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- <p class="mainpage-header-tagline">MQ Debug Rom Code decompilation progress</p> * [[Map Select]]6 KB (666 words) - 15:55, 19 January 2023
- ..._ActorDamageTable* DamageChart; /* Pointer to the actor's Damage Chart in RAM. */ |ver1=Debug|ref1=offset|start1=001C30|size1=6014 KB (2,024 words) - 16:09, 6 August 2021
- =Debug Text= ! ROM || RAM || Data || Source File || Description40 KB (5,938 words) - 06:14, 12 December 2017
- The following page documents several functions used in the Debug Rom. ''Print an informational debug message''<br>25 KB (3,658 words) - 17:30, 6 August 2021
- | 0x0C || byte[5] || Padding || Commercial releases padded with 0x00, debug with 0xAB |ver1=Debug|ref1=rom|start1=BA168026 KB (3,747 words) - 09:59, 4 September 2022
- {{address3|space=ram|name=Main Heap Free List Reference|hideend=true |ver1=Debug|ref1=ram|start1=14 KB (2,618 words) - 21:17, 4 May 2018
- ...is a listing of the source code of Ocarina of Time, as found in the Debug ROM. (Most of these snippets are in the retail ROMs as well.) | /z_debug.c || Debug || Handles the Static Context. ||24 KB (4,206 words) - 10:21, 1 November 2019
- ...into ram, which allows a program to be larger than the system's available ram. As such, overlays are a block of code can be loaded dynamically into memor |Usually contains float literals, jump tables, and on the debug versions text used with the n64 debugging print function (0x80002130).6 KB (1,034 words) - 20:42, 12 December 2021
- $02 current scene $03 current map ROM STUFF12 KB (1,609 words) - 05:00, 26 November 2015
- |ver1=Debug|ref1=rom|start1=A94000|size1=13AF30 |ver2=NTSC 1.0|ref2=rom|start2=A87000|size2=103D3014 KB (2,115 words) - 17:14, 6 August 2021
- [ctxt_subscreen_dbg_state]: 0x01D6 ;Subscreen debug State (1 & 2 = Inventory Editor, 3 = Event Editor) [ctxt_map_slot]: 0x0220 ;Current Map Slot (is this really right? shouldn't it be after inv?)29 KB (3,927 words) - 17:42, 6 August 2021
- {{for|a listing of function addresses|Function Map}} = RAM Map =10 KB (1,093 words) - 16:54, 6 August 2021
- |space=ram |ver1=Debug|ref1=ram|start1=80212020|size1=125188 KB (1,124 words) - 17:17, 6 August 2021
- |ver1=Debug|ref1=rom|start1=B969D0|size1=120 |ver2=NTSC 1.0|ref2=rom|start2=B672A0|size2=1204 KB (449 words) - 15:56, 6 August 2021
- ...xtures are 48x85, ci4 textures. Two textures are used to create a complete map of a single floor; as such, dungeon floors use a 2 step index (0, 2, 4, etc ...ght specific rooms, and hide the border before the player has obtained the map.7 KB (1,124 words) - 12:42, 15 September 2018