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DICTIONARY | |
// | |
// For use with decompressed 1.0 U OoT only! | |
// This version of the manifest requires zzplayas rev 4b or newer | |
// | |
VROM_CODE 0x00A87000 // start of code within rom | |
TABLE_OBJECT 0xE7F58 // object table within code | |
TABLE_ACTOR 0xD7490 // actor table within code | |
TABLE_PARTICLE 0xD6BA0 // particle table within code | |
VROM_SS_STICK E_16 // ovl_Effect_Ss_Stick effect 16 | |
VROM_ARMS_HOOK A_102 // Arms_Hook actor 102 | |
VROM_OBJ O_0x14 // object to overwrite | |
SEG 0x06000000 // ram segment | |
OBJ_BOY 0x0014 // object_link_boy object number | |
// Hierarchy | |
DL_WAIST 0x00EBE8 "riggedmesh.Waist" | |
DL_RTHIGH 0x00F260 "riggedmesh.Thigh.R" | |
DL_RSHIN 0x00F868 "riggedmesh.Shin.R" | |
DL_RFOOT 0x00FDE8 "riggedmesh.Foot.R" | |
DL_LTHIGH 0x010280 "riggedmesh.Thigh.L" | |
DL_LSHIN 0x010898 "riggedmesh.Shin.L" | |
DL_LFOOT 0x010E18 "riggedmesh.Foot.L" | |
DL_HEAD 0x011D20 "riggedmesh.Head" | |
DL_HAT 0x0126F8 "riggedmesh.Hat" | |
DL_COLLAR 0x012900 "riggedmesh.Collar" | |
DL_LSHOULDER 0x012D00 "riggedmesh.Shoulder.L" | |
DL_LFOREARM 0x013228 "riggedmesh.Forearm.L" | |
DL_RSHOULDER 0x014868 "riggedmesh.Shoulder.R" | |
DL_RFOREARM 0x014D88 "riggedmesh.Forearm.R" | |
DL_TORSO 0x016188 "riggedmesh.Torso" | |
// Hands | |
DL_LHAND 0x013890 "riggedmesh.Hand.L" | |
DL_LFIST 0x013DF0 "Fist.L" | |
DL_LHAND_BOTTLE 0x014310 "Bottle.Hand.L" | |
DL_RHAND 0x0153C0 "riggedmesh.Hand.R" | |
DL_RFIST 0x015928 "Fist.R" | |
// Items | |
DL_SWORD_SHEATH 0x015D58 "Sheath" | |
DL_SWORD_HILT 0x0168E8 "Hilt.2" | |
DL_SWORD_BLADE 0x016E48 "Blade.2" | |
DL_LONGSWORD_HILT 0x017148 "Hilt.3" | |
DL_LONGSWORD_BLADE 0x0174E0 "Blade.3" | |
DL_LONGSWORD_BROKEN 0x017700 "Broken.Blade.3" | |
DL_SHIELD_DEKU 0x01A210 "Shield.1" // DF command | |
DL_SHIELD_HYLIAN 0x018BC0 "Shield.2" | |
DL_SHIELD_MIRROR 0x0190E8 "Shield.3" | |
DL_HAMMER 0x0184A8 "Hammer" | |
DL_BOTTLE 0x0188E8 "Bottle" | |
DL_BOW 0x019810 "Bow" | |
DL_OCARINA_TIME 0x019AE0 "Ocarina.2" | |
DL_HOOKSHOT 0x019FC0 "Hookshot" | |
DL_BOOMERANG 0x01A210 "Boomerang" // DF command | |
// Flair | |
DL_UPGRADE_LFOREARM 0x01D688 "Gauntlet.Forearm.L" | |
DL_UPGRADE_LHAND 0x01D9A8 "Gauntlet.Hand.L" | |
DL_UPGRADE_LFIST 0x01DD68 "Gauntlet.Fist.L" | |
DL_UPGRADE_RFOREARM 0x01E048 "Gauntlet.Forearm.R" | |
DL_UPGRADE_RHAND 0x01E368 "Gauntlet.Hand.R" | |
DL_UPGRADE_RFIST 0x01E728 "Gauntlet.Fist.R" | |
DL_BOOT_LIRON 0x01EB38 "Foot.2.L" | |
DL_BOOT_RIRON 0x01EF50 "Foot.2.R" | |
DL_BOOT_LHOVER 0x01F588 "Foot.3.L" | |
DL_BOOT_RHOVER 0x01FC80 "Foot.3.R" | |
// First Person | |
DL_FPS_LFOREARM 0x01A9D8 "FPS.Forearm.L" | |
DL_FPS_LHAND 0x01BAA0 "FPS.Hand.L" | |
DL_FPS_RFOREARM 0x01C510 "FPS.Forearm.R" | |
DL_FPS_RHAND 0x01D1C8 "FPS.Hand.R" | |
DL_FPS_HOOKSHOT 0x020728 "FPS.Hookshot" | |
// Misc | |
DL_HOOKSHOT_CHAIN 0x020BA0 "Hookshot.Chain" | |
DL_HOOKSHOT_HOOK 0x020D78 "Hookshot.Spike" | |
DL_HOOKSHOT_AIM 0x020E58 "Hookshot.Aiming.Reticule" | |
DL_BOW_STRING 0x020F20 "Bow.String" | |
DL_BLADEBREAK 0x0212A0 "Blade.3.Break" | |
// Skeletons | |
SK_MAIN 0x0 "skeleton.riggedmesh" | |
END | |
// Matrix function parameters: | |
// Matrix( XR, YR, ZR, XT, YT, ZT, XS, YS, ZS ); | |
OBJECT POOL=0x5000,0x800 | |
LUT_ZZ_MODLOADER: | |
HexString(4D 4F 44 4C 4F 41 44 45 52 36 34 00 FF FF FF FF); | |
MATRIX_SWORD_BACK: | |
Matrix( 0, 0, 0, -715, -310, 78, 1, 1, 1 ); | |
MATRIX_SHIELD_BACK: | |
Matrix( 0, 0, 180, 935, 94, 29, 1, 1, 1 ); | |
LUT_DL_WAIST: | |
CallList( DL_WAIST ); | |
LUT_DL_RTHIGH: | |
CallList( DL_RTHIGH ); | |
LUT_DL_RSHIN: | |
CallList( DL_RSHIN ); | |
LUT_DL_RFOOT: | |
CallList( DL_RFOOT ); | |
LUT_DL_LTHIGH: | |
CallList( DL_LTHIGH ); | |
LUT_DL_LSHIN: | |
CallList( DL_LSHIN ); | |
LUT_DL_LFOOT: | |
CallList( DL_LFOOT ); | |
LUT_DL_HEAD: | |
CallList( DL_HEAD ); | |
LUT_DL_HAT: | |
CallList( DL_HAT ); | |
LUT_DL_COLLAR: | |
CallList( DL_COLLAR ); | |
LUT_DL_LSHOULDER: | |
CallList( DL_LSHOULDER ); | |
LUT_DL_LFOREARM: | |
CallList( DL_LFOREARM ); | |
LUT_DL_RSHOULDER: | |
CallList( DL_RSHOULDER ); | |
LUT_DL_RFOREARM: | |
CallList( DL_RFOREARM ); | |
LUT_DL_TORSO: | |
CallList( DL_TORSO ); | |
LUT_DL_LHAND: | |
CallList( DL_LHAND ); | |
LUT_DL_LFIST: | |
CallList( DL_LFIST ); | |
LUT_DL_LHAND_BOTTLE: | |
CallList( DL_LHAND_BOTTLE ); | |
LUT_DL_RHAND: | |
CallList( DL_RHAND ); | |
LUT_DL_RFIST: | |
CallList( DL_RFIST ); | |
LUT_DL_SWORD_SHEATH: | |
CallList( DL_SWORD_SHEATH ); | |
LUT_DL_SWORD_HILT: | |
CallList( DL_SWORD_HILT ); | |
LUT_DL_SWORD_BLADE: | |
CallList( DL_SWORD_BLADE ); | |
LUT_DL_LONGSWORD_HILT: | |
CallList( DL_LONGSWORD_HILT ); | |
LUT_DL_LONGSWORD_BLADE: | |
CallList( DL_LONGSWORD_BLADE ); | |
LUT_DL_LONGSWORD_BROKEN: | |
CallList( DL_LONGSWORD_BROKEN ); | |
LUT_DL_SHIELD_HYLIAN: | |
CallList( DL_SHIELD_HYLIAN ); | |
LUT_DL_SHIELD_MIRROR: | |
CallList( DL_SHIELD_MIRROR ); | |
LUT_DL_HAMMER: | |
CallList( DL_HAMMER ); | |
LUT_DL_BOTTLE: | |
CallList( DL_BOTTLE ); | |
LUT_DL_BOW: | |
CallList( DL_BOW ); | |
LUT_DL_OCARINA_TIME: | |
CallList( DL_OCARINA_TIME ); | |
LUT_DL_HOOKSHOT: | |
CallList( DL_HOOKSHOT ); | |
LUT_DL_UPGRADE_LFOREARM: | |
CallList( DL_UPGRADE_LFOREARM ); | |
LUT_DL_UPGRADE_LHAND: | |
CallList( DL_UPGRADE_LHAND ); | |
LUT_DL_UPGRADE_LFIST: | |
CallList( DL_UPGRADE_LFIST ); | |
LUT_DL_UPGRADE_RFOREARM: | |
CallList( DL_UPGRADE_RFOREARM ); | |
LUT_DL_UPGRADE_RHAND: | |
CallList( DL_UPGRADE_RHAND ); | |
LUT_DL_UPGRADE_RFIST: | |
CallList( DL_UPGRADE_RFIST ); | |
LUT_DL_BOOT_LIRON: | |
CallList( DL_BOOT_LIRON ); | |
LUT_DL_BOOT_RIRON: | |
CallList( DL_BOOT_RIRON ); | |
LUT_DL_BOOT_LHOVER: | |
CallList( DL_BOOT_LHOVER ); | |
LUT_DL_BOOT_RHOVER: | |
CallList( DL_BOOT_RHOVER ); | |
LUT_DL_FPS_LFOREARM: | |
CallList( DL_FPS_LFOREARM ); | |
LUT_DL_FPS_LHAND: | |
CallList( DL_FPS_LHAND ); | |
LUT_DL_FPS_RFOREARM: | |
CallList( DL_FPS_RFOREARM ); | |
LUT_DL_FPS_RHAND: | |
CallList( DL_FPS_RHAND ); | |
LUT_DL_FPS_HOOKSHOT: | |
CallList( DL_FPS_HOOKSHOT ); | |
LUT_DL_HOOKSHOT_CHAIN: | |
CallList( DL_HOOKSHOT_CHAIN ); | |
LUT_DL_HOOKSHOT_HOOK: | |
CallList( DL_HOOKSHOT_HOOK ); | |
LUT_DL_HOOKSHOT_AIM: | |
CallList( DL_HOOKSHOT_AIM ); | |
LUT_DL_BOW_STRING: | |
CallList( DL_BOW_STRING ); | |
LUT_DL_BLADEBREAK: | |
CallList( DL_BLADEBREAK ); | |
LUT_DL_SWORD_SHEATHED: | |
CallMatrix( MATRIX_SWORD_BACK ); | |
CallList( LUT_DL_SWORD_HILT ); | |
PopMatrix( 1 ); | |
CallList( LUT_DL_SWORD_SHEATH ); | |
LUT_DL_SHIELD_HYLIAN_BACK: | |
CallMatrix( MATRIX_SHIELD_BACK ); | |
CallList( LUT_DL_SHIELD_HYLIAN ); | |
LUT_DL_SHIELD_MIRROR_BACK: | |
CallMatrix( MATRIX_SHIELD_BACK ); | |
CallList( LUT_DL_SHIELD_MIRROR ); | |
LUT_DL_SWORD_SHIELD_HYLIAN: | |
CallList( LUT_DL_SWORD_SHEATHED ); | |
CallList( LUT_DL_SHIELD_HYLIAN_BACK ); | |
LUT_DL_SWORD_SHIELD_MIRROR: | |
CallList( LUT_DL_SWORD_SHEATHED ); | |
CallList( LUT_DL_SHIELD_MIRROR_BACK ); | |
LUT_DL_SHEATH0_HYLIAN: | |
CallList( LUT_DL_SWORD_SHEATH ); | |
CallList( LUT_DL_SHIELD_HYLIAN_BACK ); | |
LUT_DL_SHEATH0_MIRROR: | |
CallList( LUT_DL_SWORD_SHEATH ); | |
CallList( LUT_DL_SHIELD_MIRROR_BACK ); | |
LUT_DL_LFIST_SWORD: | |
CallList( LUT_DL_SWORD_HILT ); | |
CallList( LUT_DL_SWORD_BLADE ); | |
CallList( LUT_DL_LFIST ); | |
LUT_DL_LFIST_LONGSWORD: | |
CallList( LUT_DL_LONGSWORD_HILT ); | |
CallList( LUT_DL_LONGSWORD_BLADE ); | |
CallList( LUT_DL_LFIST ); | |
LUT_DL_LFIST_LONGSWORD_BROKEN: | |
CallList( LUT_DL_LONGSWORD_HILT ); | |
CallList( LUT_DL_LONGSWORD_BROKEN ); | |
CallList( LUT_DL_LFIST ); | |
LUT_DL_LFIST_HAMMER: | |
CallList( LUT_DL_HAMMER ); | |
CallList( LUT_DL_LFIST ); | |
LUT_DL_RFIST_SHIELD_HYLIAN: | |
CallList( LUT_DL_SHIELD_HYLIAN ); | |
CallList( LUT_DL_RFIST ); | |
LUT_DL_RFIST_SHIELD_MIRROR: | |
CallList( LUT_DL_SHIELD_MIRROR ); | |
CallList( LUT_DL_RFIST ); | |
LUT_DL_RFIST_BOW: | |
CallList( LUT_DL_BOW ); | |
CallList( LUT_DL_RFIST ); | |
LUT_DL_RFIST_HOOKSHOT: | |
CallList( LUT_DL_HOOKSHOT ); | |
CallList( LUT_DL_RFIST ); | |
LUT_DL_RHAND_OCARINA_TIME: | |
CallList( LUT_DL_OCARINA_TIME ); | |
CallList( LUT_DL_RHAND ); | |
LUT_DL_FPS_RHAND_BOW: | |
CallList( LUT_DL_BOW ); | |
CallList( LUT_DL_FPS_RHAND ); | |
LUT_DL_FPS_LHAND_HOOKSHOT: | |
CallList( LUT_DL_FPS_HOOKSHOT ); | |
CallList( LUT_DL_FPS_RHAND ); | |
// extras | |
LUT_DL_BOOMERANG: | |
CallList( DL_BOOMERANG ); | |
LUT_DL_LFIST_BOOMERANG: | |
CallList( LUT_DL_BOOMERANG ); | |
CallList( LUT_DL_LFIST ); | |
LUT_DL_SHIELD_DEKU: | |
CallList( DL_SHIELD_DEKU ); | |
LUT_DL_RFIST_SHIELD_DEKU: | |
CallList( LUT_DL_SHIELD_DEKU ); | |
CallList( LUT_DL_RFIST ); | |
LUT_DL_SHIELD_DEKU_BACK: | |
CallMatrix( MATRIX_SHIELD_BACK ); | |
CallList( LUT_DL_SHIELD_DEKU ); | |
LUT_DL_SWORD_SHIELD_DEKU: | |
CallList( LUT_DL_SWORD_SHEATHED ); | |
CallList( LUT_DL_SHIELD_DEKU_BACK ); | |
LUT_DL_SHEATH0_DEKU: | |
CallList( LUT_DL_SWORD_SHEATH ); | |
CallList( LUT_DL_SHIELD_DEKU_BACK ); | |
END | |
REPOINT | |
// code | |
GoTo( VROM_CODE+0xE6718 ); | |
SetAdvance( 8 ); | |
Write32( LUT_DL_RFIST ); // Right Fist (High Poly) | |
Write32( LUT_DL_RFIST ); // Right Fist (Low Poly) | |
Write32( LUT_DL_RFIST_SHIELD_DEKU ); // Right Fist + Deku Shield (High Poly) | |
Write32( LUT_DL_RFIST_SHIELD_DEKU ); // Right Fist + Deku Shield (Low Poly) | |
Write32( LUT_DL_RFIST_SHIELD_HYLIAN ); // Right Fist + Hylian Shield (High Poly) | |
Write32( LUT_DL_RFIST_SHIELD_HYLIAN ); // Right Fist + Hylian Shield (Low Poly) | |
Write32( LUT_DL_RFIST_SHIELD_MIRROR ); // Right Fist + Mirror Shield (High Poly) | |
Write32( LUT_DL_RFIST_SHIELD_MIRROR ); // Right Fist + Mirror Shield (Low Poly) | |
Write32( LUT_DL_SWORD_SHEATHED ); // Sheathed Sword (High Poly) | |
Write32( LUT_DL_SWORD_SHEATHED ); // Sheathed Sword (Low Poly) | |
Write32( LUT_DL_SWORD_SHIELD_DEKU ); // Deku Shield + Sheathed Sword (High Poly) | |
Write32( LUT_DL_SWORD_SHIELD_DEKU ); // Deku Shield + Sheathed Sword (Low Poly) | |
Write32( LUT_DL_SWORD_SHIELD_HYLIAN ); // Hylian Shield + Sheathed Sword (High Poly) | |
Write32( LUT_DL_SWORD_SHIELD_HYLIAN ); // Hylian Shield + Sheathed Sword (Low Poly) | |
Write32( LUT_DL_SWORD_SHIELD_MIRROR ); // Mirror Shield + Sheathed Sword (High Poly) | |
Write32( LUT_DL_SWORD_SHIELD_MIRROR ); // Mirror Shield + Sheathed Sword (Low Poly) | |
Write32( 0x00000000 ); // ? (High Poly) | |
Write32( 0x00000000 ); // ? (Low Poly) | |
Write32( LUT_DL_SHIELD_DEKU_BACK ); // Deku Shield without Sheath (High Poly) | |
Write32( LUT_DL_SHIELD_DEKU_BACK ); // Deku Shield without Sheath (Low Poly) | |
Write32( LUT_DL_SWORD_SHEATH ); // Sword Sheath (High Poly) | |
Write32( LUT_DL_SWORD_SHEATH ); // Sword Sheath (Low Poly) | |
Write32( LUT_DL_SHEATH0_DEKU ); // Deku Shield + Sheath (High Poly) | |
Write32( LUT_DL_SHEATH0_DEKU ); // Deku Shield + Sheath (Low Poly) | |
Write32( LUT_DL_SHEATH0_HYLIAN ); // Hylian Shield + Sheath (High Poly) | |
Write32( LUT_DL_SHEATH0_HYLIAN ); // Hylian Shield + Sheath (Low Poly) | |
Write32( LUT_DL_SHEATH0_MIRROR ); // Mirror Shield + Sheath (High Poly) | |
Write32( LUT_DL_SHEATH0_MIRROR ); // Mirror Shield + Sheath (Low Poly) | |
Write32( 0x00000000 ); // ? (High Poly) | |
Write32( 0x00000000 ); // ? (Low Poly) | |
Write32( 0x00000000 ); // ? (High Poly) | |
Write32( 0x00000000 ); // ? (Low Poly) | |
Write32( LUT_DL_LFIST_LONGSWORD ); // Left Fist + Biggoron Sword (High Poly) | |
Write32( LUT_DL_LFIST_LONGSWORD ); // Left Fist + Biggoron Sword (Low Poly) | |
Write32( LUT_DL_LFIST_LONGSWORD_BROKEN ); // Left Fist + Broken Giant's Knife (High Poly) | |
Write32( LUT_DL_LFIST_LONGSWORD_BROKEN ); // Left Fist + Broken Giant's Knife (Low Poly) | |
Write32( LUT_DL_LHAND ); // Left Hand (High Poly) | |
Write32( LUT_DL_LHAND ); // Left Hand (Low Poly) | |
Write32( LUT_DL_LFIST ); // Left Fist (High Poly) | |
Write32( LUT_DL_LFIST ); // Left Fist (Low Poly) | |
Write32( LUT_DL_LFIST_SWORD ); // Left Fist + Kokiri Sword (High Poly) | |
Write32( LUT_DL_LFIST_SWORD ); // Left Fist + Kokiri Sword (Low Poly) | |
Write32( LUT_DL_LFIST_SWORD ); // Left Fist + Master Sword (High Poly) | |
Write32( LUT_DL_LFIST_SWORD ); // Left Fist + Master Sword (Low Poly) | |
Write32( LUT_DL_RHAND ); // Right Hand (High Poly) | |
Write32( LUT_DL_RHAND ); // Right Hand (Low Poly) | |
Write32( LUT_DL_RFIST ); // Right Fist (High Poly) | |
Write32( LUT_DL_RFIST ); // Right Fist (Low Poly) | |
Write32( LUT_DL_RFIST_BOW ); // Right Fist + Fairy Bow (and/or Fairy Slinghot?) (High Poly) | |
Write32( LUT_DL_RFIST_BOW ); // Right Fist + Fairy Bow (and/or Fairy Slinghot?) (Low Poly) | |
Write32( LUT_DL_SWORD_SHEATHED ); // Sheathed Sword (High Poly) | |
Write32( LUT_DL_SWORD_SHEATHED ); // Sheathed Sword (Low Poly) | |
Write32( LUT_DL_SWORD_SHEATH ); // Sword Sheath (High Poly) | |
Write32( LUT_DL_SWORD_SHEATH ); // Sword Sheath (Low Poly) | |
Write32( LUT_DL_WAIST ); // Waist (High Poly) | |
Write32( LUT_DL_WAIST ); // Waist (Low Poly) | |
Write32( LUT_DL_RFIST_BOW ); // Right Fist + Fairy Bow (and/or Fairy Slinghot?) (High Poly) | |
Write32( LUT_DL_RFIST_BOW ); // Right Fist + Fairy Bow (and/or Fairy Slinghot?) (Low Poly) | |
Write32( LUT_DL_RHAND_OCARINA_TIME ); // Right Hand + Fairy Ocarina (High Poly) | |
Write32( LUT_DL_RHAND_OCARINA_TIME ); // Right Hand + Fairy Ocarina (Low Poly) | |
Write32( LUT_DL_RHAND_OCARINA_TIME ); // Right Hand + Ocarina of Time (High Poly) | |
Write32( LUT_DL_RHAND_OCARINA_TIME ); // Right Hand + Ocarina of Time (Low Poly) | |
Write32( LUT_DL_RFIST_HOOKSHOT ); // Right Fist + Hookshot / Longshot (High Poly) | |
Write32( LUT_DL_RFIST_HOOKSHOT ); // Right Fist + Hookshot / Longshot (Low Poly) | |
Write32( LUT_DL_LFIST_HAMMER ); // Left Fist + Megaton Hammer (High Poly) | |
Write32( LUT_DL_LFIST_HAMMER ); // Left Fist + Megaton Hammer (Low Poly) | |
Write32( LUT_DL_LFIST_BOOMERANG ); // Left Fist + Boomerang (High Poly) | |
Write32( LUT_DL_LFIST_BOOMERANG ); // Left Fist + Boomerang (Low Poly) | |
Write32( LUT_DL_LHAND_BOTTLE ); // Outstretched Left Hand for Holding Bottles (High Poly) | |
Write32( LUT_DL_LHAND_BOTTLE ); // Outstretched Left Hand for Holding Bottles (Low Poly) | |
Write32( LUT_DL_FPS_LFOREARM ); // FPS Left Forearm | |
Write32( LUT_DL_FPS_LHAND ); // FPS Left Hand | |
Write32( LUT_DL_RSHOULDER ); // Right Shoulder (High Poly) | |
Write32( LUT_DL_FPS_RFOREARM ); // FPS Right Forearm | |
Write32( LUT_DL_FPS_RHAND_BOW ); // FPS Right Hand + Fairy Bow | |
GoTo( VROM_CODE+0xE6A4C ); | |
SetAdvance( 4 ); | |
Write32( LUT_DL_BOOT_LIRON ); // Left Iron Boot | |
Write32( LUT_DL_BOOT_RIRON ); // Right Iron Boot | |
Write32( LUT_DL_BOOT_LHOVER ); // Left Hover Boot | |
Write32( LUT_DL_BOOT_RHOVER ); // Right Hover Boot | |
GoTo( VROM_CODE+0xE6B28 ); | |
Write32( LUT_DL_BOTTLE ); // Empty Bottle | |
GoTo( VROM_CODE+0xE6B64 ); | |
SetAdvance( 4 ); | |
Write32( LUT_DL_BOW_STRING ); // Fairy Bow String | |
Float( 0.0 ); // Fairy Bow String Anchor (X Position Float) | |
Float( -360.4 ); // Fairy Bow String Anchor (Y Position Float) 0xC3B43333 | |
GoTo(VROM_CODE+0xE65A0); // skeleton pointer | |
Write32(SK_MAIN); | |
// Hardcoded Assembly Pointers | |
GoTo( VROM_CODE+0x69112 ); // Left Silver/Golden Gauntlet Forearm | |
Hi32( LUT_DL_UPGRADE_LFOREARM ); | |
GoTo( VROM_CODE+0x69116 ); | |
Lo32( LUT_DL_UPGRADE_LFOREARM ); | |
GoTo( VROM_CODE+0x6912E ); // Right Silver / Golden Gauntlet Forearm | |
Hi32( LUT_DL_UPGRADE_RFOREARM ); | |
GoTo( VROM_CODE+0x69132 ); | |
Lo32( LUT_DL_UPGRADE_RFOREARM ); | |
GoTo( VROM_CODE+0x6914E ); // Left Silver / Golden Gauntlet Hand (Fist) | |
Hi32( LUT_DL_UPGRADE_LFIST ); | |
GoTo( VROM_CODE+0x69162 ); | |
Lo32( LUT_DL_UPGRADE_LFIST ); | |
GoTo( VROM_CODE+0x69166 ); // Left Silver / Golden Gauntlet Hand (Open Hand) | |
Hi32( LUT_DL_UPGRADE_LHAND ); | |
GoTo( VROM_CODE+0x69172 ); | |
Lo32( LUT_DL_UPGRADE_LHAND ); | |
GoTo( VROM_CODE+0x6919E ); // Right Silver / Golden Gauntlet Hand (Fist) | |
Hi32( LUT_DL_UPGRADE_RFIST ); | |
GoTo( VROM_CODE+0x691A2 ); | |
Lo32( LUT_DL_UPGRADE_RFIST ); | |
GoTo( VROM_CODE+0x691AE ); // Right Silver / Golden Gauntlet Hand (Open Hand) | |
Hi32( LUT_DL_UPGRADE_RHAND ); | |
GoTo( VROM_CODE+0x691B2 ); | |
Lo32( LUT_DL_UPGRADE_RHAND ); | |
GoTo( VROM_CODE+0x69DEA ); // FPS Right Hand + FPS Hookshot / Longshot | |
Hi32( LUT_DL_FPS_LHAND_HOOKSHOT ); | |
GoTo( VROM_CODE+0x69DEE ); | |
Lo32( LUT_DL_FPS_LHAND_HOOKSHOT ); | |
GoTo( VROM_CODE+0x6A666 ); // Hookshot / Longshot Aiming Reticle | |
Hi32( LUT_DL_HOOKSHOT_AIM ); | |
GoTo( VROM_CODE+0x6A66A ); | |
Lo32( LUT_DL_HOOKSHOT_AIM ); | |
// Arms_Hook | |
GoTo( VROM_ARMS_HOOK+0xA72 ); // Hookshot / Longshot Spike | |
Hi32( LUT_DL_HOOKSHOT_HOOK ); | |
GoTo( VROM_ARMS_HOOK+0xA76 ); | |
Lo32( LUT_DL_HOOKSHOT_HOOK ); | |
GoTo( VROM_ARMS_HOOK+0xB66 ); // Hookshot / Longshot Chain | |
Hi32( LUT_DL_HOOKSHOT_CHAIN ); | |
GoTo( VROM_ARMS_HOOK+0xB6A ); | |
Lo32( LUT_DL_HOOKSHOT_CHAIN ); | |
GoTo( VROM_ARMS_HOOK+0xBA8 ); // Hookshot / Longshot Object File | |
Write16( OBJ_BOY ); | |
// ovl_Effect_Ss_Stick | |
GoTo( VROM_SS_STICK+0x32C ); // Broken Piece of Giant's Knife | |
Write32( LUT_DL_BLADEBREAK ); | |
GoTo( VROM_SS_STICK+0x328 ); // Giant's Knife / Biggoron Sword Object File | |
Write16( OBJ_BOY ); | |
// item usability table | |
GoTo ( VROM_CODE+0x140794+0x19); // kokiri sword | |
Write8(0x09); | |
GoTo ( VROM_CODE+0x140794+0x1D); // deku shield | |
Write8(0x09); | |
GoTo ( VROM_CODE+0x140794+0x0C); // boomerang | |
Write8(0x09); | |
// item highlight table | |
GoTo ( VROM_CODE+0x140794+0x63); // kokiri sword | |
Write8(0x09); | |
GoTo ( VROM_CODE+0x140794+0x66); // deku shield | |
Write8(0x09); | |
GoTo ( VROM_CODE+0x140794+0x36); // boomerang | |
Write8(0x09); | |
END |