From CloudModding OoT Wiki

Here is a list of Zeldazelda's Notes a true prodigy who was in the community for only a short time. His or her notes appear to have been all but lost so here they are for future reference. In the coming days I will try to make them cleaner as they are a slight bit on the messy side. These notes are for Debug Rom.

Back in 2011 a comet arrived on the scene by the name of Zeldazelda who documented much of what was mostly an unexplored work in the locations of enemy HP, enemy animations, and a few essential enemy flags. Unfortunately he soon disappeared after these amazing findings, but it is necessary that his notes be recorded before they are lost to time. (Notes lightly cleaned up by Three Pendants)

Zeldazelda's Notes

Queen Ghoma's health value!

E6 0A 00 6C 24 0F 00 0A 24 18 00 FF A2 0F 00 AF

The underlined value is the health value (10 in decimal)

Dead hand's health value

A2 0A 00 AF 24 0B 00 14 A2 0B 00 AF 8E 0E 00 04

So this time it's 14 (20 in decimal)

these are accurate health values! 

I could find all of the actors health values in the game but of coarse that will take a while!

This is actually really easy to find (if you start out with dead hand)

ghoma larva

8F A4 00 34 86 02 00 1C 24 0B 00 02 A2 0B 00 AF

dekubaba (little) (dosn't work? makes something appear above its head?)

24 09 00 04 24 0A 00 08 24 0B 00 02 A2 09 00 AF

dekubaba (big) (same effect as little?)( fixed!)

0C 27 98 2A 00 00 28 25 06 03 00 04 A2 30 00 AF

24 A5 90 00 24 09 00 04 24 0A 00 08 24 0B 00 02

Poe field (not tested yet)

04 A2 0A 02 55 A2 0B 02 56 3C 0C 80 AD 44 80 00

Iron knuckles health value(armor falls off when his health falls down to 10 [0A])

24 0C 00 FE 24 0D 00 1E 31 F8 00 FF A2 0C 00 AE

like-like's health value

24 A5 A6 D0 3C 0E 80 AF 25 CE A6 B0 24 0F 00 04

Dodongo's health value

3C 0F 80 A0 24 0D 00 04 24 0E 00 FE 25 EF A9 DC

Peehat's health value

24 09 00 FE 24 0A 00 06 25 6B 27 F0 AE 00 02 D4

Red Tektite's health value

3C 08 80 B2 25 08 B6 04 24 0B 00 02 24 0C 00 FE

blue Tektite's health value

AE 0E 02 DC 92 09 01 17 35 D9 00 40 24 08 00 04

Ganondork's (Ganondorf's) health value (note: master sword does 02 damage)

AC 30 93 D0 24 19 00 28 3C 05 80 8E A2 19 00 AF

Ganon's (pig form) health value (value for when it falls to the ground)

A1 E0 00 00 24 18 00 FF 24 19 00 1E A2 18 00 AE

Phantom Ganon's health value (again master sword does 2) (Oh also note that When you change the health value the hits it takes before he will get of his hoarse will change... still investigating on how many hits = on hoarse takeoff but yea...) (Oh yea and also it takes 12 (master sword hits [02]) hits to kill phantom Gannon at 1E for his health value and 1E dosn't = 24 so his health may not be completly what you think when you change it...) (oh and if your health value gets 80 or higher (in hexadecimal of coarse) he won't take any effects for you attacks and you won't take any effect for his attacks)

24 18 00 1E 29 C1 00 0A 10 20 00 26 02 20 20 25

Lizafoe's health value

02 00 30 25 86 0E 00 1C 24 01 FF FE 24 0A 00 06

dinafoe's health value

15 C1 00 14 24 0B 00 0F 24 0F 00 0C 24 18 00 10

Stalfoe's health value

24 19 00 FF 0A 08 00 40 24 09 00 04 24 0A 00 02

Reeba's health value

24 0B 00 FE 24 0C 00 04 A2 0B 00 AE A2 0C 00 AF

mother (big purple) Reeba's health value

0C 00 08 4C 00 00 00 00 24 19 00 14 24 08 00 04

Torch Slug's health value

24 09 00 06 24 0A 00 FE AE 08 00 98 A2 09 00 AF

(Big club wielding) Moblin's health value

24 18 00 06 24 19 00 FF 25 08 9D 24 3C 05 3C A3

Morpha's health value

44 81 30 00 8D F8 00 28 24 08 00 01 24 0A 00 14

Twinrova's health value

24 0F 00 18 27 18 0D 48 27 39 50 84 A2 0E 01 17

Tentacle's health value (from Jabu-Jabu)

02 00 20 25 0C 26 D9 5A 02 00 20 25 24 0E 00 04

Spike enemie's health value

3C 0E 80 AC 25 CE E3 64 24 0F 00 02 AE 0E 00 98

Skullkid's health value (haven't tested yet)

3C 0F 80 B0 25 EF 16 A4 24 18 00 0A AE 0F 00 98

Freezard's health value (If you go above 06 then he won't appear because when you hit him and his value drops two he loooks diffrent so since he dosn't have any of that for a higher health value he will not be seen)

24 A5 1C 34 3C 0E 80 A2 25 CE 1C 14 24 0F 00 06

Alpha Arwing's health value!!!

0C 01 71 2B 24 E7 5C 40 86 2D 00 1C 24 0C 00 03

Gerudo Fighter's health value

44 81 20 00 24 0F 00 FE A2 0F 00 AE 24 18 00 14

Wolfoe's health value

24 08 00 08 24 09 00 32 24 0A 00 64 31 8D 00 FF

Redead's health value

24 08 00 FE 24 09 00 08 31 4B 00 FF 00 0D 72 03

Stalchild's health value!

AE 18 00 38 8C 4F 00 04 24 19 00 FE 24 08 00 02

Volvagia's health value!

86 0B 14 02 24 09 00 18 24 0A 00 12 A2 09 00 AF


E2F5C0 = IRON KNUCKLES WALK SPEED
E2C00A = PULLING AXE AWAY FROM SIDE HIT
E2BD86 = PULLING AXE AWAY FROM FRONT HIT
E2BA6E = FRONT AXE SLICE
E2B74A = RUNNING WHEN ARMOR IS OFF



E9A97C = REDEAD/GIBDO WHEN WALKING TOWARD LINK SPEED AND ANIMATION! (ALSO SPEED FOR WHEN WALKING AWAY FROM LINK!)
E991FE = ANIMATION FOR WHEN REDEAD/GIBDO IS BITING LINK!
E98F76 = ANIMATION FOR WHEN REDEAD/GIBDO IS WALKING BACK TO SPOT!!!




CE2EA6 = SPEED FOR GHOMA WHEN WALKING
CDF31E = SIZE OF GREEN EYE when looking around for link and when start thing where he looks at you (SCARY WHEN TO BIG!!!)
cDF5E2 = ANIMATION FOR WHEN GHOMA IS DIEING!!!
CDF69A = ANIMATION FOR WHEN GHOMA IS ON THE CEILING CLIMBING
CDF756 = SOMTHING TO DO WITH WHERE STARTS?
CDF846 = IDK?
CDF9B2 = ANIMATION GHOMA HAS A RED EYE WHEN CLINGED TO THE CEILING
CDF93E = ANIMATION GHOMA IS LAYING HER 3 LARVA'S
CDFA3A = ANIMATION CLIMBING UP THING
CDFABE = ANIMATION CLINGING AROUND OF CEILING AFTER SHE HAS SPOTTED YOU IN THE FIRST PART OF THE ENCOUNTER
CDFB42 = ANIMATION FOR GHOMA WHEN WALKING
CDFCFE = ANIMATION GHOMA IS STUNNED
CDFD7A = ANIMATION GHOMA IS ABOUT TO WAM HER CLAWS DOWN AT YOU
CDFE62 = ANIMATION GHOMA IS WAMING HER CLAWS DOWN AT YOU
CDFEDE = ANIMATION GHOMA JUST GOT HIT BY LINK AND IS WAVING HER EYE UP THEN DOWN.
CE0AD6 =?
CE0AF2 =?
CE0C42 =?
CE0C8E =?
CE0CF2 =?
CE0F1A = WHEN EYE OPENS THEN SHRIEKS THEN FLOATS IN AIR (WELL SORTA) IN BEGENING SEQUENCE
CE1206 = WHEN FLOATING IN MID AIR (SORTA)
CE2506 = WHEN CLAWS ARE STUCK IN GROUND AND TRYING TO GET THEM OUT.
cE3ECA = location of eye on ghoma.
CE3012 = SPEED OF WITCH GHOMA IS CLIMBING UP A WALL OR PILLER OR WHATEVER.
CE30C6 = SPEED OF WITCH GHOMA IS CLINGING ACROSS CELING TO WHERE SHE SPAWNS GHOMA LARVA'S
CE087A = SPEED OF WITCH GHOMA IS CLINGING OF THE CELING GOING IN CIRCLES AFTER THE DOOR CLOSES (THE VALUE IS KINDA WEIRD CAUSE IF YOU CHANGE IT TO C1 24/C2 24 THEN THE VALUE INGAME CHANGES FROM [C0 55 55 56] TO [C0 80 00 00])




DFFF36 = SPEED FOR WHEN YOU HIT THE GHOMA LARVA AND IT RUNS AWAY FOR A LITTLE BIT.
E00F8A = GHOMA LARVA'S WALK SPEED
E00E46 = GHOMA LARVA'S JUMP SPEED


Note: these are signed values.



Refight bosses!!! (affects some other flags though)


Open ZELOOTMA and go to AA3EA0 and change 03E00008 to 00000000

This will make it so the flags for the bosses, won't change after you kill them .(But if you already killed a boss and saved before changing this value, the boss won't be refightable.)


Dead Hand will always come up


Open ZELOOTMA and go to DA1D50 and change 8602001C to 86020274

The dead hand will then go up without you having to be grabed by a arm or bomb where the dead hand is.


Geurdo Fighter comes down instantly


Open ZELOOTMA and go to DF0248 and replace A218031A with A6000318

This makes it so that when you go near the spot where a geurdo fighter comes down, It will come down as if you were near a stalfoe. So you don't need a carpenter to have a geurdo fighter come down.


Stalchild spawner amount


Open ZELOOTMA and go to DBDB64 and replace 86220152 with 86220162

The skeleton's that pop up at hyrule or anywhere else will never end. (meaning the maximum is like 2710 in hex)

But be carefull though, if you don't use the spawner in hyrule Feild, the spawner will just spawn Stalchildren without a time limit so allot would pop up.


Stalchild spawner


Open ZELOOTMA and go to DBDD58 and change 240701b0 to 2407XXXX

XXXX= actor number. Remember THe group has to be loaded

Go to DBDD5C and change 0000 to ????

????=variable

This is what the spawner spawns as stalchilds. So change the values to whatever.


Tektike spawner


Open ZELOOTMA and go to DBD9DC and change 2407001b to 2407XXXX

XXXX= actor number Remember THe group has to be loaded

Go to DBD9E0 and change 0000 to ????

????=variable

This is what the spawner spawns as tektikes. So change the values to whatever.


Keese never loose their flame


open ZELOOTMA and go to DC9C80 and replace A08001B8A08001B9803E00008 with 000000000000000000000000

This will make it so that a keese(wither it is a ice or a fire keese) will not loose it's flame when it hits you.


Frezzard broken or not


Open ZELOOTMA and go to DD7E40 and change 908F00AF to 908F00XX

This changes the Frezzard's look to:

1E = not broken

06 = half of head broken

1F = head Broken

p.s. Plus with this, you can use my health value asm mod for this enemy and still be able to see it!!!


Ghoma spawns all three at once


Open ZELOOTMA and go to CE2B08 and change 1581001A to 00000000

This makes it so that when ghoma spawns enemies, she spawns all three at once

This wasn't really what I was trying to do, I was trying to make it so that after she spawn them, she jumps down. SO this is a accidental finding.


ARMOS


Open ZELOOTMA and go to D67EF0 and change 55C0000D to 11CE000D

This makes it so that armos will attack you without you having to hit it or touch it.


Open ZELOOTMA and go to D68618 and change 10600003 to 10000003

This will make it so Armos won't stop jumping at you.(no 3 jumps then stop)


Open ZELOOTMA and go to D6907C and change 10400002 to 00000000

This will make it so that after no time shall the armos return to it's spawning spot. (but if you lead it to far away from it's spawning point, It will go back to where it spawned)


Keese


Open ZELOOTMA and go to DCAC40 and change 860201BA to 86020014 and go to DCAC50 and change 860201BA to 86020014

This will make it so that when a keese hits you, it will immedietley fly away


Open ZELOOTMA and go to DCAC94 and changee 860301BA to 86030014 and go to DCACCC and change 860F01BA to 860D0014

This makes it so that when the bat is not on fire, He will directly go to a torch (if there) without waiting.


Open ZELOOTMA and go to DCA9FC and change 860301BA to 86030000

This makes it so that when the keese flies at you, It won't ever stop unless it hits you.


Open ZELOOTMA and go to DCA82C and change 860C01BA to 860C0014

This will make it so that when a keese iw flying away, it will immedietly attack and when it starts flying away again, it will attack you again!!!


Wallmaster


Open ZELOOTMA and go to EE54D0 and change 24080082 to 2408XXXX

The XXXX is the value on how long the wallmaster waits before he jumps down on you.(when the shadow stops following you)


Ghoma Larva


Open ZELOOTMA and go to E00BD4 and change 2418001E to

2418XXXX

XXXX= How long Ghoma Larva sits at you with a red eye

waiting to pounce.


Open ZELOOTMA and go to E00A80 and change 2405001E to

2405XXXX

XXXX= How long Ghoma Larva looks around with it's eye

before walking toward you.


Open ZELOOTMA and go to E00624 and change 2408000A to

2408XXXX

XXXX= How long Ghoma Larva puts its head up after you

hit it.


Open ZELOOTMA and go to DFFED0 and change 240F0014 to

240FXXXX

XXXX= How long Ghoma Larva run's away from you after

being hit once.


Lizafoe


Open ZELOOTMA and go to EFEF30 and change 28410004 to

2841XXXX

XXXX= This is the value for when the lizafoe (like the

one miniboss found in dongongo cavern) jumps away.

(after being hit three times) Well the XXXX value is

how much health -1 he has for when he will jumps away.

Oh and change the value 29C10004 at EFEF28 to the same value you used above.


Iron Knuckle


Open ZELOOTMA and go to E2C9A4 and change 2881000B to 2881XXXX then go to E2C98C and change 2861000B to 2861XXXX

XXXX = how much health -1 the iron knuckle will loose its armor at. (use same value for each XXXX)


Deku Scrub


Open ZELOOTMA and go to DA0388 and change 240E0002 to 240EXXXX

XXXX= How many times the Deku Scrub must turn its head around when it gets up out of the brush looking for someone.(When it is turning and looking left and right)


Open ZELOOTMA and go to DA0590 and change 240E0003 to 240EXXXX

XXXX= How many times the Deku Scrub bobs its head up and down when its is running away from you and then stopping.(while stopping it bobs its head up and down.)


Open ZELOOTMA and go to DA0AB0 and change A60E0196 to A6000196

This will make it so that when a Deku Scrub comes out of the brush. It will start spitting seeds at you without bobing head up and down.


Open ZELOOTMA and go to DA0B38 and change 54400004 to 00000000

This will make it so that it will keep shooting nuts at you.


Open ZELOOTMA and go to DA0BB0 and change 5040002B to 00000000

This will make it so that when the Deku Scrub will spawn nuts, he will spawn allot. (but he spawns so much that they hit each other and break)


Open ZELOOTMA and go to DA0C10 and change 24060193 to 2406XXXX

XXXX= what Deku Scrub shoots at you.


Open ZELOOTMA and go to DA06D0 and change 240E0005 to 240EXXXX

XXXX= how many times the Deku Scrub spins around when frozen (by a deku nut) before being able to move again.


Bomb


Open ZELOOTMA and go to D7BD4C and change 24190046 to 2419XXXX

XXXX= How long before the bomb explodes. (only applies to links bombs not bomb flowers)

In ZELOOTMA go to DF0248 and replace A218031A with A6000318

This makes it so that when you go near the spot where a geurdo fighter comes down, It will come down as if you were near a stalfoe. So you don't need a carpenter to have a geurdo fighter come down.

Hey thanks for this, now I can finally spawn a Gerudo Fighter in Hyrule field!

I have a question though, how would I make it so the Gerudo Fighter doesn't take link captive and place him in the gerudo jail? I just want to be able to fight one to the death rather have it hit me once or twice then capture me. Also, how would I make it so it doesn't drop a key aswell?

Thanks!


A command will make it swing its sword at you like that after a time limit, and the key is spawned so I will find that for you.(in a little bit)



Well I realized that my last thread(which I deleted) was WAY off!!!


In the actor file for the poe puzzle blocks it specifies where the 2nd and 3rd painting's are so here is how it say's where they are...

00 00 00 00 00 00 00 00 xx xx XX XX 05 8D 03 D9 04 53 yy yy F2 C8 ZZ ZZ 08 65 07 B1 07 75 00 00 FA 7E FA BA FA 06 zz zz 48 50 03 E8 00 00 00 00 xx xx = x-axis for the 2nd painting XX XX = x-axis for the 3rd painting yy yy = Y-axis for both paintings (both painting share the same y-axis value) zz zz = z-axis for the 2nd painting ZZ ZZ = z-axis for the 3rd painting

(remember the values are in hex not decimal...)

This list is 100% accurate!!!

Oh and the 1'st painting is wherever the actor really is.

Oh yea and remember this is for Jolle's paintings!!! (I will find Beths list later when I need to!)

I don't know where the y-rotation values are but that isn't really needed that much for mods.

Well it was simple...

I wanted to have jolle's paintings in the deku tree boss room... So i first thought it put the paintings some far away from the first painting but I was completely wrong and realized that somewhere in the actor file it specified where to put the other two paintings. so it was easier since I knew that the z value of the first and 2nd painting were the same or very close so I looked at the z value in a hex editor (in hex:P) and I searched for values a little above and below the original z-axis value and it was a little below the original when I found only one value of that I found... so I changed that value (In the rom) and it was gone!!! (cause I changed the z value to far away) and then I put a random block in UOT to the area where the 2nd painting usually is and I did the same thing as I did for finding the z value but instead I just looked at the lines close by to where I found the z-value of the 2nd painting and I found the y value and the x value and I tested them out and it worked but I found out that when I changed the y value it also changed the y value of the 3rd painting because they apparently share the same y-value... so i did the same thing to the 3rd painting to find the values for the x and z-positions and I found out the values!!!


AHh I found another thing!

0001 is the arrow without the green thing

0000 arrow on fire when it goes through a torch.

Oh and hey I found another cool thing!

The breakpoint 80032458 is the point where link pulls out a bomb to! and allot of other stuff! so like If I pulled out a bombchu it would break (if breakpoint is set)!!!