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[OoT] Zelda Research 2016; ovl_player_actor
Topic Started: Jan 1 2016, 05:37 PM (1,542 Views)
ZoraEggs
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Hi everyone,

First to introduce myself, I am ZoraEggs and I am a part of the .blank community.

Recently I noticed there is not much research being done into the inner workings of Zelda anymore. We have somewhat vague descriptions of the various structures within the game but these are not complete and hardly any documentation exists about the overlay files, only bits and pieces scattered in the corners of the internet.

Being the start of the new year, it is a perfect time to begin new zelda research. We decided to focus on ovl_player_actor as this is the overlay that drives the link actor.
There are about 8000 total variables used by this overlay, labeling the ones that are already known we are left with around 7000 unknown variables.
At .blank we very much hope that the community will take part by helping figure out what each variable does.

What can be accomplished when its all figured out?

Well we would know almost everything about how Link work's, all sorts of cool mods can be made that completely transform Link's behavior, new move sets anyone? new spells? the possibilities are endless and we hope that the mod scene will once again flourish :)

How to contribute

This is very simple, simply join #.blank on irc.rizon.net
One of our members will briefly speak to you and you can leave your email with them which will then be added to the list of contributors and be allowed to make changes to the spreadsheet.

Please bear in mind that you are expected to know how RAM addresses work and know how to use Nemu and its debugging features (You will get asked a few basic questions from us). The task of finding what a variable does is as simple as entering the address in the memory debugger and changing it to see what happens, sometimes its not clear what happens and you will likely need to set read/write breakpoints, if you don't fully understand what a variable does, just move onto another one, leave the harder ones for people with more reverse engineering knowledge :)

Vexiant has concocted excellent type ups for newcomers to identify data types and structures on the soon to be released Nintendo 64 wiki created by us. Upon it being released it will be linked in this thread, he hopes people will learn from the valuable resource and contribute to this research for the better good of the community so that we have elaborate Link mods!

The data

tinyurl.com/ocarina2016

May 2016 bring the new era of zelda modding!
Edited by ZoraEggs, Jan 1 2016, 06:04 PM.
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vexiant
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This could serve as an important, and incredibly useful project eventually. I'm sure everyone here would regard elaborate Link modifications as "cool" or something of that nature. Moreover, as he stated, upon the wiki being released, I'll direct some of you to a "Noob Portal" for further understanding of hacking not only Zelda, but Nintendo 64 games Fret not, and please leave all preconceived notions at the door if you could! I've already typed up said portal page and it's incredibly basic and will be helpful for sure. I diligently worded things to create relational properties with members here who lack programmer and hacker experience through means of literally "putting myself in their shoes" as I too was once a huge noob and completely overlooked hacking (read: made it harder than it actually was).

So don't worry if this goes over your head at the moment given the above statements I've made. In due time I'll see to it that you guys understand through answering questions on the forums with patience and while cutting down on the hacker jargon, again, to create a relational property with each individual user.

Great things to come to Zelda64.net relatively soon!
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mzxrules

you can't copywrite ovl_player_actor
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mib_f8sm9c
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This is really exciting to see! It'd be super interesting to see what kinds of variables are hiding in ovl_player_actor, and what could be tweaked and fixed up. I also really would like to see the N64 wiki that'll be compiled. I hope you guys finish it soon!
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mzxrules

technically, ovl_player_actor should have mostly constants and not variables due to how it shares the same allocation space with ovl_kaleido_scope, the pause menu.
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ZoraEggs
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Sadly due to the lack of interest I don't see this project really moving forward. I understand there is a lot of data but without willing contributors there is not much that can be accomplished. Even if 10 or so people contributed a few addresses each week we would still be moving at a good pace, unfortunately I underestimated the amount of people who actually understand ram addresses on this forum.
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Ideka
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I would be interested in helping, but unfortunately it seems that I can't join your IRC channel.
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ZoraEggs
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Ideka
Jan 16 2016, 05:00 AM
I would be interested in helping, but unfortunately it seems that I can't join your IRC channel.
That would be great, not sure why you can't join the irc but please pm me your email and I can add you to the google spreadsheet list.
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