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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

Image

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 ]
Post subject: 

Nice :D

Author:  lemmayoshi [ Wed Apr 18, 2007 4:11 pm ]
Post subject: 

Very nice Cado :)

Author:  KameZa [ Wed Apr 18, 2007 9:42 pm ]
Post subject: 

Cado? PAL or NTSC?

Author:  Cadohacan [ Wed Apr 18, 2007 10:19 pm ]
Post subject: 

JAPAN...........................

Author:  Mewy [ Thu Apr 19, 2007 7:40 am ]
Post subject: 

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 ]
Post subject: 

It's for v1.0 NTSC

Author:  Smalls1652 [ Thu Apr 19, 2007 9:26 am ]
Post subject: 

Nice work Cado ;)

Author:  Master SL [ Thu Apr 19, 2007 9:29 am ]
Post subject: 

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... :x ) anyway, if he did this code, just come here and post, I'll not argue and enter in a flame war just to say that I'm the first one who did this.

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... :x ) anyway, if he did this code, just come here and post, I'll not argue and enter in a flame war just to say that I'm the first one who did this.


- 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? :mrgreen:

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? :lol:

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


:D

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