NACE [N64] The Legend of Zelda Ocarina of Time

Started by matt123337, April 23, 2009, 11:43:15 PM

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matt123337

#15
Quote from: shark2003 on June 09, 2009, 10:24:27 PM
[Sink Directly to Bottom of Water]  ;D(Iron Boots Not Required ) Hold Zl (Classic controller)
201C7F28 00000080
0513F438 C5518B12
E0000000 80008000

To Stop the timer use this code..this one is locked at 30 Sec but can be adjusted to whatever you want.

Stop Timer
05080170 001E0000
are all of you OTT codes 32-bit RAM write?

hetoan2

... those are 32-bit RAM writes. no fill...


Check out my site with codes obviously...
http://hetoan2.com/

and youtube...
http://youtube.com/hetoan2

matt123337


Codyk

heres the codes i made i just got hacker status today so i cna finaly post them out of the testing area
inf arrows: 0107EE2F 00000063
inf bombs: 0107EE2E 00000063
inf bombchus: 0107EE34 00000063
inf magic:  0107EDD3 00000063
inf epona carrots: 011530A8 00000005
for updates of codes ive released or am going to release follow my twitter http://twitter.com/12201



Jack Walker

#19
Beta Quest
050801B0 0000FFXX
Replace XX with the beta quest world you want.


01 - Beta Quest World 1
02 - Beta Quest World 2
03  - Beta Quest World 3
04 - Beta Quest World 4
05 - Beta Quest World 5
06 - Beta Quest World 6
07 - Beta Quest World 7
08 - Beta Quest World 8
09 - Beta Quest World 9


Tunic Color/Shield Modifier
0513F54C XX3CRR00

Replace XX with the Color Tunic you want and replace RR with the shield you want.


Shield Values:
00 - No Shield
01 - Deku Shield
02 - Hylain Shield
03 - Mirror Shield



Tunic Colors:
00 - Kokiri Green
01 - Goron Red
02 - Zora Blue
03 - Black
04 - White
05 - Yellow
06 - Dark Blue
07 - Light Green
08 - Light Blue
09 - Light Red
0A - Light Yellow
0B - Bright Blue
0C - Dark Red
0D - Dark Red
0E - Black
0F - Black




matt123337

#20
Money Modifier
289F6BA8 00000008
82100001 8107EDD4
86000001 00000001
84100001 8107EDD4
E0000000 80008000
289F6BA8 00000004
82100001 8107EDD4
86000001 0000FFFF
84100001 8107EDD4
E0000000 80008000
Gamecube D-pad up to increase, Gamecube D-pad down to decrease

Deathwolf

Jesus Mode v1
04CA01E8 90A70080
2313F498 00810000<-- why codetype 23? CST1 : 32bits (endif, then) If not equal, range 81?
21083208 8011F18C<-- here the same. CST0 : 32bits (endif, then) If equal,again range81?
04CA01E8 90A70084
E0000000 80008000
lolz

Deathwolf

lolz

matt123337

#23
Jesus mode v3
48000000 81700040
DE000000 80008180
30000000 90A70080
D2000000 0000000A
C3A70084 C3670028
3D20C000 3D808000
912C0098 C22C0098
4E000000 FC1D8840
40810020 3D2040F0
912C0098 C22C0098
FF7B882A FF7BE82A
D36C0098 80AC0098
4C100000 90A70080
60000000 00000000
66000013 00000000
E0000000 80008000
C0000000 00000012
3E008170 3A100040
BF300004 3F2080CA
3F4080E8 3B600004
3F80EC21 3B9C4314
3FA00000 3FC00000
7C1DD800 41820018
83F90000 7FDEFA78
3B390004 3BBD0001
4BFFFFE8 1FBBFFFC
7C1EE000 4182002C
7C19D000 4080001C
7FF9E82E 7FDEFA78
83F90000 7FDEFA78
3B390004 4BFFFFDC
7E198378 48000008
3B39FFFC 93300000
BB300004 4E800020
60000000 00000000
E0000000 80008000
to get off water, do some form of jump (backflip, side jump, ect.) Bug will hopefully be fixed in next version
Credits:
James0x57: ASM pointer maker (Stops crashing, and hopefully makes code region free)
Parasyte: his in depth notes of the n64 version of the code.
Mathew_Wi: for helping me a ton (ASM assistance, testing, and hopefully to help fix the slope bug)
Sharkbyte: ASM assistance

Should be region free, if not here is the ASM code for NTSC-U:
Code (Inject at: 80CA01E8) Select

 lfs f29, 132(r7)    # water offset
 lfs f27, 40(r7)     # Link's Y
 lis r9, 0xC000      # conditinal value
 lis r12, 0x8000     # Base address
 stw r9, 0x98(r12)   # stores conditinal to memory
 lfs f17, 0x98(r12)  # loads conditinal as a float
 mcrf cr4,cr0        # saves cr0 to cr4
 fcmpo cr0, f29, f17 # checks if in water or not
 ble end             # if we arn't, goto end
   lis r9, 0x40F0      # 7.5 in float
   stw r9, 0x98(r12)   # stores 7.5 in float to memory
   lfs f17, 0x98(r12)  # loads the 7.5 as float
   fadd f27, f27, f17  # adds 7.5 to links Y pos
   fadd f27, f27, f29  # adds water offset
   stfs f27, 0x98(r12) # stores final float to mem
   lwz r5 ,0x98(r12)   # loads final float into register 5
end:
mcrf cr0,cr4        # restores cr0 from cr4
stw r5, 128(r7)     # writes to ground Y

ukuneko

#24
Modify 2010-12-26

Infinite Hover boots (L+R+B ON/OFF) [ukuneko]
289F6BA8 FD9F0260
CC000000 00000000
0113FC93 00000013
E0000000 80008000

Rise, MOONJUMP use.




E shock Link [ukuneko]
0113FC91 00000013
Electric Shock Effect




Jack Walker

#25
HUD Modifier: 050800FC 0000000X
0: Hud is on
1: Hud is off

This code tells the game whether the HUD (the main interface) should show up. If turned off the start menu will not be accessible, the game will be treated as a cutscene (specifically the title screen cutscene) , and all the exit pointers will be remixed (Eg. Going to Hyrule Castle As Child Link will result in being in the outside of Ganon's Castle.)

Language Modifier: 050801A8 000X0000

0: Japenese Version of the Game
1: English Version of Game
2: Corrupt Interface Images and Language (Game will act very wierd)
3: NULLED Interfaces and Messed Up Language
4+: NULLED again but certain icons are different than if the value was 3

Model Rendering Offset Editing Codes:

Left Hand: 0513F564 800F7XX8

Right Hand: 0513F560 800F7XX8

Render Values (Adult Only At the moment)

E2: Hylain Shield
E3: Mirror Shield
E4: Master Sword Shieth
E5: Same as E4
E6: Master Sword and Hylain Shield Put away (Meant to be on player's Back)
E7: Master Sword and Mirror Shield Put Away (Meant to be on player's back)
E8: NULLED (No arm)
E9: NULLED (No arm)
EA: Master Sword Shieth Without Sword In Shieth
EB: Same as EA
EC: Master Sword Shieth and Hylain Shield Put Away Without Master Sword In Shieth (Meant to be on player's back)
ED: Master Sword Shieth and Mirror Shield Put Away Without Master Sword In Shieth (Meant to be on player's back)
EF: Same as EA
F0: Biggoran's Sword
F1: Biggoran's Sword (Broken)
F2 - F3: Link's Hand
F4: Master Sword
F5+: Nulled


Screenshots:



Note: The pictures shown use Nintendo's beta debug set. You can tell by the items equiped. I am currently working on a code port for codes such as level select, debug item menu, ect.

matt123337

good job on the codes! I saw the Japanese in the picture, before I saw the game language changer, so I thought you posted in wrong thread XD

Jack Walker

Quote from: matt123337 on September 26, 2010, 01:04:13 AM
good job on the codes! I saw the Japanese in the picture, before I saw the game language changer, so I thought you posted in wrong thread XD

Thanks!  ;D

ukuneko

SuperHookshot [ukuneko]
2913F554 00001100
2913FAC0 00000258
4E000018 00000000
14000000 F6000002
14000004 80A080FF
E0000000 80008000
F6000002 80A080FF
40820010 7CFF4214
81E700CC 48000210
14000000 48000010
E0000000 80008000
2913FAC0 00000258
48000000 80003A00
DE000000 80008180
12000200 0000009A
E0000000 80008000
This requires [Pointer maker1].



Pointer maker1
[ukuneko]
2713F7AC 81000000
2513F7AC 80000000
C0000000 00000006
3D608114 816BF7AC
2C0B0000 4182001C
3D2000F6 61294120
7CA95A14 90AC3A00
81650000 916C3A04
4E800020 00000000
C2E0EB10 00000003
3F408000 915A3A00
915A3A04 3F408012
9327AC80 00000000
E0000000 80008000
Pointer address/ID of Hookshot, Bombchus, Bomb, and Arrow is
confirmed by using this code.
The result is stored in 0x80003A00,0x80003A04.
For the modification of Hookshot, Bombchus, Bomb, and Arrow.

ukuneko

#29
Walk Under Water (R+B ON/OFF) [ukuneko]
24003210 80A00000
48000000 80003210
289F6BA8 00000220
14000BB0 D103018C
CC000000 00000000
14000BB0 D283018C
E0000000 80008000
**GCN Controller
**Note:This requires Pointer maker2

Walk Through Walls (Hold A) [ukuneko]
24003210 80A00000
48000000 80003210
DE000000 80008100
14000000 4082000C
289F6BA8 00000100
14000000 4182000C
E0000000 80008000
**GCN Controller
**Note:This requires Pointer maker2

Pointer maker2 [ukuneko]
C0000000 00000009
9421FF98 BCE10008
3F2080CA A359BDE0
A379D3E0 2C1A7C1C
41820010 2C1B7C1C
41820010 48000018
3B39BDE4 48000008
3B39D3E4 3F808000
933C3210 B8E10008
38210068 4E800020
**Pointer Address is confirmed by using this code.
**The result is stored in 0x80003210.
**be helpful to some code