The Legend Of Zelda Skyward Sword [SOUE01]

Started by mothersbrain, November 11, 2011, 11:14:54 PM

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daijoda

Maybe my wii's on life support... The only constant writes I had were the ones for health, stamina, bombs, and your flight speed. I don't know what's causing the random freezes, but I want to try to eliminate any possibilities I can find...

The check in hetoan2's is for flight mode, [8083AD7C] is equal to 3804FFFF when flying, but not in town, so that can be used as an automatic activator for flight mode codes.

wiiztec

Do the freezes usually occur before cutscenes are supposed to start?
If there's any code at all that you want to be button activated, or even able to toggle on & off, and I have the game, just PM me and I'll make it happen

kupo15

Quote from: daijoda on November 29, 2011, 10:14:11 AM
Quote from: kupo15 on November 29, 2011, 05:11:36 AM
You guys make this game bearable to play.
I like how you've used the word "bearable" there. I actually do find this game unbearable at times.

Yea same here. I almost threw my controller at the tv the controls can be that bad.
Quote from: wiiztec on November 29, 2011, 12:31:17 PM
Quote from: kupo15 on November 29, 2011, 05:11:36 AM
Because SS sword swinging is not 1:1 motion and in fact is the same as TPs sword mechanic

This is not true at all SS is 1:1 until you swing fast then it goes into 1 of 8 canned animations based on the last 1:1 direction of your sword, TP has no directional control of slashes at all and just plays a canned animation sequence when you shake the wiimote


I understand that but I'm still not convinced that SS is actually true 1:1. SS still uses waggle motions to trigger canned animations. This is why I feel like at the core, SS is the same as TP the only difference being that you can control the direction. But is simply tacking on controllable slashes to TP really make things feel 1:1? In my mind, true 1:1 would feel similar to those shadow games you see on the floor of Malls or I guess the kinect. This is what I was imagining before I got the game.

But the main point is since SS uses this waggle triggered canned animation idea, it makes a traditional controller hack at the very least a possibility.

Quote from: gygabyte666 on November 29, 2011, 08:55:50 AM

You might be onto something there. My initial request was just that, initial. I never intended on what I suggested to be a final outline for the mod. Simply a spur of the moment idea mostly. Personally, I like your ideas too but still feel we haven't come up a perfected idea. I know for a fact this idea is solid and once a decent layout is thought of, it think it could really work well. I really suggest that if this code gets made, it should probably be easily modifiable, if possible of course. I'm already able to see that everyone seems to have a different idea for the buttons should be remapped. I think if it's customizable, more people will be drawn to it. Just my opinion though.


Thanks. Yea its just a start but I can think of a couple of other controller schemes to make things closer to the N64. Things like the When sword is out, C stick is waving it around but Z targeting turns C stick into the different slashes. R+B is thrust. Keeping the old B w/o Z target being horizontal slash while w/ Z being vertical etc...

And I second the dead batt message. I was thinking about that last night when it happened actually

Arudo

Quote from: Stuff on November 29, 2011, 08:26:56 AM
Quote from: Arudo on November 29, 2011, 04:47:45 AM
Quote from: patz on November 20, 2011, 08:45:39 AM
Are there code for Digging mini game? I want a piece of heart but keep getting bomb instead.

There is no piece of heart from that game.
Really? I read that you get one for collecting all the rupees. I was trying to make sense out of the game actually, hoping to make a small guide similar to the map they have for nsmbw's card flipping game. I even found a sweet spot, I think. There hasn't been a bomb there at all so far.

[spoiler][/spoiler]

The circled one. This was expert. I stopped after about 20 tries though, and I didn't get a repeat...I was at least hoping that the bomb's positions would have a pattern and for you to be able to determine what to dig next by the color of that first rupee and then finally you could tell where the bombs are..But prove me wrong. Show me a snapshot of you losing in that space.

But yeah. The heart piece thing kind of made me want a never fail code at least. I'm missing 2 heart pieces(I think) and that was gonna be the last place I was gonna check(after I get 3/4). But if your saying you have all of them...then I guess I'll just have to go up to that guy and wiggle my wiimote like I can actually kill him.

@Xargon321: I'll pm you sometime after wake up or something.

I was checking the Zelda Informer site and the only mini-games that give Heart Pieces are: Funfun Island, Pumpkin Pull, Rickety Coaster and Lumpy Pumpkin.

The kicker is that your 'max' hearts that you can obtain normally is 18, you need the two Life Medals to get 20/20.
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Do NOT PM me about Code Requests

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James0x57

Does the cursed medal help in that minesweeperish game at all?


Arudo

Quote from: James0x57 on November 29, 2011, 06:30:44 PM
Does the cursed medal help in that minesweeperish game at all?

I wasn't aware of that.

I was trying to find the memory values for the timer on the Rickety Coaster Mini-Game, I attempted a 32-bit search for an unknown initial value that would increase. Needless to say, I failed miserably, but somehow managed to beat the 1:05 time during my last ditch attempt to get the heart piece.
-Crazy Hacker Hates You All (definitely)-

ノಠ益ಠ)ノ彡â"»â"â"»

Do NOT PM me about Code Requests

Pro-tip: Hit the Applaud Button

Oh? Failed to read the rules? You're already dead.

Stuff

Ah. well I guess that's where my last 2 heart pieces are. The Pumpkin Pull and Rickety Coaster. Although I'm certain I did pumpkin pull already...

@James0x57 I don't think it helps. Cursed and rupee medals just make more treasure(only the cursed) and rupees appear. Like you get 3 different rupees out of 1 grass. And I still believe it has a pattern that needs to be figured out. Cuz that sweet spot...it can't be for no reason.
.make Stuff happen.
Dropbox. If you don't have one, get it NOW! +250MB free if you follow my link :p.

Mod code Generator ~50% complete but very usable:
http://dl.dropbox.com/u/24514984/modcodes/modcodes.htm

dcx2

Quote from: daijoda on November 29, 2011, 05:14:33 PM
Maybe my wii's on life support... The only constant writes I had were the ones for health, stamina, bombs, and your flight speed. I don't know what's causing the random freezes, but I want to try to eliminate any possibilities I can find...

Any time the po is loaded with a pointer from memory, you must do a DE check.  If the po is loaded with an invalid address, the DE check prevents it from being accessed.  The absence of a DE check will mean that the game will crash whenever an invalid address is loaded into the po.  This can happen even if you aren't doing any memory writes at all.

Also, if you're using the latest Gecko.NET build (0.66.8, click "latest test build" in my sig), it will automatically install additional exception handlers.  When your game crashes, go to the BP tab, and click Step Into.  It will take you to whatever line of ASM caused the crash.  This will help identify the problematic code.  With sufficient black magic, you can even un-crash the game, or make a "crash fix" code that prevents the crash from even happening.


Quote from: Arudo on November 29, 2011, 07:14:40 PM
I was trying to find the memory values for the timer on the Rickety Coaster Mini-Game, I attempted a 32-bit search for an unknown initial value that would increase. Needless to say, I failed miserably, but somehow managed to beat the 1:05 time during my last ditch attempt to get the heart piece.

I wouldn't try 32-bit searches.  In my experience most timers are 16-bit values and sometimes they're even 8 bits.  However if there's a minutes:seconds display, this can get even trickier because it might be counting total seconds and parsing into minutes:seconds, or it might actually count just the seconds until it rolls over and then incs the minutes.

I would try again, this time with 8-bit, and make sure that your searches all happen before the seconds rolls over into the minutes.  Also, hit the Pause button on Gecko.NET before searching, and then hit Next Frame once (or a few times) before each subsequent search; this way the game isn't free-running while you're trying to do searches.  It will allow you to get more searches in before the game rolls over the seconds into minutes.

wiiztec

Quote from: dcx2 on November 29, 2011, 09:52:41 PM
Any time the po is loaded with a pointer from memory, you must do a DE check.  If the po is loaded with an invalid address, the DE check prevents it from being accessed.  The absence of a DE check will mean that the game will crash whenever an invalid address is loaded into the po.  This can happen even if you aren't doing any memory writes at all.

The code doesn't load a pointer, the game sometimes stores a pointer at the address that the code writes to,but I have a check to make sure the code doesn't write to the address when the game is storing a pointer there
If there's any code at all that you want to be button activated, or even able to toggle on & off, and I have the game, just PM me and I'll make it happen

dcx2

I can see that.  But daijoda appeared to be operating under the impression that only memory writes can cause crashes, so he looked through his codes to determine which were constantly writing to memory.  I was trying to point out that memory writes are not the only thing that can cause a crash; a missing DE check will also cause crashing without ever writing to memory.  Therefore, there may be other codes that are suspect that he wasn't considering because they don't constantly write to memory.

skilarbabcock

can some one port theses demo codes to the usa ntsc version
Sword iron [crediar]
0405BD2C 38600000

Sword skyward lvl 1 [crediar]
0405BD2C 38600001

Sword skyward lvl 2 [crediar]
0405BD2C 38600002

Sword skyward lvl 3 [crediar]
0405BD2C 38600003

Sword iron2 [crediar]
0405BD2C 38600004

Mastersword [crediar]
0405BD2C 38600005

Thomas83Lin

#191
Quote from: skilarbabcock on November 29, 2011, 10:52:39 PM
can some one port theses demo codes to the usa ntsc version
Sword iron [crediar]
0405BD2C 38600000

Sword skyward lvl 1 [crediar]
0405BD2C 38600001

Sword skyward lvl 2 [crediar]
0405BD2C 38600002

Sword skyward lvl 3 [crediar]
0405BD2C 38600003

Sword iron2 [crediar]
0405BD2C 38600004

Mastersword [crediar]
0405BD2C 38600005

Sword Modifier [Thomas83Lin]
0405C11C 3860000x
*Replace x with 0-5*
*ported from Crediar*

Notes: Its effects are not permanent, it also effects the flames but again not permanent.


Arudo

Quote from: dcx2 on November 29, 2011, 09:52:41 PM
Quote from: Arudo on November 29, 2011, 07:14:40 PM
I was trying to find the memory values for the timer on the Rickety Coaster Mini-Game, I attempted a 32-bit search for an unknown initial value that would increase. Needless to say, I failed miserably, but somehow managed to beat the 1:05 time during my last ditch attempt to get the heart piece.

I wouldn't try 32-bit searches.  In my experience most timers are 16-bit values and sometimes they're even 8 bits.  However if there's a minutes:seconds display, this can get even trickier because it might be counting total seconds and parsing into minutes:seconds, or it might actually count just the seconds until it rolls over and then incs the minutes.

I would try again, this time with 8-bit, and make sure that your searches all happen before the seconds rolls over into the minutes.  Also, hit the Pause button on Gecko.NET before searching, and then hit Next Frame once (or a few times) before each subsequent search; this way the game isn't free-running while you're trying to do searches.  It will allow you to get more searches in before the game rolls over the seconds into minutes.

8 bit eh?

Well, time is kept like so for the mini-game:

MM:SS.SS

So it has those milliseconds (or whatever) counted, which is somewhat annoying.

Of course in order to actually 'win' the grand prize your time has to be less than 1 minute and 5 seconds.
My first run ended with me reaching 1 minute 5.13 seconds... which was quite frustrating/irksome.
-Crazy Hacker Hates You All (definitely)-

ノಠ益ಠ)ノ彡â"»â"â"»

Do NOT PM me about Code Requests

Pro-tip: Hit the Applaud Button

Oh? Failed to read the rules? You're already dead.

dcx2

Yeah, I was originally going to suggest 16-bit, but the way this is presented, who knows what it looks like.  In that case I would try 8-bit first, because it's likely to find the same thing a 16-bit search would find (unless you do a search when it rolls over from one byte to the next).

A 16-bit timer which is counting frames rolls over once every 18 hours or so.  That's why most timers are 16-bit.

It could be that there's a unique 8-bit value for MM, SS, and ms.  That's why I suggest trying 8-bit first.  Try next frame-ing until you see the seconds tick.  If it's being stored this way, then that would allow you to find the seconds.

If that doesn't work, I would do 16-bit then, and look for something counting frames.

Also, don't forget to check mem2.

domakesay

Can somebody please help me. :( :(
i was playing using the 2xdamage code up until the volcano part near the end of the game, sadly the cutscene and capture was supposed to leave me with 0 hearts, yet it killed me...
i chose continue and it put me outside next to a save point, naturally i saved(big mistake).
the game has glitched, i wasn't supposed to die and now the game has put me in the wrong place and unable to reach anywhere as i have no items...not even the digging mitts which when viewing youtube walkthrough i'm supposed to get back when i land.
please please please can someone port this ntsc code into pal so i can get back where i should be and hopefully carry on...

hold left on dpad to walk through walls & other obstructions [wiiztec]
043407D8 4BFFF669
0434081C 4BFFB735
28599D0C FFFE0001
043407D8 60000000
0434081C 60000000
E0000000 80008000