From CloudModding MM Wiki

Particle Overlay Table

Code (File)
Particle Effect Overlay Table
VersionOffsetVRomVRam
Debug13FF2000DD4F2000DD5364801F69E0801F6E24
J 1.0101C9000C60C9000C610D4801A9330801A9774
J 1.1101F9000C60F9000C613D4801A9570801A99B4
U 1.01089E000C449E000C44E24801AE4A0801AE8E4
PAL 1.010926000D9326000D936A4801AEFC0801AF404
PAL 1.110938000D9338000D937C4801AF360801AF7A4
JP GC106B8000C4BB8000C4BFC4801ACFA0801AD3E4
USA GC106AC000C51AC000C51F04801ACF00801AD344
PAL GC10738000DA038000DA07C4801AD920801ADD64

The particle effect manages the particle effect files (overlays). It defines a particle effect's id, maps the particle's code to a virtual address, and during gameplay is used to find the overlay in ram

Format

xxxxxxxx yyyyyyyy aaaaaaaa bbbbbbbb
rrrrrrrr pppppppp ????????

  • x y: Start/End Virtual Rom addresses of the particle effect's file
  • a b: Start/End Virtual Ram addresses of the particle effect's file
  • r: Ram address of the overlay, when loaded into ram. Set to 0 in Rom
  • p: ?, possibly a pointer to the initialization routine
  • ?: Unknown, set to 0x01000000 in Rom


Actor Overlay Table

For a list of the data within this table, see Actor List.
code (File)
Actor Overlay Table
Version VRom VRam Size
Debug DD5A50 ? ? ? 5640
US 1.0 C45510 ? 801AEFD0 ? 5640
USA GC C52280 C578A0 ? ? 5640

The actor table manages the actor files (overlays). It defines an actor's number, maps the actor to a virtual address, and during gameplay is used to find the overlay in ram.

Format

xxxxxxxx yyyyyyyy aaaaaaaa bbbbbbbb
pppppppp iiiiiiii nnnnnnnn ????cc??

This breaks down into-
x y: Start/End Virtual Rom addresses of the actor file
a b: Start/End Virtual Ram addresses of the actor file
p: Ram address of actor file (00000000 if overlay isn't loaded, or if in ROM)
i: Virtual Ram address of the start of the actor instance initialization variables, located within the file
n: Address of actor filename (Debug ROM only, value is 0 in commercial roms)
c: Number of actor instances of this type currently loaded (ram only)

Note: The record for Link's actor in rom (the first record in the table) only sets the vram address that points to the start of the variable info for Link's actor, and the actor file name pointer if it's the Debug Rom.

Game State

Game State Table