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- === Copy RAM === [[Category:Ram]]2 KB (383 words) - 17:44, 6 August 2021
- #REDIRECT [[RAM Map]]21 bytes (3 words) - 00:10, 5 September 2017
- = RAM Map = ...s planned to be expanded via the Disk Drive. Installing the DD changes how ram is utilized since the extra code to interface with the DD system pushes OoT10 KB (1,093 words) - 16:54, 6 August 2021
- [[Category:RAM]] ==Virtual RAM==67 KB (8,763 words) - 17:45, 6 August 2021
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- * [[Ram Map|RAM Map]]6 KB (666 words) - 15:55, 19 January 2023
- ..._ActorDamageTable* DamageChart; /* Pointer to the actor's Damage Chart in RAM. */ |ver2=NTSC 1.0|ref2=ram|start2=1CA0D0|size2=6014 KB (2,024 words) - 16:09, 6 August 2021
- ...its (except for branches). The actor instance is located at 801F42B0, with ram addresses abbreviated to the rightmost six digits.4 KB (700 words) - 05:51, 5 January 2019
- RAM - 234C98 - SLTI, ST, T6, 0x0019 - 29C10019 - The amount of HP Damage that P RAM - 2308AC - ADDIU, T0, T9, 0xFFFE - 2728FFFE - (Negative Hex!) The damage a3 KB (535 words) - 02:07, 22 August 2017
- !RAM !RAM4 KB (717 words) - 02:04, 22 August 2017
- RAM - 22F630 - ADDIU - T4, R0, 0x012C - Timer for Volvagia's Flight in Flight f RAM - 22F5CC - ADDIU - T6, R0, 0x0014 - Timer for Volvagia's preparation for di1 KB (284 words) - 02:04, 22 August 2017
- |ver2=NTSC 1.0|ref2=ram|start2=1142602 KB (323 words) - 02:49, 1 April 2017
- ! ROM || RAM || Data || Source File || Description ! ROM || RAM || Data || Source File || Description40 KB (5,938 words) - 06:14, 12 December 2017
- The Actor_Spawn function is located at RAM address 0x3738D0 on the USA version. At [[Game Play]] + 0x2098 (0x087208D8 in the USA version's RAM) is a list of actor categories (see above), each entry being an integer and11 KB (1,516 words) - 16:42, 6 August 2021
- |ver1=Debug|ref1=manual|rom-start1=12F70|rom-end1=0|ram-start1=80016DA0|ram-end1=0 |ver2=NTSC 1.0|ref2=manual|rom-start2=7430|ram-start2=8000B1405 KB (835 words) - 05:41, 26 April 2023
- uint32_t addr; /* The address of the animation data (includes the RAM segment as its left-most byte). */14 KB (1,960 words) - 21:23, 23 February 2023
- to play by changing values in ram3 KB (394 words) - 17:20, 26 November 2015
- ''Transfers data from ROM to RAM''<br> '''actor''' is an actor in RAM<br>25 KB (3,658 words) - 17:30, 6 August 2021
- ...Details#0xD6_—_G_DMA_IO|<tt>G_DMA_IO</tt>]] || DMA transfer between main RAM and RCP DMEM (or IMEM) ...>G_LOADTILE</tt>]] || Load texture into TMEM as a rectangular region of in-RAM texture.48 KB (7,715 words) - 07:04, 6 May 2021
- ...on 80834380 in {{actor ref|0000}}, or by execute breakpointing 80032458 in RAM and changing the variable before the ActorSpawn function is called. Finding the damage chart in RAM is quite easy; there is a pointer to it that is located 0x98 bytes after th18 KB (2,137 words) - 03:46, 16 June 2020
- |ver1=NTSC 1.0|ref1=ram|start1=800FBD18|size1=D46 KB (789 words) - 16:40, 20 December 2020
- /* 0x04 */ int AudioSeq_StartAddress; //ram only ...n rom, this value is an offset relative to the start of the file, while in ram, this value will be converted into the [[VRom]] address that the sequence i11 KB (1,971 words) - 04:11, 19 December 2019
- |ver2=NTSC 1.0|ref2=ram|start2=113740|size2=420 /* 0x04 */ int Audiobank_VRomStartAddress; //ram only23 KB (2,595 words) - 19:24, 18 October 2020
- RAM - 22D9F8 - ADDIU - T7, R0, 0x0046 Stun Time Possibility while she is spawni RAM - 230714 - ADDIU - T7, R0, 0x0096 Amount of Stun Time when Gohma falls when1 KB (250 words) - 02:06, 22 August 2017
- ...0x0F13 from the start of the saved data. See [[Save Format]] for a list of ram offsets for the starting locations for the save data.3 KB (460 words) - 22:17, 19 June 2017