the DKR info he's shared with me :3 - DKR 64, that is; not that lame DS DKR that people seem to hate (and with good reason from what I've seen of my brother's game) |
Author: | deku shrub [ Fri Jun 01, 2007 10:27 am ] |
Post subject: | Re: [N64] LoZ OOT Ultra Mega LongShot |
liek the ds version theresd tons to do and i think its fun |
Author: | HyperHacker [ Fri Jun 01, 2007 5:16 pm ] |
Post subject: | Re: [N64] LoZ OOT Ultra Mega LongShot |
Glad someone remembered. I thought I posted this a while ago here? Was it breaking the Bow or was that another version? It's easily fixed anyway, just change the detection method a bit... BTW, where I've been lately. |
Author: | Parasyte [ Fri Jun 01, 2007 6:26 pm ] |
Post subject: | Re: [N64] LoZ OOT Ultra Mega LongShot |
I don't know about November! But you did post it in March, along with a few other things. (v1.2) viewtopic.php?f=2&t=1178 |
Author: | Hiei-YYH [ Fri Jun 01, 2007 8:33 pm ] |
Post subject: | Re: [N64] LoZ OOT Ultra Mega LongShot |
ok, if some admin wants to delete this, go ahead since HyperHacker already hacked this one. |
Author: | Parasyte [ Sat Jun 02, 2007 3:45 am ] |
Post subject: | Re: [N64] LoZ OOT Ultra Mega LongShot |
I don't have any problem with it staying. Your version is a bit shorter, which is always nice. Just call it an alternative. |
Author: | Hiei-YYH [ Sat Jun 02, 2007 8:32 am ] |
Post subject: | Re: [N64] LoZ OOT Ultra Mega LongShot |
HyperHacker wrote: Glad someone remembered. I thought I posted this a while ago here? Was it breaking the Bow or was that another version? It's easily fixed anyway, just change the detection method a bit... BTW, where I've been lately. the bow acts like there are no arrows to shoot,i think it's because it was always writing to s0, s0 = pointer to hookshot distance data and probably to something in the bow area too, so i remade to load the pointer of the pointer of the hookshot data block (pointer to the pointer hehe ) and now there are no more problems. Parasyte wrote: I don't have any problem with it staying. Your version is a bit shorter, which is always nice. Just call it an alternative. ok, guess no one will die if this one stay isn't? ![]() |
Author: | HyperHacker [ Sat Jun 02, 2007 2:05 pm ] |
Post subject: | Re: [N64] LoZ OOT Ultra Mega LongShot |
Hm, you've got me thinking about bow hacks now, hehe. So this happens even if you don't equip the hook/longshot? The code simply checks any data being transferred from ROM for a specific byte sequence and patches it. Changing the bytes it looks for would probably fix it (or as Para suggested, if possible, checking source address instead), unless this routine is shared by both. But yours apparently works so who gives a fuck? :p |
Author: | Hiei-YYH [ Sat Jun 02, 2007 4:33 pm ] |
Post subject: | Re: [N64] LoZ OOT Ultra Mega LongShot |
HyperHacker wrote: Hm, you've got me thinking about bow hacks now a example? ![]() HyperHacker wrote: So this happens even if you don't equip the hook/longshot? no, just if you use the hookshoot and then followed by the bow (without put away the hookshot) HyperHacker wrote: The code simply checks any data being transferred from ROM for a specific byte sequence and patches it. Changing the bytes it looks for would probably fix it (or as Para suggested, if possible, checking source address instead), unless this routine is shared by both. isn't shared, that's why i think is strange. when i was testing, i basically tested all the items, and just the hookshot broke at this address. HyperHacker wrote: But yours apparently works so who gives a fuck? :p ![]() |
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