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code (File)
VersionVRomVRam
Debug00A9400000BCEF308001CE6080157D90
NTSC 1.000A8700000B8AD30800110A080114DD0
NTSC 1.200A8700000B8ADA0800116E080115480


Intro

code is a file that contains the majority of the code that drives Ocarina of Time.

NTSC 1.0 Specific Notes

Tables

code contains a large number of data tables

Actors

code contains the functions and data for a handful of actors.

  • Link's actor initialization variables are stored in code, as well as other things
  • En_Item00 (0015, Collectible Items)
  • En_A_Obj (0039, gameplay_keep items)

Other

  • Memory - Memory allocation functions and structures

sakura89's Documentation

Offsets that follow are relative to start of the Debug ROM, NTSC 1.0, and NTSC 1.2 Decompressed Retail Roms

Interface (2 bytes each)
NTSC 1.0 NTSC 1.2 Debug ROM Usage
ADA976 ADA9F6 AEFD42 beating heart R
ADA99E ADAA1E AEFD6A beating heart G
ADA9B6 ADAA36 AEFD82 beating heart B
ADAA12 ADAA92 AEFDDE beating heart outline R
ADAA3E ADAABE AEFE0A beating heart outline G
ADAA5A ADAADA AEFE26 beating heart outline B
ADA83E ADA8BE AEFC0A normal heart R
ADA892 ADA912 AEFC5E normal heart G
normal heart B
ADB912 ADB992 AF0CEE hearts per line

Values in code's .data section

Navi Colors (RGBA)
NTSC 1.0
NTSC 1.2
Debug Category Color
B5E174 B8D124 Switches Green
B5E17C B8D12C Prop (1) Green
B5E184 B8D134 Player/Default White
B5E18C B8D13C Explosives Green
B5E194 B8D144 Friendly NPC Blue
B5E19C B8D14C Enemy Yellow
B5E1A4 B8D154 Prop Green
B5E1AC B8D15C Item/Action Green
B5E1B4 B8D164 Misc Green
B5E1BC B8D16C Boss Yellow
B5E1C4 B8D174 Door Green
B5E1CC B8D17C Chests Green
B5E1D4 B8D184  ? Green


Rupee values (2 bytes)
NTSC 1.0 NTSC 1.2 Debug ROM Usage
B6D4DC B6D4DC B9CC3C green rupee
B6D4DE B6D4DE B9CC3E blue rupee
B6D4E0 B6D4E0 B9CC40 red rupee
B6D4E2 B6D4E2 B9CC42 purple rupee
B6D4E4 B6D4E4 B9CC44 orange rupee
Tunic Colors (3 bytes RGB)
NTSC 1.0 NTSC 1.2 Debug ROM Usage
B6DA38 B6DA48 B9D1A8 Kokiri Tunic color
B6DA3B B6DA4B B9D1AB Goron Tunic color
B6DA3E B6DA4E B9D1AE Zora Tunic color
Gauntlet Colors (3 bytes RGB)
NTSC 1.0 NTSC 1.2 Debug ROM Usage
B6DA44 B6DA54 B9D1B4 Silver Gauntlets color
B6DA47 B6DA57 B9D1B7 Golden Gauntlets color
B6DA4A B6DA5A B9D1BA Black Gauntlets color
B6DA4D B6DA5D B9D1BD Kokiri (Green) Gauntlets color
B6DA50 B6DA60 B9D1C0 Zora (Blue) Gauntlets color
B6DA53 B6DA63 B9D1C3 Bronze (Red) Gauntlets color
Item maximums ( 2 bytes first, second and third upgrade size ( 6 bytes total ) )
NTSC 1.0 NTSC 1.2 Debug ROM Usage
B6EC2E B6EC3E B9E39E Quivers
B6EC36 B6EC46 B9E3A6 Bomb bags
B6EC4C B6EC5C B9E3BC Wallet amounts
B6EC56 B6EC66 B9E3C6 Deku Seed bags
B6EC5E B6EC6E B9E3CE Deku Sticks
B6EC66 B6EC76 B9E3D6 Deku Nuts

sakura89/Jisaan

Song activators
BA8DA0 Minuet of Forest
BA8DA9 Bolero of Fire
BA8DB2 Serenade of Water
BA8DBB Requiem of Spirit
BA8DC4 Nocturne of Shadow
BA8DCD Prelude to Light
BA8DD6 Saria's Song
BA8DDF Epona's Song
BA8DE8 Zelda's Lullaby
BA8DF1 Sun's Song
BA8DFA Song of Time
BA8E04 Song of Storms
BA8E0C Scarecrow's Song

The first byte is the number of notes in the song, the rest are the notes, in the order they must be played, except the scarecrow's song, which is just the length. These are the valid values:

A 00
Down 01
Right 02
Left 03
Up 04

spinout's documentation

Offsets that follow are relative to start of code, not start of ROM

Debug Rom Offset:
F9440 - FCF20 Actor table ( D7490 in 1.0 )

10A6C8 - 10B360 Object table (E7F58 in OoT 1.0)

10B360 - 10CBB0 Entrance table (E8BF0-EA440 in 1.0)

10CBB0 Scene table (EA440-EAC28 in 1.0 ROM)

10D498 texture segment table whatever thingy (below) (ROM:BA1498)

11A1E0-11B744 actor name table
  [ascii text][null]: repeats for each entry

Scene special texture segment table

Offset Scene Texture Description
0200BA18 Inside Deku Tree Entrance DAY 08
0200CA18 Inside Deku Tree Entrance NIGHT 08
02012378 Dodongo's Cavern Entrance DAY 08
02013378 Dodongo's Cavern Entrance NIGHT 08
02011F78 Dodongo's Cavern Main Hall Lava 1 09
02014778 Dodongo's Cavern Main Hall Lava 2 09
02014378 Dodongo's Cavern Main Hall Lava 3 09
02013F78 Dodongo's Cavern Main Hall Lava 4 09
02014B78 Dodongo's Cavern Main Hall Lava 5 09
02013B78 Dodongo's Cavern Main Hall Lava 6 09
02012F78 Dodongo's Cavern Main Hall Lava 7 09
02012B78 Dodongo's Cavern Main Hall Lava 8 09
0200BD20 Thieves' Hideout Entrance DAY 08
0200B920 Thieves' Hideout Entrance NIGHT 08
02014C30 Water Temple Entrance DAY 06
02015830 Water Temple Entrance NIGHT 06
0200FAC0 Ice Cavern Entrance DAY 08
0200F8C0 Ice Cavern Entrance NIGHT 08
0200F8C0 Gerudo Training Entrance DAY 08
020100C0 Gerudo Training Entrance NIGHT 08
02005210 Stables Light DAY 08
02005010 Stables Light NIGHT 08
02006550 Lots o' Pots Left DAY 09
02003550 Lots o' Pots Left NIGHT 09
02002350 Lots o' Pots Right DAY 08
02001350 Lots o' Pots Right NIGHT 08
02014D90 Forest Temple Entrance DAY 08
02014590 Forest Temple Entrance NIGHT 08
02018920 Spirit Temple Entrance DAY 08
02018020 Spirit Temple Entrance NIGHT 08
02015B50 Kakariko Village Windows DAY 08
02016B50 Kakariko Village Windows NIGHT 08
02008F98 Zora's Domain Entrance DAY 08
02008FD8 Zora's Domain Entrance NIGHT 08
02009678 Gerudo Fortress Cell DAY 08
0200DE78 Gerudo Fortress Cell NIGHT 08
02009808 Goron City Entrance DAY 08
02008FC8 Goron City Entrance NIGHT 08
020081E0 Lon Lon Ranch Windows DAY 08
0200FBE0 Lon Lon Ranch Windows NIGHT 08

RAM-oriented

801274A0[u32][0x1A]: jump table for map reading functions
80127520[u16]: Adult link object number
80127522[u16]: Child link object number
80127524[u32]: Object table length (number of objects)
80127528[u32][number of objects]: object table

Link stuff

What still isn't known/known for sure:
hookshot tip (0x0602B288 ?)
hookshot string
deku stick
bow string
slingshot string

0x108D10	Adult hierarchy pointer
0x108D14	Child hierarchy pointer

most items
Format: AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD
A - high polygon adult display list
B - high polygon child display list
C - low polygon adult display list
D - low polygon child display list

0x108E88	closed right hand
0x108E98	deku shield & hand
0x108EA8	hylian shield & hand
0x108EB8	mirror shield & hand
0x108EC8	kokiri sword in sheath
0x108ED8	kokiri sword in sheath with deku shield
0x108EE8	kokiri sword in sheath with hylian shield
0x108EF8	kokiri sword in sheath with mirror shield
0x108F08	unused slot
0x108F10	unused slot
0x108F18	? child link only: deku shield, matrix @ 0x06022648 pushed first ? (see dl @ 0x06022688)
0x108F28	kokiri sword sheath
0x108F38	kokiri sword sheath with deku shield
0x108F48	kokiri sword sheath with hylian shield
0x108F58	kokiri sword sheath with mirror shield
0x108F68	unused slot
0x108F78	? adult:sheath child: deku (see 0x108F20)
0x108F88	hand holding biggoron sword
0x108F98	broken giant's knife
0x108FA8	open left hand
0x108FB8	closed left hand
0x108FC8	kokiri sword & hand
0x108FD8	master sword & hand
0x108FE8	open right hand
0x108FF8	closed right hand
0x109008	slingshot & hand
0x109018	master sword in sheath
0x109028	master sword sheath
0x109038	? (guess: cloth at hips)
0x109048	bow & hand
0x109058	fairy ocarina & hand
0x109068	ocarina of time & hand
0x109078	hookshot
0x109088	megaton hammer
0x109098	boomerang & hand
0x1090A8	left hand (?)
0x1090B8	? Adult link only (0x06029918/0x06029F48)
0x1090C8	? Adult link: 0x06036E58/0x06029FA0 Child link: 0x06021AE8/0x00000000
0x1090D8	? slingshot/bow? (single size)

eye textures
0x109178	looking straight
0x10917C	half closed
0x109180	closed
0x109184	looking right
0x109188	looking left
0x10918c	surprised
0x109190	looking down
0x109194	hurt

mouth textures
0x109198	closed
0x10919C	open, teeth
0x1091A0	open, shouting
0x1091A4	open, got item

boots (adult link only)
0x1091BC	kokiri boots
0x1091C0	iron boots
0x1091C4	hover boots (1)
0x1091C8	hover boots (2)

? (adult link)
0x1092D4	maybe has to do with hookshot? (0x0602B108)

? (child link)
0x1092E4	slingshot string? (0x060221A8)

Bottles
0x109298	Adult
0x10929C	child

0x10A6C0	Adult link object (default 0x0014)
0x10A6C2	Child link object number (default 0x0015)

0x10A768	Adult link object ROM pointer (default entry 0x0014)
0x10A770	Child link object ROM pointer (default entry 0x0015)

See Mask Pointers for information on masks.

Other random crap

0x10A6B8	elf_message_field ROM pointer
0x10A6A0	elf_message_ydan ROM pointer
0x10A6C6	number of objects

PwnzLPs's Documentation

The stupid sword and shield write from pulling the Master Sword has officially been found. Pic here as proof.

80085080: A62E0070 35D80002

Default Save Data Format ; Located at BA1693 in ROM, 10D693 in the file. The size is C1.

The default save data location is in code.zasm

Version       File           VRom         Size
Debug         10D693         BA1693       C1
NTSC 1.0      EAE73          B71E73       C1
NTSC 1.2      EAE83          B71E83       C1

Debug ROM

0x10D6B3 - Biggoron's Sword Flag 1 (Set to 01 in conjunction with 10D6BA)
0x10D6BA - Biggoron's Sword Flag 2 (Set to 01 in conjunction with 10D6B3)

NTSC 1.0

0xEAE93 - Biggoron's Sword Flag 1 (Set to 01 in conjunction with EAE9A)
0xEAE9A - Biggoron's Sword Flag 2 (Set to 01 in conjunction with EAE93)

NTSC 1.2

0xEAEA3 - Biggoron's Sword Flag 1 (Set to 01 in conjunction with EAEAA)
0xEAEAA - Biggoron's Sword Flag 2 (Set to 01 in conjunction with EAEA3)

Jisaan/BlooDMooN/Punk7890

Playback Song
BA8120 Minuet of Forest
BA81C0 Bolero of Fire
BA8260 Serande of Water
BA8300 Requiem of Spirit
BA83A0 Nocturne of Shadow
BA8440 Prelude to Light
BA84E0 Saria's Song
BA8580 Epona's Song
BA8620 Zelda's Lullaby
BA86C0 Sun's Song
BA8760 Song of Time
BA8800 Song of Storms

Format: XX00 YYYY ZZZZ AABB

  • X - Determines the note (see below)
  • Y - Length of time the note is held
  • Z - Volume
  • A - Pitch (signed)
  • B - Vibrato (signed)
Note Value
A 02
Down 05
Right 09
Left 0B
Up 0E
End 00

Pitch and Vibrato are signed bytes because both are normally controlled by the control stick. That of course uses negative and positive values to represent Up / Down and Right / Left.

Generated Sound Table

generated waves, 64 samples each, NTSC 1.0

 instrument 0x80
   800FF3A0  sawtooth 1x
   800FF420  sawtooth 2x
   800FF4A0  sawtooth 4x
   800FF520  sawtooth 8x
 instrument 0x81
   800FF5A0  triangle 1x
   800FF620  triangle 2x
   800FF6A0  triangle 4x
   800FF720  triangle 8x
 instrument 0x82
   800FF7A0  sine wave 1x
   800FF820  sine wave 2x
   800FF8A0  sine wave 4x
   800FF920  sine wave 8x
 instrument 0x83
   800FF9A0  square wave 1x
   800FFA20  square wave 2x
   800FFAA0  square wave 4x
   800FFB20  square wave 8x
 instrument 0x84
   800FFBA0  noise 1 1x
   800FFC20  noise 1 2x
   800FFCA0  noise 1 4x
   800FFD20  noise 1 8x
 instrument 0x85
   800FFDA0  noise 2 1x
   800FFE20  noise 2 2x
   800FFEA0  noise 2 4x
   800FFF20  noise 2 8x
 instrument 0x86
   800FFFA0  1/4 square wave 1x
   80100020  1/4 square wave 2x
   801000A0  1/4 square wave 4x
   80100120  1/4 square wave 8x
 instrument 0x87
   801001A0  1/2 square wave 1x
   80100220  1/2 square wave 2x
   801002A0  1/2 square wave 4x
   80100320  1/2 square wave 8x

Other

BD1537        start of level select
AA3EA0        Change 03E00008 to 00000000 to re-fight bosses //don't actually do this. This no-ops a JR RA.