From CloudModding OoT Wiki

Damage Identifier notes:

Damage Identifiers appear to be used in more than damage charts. Actors look for damage identifier to react such as a Megaton Hammer Rock looking for a Megaton Hammer damage identifier or a Bombable Rock looking for the Explosion damage identifier.

Damage Identifier


0094 ovl_Magic_Fire Din's Fire

ROM: 0xF39B7C (00020000) - The Damage Identifier of Din's Fire (In reference to the Damage Charts at 

http://wiki.spinout182.com/w/Zelda_64:_Damage_Charts)

0056 ovl_MFire1 Deku Nut

ROM: 0xE54FD6 (00000001) - Something dealing with the effect of a Deku Nut? (Not a Damage Identifier)
ROM: 0xE54FFC (00000001) - Damage Identifier of Deku Nut 
14C830
0016 ovl_Arrow Arrow

ROM: 0xD6E46C (00000020) - Damage Identifier of Arrow
ROM: 0xD6E470 (00000800) - Damage Identifier of Fire Arrow
ROM: 0xD6E474 (00001000) - Damage Identifier of Ice Arrow
ROM: 0xD6E478 (00002000) - Damage Identifier of Light Arrow
ROM: 0xD6E47C (00010000) - Damage Identifier of Spirit Arrow
ROM: 0xD6E480 (00004000) - Damage Identifier of Wind Arrow
ROM: 0xD6E484 (00008000) - Damage Identifier of Shadow Arrow
ROM: 0xD6E488 (00000004) - Damage Identifier of Slingshot

0032 ovl_En_Boom Boomerang

ROM: 0xD8228C (00000010) - Damage Identifier of Boomerang

0010 ovl_En_Bom Bomb

ROM: 0xD7CA90 (00000008) - Damage Identifier of Explosions


0066 ovl_Arms_Hook Hookshot

ROM: 0xC348DC (00000080) - Damage Identifier of Hookshot


0057 ovl_En_M_Thunder Spin Attack

ROM: 0xE564BC (01000000) - Damage Identifier of Master Sword Blue Spin
ROM: 0xE564C0 (00400000) - Damage Identifier of Kokiri Sword Blue Spin
ROM: 0xE564C4 (00800000) - Damage Identifier of Biggoron/Giant's Knife Blue Spin

ROM: 0xE564C8 (08000000) - Damage Identifier of Master Sword Jump Attack/Fully Charged Spin
ROM: 0xE564CC (02000000) - Damage Identifier of Kokiri Sword Jump Attack/Fully Charged Spin (And Broken 

Giant's Knife Jump Attack?)
ROM: 0xE564D0 (04000000) - Damage Identifier of Biggoron/Giant's Knife Jump Attack/Fully Charged Spin

0000 ovl_player_actor

ROM: 0xC23328 (00000200) - Damage Identifier for Master Sword Swing
ROM: 0xC2332C (08000000) - Damage Identifier for Master Sword Jump Attack

ROM: 0xC23330 (00000100) - Damage Identifier for Kokiri Sword Attack (and likely the same for the Broken 

Giant's Knife)
ROM: 0xC23334 (02000000) - Damage Identifier for Kokiri Jump Attack (also seems Broken Giant's Knife jump 

Attack)

ROM: 0xC23338 (00000400) - Damage Identifier for Biggoron's Sword/Giant's Knife Attack
ROM: 0xC2333C (04000000) - Damage Identifier for Biggoron's Sword/Giant's Knife Jump Attack

ROM: 0xC23340 (00000002) - Damage Identifier for Deku Sticks
ROM: 0xC23344 (08000000) - Damage Identifier for Deku Stick Jump Attack (And Master Sword)

ROM: 0xC23348 (00000040) - Damage Identifier for Megaton Hammer Atttack
ROM: 0xC2334C (40000000) - Damage Identifier for Megaton Hammer Jump Attack


Point of interest

0xC234F0 -

Damage Identifiers

Damage Identifiers in Zelda 64 are an interesting matter. They are listed in what seems to be plain bytes

at first with, in this instance Din's Fire being Byte 11. However it's not as simple as it looks. There is

an instruction found at 62060 which is likely used for many other things which takes a raw value 00020000

and translates it into 11, how is this done? Well it runs it through a Break if Not Equal at 0x6206C, which always matches a value of 0000001 against

it. When the value is not matched it is sent back to 0x62060 which is a Break If Equal instruction, where

it will run through this pattern until it reaches the 01, this is done by each cycle reducing the amount

in 00020000 in a bit sequence (meaning the valid values are 0,1,2,4,8 for each bit) So it turns out that after 11 (in hex) cycles of this I found that the value that started as 00020000 had

become a 00000001. Once it reaches this value the instructions proceed unobstructed from there. This is

how damage identifiers and probably a lot of data is written. Knowing this now I placed a breakpoint on

0x6205C (the address before the cycling process) and noticed that instead of the register that held

00020000 (A0 for reference) I saw an address. This may mean that you can find the location of what is going to be there by following the value in A0 by

breakpointing on 0x6205C, I followed that address and found where the value originated. The very temporal

file of Din's Fire. In this case Din's Fire Damage Identifier Byte was 00020000 because it is 11 cycles in hex before it

reaches its goal. I searched ovl_Magic_Fire (Din's Fire file name) and found a 00020000 which matched up

mostly with the data I saw in memory. Changed it in ROM and changed the damage byte.

To any prospective hackers, keep in mind that what you may be looking for could possibly not just be a set

value. A simple 11 or 61 may not be as simple as that to access, but instead may take a completely

different form than you were expecting. I came into this expecting to find a blatant 0011 and be done with

it, I know now that it will not always be that simple. 8FA70058


1F - 80000000 ? 1E - 40000000 (Hammer Jump Attack) 1D - 20000000 ? 1C - 10000000 ? 1B - 08000000 (Master Sword Jump Attack/Fully Charged Spin)/ 1A - 04000000 (Biggoron's Sword Jump Attack/Fully Charged Spin)/ 19 - 02000000 (Broken Giant Knife's Jump Attack)/ 18 - 01000000 (Master Sword Blue Spin Attack)/ 17 - 00800000 (Biggoron's Sword Blue Spin Attack)/ 16 - 00400000 (Kokiri Sword Blue Spin Attack)/ 15 - 00200000 ? 14 - 00100000 ? 13 - 00080000 (Light Magic) 12 - 00040000 (Ice Magic) 11 - 00020000 (Din's Fire)/ 10 - 00010000 (Shadow Arrows)/ 0F - 00008000 (Spirit Arrows)/ 0E - 00004000 (Wind Arrows)/ 0D - 00002000 (Light Arrows)/ 0C - 00001000 (Ice Arrows)/ 0B - 00000800 (Fire Arrows)/ 0A - 00000400 (Biggoron Sword Attack)/ 09 - 00000200 (Kokiri Spin/Jump Attack/Master Sword Swing)/ 08 - 00000100 (Kokiri Sword Attack)/ 07 - 00000080 (Hookshot)/ 06 - 00000040 (Normal Hammer Swing)/ 05 - 00000020 (Arrows)/ 04 - 00000010 (Boomerang)/ 03 - 00000008 (Explosions)/ 02 - 00000004 (Slingshot)/ 01 - 00000002 (Deku Sticks)

00 - 00000001 (Deku Nut) /